Archive for December, 2016


AUTOMOBILISTA

This is it then – our final dev update of 2016! We promised it was going to be a good one, so hopefully it lives up to that promise :)

It has been a long, hard but very fulfilling year for everyone at Reiza – we´ve brought out Automobilista in march and have been working very hard since to keep it growing and evolving throughout. We´re happy to say we´ve reached our main goals, though work is still to continue hard into the initial months of 2017 to fulfill its potential as we envisage it, before we finally wrap it up to shift focus to the longer term.

The next milestone for AMS is still to come before the year ends, as v1.20 and Formula Truck are still to be released at some point next week!

Here´s the summary then of the stuff we´ve been working on.

V1.20 highlights & Formula Truck DLC

We have nice developments coming for v1.20 – you can read through it on the changelog attached for the latest Beta updates since v1.1.6 release.

For the cars, one highlight is the filling up of the Caterham series from the Brit Pack to include some new variants from their motorsport ladder.

On the audio front, @Domagoj Lovric has done an extensive revision of several sound effects both on the code as well as the samples themselves – tire rolling / scrub / skid, wind noise, chassis scraping, to improve the organic interaction of these sound effects with the physics engine and hopefully provide both better feedback from the cars as well as increased immersion from the driving experience. There is some early WIP stuff already on Beta but the full results will be in the new beta build coming out later tonight.

We´ve also done some progress with AI, with further fine tuning in various fronts.@Luis Miguel has nailed an old bug where AI would not properly estimate fuel for timed races, taking much more fuel than they needed for the distance. If you´re used to running quick timed races then you may have to do some tweaking to your usual AI Strength, overall though performance should be a lot more consistent in that type of race.

As you know v1.20 will also bring a new DLC in the shape of Formula Truck , who we are happy to confirm will be officially added to Automobilista, fully revamped from the original game, prettier and meaner!

To begin with, as renewing the Formula Truck license has been a fairly late development we will deploy the same 2013 season we had in the official Formula Truck game; chances are good though we´ll expand on that with the new season as we move through 2017.

One of the custom Formula Truck features we´ve added for this release is the Speed Trap rule – every Formula Truck layout has a Speed Trap in a section of the track (usually the fastest, indicated by icon on its trackmap, a flashing icon on top left corner as you approach it while driving, and by a line of cones trackside) through which drivers are supposed to cross going no faster than 160 km/h. Exceeding 160 km/h through the Speed Trap will result in lap being invalidated in practice / qual, or an instant drive-through penalty in races. Players however retain the option to switch the rule off from the Rules menu.

We are currently still working on getting diesel smoking blowing from the exhausts to create some proper nasty virtual pollution – it probably won´t be quite ready for initial release but it should follow in the next update.

Formula Truck for Automobilista will sell for US$ 5.99, but will be free to everyone who already owned Formula Truck 2013 on Steam.

New Game Features

Recently we´ve conducted a poll among Reiza 51 members to gather which features they would most like to see us develop for Automobilista. While not all options were realistic in the short term, the idea was to gauge what users wanted most so we could factor not only into our remaining dev plan for Automobilista, but also longer term as we shift focus to the next title.

These were the results:

A few of these options are already in the works for Automobilista as previously alluded – one we can confirm to be in the pipeline is the Custom Season Tool for Championship Mode, which will allow users to design their own seasons, mix up classes, define points system along with a few more interesting new options which will also be available in other game modes.

We´re also intent on doing more work to AI behavior, rectify a few old issues and add a few new variants to get them to behave more realistically and provide a stiffer but fair challenge.

VX development

We have a new build coming up for our Virtual Xperience portal as well – @Dave Stephenson has been pushing hard to complete the new Community section to go along with our League Finder tool, providing a searchable directory of communities and leagues serving AMS users.

Our Time Trial of the Week challenges have been gaining momentum – we invite everyone to come participate and see how you measure up against the fast guys. Better get some practice in, as for next year we may be promoting some prize awarding challenges too :) DLC Roadmap
Work is still going at full speed to develop the upcoming DLCs. There have been a few tweaks to the release plans, one of which being the switch in order for the upcoming Legendary Track packs coming up.

This is where we are going next:

Legendary Tracks Pt 2 – Adelaide

The famous Adelaide hosted many classic season finales as the Australian GP from 1985 to 1995, and is still run today for many popular aussie racing series, having retained a lot of the charm and unique challenges from the GP days.

In this (very early) preview of the mesh above, you get a sense of the workload involved in creating a street track such as this to modern standards – in order to deliver the full urban feel of the venue, @Alex Sawczuk, @ilya and the rest of the track team have to model a whole segment of the city neighborhood and roads adjacent to the ones used by the actual race track. Then we´ve got to fill these surroundings up with all the buildings and other trackside objects, which demands a solid 4 months worth of man-hours from the environment artists!

We´re confident this legendary track will be worth the effort and that will make a great place to race several existing as well some of the upcoming cars.

Adelaide will come in 2 versions – the longer historic 1988 layout as well as the modern 2016 track. Both versions are expected to hit beta some time in February with release following soon after.

Legendary Tracks Pt 3 – Hockenheim confirmed!

We´re happy to finally confirm the historic german Hockenheim Ring will also be coming to Automobilista!

The old Hockenheim was almost 8 kilometers long and became iconic for combining long winded flat-out sections through the forest, before rejoining the stadium section where massive crowds gathered created a football stadium atmosphere, enhancing historical moments such as this one:

The shorter modern version has retained the stadium section and remains a great venue for close wheel-to-wheel racing for many of the major international series.

As with Adelaide and Imola before, the option for Hockenheim as a subject for the Legendary Track series derives from it combining many values – great relevance both in terms of historical heritage as well as presence in the modern autoracing scene, a natural venue for several of the series present in Automobilista, and an unique experience to complement the others already offered in the sim.

Hockenheim will receive same treatment as Imola, with the pack featuring the long version in its various guises from 1972, 1988 and 2001, along with the modern 2016 version. Work on the track is also already underway, and it´s estimated initial versions will hit Beta in March, with full release towards the end of April.

With all these tracks news one would be forgiven for getting the impression the car front is being neglected, but that would be wrong :p bigger news will have to wait a bit more however, hopefully as a topic for our first dev update of 2017.

For now, here´s a sample from our reference material to another new series currently in the works:

Christmas Surprise!

We have also found a bit of time to put together a neat christmas present to go along with v1.20 release.

It´s not related to anything we´d previously discussed – a small surprise gift as a thank you to everyone who has supported us this year. It´s a semi-fictional car inspired by a local series, and also comes with a nice bit of terrain for it and others of its breed to play around. It´s simple but from the heart as a brazilian expression goes, and great fun to boot :D

Obviously we won´t say or show what it is as that would spoil the surprise, but here´s a little teaser to get you guys guessing.

If someones guesses it right, gets to become a driver for the series in-game :)

Steam Holiday Sale

The full Reiza catalogue is on sale on Steam since yesterday, with up to 75% in discounts

So lots of good deals there to secure the contents of this dev update, along with all the others that have come before :)

With that we wrap this last dev update – not quite the last you´ll hear from us this year of course as work is still ongoing to deploy v1.20 & Formula Truck next week before we can finally shut up shop for a few days, rest up to come back blazing in 2017 :)

In any case I´d like to take the opportunity in name of the whole Reiza team to wish everyone happy holidays! Hope you all have a great time and hopefully find the time in between turkey bites and champagne sips to come enjoy some sim racing :)


Mx Bikes logo

Changelog:
fix: improved rear suspension simulation
fix: deformation data load
fix: reconnection during a race
fix: garage setup selection bug
fix: replay laps list
fix: dedicated server pause / resume
fix: whitelist and blacklist update
fix: kit name
fix: pitboard during practice
fix: engine sound idle
fix: improved alpha mipmapping
fix: improved 3D grass rendering
fix: terrain rendering optimization
new: race number and kit name shaders
new: dedicated server save option
new: event name
new: laps race length option
new: EdTracker support
new: possibility to disable a joystick input
new: default controller profiles support
new: output plugins race data
new: replay orbit camera speed
new: stand paint support
new: default paint support
new: testing track deformation save / restore / reset
new: supermoto support
new: bike and rider dirt is not automatically reset when going to pits
new: clean bike option
new: garage setup compare option
new: fork offset setup
new: support for stock bike setups
new: trainer
new: stability helper
new: 250x bike
new: 450xf bike
new: 450sm bike
new: Practice Track short layout
new: Forest track
new: Holjes track

SOURCE


x-plane-11-logo

X-Plane 11.00 is the initial version of the newest flight simulator from Laminar Research. It is currently in early public beta testing and access.


Known Bugs

  • Plugin system menu APIs broken.
  • Low frame rate – we are still optimizing rendering; please do not report low framerate unless you see < 5 fps on low settings.
  • If the visibility seems too low, set the visibility higher in Weather Customize screen.
  • XPD-6849 Issue with power lines & base mesh
  • XPD-6835 Fuel truck missing glass
  • XPD-6827 Shadows or artifact on trees
  • XPD-6812 Editing the Rendering settings for Visual Effects is SLOW
  • XPD-6808 Some windows not re-skinned to match new UI
  • XPD-6898 Jagged sky color transition
  • XPD-6959 Color artifacts are visible on the “occluded” area of an object when SSAO is turned on
  • XPD-6952 Crash with popped out secondary GPS windows
  • XPD-7005 3rd party Tornado crashes sim
  • XPD-7004 Text misalignment when Russian is picked for language
  • XPD-7001 Local time discrepancy when using “track real world date & time”
  • XPD-6568 Get translations
  • Scenery only goes to 60 degrees north/south latitudes

Public Beta 3

Key Features & Improvements

  • XPD-7219 3rd party plugin brakes fixed.
  • Networking, crash, and joystick fixes.
  • New electrical system model changes.
  • XPLMNavigation API should work for third party plugins.
  • XPD-7070 Provide plugin per frame callouts even when paused.
  • Changes to .sit and .rep file types to make them stable across updates.
  • Pilot defined waypoints saved by the FMC now go into the user_fix.dat.
  • FMS will now correctly use GPS alt or barometric altitude for approach VNAV as per approach setting. Default is GPS altitude as for LPV approaches.
  • FMS fixes when using VNAV.
  • Backward compatibility in ARINC 424 interpreter.
  • Free global resources at program end to avoid memory leak false positives.
  • Fixed crash when loading DSFs while flying really, really fast.
  • Updated tire model.
  • A fix for weapons that have OBJs but not custom particle effects.

Additional Bug Fixes

  • XPD-7289 IP address of receiving network data was wrong.
  • XPD-7288 IPs are sorted in order and fixes missing IP address list.
  • XPD-7203 Crash with Open Air file.
  • XPD-7078 Fix for non-fogged interior objects.
  • XPD-7091 Failures now get applied only for the aircraft you set them on.
  • XPD-6851 Fix sky color through alpha texture in HDR mode.
  • XPD-6958 Changing plane altitude or speed in map changes heading as well.
  • XPD-7281 We now explicitly support approach targets that are not in our “nearby approaches” list.
  • XPD-7217 We can now separate the enum and order of the API.
  • XPD-6863 Take windows down to windowed mode before destroying them.
  • XPD-7060 Fix dev assert reloading 737.
  • XPD-7249 Fix for crash when you add a monitor while looking at Settings > Graphics.
  • XPD-7273 Updates to KSEA demo area.
  • XPD-7271 Removes G1000 C172 from installs.
  • XPD-7252 Update to LOWI demo area.
  • XPD-7064 Added ability to bind hat switches to any command, not just our suggested ones.
  • XPD-7061 Fix for setting aircraft heading via the inspector being wonky due to live editing the text field.
  • XPD-7268 Remove separate selection style from map.
  • XPD-7009 We now hide localizers in the map view that might interfere with seeing your “target” ILS.
  • XPD-7159 We can now select an approach at any time, and we no longer show downwind ILSes if applicable.
  • XPD-7245 Fixes dragging the plane icon on map when not paused.
  • XPD-7246 Tow plane does not tow us on the runway.
  • XPD-7256 Landing light switch dataref is a float.
  • XPD-7254 Fix for ATC window crashing when in “AI Flies Your Plane” mode.
  • XPD-7251 fix for crash in r-tree when the r-tree is empty.
  • XPD-7227 Fixed autobrakes.
  • XPD-7110 Stopped hover help tips from getting repositioned.
  • XPD-7221 Determine if an aircraft supports 2-D panel mode.
  • XPD-7236 Search in the command mappings table now includes children of matched folder.
  • XPD-7154 Fix for windowed -> fullscreen -> windowed transition increasing the window size and moving it.
  • XPD-7232 Fix for failures trashing your currently-loaded aircraft’s livery.
  • XPD-7210 Fix for crash when loading a bad .sit file in quickflight mode.
  • XPD-7211 Fix for crash caused by trying to load airport from prefs that no longer exists in your installation.
  • XPD-7212, XPD-7228 GPS has a problem with “degenerate” STARs that only consist of transition segments and no trunk route.
  • XPD-7233 Crash when changing location with IOS.
  • XPD-7032 Fix for “manual” network connections defaulting to port 0.
  • XPD-7186  Center map on PPOS if empty flight plan is viewed in PLN mode.
  • XPD-7193 Fix for missing NDB or VOR in flight plan.
  • XPD-7018 Restored ability for “optional” dialogs to be auto-dismissed on external visuals & machines under IOS control.
  • XPD-7083 We only display the “Save Configuration as Default” button if you do not have an image mapping for this joystick.
  • XPD-7044 Fix for incorrectly identifying monitor resolution when using mixed DPI displays.
  • XPD-7088 We now read your language prefs before falling back to prompting you to pick a language.
  • XPD-7184 AI can fly your aircraft again.
  • XPD-7220 Additional sounds added to C172 cockpit.
  • XPD-7250 Push-back working for AI aircraft.
  • XPD-7160 Stop labeling both ends of helipads in the map.

Public Beta 2

See this developer article for additional notes on some key fixes.

Key Features & Improvements

  • Fixes to joystick configurations, naming and handling during set up.
  • Restored support for gear doors in Plane Maker.
  • Fixed sparkling VOR gauges in C172.
  • Fixed GPS/FMS crashing at end of route.
  • Windows UTF16 fix for loading and saving FMS files into GNS430 and G1000. This could fail when X-Plane was installed in a user path with non-ASCII characters.
  • New tire model to reduce tire squealing.
  • Fixed plugins searching for NAVAIDs–SDK returns XPLM_NAV_Refs for NAVAIDs.
  • Custom engine sounds in aircraft folders work again.
  • Linux no longer requires the libc++ runtime to be installed for the apps to run.
  • XPD-6949, XPD-7058, XPD-7114 Updated aircraft fixes reflections, dataref typos, and wipers.
  • XPD-6905 Fixed panel blending in legacy planes & deprecated lit panels (panel 8).
  • XPD-6847 Fixed bogus colors in Plane Maker.
  • XPD-7051 Modern driver ban now in effect.
  • XPD-7050 Refactoring how we handle GLSL extensions for texture arrays.
  • XPD-7079 Plugin created commands now go in correct “folders”.

Additional Bug Fixes

  • Fixed sound log warning when parsing sound files.
  • Now we have auto-board, auto-start, and quick-start commands.
  • XPD-6962 Fix for OS-native file dialogs being inaccessible when in full-screen mode on Windows.
  • XPD-6930 Fix for handling of arbitrary full-screen sizes.
  • XPD-7002 We now respect the user’s preference for both temp and pressure units.
  • XPD-6956 Plane Maker and Airfoil Maker now match the V10 behavior of reading the language pref from the *X-Plane* prefs file.
  • Fix information on ND refactored to support displaying multiple generated abeam fixes.
  • XPD-7019 The units are called “United States Customary”, not “imperial.”
  • XPD-7025 Fix for broken pedals configuration.
  • Tweak in the seaplane model.
  • Networking configuration screen tells user if internet is disabled.
  • XPD-7034 Added support for 120 and 144 Hz refresh rates.
  • XPD-7046 Sim crashes with selecting RNAV approach at 0S9.
  • XPD-7047 Using X-Plane 10 nav data now gives error message and not a crash.
  • XPD-7052 X-Plane crashes when using a custom command key to popup/hide the G430.
  • XPD-7067 Remove “other” tab tutorials that crash the sim.
  • XPD-7066 Reseting joystick now *actually* sets the low/high data back to the default.
  • Added user provided .joy file for Thrustmaster Top Gun Afterburner.
  • XPD-7059 Updated CH Flight Sim yoke assignments.
  • XPD-7090 Bumped up axes per device to 25 to cope with PFC USB devices.
  • XPD-7112 Missing runway in scenery should give clear error and not crash.
  • Improvements to ground truck behavior.
  • XPD-7126 We no longer enable FMOD Live Update by default. It’s now a command line option for developer.
  • XPD-7095 We now a) default to north-up mode in the map, and b) remember your preference for north-up.
  • XPD-7116 Fix for not changing your view index when you changed devices.
  • XPD-7123 Fix for returning to weather UI not maintaining your real weather display.
  • New mouse cursors to help in the case where the rotator is counter-wound from expectations.
  • Joystick prefs now saved separately.
  • XPD-7152 Avoids crash when starting a new flight in replay mode.
  • XPD-7098 Fixes typo in settings.
  • Keeping the engines a little hotter…the oil was cooling a bit too much before.
  • XPD-6700 Additional half-stop brighter rendering in cockpit.
  • Bug XPD-7150 Data output should start in the upper left.
  • XPD-7144 Low idle has high N1 compared to v10.
  • XPD-6874 Service trucks can join route mid-segment.
  • XPD-6935 Removes S-76 default Master Caution.
  • XPD-6508, XPD-6700 Adding esys bus 5 & 6 to panel and nav 3-10 to nav deflections.
  • Map updates to airway thickness, NAVAID labels and colors.
  • XPD-7162 Fix for inability to file popup clearance.
  • XPD-6968 Winch line disconnects immediately due to astronomical tension.
  • XPD-7117 Fix for issues with CH Eclipse yoke.
  • XPD-7165 Fix for tutorials paying attention to your “start running” pref.
  • XPD-7160 We no longer label both ends of helipads in the map.
  • XPD-7147 Fix for texture compression pref getting discarded.
  • XPD-7021 The nav inspector now tunes your ADF radios when you’ve selected an NDB, not your NAV radios.

SOURCE


rf-2-logo

Introduction

Finally, it’s time for the first Studio 397 release of rFactor 2!

It’s been a few months since the last build was released, so we thought we’d take the opportunity to give you an update on what the team has been busy working on. After taking over development, our first order of business was optimizing and automating the entire build process and setting up a new internal bug tracking system – two improvements that will help speed up public releases of fixes and features. We brought new members into our team to move the project forward in terms of graphics, user interface, infrastructure, content and overall optimizations, which you will start to see in the first quarter of 2017 and beyond. For this first release our focus was on fixing bigger issues such as video driver crashes, optimizing and fixing elements of the workshop and starting work on improving the stock car and oval experience.

We have invested a considerable amount of time in developing and testing stock car, specifically stock car rules, since the last public release. With the help of a dedicated group of stock car league admins and stock car specialists on our test team, we identified some of the crucial issues that need to be addressed. We continually seek to improve our stock car and oval experience. For this first release of several upcoming changes we focused on sorting issues under caution and adding more flexible options for server admins. We’ve also taken a close look at oval behaviour optimizations of the AI in single player, especially (but not exclusively) for short ovals.

Stock Car

  • The safety car is now set to ‘non-collidable’ by default – testing has shown this can help avoid certain oval-related caution situations in which the safety car has trouble weaving its way to the front of the field. The value can be set to ‘collidable’ in the player.JSON file by editing the following values: "Safety Car Collidable": true. After this update, we recommend server admins backup and remove player.json and multiplayer.json, so that new ones are generated containing all new options and defaults.
  • Several minor adjustments and tweaks to help optimize scoring.
  • Further improvements to the track order of cars leaving the pits under caution.
  • Fixed a bookkeeping error under caution with one lap until restart.
  • Changed AI behaviour to prevent pitting on the last lap of a caution. This helps to avoid messy and disorderly restarts and it makes the AI look a bit smarter too.
  • Added an extra message to the Low Speed Information pop up: “Please pass the safety car.” This should help you be more aware of where you are with respect to the safety car under a full course caution and should improve sorting overall as drivers no longer have to guess whether to pass the safety car.
  • Changed pit exit behaviour to allow cars to be placed in a large gap rather than behind the whole field, which might be nearly a full track length behind the car exiting on some of the smaller ovals.
  • Fixed pit behaviour: A car entering the pit lane after a race resumes from a caution will no longer be able to continuously lap the field during the next caution.
  • Fixed a possible scoring mix-up when a full course caution was called while the race leader was in the pits.
  • Fixed a bug in which cars starting late from the garage area (those that did not press the Race button in time), after the field had gone ahead, were sometimes wrongly scored at race start. Cars starting late from the garage area now have to wait for the entire field to pass the pit-exit line to be able to join the race and go on track.
  • Added a new single player feature "AI Formation by Position" that when set to “true” in the player.json attempts to line up the AI during yellow flag/formation laps according to your position behind the pace car instead of relative to surrounding cars. This seems to work better on short ovals, whereas the old (default) way might still work better for road courses.
  • Added new options for configuring an oval server, which can be found in the CustomPluginsVariables.json:
    • Added two types of double file which can be configured by editing the value "DoubleFileType" where “0” is off (or single file), “1” will ignore lapped and pitted distinctions, and “2” (the default) is standard double file.
    • Wave-arounds can now be set to on or off for more flexibility by editing the following value: "WaveArounds" “0” is off, “1” is on.
    • Added the ability to configure number of caution laps by editing the following value: "YellowLapsMinimum"
    • Added the ability to configure random number of caution laps editing the following value: "YellowLapsRandom"

AI

  • Fixed AI behaviour to prevent them from taking off immediately after what should be their pit stop following their final qualifying lap, which would get them disqualified.
  • Fixed AI behaviour to prevent AI from getting disqualified during qualifying on certain tracks where it is difficult to pit immediately after completing n-1 laps.

Physics

  • Added a new TGM display. While driving, it was possible to pull up a graph showing the contact patch for each tyre that showed the temperature of the tyre at that point of the contact patch (ALT =). The second display now shows the tyre load.
  • Changed TTool filename. TTool, a tool that is used to generate tyres for cars, used to output a file named “QSA” when you ran a real-time batch test. That filename has now been corrected to “realtime”.
  • Fixed an issue where camber angles for tyres reported as zero in real-time telemetry instead of their real angle. Also, this now allows plugins to see the correct angles.

Driver Swaps

  • Fixed occasional crash when a wheel gets reattached/repaired during a pit stop at the same time as a driver swap.

Graphics

  • Fixed the multiview gizmo that allows you to enter your triple screen configuration. It now saves and remembers asymmetrical monitor configuration parameters.
  • Fixed sporadic nVidia driver crash on certain tracks. The fix, which is only needed if you were experiencing driver crashes and restarts, can be activated by changing the value WorkaroundFlags=1 in the Config.ini with a text editor. Please make sure to delete your shader cache manually (the files in UserData\Log\Shaders) when making this change.
  • Removed the option to disable HDR.

Dedicated Server

  • Changed the logic so that the dedicated server properly moves on to the next track in all cases regardless of which sessions are active.

User Interface/Launcher

  • Added an Engine Mixture setting to garage so it can be saved as part of a car setup.
  • Updated Launcher icons.
  • Added new user interface background image and splash screen.
  • Fixed Launcher to work correctly in Steam’s offline mode. It will no longer hang while attempting to download pending workshop items in this mode.
  • Updated French language dictionary.

Additional Changes

  • We’ve made racing online free for every user of rFactor 2.
  • Fixed results file when VehFile uses escape characters.
  • Removed DRS enabled/disabled messages for tracks without DRS zones.
  • Added +skipmonitor as a command line option, which lets you enter from and exit a race directly to the main menu.

SOURCE


IL-2 BoS logo

Game version 2.006 discussion: DX11, Ju52, Bf109G4, Scripted Campaign, “10 Days of Autumn”
Dear Pilots,

today is one of the most important days in our project history. We just released the update containing several key features that open up new possibilities and future pesrpective.

First, this is Bf 109 G-4 release, the release of the first aircraft for Battle of Kuban, meaning that Early Access for Battle of Kuban just started. From now on, Battle of Kuban owners will receive regular updates that will gradually add more BoK content as it gets ready.
Second, the game now uses DirectX 11 renderer. This is an important milestone. It brings mainly performance gains, but it also opens up many possibilities for improving visuals.
Third, Ju-52/3m g4e is released. This aircraft brings many new gameplay features. Three new mission types for the current campaign – paradrop, cargo paradrop and cargo delivery. They can be used in complex multiplayer missions as well.
Fourth, new Scripted Campaign mode has been added and everyone can create and distribute campaigns, We’ll tell you about how it’s done in coming Dev Diaries.
Fifth, the first official scripted campaign made by Alexander -BlackSix- Timoshokov, “Ten Days of Autumn”, has been released. This historical campaign tells about the events of one of the German squadrons during the Battle of Moscow.

You can see full text and visual materials on our forum:

Дорогие пользователи!

Сегодня важнейший день в истории нашего проекта. Сегодня мы выпускаем версию, включающую несколько ключевых нововведений, открывающих новые возможности и перспективы для развития в будущем.
Во-1 это выход самолета Bf 109 G-4, первого самолета проекта “Битва за Кубань”, этот выход знаменует собой начало раннего доступа к проекту. Начиная с этого момента пользователи, предзаказавшие “Битву за Кубань” начнут регулярно получать элементы этого проекта по мере их готовности.
Во-2 это состоявшийся переход на DirectX 11. Это важнейшая веха. На первом этапе этот переход привносит в проект, в основном, улучшение производительности графики, но в перспективе он открывает широкие возможности по развитию визуальной составляющей проекта.
В-3 это выход самолета Ju-52/3m g4e. Этот самолет несет с собой множество нововведений в игровой процесс: три новых типа транспортных миссий в Кампании, десантники-парашютисты, доставка грузов десантированием и с посадкой, возможность использования этих возможностей в многопользовательских миссиях с динамическим развитием и ветвлением сценария.
В-4 это новый игровой режим “Сценарная Кампания”, полностью открытый для всех желающих создавать свои кампании. О том, как это можно сделать, мы расскажем вам в ближайших дневниках.
В-5 это первая официальная сценарная кампания от Александра -BlackSix- Тимошкова “10 Дней Осени”, воспроизводящая реальную историю одной немецкой эскадрильи в период “Битвы за Москву”.

С полным текстом новости и визуальными материалами можно ознакомиться на нашем форуме:


rf2 logo

On Tuesday, December 20th, we will release build 1108. This is our first Steam-only release, and we would like to remind you of our offer to migrate to Steam for free, which will be extended until January 31st, 2017.

To reiterate where we are, we are making really good progress with a new development team coupled with a new vision. As long time sim racers, we understand the need for a strong platform with great content, physics and visuals as well as competition, both online and offline.

A detailed changelog will be posted alongside the actual release, but some of the highlights of this build include a huge update to our Stock Car rules, better support for running Steam in offline mode – which can be very useful in LAN situations and a fix for the nVidia driver bug that has been plaguing some users of certain series of nVidia cards.

Good news! We’re ahead of our DX11 development schedule and are internally testing the first builds now. There is still a lot to do in terms of adding new features such as depth of field and motion blur effects on external cameras as well as overall improvements such as the shadow system. Needless to say, the results so far are looking good. We are really excited about the capability we have already and where it’s going. Our goal to keep the engine backward compatible seems achievable, and in the upcoming months we will start engaging the modding community providing information on the improved engine and how best to utilise it.

As we’ve announced last month, we are completely revamping the user interface of rFactor 2 to make it easier to use, nicer to look at and ready for VR. We’re leveraging modern web technology and are currently in the middle of the design phase. To give you a first impression, we’ve added a screenshot of a WIP car selection screen.

Concerning content, we are very excited with the direction we are headed, certainly in the way plan to match cars and tracks. We will start to develop this approach over the next few months.

We have a number of car developments underway. With our current focus on the Radical, we are adding the finishing touches to the 3D model right now while we wait for some additional data to complete the physics model.

More great news! We have just signed a license with General Motors for the 2016 model of the Corvette C7.R. Development of the model and physics will start early next year. The 2016 model has significant aerodynamic improvements with a new, larger splitter and a large diffuser to generate more downforce. The car is the weapon of choice for Corvette Racing in their 2017 IMSA campaign as well as their effort to win the 24 Hours of Le Mans. As an added bonus, this car will also contribute to improving car physics overall.

 

In terms of tracks, we’ve already shown you previews of NOLA Motorsports Park in earlier updates, and we’re now in the final stages of development. The track will feature 5 different road course layouts and 5 different karting layouts, and we’re currently placing track side objects, such as grand stands, trees and a ferris wheel and are working on AI paths. It’s looking good for release early next year.

Now let’s talk about online. Since the release of rFactor 2 the pricing consisted of a one time payment and an online subscription, with the option of buying a lifetime version of that subscription. Over the years we have received a lot of questions about charging extra for online access, and what people were getting for this in return.

We understand that online racing is key to the future of the platform. As online racers ourselves, we have decided to provide online access for everybody with the Steam version for free – simplifying the pricing model and encouraging everybody to race online. Steam will take care of automated updates. We recognise that some of you have made this purchase over the past few months, and it was a difficult decision. However, we’re positive that you’ll agree we’ve made the right decision for the future of the platform.

With the Steam Winter Sale approaching what better way for you to relax and driver rFactor 2. Look out for an exclusive offer for the holiday period!

That’s all for our last monthly update of 2016. Happy Simracing and have a great holiday. We hope to see you all in the new year!



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Early Access Release of DCS: Spitfire LF Mk. IX
Today we are proud to bring you the Early Access Spitfire LF Mk. IX! Many pilots that have flown several World War II warbirds remark that the Spitfire was their favorite, based on its exceptional maneuverability, easy of flight, and stunning looks. We think that you will agree!

You can purchase the Spitfire from our e-Shop

The British Spitfire is one of the most iconic fighter aircraft of World War II. Most famous for its role in the Battle of Britain, the Spitfire served as Britain’s primary fighter during the entirety of the war. The Spitfire combines graceful lines, eye-watering dogfight performance, and heavy firepower in its later variants. For DCS World, we are happy to bring you the most accurate and realistic simulation of the Spitfire LF Mk. IX ever created.

The Spitfire LF Mk. IX was originally developed as a stopgap measure as a response to the appearance of the Focke-Wulf FW 190A.

Screenshots

The Spitfire LF Mk. IX is powered by the Merlin 66. This engine produces its best performance at slightly lower altitudes than the older Merlin 61. Spitfires equipped with this engine were designated LF Mk. IX. This was the most numerous version of the Mk. IX, with 4,010 produced. The majority of Mk. IXs of all types used the standard “c” wing, which would often carry two 20mm cannon and four .303in machine guns.

Note: To coincide with the Early Access release of the Spitfire, we are also releasing Update 3 to DCS World 1.5.5.

Weekend Bundle Deals
The Spitfire LF Mk. IX most shines when played with the other aircraft of our World War II stable of aircraft. Starting today at 1500 GMT and lasting until 19 December at 0900, get the P-51D, Fw 190, and Bf 109 as a bundle for 50% off! A huge savings!

Find the bundle here on our e-Shop

The Museum Relic Campaign News
Due to popular demand, we are removing the requirement that both DCS: F-86F Sabre and DCS: MiG-15bis must be purchased in order to play this campaign. We are changing this requirement such that only one of these aircraft modules must be purchased to play this campaign.

Purchase the campaign in DCS e-shop

SOURCE

RU


Taxi, Takeoff, and Landing


enlisted.net


Elite Dangerous logo

Greetings commanders,

Today we begin a special beta for the 2.2 series. This beta will last into the new year and is focused around balance passes and game changes. As previously mentioned, the vast majority of these updates for 2.2.03 are targeted towards the following subjects…

  • Powerplay and its associated AI along with mechanical changes of how Powerplay functions.
  • Engineers update: Extensive balancing tweaks and changes to promote a larger variety of recipes to use. Many additional changes are designed to smooth out the combat related blueprints.
  • General Combat Balancing: We hear you. We’ve begun the process of changing existing weapon meta to enable a far greater choice in how you, the commander, can outfit your ships for combat.

While not an exhaustive list above, we’ve included a full list of changes below. Below are the starting changes for the 2.2.03 beta; they are not final changes. We’ll post further updates to patch notes in the 2.2.03 beta feedback forum due to the focused nature of this update series.

Additionally, if you are using the standalone version of the Elite Dangerous Launcher, you can find the latest version of it here: http://hosting.zaonce.net/elite/Client-Installer.exe If you’re not using Steam to launch Elite Dangerous, you’ll need to be using the latest and greatest of our game patcher client!


2.2.03 Change Log

Stability Fixes

  • Fix for a crash when dropping from orbit at Eafots LZ-H b10-0 D 1
  • Crash fix for a rare case when hyperspacing out of a system that turns into an invalid state en route
  • Fix for outfitting crash when receiving a web response without a ship loadout in it
  • Fix a crash in the PlayerPOISpawner if the closest planet in the planet surface manager hasn’t been found yet
  • Softlock loading in to a persistent POI in multiplayer situation fixed
  • Xbox One: Fixed low level cockpit GUI crash

General Tweaks/Fixes

  • Allow a mini USS bubble around Colonia
  • Fix transaction server error when clearing a save that had lots of exploration data
  • Reboot-repair now Bump-starts shields when it completes, reducing downtime waiting for them to return. Could also be used in other cases when the player is willing to accept the risk of being idle and defenceless for the duration to focus power on their shields
  • Shield restore from Reboot/Repair now requires you to be near stationary or it will fail (to prevent in-combat overuse), 50m/s threshold
  • If saving or autosaving while in supercruise, move the player well clear of star Jet Cones. You shouldn’t ever reload back in after a hyperspace failure stuck in the cones anymore. Note that if you save/log out while in normal space, you will still be in the cone on your return, this safety check can’t be used to escape once you’ve already made a mistake, it’s just covering for failures that aren’t the player’s fault
  • Added a warning message when a non-flown ship is being scanned
  • Fixed “Ship scan detected” warning not always appearing
  • Fix for NPC voice volume slider not working in the audio options
  • Wings matchmaking improvements
  • Allow Reload time in Outfitting to be shown to the nearest 1 decimal place rather than rounded to whole seconds
  • Added some system metadata for the five starsystems holding refuelling bases between the Sol bubble and Colonia
  • Crew rank does not update on the contacts or ship GUI after ranking up fixed
  • Fixed missing cyrillic glyphs in module and systems panel
  • Avoid tinting weapon impacts on environmental surfaces
  • Fix for the POIs getting stuck loading due to the ReplicatedLevelContainer not activating its advance phase
  • Allow Reload time in Outfitting to be shown to the nearest 1 decimal place rather than rounded to whole seconds
  • Don’t clear legal state after a cargo scan! This will make the cockpit “Wanted” warning vanish!
  • Warning message now appears when player scans fighter or mothership with Kill warrant or Manifest scanner
  • Fixed a rare cause of triggering the ship rebuy screen when docking an SRV at a planet base
  • Fixed outfitting with multiple purchases of bobbleheads
  • Xbox One: Don’t show nameless scoreboard entries. If we have data for a player without a name, then don’t add it to the score summary
  • Xbox One: Where we have axis bindings, unhide the +/
  • button bindings so they can be rebound. Also make all flight control axes invertible
  • Xbox One: Don’t handle a protocol activation if we’re resetting or disconnecting. This means if we accept one while suspended, we won’t process it until we’ve gone through a full reset and reconnected, at which point we should be able to safely join the session

Passengers

  • Added passenger seating allocation to allow passengers to be assigned outside of mission board

Missions

  • Added a new mission type for investigating the ancient ruins
  • Make supply to demand overrides take max distance into account (Stops Colonia making missions which intend to only go 500ly into missions to pop back to the bubble with a ~24 time limit)
  • Reduce number of missions sent to clients as we’re only sending relevant missions now
  • Increased maximum mission duration to 28 days
  • Fix elite rank point calculations from missions so that they are a % of any mission profit earned

Weapons

  • Link Gimbal weapon tracking to the sensitivity of ship sensors. Does not affect CQC/Fighters/Non-main-ships
  • Rather than permanently disabling guidance on torpedoes, it now scrambles them for a short time (randomly between 2 and 8 seconds), after which they will re-acquire a lock and turn back in to engage
  • Emissive Munitions duration reduced to 30% of what it was, and capped much shorter for missiles
  • Emissive Munitions Scale reduced vastly, it will still guarantee visibility but no longer maxes out gimbal tracking at all ranges
  • Feedback Cascade no longer provides a fixed 90% reduction to healing, instead each hit reduces the healing rate by an amount proportional to damage capped at -90% as before. Exact number of hits to reach the cap varies based on size of weapon and shield cell, but will typically be 2-3 (requiring either high skill or multiple railguns) and up to 5 for smaller weapons against size 8 cell banks
  • Fixed multicannon Clips increased to 100 (from 90)
  • Fixed/gimbal multicannon reload times adjusted for consistency (generally buffed), fixed are now 4s, gimballed 5s (from an inconsistent 4s/5s mix)
  • Fixed cannon clip size increased to 6 (from 5)
  • Fixed cannon reload time reduced to 3 (from 4)
  • Fixed cannon ammo reserve size increased to 120 (from 100)
  • All fixed pulse/burst/beam weapons have 10% reduced WEP drain
  • Gimbal/Turret cannon damage increased by 15%
  • Fixed cannon damage increased by 25%
  • Plasma Accelerator reload times reuced to 6s (from 8)
  • Plasma Accelerator damage increased by 10%
  • Plasma Accelerators now deal Absolute damage
  • Reactor power draw for beams reduced 10%
  • WEP draw of burst lasers reduced by 15% (on top of fixed weapons as mentioned earlier)
  • Slugshot Armour piercing reduced to 15/25/35 for Small/Med/Large (from 20/35/52)
  • Slugshot reload time reduced to 2.5s (from 5s)
  • Slugshot ammo reserve doubled (to 180 from 90)
  • When scaling Weapon Range up in an engineered recipe , we now display that the projectile speed has increased
  • When scaling Weapon Range down in an engineered recipe, we no longer scale down the Damage Falloff start, nor the projectile speed
  • Clip size modifications now always round the clip up to avoid overly punishing small-clip weapons, and the modifier is not shown if it will have no effect
  • Increase damage buff for Short Range to 45% (+5%) so that it is competitive with Overcharged and Rapid fire for raw damage,but with different tradeoffs

Powerplay

  • Powerplay consolidation feature added
  • Powerplay assassins removed
  • Powerplay pirates no longer spawn in exploited systems
  • Powerplay pirates must align with an opposing superpower to that of the controlling power
  • When a crime worthy of an authority response is committed between two ships (NPC or player) who are each pledged to a power, effectively reduce the security level of the system for the purposes of considering strength of response and delay
  • Power security and pirate ships must now scan for powerplay vouchers, to check for powerplay cargo, and concerning which powers will get involved based on the player’s power
    • Power Security NPCs attack ships of opposing powers (different major faction) if they are locally wanted, they have powerplay vouchers issued by the controlling power of the system, or are carrying any powerplay commodity relevant to the controlling power of the system. They can not be appeased with cargo drops
    • PowersPirate NPCs attack ships of the same power as the controlling power of the system if they are wanted, carrying any powerplay vouchers, or carrying any powerplay cargo (any power). They can be appeased by cargo drops as long as the attack was due to cargo, not bounty or vouchers
    • Ships not meeting these criteria will be left alone, even if pledged to a power
  • New chatter lines added to support changed behavious
  • Ensure PowersSecurity ships are given an FSD interdictor by the auto-loadout system
  • Updating the balance on AI ambient power play ships, as well as tweaking some of Famine and Outbreak AI ships
  • When Opposing Control or Undermining a hostile power, vouchers will only be issued when destroying NPC ships from the defending power
  • Cargo used for Opposing Control or Undermining a friendly power will now only count for 1 merit when delivered
  • Voting for logistics consolidation becomes available at Rank 2 after supporting a power for 4 weeks. The number of votes increases to 5 after supporting a power for 16 weeks
  • Replaced the 18 second threaten timer on PowersSecurity ships with a 2 second one (they appeared to be broken right after scanning, which was undesirable behaviour). Also adjusted standard Bounty Hunter AI to be the same

Engineers

  • Auto loader improved and ammo penalty removed
  • Concordant sequence regeneration amount doubled and lasts twice as long
  • Dispersal field damage penalty removed
  • Overload Munitions ammo capacity penalty removed
  • Smart rounds flight time penalty removed
  • Overcharged and Efficient Blueprints now available for Beam weapons
  • More improvements to restocking weapons with engineer modifications
  • Ensure the latest version of recipe ingredients are used when crafting, regardless of how long ago a recipe was pinned
  • Automatically update modified modules to the latest version of the recipe

NPCs

  • Fixed firing on fighters launched from already scanned ships counting as a crime
  • Don’t spawn more escorts each time we transfer authority to a new authority
  • Tweaks to make NPCs less effective against silent running
  • NPCs should’t always be so accurate with rail guns
  • Wanted NPC has clean fighter fixed
  • Balance pass for AI interdiction ability, to make it slightly easier

POIs/USSs

  • Removed wreckage and salvage from tourist beacon USSs
  • Fixed some broken uplink messages

Ships

  • Fix for cockpit ambience ducking artifact

Player Journal

  • Improved atmosphere description in player journal
  • Added “Target” property in player journal when recording a kill
  • Fixed json syntax for Interdiction event
  • Fix for getting the correct faction when docking at a station (to write into the journal)
  • When a ship/slf takes damage, the journal entry now includes whether it’s the ship or fighter, and whether the player is the pilot
  • Added a journal entry when gaining Federation or Empire rank

This thread will remain locked. Please make a thread specific to your questions/feedback from above. Otherwise, use the threads that are stickied to discuss the changes. Thanks.


Naval Action logo

New events, crafting changes and other things!

What’s new:

Crafting changes: Fine woods removed from the game until further notice. Fine woods are no longer required for ship crafting and no longer drop during tree growth. NPC buyers have been instructed to buy fine woods at good prices if players decide to sell their acquired stocks.

As a compensation for all the struggles with fine wood two uncrafteable ships were added to redeemables to all players across all servers.

PvE events – run daily

  • Time challenge – destroy 2 enemy ships in shortest possible time.
  • Kill challenge – destroy as many enemy ships in 30 mins. (Boarding does not count) – every kill grants +1 repair for the player.
  • Events are provided for testing. Initial ship for all events is Cerberus. In the forthcoming hotfixes and patches we will add variety to ships, enemies and challenges (demasting, boarding, etc).

PvP events – run 3 times a day.

  • 3 PvP events per day added (one shallow waters one deep waters) that will spawn in 2 fixed locations on the map.
  • Deep water – Hispaniola channel (closest FT La Tortue and La Navasse)
  • Shallow water – Bahamas sand bank (closest FT Shroud Cay and Cayo Romano)
Other changes
  • Ships can now be sent from outpost to outpost (tow request). Sent ships will be delivered during maintenance. Please be wary when sending ships into contested ports.
  • War supplies can only raise hostility to 50% and not more to remove the risk of hostility bombs
  • Social perk returns reformed as Signaling perk. Signaling allows entry to the battle until the battle rating of both sides is somewhat equal.
  • Coward perk was removed
  • Brace command added for testing. Brace reduces incoming crew damage significantly and acts as a crew shock locking some of the on deck activity (repairs, reloads). It allows only yard turning as those crew on sails/yards are immune to deck damage.
Fixed bugs:
  • Fixed rare bug with group list disappearing from the screen
  • Fixed bug with incorrect BR calculations for several NPC ships in fleets
  • Fixed bug that allowed spawn of same characteristics for NPC captured ships creating double bonuses
  • Several critical exploits fixed thanks to the player Qw569
Tunings:
  • Duel room distance increased to 1km
  • Cannonball splinter damage somewhat lowered again
  • Max possible grape damage slightly increased
  • Hostility points adjusted and now depend on ship class. Port hostility points requirements adjusted as well. Approximate numbers = 1st rates 700 pts/unrated 100 pts.

Port battles entry zones algorithms and capture points placement still requires work and will be deployed in a hot fix within next week or two.

RU

 




logo-arma-3-review

Game Update 1.66 (Footsteps Audio Overhaul, Tactical Ping, Maintenance)
SIZE: ~10 GB / ~1.6 GB (depends on Apex ownership)

NOTES

  • Consider using the Steam client option to verify the integrity of the local game cache to avoid corrupted data after downloading this update.
  • Consider defragmenting your HDD after downloading large updates.
  • Updating a deeply moddable game and its platform is not without risks. We use various methods to communicate upcoming changes to our awesome modding community, such as via the Dev Hub. We also co-operate directly on troubleshooting, and we offer an opportunity to test updates via our Release Candidate tests. Modders, server administrators and other members of the community do their best to prepare for updates and to address issues post-release as quickly as possible. Please be mindful of some interruptions (especially in the first hours / days after a release) while we all work to improve the game together.
  • A Legacy Build Steam branch is available for advanced users. It contains the previous significant main branch version (1.64). It can be used to compare specific changes between major releases. The access code for this branch is: Arma3Legacy164
  • This update does not apply to the experimental Linux and Mac port betas at time of writing. We hope to be updating those as soon as possible.
  • You can find the servers in the Steam library (switch the filter to “Tools”) – “Arma 3 Server” (based on your OS, it will download the Windows or Linux version).
    • Administrators can also use the command-line SteamCMD utility. The app ID is to be 233780.
    • NVIDIA GameWorks™ Technology provided under license from NVIDIA Corporation. Copyright © 2002-2016 NVIDIA Corporation. All rights reserved. NVIDIA® and PhysX® are trademarks of NVIDIA Corporation and are used under license.
  • In case of problems, please check the Bohemia Interactive support F.A.Q., Arma 3 F.A.Q., BattlEye F.A.Q., or Launcher troubleshooting guide.
  • You can help us to further improve the game by posting your feedback on the Feedback Tracker.

CHANGELOG

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