BETA 3 Changelog
Sitar 15 nov. 2010
Pas encore sortie mais voici le changelog
Source : http://forums.eagle....232#post1031232
Source : http://forums.eagle....232#post1031232
Citation
* A-10C 3D model and cockpit are updated
* Autopilot bank limit is tuned
* Autopilot engagement/disengagement is tuned
* Hydraulic system is tuned
* ADI bank steering bar is adjusted
* INS FOM indication at IN-FLT alignment mode is fixed
* "If the TGP switch is on before the CICU starts, the TGP remains off until switch is toggled again" issue is fixed
* Animation speeds for Emergency Brake Lever, Air-To-Air Refueling Door Lever, & Intercom Mode Selector switch are adjusted
* EAC switch is made solenoid-held
* DC FUEL PUMP circuit breaker is made working
* HUD test menus are updated
* TGP Laser Code issue is fixed
* PAC mode nose trim problems are solved
* Fix of CDU reset at cold start
* Lamps test is fixed
* RWR ghost threats are fixed
* Incorrect SAS switch behavior is fixed
* "VHF FM radio not working with ramp start" issue is resolved
* External Tank Switches are set by default to on
* Chaff and flare dispersing is tuned
* Keyboard commands are updated
* HAI missile attack profile is tuned
* Hellfire firing is fixed
* HAI maneuvers are tuned
* Wingmen should follow radio commands correctly now
* Wingmen contact messages are fixed
* Multiple "SPIKE" and "MUD SPIKE" messages are removed
* PAI runway attack crash is fixed
* PAI runway attack profile is tuned
* PAI RTB issue is fixed
* PAI sensor issues are fixed
* PAI taxing logic is reworked
* Antiship task is added for A-10C
* ATC control over AI taxi to runway procedures is reworked
* AI taxi collision avoidance logic is reworked
* Patriot LN rotation issue is fixed
* Patriot ECS: detection range is tuned
* Chaparral start/stop tremor is fixed
* Pathfinding logic for ground units is tuned + crash is fixed
* Ground units: model names for destroyed units are corrected
* Avenger can be used in missions now
* Client issue with not detecting Patriot launch is fixed
* Friendly fire issue after changing mission on server is fixed
* Missions are updated, some new missions added
* Payloads are updated
* Mission generator work is fixed
* Runway start lights setup is adjusted
* Kobuletti runway bug is fixed
* Kopintari taxiways are fixed
* Lochini parking issue is fixed
* Level and land bug in vaziani
* Fog is tuned
* Nevada terrain is excluded
* Solid smoke after ALT-Tab issue us fixed
* Bug in Elbrus textures is fixed
* Dynamic weather generation is added
* Allied flights and AWACS VO is added
* Crash in liveries is fixed
* Shader compilation is fixed
* Issues in 3D models of troops are fixed
* LODs of 3D models are tuned
* Some other system, weapons, models, terrain, sound etc. issues are fixed.
* Autopilot bank limit is tuned
* Autopilot engagement/disengagement is tuned
* Hydraulic system is tuned
* ADI bank steering bar is adjusted
* INS FOM indication at IN-FLT alignment mode is fixed
* "If the TGP switch is on before the CICU starts, the TGP remains off until switch is toggled again" issue is fixed
* Animation speeds for Emergency Brake Lever, Air-To-Air Refueling Door Lever, & Intercom Mode Selector switch are adjusted
* EAC switch is made solenoid-held
* DC FUEL PUMP circuit breaker is made working
* HUD test menus are updated
* TGP Laser Code issue is fixed
* PAC mode nose trim problems are solved
* Fix of CDU reset at cold start
* Lamps test is fixed
* RWR ghost threats are fixed
* Incorrect SAS switch behavior is fixed
* "VHF FM radio not working with ramp start" issue is resolved
* External Tank Switches are set by default to on
* Chaff and flare dispersing is tuned
* Keyboard commands are updated
* HAI missile attack profile is tuned
* Hellfire firing is fixed
* HAI maneuvers are tuned
* Wingmen should follow radio commands correctly now
* Wingmen contact messages are fixed
* Multiple "SPIKE" and "MUD SPIKE" messages are removed
* PAI runway attack crash is fixed
* PAI runway attack profile is tuned
* PAI RTB issue is fixed
* PAI sensor issues are fixed
* PAI taxing logic is reworked
* Antiship task is added for A-10C
* ATC control over AI taxi to runway procedures is reworked
* AI taxi collision avoidance logic is reworked
* Patriot LN rotation issue is fixed
* Patriot ECS: detection range is tuned
* Chaparral start/stop tremor is fixed
* Pathfinding logic for ground units is tuned + crash is fixed
* Ground units: model names for destroyed units are corrected
* Avenger can be used in missions now
* Client issue with not detecting Patriot launch is fixed
* Friendly fire issue after changing mission on server is fixed
* Missions are updated, some new missions added
* Payloads are updated
* Mission generator work is fixed
* Runway start lights setup is adjusted
* Kobuletti runway bug is fixed
* Kopintari taxiways are fixed
* Lochini parking issue is fixed
* Level and land bug in vaziani
* Fog is tuned
* Nevada terrain is excluded
* Solid smoke after ALT-Tab issue us fixed
* Bug in Elbrus textures is fixed
* Dynamic weather generation is added
* Allied flights and AWACS VO is added
* Crash in liveries is fixed
* Shader compilation is fixed
* Issues in 3D models of troops are fixed
* LODs of 3D models are tuned
* Some other system, weapons, models, terrain, sound etc. issues are fixed.
Beniti 15 nov. 2010
Ah ah, excellent j'allais le publier.
Merci pour le retour d'info
J'ai mal aux yeux, ou j'ai bien lu qu'ils ont intégrés la météo dynamique ?
Parce que :
- Soit il s'agit juste d'un bouton dans le menu de l'éditeur qui ajuste aléatoirement la météo pour le vol en cours d'édition
- Soit il s'agit d'une météo dynamique comme dans FSX qui change durant le vol, auquel cas : miam !
Mais j'ai des doutes.
Merci pour le retour d'info
J'ai mal aux yeux, ou j'ai bien lu qu'ils ont intégrés la météo dynamique ?
Parce que :
- Soit il s'agit juste d'un bouton dans le menu de l'éditeur qui ajuste aléatoirement la météo pour le vol en cours d'édition
- Soit il s'agit d'une météo dynamique comme dans FSX qui change durant le vol, auquel cas : miam !
Mais j'ai des doutes.
Sitar 15 nov. 2010
Oui c'est le truc qui nous a sauté aux yeux avec Sonic aussi, je doute que ce soit juste une option du générateur de mission
Sitar 15 nov. 2010
Wagg dit :
The Nevada map requires a great deal more work and will not be nearly be ready in time for game release. As such, it will be removed from future betas and the release product. However, it will be part of an update next year. This update will be free for those that have pre-purchased the game.
Si vous voulez faire des économies, pré-commandez DCS:A10
Sitar 16 nov. 2010
Sur la météo
Yo-Yo dit :
I must prevent you, guys, from overestimating the feature you can use in Beta 3.
The new features is only a few discreet steps forward.
Dynamic weather in its first step will allow to have several baric systems (cyclones and anticyclones) placed in random but statistically based places. This instantly gives true wind and pressure distribution including altitude and near-ground wind directions. Clouds density will vary regarding real meteorological laws (in general of course.) Unfortunately, we can not graphically represent the areas of overcast, so you can only see different density of common type 1 clouds .
Later we plan to create front line (lines) in correspondence with the pressure distribution and decorate it with becoming clouds and airflows like squall (do not ask for tornado please - we could but what will you do with it?)
The unhoped-for feature is that this new feature is very processor friendly so I think nobody will notice the difference in fps
P.S. Baric systems will move as they must move but it has sence only during long missions.
The new features is only a few discreet steps forward.
Dynamic weather in its first step will allow to have several baric systems (cyclones and anticyclones) placed in random but statistically based places. This instantly gives true wind and pressure distribution including altitude and near-ground wind directions. Clouds density will vary regarding real meteorological laws (in general of course.) Unfortunately, we can not graphically represent the areas of overcast, so you can only see different density of common type 1 clouds .
Later we plan to create front line (lines) in correspondence with the pressure distribution and decorate it with becoming clouds and airflows like squall (do not ask for tornado please - we could but what will you do with it?)
The unhoped-for feature is that this new feature is very processor friendly so I think nobody will notice the difference in fps
P.S. Baric systems will move as they must move but it has sence only during long missions.