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IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games.

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  #1  
Old 04-14-2011, 02:46 PM
TeeJay82 TeeJay82 is offline
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Thank you Thank you Thank you Thank you Thank you Thank you Thank you Thank you Thank you Thank you Thank you Thank you Thank you Thank you Thank you Thank you Thank you Thank you Thank you Thank you Thank you Thank you Thank you Thank you
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  #2  
Old 04-14-2011, 02:47 PM
ARGH ARGH is offline
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Force


feed


back


luthier!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!!
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  #3  
Old 04-14-2011, 02:48 PM
reflected reflected is offline
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Quote:
Originally Posted by Oldschool61 View Post
Did you ever think that maybe in a real 109 you dont get ffb before a stall??
This is one of the reasons why we need FFB:

Quote:
Unwin, also recounted:

I had survived this mission simply because the Spitfire could sustain a continuous rate of turn inside the BF 109E without stalling - the latter was known for flicking into a vicious stall spin without prior warning if pulled too tightly. The Spitfire would give a shudder to signal it was close to the edge, so as soon as you felt the shake you eased off the stick pressure.
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Old 04-14-2011, 02:54 PM
Strike Strike is offline
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Thanks for dropping by with the update on patches! Been waiting anxiously to see what you guys had cooked up and I'm positively surprised

Seeing that I have 4 cores I'd like to see the impact on my system + the SSAO on/off (dude the game looks stunning even without it, will enable again when I get a second GFX Card). And terrain generator tuning sounds interesting too!

Now I can't wait for the beta I'll see you tomorrow
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  #5  
Old 04-14-2011, 03:00 PM
Wolf_Rider Wolf_Rider is offline
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Quote:
Originally Posted by reflected and others View Post
This is one of the reasons why we need FFB:
sounds like a subject for it's own thread?

perhaps give the developers some space to get the sim running properly first, sort out the multiplayer properly... then go about putting icing on the cake
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Last edited by Wolf_Rider; 04-14-2011 at 03:03 PM.
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  #6  
Old 04-14-2011, 02:55 PM
Flashman Flashman is offline
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Quote:
Originally Posted by robtek View Post
I'd also like to impress the urgency of a working FFB!!!
No way to fly the usually stable 109 on the edge without feedback (as we have to now because it doesn't reach max. speed), way too many stalls for me.
+1, I look forward to FFB when you guys can attend to it.

I have become so used to FFB in IL2 and RoF that i am genuinely surprised when I flop into a stall/spin (mainly in the Hurri ATM). I hadn't realised I had come to take FFB so much for granted and how much I fly by feel.

New patch content is looking good, Im impressed with Luthier and teams approach, please ignore all the endless negativity.

Regards

Flashman.
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  #7  
Old 04-14-2011, 02:57 PM
Kankkis Kankkis is offline
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Thanks for info, cannot wait tomorrow, looking good.

Kankkis
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  #8  
Old 04-14-2011, 04:13 PM
PaulWF PaulWF is offline
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Any update on the issue with Windows 7 64 bit users unable to bind joystick buttons or axes in the GUI?
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  #9  
Old 04-14-2011, 01:07 PM
Wolf_Rider Wolf_Rider is offline
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Quote:
Originally Posted by luthier View Post

Sorry I haven't posted in a couple of days, I waited until our progress was a little more clear. We are up on here a lot, and your feedback and reports are extremely helpful. Thank you all for your support!

We are planning another patch for this coming Monday the 18th of February, with a beta version of the patch this Friday the 15th. The beta version will be the same as before, manually extractable to your game folder, then automatically overwritten by the release version of the patch.

Before I get more into the patch, I want to discuss the sfs – mod situation a bit. First of all, the data you’re accessing was never intended to be hidden from the user, but rather accessible as part of our larger plans for SDKs and user mods and expansions. It’s just we planned to open it up ourselves eventually, once the SDK was ready, but our enterprising fans found a way to do it earlier.

Most importantly, I need to mention something about Valve anti-cheat. Valve has their standard feature running on top of multiplayer, and we have some of our own additional checks. The way it works is not an automatic immediate server ban, but rather a data-gathering and review process resulting in eventual account ban from all multiplayer for the game.

So while many of you may enjoy playing around with game content, please do so offline. We do not yet have the user interface for switching between modified and stock files, nor do we have the server GUI to allow/disallow custom content so that makes things a little more difficult for the players. We’re probably going to ignore any infractions before today, but we’ll become more aggressive in the coming days. Please be warned. There will be a wide-scale account ban once we identify a large number of culprits. Everyone will be banned simultaneously, with no prior warning or chance for redemption. If you do not wish to be made an example of, please do not use ANY modified files in any online matches.

After all, cracking the game is against the EULA and theoretically we could ban everyone who has ever tried any mod, but that of course would serve no purpose. Once again, we do not mind you fiddling with your own game on your own machine, as long as you don’t use that ability to try to give yourself an unfair advantage online.


And now, the patch.

1. Further improvements to framerate in regards to the terrain engine. The improvement promises to be the most drastic yet, but since it’s currently split in half between two different machines we won’t have a more precise idea of the FPS gain until later today or early Friday.
2. SSAO is optional, a checkbox in Video Options.
3. Texture manager split into a separate core, which does wonders for performance on 4+ cores but offers no improvement on two cores.
4. Texture quality slider added to video options.
5. New Steam Lobby feature as an alternative to existing Server search.
6. Improvements to the Quick Mission Builder feature.
7. Large number of various changes in aircraft and cockpits

Future plans and roadmap:

1. SLI / Crossfire support (had to temporarily halt development due to ongoing work on FPS and texture manager)
2. Improvements to the campaign engine, including a rank and awards system.
3. Changes to multiplayer interface to better deal with the mods
4. More FM and DM tuning
5. Finally, documentation on dedicated server and campaign interface that should allow more meaningful 3rd party content!


may help, may not?
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Even duct tape can't fix stupid... but it can muffle the sound.
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  #10  
Old 04-14-2011, 01:19 PM
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addman addman is offline
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Good news luthier, thanks! Could you also maybe fix the spline road tool bug in the FMB Channel 1940 map? Some more FMB documentation would be nice too...if you have time that is.
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