Avec du contenu pour Flying Circus avec l'arrivée du Fokker DVII
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et du Sopwith Dolphin
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AInsi que l'arrivée des équipages de char pour Tank Crew
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Voir Changelog:
1. Fokker D.VII is available to Flying Circus: Volume I customers;
2. Sopwith Dolphin is available to Flying Circus: Volume I customers;
3. KV-1s and Pz-VI-H1 tanks (Tank Crew project) now have visible crews;
4. AI pilots correctly attack landed or taking off enemy planes;
5. Artillery markers on the map were updated;
6. Simple (not player controllable) vehicles now have more detailed armor. This is noticeable while attacking them from above;
7. Projectile ricochet modeling became more complex;
8. Wandering personnel on the ground won't die from collisions that easy;
9. The pathfinding of vehicle columns travelling through settlements has 25% less performance impact;
10. Simple vehicles adjust their speed accordingly to the surface type (road or cross-country);
11. There are new AI vehicle formations available - line left, line right, centered line - and ability to make naval-like all-together turn;
12. The ground AIs keep formation better;
13. Multiplayer: now at least 25% of the affecting player coalition or 25% of all players on the server must vote to ban a player;
14. Multiplayer: visible tank ammo won't visually 'shake';
15. Multiplayer: when other players occupy aircraft turrets, their remaining magazines and individual rounds are displayed correctly;
16. Multiplayer: net traffic for multi-crew aircraft has been optimized;
17. FM: visual and audible cues of going too fast are added (shaking inside a cockpit, control surfaces buffeting);
18. FM: a rare critical bug that could cause an application crash has been found and fixed;
19. FM: aircraft propellers interaction with the ground surface has been made more accurate so their blades won't sink into the ground during a crash;
20. FM: aircraft propellers won't vibrate when an engine is off;
21. FM: Force Feedback effect during ailerons and rudder buffeting (when flying too fast) has been made stronger;
22. The delay between releasing a trigger and the actual stop of firing has been minimized;
23. Several guns are now reloaded one after another, without overlapping;
24. In-cockpit gunfire sounds were improved for Flying Circus aircraft.
PS: Il faudra donc attendre encore un peu pour voir arriver l'hirondelle mais selon toute vrai semblance, elle devrait pointer le bout de son nez dans le prochain patch... ou pas...