Archive for June, 2017


AMS logo

the changelog:

  • Added Hockenheim RX layout (not compatible with DynHUD at the moment)
  • Integrated initial batch of Steam Achievements (more info & related discussions here)
  • Season Tool: Improved handling of errors related to reading of series/track images; All series vehicle filters are now added to seasons (these can be further limited/customised when starting the season in game)
  • Radio Spotter: Audio files now cached in memory to try prevent stutters loading the files during gameplay on some systems
  • Expanded track GDB tire compound parameters to set different compound restrictions for different series, and define which of the allowed compounds AI qualifies & start race on *
  • Added AIRaceCompoundSwitch parameter to series files – if set to 1 AI is forced to switch to the next tire compound allowed in a tire stop (if set to 0 or not present AI will continue on the same default compound) **
  • Made softest compound default for F-Extreme. F-Reiza, F-Ultimate
  • DynHUD: Added option to switch Track Map state from stactic, rotating & off (CTRL + M switches between the states)
  • Replaced tacho texture in native HUD
  • Revised & expanded default championship calendars for several series
  • Reduced pitlane speed limit in races from 100 km/h to 80 km/h in all GP layouts to match real rules
  • Fine tuned drag effects for each car, correcting some previous exaggerated values
  • Fixed F-Truck & ARC Camaro wrong ID for TT leaderboards
  • Fixed bug that would cause excessive AI tire wear when TireManagement parameter wasn´t present in driver RCD file (now defaults to 80, 100 being default tire compound wear)
  • Fixed bug in AI tire pitstop thresholds not working causing the AI to run tires to canvas
  • Fixed bug that could cause AI to slow down too much in cool down lap after checkered flag
  • Global AI adjustments: Slightly reduced qualifying performance gap vs race / slightly increased AI tendency to move out of the draft from car ahead; Adjusted AI reaction to be more combative when another is close by or side by side
  • Fixed AI fuel slightly over fueling in qualifying (now AI does 3-4 lap runs and takes just enough fuel in between for the next run)
  • Changed AI strategy for fixing damage in pits – now AI only fixes damage when wings are missing (no longer doing long pit stops for minor bodywork fixes)
  • Further fine tuning of fuel consumption & estimates for several cars
  • Reduced AI performance variation in Supertruck layouts
  • Adjusted tire wear & degradation rates for all compounds in F-Ultimate, F-Extreme & F-Reiza
  • Brands Hatch: Fixed safety car position in pit lane; Updated AI paths; updated curb textures
  • Hockenheim: Disabled Safety Car for 77 & 88 layouts
  • Karts: Adjusted POV to avoid clipping with driver model
  • Caterham: Fixed missing driver arms in external view for 360R models
  • Montana: Fixes to pitgroups & talent files
  • Mini: Fixed Celtic teams missing vehicle IDs for Time Trial
  • LancerX: Moved default brake bias forward; Fixed bug with driver arms in external cameras
  • F-Ultimate: Adjusted steering wheel height; Increased DRS drag reduction; Increased tires´ pneumatic trail (should make FFB slightly stronger)
  • F-Truck: Updated driver suits & Gloves
  • F-V10: Updated driver suits & Gloves
  • F-V12: fixed sound going mute between 4-5k RPM
  • Ultima: Fixed graphics glitch in headlights from external cameras
  • Superkart: corrected moving arms lodout distance
  • F3: fixed steering wheels LODs of F301
  • MCR: fixed rpm lights and LCD glass
  • Marcas: Added missing talent files; Reduced AI skill range for more consistent performance

* AI will now qualify on softest compound available in all default tracks;
** In case of modern Formula series in default tracks, AI will start on softest compound available and switch to the next in range in a tire stop

Further info regarding above changes: for ex. F-Ultimate @ Montreal, AI will now qualify and start race in UltraSoft compound; since series has AIRaceCompoundSwitch=1, AI will then switch to SuperSoft if / when it stops for tires as per 2017 compound options & strategy; If it´s a F-Extreme race @ Montreal, AI will start on SuperSoft and switch to Softs as per 2015 compound options & strategy. If it´s tracks with no compound restrictions, AI will always run the softest compound and switch to the next up in tire stop. F-Classic will qualify on qualifying tires but will always race on C race compound; if it does a tire stop it will just switch to a new C set.

Series that don´t have multiple tire compounds and / or don´t feature in the track GDB will continue using the default compound as before. Mod tracks should be updated to use this latest syntax in order to feature compound restrictions.

Important note for Logitech G29 / G920 users

Support for auto rotation has been initially implemented on a dedicated Beta Branch labeled v1.4.3_G29. Further instructions as to how to switch to a beta branch here: http://forum.reizastudios.com/threads/how-to-select-a-previous-version-branch-for-ams-on-steam.1269/

For the next release we expect to have it fully integrated into the main branch.

GENERAL NOTES

If you have an online race tonight, you may stick to or revert to the previous v1.4.05 by selecting that branch from the Steam Beta tab.

If you have a bug to report please use the new bug report thread (make sure to check the opening post first).

If you experience any issues running the game following the update, it´s worth running a Steam Integrity Check to make sure all files have been added / updated correctly.

For further difficulties related to installing, running or setting up the game, please refer to USER MANUAL present as a launch option from Steam If you need further assistance please post it in the troubleshooting topic or email support@reizastudios.com (please allow for up to 1 business day for a reply).

Last but not least: AMS Base, Season Pass & individual DLCs are all on the Steam Summer sale with great discounts – if you´re missing anything make sure to check them out!


Elite Dangerous logo

Greetings Commanders,

First up, thank you to everyone who has taken time testing and reporting issues with the 2.3.10 beta. It is very much appreciated for your assistance. We’ll be releasing 2.3.10 at 10AM UK, 5AM East US this morning.

Please note that the 2.3.10 update will bring with it an extended server downtime. As with previous updates, this downtime could last for seven to eight+ hours at the start of 10AM UK. We apologise for any inconvenience caused and thank you for your patience! 

Below are the changes for this update…

Stability Fixes

  • Fixed a Commander Data error that could occur when two players switch to a Fighter at the same time in Multi-Crew
  • Fixed a crash that could occur when in High Intensity Conflict Zones for extended periods of time
  • Fixed a crash that could occur when leaving Supercruise in a busy area
  • Fixed a crash that could occur when activating Silent Running in a CQC match
  • Fixed a crash that could occur in the Capital Ship Encounters

General Fixes & Tweaks

  • General text fixes
  • Updated some translations
  • Fixed a target-able location in the Howard system
  • Audio: Fixed an issue with inbox message alert audio not playing
  • Audio: Fixed an issue whereby the audio would continue to loop when holding the fire button, after your shield cell bank had run out of ammo
  • Audio: Fixed an issue with the discovery scanner audio – Honks are back!
  • Audio: Various audio tweaks and fixes
  • Players will now be consistently moved safely out of asteroid rings when logging in, which should hopefully prevent asteroids from spawn killing players

Camera Suite

  • Fixed an issue that caused the ‘Frameshift Charging’ indicator to become stuck on screen if you cancelled a hyperjump whilst in the camera suite

Celestial

  • More factions have joined the Colonia region of space

Holo-Me Creator

  • Implemented various changes to improve the appearance of Holo-Me in extreme lighting conditions

Installations/POIs/USSs

  • Fixed an issue whereby the Technology 06 codex entry was missing from Ancient Ruins

Missions

  • Mission board generation optimisations

Multi-Crew

  • Added the ability for Helm to limit the functionality of the Gunner role if desired (for example, preventing the use of utility style modules or deploying/retracting hardpoints)
  • Added the ability for Helm to disable the Fighter Control role if desired
  • Fix to allow the Helm access to turret mode options when they do not have a Gunner in their Multi-Crew session
  • Multicrew activities that have crew slots available are now highlighted with ‘+’ symbols
  • The ‘Switch Roles’ button will now be greyed out if your SRV is carrying more cargo than the ship has capacity for

Network

  • General network tweaks and fixes


Outfitting

  • Fixed an issue whereby the Engine Detailing slot did not appear when using the the Detailing filter tab

Player Journal

  • Fixed an issue with NPC names becoming garbled in the Player Journal
  • Faction Pending and Recovery state information is now included in the Player Journal
  • Addressed an issue whereby certain events were missing from the Player Journal
  • New “EngineerContribution” event for making donations to unlock an Engineer

Server

Ships
General Ship Fixes and Improvements

  • Anaconda

 

Fixed some visual issues with the Anaconda’s cockpit and made some improvements

 

  • Asp

 

Moved the camera closer to prevent clipping in livery outfitting

 

  • Imperial Courier

 

Fixed an issue with the Imperial Courier’s Slipstream paint job

 

  • Python

 

Python ship kits no longer appear worn when fully repaired


General Ship Audio Fixes and Improvements

  • Audio: Improvements to the “Rotational Correction” voice lines when returning to the helm from a fighter




FSW logo

Our second community update has now been cleared for take-off! The update is approximately 205 MB, and should download automatically once you have opened Steam. Here is a quick reminder of what to expect this week:

PA-18 Super Cub

  • Airspeed indicator calibration has been corrected
  • Reconfigured instrument panel to improve eye-line
  • Contact point adjustments to improve tire/ground contact

PA-28 Cherokee

  • Starter torque has been increased to aid cold starts
  • Airspeed indicator calibration has been corrected
  • Contact point adjustments to improve tire/ground contact
  • Optimizations across cockpit instrument selection models

PA-34 Seneca

  • Contact point adjustments to improve tire/ground contact
  • Attitude functionality improvements
  • Optimizations across cockpit instrument selection models

PA-46 Malibu Mirage

  • Annunciator PROP HEAT functionality corrected along with two overhead switches
  • External glass visibility improved
  • Fixed compass/dial/VOR gauge functionalities

DA40/DA42

  • G100- functionality improvements
  • Corrected tooltips
  • Optimizations across cockpit instrument selection models

RV7

  • Optimizations across cockpit instrument selection models

All aircraft

  • Gauge highlights now functional across all aircraft.
  • Additionally, we have implemented logic improvements across aircraft auto-pilot systems.

Additional Fixes

  • Addressed erroneous paths in Pro Mission editor startup
  • Fix crash related to use of Sidewinder 2 joysticks. Please note force feedback has been disabled for these joysticks.
  • ATC can now be closed with the hotkey.
  • Comms widget is now auto-closed if it doesn’t contain tabs.
  • Server name and password dialogues now sort correctly with flight planner in Multiplayer mode
  • Various localization fixes
  • Various crash fixes

We have had to delay a performance improvement for players using full screen and multi-monitor set ups due to the need for further testing. You can, however, expect to see it in a future update.

If you experience any issues, please contact the support team at dovetailgames.kayako.com

We look forward to hearing about what you think about this update. Thanks again to all of you who have been working with us to make Flight Sim World better!



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DCS World 2.1 Update 1
Today we are releasing the first update to DCS World 2.1, which can include the DCS: Normandy 1944 Map and/or the DCS: NEVADA Test and Training Range Map. Over the past week, we have been carefully noting all feedback and we will do our best to address all concerns. For this first update, we have made the following primary changes.

For following week, we plan to add several new DCS: World War II Assets Pack units including anti-aircraft units, beach fortifications, barrage balloons, and several others.

DCS World 1.5 Status
In parallel to DCS World 2.1, we are also creating the next update for DCS World 1.5. The primary addition will be the support for the DCS: World War II Assets Pack. This update will be coming soon.

DCS World War II News
With the Early Access, Alpha release of the DCS: Normandy 1944 Map and the DCS: World War II Assets Pack, the team is very focused on moving these projects from Alpha to Beta, and then Beta to Final release as soon as possible. Our teams devoted to these projects are working hard and making great progress.

A big part of this effort is fleshing out the DCS: World War II Assets Pack. We have included some work-in-progress images of new Asset Pack units coming to DCS World: C-47, Ju-88, Sd.Kfz. 234/2 Puma, and Sd.Kfz.251.

We are also continuing to develop the P-47 and Me 262, as part of the original Kickstarter plan.

This is a huge year for DCS World War II that will continue to grow and improve as the year progresses.

WIP Screenshots

New Damage Model Update
In order to bring DCS World to a new level of combat simulation, an improved damage model system is certainly required. Our team has diligently been working on this new and improved system and it will entail the following features:

  • We have moved from tracking 30 damage variables to several hundred damage variables. This includes such variables as each airframe spars, engine components, fuel tanks, oil, hydraulic, and pneumatic systems, control surfaces, ammo boxes, etc.
  • All elements have unique durability values that are used calculate of bullet penetration into the structure
  • There will be no more statistical accumulation of damage, so for example, you can’t tear off a wing by simply shooting at its tip
  • All elements can now be torn off by destroying their attachment points or airframe elements (wing spars for example)
  • Damage can be distributed from one element to another by fire
  • All liquids will flow out from holes, and this will result in decreasing effectiveness of hydraulic and pneumatic systems

RU