- Written by SvAF_Admin
We're glad to announce that the sim has been updated to version 2.004. It includes many changes we were working on for Battle of Kuban and of course all of them will be in Battle of Stalingrad and Battle of Moscow. While developing Battle of Kuban we're working on all three our projects at once, bringing the improvements to all our users.
This time almost all parts of the game were improved, the most important ones being the first results of physics optimizations for AI aircraft, landing gear physics modeling corrections for all planes, addition of the spotting ability to aircraft in multiplayer and the ability to set clouds height and thickness. All parts of the game were polished to some extent.
Physical Model and Systems Fine Tuning
- First optimization task completed: AI controlled aircraft on the ground can be doubled, while resources used by aircraft in the air decreased by 20%;
- 'Jumpy landing gear' issue fixed thanks to improved shock strut model;
- Lift force loss and drag increase of a remaining wing after fragmentation of a wing corrected;
- Bumpiness of concrete runways and taxiways reduced;
- A slipping friction modeling situation when a stationary or slowly rotating wheel of a landing aircraft touches the ground at a high speed has been improved, resulting in more accurate modeling of two-point landing. Tail-high landing can be performed if you touch the runway accurately;
- An additional lateral friction is applied to a drifting wheel, making an aircraft more stable while taxiing, take off and landing, but also making it prone to roll-over during a strong skid;
- He-111 won't rotate after an emergency landing;
- Bf 109 E-7 mass correctly decreases with ammo spending;
- Wrongly added excess weight removed from IL-2 and LaGG-3 with VYa-23 and Sh-37 guns;
- Engine heat model corrected for Ju-87;
- Yak-1 series 69 engine characteristics corrected, now it follows the reference better (maximum speed at ground level and its turn time decreased a bit);
- Engine damage logic corrected: now an engine with a depleted time reserve at combat or other modes won't be damaged while working at normal mode afterwards;
- Physical behaviour of a detached wheel of an airplane is improved in case of fall on ground;
Aircraft Damage Modeling
- AB-1 armor made more resistant to shell fragments, protecting internal aircraft equipment better;
- Aircraft tails made more resistant to gunfire;
- Bf 110 E-2 damage resistance corrected (slightly increased). Now it is a bit less durable than Pe-2;
- Altitudes of engaging and disengaging breathing devices were corrected for German aircraft (by German flight manuals);
- Oxygen deprivation model corrected (its effects are felt at higher altitudes than before);
- Powered temperature gauges won't work when engine is off;
- Pe-2 trimmer neutral position indicators work now;
- REVI-12 gunsight reticle corrected (increased by 12%);
- La-5 engine assistant won't erroneously reduce RPM after canceled landing and going around;
- MiG-3 3D model corrected thanks to research performed by community member BorysVorobyov;
- P-40 cabin plexiglass quality increased;
- Pe-2 fuel gauge is backlit now;
- La-5 cylinder head temperature gauge is backlit as well;
- I-16 mechanical sight corrected;
- Bf 110 E-2 gunsight ;
- Bf 109 canopy color corrected for some color schemes;
- Fw 190 AI won't crush into ground after receiving Attack Area order;
- Fixed AI crashing into ground after dropping bombs at low altitude;
- Fixed AI wingmen dangerous maneuvering while given Cover command that could cause them to crash into each other;
- AI Fw 190 should enter uncontrollable spin less frequently (their angle of attack limit has been corrected);
- AI P-40 should enter uncontrollable spin less frequently (their sideslip angle limit has been corrected);
- Fixed AI crashing into ground after achieving maximum dive speed;
- AI gunners won't always have a max skill level (their skill is now tied to AI pilot skill);
- AI gunners open fire at a closer distance when given an 'fire at close distance' command;
- Fixed Ju 88 gunners not firing if the pilot window was opened;
- It is now possible to give the spotter ability to an aircraft, making it recon plane;
- It is now possible to give the spotter ability to a spawned object;
- Cloud height and thickness can be set in a mission;
- More than 32 buildings can be destroyed in a city block (restriction removed);
Graphical User Interface
- Selected engines now displayed in HUD on multi-engine aircraft;
- Symbols and lines on the map are now scaled with it;
- New GUI options 'show player messages' and 'show kill messages';
- New technochat message added telling pilot that an engine is deselected;
- Additional technochat message added to MiG-3 and P-40 telling about tail wheel locking and unlocking caused by pedals position;
- Detailed wind info added to campaign bombing missions;
- Cloud level height (and thickness in case of thick clouds) info added to briefing;
- Wind turbulence info added to QMB and campaign briefings;
Other changes and additions
- Significant performance increase for ships (their impact on the game performance is reduced 5 times);
- Destroying an AA gun on a ship won't destroy a ship itself;
- Wingmen callsigns corrected in the campaign (previously several wingmen could have a same callsign number);
- Callsigns corrected in the campaign (previously two flights could have a same callsign);
- Ground attack planes targets corrected in the campaign (previously they could fail to appear in certain circumstances);
- Several language translations were corrected;
- A rare issue - black screen on mission start - has been fixed.
- Cloud level height (distance between the ground and clouds bottom) can be set to any reasonable value. Cloud thickness is limited for different weather presets:
- In this new version (2.004) missions format was changed, so binary missions which were created in previous versions will not work properly. To restore your mission delete .msnbin file and keep only .Mission file, open in in Mission Editor and re-save it with new .msnbin binary mission.
- Due to mission format change flight records which were recorded in previous versions will not replay.
- Written by SvAF_Admin
Today I want to tell you about the new features we will add to multiplayer mode in Battle of Kuban. Development of these features is planned for the next year, but we already know what we want to get in the end. The most important feature is the Cooperative (CO-OP) mode. Let’s go into the details about it right away.
The current Deathmatch multiplayer mode is a potentially infinite play session (usually its time is limited in the server options, but it can be infinite). A player can log into such server at any minute, choose an airfield and jump into the cockpit of any plane available there. The mission designer can set any goals and targets that can respawn infinitely. Therefore, the player’s plane can’t be a mission target since it is unknown if and when it would take off. Targets in this mode are always static objects or they are controlled by AI. On one hand, this mode gives the maximum freedom to the players, but in scenario missions, where each player has a certain role and task such freedom can be counter-productive.
CO-OP multiplayer mode includes the player’s plane in the mission script, various triggers are associated with it and player actions influence how the mission unfolds. Players have their own mission routes, targets and tasks and they can be unique for each player or group of players. The number of players, their starting places, aircraft, mission routes, armament and fuel reserve are defined in the mission (however the aircraft preferences can be changed by players if server rules allow this). Therefore, CO-OP mode gameplay is much closer to single-player campaign missions, but a CO-OP mission contains a different mission for each of the players which they complete together in one multiplayer session.
Unlike in Deathmatch mode, in CO-OP mode all players begin a mission simultaneously at a time set by the mission designer and there is no way to restart in the same mission. The mission ends either by meeting certain conditions set by the mission designer or if all players are shot down. There is also a possibility of making missions where players are divided into two opposing teams – one team must complete a certain task and another team tries to not let them do it or both teams must complete their own tasks and attempt to not let the enemy team complete their task at the same time (the so called PvP with AI). It is also possible to have missions where all the players are in the same team and pursue a common goal (PvE).
In addition, we plan to make the existing Deathmatch mode deeper for Battle of Kuban. Player actions will become more coordinated thanks to a new major feature – the Marshal mode. At the moment, we have a basic vision how this mode will function and what features it will include. Here’s a rough idea of how it would look from a player point of view:
- If Marshal mode is enabled on the server, one of the players can become a Marshall. We haven’t determined the exact criteria of how a Marshal will be chosen, perhaps it would be a player with most achievements earned or a player from the list created by the server owner as he sees fit.
- A Marshal can’t fly himself, his job is directing others. Each team has their own Marshall.
- A Marshal (and only he) can see objects near friendly spotters, airfields and recon units (recon planes and tanks), therefore he (and only he) can have a complete understanding of the battle situation or as close to it as certain fog of war limitations allow.
- Moreover, the Marshal will have a limited ability of directing the ground forces using special command markers. He will be able to give orders to certain ground unit groups and set their basic reaction to danger (‘fire at will’, ‘return fire’, ‘don’t fire’).
- We are also considering other features to add to this mode assuming development and testing goes well.
Beyond that, there will be an interesting event in our project soon, which is not directly related to our work, but it is the result of work and efforts of a team from the community. This team decided to make a multiplayer game mode with unique add-ons over the standard multiplayer design functionality. Team 72AG-DED have made a server with an online campaign in Deathmatch mode using the processing logs of =FB=Vaal, =FB=Isay and tools that we have provided them. This development is notable for its simplicity and originality. They took all the best we offer servers operators and added something new, which is something we have been hoping for.
The project "Random Expert +" uses a flexible mechanism based on the reference points scattered around the map, transitions between them are given under certain conditions, and thus the players on the server directly affect the movement of the front line in different parts of the map. The control program created by 72AG-DED, which is using this mechanism, is automatically creating the mission and sending it to the game server.
According to the results of each mission derived from server logs, progress achieved by players is counts towards and becomes stored on server. Achieved status is displayed on the site of the server in the form of a schematic map with symbols. Of course in the spirit of cooperation we are receiving their questions and inquiries periodically, which are about additional features and things in development, some of them have already been implemented in the game. Server capabilities are limited only by the imagination of its developers and at this stage the 72AG-DED team has big plans for the development. Now the server is at the stage of closed testing, but very soon it will be available to everyone. From our side we wish the team 72AG-DED much success in this endeavor.
In the end I would like to highlight that since the CO-OP mode is intended for short missions, we plan to restore the ability to launch a multiplayer server directly form the game and allow a host player to become one of the players on this server. There will be a way to host a multiplayer server either using the dedicated server utility, as it happens now, or directly from the game. Basically this will be like it is now in Rise of Flight.
In the meantime, we continue our work on the project and we’re hoping to give you an important update on game version 2.004 next week. Today we can show you several 3D model WIP screenshots of Bf 109 G-4, He 111 H-16 and Bf 110 G-2.
- Written by SvAF_Admin
A clip in HQs taste... feel the atmosphere of this ..... game
NOTE: watch it HD quality on Youtube, full screen. Then say you are not inspired :)
...or maybe you need to chase down a russian tank? IL2 BoS/BoM is waiting for you!
- Written by SvAF_Admin
A glance of what has happed before today, now and tomorrow...
Memory #1 Feb 2007
From our forum "Kz uses F19_Klunk in their propaganda" by F19_AgaOdorox
"We need to fight back! :D watch 4:46"