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DD_Arthur

3. Danger Dogz
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Everything posted by DD_Arthur

  1. Ahhh...yes - that was what I couldn't bloody remember! Doh
  2. FT you hero, you've added all the new planes to our DF server! Last night I cleared my dogfight folder and started downloading the missions as they came up on the server in order to add the planes manually and then realised - after six weeks of not fiddling with the mission editor - that I've forgotten how to use it
  3. Yep, same here. Can create a coop and it will load but when you actually click on a plane in the loading screen the little wagon wheel thingy just keeps going round and round and......... I wonder if I can create a dogfight mission with it?
  4. Vander has updated his mission generator too!
  5. What fantastic timing!! https://forum.il2sturmovik.com/topic/12826-game-updates/page/2/?tab=comments#comment-824612
  6. Hoping for a Monday release as I've got a - cough - non-pupil day on Tuesday so I can play BoS all day celebrate my wife's birthday
  7. It's going to be BIG!!!!! Hello everybody, The next update 3.201 will be released really soon. In the previous Dev Diaries, we told what it will bring for Bodenplatte, but it will also contain many improvements for other projects as well. Let's start with Tank Crew. The first important feature (not only for tanks, but it is especially important for them) is the new occlusion system for object markers. Now ground and aerial object markers will be occluded by other moving objects, cockpit elements, hills, trees buildings, etc. It should really pump up the tension of battle even in the 'markers on' mode. Second, we have changed the way a turret (or closed sights MGs like bow MG-34) is steered on all tanks, now it moves like on M4A2 before and there is a special overlay indicator showing the set turret direction. In addition, all the Tank Crew player controllable tanks now have improved engine startup procedures, both visually and audibly. Pz. IV and M4 have autonomous turret traverse mode working with effects and animations. The tanks handling has been improved. Many of them have their interiors and some exterior details updated. Two historical campaigns set near Prokhorovka designed by Alexander Timoshokov and Victor Sechnoy are finished and their beta testing should start next week along with the commander interface for controlling the crew and an entire platoon. To create correct mission scenarios, a lot of effort has been put into research - just their briefings have enough text to fill up 40 book pages. Ground AI improvements required a lot of time as well. We plan to release these campaigns to all Tank Crew owners in October. Now onto Flying Circus. The coming update will include the Arras area map (1918). The cities, towns, and airfields recreate the atmosphere of the era believably. The designers paid special attention to smaller details in the airfield buildings. The towns have trade squares, suburban blocks and more detailed factory areas. There are barbed wire and dugouts on no-mans-land. Together with the latest technologies available in IL-2 engine, the new Arras map will give the aviators of the Great War the next level of immersive flight and dogfights above the Western Front positions. Returning to Bodenplatte, we're glad to report that we have found the means of increasing visual quality of Tempest Mk.V even more. Since the end of Summer, our artists worked on the texturing and materials and you can see the result on these screenshots. The aircraft released in the previous TOWs also gets attention - Battle of Stalingrad owners will see IL-2 mod. 1942 and Bf 109 G-2 skins updated to 4K quality thanks to Martin =ICDP= Catney and Neeraj =BlackHellHound1= Bindraban. But not only visuals are being upgraded for our previous projects - we're also working on some sound improvements. For instance, DB-601 and BD-605 engine sounds installed on Bf-109s and Bf-110s will become more realistic in 3.201.
  8. New version of Vander's generator out https://forum.il2sturmovik.com/topic/43276-il2-great-battles-easy-mission-generator/
  9. Plywood P47? I'll give it a go!
  10. https://forum.il2sturmovik.com/topic/168-developer-diary/?do=findComment&comment=818033
  11. @FT; have Deventer and Apeldoorn been swapped?
  12. After you set us up with the last coop FT........
  13. DD_Arthur

    New Toy Mmm

    Fen's dad's Mustang. Fender cam!
  14. DD_Arthur

    New Toy Mmm

    Track day at Silverstone Mick?
  15. In VR! Map is going to be bonkers too.... The area around airfield B 95 seems especially suitable for ground attack; bridges, ferries, river crossings in general, model shops, pushbikes, etc.
  16. Excellent! Hey, we're better than the devs at formation flying. Tempest looks fantastic but that was first video glimpse of the Boddenplatte map, no? I must say it's the P38 that really gets me excited.
  17. But I thought it was great!
  18. Exploring the Persian Gulf map at sunset. Interestingly, since the last Beta update VR performance seems to be slightly inferior to what we have here, the stable version. In VR this is all simply astonishing!
  19. Never heard of this before;
  20. Wow! Thats some update Mmmm......P38.......  
  21. DD_Arthur

    New Toy Mmm

    Possibly Swep! I'm more reminded of holidays in Greece when a look over the rooftops would reveal loads of 'unfinished' buildings with a few rods sticking out from concrete roofs. Wasn't it a local tax dodge or something?
  22. DD_Arthur

    New Toy Mmm

    In a fit of spur of the moment, weather- induced boredom we decided to let the train take the strain and spend a couple of nights in central London wandering around doing the touristy thing. I was astonished by how much the skyline has changed in the fifteen years since I last had the opportunity to walk over Tower Bridge. All this high rise glass and stainless steel is all new to me!
  23. As discussed tonight, some of us are using an icon mod that cuts out all the arrows, distances and names and just leaves a small blue or red triangle. Details and download of the mod can be found here https://forum.il2sturmovik.com/topic/38978-mod-icons/ As you can see, this guys made a mod with a variety of options. I'm using the third one down and this is what it looks like in our coops. In my game goodies are blue and baddies are red
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