Archive for September, 2012


ORBX -ის სცენარები, აქამდე შემოიფარგლებოდა, ავსტრალიით, ახალი ზელანდიით და ჩრდილო ამერიკით ( კანადა-ა.შ.შ.) ცნობილ გახდა, რომ ORBX-ი გადადის ევროპის სცენარებზე, პირველი “მერცხალი” გახდება FTX Great Britain + აეროპორტი Goodwood-ი. ამისთვის ფილიალიც კი გახსნეს ინგლისში. სამწუხაროთ რელიზის თარიღი ჯერ უცნობია, თუმცა როგორც ცნობილია, მიმდინარეობს ბეტა ტესტები.

უფრო ვრცლათ –www.orbxsystems.com




გამოვიდა ახალი ბეტა პატჩი (სრული ვერსიის ბოლო ბეტა ვარიანტი),  სადაც საკმაოდ ბევრი და მნიშვნელოვანი ცვლილებებია შესული, მათ შორისაა ისეთი მნიშვნელოვანი ცვლილებები როგორიცაა, FM (ფრენის მოდელი), გრაფიკული შეცდომების გასწორება, ონლაინ კოდების გასწორებები, და ბოლოს სიახლე, დამატებული ახალი თვითფრინავი Su-26. დაყენების წესი და სხვა ინსტრუქციები იხილეთ ბლოგზევე – IL-2 Cliffs of Dover პატჩის გადმოწერა შეიძლება ოფიციალურ ფორუმებიდან ინგლისური – CloD რუსული – CloD

ცვლილებების და სიახლეების სრული სია:

Patch Notes:

Graphics

  • Fixed the plane label bug, where the label would hide behind the clouds;
  • Corrected brightness for various light sources;
  • Fixed the black front line issue;
  • Corrected incorrectly aligned water explosion effects;
  • Various other minor fixes and improvements.

Network

  • Corrected the bug when attempting to connect to a password-protected server after previously entering an incorrect password;
  • Corrected the issue that sometimes disabled the country selection controls when connecting to a server;
  • Corrected issues with some plane sounds online;
  • Exorcised ghost planes;
  • Corrected the behavior of “jumping” cars and some other vehicles;
  • Fixed the issue where GamePlay.gpAirports() could return incorrect data.

New Features
Servers can now work with user-made map labels in their scripts.
When a user creates a new map label, server receives the following event
OnUserCreateUserLabel(GPUserLabel ul)
Or, when a label is deleted,
OnUserDeleteUserLabel(GPUserLabel ul)
GPUserLabel – label type, where Point2d pos ;
Player Player ;
string Text ;
double time ;
int type;

Available Label Types :
GPUserIconType
Waypoint,
Plane,
AAGun,
Ship,
Factory,
Tank,
Car,
Label

You can also create your own label with
GamePlay.gpMakeUserLabel(p, GamePlay.gpPlayer(), actor.Name(), GamePlay.gpTimeofDay(), (int)GPUserIconType.Plane)
The server can send a label to the players with:
gpDrawUserLabel(world.GPUserLabel ul); // all players on the server
gpDrawUserLabel(int army, world.GPUserLabel ul); all players in int army
gpDrawUserLabel(Player[] to, world.GPUserLabel ul); only the players in the Player[] to list
The labels can also be deleted correspondingly:
gpDeleteUserLabel(world.GPUserLabel ul);
gpDeleteUserLabel(Player[] to, world.GPUserLabel ul);
gpDeleteUserLabel(int army, world.GPUserLabel ul);

FM
Conducted a huge amount of work correcting and improving aircraft flight models as well as most engine models. All work was based on historical flight test data or flight manuals (Sean, what would we do without you!). Unfortunately our flight model does not allow us to perfectly replicate test results at all ranges of altitude. At altitudes above 8000 m (26,000 ft) most aircraft begin to perform worse than their historical counterparts. Addressing this discrepancy requires a large additional amount of work, and will therefore be done in a future release.
Changes in this patch include:

  • Various minor changes and corrections to all aircraft.
  • Added Hurricane MkI and Spitfire MkI with constant-speed propellers and 100-octane fuel.
  • Corrected the Merlin engine model.
  • Added pitot heat controls to Spitfires.
  • G.50

Fixed engine heat balance that had previously prevented listed HP from being available at all altitudes.
Added +100 boost that can only be used in emergency mode.

  • BR-20

Decreased never-exceed airspeed.

  • Spitfire Mk.IIa

Corrected (decreased) airspeeds at all altitudes to bring performance down to historical levels.

  • Spitfire Mk.Ia

Corrected (increased) airspeeds at altitudes above 6K m.

  • Hurricane Mk.Ia

Corrected (decreased) airspeeds at all altitudes alongside Spit II.

  • Blenheim Mk.IV

Corrected the engine model.
Corrected altitude performance.
Decreased never-exceed airspeed.
Corrected engine modes at all altitudes (RPM, boost, fuel flow, etc).
Implemented smooth flap control.
Changed the airscrew to two-speed.
Corrected empennage values that created too much interference during take-off.
Affixed springs to bomb bay doors.

  • He-111 и Ju-88

Corrected radio compass animations.

  • Bf-109

Corrected cockpit animations for trimmer and flap chains.
Corrected flap model
Corrected the flap sounds
Corrected the pitot heat light.

Other flight model and engine changes.

  • Corrected negative G cut-out for carburetor engines. The effect will be noticeable at around +0.1G.
  • Corrected the mixture control level on Hurricanes and Spitfires. It is now push forward for Lean, pull back for Rich. With that, moving the throttle lever to idle will return the lever to Rich.
  • Corrected (increased) low-altitude speeds for most Brutish fighters (Spitfire MkI with DH and Rotol aircrews, Hurricane MkI with DH and Rotol aircrews).
  • Corrected Bf-109 rudder behavior.
  • Corrected fuel flow calculations for most aircraft.
  • Corrected throttle control. The entire range is now useful.
  • Corrected overspeed sound. It will now steadily increase in volume depending on airspeed.
  • Added a Su-26 acrobatics plane.

You can toggle airshow smoke by injecting oil into the exhaust manifold. This is done with the WEP button by default. The default smoke is white. You can select other colors by selecting corresponding loadout options.

The plane also comes with four easter egg weapons that can be loaded onto the center pylon:

  • Shotgun – fires explosive pellets with everyone’ sfavorite green tracers;
  • Laser – fires a beam that sets an enemy plane alight. Effective distance is 700m;
  • Antimatter mortar – fires anti-matter spitwads;
  • Railgun – fires a shell that generates electromagnetic pulse that in turn destroys enemy subsystems, especially engines.

NOTE: Our artificial intelligence simply could not manage the pure awesomeness of this plane. If you try to create doom flights of railgun-armed Su-26s the AI will most likely just crash.
The Su-26 is a special type of a recon plane in the game, so other AI aircraft will mostly ignore it in missions.


Online session:
* Increased auto-disconnect timer to ten minutes
* Moved debug functions to separate files
* MP races can not be paused
* When leaving an online race, the app will disconnect from the session. This is a temporary measure until proper return-to-menu flow is finished
* Added new empty files
* Removed obsolete files
* Each node periodically sends update about participants to other nodes. Other nodes process these updates to move the participants
* Session race handler creates data structure for each online participant, that holds information about some of the low-level online properties of the participant, e.g. update message timing
* App protocol version attribute is set to protocol version when creating a session
* Browsing ignores sessions create with a different protocol version. Only compatible builds will see each other’s sessions. This filtering is disabled for now
* When outside of a game session and when not bound to an active UI, an existing connection to a server will be disconnected after a short period of inactivity. This doesn’t fully work yet, and will disconnect after some time spent in the sub-menus, like track select
Fix for dx11 crash
Quick fix for GUIList crash, better selection change coming soon
360 Reliable UDP Mesh Messaging for internal mesh messages, internal attributes and sessionstate changes updated to clients, App messages now sent across network so can enter game and race with 2 players Host and 1 Client
Physics: Added consts to Decompress and Compress methods of network packets
Changed the “search for session” to work with the updated API. Added example code for session filtering and requesting attributes back
Extended the game browsing interface:
* Added session attribute filter descriptor class. On PC and PS3 this contains attribute comparison rules, on 360 it’s just the index of a preconfigured matchmaking query
*Added filtering by session attributes to session browsing API
* Session browsing can now return attributes of each session if requested
* Implemented all above features for PC. PS3 to follow shortly
Derby – tweak 2 textures for pitbuilding
Wisconsin raceway – add new txt for ToiletBlock
Derby – add new textures for new pitbuilding and garages
Northampton. Added missing texture files
BAC Mono: driver height lowered from third person view
Changed default logging level of TimeSync from Debug to Info
Wisconsin Raceway – add new textures for entrance
Northampton. Removed/reduced textures to one singlemap
New Derby exports
New Eifelwald export
New Northampton export

Build 310 (27/9/12, Senior manager)
Added applinks to enable/disable menu options based on user tier
Disabled both online screens for users of below Senior Manager level
Restored attribute Gui_Spawn_Y0 in vehicle statistics as Gui_Spawn_Offset_Y
Fix for optimumPressure < 0 assert bug
Improved MP Create screen
First pass lobby screen
First pass browse games screen
Exported latest attribute descriptors, version attribute has been added
Exported latest dedicated server constants and definitions, now with attribute filter operators
Northampton. New textures/psd files
Applinks updated with Multiplayer and Lobby layer-based appfuncs and Season Mode applinks
Eifelwald – reduced GP_Alpha to 0 in karrousell to fix flickering groove
Restored attribute Gui_Spawn_Y0 in vehicle statistics as Gui_Spawn_Offset_Y
Reduced overall game volume; adjustments to balance between SFX categories and engine volumes
Level adjustments based on experimental FDP settings and GAS settings
Adjustments (pitch and volume behaviour)
Gear change levels adjusted for new experimental settings
Levels adjusted; gravel spill sfx booste3d and balanced against latest gravel sounds
These FDP have experiemental load-based filtering and EQ settings
Bathurst – changed texture
Bathurst – New textures for the build
First pass water droplets on bodywork shader
Wisconsin raceway – add new textures for WhiteBarn and CrossroadsCaffe assets
Server List screen added

*KNOWN ISSUE* DX11 is broken and will crash on the loading screen of any session.

Build 309 (26/9/12, Senior Manager)
Online session:
* Moved most of the app-side online code to Multiplayer namespace
* Moved most of the nested types from OlineSupport_Session to the namespace
* Renamed some of the classes to remove the long common prefix, now that they’re all in the Multiplayer namespace
* Split server code, session code, setup, load, and race handling from OnlineSupport_Session to a separate subobject
Fixed CInGameSection phase sequence while loading to race
Done minor code formatting updates
Fix for warning as error in shadowlightsgathertask.cpp
New Renderloop system. This new rendering loop code breaks up the current in-game rendering into a set of small (fairly atomic) tasks for easier maintenance and re-use
Texture edit, vehicle rain droplet mask removed anti-aliasing, manually edited mips to remove aa there too, added alpha channel for spec mask, saved as argb 8888 because dxt screws up the droplet mask colours. added a 1024 and 512 mip specific psd file to the rar
Universal “Please Wait” dialog added to dialogbox file
New Browse Online Games screen
Northampton texture updates

Build 308 (25/9/12, Manager+)
Updates to the rendertask , and rendertask manager to make thread safe
Added in callbacks that can be fired when scenegraph queries complete
Added in callbacks to dynamic emap gather that can be fired when a gather has complete
Checked in fixed files for missing ‘GUIList’
Checked in fixed aries.vcproj
Physics: Removed writing to uninit.log
First pass of multiplayer create screen. Includes MP settings and creating an MP game
Online sessions
* When creating participants in an online race, the participant will remember the RefId of the node controlling the participant
* Added event that will be used to send vehicle updates among the session members. No updates are sent or processed yet
* Added flags to session members that specify whether or not each session member is a part of the loading sequence, and of the current race
* Extended the load protocol to add a new first state, where the host communicates with the members about who will be loading into the race
* Members in the session who are not performing load will ignore load-related messages
* Added fake recipient slot IDs, addressing “all loading” or “all racing” session members. Messages directed to these fake slot IDs will be routed to the subset of members taking part in that activity
* Race Sync message now contains reference time of the point when the admin creates this message. This is be used as the base for the app time in race, to ensure the app timer values do not use the (possibly large) reference time numbers
* Hooked up time synchronization. App timer on all members is now synchronized
* Added new empty files in preparation to split OnlineSupport_Session to multiple classes
Northampton. New textures
New High Stand Paddock Tent Viewer Assets added to Monterey
Northampton – stand texture tweak
Bathurst terrain texture fix
Bathurst – Add textures
Belgian Forest: Desaturated the white woods to make them whiter
Vehicles: switched to a 80% nighttime blend on the headlight flare texture for better dusk screenshots
Added MPRace filter to various HUD elements, making them available in MP races as well
New Bathurst export
New Eifelwald export
New Northampton export

Build 307 (24/9/12, Senior Manager)
Updated OneSock’s Onscreen Debug page system
Use 64-bit accumulator when computing average time difference in time sync
Added stub handling of SessionTimeSync events
Finished initial implementation time synchronization subsystem and integrated it with the rest of the online core
Fixed a crash in OnlineSupport_Stats on PS3 when the gamer profile is yet to be loaded)
Destroy AICharacters containers on manager disable
Leaderboard and ghost data tech integration for Xbox 360
Skip crowds setup if no crowd instances found
Add container inits/memtraces/mempool usage
Time sync WIP:
* Changed the PC datagram protocol so that the game can now reliably distinguish rebroadcast incoming packets from peer-to-peer packets.
* Added time sync online API
* Added time sync message types, hooked time sync singleton from core message handling
* Implemented migration handling and time sync reset calls
* Actual send/receive/process of time sync messages not implemented yet
Added missing SyncPoint and ProgressPoint log levels to DevModeConfigs. Added TimeSync log level
Buttons on EVENTS page now have a background (ie.. not white arrows on a transparent background)
Bathurst – New textures
Inner grass texturemaps colortweak at Bathurst
Additional bathurst texturemaps
Monterey static viewer scene – new tents added
New Azure Circuit export


iRacing: All About

Posted: 27/09/2012 in iRacing
Tags: , , ,




გამოვიდა განახლება Accu-Feel v.1.1 ვერსია FSX -ის უტილიტი. ამისთვის თქვენ უნდა გქონდეთ სრული ვერსია რომელიც შეგიძლიათ გადმოიწეროთ ბლოგიდანვე, იქვე გაეცნობით ძირითად მახასიათებლებს ამ პროდუქტისა. იხილეთ Accu-Feel  განახლების გადმოწერა DOWNLOAD Accu-Feel v.1.1 Update

ცვლილებები და სიახლეები:
Fuselage drag sound
The fuselage speaks even more to you during hard, fast maneuvers where the air is pushing hard on the fuselage. Recorded from the cockpit of high performance jet aircraft when manuevering and tuned in FSX.

Stall instability physics slider added
You can add more instability to the wings and airframe when entering into a stall. The default position is 0, but moving the sider to the right reduces the lift stability making stalls more challenging to handle when this characteristic is desired.

Bigger aircraft have a deeper brake ‘groan’
The larger the aircraft that Accu-Feel detects, the deeper the brake squeals and groans will be. Tubeliners benefit most from this enhancement.

Open cockpit checkbox added
For those who like to fly open cockpit aircraft, all you need to do is check this box and Accu-Feel will remember this setting for each aircraft.

Support all sliders to be OFF when set to the LEFT or RIGHT
Moving a slider all the way left will give visual confirmation that the effect is disabled.

Improved physics management for future expansions
This is pure “under the hood” benefits to Accu-Feel and not noticeable on the surface, but we’ve streamlined and organized the code to better support planned future expansions.

Master volume is saved with each aircraft – new with v.1.09
This is pure “under the hood” benefits to Accu-Feel and not noticeable on the surface, but we’ve streamlined and organized the code to better support planned future expansions.

Further optimized and tuned core code
More optimizations in the code to keep Accu-Feel both powerful and light.

Fixes:
– Minor correction with pressure altitude calculations
– Fixed save issue reported on some user machines
– Fixed issue with tail draggers bouncing too much




DOWNLOAD



“Planning on releasing a new installer with Win 8 support in time for initial release in October. ”


50% – იანი ფასდაკლება ყველა კონტენტზე გარდა შეიარაღებისა. იხილეთ გვერდი – 50% Off Sales


DOWNLOAD