Aces High Bulletin Board

General Forums => Open Beta Test => Topic started by: Skuzzy on October 23, 2015, 02:34:42 PM

Title: Patch 81
Post by: Skuzzy on October 23, 2015, 02:34:42 PM
New version (http://bbs.hitechcreations.com/smf/index.php/topic,375520.0.html) up!

And it's still full of stars!
Title: Re: Patch 81
Post by: hitech on October 23, 2015, 03:00:26 PM
The TE will most likey crash if it opens with out a terrain selected.

Sigh, was the Battle Ship Hack.

HiTech
Title: Re: Patch 81
Post by: 715 on October 23, 2015, 03:11:54 PM
Did you mix up a full install with a differential patch or something?  Just asking because the file is >140MB and your differential patches aren't usually that big.
Title: Re: Patch 81
Post by: Skuzzy on October 23, 2015, 03:19:52 PM
A lot of art/object updates.  Always makes the patch larger.
Title: Re: Patch 81
Post by: bustr on October 23, 2015, 03:28:55 PM
The battleship is fantastic. F3 mode as you move through the interior, it becomes the hanger deck on the CV. There are some side structures when viewed from F3 are in wire frame. Are the main guns supposed to only be 8inch? I thought Iowa class were 16inch.

Sighting rings for 88 and ship main guns are now bright white. The 17lb still does not have a sight. Though I can use F3 mode to place myself where I can aim through the telescope gunsight. It is not calibrated yet for any range. You have to aim against a 2000yd target about 3 inches high from the bottom of the tube covering the target with the tube's mounting bracket.

Will you be leaving F3 mode intact with the 88 and 17lb or is that just for testing?

The star field and moon are jaw dropping. Especially if you spawn N on the runway and use 3 0 10000.
Title: Re: Patch 81
Post by: FLS on October 23, 2015, 04:20:31 PM
Looks great.   :D

(http://i484.photobucket.com/albums/rr206/ottopylot/Starrynight_zpskrkhdskv.png) (http://s484.photobucket.com/user/ottopylot/media/Starrynight_zpskrkhdskv.png.html)
Title: Re: Patch 81
Post by: The Fugitive on October 23, 2015, 04:35:13 PM
Looks great.   :D

(http://i484.photobucket.com/albums/rr206/ottopylot/Starrynight_zpskrkhdskv.png) (http://s484.photobucket.com/user/ottopylot/media/Starrynight_zpskrkhdskv.png.html)

Now that is a picture that should be posted to twitter and facebook!  :aok
Title: Re: Patch 81
Post by: Zoney on October 23, 2015, 04:36:40 PM
Now that is a picture that should be posted to twitter and facebook!  :aok

Mommy !
Title: Re: Patch 81
Post by: Tracerfi on October 23, 2015, 04:52:46 PM
i decided to sink a CV offline and found that if you kill radar and then kill CV the fire and smoke still show as if the CV is still up
Title: Re: Patch 81
Post by: ebfd11 on October 23, 2015, 05:05:57 PM
When sinking ships you get some things associated with an airfield ... such as bomber hanger ..town building ..vehicle entry spawn .. town building ...

(http://www.mediafire.com/convkey/c444/u1tzay8pgzsm1yp6g.jpg) (http://www.mediafire.com/view/?u1tzay8pgzsm1yp)

LawnDart
Title: Re: Patch 81
Post by: hitech on October 23, 2015, 05:14:49 PM
When sinking ships you get some things associated with an airfield ... such as bomber hanger ..town building ..vehicle entry spawn .. town building ...

(http://www.mediafire.com/convkey/c444/u1tzay8pgzsm1yp6g.jpg) (http://www.mediafire.com/view/?u1tzay8pgzsm1yp)

LawnDart

Was that on or off line?

Dale
Title: Re: Patch 81
Post by: YUCCA on October 23, 2015, 05:19:11 PM
Sweet.. All looks great.  Love the night shots.
Title: Re: Patch 81
Post by: Chilli on October 23, 2015, 05:23:02 PM
I am never turning the lights on offline again  :cheers:

Great Scott! Man!  You sunk my battleship..........   (there I had to say it  :bolt: )
Title: Re: Patch 81
Post by: 715 on October 23, 2015, 06:27:34 PM
The new stars look much better and the Milky Way is beautiful.  I like that you have also added many nebula and other Messier objects.  The star fields are very accurate assuming viewed from a latitude of Dallas TX (and a date of 9-24). 

[The moon is a bit out of phase (no pun intended); I can't get position and phase to match the planetarium program for any year.  I can't imagine anyone would ever notice and perhaps it's intentional so there are no moonless nights.]
Title: Re: Patch 81
Post by: ebfd11 on October 23, 2015, 06:49:07 PM
Was that on or off line?

Dale
yes it was online and the CV was down but still showing smoke and fire where the ship was.

LawnDart
Title: Re: Patch 81
Post by: MrKrabs on October 23, 2015, 07:10:53 PM
34minute update download  :uhoh
Title: Re: Patch 81
Post by: bustr on October 23, 2015, 07:52:43 PM
Stop using crabs with tin cans and twine.
Title: Re: Patch 81
Post by: 715 on October 23, 2015, 09:37:29 PM
I tried all the guns on the battleship and they seem to work fine.  (The starboard forward single 20 mm seems to rotate aft much less than its port companion, but maybe that is prototypical).

I had problems offline with the .time command.  From daytime, setting .time 20 0 0 gave night.  Then setting .time 9 0 0 gave sun reflected off the ocean, but no sun and no blue sky, i.e. it still looked like a weird version of night.  Trying several other time values that should be daytime, like 15 0 0 didn't bring the sun back.  Doing .time 8 0 0 then brought normal daylight back.  Then .time 9 0 0 gave normal daylight instead of the weird night time it had before.  In other words the time command seems to get stuck in improper modes and sometimes doesn't give deterministic results.  Ndisles, external view, battleship.
Title: Re: Patch 81
Post by: Volron on October 23, 2015, 10:38:39 PM
Now that is a picture that should be posted to twitter and facebook!  :aok

And the home page!
Title: Re: Patch 81
Post by: JimmyD3 on October 23, 2015, 10:54:44 PM
I had a problem with the ".time" also, jut like 715 but when I dialed in the daylight times, the ground was daylight but the sky was black. see attached screen shot.

Also the scratches on the canopy on the "light" side at night greatly inhibit visibility at night. see attached screen shot.

Other than those issues, it looks great. I would suggest that it would be nice to have some way to automatically adjust the gamma when the arena goes from daylight to night time and back to daylight. Like a preset daytime gamma and a preset night time gamma.
Title: Re: Patch 81
Post by: Blade on October 24, 2015, 02:02:07 AM
beautiful milky way!
(http://3.bp.blogspot.com/-vW-_K_tiENo/VisocBmT9EI/AAAAAAAAKWI/GrnVFUGQAnU/s1600/ahalpha-2015-10-24-15-06-32-56.jpg)
Title: Re: Patch 81
Post by: Blade on October 24, 2015, 02:04:41 AM

I think muzzle fire and hitting Lens flare is unnatural.
Title: Re: Patch 81
Post by: Blade on October 24, 2015, 02:05:58 AM
Is this bug?
(http://1.bp.blogspot.com/-4sZ3dOYnGVU/VisrOt9JztI/AAAAAAAAKWc/QRlLXzo0CTY/s1600/Lang.png)
Title: Re: Patch 81
Post by: Blade on October 24, 2015, 02:06:29 AM
(http://3.bp.blogspot.com/-x3pnpM_KxnA/VisrVlGdjOI/AAAAAAAAKWk/lnjASbAwUFg/s1600/ahalpha-2015-10-24-14-49-35-26.jpg)
Title: Re: Patch 81
Post by: Blade on October 24, 2015, 02:07:24 AM
Is this?
(http://1.bp.blogspot.com/-LMDBGbjRbvg/VisrgX8iNgI/AAAAAAAAKWs/0lfO3KcM8Hs/s1600/ahalpha-2015-10-24-15-04-38-15.jpg)
zoom up
(http://1.bp.blogspot.com/-LS7SlA5-VhM/VisrjbckFUI/AAAAAAAAKW0/dnq5zER1Krk/s1600/ahalpha-zoom.jpg)
Title: Re: Patch 81
Post by: Blade on October 24, 2015, 02:08:46 AM

Normal room.(http://3.bp.blogspot.com/-CnGZQXr83Vk/Visroyu2TxI/AAAAAAAAKW8/tHKQPnKN6YQ/s1600/ahalpha-2015-10-24-14-50-46-54.jpg)
not a normal room.
(http://3.bp.blogspot.com/-dvE_fee4r5M/Visrw_YJQCI/AAAAAAAAKXE/-AaLJcD2Ny8/s1600/ahalpha-2015-10-24-14-51-33-10.jpg)
Title: Re: Patch 81
Post by: Wiley on October 24, 2015, 08:20:39 AM
Just confirming what Jimmy and 715 saw with the .time and the messed up sky.

Wiley.
Title: Re: Patch 81
Post by: ImADot on October 24, 2015, 09:32:06 AM
The first thing I did was to turn off the lens flare, sunburst, and the pitch ladder HUD. I am very impressed with how the Alpha is progressing.
Title: Re: Patch 81
Post by: FLS on October 24, 2015, 09:34:29 AM
If I set the time to 8 AM the black day sky resets to normal.
Title: Re: Patch 81
Post by: ImADot on October 24, 2015, 09:41:45 AM
If I set the time to 8 AM the black day sky resets to normal.

What times are set for dawn and dusk?
Title: Re: Patch 81
Post by: MachNix on October 24, 2015, 12:28:57 PM
Looks like the old lady was right, the Aces High world is flat.

A physicist was giving a lecture about the solar system and he said the world was round, spinning on an axis, and orbiting the sun.  An old lady jumped up and yelled, "That is not true!  The world is flat and on the back of a giant tortoise."  The physicist, thinking he would put her in her place, asked, "And what is the tortoise standing on?"  She calmly replied, "Its turtles all the way down."

Using the eur2015 terrain and the pitch ladder, I shot the elevation of the North Star from the most northern and most southern fields.  The elevations where both the same meaning the Aces High world is flat and there will be no celestial navigation -- not that I would expect to be able to but figured I would check just in case.  I also shot the sun but there was no difference there either.

The stars look a lot better being smaller in diameter and the Milky Way looks good.
The positions of the stars and sun look reasonable for the Dallas latitude in October.

Sky goes solid black when changing time from "3 0 0" to "12 0 0."
Terrain being used was the eur2015 terrain.  Time was set to "3 0 0" while in the tower at A59 and then launched in a P-51B to the west.  Took a screen shot of the North Star and then changed the time to "12 0 0" to take a shot of the sun.  The terrain lighting went to day but the sky was solid black with no sun or stars visible.
Image: p81_BlackSky.jpg

Domed horizon when look towards the center of the eur2015 terrain.
A blue-grey bulge or dome becomes visible on the horizon and gets larger as the altitude increases.  The attached image was taken from field A79 and looking north.  The dome is offset to the east which is more toward the center of the terrain.
Files: p81_Dome.jpg, p81_dome.txt
Title: Re: Patch 81
Post by: Blade on October 24, 2015, 09:25:54 PM

wrong lens flare
(http://3.bp.blogspot.com/-VJ6-cBSmTGs/Viw8WEryBOI/AAAAAAAAKXg/pD57EcFiXbk/s1600/ahalpha-2015-10-25-10-44-48-79.jpg)
and machine gun hit gound with lens flare?
Title: Re: Patch 81
Post by: Sniv on October 25, 2015, 06:30:41 AM
Have had this Alpha for a week offline and went online yesterday.

Nice!

I took at Lancaster up at night , since it seemed the proper thing to do.

Instrument flying over the water , nice illuminated bomb blasts .

The only thing I found was that the cloud updates looked strange as if they were only being refreshed every second or more, but that could be because I am fooling with the settings.

Does someone have a listing of the graphic options , it could be that it might fix this issue.

Is there a FAQ yet , I did not see one, or I am looking in the wrong place.

Also I would like to see what it does to frame rate with a stress test , is anyone planning a something large in the near future?

We need flares or a flare call for landing , those fields are hard to find in the dark.

Snivly
I 4770k,GTX 780 TI, 16G memory.
Title: Re: Patch 81
Post by: caldera on October 25, 2015, 10:58:42 AM
Gun positions are blocked by my text bar at the bottom.

The battleship looks awesome!
Title: Re: Patch 81
Post by: hitech on October 25, 2015, 11:19:21 AM
I tried all the guns on the battleship and they seem to work fine.  (The starboard forward single 20 mm seems to rotate aft much less than its port companion, but maybe that is prototypical).

I had problems offline with the .time command.  From daytime, setting .time 20 0 0 gave night.  Then setting .time 9 0 0 gave sun reflected off the ocean, but no sun and no blue sky, i.e. it still looked like a weird version of night. 

Duplicated.
Title: Re: Patch 81
Post by: Lusche on October 25, 2015, 01:48:30 PM
Battleship main artillery is labeled as "8 inch guns" in the hangar and also do the same damage as cruiser 8" guns.
Title: Re: Patch 81
Post by: 1ijac on October 25, 2015, 07:38:48 PM
The night sky is beautiful.  I did notice in the 37mm gun on the base (offline, 3AM) some observations that were maybe intended or not.  I placed the center of the sight needle on the moon and some of the stars and didn't get any colors as if you were shining sunlight through a prism.  When I got close and directly on some of the brighter stars, I saw some haloing and colors.  Pictures are posted below.  Again, awesome work on the night sky.
Title: Re: Patch 81
Post by: Chilli on October 26, 2015, 04:00:37 PM
Sorry, ignore post.  I was pulling filmviewer files from previous version.....   Thought for certain they were alpha files..... anyway, filmviewer works well.
Title: Re: Patch 81
Post by: 68falcon on October 26, 2015, 04:58:34 PM
leave it to you 1ijac, (star 812.jpg) you picked a neutron star
Title: Re: Patch 81
Post by: JimmyD3 on October 26, 2015, 08:14:00 PM
leave it to you 1ijac, (star 812.jpg) you picked a neutron star

 :rofl :rofl
Title: B-25H
Post by: earl1937 on October 27, 2015, 08:30:57 AM
 :airplane:
B-25H----model flight is good...gun sight is so faint, it is hard to see when aiming at something...when cannon fires, no tracer shell can be seen, and when shell hits something, very, very small explosion, it should be a bigger for good effect
when you assign bomb release to controllers, each time you release a bomb, the little modify window pops up, just like it does when you are setting controller. once you click on ok, it should remain closed!
fuel factory---gun emplacements are not very prominate and are difficult to see
bombs do not make a very large explosion when they hit the target
Title: B-29C
Post by: earl1937 on October 27, 2015, 09:09:08 AM
 :airplane:
B-29C...flies good, but some adjustments are going to have to be made for people to enjoy flying this aircraft
#1- Flaps should not be set to 50%, as all over 17 degrees of flaps produce's more drag than lift..normal setting for takeoff should be 15 degrees
#2- it should be restricted to 20 500lb bombs and 25% fuel to operate from small field and with flaps all the way up! same for medium field!
#3- Only field I was able to operate from with 50% fuel and 40 500lbers was a large field and again with no flaps. Flaps are a acceleration killer on this aircraft!
#4- should be setting for cowl flaps to trail position for take off and then open when in flight. With cowl flaps fully open and 50% fuel and 40 500lbers, takeoff roll is extended about 500 feet, which could be the difference in a successful takeoff or a crash, again with flaps in up position.
Bomb bursts are good
gun positions fire good and looks like converge is set to 700 yards as near as I could tell
Title: B-26B
Post by: earl1937 on October 27, 2015, 09:21:17 AM
 :airplane:
Good flying aircraft, flies better than one in MLW arena that we have now! cockpit is better, instruments more precise. Short field takeoffs much better! Stalls with and without power are much better, better rudder control and ailerons have good roll control though out the stall...good aircraft to fly and I am sure people will enjoy it!
I would like to see the B-26C introduced as it has some better functions than the old Martin, which is what the present aircraft is based on! Faster, heavier bomb load and rocket trees on the wings for ground attacks, and slower takeoff and landing speeds.
Title: Sun Light
Post by: earl1937 on October 27, 2015, 09:28:52 AM
 :airplane: Sun light nows seems to be more accurate, but what happened to the clouds? Do you have to be in a certain sector, or should I do something with my graphics?
Title: F3 and F8 views in fighters
Post by: earl1937 on October 27, 2015, 09:41:30 AM
 :airplane: Are we going to be able to use F3 and F8 in new version of game? Its working that way in Alpha test anyway!
Title: P-47-25 and 47N
Post by: earl1937 on October 27, 2015, 09:53:01 AM
 :airplane: nether of which will take off from small field with full fuel and bomb load...I fully understand about payload and distance for take off, but will new customers whom are not pilots understand that? Going to be a lot of crashes! And a building build right on the end of the runway at a medium field?
Title: Re: F3 and F8 views in fighters
Post by: hitech on October 27, 2015, 10:40:32 AM
:airplane: Are we going to be able to use F3 and F8 in new version of game? Its working that way in Alpha test anyway!

This is always a host setting and can also be enabled if we wish in the current release.

HiTech
Title: Re: Patch 81
Post by: earl1937 on October 27, 2015, 12:31:40 PM
New version (http://bbs.hitechcreations.com/smf/index.php/topic,375520.0.html) up!

And it's still full of stars!
:airplane: Yes, I am a computer dummy! How do I get into night flight in this alpha test?
Skuzzy, don't misunderstand my posts! I know almost nothing about computers, but with 22,876 flight hours, I think I can test fly these aircraft in the game and give a fair assessment of their performance! If me doing that is a waste of your time and mine, let me know! Just trying to help out a great on line game!
Title: Re: Patch 81
Post by: ImADot on October 27, 2015, 12:36:52 PM
How do I get into night flight in this alpha test?

Just change the time while offline.  Bring up the chat window and type

.time 3 30 1

The format is Hour Minute Multiplier, so the above will set your time to 03:30 and run in real time. For some really nice scenery, try .time 5 0 50. And just wait. :)
Title: Re: Patch 81
Post by: FLS on October 27, 2015, 12:40:54 PM
I'm sure your input is appreciated Earl.  :aok

This is primarily a graphic's update, the flight models are the same.

The test goals for each patch are listed on the patch download post, just above the Please Read post.

To set night time start offline. Use the dot command .time 3 0 1 to set 3AM. You can also set time offline with the clipboard/options/arena setup/environment/adjust time.
Title: Re: Patch 81
Post by: bustr on October 27, 2015, 02:43:20 PM
Earl,

You can brighten the gunsight from the gunsight application. Pick the B25H pilot position or any gun position. Or any gun position that uses a bitmap for the sight versus you know the gun has only an iron ring. Push the alpha slider all the way to the right.
 
Options--->preferences--->gunsights

For a really interesting show of time over 24 hours, make sure you spawn facing north and sit on the runway.

.time 5 0 10000

You can stop the show by:

.time 12 0 1
Title: Re: Patch 81
Post by: Bizman on October 27, 2015, 02:59:46 PM
Night time is the right time. No issues. Looks nice! Any chance to get a real looking starry sky over the few maps of real places, as well as something like a Pacific Universal Sky over those maps that look like they could be somewhere over there?
Title: Re: Patch 81
Post by: Skuzzy on October 27, 2015, 03:03:19 PM
Earl, read your PM's.  :)

All I did was move your individual posts into the "Patch 81" thread.  This is how we roll.

It keeps us from looking at posts and trying to figure out what patch the comments were made for.

We appreciate everyone's input.
Title: Re: Patch 81
Post by: NatCigg on October 27, 2015, 04:09:29 PM
Alls well  :salute


 :banana:
Title: Re: Patch 81
Post by: earl1937 on October 28, 2015, 09:40:23 AM
The TE will most likey crash if it opens with out a terrain selected.

Sigh, was the Battle Ship Hack.

HiTech
:airplane: I have screwed up the time setting some way...every arena I go into has a black sky, but daylight on the ground....help!
Title: Re: Patch 81
Post by: MachNix on October 28, 2015, 10:25:57 AM
earl1937,

Try ".time 8 0 1" for morning and then set to any daytime times you like.  Going from night to day requires passing through twilight for some reason -- worked for me.
Title: Re: Patch 81
Post by: caldera on October 28, 2015, 11:18:23 AM
The night sky and much smaller moon look very nice, but the canopy scratches are way overdone.  Considering that the rest of our airplanes are factory-fresh, the scratches should be toned down a bit, IMO.
Title: Re: Patch 81
Post by: earl1937 on October 28, 2015, 02:02:23 PM
earl1937,

Try ".time 8 0 1" for morning and then set to any daytime times you like.  Going from night to day requires passing through twilight for some reason -- worked for me.
:airplane: thanks will do and I agree about the canopy scratches, they are over "cooked" a bit!
Title: Re: Patch 81
Post by: 68falcon on October 28, 2015, 02:10:52 PM
.
Title: Re: Patch 81
Post by: bustr on October 28, 2015, 04:30:52 PM
I posted the following in the bug section but, the bug has followed the Yak9 T into the alpha. Yes Waffle this is like my request for the big cocker between our legs in the Yak series.....

Bug found in the Yak9 -t, tracers on off does not work for the NS-37 37mm.

Background on the NS-37 37mm as reported in the Bugs forum:

I'm not sure anyone ever noticed this before.

The Yak9 T when you turn off tracers, the NS-37 still has a tracer in both AH2 and the alpha. With the IL2 the tracers on\off function works.

The NS-37 AP-T round had a tracer, there was no choice of not tracer. The HE round didn't have a tracer. Many sources have confused the rounds developed for the 37x252SR M1939 towed AA as 37x198 37mm NS-37 rounds. The M1939 had a large menu of round types being an AA gun.


The NS-37 had three rounds.

HE \ HEI with no tracer for either. Similar in shape to early M1939 HE-T shells (ogive body) but without tracer.
AP-T with tracer. Penetrated 50mm of armor at 200m.

Seems in the Yak9 T the bug is working backwards. The Yak9 T was only loaded with HE rounds. It could at least be reversed to no tracer with the single UBS 12.7mm using tracers to spot for the 37mm. And for the IL2, ahhh poetic license I guess for our kludge round system, unless the belt is all AP-T. Then there should be no tracer on\off for that NS-37 in the IL2.

The 23x152B 23mm VYa 23mm cannon in the IL2, the AP round did not have a tracer element. It had an incendiary under the nose cap that ignited during impact. Upon penetration into a compartment, you had a combination of tiny round and armor fragments and a high temp burning mist.