Battle of Stalingrado - Diario de Desarrollo

Donde los pilotos se reúnen tras sus vuelos para beber cerveza fría y brindar a la salud de los caídos. Offtopic.
Avatar de Usuario
PA_Trenkos
Líder-Piloto
Líder-Piloto
Mensajes: 3552
Registrado: 05 Oct 2012, 14:15

Re: Battle of Stalingrado - Diario de Desarrollo

Mensaje por PA_Trenkos »

upssss! si esto prospera me planteo comprarlo
Imagen
Avatar de Usuario
Tofolo
Mensajes: 1785
Registrado: 22 Dic 2012, 15:07

Re: Battle of Stalingrado - Diario de Desarrollo

Mensaje por Tofolo »

Ya han publicado la nueva versión que incorpora, entre otros, el Bf-110 y los carros de combate (t-34 y PzIII) pilotables en Multiplayer.

Código: Seleccionar todo

Main features:
 
1. German two-seater Bf 110 E-2 is available for all customers who pre-purchased Battle of Moscow. All other players can set is as AI plane in skirmish or scenario.
2. Player controlled tanks Pz III Ausf L and T-34-76 STZ (Autumn 1942 series) can be added to multiplayer missions. They can be controlled by one or two (driver and gunner) players.
3. Mouse control scheme added (experimental). Flight model is the same as with joystick control scheme (player points the mouse cursor in a direction he or she wants to fly and a special helper adjusts control surfaces to fly in that direction). Server owner can restrict control scheme to joystick if desired.
4. New flag object added that can be used in multiplayer missions for capturing objects and territories.
5. Planes made for Battle of Moscow are added to Battle of Stalingrad campaign as AI controlled planes based on their real life participation in the battle (they appear in certain time periods): La-5 ser.8, MC.202 ser.8, Bf 109 E-7, Bf 110 E-2, I-16 type 24 and P-40E-1. This makes the campaign more interesting and its chapters more diverse.
6. Head movement in cockpit limitation system changed:
0 - 30 km/h: you can stand up and lean your body outside (50 cm to the sides and 20 cm up, as it was before). This may be useful for taxiing.
30 - 50 km/h: you get back into cockpit, it's like you tighten your seat belts.
50 - 200 km/h: you can peek your eye a bit to look what's going on.
200 - 350 km/h: gradually you lose the ability to lean out completely.
350 km/h and above: you have the same head limits like in a closed cockpit.
 
Improvements if physics and systems modeling:
 
7. ATA limiter removed from P-40E-1 since there was none on this model. You can increase pressure above 45.5 for a limited time. If in-game engine helper is switched off (Expert mode), it won't return to normal values automatically after spending time limit, potentially breaking the engine.
8. Bf 109 F-4 and G-2 thermal balance corrected using 'African' reference: larger and larger radiator opening yields less and less cooling increase, which leads to necessity of opening radiator more at higher temperatures and during climb.
9. Bf 109 G-2 engine reacts to throttle axis in a more convenient way.
10. La-5 can no longer can be destroyed by engine shake.
11. La-5 can be landed without landing gear.
12. I-16 can be landed without landing gear.
13. Fw-190 can be landed without landing gear.
14. Pilot won't always die after nose-over.
15. Yak-1 pneumatic flaps extension speed increased (~80° per second while stationary, less at high speeds) based on learning video for Yak-15 with the same flaps system.
16. IL-2 pneumatic flaps extension speed increased (~33° per second at 200...220 km/h speeds) based on restored IL-2 flight video.
17. Bf 109 tail reinforced to make it more resistant to taxiing over rough ground.
18. Bf 109 G-2 ATA gauge shows correct information after starting a mission in air.
19. Bf 109 G-2 auto level works correctly at 2 km altitude and 500 km/h speed.
20. Damage system has been reworked (more accurate armor penetration calculations).
21. Tracers are randomized while shooting several MGs at once (this was an issue on P-40).
22. Ammo mass is reduced correctly while shooting several MGs or cannons of the same type.
23. Aircraft ground impact at high speeds now correctly causes a detonation (in previous version it could survive a shallow impact at 500+ km/h speeds).
24. Message in technochat about extending or retracting flaps is not displayed when they are fully extended or retracted.
25. Technochat symbol showing that engine assist is on is restored for Bf 109, Fw 190 and MC.202.
26. Bf 109 F-4 and Bf 109 G-2: technochat symbol restored showing that game radiator control helper is on. On-plane automatic radiator control symbol changed in technochat.
27. Gunner turrets rotate more smoothly.
28. Turret rotation smoothness tuned for large zoom values.
29. Mechanical aiming sight corrected on MC.202 ser.8.
30. Contrail appearance altitude now depends on season (temperature). Contrails are intermittent at the altitude of their appearance.
 
Artifical Intelligence improvements:
 
31. Ju-52, He-111 and Pe-2 take off better (course oscillating reduced at take off start).
32. AI controlled fighter carrying bombs or rockets now behaves like ground attack plane and doesn't enter combat on its own. If attacked, it will drop the bombs and engage.
33. The simulation will no longer crash while attempting to delete an AI controlled Ju-87 during its bombing run with siren switched on  :)
 
Other changes:
 
34. Fixed issue when impact angle wasn't calculated properly for ground vehicles.
35. AI controlled tanks armor structure made more detailed, they have correct armor angles and they can't be destroyed by hitting secondary parts if the main armor body is intact.
36. Target destruction messages ('player destroyed something') are visible only for the player coalition in multiplayer (so they won't reveal the player position to the enemy).
37. After capturing an airfield in multiplayer mission its symbol is updated properly.
38. DServer stability improved, it shouldn't crash after prolonged periods of time.
39. Wrong chat colors in multiplayer fixed.
30. Trees along the roads added to summer and autumn maps.
41. New feature: ability to automatically login and load a certain mission or replay. Use config file <game_folder>\data\autoplay.cfg.
42. Game log in time reduced.
43. Object textures in mission editor update after changing the map preset to another season.
Imagen
Avatar de Usuario
PA_Centauro
Líder-Piloto
Líder-Piloto
Mensajes: 7131
Registrado: 26 Abr 2010, 14:36

Re: Battle of Stalingrado - Diario de Desarrollo

Mensaje por PA_Centauro »

Me parece que en la próxima oferta le voy a hincar el diente a este simulador...
ImagenImagen
Avatar de Usuario
PA_Keko
Piloto-Punto
Piloto-Punto
Mensajes: 1960
Registrado: 06 Ene 2014, 01:11
Ubicación: Vantaa Finlandia

Re: Battle of Stalingrado - Diario de Desarrollo

Mensaje por PA_Keko »

PA_Centauro escribió:Me parece que en la próxima oferta le voy a hincar el diente a este simulador...
Pues hasta el 1 de Diciembre esta en Steam por 22,99 el BOS y el COD esta por 4,99.
Imagen

"Þat mælti mín móðir,
at mér skyldi kaupa
fley ok fagrar árar,
fara á brott með víkingum,
standa upp í stafni,
stýra dýrum knerri,
halda svá til hafnar,
höggva mann ok annan. "
=gRiJ=Romano
Mensajes: 1556
Registrado: 09 Oct 2012, 18:09
Ubicación: Gran Canaria

Re: Battle of Stalingrado - Diario de Desarrollo

Mensaje por =gRiJ=Romano »

Yo intenté probar lo de los tankes hoy pero seria mas divertido con alguien mas :p
Imagen

Winning is optional, but trying your best is not.
Avatar de Usuario
Skimichi
Mensajes: 420
Registrado: 02 Feb 2015, 12:26

Re: Battle of Stalingrado - Diario de Desarrollo

Mensaje por Skimichi »

Sigue la OFERTA a 22.99€. En este momento, quedan 32 horas :) .
Voy a abrir un tema nuevo con unas guías muy buenas de Chuck, por si alguno no las conoce.
Animaos y nos echamos unos vuelos.
En mi opinión, el BOS no es a día de hoy una ALTERNATIVA al 1946, sino un COMPLEMENTO, un simulador más, con sus pros y sus contras.
Os aseguro que la experiencia de vuelo es IMPRESIONANTE. El simulador ofrece aspectos ni soñados por el 1946. Por ejemplo, la IA que controla los vehículos es verdaderamente inteligente. Los camiones huyen y se desperdigan al ser atacados, así como los tanques, o se reagrupan para contraatacar. El ataque a tierra resulta muy inmersivo.
el que se pueda dar el lujo de gastarse 23 euros, le recomiendo que lo pruebe, y volamos juntos en el TS.
Entiendo que puede resultar tedioso y llevar su tiempo el comenzar a manejar un nuevo programa informático, pero, una vez configuradas las teclas, y teniendo la precaución de utilizar los mismos criterios que en el 1946, pasar de un simulador a otro y del otro al uno :-B es coser y cantar. El HOTAS se maneja ygual y el teclado casi igual.
Eso sí, tanto CLOD como BOS EXIGEN un conocimiento profundo del avión a volar, ya que NO PERDONAN ERRORES CON EL MOTOR, cosa que el 1946 avisa con el famoso "engine overheat". Adema´s, este último no rompe por presión de combustible o de aceite excesiva y los otros :-
Animaos a leer las guías de Chuck, incluso si alguno tenéis nivel bajo de ingés, se leen con facilidad.
Responder

Volver a “Cantina”