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Patch 4.005

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Message par Pollux Mer 8 Avr - 12:05

en final... Cool

https://forum.il2sturmovik.com/topic/60315-master-server-maintenance-april-8th/

Patch 4.005 3131884890



Attention : https://forum.il2sturmovik.com/topic/60308-a-heads-up/
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Patch 4.005 Empty Re: Patch 4.005

Message par Pips Mer 8 Avr - 13:03

MESSAGE DE JASON, traduit en Français


A tout le monde,


La mise à jour 4.005 arrive très bientôt. Veuillez faire toutes les sauvegardes dont vous pourriez avoir besoin car la mise à jour peut gâcher certains éléments comme le mappage des clés ou les enregistrements, etc. En fait, il est préférable que vous créiez simplement une sauvegarde complète de votre dossier principal IL-2 au cas où. Il s'agit d'une mise à jour importante, de nombreuses choses imprévues peuvent se produire.



L'équipe a travaillé EXTRÊMEMENT dur sur cette mise à jour, plus que d'habitude et l'équipe Beta a fait d'excellents tests et nous avons écouté attentivement leurs commentaires. Bien sûr, c'est une chose habituelle, mais encore plus cette fois-ci. Et ce qui est plus étonnant, c'est qu'ils ont fait ce travail enfermé dans leurs appartements et maisons tout en évitant cette fichue pandémie. Ils méritent vos félicitations et votre soutien pour garder votre simulateur préférée en vie en ces temps difficiles. Nous ne sommes pas des infirmières ou des médecins de première ligne ou même des commis d'épicerie risquant de contracter une infection pour vous servir, ne vous méprenez pas, mais essayer de se concentrer pendant que les proches et les coéquipiers sont à risque est une grande distraction.

Après avoir reçu la mise à jour, s'il vous plaît, laissez-la respirer et prenez votre temps. Veuillez ne pas voler pendant cinq minutes et venir ici et signaler les problèmes. sans autre test. Pilotez quelques missions, pilotez du QMB, pilotez du MP et prenez-le pour un spin prolongé. Tous les bugs confirmés seront corrigés comme d'habitude, alors s'il vous plaît ne nous enflammez pas ou ne vous fâchez pas. Ce n'est pas nécessaire.


Certaines choses à retenir, cette mise à jour n'inclut pas notre nouveau rendu différé ni les modifications des réflexions métalliques dont vous avez vu des extraits dans les DD, etc. Ce sera dans notre prochaine mise à jour. Cette mise à jour a plus de 100 améliorations, ajustements et correctifs. Les performances devraient rester aux niveaux actuels, aucun changement majeur dans le FPS ou la fluidité n'a été signalé dans la version bêta. Notez également que, bien qu'une grande partie de cette mise à jour se concentre sur les dommages, nous n'avons pas mis à jour ni modifié nos visuels de dégâts. Seuls quelques très petits ajustements ici et là. Les textures de dégâts sont les mêmes qu'avant. Ils sont cependant mieux utilisés et devraient mieux correspondre aux dégâts réels infligés. Nous sommes à peu près à la limite de ce que nous pouvons faire dans ce département sans un système complètement nouveau qui prendrait quelques années pour non seulement coder, mais s'appliquer à tout notre contenu existant. Je peux essayer d'apporter des améliorations aux visuels de dommages existants, mais la technologie sous-jacente restera la même. Alors s'il vous plaît, définissez vos demandes sur des "attentes raisonnables" pour cette partie de la mise à jour et ne dites pas que nous avons promis de nouvelles textures de dégâts, car nous ne l'avons pas fait.


Le point le plus important de cette mise à jour est de résoudre les "ailes repliables" et les "moteurs en verre" des versions précédentes. Les ailes peuvent toujours être détachées avec des armes de gros calibre qui frappent au bon endroit ou plusieurs fois, mais c'est beaucoup plus rare. Nous avons également ajusté les obus perforants, mais leurs dégâts sont plus réalistes et pas les mêmes que les obus HE. Les avions que vous attendez plus durs devraient en effet agir plus durement. Plus dur ne signifie pas pour autant indestructible.

Nous espérons que vous ferez l'expérience d'une plus grande variété de victimes, pas seulement du Wing-Off habituel comme avant. Je parle des incendies de moteur, des explosions, du pilote tué, des fuites de carburant, des fuites de liquide de refroidissement, des explosions de munitions, des incendies de carburant, des fuites d'huile, des dommages aux cylindres, des dommages au vilebrequin, au contrôle de la perte de surface, des systèmes de contrôle des dommages et oui parfois une défaillance de l'aile. Et tout coup de chance peut ruiner votre journée, alors n'oubliez pas de vérifier six. Ne vous faites pas une cible facile!


En outre, un problème qui est apparu en version bêta était que si vous créez une mission MP et que vous la surchargez au-delà du bord avec des entités et des objets qui peuvent provoquer une surcharge, vous pourriez rencontrer un retard inattendu dans le calcul ou l'affichage des dommages appropriés. Donc, responsables de mission et opérateurs de serveur, veuillez en tenir compte dans la conception de votre mission et éviter de surcharger votre serveur. Essayez d'être créatif, mais aussi efficace. Cela a toujours été le cas, rien de nouveau ici, mais se concentrer sur la modélisation des dommages a rendu ce problème plus évident pour certains testeurs en MP. La grande majorité des serveurs et des joueurs n'ont rien à craindre, mais certains d'entre vous essaient vraiment de repousser les limites et voulaient juste vous le rappeler. Il n'y a pas de limite stricte et il nous est impossible de connaître les limites de chaque serveur, alors essayez de trouver les limites pour les performances de votre serveur individuel pour vos clients.


Dans l'ensemble, cette mise à jour est populaire auprès de nos testeurs, mais nous avons peut-être manqué quelque chose. Dans tous les cas, pas de panique et double / triple check c'est un bug avant de le signaler s'il vous plait. Cela nous permet d'économiser une tonne de temps dans la recherche de bogues et d'accélérer tout correctif.



Donc, avec cela, restez assis, détendez-vous et attendez-vous à ce que les serveurs soient critiqués, attendez-vous parfois à des connexions lentes.



Jason

_________________
"L'héroïsme, c'est le seul moyen de devenir célèbre quand on n'a pas de talent. "
Pierre Desproges

Patch 4.005 2019_711
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Patch 4.005 Empty Re: Patch 4.005

Message par Pips Mer 8 Avr - 14:41

Désolé les gars, trop long à traduire !!!!!!!!!!!!!!!!!!!!!!!



UPDATE 4.005



Dear friends,


The IL-2 Sturmovik team is happy to announce that another, very big and important milestone in the evolution of our project has been reached and its result is ready to be downloaded to your PCs. This time the update doesn't bring new content since the development of the new Normandy project is at the very early stage. However, it contains an enormous block of changes paramount for the IL-2 as a combat flight-sim, namely the aircraft damage model and munitions damage calculations. Earlier we have published several Dev Blogs dedicated to these changes, where they are covered in detail and how they affect the gameplay.


Additionally, the external textures of four previously released aircraft are now available in 4K quality thanks to Martin =ICDP= Catney and Francisco =BlackHellHound1= Bindraban. 4 additional ground vehicles were added to the sim - two ambulances and two fuel trucks. And a new language has been added to the game - Simplified Chinese! Well, at least most of the sim is translated, some parts will have to wait. More on that below.


Patch 4.005 _4k_1.thumb.jpg.76d7e78886a2e20333efdb0e64303ed1

Patch 4.005 _4k_2.thumb.jpg.9f901e7f9d201b9cb558d946ad83fd55

Patch 4.005 _4k_3.thumb.jpg.82a1620d35a3f7d035b1a3c42add1a7f

Patch 4.005 _4k_4.thumb.jpg.1d520e3194e14e518fd4494f54cb1f93


But of course, this is not quite all we have done. The change-list contains a whopping 140 changes - this is the all-time record for our project! There are numerous improvements to the aircraft simulation, aircraft models, player controlled tanks (Tank Crew) and artificial intelligence (AI). The causes of several important issues we weren't able to reproduce previously due to their rarity and randomness and thus fix before were finally found and fixed. The full list contains many other improvements and fixes as well. Take a look:


Main features


1. MiG-3 series 24 exterior textures, including damage, are in 4K quality now thanks to Martin =ICDP= Catney;

2. Pe-2 series 35 exterior textures, including damage, are in 4K quality now thanks to Martin =ICDP= Catney;

3. Pe-2 series 87 exterior textures, including damage, are in 4K quality now thanks to Martin =ICDP= Catney;

4. Bf 109 G-4 exterior textures, including damage, are in 4K quality now thanks to Francisco =BlackHellHound1= Bindraban;

5. Binoculars have been added for tank commanders (press LCtrl + 5);

6. GAZ-55 ambulance vehicle added;

7. BZ-35 fuel truck added;

8. Opel Blitz ambulance vehicle added;

9. Opel Blitz Tankwagen fuel truck added;

10. New language added - Chinese Simplified (简体中文). The career mode is not yet completely translated since the newspaper articles and some squadron histories and award descriptions are in English (they are not necessary for playing though). The Chinese symbols in the pilot name won’t work sadly due to the technical limitations in the mission file format.


Aircraft Damage Model Improvements


11. All aircraft got the new, significantly more advanced version of the airframe damage calculations: each aircraft has its own geometrical sizes of the airframe parts and the material types while the damage calculations take into account the peculiarities of the AP, blast and fragmentation damage;

12. A complete rework of aircraft skin damage calculations has been done and it now takes into account the projectile caliber or its HE capability: now AP ammo and bullets damage the aircraft skin to much lesser extent than HE ammo while ramming an aircraft with a propeller of another instantly causes severe aircraft skin damage;

13. Visual hit effects (sparks, splinters, etc.) and sound effects now depend on the material of a hit part of the aircraft;

14. A one projectile impact won’t erroneously cause multiple (doubling) damage effects on the airframe parts which have several hitboxes;

15. Projectile impacts (and ramming an aircraft with a propeller of another) at the parts which don’t have their own cracks modeled in 3D visual model (for instance, when shooting at a wing root that should cause a crack in the wing on the aircraft where a crack at the wing base is not modeled) are calculated in more detail;

16. Projectile impacts (and ramming an aircraft with a propeller of another) at the parts not connected to the airframe won’t damage the airframe (for example, hitting an engine nacelle of a twin-engine aircraft won’t destroy a wing);

17. The calculations of the energy impulse transfer to an aircraft from a munition it was hit by now take into account the shots that went through it;

18. Exploding shells no longer damage the airframe by their initial kinetic energy of an intact shell, only by the blast and the kinetic energy of its fragments;

19. The following visual effects of the aircraft fragments were corrected (turned on when needed and off when not needed): landing gear dust (in the flight), the lighting from landing and navigation lights, guns firing and engine exhausts, smoke from smoke generators and vortex trails from the wingtips);

20. The found discrepancies between a new and repaired aircraft aerodynamics have been fixed;

21. A rare issue that could cause the airframe cracks to preserve after repairing has been found and fixed;

22. The modeling of the combat damage of the piston engine crank gear became more detailed and takes into account the engine type (for instance, the damage of the crank gear of the air-cooled engines happens more rarely than crank gear of the liquid-cooled engines) and the peculiarities of the armor penetration, blast and fragmentation effects of the munitions. The damage of the crank gear can cause the wedging up and seizing up of the crankshaft while the heavy momentary incurred damage can cause the immediate stop of the crankshaft;

23. It is now possible to damage one or several engine cylinders at once by weapons fire, reducing its power output. Damaged pistons can affect the crank gear and can be accompanied by oil and coolant leaks. The calculations of the incurred damage and leakage values take into account the type of the engine and the peculiarities of the armor penetration, blast and fragmentation effects of the munitions;

24. The calculations of an engine fire probability from torn fuel lines and oil leaks take into account the peculiarities of the armor penetration, blast and fragmentation effects of the munitions;

25. The physical model of the engine now differentiates the two types of oil leaks: from the engine and from the oil system;

26. Only the actual oil leak from the engine now soils up the canopy instead of a general engine damage;

27. An excessive amount of piston engine shaking caused by the crank gear damage has been reduced;

28. The calculations of an oil tank or oil radiator leak probability, its size and leakage value take into account the peculiarities of the armor penetration and fragmentation effects of the munitions in detail;

29. The calculations of a coolant tank or water radiator leak probability, its size and leakage value take into account the peculiarities of the armor penetration and fragmentation effects of the munitions in detail;

30. The calculations of a fuel tank leak probability, its size and leakage value take into account the peculiarities of the armor penetration and fragmentation effects of the munitions in detail. The fuel tanks leak protection will be taken into account later, when the next level fuel system modeling is finished;

31. The visual intensity of a fuel, oil, and coolant leaks now corresponds to the actual severity of a leak closer;

32. When calculating the probabilities of a fuel tank fire and explosion, the different AP, blast and fragments effects are taken into account as well as the amount of the fuel leaking from the tank at the moment. Inert-gas pressurization and other fire countermeasures will be taken into account later when the next level fuel system modeling is finished;

33. Bf 110 G-2, Bf 110 E-2 and Hs-129 B-2 right engines won’t be excessively damaged by explosion fragments;

34. P-38J-25: a stabilizer won’t be destroyed by small fluctuating stress loads;

35. P-38J-25: it is now possible to hit and damage the right engine radiators;

36. P-51D-15: it is now possible to hit its oil tank and its armored visor is correctly included in the armor protection calculations;

37. P-51D-15 canopy will appear correctly soiled up by an oil leak both in internal and external views;

38. P-51D-15 3D-model won’t erroneously show the wing crack;

39. The landing gear doors on all aircraft are destroyed if landing gear wheels are torn off in retracted position;

40. Hs 129 B-2: the destruction of the right landing gear door won’t generate the landing gear door debris on the left;

41. Bf-109 (all series except E7): the loss of the vertical stabilizer and the central part of the horizontal stabilizer is temporarily blocked due to the interdependence of this damage in the 3D model, which makes this point extremely vulnerable to combat damage and causes undesirable results. We will try to move the breaking point above the stabilizer in the future and fix this limitation. Damage to the rudder, elevators and horizontal stabs are still possible and the rudder and elevators can still be detached. And the left and right portions of the horizontal stab can also be lost;
42. Bf-109 (all series): the mixed up locations where the debris of the landing gear bay doors appear have been corrected;

43. MiG-3 series 24: the main landing gear bay doors in the wing can also be torn off by an excessive ram air pressure;

44. Excessive rear hemisphere protection of the Pe-2 gunners from the fragments has been corrected;

45. Ju-52/3m g4e: the oil level gauges display the correct amount of the oil left even if it is completely gone or after the oil system repair;

46. Ju-52/3m g4e: first pilot bailing out won’t cause the death of the second pilot and the gunner;


General Damage Model Improvements (for all objects in the sim)


47. A complete overhaul of the blast and fragmentation damage, as well as armor penetration damage has been finished, including, but not limited to: correction of calculation errors, calculation speed optimizations, protection of the calculation results for finding possible errors in the initial data;

48. Insufficient blast damage in case of a very near explosion or inner explosion has been corrected;

49. The number of fragments hitting an object is correctly calculated basing on the distance to an explosion, including the case of inner explosion;

50. Now there is a possibility of a ‘stray fragment’ impact when the expectation function gives less than one fragment due to the distance to the explosion (outside the kill area), which is important in a case of multiple explosions;

51. The armor penetration ability and damage of projectile increases if the resulting impact velocity exceeds the muzzle velocity of a projectile in the reference test data;

52. The fragmentation damage modeling is made less abstract for all ammunition types: the formation of the fragments, their initial speeds, masses and sizes are calculated and their loss of velocity with the distance traveled is calculated using the modern estimates of their resistance factor and the integration of their movements;

53. The calculations of the penetration ability of the combined HE and frag damage is also less abstract. Instead of using an empirical parameter, the system now uses the speed, mass, and size of a fragment to model a penetration and the massed impact in case of a near explosion is also modeled;

54. Since the calculations of the penetration ability and the energy of fragments were changed, the excessive effectiveness of the bombs against armored targets at large distances has been reduced, but a very close explosion is much more effective than before;

55. The penetration ability of the fragments created by shells containing a small amount of explosives relative to their overall mass was also reduced because of the same reason;

56. The blast damage calculations use a more accurate power law depending on the distance to the blast center. The damage inflicted by a blast and its ability to break through an armor sheet now drops as the distance increases faster than before, but became much more powerful at very short distances;

57. Engines, drivetrains, reduction gearboxes, ammo racks and other large pieces of equipment now have their own hard casings modeled where applicable and they can protect them from some damage;

58. In a rare case of a direct bomb hit at a turret of a flying aircraft, aerostat or a parachute there won’t be a detonation delay that could cause it to explode at a distance to the object;

59. The severity of a wound depends on the impact area: a head hit is more critical than a body one while a body hit is less severe than it was before;

60. The crew members experience less pain shock from wounds and impacts;


Player controllable tanks improvements


61. The death of a radio operator now blocks the external communications;

62. Pz.III-L and T-34 STZ tanks ammo racks now are damageable;

63.The physical collision model of the Pz.III-L turret now correctly rotates together with the visual model of the turret;

64. The physical collision model of the T-34 STZ main gun barrel now correctly corresponds to its visual model;

65. The M4A2 commander’s machine gun can be damaged;

66. In the event of a catastrophic detonation, the turret flying away from Pz.III-L and T-34 STZ tanks will be visually damaged;

67. A knocked out machine gun won’t incorrectly cause the death of its operator;

68. The issue that could result in the destruction of a tank when its main gun and coaxial MG are knocked out has been found and fixed;

69. Several commands of the tank commander (for example, "Attack ground targets on sight") will work even if the mission script doesn’t include any commands for this tank;

70. Several non-working technochat messages about turret systems failure and repair (coaxial machine gun, main and backup turret traverse, vertical aiming mechanism, etc.) have been fixed;

71. Pz.Kpfw.III.Ausf.M, Pz.Kpfw.IV.Ausf.G and M4A2 tracks tension is correctly animated (it was reversed);

72. The tank radio transmitter failure makes the communication with other tanks of the unit impossible;

73. Viewing instruments on KV-1s tanks made more detailed;

74. The issue with KV-1s tracks visibly moving in the opposite direction when accelerating has been minimized;

75. The casing of the various large systems (engine, gearbox, ammunition) can protect them from shell fragments;

76. An additional armor sheet on the front hull of the KV-1s is now modeled;


AI Improvements


77. The AI pilots of the high-speed aircraft now try to use their advantage over significantly slower aircraft using the hit and run tactics;

78. The AI pilots of the high-speed aircraft aim better when firing the guns;

79. A failed bombing run won’t cause an AI-controlled bomber to fly beyond the map borders;

80. An AI pilot estimates the time required to destroy a ground target better;

81. The AI pilots won’t try to move the control surfaces of a crashed aircraft;

82. P-51D AI pilot will always close the canopy before taking off;

83. Gunners won’t do unnecessary motions when bailing out;

84. Additional improvements were made in the ground vehicle obstacle avoidance algorithm;

85. A rare issue that could cause vehicles of a column to move directly North after an emergency stop has been found and fixed;

86. AI-controlled ground based guns and MGs aim better in heavy wind weather conditions;

87. 76mm and 77mm AAA of World War I era aim better;


Visual aircraft models improvements


88. The bomb control panel on all Bf 109 3D-models is now hidden in the outside view if no bombs are installed;

89. The right landing gear wheel of the Bf 109 E-7 is no longer visible from a large distance when the right wing is lost;

90. The Bf-109 G-14 canopy cable looks correct when the canopy is open;

91. The gap between the bomb holder and Fw 190 A3 and Fw 190 A5 fuselages has been removed;

92. The gear wheels of the chain drive of the He-111 bomb bay doors are animated now;

93. The An-4 compass on Pe-2s has a functioning backlight now;

94. The excessive visibility of IL-2 mod. 1943 at large distances caused by a wrong glare setting has been corrected;

95. The rear navigation light of the La-5FN won’t be visible from the cockpit;

96. A damaged LaGG-3 won’t appear to have through holes when zooming out;

97. The Yak-1b rear wheel trace on the ground won’t visually thicken when zooming out;

98. P-51D and Tempest radio station bulbs made brighter when turned on;

99. An incorrect flare visual effect on the P-51D fuselage has been fixed;

100. An incorrect flare visual effect on the Fokker D.VII wingtips has been fixed;

101. Left ailerons of Fokker D.VII and Fokker D.VIIF won’t cause visible z-fighting effect;

102. S.E.5a: a dead or unconscious pilot or gunner won’t clip through a cabin side;

103. The animation of the 2000-pound bomb M66 impeller has been fixed;


Other aircraft changes


104. Another error that could cause the hits on the own aircraft to be not audible in multiplayer has been found and fixed;

105. When in the cockpit, the player will now hear different sounds when different parts (materials) of the aircraft are hit different types of ammunition (before that, sounds differed only by the type of ammunition and only in open cockpits or in an external view);

106. The ram air sounds in the cockpits of all aircraft have been re-adjusted, the sound changes depending on the state of the canopy (open or closed) as well as the position of the pilot's head relatively to the windscreen;

107. The positioning of the engine sounds in the cockpits has been improved as well;

108. Bf 109 G-6 in-cockpit sounds were corrected;

109. The issue with the pilots posing in weird ways should be gone now;

110. Ju-88 top shooter won’t continue to fire when the canopy and the MGs are jettisoned;

111. It is now possible to shoot a signal flare after opening the IL-2 mod.1943 cockpit;

112. The trace of an aircraft after a belly landing won’t disappear when zooming in;

113. Flying Circus planes will correctly show the dust from wheels effect;

114. P-51D wheels leave correct traces and their dust effects were corrected;

115. Opened P-51D landing gear bays cause less drag;

116. Bomb detonator switches are no longer inverted on P-51D;

117. A-20B, La-5 series 8 and La-5FN: it’s now possible to move the throttle control when it is in the idle position and ‘Engine auto control’ helper is enabled in the options;

118. FFB vibrations increased during control surfaces buffeting at terminal flight speeds;

119. Now a crewless aircraft will be removed from the simulation when it stays on the ground for 30 seconds (previously it was removed when its altitude was less than 10 meters and speed less than 10 meters per second);


Ground and naval objects


120. Projectiles of the multi-barreled anti-aircraft guns visually appear aligned with the positions of the individual barrels;

121. Tanks and trucks won’t leave marks on concrete surfaces;

122. Vehicles won’t create so much dust when moving on concrete and paved surfaces;

123. TRG_Spawn mission logic element won’t cause the spawned vehicles to have visual effects of a damaged engine;

124. The issue of random destruction of a train in QMB has been found and fixed;

125. Simple AI-controlled ground vehicles won’t visibly ‘shudder’ when moving on steep slopes, especially on the Prokhorovka map;

126. Sd Kfz 251 Wurfrahmen 40 rockets launch correctly visually;

127. The upper and lower armor of simple AI tanks has been corrected (made more resistant to fragments);

128. The visual model of a static railway tank has been updated (its frame);

129. The static T-34 model texture that appears at a certain distance has been corrected;

130. Railway wagons and locomotives won’t receive critical damage from any first hit;

131. A graphical corruption caused by G-5 gunboat firing its M-8M rockets has been fixed;

132. The issue that could make the naval guns indestructible has been found and fixed;

133. Ships that run aground will stop earlier and won’t display water wake effects;

134. A random issue with the parachute not completely descending to the ground has been fixed;


Other changes


135. VR zoom can be made instantaneous if the default speed gives you nausea - set the value of the vr_zoom_speed parameter to 1 (it is located in the camera section in data\startup.cfg file);

136. Ricochet sounds and graphic effects were added;

137. The physical collision models of the European suburban buildings in some blocks on the Arras map now correspond to their visual models;

138. The trees that prevented takeoff and landing were removed at the end of the strip of the Florennes airfield;

139. Bailed out pilots can be correctly captured by the enemy in the Bodenplatte career;

140. MCU_Waypoint mission logic element won’t receive input from other elements when deactivated.


Please discuss the update in this thread.

_________________
"L'héroïsme, c'est le seul moyen de devenir célèbre quand on n'a pas de talent. "
Pierre Desproges

Patch 4.005 2019_711
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Patch 4.005 Empty Re: Patch 4.005

Message par Phoenix Jeu 9 Avr - 22:45

Hotfixe disponible :

ear friends,

We did our best to fix the problems that were revealed shortly after the initial release of 4.005 ASAP. 4.005b hotfix is already published and you can update your installation. The quick fixes are as follows:
1. Missing contrails and smoke from smoke generators restored in multiplayer;
2. Explosions damage to buildings (i.e. from bombs) has been corrected;
3. Bombsight should work fine in VR;
4. Many static objects (static_*) were corrected to align with the terrain properly.
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Patch 4.005 Empty Re: Patch 4.005

Message par Obelix Jeu 9 Avr - 22:56

330Mo le mini patch
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Message par Obelix Ven 10 Avr - 8:55

En mode carrière j ai un message radio qui tourne en boucle, c'est légèrement agaçant
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Patch 4.005 Empty Re: Patch 4.005

Message par Phoenix Sam 18 Avr - 19:47

Hotfix disponible:

Dear friends,



We continue on fixing the issues that weren't found while preparing the 4.005 release. Unfortunately, a sheer amount of changes it brought meant that some hotfixing is inevitable. This hotfix addresses the following issues:



1. A random crash when the player tank exploded has been fixed;
2. Rear vehicles in a column move better;
3. A rare issue when the train wagons could appear high above the ground has been fixed;
4. A message about the engine overheat on P-47D has been corrected;
5. Bf-109 G14 rudder can be detached due to combat damage;
6. Bf-109 E7 rudder and elevator can be detached independently of each other;
7. Pe-2 (series 35 and 87) have a missing spar added (they have 2 spars in total), correcting the durability of its airframe;
8. P-51D has an extra (third) spar removed and the spars lengths corrected, adjusting the durability of its airframe;
9. An instant failure of the crankshaft will correctly show the engine failure message in all cases.
Phoenix
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Messages : 2765
Date d'inscription : 19/01/2020

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Patch 4.005 Empty Re: Patch 4.005

Message par Pollux Lun 20 Avr - 0:30

Amélioration à venir du DM concernant Flying Circus:

https://forum.il2sturmovik.com/topic/59389-new-dm/page/15/?tab=comments#comment-923963
Pollux
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Messages : 1262
Date d'inscription : 20/01/2020
Age : 48
Localisation : France

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Patch 4.005 Empty Re: Patch 4.005

Message par Invité Lun 20 Avr - 8:15

En mode carrière j ai un message radio qui tourne en boucle, c'est légèrement agaçant a écrit:

J'ai le même phénomène sur TC que cela soit en mission solo ou en multijoueurs, un membre d'équipage répète en boucle une panne ( fuite d'huile )...

Invité
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Patch 4.005 Empty Re: Patch 4.005

Message par souricier Lun 20 Avr - 10:30

GLLOQ62 a écrit:

J'ai le même phénomène sur TC que cela soit en mission solo ou en multijoueurs, un membre d'équipage répète en boucle une panne ( fuite d'huile )...
Vous êtes sur que ce n'est pas plutôt un couard qui préfère faire demi tour plutôt que d'aller au combat ? Patch 4.005 3131884890
souricier
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Messages : 417
Date d'inscription : 24/01/2020

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Patch 4.005 Empty Re: Patch 4.005

Message par Invité Lun 20 Avr - 13:34

C'est impossible parce qu'il a un bataillon du NKVD derrière nous qui fait barrage ^^...

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Patch 4.005 Empty Re: Patch 4.005

Message par Phoenix Lun 20 Avr - 18:21

GLLOQ62 a écrit:

J'ai le même phénomène sur TC que cela soit en mission solo ou en multijoueurs, un membre d'équipage répète en boucle une panne ( fuite d'huile )...
Quel tank ?
Phoenix
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Messages : 2765
Date d'inscription : 19/01/2020

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Patch 4.005 Empty Re: Patch 4.005

Message par Invité Lun 20 Avr - 20:43

Panzer III , KV1S et T34/76 mod43 de mémoire, c'est quasiment les seuls chars que j'utilise, donc je peux pas dire pour les autres. De plus il y a toujours le BUG du KV1S ( si je passe du chef de char au tireur et que je reviens sur le chef de char il se retrouve le nez collé à la mitrailleuse arrière de tourelle, je suis obligé de faire 3 fois MAJ G + T pour retrouver la vue de base du chef de char, que cela soit en multijoueurs, missions solo rapide ou missions éditée par des membres du forum. )

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Patch 4.005 Empty Re: Patch 4.005

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