Archive for December, 2012



falcon-bms-logo

ზოგადი ინფორმაცია სიმულატორზე და განახლების დაყენების წესი – BMS 4
განახლების გადმოწერა – Falcon BMS 4.32 – Update 4

changelog:

Exe:
– PS sound range limit now defaults to the sound table value. This fixes external PS volume issues.
– IVC Client and Server version adjusted to 1.0.2
– The HOJ indication on the HUD/HMS is no longer available, as it is not a real F16 feature.
– Small fixes for Maverick SMS page OSB 1 & 2 not working when no missiles left.
– Fix for the bad alpha rendering in IR camera.
– Prevent loading of PPTs/TGTs and lines when DTC load is called after changing logbook pilot, otherwise a CTD is caused if there are PPTs set in the .ini (similar to the load at sim startup).
– Make Overfly mark not to automatically mark the point on entry if the current master mode is Dogfight or MRM. TMS up is needed now.
– Allow loading of previously saved TGT STPTs, PPTs and Lines for campaigns as well when calling for a DTC load. Loading for campaigns is done from callsign.ini.
– Prevent ACs from being initialized into stall condition.
– Ensured that ECM flights will always load ECM pods.
– Fix for blocked IVC radio channel when player is busy talking as they either have the jet shot out from under them or eject.
– Team color/flag/name/motto/colonel/commander/wingman/replacements/playerrating/lastmissionplayer are all updated correctly when connecting to an online game.
– Fix for AI not able to takeoff from airstrips (ATC was missing).
– Fixed external fuel tank handling for A/C without a center HP (e.g. Su-7 BMK).
– Corrected string formatting in force level history.
– Fix for ABs with damaged runways not getting repaired.
– Fixed overspeed damage on enter mission due to invalid waypoint timings – limited to 95% of curMaxStoreSpeed.
– Rewrote the TRP FUEL warning check routine, that should fix the “TRP Fuel warning coming up too early” issue.
– Added channel validity check on the IFF page:
— M1 range 00 to 73, 1st digit 0-7, 2nd digit 0-3 (octal, but last digit restricted)
— M2/M2 range 0000 to 7777, all digits 0-7 (octal)
– Fixed DED ILS CRS display to include leading zeros.
– Fixed FCR ACM/CRM mode in MRM always being coupled to the current NAV or AA mode, they can be set independent now.
– Fixed the “Enable Training Script” checkbox not resetting correctly when backing out of a TE. Made sure that the “Commit” button is only active if a TE is actually selected.
– Changed the Bank Angle Indicator (BAI) on the HUD to use the newer Block version.
– Fixed optimum altitude caret (CRUS HOME), it now honors the actual HUD altitude mode (barometric/radar) correctly.
– Fixed HUD mode readout in MRM being stuck in NAV if no missiles are loaded.
– Fixed FCR BIT causing MFD primary/secondary/tertiary mode (OSBs #12,13,14) mixup. Instead, check whether FCR is configured on some MFD already, and activate that MFD page in that case. Only if FCR is not setup anywhere, change the current TEST page to FCR.
– Fixed possible deletion of non-highlighted files in the dogfight UI.
– Prevented AWACS from calling out A/C which are still on the ground as “be advised, thread bearing…”. Please note that this is not a correctly modeled Doppler radar MTR (yet), hence it’s a compromise, as real AWACS *could* call out ground A/C threads which are fast enough (e.g. during takeoff run). If you don’t want that new behavior, just add “set g_bAWACSCallsGroundAC 1” in your config (default is 0, i.e. not calling).
– Allowed entering/displaying of leading zeros on the DED IFF page.
– Fixed E3 LOD script issues which broke some animations in simple models:
— reverted “E3” LOD script (scriptnumber 5) to the original DOF 2 version as it was before U3, applicable for “simple” models,
— added an additional “ComplexE3” LOD script (scriptnumber 19) for DOF 14 use, applicable for “complex” models.
— Note: as LODEditor does not support the new scriptnumber yet, this has to be set otherwise, e.g. with a hex editor…
– Provided onscreen feedback for joystick recentering in 3D.
– Provided status results in onscreen feedback for TrackIR reloading/recentering in 3D.
– Fixed g_nDeagTimer (lead time for spawning AI) not working in MP.
– Fixed SimPause and SimResume callbacks not being available.
– Corrected DED CNI and STPT page STP/IP/TGT mnemonics behavior: the steerpoint rotary mnemonic and number (STPT xx, IP xx, TGT xx) will usually be shown as STPT xx now. IP xx will only be shown if VIP is active, TGT will only be shown if VRP is active.
– Fixed missing leading 00 for times after midnight for the DED TOS lines on ICP List/DEST and ICP STPT.
– If the obogs breathing sound is active, it will now be muted once you transmit on the radios.
– NWS is not available anymore if LG has been lowered using ALT GEAR.
– Fixed ICP CRUS page DES TOS editing, it does properly handle the current day now:
— all entered times (hh:mm:ss) will be based on the current day.
— if a time is entered which is in the past (based on a 24h clock), a time for the *next* day will be assumed.
– Fixed IVC, UHF/GUARD not separating properly.
– Corrected DED UHF/VHF page behavior:
— PRE will always display the value/frequency of the latest active preset channel upon entering the page.
— PRE will be highlighted if a preset is active (*a* preset, not necessarily *the* preset currently inreview).
– Made sure AI radio messages can only be received if the corresponding radio is actually powered on. This fixes e.g. the “radio subtitle cheat” issue. Note: As the AI radio system is still not frequency aware, it is possible (though not likely), that the new functionality suppresses radio messages which is was not supposed to suppress. In that case, the behavior can be reverted by setting “set g_bAllowAICommsDrop_NoRadioPower 0”.
– Fixed VHF proximity preset filtering.
– Fixed HSI bearing to beacon needle pointing to TACAN while out-of-range in Tacan-ILS mode.
– Fixed radar lock being maintained after the player has landed.
– Fixed UHF preset never kick in when preset is set as default in DTC comm.
– The UHF DTC channels 15-19 will now be *copied* to the BUP presets 15-19 upon entering 3D. This is ONLY a temporary stop-gap “hack” to enable some kind of manual control for the BUP radio (i.e. for tower communications) until MAN freq tuning for the BUP radio is available. Yes, we know it’s not “as real as it gets”, but again, this is a *temporary* convenience hack only.
– Added freely adjustable 3D mouse sensitivity. Can be configured with the new config option “g_fMouseSensitivity” (default 1.0). Note: anything *below* 1.0 will simply set the sensitivity to “half”. That should not be an issue, as all reports were complaining about “too low” sensitivity, i.e. people will choose settings > 1.0 anyway. Try 1.2 to 1.5 for good results.
– Added new callback RecenterJoystick. This will enable the same “center joystick” (pitch/roll/yaw) functionality from the UI to be available in 3D as well.
– Go to x1 compression 5sec early when launching to ramp/taxi/runway from above x1 time compression, to make sure all network queues had some time to process/sync before launch.
– FalconEditor Objective Editor menus fixed (double actions).

Data:
– Fixed the RF Campaign “win” conditions to be back to P’Yongyang and Wonsan, (no more Hamhung). Adjusted the ATO, for balance, reducing the number of Blue Force squadrons. Reduced F-5E, removed F-15C’s, B1-B’s, B-52’s, and F-16C Block 50 from initial activation.
– Sound table and PS.ini changes to fix the silence in external views, and also allow some effects feedback in cockpit when sound effects slider is anywhere right to the “with earplugs” default setting. Also made ship sailing sound and thunder sound stronger in general.
– Changed some PS effects:
— GP500, GP750, GP1000 and GP2000 bombs
— Maverick effect
— Secondary explosion for features and vehicles
– Added training water bomb (like ITO red/blue bombs) PS effect.
– Added Kolbe’s Keyfile Generator and Keystroke Files, Ver 1.5 – Update 1 to the User/Joystick/Generic directory. Check http://www.benchmarksims.org/forum/showthread.php?7441-New-BMS-keystroke-files for updates and support.
– Updated THEATER.MEA to match current BMS Korea terrain data. This corrects the minimum flight and attack altitudes for A.I. flights.
– Added RedDogs BMS 4.32 Dash 1 manual to the BMS doc folder.
– Updated “Keyfile-generator.xls” to reflect 4.32 U4 callback changes.
– Fix preventing the FAC role to be displayed in mission list when a/c’s FAC role is 0% in database role score.
– Updated the Logbook Pilot Pictures.
– Corrected the operability status for the NS/EW highway strips, i.e. ensured that the HQ planning and AI correctly honor the runway damaged/destroyed status.
– Fixed AI being unable to takeoff from EW Highway Strips.
– Corrected the F16s fuel transfer rates for the centerline tank from 20.0 to 18.0 and for the wingtanks from 33.3 to 30.0 (in 1000s pph).
– Increased viewlimit_pitch_down for all F16 3dckpit.dat files from 50 to 70, in order to make TrackIT/MouseLook movements towards the panels not to feel artificially limited.
– Fixes TOW missile exploding before hitting the target.
– New sun texture, fixes the distorted look when players have blur and bloom off (Note: this might lead to an “elliptic” sun for some players, depending on the sun position at the skydome. However, we figured that this is better than the “sun with corners” that we had before).
– Sorted the Wingman Combat Management radio pages to be in the correct order.
– Adjusted EWS defaults in DTC, fixing the “Chaff Flare Release All” bug when you enter 3D w/o a valid DTC.
– Updated camp files to match changed squadron stored data plus some minor adjustments.
– Adjusted squadron stores for F-16C-25, F-16C-30, F-16C-32, F-16C-TB, F-16C-AGRS, F-16C-40, F-16D-40, F-16C-42, F-16C-50, F-16C-52, F-16D-52 to match RL loadout (only usage of ALQ-184, no more ALQ-131).
– Added SimDedBrightness callback (unmapped) to BMS.key and keystrokes.key.
– Corrected some UI IRC files, they included (invalid) comments which broke the parsing, which lead to some texts not showing up correctly in the UI.
– All onscreen overlay fonts use Arial now, to have them consistent across all resolutions, adjusted radio menu popup box sizes in all resolutions accordingly, implemented ALL common screen resolutions, added info for customized resolutions.
– Added new misc config option g_bAllowAICommsDrop_NoRadioPower (default 1). See code changenotes for details.
– Added new misc config option g_fMouseSensitivity (default 1.0). See code changenotes for details.
– Added new callback RecenterJoystick to BMS.key/keystrokes.key (unmapped). This will enable the same “center joystick” (pitch/roll/yaw) functionality from the UI to be available in 3D as well.
– Corrected Read/Deag timer comments in the config file, they were reversed.
– Added squadron patches for:
— 373 sqn
— 373 dragons
— 373 ghosts
– Added faces to the rear of the F16 cockpit seat model to fix the shadow not being generated correctly in the 3D cockpit.
– Reverted parent 1415 lod0 to previous version so the mast rotates on DOF 3 again and not 14.






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სხვა მნიშვნელოვან სიახლეებთან ერთათ, საყურადღებლოა რელიზი ახალი რუკის Channel map და Felixstowe F2A. ორივეს შეძენა შესაძლებელია ოფ. საიტზე. ასევე მიმდინარეობს 50% -ანი საშოაბაო ფასდაკლება კონტენტებზე… ცვლილებების სრული ჩაონათვალი –

Features list of version 1.029

1. English Channel map for Quick Mission
2. Felixstowe F2A hydroplane was added
3. Official skins pack v.1.029 was approved
4. Community fictional skins pack vol.13 was approved
5. Community historical skins pack vol.13 was approved
6. AI fighters now stop pursuing when they can’t overspeed their target in chasing
7. Experienced AI figther leaders now waiting for laggard wingmen and even fly back to straggler if waiting was not helpful
8. AI leaders now keep throttle a bit lower than 100% in climb to allow wingmen to keep formation
9. Balloon attack pattern of AI fighters was improved
9. Light haze was added to all weathers
10. High landscape quality setting now is providing more details on terrain texture
11. Adjustable stabilizer was added on DH4, RE8, Sopwith Triplane, S.E.5, Bristol Fighters

Change list of version 1.029

1. BW12 “fantom collisions” bug was fixed
2. Collision system was improved; collision check is more precise now
3. German spinning anemometers now shows TAS, as they should.
4. Problems with saving snapviews was solved
5. BW12 gunner idle position was improved
6. Quick Mission altitude setting reset to 3.1km was corrected
7. Winched down balloons are no more attacked by AI fighters
8. Sharpen Picture, Dither Vegetation and High Contrast options were removed from settings
9. Save As function of Mission Editor is not adding incorrect “.msnbin” text to file name anymore
10. Missing wing part on one of the LODs of Breguet was fixed
11. Mission loading time for low-end and mid-end PCs was improved
12. Barrel covering on Bristol single-Lewis turret was corrected

Important notes:

1. Due to graphics innovations the necessity of graphics settings reset have appeared. Regarding to this, we ask you to take in count that after update to 1.029 you will need to re-enter your login, password and reassign graphics and sound settings
2. Due to changes in mission format, which is caused by implementation of 3D water and other reasons, your old Flight Records will not replay. You need to delete .msnbin files from \data\Tracks – this should restore ability to replay these records. You should do the same with your custom missions which you have created in Mission Editor (delete .msnbin files, open and re-save your missions in Editor)
3. The take off from hydrodromes on Channel map is available only while wind is less than 2m/s, winds more than this will cause waves which will not allow you to takeoff and land safely
4. The take off from water is available only if all planes on your side are hydroplanes and if there only one friendly flight is presented
5. The Career of Channel map is in development and it will be ready in 1st quarter of 2013
6. It’s important to understand, that Channel map was created with using of new modern technologies and presenting of the 3D water is lowering performance for low-end and for mid-end PCs in compare with old maps
7. If you still want to use old options like “High Contrast” or “Sharpen Image”, than edit your startup.cfg, post_contrast = 1, post_sharpen = 1. “Dither Vegetation” now is automaticaly enables when SuperSampling is on
8. Adjustible stabilizer is controlled by RCtrl+ArrowUp / RCtrl+ArrowDown in default controls mapping. If you’re using your existing controls map – you may assign it by yourself in Controls section of the options

ScrDover

ScrZerBrugge


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Physics:
* First pass on Kart 01
Tracks:
* Moravia: Removed truck lights
* Moravia: AO and emmissive fixed on some assets, added static and physic objects (cars, tents, cones, trucks), added floodlights, fixed pit spot spawning points
* Moravia: New textures addition
* Moravia: More lights in the occupied areas
* Moravia: First pass of night lighting
* Moravia: Added more static objects around start area, also added floodlights
* Heusden: Fixed gaps, added missing bridges, tweaked garages
* Heusden: Night lighting added, also dynamic objects
* Belgian Forest: Added marbles
* Belgian Forest: Wetroad effects effects tweaked to fix visible joins between different tarmacs
* Bathurst: Marble effects added
Vehicles:
* Ford GT40 MkIV: Collision updates. Minor body shape update
* Ford GT40 MkIV: Minor fixes on doors shape
* Ford GT40 MkIV: Added lightglows and placeholder lights setup


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Changes from 1.41 to 1.42:

  • Improved performance on high poly tracks
  • Added photo support to a game profile
  • Improved rendering code
  • Improved particles system
  • Separate settings for each cockpit camera
  • Changed default FOV

Over the last three years Kunos Simulazioni has developed all new DirectX 11 graphics technology, utilised by its dev team to create the racing game “Assetto Corsa” expected to be released soon on PC Windows. Since early 2012, a few automotive companies have been using the same software technology developed by Kunos for professional applications.

Thanks to the professional approach that was proven in the development of Ferrari Virtual Academy and other activities for their Technical Department, Kunos Simulazioni has extended its partnership with Ferrari, by signing a licensing agreement that will allow them to reproduce five of the most beautiful and desired Ferraris within Assetto Corsa, as well as the Mugello circuit, reproduced using the same Laserscan technology already appreciated in FVA.

Marco Massarutto, Project & Licensing Manager at Kunos Simulazioni commented:

This achievement gives us the greatest satisfaction possible, and is the result of a long and complex work started a long time ago. After choosing our team in 2009 for the project “FVA,” Ferrari has strengthened our collaboration agreement laying the basis for a long-time agreement with great potential.

With the Ferrari Official License in Assetto Corsa, Kunos Simulazioni realizes a dream, built through years of dedicated effort, with the aim of offering something great to gamers, racing fans and sim-racers. We left nothing to chance, working to the maximum of our abilities and resources. We hope that our efforts will be understood and appreciated, and that people, with their support, will allow us to go even further in the future.

Five Ferrari cars in Assetto Corsa

Assetto Corsa’s garage will include a selection of Ferrari models to excite all generations of fans of the “Rossa”; from the powerful current range, equipped with the latest technological innovations, to the most legendary and unforgettable models, for anyone who loves the thrill of racing.

Over the last three years Kunos Simulazioni has developed all new DirectX 11 graphics technology, utilised by its dev team to create the racing game “Assetto Corsa” expected to be released soon on PC Windows. Since early 2012, a few automotive companies have been using the same software technology developed by Kunos for professional applications. Thanks to the professional approach that was proven in the development of Ferrari Virtual Academy and other activities for their Technical Department, Kunos Simulazioni has extended its partnership with Ferrari, by signing a licensing agreement that will allow them to reproduce five of the most beautiful and desired Ferraris within Assetto Corsa, as well as the Mugello circuit, reproduced using the same Laserscan technology already appreciated in FVA. Marco Massarutto, Project & Licensing Manager at Kunos Simulazioni commented: This achievement gives us the greatest satisfaction possible, and is the result of a long and complex work started a long time ago. After choosing our team in 2009 for the project “FVA,” Ferrari has strengthened our collaboration agreement laying the basis for a long-time agreement with great potential. With the Ferrari Official License in Assetto Corsa, Kunos Simulazioni realizes a dream, built through years of dedicated effort, with the aim of offering something great to gamers, racing fans and sim-racers. We left nothing to chance, working to the maximum of our abilities and resources. We hope that our efforts will be understood and appreciated, and that people, with their support, will allow us to go even further in the future. Five Ferrari cars in Assetto Corsa Assetto Corsa’s garage will include a selection of Ferrari models to excite all generations of fans of the “Rossa”; from the powerful current range, equipped with the latest technological innovations, to the most legendary and unforgettable models, for anyone who loves the thrill of racing.

— Our gift to AC fans (18 photos) KUNOSSimulazioni


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Online:
* Fix for ghosts not loading on consoles
* Don’t wait for stat submit if not signed in
Stats:
* Bumped version of all vehicles for Friday’s stat reset
Tracks:
* Milan Short/GP: Add latest assets from TomT, add latest assets from JanP, fixed podium model, remaping some parts, add spec map for monastery, add concrete textures for bridge parts
* Heusden: Added assets, garage interiors, updated pitlane collisions, added emissive maps for pitlane buildings
* Milan Update textures and nmp map
* Belgian Forest Circuit: Added wetroad effects
* Bathurst: Wet track and racingline added to road, kerbs, gravel, drain. Gaps found at wall fixed
* Bathurst: Additional texturemaps
* Moravia: Textures update
* Moravia: Added new version grandstands, gas station, reworked back side of garages
* Azure Circuit: More work on the portier area, added new stuff, new textures, better fixed old buidlings, reworked mirabeau walls, added latest nibox stuff under the mirabeau, replaced/added trees/bushes around this area
* Monterey: Added wet road effects
* Common: Tweaked wet road effect textures of drain and astroturf
Vehicles:
* BMW Z4 GT3: 2012 24H BMW works livery – added THX FANS to car 19
* Ford GT40 MkIV: Small aero tweak
* Ford GT40 MkIV: Added LODD and used it as placeholder for LODs B and C. Many fixes from testing in game. Collision updated, detachables working, joints fixed
* Ford GT40 MkIV: Adding GT40 AI audio
* Ford GT40 MkIV: Updating GT40 sound set with latest load curves, filtering, EQ and compression. Plus subwave, vibration and exhaust res
* Racers: Revised physics using as much real world data as possible
* Palmer Jag: Fixed ride height detection points

Build 373 (20/12/12, Senior Manager)
Build 372 (19/12/12, Senior Manager)
Build 371 (18/12/12, Manager+)
Build 370 (13/12/12, Team Member+)
Build 369 (13/12/12, Senior Manager)
Build 368 (12/12/12 Senior Manager)
Build 367 (11/12/12, Manager+)
Build 366 (10/12/12, Senior Manager)
Build Release Notes



დეველოპერმა Kunos Simulazioni აცხადებს, რომ 2011 წელს დაანონსებული სიმულატორი Assetto Corsa (AC) რომელიც უნდა დარელიზებულიყო 2012 წლის ბოლოსთვის, ვერ ხერხდება და გადაიდო არც თუ შორეულ მომავალში, საუბარია 2013 წლის პირველ კვარტალში. იქიდან გამომდინარე, რომ აღნიშნული თარიღს სულ რაღაც 3/4 თვე აშორებს, მეჩვენება რომ საბოლოო იქნება და აღარ გამოჩდება ახალი სირთულეები პროექტზე მუშაობისას.

Kunos Simulazioni ცოტა უცნაური თარიღი დათქვა კიდევ სხვა სიახლეების გასამხელად. 21st 2012, 21.00 საათზე, გვირჩევს თვალი ვადევნოთ მათ საიტზე თუ სხვა სოც. რესურსებზე.

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First of all all, we would like to apologise for the lack of updates and news related to the release of Assetto Corsa. We have been working very hard on the Assetto Corsa project and before we make any more announcements we have had to wait until everything is in place. Now, at last, we can share some important information with you, our fans.

Almost a year ago, on December the 23rd, 2011, we announced that we are developing a new PC racing simulation, “Assetto Corsa”. Our aim was to be able to release the game one year later, during 2012’s holiday season.

We will not reach this goal. Assetto Corsa has been delayed and the release is now expected within 1st quarter 2013, as some of you may already know. The “Assetto Corsa technology preview”, a graphics benchmark, expected to be released in 2012, has been delayed too.

We know a lot of people are keenly waiting for the release of Assetto Corsa, and we wish to thank them for the support they have given us since we announced our most ambitious project.

If you are an experienced gamer you will already be aware that these kind of delays can happen, and will know as well that reasons for such delays can be boring. But, trust us, this is not the case, because the reasons behind our decision to delay Assetto Corsa for a few weeks are the best possible.

We just ask you to remember that what you have seen, what we are able to show you, is just the tip of the iceberg. It is not possible for us to help you understand the amount of work we have put in, as well as the many situations that can determine some of our choices.

Anyway, on December, 21st 2012, at 21.00, European time, please connect to www.assettocorsa.net, or www.facebook.com/assetto.corsa , or https://twitter.com/AC_assettocorsa or Assetto Corsa Google plus and prepare yourself for the most unexpected ending we are able to give you…


c6r1



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მომდევნო ვერსიაში მოსალოდნელი ცვლილებების და ჩასწორებების სია, რომელიც მალე გამოვა განახლების სახით:

Preliminary DCS Change Log 1.2.3

New Features:

DCS World
• Added new Su-27 model.
• Added new Mission Editor trigger rule – Bomb in Zone.
• New mission editor skin. Incomplete work in progress.
• Helicopters will better maneuver against AAA maneuvering when in the threat area.
• Added new Mission Editor trigger rule – Expression.
• Scripting Engine: Fixed outText and outSound for Coalition and Group
• Scripting Engine: Added “Mission” Task for ground groups
• Mission Editor UI for group variation placement tool added, not functional yet.
• New skins for F-15C and MiG-31.
• Model LODs have been better optimized.

Combined Arms

• Combined Arms. Life-bar for ground units in the F10 Command Map view. This can be toggled on and off with button on Command Map.
• Combined Arms. AI units will resupply ammunition from a warehouse or cargo truck at ranges less than 100 meters, periodicity – once a minute. Player’s can do this with the LALT + ‘ key combination.
• Command Map control of air units. You can now route them, set speed and altitude, and set targets.
• Combined Arms. Ground units in group now stay in formation with user when in first person control mode. User can set formation and ROE when in 1st person mode.
• Combined Arms. Updated, higher resolution ground unit HUDs.
• Combined Arms. Added min and max range rings for all indirect fire systems.
• Combined Arms. Added countdown timer for indirect fire missions.
• Combined Arms. Mission designer can now determine which ground units can and cannot be controlled by players (1st person and Command Map).
• Combined Arms. Platform Shake is better implemented and provides basic “weapon stabilization” option when the vehicle is on the move.
• Combined Arms. Added hot keys for hull / turret alignments, turret lock, and gun lock on azimuth.
• Combined Arms. Changing round type loading delay added.
• Combined Arms. Added military icons for Command Map.
• Combined Arms. Provided NVG gain.
• Combined Arms. New compass orientation options.
• Combined Arms. Signal flare options.
• Combined Arms. Added tracer effect to armor piercing rounds.

Flaming Cliffs 3 (FC3)
• New Su-27 campaign.
• Added new multiplayer missions.

Bug Fixes and Adjustments:

DCS World
• Tuned aircraft gun smoke.
• Fixed Set Path to Column formation.
• Fixed Georgian soldier animation.
• Fixed long range radar break-lock for Russian aircraft.
• AIM-120 and R-77 maximum load factor increased to 40g.
• R-77 data adjust. Thrust, lift and drag.
• AIM-120 data adjusted. Lift and drag.
• AIM-9M maximum load factor increased to 35g.
• AIM-9M thrust changed 12000 N.
• Adjusted AIM-9P drag.
• AIM-7M thrust and drug adjustments were made.
• Increased load factor to R-27 family to 24g.
• Increased R-27ER initial delay to 1.5 sec.
• AIM-54 data adjustment. Thrust, drug, lift, initial delay of guidance.
• R-33 data adjusted. Thrust, drug and lift, initial delay of guidance.
• R-60 data adjusted.
• R-73 data adjusted.
• Multi-channel missile guidance is fixed.
• Decreased the damage value of modern AA missiles warheads from directional to enhanced. Earlier AIM-120 and R-77 had a warheads with large multiplier factor termed “directional”. These missiles were very lethal, more so than even an S-300. It was not realistic and we decided replace “directional” warhead with the less power “enhanced” warhead.
• Number of simultaneously guided AIM-120s is 4 for F-15, F-16 and F-18.
• Number of simultaneously guided AIM-54 is 4 for F-14.
• Fixed AI planes unable to engage SA-8 with Anti-Radiation Missiles.
• Fixed situation where AI sometimes launch AGM-65 Mavericks from too far away; AGM-65 would self-destructs before reaching target.
• Added S-8TsM and S-8OFP2 rockets to inventory of MiG-29A/G/S and Su-33.
• Renamed S-8KOM to S-8TsM in the one AFAC Su-25 payloads.
• The F-15C and Su-27 will now use their RWR systems when the Mission Editor RADAR USING option is not applied.
• Adjustments to the air combat maneuvering of all aircraft.
• “Transmit Message” command parameters indication is now in the action list
• Fixed infantry not moving when route is changed.
• Fixed client crash in MP.
• Fixed pilot models with K36 ejection seat.
• Debris of a killed soldier has been removed.
• Adjusted AWACS action time.
• Fixed switch waypoint triggered action.
• Changed setting of mission start time (day, month).
• Default damage parameters tuned for old aircraft models.
• Fixed Mission Editor error when trying to change aircraft country.
• Fixed Mission Editor that pressing File\Create in the drop menu did nothing.
• Aircraft will reset landing airdrome each time landing procedures is initiated.
• Changed color of missile flame and smoke from blue to yellow.
• “REACTION ON THREAT” option will now affect active ECM systems.
• Problem with random uncontrollable rotation of the tower in some circumstances has been resolved.
• Night vision staying switch to on after exit from the previous server has been fixed.
• Incoming missiles warning messages has been corrected.
• Helicopters will better maneuver against anti AAA when in the threat area.

DCS Modules

• A-10C. A-10C TGP IR operation is fixed.
• FC3. SPO not reacting to launch of an I-HAWK or S300 is partially resolved.
• FC3. Fixed F-15C ADI operation reversed.
• FC3. Fixed A-10A ADI operation reversed.
• FC3. F-15C/A-10A. Fixed autopilot not allowing refueling during tanker orbit.
• FC3. Corrected and adjusted Russian A-10 campaign by Dzen.
• FC3. Fixed some errors in F-15C campaign.
• FC3. The MiG-29 HUD diamond on the target will now only appear when it is locked by radar.
• FC3. Updated SEAD payloads and air defense deployments in some missions.
• FC3. Missiles DLZ has been partially corrected.
• FC3. Stations display on Su-27 and MiG-29 HUDs was made more realistic – just an ‘underscore’ is displayed if a weapon present, and station number is additionally displayed if weapon is ready to launch.
1) Fixed stations display on Russian HUD – only stations for currently selected weapon are displayed.
2) Implemented MiG-29S style of stations display on HUD.
• FC3. Fixed the IRRAD mark for the Russian aircraft. This would overlap with range tape.
• Combined Arms. Instant fire on ammunition switching has been fixed.
• Combined Arms. Switched the reverse gear after the vehicle has stopped.
• Combined Arms: Transition to alarm state GREEN for ground units has been fixed
• Combined Arms. Unarmed vehicles will use their sensors when acting as a JTAC.


rf2 logo

GRAPHICS:
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Fixed problem on some AMD video cards where black squares would appear if bloom was used.
Fixed problem with reflections offsets for mesh hierarchies.
Fixed flashing shadows.
Now allowing users to run the sim even if below minimum video mem requirements.
Fix in usage of.hdp files for viewer.
Fixed issue where mirrors get corrupted if we either had zero vehicles temporarily or alternately the only vehicle in the session has its graphics reloaded.
Add some better defaults for LDR rendering.
Potential fix for graphics corruption after screen shot.
Re-disabled transparency AA until all mods can be properly updated.

GAMEPLAY:
—————————-

PHYSICS:
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Water/oil temps or oil/fuel/boost pressures now using metric units in the INI files in order to match the rest of the simulation.

AI:
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Fixed “resume from replay” issue where safety car would drive off despite not being active.

UI / HUD:
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Fixed a potential crash in a spinner.
Added info to show in the controller setup that controls for time accel, framerate, and CPU automatically use the Ctrl key.
Halved the size of the pop-up icons (rf logo, Ai control, & plug ins initializing).

BUG FIXES / OPTIMIZATIONS:
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Skip recomputation of AIW parameters if nothing changed.
No longer rebuilding collision every single time, which should reduce load times a bit.
Make “none” HDR profile stick between track loads.
Booting Transparent Trainer will no longer crash; however, it will always come right back unless you disable it in the UI.

MULTIPLAYER:
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Fixed problem where dedicated server couldn’t load RealRoad files and forgot the weather settings.
Added an icon that conveys the state of downloaded custom skin for a particular slot. grey = queued, redish purple = downloading, green = successfully downloaded, black = failed download.
Hopefully fixed issue where servers stopped accepting new clients, often after one of those “? is removed” messages.

Use +ui=NONE on the rFactor2 Dedicated.exe to start with no user interface. +ui=CONSOLE for console interface and +ui=WIN32 (default) for Windows interface.
The following command have been added to rFactor2 Dedicated.exe’s console user interface.
:restart_race
:restart_event
:next_session
:next_event
:add_ai
:shutdown
:boot
:ban
:move_up
:move_down

CONTROLLER/FFB:
—————————-

PLUGINS:
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REPLAYS:
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Hopefully fixed replay smoke issue, but needs to be tested in multiplayer as well. Changes replay format!

MODDING / PUBLIC DEV
—————————-
Fixed bug in SampleSM3.gfx which caused viewer to hang on startup.
Fixed a problem with Mas2 stalling when losing focus on Windows XP.
Tidied up some UI bugs in Mas2.
Updated ModMode.exe UI disaply page to match retail exe
Fixed a bug in Max plugins which caused a crash in Win XP

LAUNCHER
—————————-
Start rFactor2 Dedicated.exe with a console UI by selecting the check box on the Advanced Tab

გვერდი ოფ. საიტიდან  – ISI