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Patch-2 list des améliorations

Publié : ven. sept. 09, 2005 6:46 am
par Jallie
par C3PO...
les rapports de bug semblent servir à quelques chose...

Patch 2 - Feature List

--------------------------------------------------------------------------------

Hi All,

Here is the feature list -- subject to change of course as it's currently undergoing intensive testing -- for the second patch (v1.03). As you can see, it makes substantial improvements to all areas of the simulation.

AIR TRAFFIC CONTROL

* ATC now responds correctly to "request landing number" radio calls.
* Fixed problem where ATC would occasionally identify itself wrongly.
* Training mission 09 Landing Final Approach wind direction has been changed to be correct.
* Request Landing radio call no longer adds the player's wingies to the ATC queue.
* CombatAP would use full afterburner forever, ignoring ATC instructions after a touch and go.
* ATC was not acknowledging the Abort Approach player radio call.
* ATC could sometimes clear the player immediately onto final approach even if they were at a high altitude. They now give vectors.
* Fix so that the correct tower responds correctly when the player is in Nav mode.


ARTIFICIAL INTELLIGENCE

* Adjust altitude on AI climb-out to negotiate the mountains at Ivangrad.
* AI now ask for permission to attack ground targets if player has IP or target WP selected.
* Removed enemy ships too close to allied coastline.
* In specific instances, a 2D map flight unit could not change its heading until it reached the map border.
* You can now join a flight that has taken off from a runway which has been destroyed after the takeoff of this flight. Previously one was not able to join these flights.


AVIONICS / WEAPONS SYSTEMS

* Precision steerpoints can now be entered into the ICP. This allows players who recon the target in the mission screen to enter precise attack co-ordinates and create a steerpoint on the HSD and HUD at that exact point.
* For a ground radar in STP mode, the cursor snaps to the entered precise steerpoint position.
* F1 key does not cycle ACM modes anymore. If in an ACM mode and pushing F1, the Radar returns to RWS mode.
* Trees removed from Air to Ground radar display.
* Bullseye mode now preserved between 3D and 2D.
* EPU is no longer switched on when you join a flight in the air.
* Allow external lights functions in simplified avionics.
* AIM-9 no longer warmed when the MasterArm is set to SAFE.
* MasterArm status no longer saved/restored in cockpit configuration.
* Correction to prevent going into ACM Modes in MRM mode.
* Fixed bug where the RWR could end up in an endless loop thinking a missile was launched.
* Fix bug where an empty Hardpoint would be selected after launching a HARM, then switching to an AA mode and back to HARM again.
* DTOS Box can only be slewed if the HUD is the SOI.
* Adjustment of how missile Rmax2 ranges gets calculated from Rmax1.
* The gear down indicator lights will now show correctly when gear is damaged.


CAMPAIGN

* New data for 2005 and 2010 theaters (weapons and loadouts)
* 3D/2D damage changes: now scales per veh/weapon (M-60, T-80, T90, etc).
* Adjustments to sam firing and threat circles. Also they fire now at higher ranges according to altitude.
* Buildings cleared from runways and AAA / SAM units from structures.
* New F-16 CCIP versions for 2005/2010 campaigns/theaters.
* Fix for EA-6B Prowlers loading no weapon at all for SEAD Strike missions on a target without radar vehicle.
* Added Engineer units to Korea Iron Fortress campaign (requires campaign restart to take effect).
* Corrected some PAK names in Korea.
* Corrected some ship waypoints for better land avoidance (requires campaign restart to take effect).
* Tactical Engagement missions with altitudes set too high corrected.
* Reinstated news reports for Balkans campaigns.
* Better relocation in campaigns.
* Loadout improvements to J-22 and Tornado UK.
* Tactical Engagement Victory conditions can now use values up to 6 digits.
* F-4E/D aircraft should now have their wheels on the runway, and so no longer hover like harrier wannabes.
* MiG-29SM and Su-27SM are now available for SEAD Escorts and Strikes roles
* Command line -logfps added to record FPS logging to a file.
* Debriefs are being saved in a file "debrief.txt" in main folder.
* Raised cloud ceiling of overcast clouds, so they don't conflict with mountains.
* Fix bug where a ejected player with a communications window open would need to wait until the chute hit the ground before the sim could be left.


CONTROLLERS

* Multi-controller capability added.
o Up to 16 different controllers supported.
o Buttons can be assigned to functions as desired.
o New User Interface screen.
* Fix for rudder keys not auto-centering when released.
* Force Feedback now applies Centering force.
* Cougar trigger detents fixed in the sample profiles.
* Digital TM fix for TMS button, RNG and ANT axis changed to analog.
* Additional keystrokes for pitbuilders added (seperate .key file).
* Saitek X45 profile: Changed Rotaries from using 'Bands' to 'Axis' for use with new Controller UI.
* Fixed errors in keystrokes file
o Removed duplicate entry for HUD Scales Type (Shift-Ctrl-Alt+H is no longer assigned, H key is the same)
o Removed duplicate entry for HUD Pitch Ladder (HUD FPM Shift-Ctrl-Alt+F was duplicate for Shift-Ctrl-Alt+P)
o Fixed function call for HOTAS DMS Right (Shift+NUM6)


DOCUMENTATION

* Manual addition included to document new controller interface.
* New key layouts included for a number of common keyboards.
* Tacref has had a few errors fixed.


GRAPHICS

* Improved FPS at airbases.
* Hardpoint changes to EA-6B so weapons are correctly shown.
* 1024 res 2D cockpit blk 40 HUD data field aligned in all views.
* 1024 res 2D cockpit MLU ECM XMIT lights fixed for all views.
* Cloud shadows lightened.
* Missing landing gear on some aircraft fixed.
* Updated missile burner effects.
* Shorter low smoke aim120 trail
* New CAF CF-18A Skins.
* Improved explosion effects.
* Support for 5:4 resolution display ratios (e.g. 1280x1024)
* Sky improvements
o blueish night blackened,
o increased light levels during the day,
o faster progression (dusk and dawn)


FLIGHT MODELS

* Improvements to the handling characteristics of most of the F-16 variants.
* Improvements to the Mig29 flight model.
* J-22 and A-1H minor updates to performance and loadout.


MULTIPLAYER

* Improved positioning updates.
* Addressed issue of airbases in 3D occasionally not appearing for clients during missions
* Waypoint planning changes sent to all sessions in multiplayer.
* Fix an issue where changing waypoint times at one session in Multiplayer was not propagated to other sessions.
* Fix for password multiplayer window.
* Fixed the "security leak" on server password appearing in server list.
* Under specific conditions, the password window would not disappear – now fixed.
* On connection to an internet server, first check if patch version matches, then theater.
* For Multiplayer cheat protection, set vehicle magnification to 1x regardless of single player option.
* Improvements to multiplayer client expiry / timeout / removal logic.
* Removal of "ghost pilot" taking control after human pilot ejects (for single player too).
* Human flights should now ignore ECM/Smoke/Drop wingman commands unless they are in Combat AP.


STABILITY

* Further stability enhancements for Single Player, Multi Player, Tactical Engagement, Dogfight and Campaign, including
o CTD fixes
o Alt-tab during exit from 3-d
o A number of graphical errors caught.
o Crash when cancelling missions.
o Memory corruption when AI aircraft do ramp starts.
__________________
Director,
Publicity and Marketing,
Lead Pursuit LLC

Publié : ven. sept. 09, 2005 7:26 am
par goonievolant
Jallie a écrit :par C3PO...
les rapports de bug semblent servir à quelques chose...

Patch 2 - Feature List

--------------------------------------------------------------------------------

Hi All,

Here is the feature list -- subject to change of course as it's currently undergoing intensive testing -- for the second patch (v1.03). As you can see, it makes substantial improvements to all areas of the simulation.

AIR TRAFFIC CONTROL

* ATC now responds correctly to "request landing number" radio calls.
* Fixed problem where ATC would occasionally identify itself wrongly.
* Training mission 09 Landing Final Approach wind direction has been changed to be correct.
* Request Landing radio call no longer adds the player's wingies to the ATC queue.
* CombatAP would use full afterburner forever, ignoring ATC instructions after a touch and go.
* ATC was not acknowledging the Abort Approach player radio call.
* ATC could sometimes clear the player immediately onto final approach even if they were at a high altitude. They now give vectors.
* Fix so that the correct tower responds correctly when the player is in Nav mode.


ARTIFICIAL INTELLIGENCE

* Adjust altitude on AI climb-out to negotiate the mountains at Ivangrad.
* AI now ask for permission to attack ground targets if player has IP or target WP selected.
* Removed enemy ships too close to allied coastline.
* In specific instances, a 2D map flight unit could not change its heading until it reached the map border.
* You can now join a flight that has taken off from a runway which has been destroyed after the takeoff of this flight. Previously one was not able to join these flights.


AVIONICS / WEAPONS SYSTEMS

* Precision steerpoints can now be entered into the ICP. This allows players who recon the target in the mission screen to enter precise attack co-ordinates and create a steerpoint on the HSD and HUD at that exact point.
* For a ground radar in STP mode, the cursor snaps to the entered precise steerpoint position.
* F1 key does not cycle ACM modes anymore. If in an ACM mode and pushing F1, the Radar returns to RWS mode.
* Trees removed from Air to Ground radar display.
* Bullseye mode now preserved between 3D and 2D.
* EPU is no longer switched on when you join a flight in the air.
* Allow external lights functions in simplified avionics.
* AIM-9 no longer warmed when the MasterArm is set to SAFE.
* MasterArm status no longer saved/restored in cockpit configuration.
* Correction to prevent going into ACM Modes in MRM mode.
* Fixed bug where the RWR could end up in an endless loop thinking a missile was launched.
* Fix bug where an empty Hardpoint would be selected after launching a HARM, then switching to an AA mode and back to HARM again.
* DTOS Box can only be slewed if the HUD is the SOI.
* Adjustment of how missile Rmax2 ranges gets calculated from Rmax1.
* The gear down indicator lights will now show correctly when gear is damaged.


CAMPAIGN

* New data for 2005 and 2010 theaters (weapons and loadouts)
* 3D/2D damage changes: now scales per veh/weapon (M-60, T-80, T90, etc).
* Adjustments to sam firing and threat circles. Also they fire now at higher ranges according to altitude.
* Buildings cleared from runways and AAA / SAM units from structures.
* New F-16 CCIP versions for 2005/2010 campaigns/theaters.
* Fix for EA-6B Prowlers loading no weapon at all for SEAD Strike missions on a target without radar vehicle.
* Added Engineer units to Korea Iron Fortress campaign (requires campaign restart to take effect).
* Corrected some PAK names in Korea.
* Corrected some ship waypoints for better land avoidance (requires campaign restart to take effect).
* Tactical Engagement missions with altitudes set too high corrected.
* Reinstated news reports for Balkans campaigns.
* Better relocation in campaigns.
* Loadout improvements to J-22 and Tornado UK.
* Tactical Engagement Victory conditions can now use values up to 6 digits.
* F-4E/D aircraft should now have their wheels on the runway, and so no longer hover like harrier wannabes.
* MiG-29SM and Su-27SM are now available for SEAD Escorts and Strikes roles
* Command line -logfps added to record FPS logging to a file.
* Debriefs are being saved in a file "debrief.txt" in main folder.
* Raised cloud ceiling of overcast clouds, so they don't conflict with mountains.
* Fix bug where a ejected player with a communications window open would need to wait until the chute hit the ground before the sim could be left.


CONTROLLERS

* Multi-controller capability added.
o Up to 16 different controllers supported.
o Buttons can be assigned to functions as desired.
o New User Interface screen.
* Fix for rudder keys not auto-centering when released.
* Force Feedback now applies Centering force.
* Cougar trigger detents fixed in the sample profiles.
* Digital TM fix for TMS button, RNG and ANT axis changed to analog.
* Additional keystrokes for pitbuilders added (seperate .key file).
* Saitek X45 profile: Changed Rotaries from using 'Bands' to 'Axis' for use with new Controller UI.
* Fixed errors in keystrokes file
o Removed duplicate entry for HUD Scales Type (Shift-Ctrl-Alt+H is no longer assigned, H key is the same)
o Removed duplicate entry for HUD Pitch Ladder (HUD FPM Shift-Ctrl-Alt+F was duplicate for Shift-Ctrl-Alt+P)
o Fixed function call for HOTAS DMS Right (Shift+NUM6)


DOCUMENTATION

* Manual addition included to document new controller interface.
* New key layouts included for a number of common keyboards.
* Tacref has had a few errors fixed.


GRAPHICS

* Improved FPS at airbases.
* Hardpoint changes to EA-6B so weapons are correctly shown.
* 1024 res 2D cockpit blk 40 HUD data field aligned in all views.
* 1024 res 2D cockpit MLU ECM XMIT lights fixed for all views.
* Cloud shadows lightened.
* Missing landing gear on some aircraft fixed.
* Updated missile burner effects.
* Shorter low smoke aim120 trail
* New CAF CF-18A Skins.
* Improved explosion effects.
* Support for 5:4 resolution display ratios (e.g. 1280x1024)
* Sky improvements
o blueish night blackened,
o increased light levels during the day,
o faster progression (dusk and dawn)


FLIGHT MODELS

* Improvements to the handling characteristics of most of the F-16 variants.
* Improvements to the Mig29 flight model.
* J-22 and A-1H minor updates to performance and loadout.


MULTIPLAYER

* Improved positioning updates.
* Addressed issue of airbases in 3D occasionally not appearing for clients during missions
* Waypoint planning changes sent to all sessions in multiplayer.
* Fix an issue where changing waypoint times at one session in Multiplayer was not propagated to other sessions.
* Fix for password multiplayer window.
* Fixed the "security leak" on server password appearing in server list.
* Under specific conditions, the password window would not disappear – now fixed.
* On connection to an internet server, first check if patch version matches, then theater.
* For Multiplayer cheat protection, set vehicle magnification to 1x regardless of single player option.
* Improvements to multiplayer client expiry / timeout / removal logic.
* Removal of "ghost pilot" taking control after human pilot ejects (for single player too).
* Human flights should now ignore ECM/Smoke/Drop wingman commands unless they are in Combat AP.


STABILITY

* Further stability enhancements for Single Player, Multi Player, Tactical Engagement, Dogfight and Campaign, including
o CTD fixes
o Alt-tab during exit from 3-d
o A number of graphical errors caught.
o Crash when cancelling missions.
o Memory corruption when AI aircraft do ramp starts.
__________________
Director,
Publicity and Marketing,
Lead Pursuit LLC

WOW, ca c'est du patch, tu m'étonnes qu'il fait 10 mega.

la je suis imprésionné, esperons qu'après ce patch qu'ils en font encore un autre.

Yohooooooo, ils ont enfin fixé ce bug
"Fixed bug where the RWR could end up in an endless loop thinking a missile was launched."

Ca, il était vraiment temps

Chapeau

Publié : ven. sept. 09, 2005 7:49 am
par Wolf
Franchement chapeau à Lead pursuit !

1) ils tiennent compte des demandes de la communauté

2) ils se bougent quand même assez rapidement !

Quand ??? Vite !!!!!!!

Publié : ven. sept. 09, 2005 8:01 am
par goonievolant
wolf.dma a écrit :Franchement chapeau à Lead pursuit !

1) ils tiennent compte des demandes de la communauté

2) ils se bougent quand même assez rapidement !

Quand ??? Vite !!!!!!!
Si ils continuent comme ca, soyons clair qu'ils gagnent de l'estime de la part des membres de lma communauté.

Publié : ven. sept. 09, 2005 8:20 am
par Larsen
C'est du patch, y'a pas à dire ! :Jumpy:
Par contre, rien sur le ravito en vue ?

Publié : ven. sept. 09, 2005 8:42 am
par Wolf
Pour le ravito, simples hypothèses :

- C'est peut être une question de priorité dans les addons à développer.

- Sans reprendre le debat sur le ravito déjà dans un autre post, pour ma part c'est et cela restera un gadjet qui ne peut être que très loin de la réalité par suite de la différence des perceptions extèrieures. S'ils pensent cela comme moi, c'est donc pas dans leur urgence.

- Ils peuvent aussi nous préparer un truc top, difficile à mettre au point (perception extérieure toujours exclus).

Publié : ven. sept. 09, 2005 8:58 am
par Ghostrider
Le patch num 3 est deja annoncé ;)
2 patch en 3 mois ... qui a dit LP laisse tomber F4 .....????

* Improvements to the handling characteristics of most of the F-16 variants.


Et ca .... ;) ???

Publié : ven. sept. 09, 2005 9:44 am
par logann
la, tu m'étonne, ils font très fort je trouve, 2 patch en 3 mois, pfffff..... o_O

Et puis, en plus, pas des patch de **, la liste, il font pas semblant....

Sinon, pour le ravito, comme dit Wolf, y'a déja un post ouvert dessus Larsen, va le lire et tu verras que le mode "réalistic" est vraiment très réaliste en fait! ici

Qui a dit que le ravito était une chose simple? :huh:

Publié : ven. sept. 09, 2005 10:29 am
par Black Wolf
C'est vrai qu'ils remontent un peu dans mon estime... allez encore 1 ou 2 patchs comme ça et ça commencera à être vraiment super ;)

Publié : ven. sept. 09, 2005 10:48 am
par Electro
* Fixed bug where the RWR could end up in an endless loop thinking a missile was launched.


Tiens, ça répond à la remarque faite par qqun (j'ai la flemme d'aller regarder qui...) sur C6 !

Publié : ven. sept. 09, 2005 11:16 am
par goonievolant
[quote="Black Wolf"]C'est vrai qu'ils remontent un peu dans mon estime... allez encore 1 ou 2 patchs comme ça et ça commencera à être vraiment super ]

c'est pour ca que j'ai marqué sur les forums de frugals qu'il c'était génial mais que j'espère qu'ils ne s'arreteront pas la.

Prions, on se rapproche de nos rêves.

Publié : ven. sept. 09, 2005 11:28 am
par MAD EAGLE
Bravo à LP qui est à l'écoute (chose tellement rare à notre époque). :yes:

Publié : ven. sept. 09, 2005 1:21 pm
par Cougar FFW04
Qu'une seule chose a dire : génial, GENIAL

Plein de vilains méchants bugs fixés. Entre autre :
Alerte missile a répétition
Les arbres en GM
Le STP OK
Coordonnées précises
Pilotes AI qui ne prennent plus les avions endomagé...

et puis aussi la gestion de l'élévation antenne,....

Ce petit (enfin c'est relatif) patch c'est un grand bond en avant qui rattrape une sortie peut-etre un peu précipité...

Cougar Heureux :usflag:

Ca sort quand :detective :exit:

Publié : ven. sept. 09, 2005 1:34 pm
par Alfa-84-
Prions, on se rapproche de nos rêves
.

oui mais je pense que ca se nommera ...falcon 5 :tongue:

Il est clair que les patchs sont plutot des corrections et pas des avancées majeures.... je suppute :Jumpy: donc qu'une equipe plus ou moins réduite bosse sur les corrections (indispensables pour maintenir une potentiel elevé de satisfaction) et qu'en meme temps une partie est passée à des choses beaucoup plus ambitieuses (enfin j'espere :sweatdrop )


En attendant d'ici la fin de l'année (à ce rythme) on devrait avoir une version AF sans probleme majeur :king: :king: .... et une perspective pour un falcon 5 peut etre pas si lointaine que ca ???:cowboy:

Publié : ven. sept. 09, 2005 1:51 pm
par Ghostrider
Déja le 3 eme patch est annoncé par C3PO
Pour les plus critiques , le fm des F16 est corrigé , et ils commencent a inclure des améliorations ....
Ca sent bon je trouve ;)

Publié : ven. sept. 09, 2005 2:12 pm
par Larsen
logann a écrit :
Sinon, pour le ravito, comme dit Wolf, y'a déja un post ouvert dessus Larsen, va le lire et tu verras que le mode "réalistic" est vraiment très réaliste en fait! ici

Qui a dit que le ravito était une chose simple? :huh:
J'ai lu le post, et effet :yes: . Pour moi, le ravito n'est pas une priorité, et c'est juste une question que je posais :cowboy: . Merci LP et chapeau bas ! :king:

Publié : ven. sept. 09, 2005 4:00 pm
par Buzzz
Toujours rien sur le Fly anything?

Gardons espoir...

Publié : ven. sept. 09, 2005 7:03 pm
par Cougar FFW04
QQ phrases pas anodine de C3PO (juste pour coroborer ce que disait ghost un peu plus haut:
In short, certainly not for Patch Two. We reached lockdown some time ago.

Question de Pagasus : Is it my English or does it mean that we will have more too come.

Reponse de C3PO : As we've stated before, we're committed to supporting Allied Force

:Jumpy: :Jumpy:
Plus ca va et plus je suis convainqu que c'était le bon choix :cowboy:

Patch 3 inbound :detective :usflag:

PS : Pour le ravito la question a été posée .

Publié : ven. sept. 09, 2005 7:07 pm
par GunMan
Ah, voilà qui me réjouit ainsi que Stopworks adapté pour AF ;)

Publié : ven. sept. 09, 2005 8:19 pm
par Cougar FFW04
Dernière info :
Hi guys -- I can say for certain that a clickable 3D cockpit is not going to happen in an Allied Force patch. I know you might be disappointed, but it's being honest.

Bon ben si c'est pas dans AF comme il dit, ce sera dans un add-on ou dans falcon V :exit:

Publié : ven. sept. 09, 2005 8:21 pm
par Electro
que le pit 3d soit pas cliquable ne me gêne pas plus que ça. Mais que les cadrans soient pour la plupart oubliés est plus gênant... et d'autant plus gênant que des moddeurs de talent ont montré que c'était parfaitement réalisable (cf mirage 2000) !

Publié : ven. sept. 09, 2005 8:32 pm
par Alfa-84-
je me trompe peut etre mais ca m'etonnerait fort que (pour le moment au moins) les avions francais soient dans les priorités
c'est comme ca:huh:

Publié : lun. sept. 12, 2005 6:40 am
par goonievolant
je ne sais pas si ca déjà été rajouté mais je trouvais cette phrase assez sympa directeur en communication de LP.

"Don't thank me -- thank the developers. I have the "easy" bit. The next ultimate simulation will require much more than a full 3D clickable cockpit, and we have many exciting plans ahead. Thank you though for the context of your thoughts."

On a vraiment l'impression qu'ils ont oublié ce qu'ils avaient dit dans un reportage il y a quelques mois comme quoi ils contaient juste regler les bugs et ensuite passer au futur falcon.

Aurait'ils changé de politique :detective ??, je le demandes,si c'est le cas on peut dire que c'est une bonne nouvelle :Jumpy: :Jumpy:

Publié : lun. sept. 12, 2005 7:27 am
par Ghostrider
disons que ce fameux interview fut une erreur de comm , et que depuis C3PO est maintenant le seul a s exprimé .....
De plus cette interview n était même pas reprise par le site off donc ....
Mais bon une interview ratée face a de nombreuse intervention sur les forum US ( que nous rapportons ici même) , je trouve que leur comm se mets doucement en place.

il etait temps ....

Publié : lun. sept. 12, 2005 6:16 pm
par Sylle
Thanks LP! :cheers:
S.