Patch 2.07

BOB depuis que le source est devenu public revient en force !

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Narf
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Inscription : 09 février 2007

Patch 2.07

#1

Message par Narf »

http://shockwaveproductions.com/forum/v ... php?t=9303





The Release in detail:

1) Updates to exe (Buddye)

BDG_2.07 Changes (from 2.06)

1. Fixed the “L” key (FLOORVIEW) for the JU87 so it will toggle. It was sticking.
2. Fixed a bad bug in the One-on-One and Turkey Shoot Missions where the enemy AI would not evade with a near miss when the Gun Camera = ON.
3. Remove all the unused Key commands from the Control->key map GUI that go with the new Key command document thanks to Rob.
4. Fixed bugs that were causing the JU87s to not dive bomb in the IA Anti-Shipping Mission and the campaign. We tested and confirmed the following:
- When the player flies as the "leader" and manual (not auto pilot), all AI Stuka wingmen dive-bomb. This is true both in manual-control and in AutoPilot. NOTE: in manual control the player must enter the R-6-1 CMD (start your run). You do not need to padlock the target.
- When the player flies as a "wingman", other staffel members (AI Stuka leader, wingmen) dive-bomb.
- When the player flies as an "escort" 109, the whole AI Stuka staffel dive-bombs.
- When the player flies as the RAF "intercept", the whole AI Stuka staffel dive-bombs.
5. Implemented a new Bdg text parameter (BDG_Values.Campaign_Break_Off_Code) to control the new campaign breakoff code. A “yes” and the break off code will be applied which is the default. Set to “no” and the breakoff is skipped. This was a customer request so that the player can chase the enemy AI back to base and it will fight and evade. Be warned it also permits the enemy AI to chase you back to base.
6. Fixed a CTD in void LINKEDLIST<ITEM>::Detach (ITEM* item) caused by a NULL pointer, I think. Thanks to Borton for this one.
7. Implement a specific fix where the player is the shooter and shooting at a retreating AI in a non-combat move code. The retreating AI will take evasive action (he will do one evasive maneuvre and the return to his retreating non-combat move code).
8. Implemented a Bdg.txt parameter called Permit_Annoying_Radio_chatter which can be used to stop the annoying Radio Chatter that so many have complained about. The default is “TRUE” (same as now). Set the parameter to “FALSE” to stop the two most annoying and unnessary chatter (SHOOTHIM and slow down I can not keep up). I can add other if customer’s request it.
9. Fixed a CTD in OnClickItem caused by the Select Target Dialog being used. I disabled the OK button which will prevent the CTD. All users need to do to change/switch targets is click on a target on the map. The Select Target Dialog is really not needed/required.
10. Thanks to Borton and a little luck I fixed a CTD in MovePilotEye. The crash was dependent on what was in memory as the call was made to MovePilotEye before 3D.
11. Fixed the 110 bug in the right engine Mags so that keyboard startup can be used. Also made the keyboard starup keys show up in the controller keys list.
12. Prevented a error message in GetLauncherPos that Borton had during SPC testing.
13. Prevented an error message in RadioChatter::LoadSample that Trumper had in RadioChatter::LoadSample during SPC testing.
14. Enabled the movement of RAF squads duing SPC from the North to the South to enhance game play.
15. Prevented/Fix a CTD in ParticleNode::Run by checking for NULL pointer that Nealg had during SPC testing.
16. Prevented/Fix a CTD in SetLandingTime by checking for NULL pointer that Nealg had during SPC testing.
17. Prevented/Fix a CTD in RDialog::OnLButtonDown by checking for NULL pointer that was found by sek_hakuna and reported on the general forum during his game play.
18. Prevented the Radio Messages Regroup and SendEveryOneHome from being executed when the player is on the ground with the gear touching.
19. For SPC (Single Pilot Campaign) gameplay only (will not affect/impact the commander campaign), you can now set the skill level for each 3D mission and there will be no random skill assigned. You will see the new Bdg.txt parameters (SPC_Skill_RAF, SPC_Skill_LUF). You can select a skill for both the RAF and LUF. Be sure to spell the permitted options for skill correctly as it will default to "NONE" (no change to skill) if misspelled. The default is “none” and this will leave the skill levels as assigned in the Commander campaign.
SPC_Skill_RAF=NONE # valid modes: HERO, ACE, REGULAR, VETERAN, POOR, NOVICE, NONE (NONE is default means no forced skill level)
SPC_Skill_LUF=NONE # valid modes: HERO, ACE, REGULAR, VETERAN, POOR, NOVICE, NONE (NONE is default means no forced skill level)
20. I added the skill level at the Beta Testers request to the Movecode Labels (if you set it in the Bdg.txt, Show_MoveCodes=ON). It is added to the end of the displayed movecode.
21. Added a random heading, pitch, roll change to the death sequence (after death) which considers the wings getting clipped, roll in both directions, and heading in both directions. The roll is started quick for wings getting clipped but a 1 second delay is used otherwise. The after death maneuvers are now very random.
22. Prevented the “sack” for the SPC.
23. Added a BDG.txt option Allow_Commander_Campaign_Sack with a “ON” default (same as today). To prevent the commander campaign sack set Allow_Commander_Campaign_Sack = OFF.
24. Added a Bdg.txt parameter “Padlock_Enemy_AI_Targeting_Player = OFF” (OFF is the default). I am using the AIUNFRIENDLYVIEW (ALT+F1) key for this new feature and also for the key’s default feature depaending on the Padlock_Enemy_AI_Targeting_Player switch.
So if you want to padlock the enemy AI that is targeting the player as I do for both testing and survival (this is a internal parameter that points to the AI assigned to kill the player) then you need to set Padlock_Enemy_AI_Targeting_Player = ON and press the ALT+F1 key.
Remember that only time a enemy is targeting the player is during combat (movecode = AUTOCOMBAT).
If no enemy AI is targeting the player you will get the “View Not Available” message at the lower left of the screen as usual.
If the default is used (OFF) then the ALT+F1 key will do its default function (Padlock the enemy AI leader most of the time, using the player’s enemy pointer (called ai.unfriendly). So when Padlock_Enemy_AI_Targeting_Player is set to “OFF” (the default), no change.
25. I added code to reduce the Air-to-Air collisions. I have had this complaint on my list for years and I have also worked on this complaint off/on for years.
I think this fix should help get rid of the A/C-to-A/C collisions that are visually just too far apart yet still permit air collisions that seem more visually accurate.
The user control is through the Bdg parameter Air_To_Air_Collision_Bubble_Size. The default is 10 which was determined through testing. A smaller interger value permits fewer collisions and a larger interger value yields more collisions. A setting of 16 results in no change.
26. When you have a broken outer wing (left or right) or both tail fins are broken, you will not be able to envoke AUTOPILOT. You should get a message AUTOPILOT Deactivited. Just a small “hole” close and another off my endless worklist.
27. AI can now land the player's plane in AUTOPILOT.Fixed the code so that gear will lower when using Auto pilot (control+A) for a landing. I also fixed the flaps (they would sort of go in rapid up/down) to stay down when landing. Two other bugs were also fixed (1) flaps raised after parking and (2) stopped the engine sound after the engine was stopped. I also fixed the bug where the gear would not go up after a take-off using auto pilot.


2) Single Pilot Campaign (Beta)
For full information please see your \Battle of Britain II\docs folder for Single_Pilot_Campaign_Manual.pdf
Thank you to Borton, Tako_Kichi, Heinkill for this excellent 28 page guide.

3) Updated Flight Models (FMs) Thank you, Blue Six and flybywire.
These have been worked on for a long while now.
http://shockwaveproductions.com/forum/v ... 61&start=0

Notes from Blue Six:
Several incremental FM refinements are rolled out with BDG_2.07. Yaw stability and damping have been increased for most aircraft, to more closely approximate their real world performance. This will be most evident on the Spitfire, where previously, any side-to-side nose motion took an inordinate amount of time to damp out. Adjustments have been made to the on-ground acceleration of all five flyable aircraft, when AI-flown, to better match the takeoff performance achievable when the player flies the same aircraft. This addresses the problem of the player being left behind during Squadron takeoffs. Finally, and most significantly, propeller torque effects are now more properly modeled in BoB II - changes to throttle position or propeller pitch will produce a noticeable rolling moment which needs to be countered by the player. This provides additional challenge, particularly during takeoff and low speed flight.
Technical and user considerations related to the propeller torque effect dictated that these FM changes be packaged as two options, "standard" and "realistic." These options differ as to the control surface trims available to the player, and to suitability for use with the torque/slipstreaming option OFF. Note: the yaw stability/damping and AI takeoff improvements are incorporated in both options.

a. STANDARD FMs, for the casual to intermediate player, will work with the torque/slipstreaming option ON or OFF, and have sufficient aileron or rudder trim available to counter the propeller torque in most flight conditions, if desired. I have left Rowan's historically incorrect cockpit-adjustable aileron trim in place on the Bf109, for this purpose.

b. REALISTIC FMs, for the advanced player, are only suitable for use with torque/slipstreaming ON, and have the same cockpit-adjustable trims as the real world aircraft.
The Spit, Hurri and Stuka have elevator and rudder trim; no aileron trim.
The Bf109 has elevator trim only.
The Bf110 has all three trims, elevator, aileron and rudder.
The three single-engined fighter FMs in this package each have a built-in fixed aileron trim feature, which more or less balances the rolling moment (due to propeller torque) at a typical cruise speed and power setting. This is intended to simulate the aileron trim adjustments that would be made by the ground crew to reduce pilot workload (in the case of the Bf109, for example, by bending fixed metal tabs on the aileron trailing edges as needed. For the Hurricane a piece of rope would be glued to the top of the aileron and painted over). Without this feature in the sim, as in real life, large and sustained aileron and rudder inputs are required to offset the propeller torque reaction all across the speed/power setting range.

Note 1: Away from cruising speeds and throttle setting, you most likely will experience a steady rolling effect, in one direction or the other.
Note 2: As the Bf109 lacks a rudder trim you will not be able to trim "hands off" for high power application. Expect to have to use your right boot a lot in a 109. This is as it was in R/L.
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oli
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#2

Message par oli »

Merci NARFF.

Cet update date quand même un peu.
Antec Nine Hundred II - Asus P6X58D-E / Intel X58 - Intel Core I7 950 3 GHz - 6 Go DDR3 1600 MHz Corsair - Windows Seven Professional 64 bits - NVidia Geforce 480 GTX 1,5 Go

Topic author
Narf
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Inscription : 09 février 2007

#3

Message par Narf »

ben vi je sait mais personne en a parlé a ce que j'ai vu c pour ca que m suis permis moi l'ai su que hier en fouinant...
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