Patch 3.011
Publié : mar. mars 05, 2019 3:47 pm
L'annonce officielle: https://forum.il2sturmovik.com/topic/12 ... ent-739086
Avec du contenu pour Flying Circus avec l'arrivée du Fokker DVII
et du Sopwith Dolphin
AInsi que l'arrivée des équipages de char pour Tank Crew
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...
Avec du contenu pour Flying Circus avec l'arrivée du Fokker DVII
et du Sopwith Dolphin
AInsi que l'arrivée des équipages de char pour Tank Crew
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...