Aces High Bulletin Board
General Forums => The O' Club => Topic started by: Russian on December 21, 2004, 09:53:57 PM
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As of the 1.18 release the P-38, Fw190 and Spit IX were not flight model complete. The models you can fly offline have not had final wind tunnel tests and the resulting edits done and therefore do not represent accurate performance or handling profiles.
They are all receiving final edits now on performance and handling to bring them into line with their historical counterparts, and will be finalized and available for the live map by the time they are RDP'ed. Expect a small patch in the next few days that will deliver the finalized flight models.
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World War Two Online
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Version 1.18.0.255 (12-21-2004)
Vehicles:
-Added Fw190 A/4 (Offline only ready for RDP)
-Added Lockheed 322-15/P-38F (Offline only ready for RDP)
-Added Spitfire Mk IX (Offline only ready for RDP)
-Added Ju52 3m
-Added auto pilot to planes by pressing the key, the plane must be in level flight to activate and will deactivate if the flight profile cannot be maintained
-Added ability to deploy as mobile spawn point for infantry to trucks by pressing
-Added mobile spawning deploy to Bedford OY
-Added mobile spawning deploy to Laffly S20
-Added mobile spawning deploy to SdKfz 251c
-Added mobile spawning deploy to Opel Blitz
-Updated sounds for 251c
-Updated sounds for Sdkfz7
-Updated sounds for P38t
-Updated sounds for PzIV D and G
-Fixed fuel tanks on PzIVG
-Fixed LOD issue on Sherman
-Fixed mirrored flags on Sherman
-Fixed crew clipping views on Sherman
-Fixed a couple of state issues with the Sherman
-Fixed driver/gunner damage models not deploying
-Fixed a bug with towing
-Fixed bug causing some ground vehicles to have blackouts
-Fixed Stug3g art issue
Ju52 3m:
-Added Axis and Allied placeholder variants
-- Allied Variants will be replaced with new aircraft in an upcoming release
-Added binocular view to copilot ('.' key)
-Pilot has ability to open cabin door and turn jump light from red to green ('o' key)
-Infantry may join the plane and exit by using the ('j' key)
-Added code to prevent infantry exiting plane in flight and falling to their death
-It can be noisy back there, use ".y" (short for .yell) to area chat to your fellow passengers
Autopilot:
-Hitting 'a' in an aircraft will attempt to engage the autopilot
-Must be straight and level at constant speed to engage autopilot
-Autopilot will attempt to hold heading and altitude within some limits
-Autopilot will disengage if the envelope is broached for instance, you can adjust your speed but too great an adjustment will cause autopilot to disengage
Infantry:
-Added several new contextual death animations
-Fixed a bug where weapons could be reloaded while cycling
-Disabled the scream sound for troopers falling
-Added paratroop deployments
-Added French Paratroops
-Added British Paratroops
-Added German Paratroops
-Added the "JUMP" combat emote though paratroopers should wait for the green light before jumping as the emote may not be heard by everyone in the plane
-Changed Commander avatar loadouts to reflect SMG loadouts
Paratroopers:
-Paratroopers are deployed units and can be moved as all deployed units
-Paratroopers have the following load out
--SMG
--Pistol
--Grenades
--Smoke grenades
--combat knife
--Satchel charge
--Ammo can
--Binoculars
-Paratroopers spawn with a loaded parachute and have increased stamina costs
-Paratroopers lose their chute after jumping from a transport plane and landing
-Paratroopers are highly trained and have better ATP (stamina) once they are free of their chutes
-Paratroopers can rotate during descent using the and keys
-Paratroops cannot move, fire or reload during descent
-Paratroops only have one chute deploy per spawn
-Paratroops will die if they drop from less than 200m, watch for the pilots signal before jumping
-The minimum safe jump height for paratroopers is 200m
-Merry Xmas and Happy New Year from all at Cornered Rat Software :)
Jump procedure:
-Paratroopers should wait for the green light from the pilot before jumping
-Once this green light is lit, the cabin door will open
-Paratroopers should then fire off the "JUMP" emote and jump
Mobile Spawning:
-Infantry movers can now become the mobile spawn point for their mission by pressing the key
-Infantry can now deploy to a mobile spawn point on their mission
-Added a mobile spawn available icon to the mission select screen
-Added a new Mobile Spawn launch button to the mission briefing room
-Bridges are not a valid target for a mobile spawn
-Vehicles will not move once deployed
-If the vehicle is deployed, "Vehicle Deployed" appears with the other readouts on upper left screen
-Once a vehicle is deployed, there can be no undeploy for 60 seconds
-Cannot redeploy a vehicle for 60 seconds after undeploying
Infantry
-select a mission with a green truck icon
-when spawning select mobile spawn launch button if it is available
Defensive Mobile Spawning Rules for Deploying the Truck:
-The mission target and origin are (or are in) the same Choke Point (town) or the target is an open enemy FB inbound to the origin CP
-You must own the facility from which the mission originates
-You must be within 1300m of the target facility
-You must be 300m or more away from *any* enemy facility
-Each mission can only have one deployed mobile spawn at a time
Offensive Mobile Spawning Rules for Deploying the Truck:
-In addition to the rules above, these rules must be met when the target CP and origin CP are not the same
-Mission target Choke Point is enemy owned, controlled or both
-There must be a depot-to-depot link between the origin and target CP
-The enemy does not have an open firebase on the link
Mobile Spawn Deployment with Trucks:
-Area Attack: Must be within 1300m of a facility in the target CP
-Point Attack: Must be within 1300m of your target facility
-Must be 300m or more away from *any* enemy held facility
Despawn Timer:
-Added despawn timer to disallow players from escaping a killing shot
-Dead infantry are immune to the despawn timer
-Multi crew joiners are immune to the despawn timer
Terrain:
-Updated airport barracks to new model to stop spawning in roof
-Added smoke emitters to firebases
-Added smoke emitters to depot army base garages
-Added smoke emitters to new churches
-Added smoke emitters to new cloisters
-Added smoke emitters to new office (flag) buildings
-Added new city building (long with courtyard)
-Added statistical HE model to all AA AI
Effects:
-Added debris smoke
-Debris smoke fades over time as building is rebuilt
Chat:
-Added ".r" as a "command" to chat
-Typing ".r" followed by a space auto fills the chat buffer with ".r " where is the chat handle of the last person (not yourself) to send you a .m message
-/r now works like .r
Squads:
-Host now sends notice of squad mates tuning in to the squad channel
--You only see logins for your current side
Global:
-Adjusted sound volume on AA AI -Updated translations for German and Spanish
-Fixed problem that could cause vehicle reservations to be unexpectedly lost
-Added builders icon
-Added paratrooper deployment icon
-Updated translations
-Added code to reduce "#####" messages
-If a string in a foreign language is not found, it will attempt to find it with the English language
Special thanks to Keyler and Arggh for life-saving pizza while we were in the deepest, darkest point of 1.18 development.
Happy Holidays to all.
_________________
Dana V. Baldwin
"Gophur"
Producer
WWIIOL
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cooll...
I wanna be a paratrooper now..
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They are This <> close to parachuting dogs...
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Originally posted by Lizking
They are This <> close to parachuting dogs...
I hope I don't get the *****...
:)
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No wonder that Deeeej didn't tell about this!
:D
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Crap! Now I gotta pay for both games. When I saw the patch I had to re-up again. Luckly my sub hadn't expired.
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P38!
Paratroopers!
i got a woody!
*runs and hides*
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OMG - FW190 - can't resist... must... 6DOF.. arrrgghhh AH2... TOD... WW2O
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Originally posted by Kirin
OMG - FW190 - can't resist... must... 6DOF.. arrrgghhh AH2... TOD... WW2O
190, P38, aren't available yet. Their offline models with alpha FM's.
Great update though, pity about the CTD's :( (memory leaks it seems).
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Well, WW2OL rules again.
109 is back from TnB fights. :D
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So they finally introduced something to remove the silly long distance alks in the country to some extent. And autopilot too.
Maybe worth re-subscribing.
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Last night at Knokke airfield I was sitting in my Ju along with about 4 other Ju's all begging for infantry or paratroopers to get in for the ride.
It was funny. No one wanted to fly fighters or bombers. We all wanted to fly the slow sitting duck troop transports.
But it was fun.
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Do they not have a free trial anymore? I've been wanting to try it out and I seem to recall that they had a 2 week trial?
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I can't play because of horrible FPS and constant CTD's.
Won't be able to play anyways 'till after Christmas.
PS - Rafe = teh suck! :D
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Originally posted by DJ111
I can't play because of horrible FPS and constant CTD's.
Won't be able to play anyways 'till after Christmas.
PS - Rafe = teh suck! :D
HEY!!!!!!!!!! THAT"S NOT NICE!!!!!!!
BTW! Helliawa!
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Screw that game.:mad:
I D/L'ed it not long ago and nothing worked for crap. It's still a POC.
Not to mention I even went to there BBS to look for a lil help and got grief there. No interest in helping. Heak even an LTAR gave me static.
It was a dog on release (I was there) and it's a dog now.:mad:
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(http://koti.mbnet.fi/fishu/temp/paras1.jpg)
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Originally posted by RedTop
Screw that game.:mad:
I D/L'ed it not long ago and nothing worked for crap. It's still a POC.
Not to mention I even went to there BBS to look for a lil help and got grief there. No interest in helping. Heak even an LTAR gave me static.
It was a dog on release (I was there) and it's a dog now.:mad:
No offense but it works fine for me. It is a great game now. Too bad you are not part of the party going on there every night.
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Originally posted by Habu
No offense but it works fine for me. It is a great game now. Too bad you are not part of the party going on there every night.
In his defence if you downloaded this version its buggy as hell. I believe the patch is out today to fix the CTDs and memory leaks.
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well i would play it,ONLY if they made it like aces high,with 2 weeks free then pay,and u dont have to buy it all in one,with 2 bucks
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Originally posted by Fishu
(http://koti.mbnet.fi/fishu/temp/paras1.jpg)
Can you shoot paratroopers as they descend?
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Yep, I took one out of the sky with a 40mm Bofors. Nice red splotch in the sky.
The paratroopers and mobile infantry spawns really bring a whole new diminsion to the game. I'm having a blast...keeps getting better and better.
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yup, and half the PETA noobs turned out to ***** about it.
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boarding the "Meatbombs" :D
(http://www.onpoi.net/ah/pics/users/708_1103765050_sshot313.jpg)
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Para are the new toy and realy good para ops are few and far between. Someone shot one down and got 19 kills of paras. There is a memory leak causing lockups after a lenght of time. CRS is usually good about follow up patces. Autopilot is the best thing in a long time. It has its problems but it is still a good spend of 13 dollar.
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AH's tactics - goon land drop (with sappers) is useful for attacking enemy forward bases. :D
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This is quite a neat shot
(http://kotisivu.dnainternet.net/pruotsa/shot20.jpg)
(http://www.bar10dr.com/wwiiol2.jpg)
...wish it'd be always like that