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1.011 Update Full Change List


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#81 =IRFC=AirBiscuit

=IRFC=AirBiscuit
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Posted 03 March 2010 - 19:09

Well the DVIIF is of course a beast, will most likely make it even harder now to find servers with balanced teams.

I share that fear, too. Central pilots who get their hands on that aircraft have absolutely nothing to complain about. It's fast, it turns, it hangs, it's gentle, great visibility, large ammo capacity. Basically if you get shot down in that thing, you were bested, plain and simple. I think the only planes that can keep pace with it at high altitude are the SE5a and SPAD, but neither one of those can turn to save your life.

Ah well. It will be a good challenge :D
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=IRFC=Air Biscuit

http://quetoo.org


#82 Dooga

Dooga
  • Posts: 422

Posted 03 March 2010 - 19:17

GREAT update - graphics smoother, I left the POST effects on and still can play with acceptable framerates, that used to be impossible for me before the update. Looks a lot more realistic with the HDR thingy as well, nice.
I bought the D.VIIF straight away and took it through a quick flight mission - fantastic! Decent engine sound, and the plane finally is a match for an SE.5a and a SPAD, speed-wise - just shot four of them down, seemed a lot less painfull than it felt in the D.VII. Also, I like the altitude throttle - took it up to 3km straight from the airfield with both throttles fully open from the beginning (nice touch, the misfiring sounds a low altitudes), and it didn't even break the engine (this time).

Thanks a lot neoqb!
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#83 parasol12

parasol12
  • Posts: 94

Posted 03 March 2010 - 19:21

really minor, and nothing to do with the latest patch ingame, but I noticed that the picture for the Fokker D.VIIF on the store page is a bit larger than the other planes there…

ImageImage

not sure if that was intended or not? :lol:

140x114 for the other planes
200x128 size for D.VIIF

???
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#84 Pimpin

Pimpin
  • Posts: 1066

Posted 03 March 2010 - 19:23

Actually,after flying the update for a few hours,with the new HDR and other effects,I don't think Lefty was too far off the mark when he said it was a whole new game!
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#85 ImPeRaToR

ImPeRaToR
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Posted 03 March 2010 - 19:24

just reflecting its higher awesomeness in a higher number of pixels ;)
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#86 Marco_._

Marco_._
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Posted 03 March 2010 - 19:29

Well the DVIIF is of course a beast, will most likely make it even harder now to find servers with balanced teams.

I share that fear, too. Central pilots who get their hands on that aircraft have absolutely nothing to complain about. It's fast, it turns, it hangs, it's gentle, great visibility, large ammo capacity. Basically if you get shot down in that thing, you were bested, plain and simple. I think the only planes that can keep pace with it at high altitude are the SE5a and SPAD, but neither one of those can turn to save your life.

Ah well. It will be a good challenge :D

but you know that most dogfights online are below 2km…and since most folks are not familiar with BnZ tactics I think DVIIf wouldnt make big difference online…..and that is good imho
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#87 Seany

Seany
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Posted 03 March 2010 - 19:40

Amazing work, thanks so much 8-)
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#88 wrong_name_746

wrong_name_746
  • Posts: 189

Posted 03 March 2010 - 19:43

Well, I noticed (perhaps?) one mistake already.

While looking at the Fokker D.VII(F) in the Store, I noticed the multi-view drawing lacks the conical spacer and single lock nut on the propeller. BMW powered D.VIIs had this quick-change single lock-nut propeller. That conical projection on the prop boss was a sure-fire way of identifying the BMW engined D.VII(F).

It's missing from the aeroplane…I'd fix it.

THe other way of identifying a D.VII(F) is the higher profile of the engine (longer stroke) and the higher mounted machine guns. But, the difference is slight, and I doubt anybody would notice it.

Maybe only the Store image is missing the conical spinner/spacer. Anybody know?

LJB 8-)

BTW, only Fokker built D.VII(F)s were marked as such. Albatros and O.A.W. built D.VIIs were not.
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#89 Fuby

Fuby
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Posted 03 March 2010 - 19:47

23. DSERVER: Added missions rotation limit parameter (ShutdownLoads=…), it is temporary solution against DServer crashing after 16..19 like on COCOS server.


EXACTLY what is this..and what should it be set too..

Example.. ToW uses 15 maps..we get a POOF dserver gone at random..
should I add Shutdownloads=15 in sds?
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#90 =IRFC=AirBiscuit

=IRFC=AirBiscuit
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Posted 03 March 2010 - 19:48

but you know that most dogfights online are below 2km…and since most folks are not familiar with BnZ tactics I think DVIIf wouldnt make big difference online…..and that is good imho


True, but once Dogfight servers arrive, I think there will be a lot of 5km air starts, and the D.VII(f) will basically run the show. We'll see.. :)
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=IRFC=Air Biscuit

http://quetoo.org


#91 ImPeRaToR

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Posted 03 March 2010 - 19:51

Or people will actually have time to climb rather than having the mission end after 5 minutes of lawn mowing.
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#92 TX-Thunderbolt

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Posted 03 March 2010 - 19:52

but you know that most dogfights online are below 2km…and since most folks are not familiar with BnZ tactics I think DVIIf wouldnt make big difference online…..and that is good imho

That is definitely the case right now with most servers hosting missions that start with everyone taking off and hauling ass to a specified circle to duke it out. In the past those missions easily favored the better-climbing and faster entente aircraft. Unless a Central pilot flew in the opposite direction off the map and climbed for 5-7 minutes before embarking towards the contact area he would always enter said area with a distinct altitude disadvantage. Now, granted, the DVIIF doesn't necessarily neutralize that, but he really just needs to get to 2,000m and the performance curves start to merge.

As long as the only mode we currently have is shoehorned to act as a substitute for a DF/respawn mode, this will typically be the case. It doesn't have to be that way now, but it is. 15 minute time limits keep everyone nice and low, desire to engage eliminates elongated stalking and impatience in people wanting to be able to refly after they land/die, will keep missions nice and short.

If there were some true COOP missions placed on a server with "mods on" to allow for skins and an escorted recon mission to 20,000ft was scheduled (hell, make it 15,000 ft), you'd have the perfect scenario for the DVIIF to bear its teeth…regardless of whether it was to escort or attack.

Much of what we seek will come to pass once COOP can be true COOP and DF makes time limits and fast engagement irrelevant.

(I typed this with a meeting in between…I hope it makes sense)
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#93 Herodotus

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Posted 03 March 2010 - 19:53

Great work Neoqb and the Beta-Testers…Big Thumbs Up!
All the new tweaks and bells & whistles are great, as is the beasty D.VIIF ( gotta love the new BMW sound). Bloom effect is rather dazzling in full sunlight, though.
Very sly in the QMB with the Heavy Bomber sillhouette…tease.
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#94 parasol12

parasol12
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Posted 03 March 2010 - 19:59

17. CAREER: Career should now be correctly finishing if squadron plane time of service is over in 1817.

I didn't know we had a career in the air service before Otto von Bismarck, German unification, or the Franco-Prussian war of 1870-1871.
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#95 HotTom

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Posted 03 March 2010 - 19:59

Excellent improvements, Neoqb!

THANK YOU!!!

HT
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#96 =FB=VikS

=FB=VikS
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Posted 03 March 2010 - 20:17

17. CAREER: Career should now be correctly finishing if squadron plane time of service is over in 1817.

I didn't know we had a career in the air service before Otto von Bismarck, German unification, or the Franco-Prussian war of 1870-1871.

mistype :oops:
fixed :)
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#97 Mikemat

Mikemat
  • Posts: 9

Posted 03 March 2010 - 20:18

Thank you for your work. It is what I was wishing: choose the time and the wheater. RoF is great!
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#98 Hyneman

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Posted 03 March 2010 - 20:43

>>MAIN: 3rd party skin approving system for MODS OFF game mode added.
Can we get more information on this one?
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#99 =FB=VikS

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Posted 03 March 2010 - 20:55

>>MAIN: 3rd party skin approving system for MODS OFF game mode added.
Can we get more information on this one?

you are making the skin and then sending/posting it to us/on forum, then we are approving it (its done due to prevent skins cheating ie transparent skins, trash skins and such), then we adding it into game code, after that - you can post a link on it, and the one who downloaded this skin - will be able to see it as well as who wears it in mods off mode. If you didnt d/l this skin - youll see a person in default skin.
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#100 hq_Jorri

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Posted 03 March 2010 - 20:59

Perhaps this should be discussed in a seperate topic, but:

Are squadrons allowed to nominate their un-historical squadron skins for this?

To prevent cheating, it would be great for my squadron to fly with mods off mode, and when we play in public, it will pull in a lot more people that way (who will otherwise not see a server online).
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#101 Von_Drinkoften

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  • LocationAuckland NZ

Posted 03 March 2010 - 21:01

Got home after finishing work this morning and went online straight away!!!
Downloaded the new patch and had a quick peak at the QMB options.
Totally awesome is all I can say. It's everything I personally wanted.

Cheers Neoqb & to the testers… looks really impressive.
Have purchased the DVIIF but too tired to test at the moment.
Will grab a couple hrs of shuteye I reakon, then fire her up! 8-)

Thanks again!! :)
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#102 DR_Cartouche

DR_Cartouche
  • Posts: 31

Posted 03 March 2010 - 21:02

you are making the skin and then sending/posting it to us/on forum, then we are approving it (its done due to prevent skins cheating ie transparent skins, trash skins and such), then we adding it into game code, after that - you can post a link on it, and the one who downloaded this skin - will be able to see it as well as who wears it in mods off mode. If you didnt d/l this skin - youll see a person in default skin.

Hi :)
that tell me a question too, please.
how can we knows wen new customs skins are awaillable in non moded games, and witch they are ?
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#103 =FB=VikS

=FB=VikS
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Posted 03 March 2010 - 21:11

you are making the skin and then sending/posting it to us/on forum, then we are approving it (its done due to prevent skins cheating ie transparent skins, trash skins and such), then we adding it into game code, after that - you can post a link on it, and the one who downloaded this skin - will be able to see it as well as who wears it in mods off mode. If you didnt d/l this skin - youll see a person in default skin.

Hi :)
that tell me a question too, please.
how can we knows wen new customs skins are awaillable in non moded games, and witch they are ?

It only depends on you, as we physically cant host em in game updates (every user would need to d/l em - it can be too expensive for everyone). So youll need to check news to get new skinpacks d/l links.
Its a kind of old Red Baron 2 skins stuff :)
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#104 Hyneman

Hyneman
  • Posts: 390

Posted 03 March 2010 - 21:18

@=FB=VikS
Thank you. I'll post my "Sopwith Bee" skin (http://img13.imagesh.../5182/beeqr.jpg">http://img13.imagesh.../5182/beeqr.jpg) tomorrow. Hope that one is OK, or are there any restrictions, such as "historical skins only"?

Guess we'll have to post them in *.dds format, right?
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#105 =FB=VikS

=FB=VikS
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Posted 03 March 2010 - 21:21

@=FB=VikS
Thank you. I'll post my "Sopwith Bee" skin (http://img13.imagesh.../5182/beeqr.jpg">http://img13.imagesh.../5182/beeqr.jpg) tomorrow. Hope that one is OK, or are there any restrictions, such as "historical skins only"?

nope, its only should fit the ROF standarts.

Guess we'll have to post them in *.dds format, right?

yep (DXT 5 with alpha, you can find an nvidia dds file conveter on their site)
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#106 Hyneman

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  • Posts: 390

Posted 03 March 2010 - 21:23

>>nope, its only should fit the ROF standarts.
Alright, thanks.
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#107 Pimpin

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Posted 03 March 2010 - 21:26

That skin is my desktop! :D
Can't wait for 'official' skinpacks!
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#108 hq_Overmax

hq_Overmax
  • Posts: 358

Posted 03 March 2010 - 21:30

Hm, Sopwith bee looks nice, but allied planes weren't that colorfull.
Hope you RoF-guys arent so strict for centralplanes. Because they were known to be colorfull.
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#109 Hyneman

Hyneman
  • Posts: 390

Posted 03 March 2010 - 21:32

Well, I'll accept that if they don't want 'unusual' skins.
In my opinion, if any pilot doesn't want my skin or other more colorful skins,
then he or she simply doesn't have to add it…
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#110 =Fifi=

=Fifi=
  • Posts: 10329

Posted 03 March 2010 - 22:08

I just can't believe what i'm reading here 8-)
Sounds awesome update…but with my time zone i'm only on download part :(

Neoqb listen our wishes, that's wonderful!!!! You are the best :lol:
Even the skin approval download!!!!What a surprise!!!

I'll have a big rhum toast for you tonight Neoqb team :D
Cheers
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#111 redmaniac

redmaniac
  • Posts: 49

Posted 03 March 2010 - 22:12

Need something new ( dogfight server ???)
Game getting boring…..
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#112 Eldur

Eldur
  • Posts: 220

Posted 03 March 2010 - 22:17

Change list 1.010 - 1.011:

NEW/IMPROVED FEATURES:

9. GRAPHICS: Gamma-correction control added to Settings.exe.
16. PLANE: Mixture and Radiator controlling keys are smoothed.

First off, thanks for your effort, this Update is great! I just love the QMB and it's "controls" and all the other GUI improvements you did. The D.VIIF feels great after my first try. Offline Login is great, that's the right step (and I hope this will be an example for Ubisoft how to do this right).

Now concerning the points I quoted:
9 doesn't work, the slider is greyed out and I can't find out why. My setup is Vista x64 with Radeon 3870, Cat 9.8.
16 killed my feeling for the radiator control (I never had to look at the sliders in the cockpit, now I have to). I have mixture on a slider anyway, but I don't have another one free for the radiator shutters. Please change it back to the old behaviour and add a switch to enable the smoothing for those who prefer it now. This will make everybody happy.

Two more problems I encountered:
Everything's so dark now… where's the light? Lighting was perfect before the update, now trees and objects are extremely dark, almost black. I turn up my screen's Gamma up to 2.2 already, because it's not bright enough otherwise!.
2nd: D.VIIF "NumPeriod" Snap views are broken, there was no script file for the plane. I'll try using the D.VII values now…

Nevertheless… this update rocks Image
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#113 GreyFox5

GreyFox5
  • Posts: 2

Posted 03 March 2010 - 22:17

Excellent! I appreciate all the work and I'm sure the thousands of lines of code that went into the changes. Thanks for setting the radiator open on the air starts! 8-)

Fox
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#114 Pimpin

Pimpin
  • Posts: 1066

Posted 03 March 2010 - 22:20

''9. GRAPHICS: Gamma-correction control added to Settings.exe.''

You need to tick the 'full screen' box in sttings,it does not work in window mode.
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#115 Marco_._

Marco_._
  • Posts: 2594

Posted 03 March 2010 - 22:49

but you know that most dogfights online are below 2km…and since most folks are not familiar with BnZ tactics I think DVIIf wouldnt make big difference online…..and that is good imho

If there were some true COOP missions placed on a server with "mods on" to allow for skins and an escorted recon mission to 20,000ft was scheduled (hell, make it 15,000 ft), you'd have the perfect scenario for the DVIIF to bear its teeth…regardless of whether it was to escort or attack.

ehh…last yrs in IL2 I played only such COOPS….they are most realistic and I hope we will see them soon in ROF…fake coops and respawn crap dogs arent my favourite….such missions are low alt turnin furbals with respawning dudes banging others with their fresh planes….


@VIKS - I sent tonz of custom skins from our community…..you saw them? I picked best skins…took time to collect them…
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#116 Eldur

Eldur
  • Posts: 220

Posted 03 March 2010 - 23:06

''9. GRAPHICS: Gamma-correction control added to Settings.exe.''

You need to tick the 'full screen' box in sttings,it does not work in window mode.

Thanks for the hint. The slider doesn't do any more than my Hotkeys (ATi Tray Tools), so I don't really need it. I had the fullscreen switched off due to some problems when Alt-Tabbing out or switching out otherwise (I've got a 2nd screen, clicking there drops the focus right away).

I sorted out the lighting issues by completely deactivating HDR. I guess this is what I had before. BTW it was OK when looking forward in cockpit. But darker things went even darker when looking back or using external views. Seems to be some kind of virtual iris that changes the overall brightness depending on what's visible at the moment.
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#117 Viper69

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  • Posts: 5500

Posted 03 March 2010 - 23:55

I love the Artificial horizon in the D7F. No aiming reference is kinda hard to get used to but I am working on that. Good work so far guys.
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#118 Criquet

Criquet
  • Posts: 454

Posted 04 March 2010 - 00:07

15. VIEW: "Allow spectators" option completed. Now if it's off, then any user is only able to look from his cockpit or friendly camera operator.

17. PLANE AI: Planes AI settings are now specified not in code but in config files, so now tuning them is easier for modders.

I does not understand these 2 points.pls help :)
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#119 parasol12

parasol12
  • Posts: 94

Posted 04 March 2010 - 00:20

15. VIEW: "Allow spectators" option completed. Now if it's off, then any user is only able to look from his cockpit or friendly camera operator.

17. PLANE AI: Planes AI settings are now specified not in code but in config files, so now tuning them is easier for modders.

I does not understand these 2 points.pls help :)


I think..
15 means a server option for multiplayer to allow for spectators or not
17 means that you can go into .ini files to mod planes, which are easily opened in Notepad

Or maybe Fifi can translate for you :)
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#120 Welshie

Welshie
  • Posts: 537

Posted 04 March 2010 - 00:50

Great Work, Thanks Fellas :)
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