Author Topic: Rise of Flight  (Read 94440 times)

Offline PFactorDave

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Re: Rise of Flight
« Reply #615 on: March 28, 2012, 08:09:03 AM »

7. AI target engagement limit by climb-to-target time is implemented

That alone will be a significant improvement when flying just about any mission in Career mode.

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Offline Shuffler

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Re: Rise of Flight
« Reply #616 on: March 28, 2012, 09:00:42 AM »
Maybe when they can compete with Aces High I'll take a look. WWII is where my interest lies.
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Offline RichardDarkwood

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Re: Rise of Flight
« Reply #617 on: March 29, 2012, 09:07:20 AM »
Maybe when they can compete with Aces High I'll take a look.


Really????
A yappy back seater like Jester wasn’t popular or fun to fly with, more of an unnecessary distraction than anything else---Puma44

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Offline Shuffler

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Re: Rise of Flight
« Reply #618 on: March 29, 2012, 10:54:04 AM »
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S.A.P.P.- Secret Association Of P-38 Pilots (Lightning In A Bottle)

Offline ACE

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Re: Rise of Flight
« Reply #619 on: March 29, 2012, 10:56:00 AM »
WWII is where my interest lies.

Really????

Read the rest of the quote.

I'm sure he is saying when they compete on the WWII level.
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Offline Shuffler

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Re: Rise of Flight
« Reply #620 on: March 29, 2012, 11:57:25 AM »
Read the rest of the quote.

I'm sure he is saying when they compete on the WWII level.

Bingo :)
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S.A.P.P.- Secret Association Of P-38 Pilots (Lightning In A Bottle)

Offline RichardDarkwood

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Re: Rise of Flight
« Reply #621 on: March 29, 2012, 12:02:45 PM »
Read the rest of the quote.

I'm sure he is saying when they compete on the WWII level.

Then AH would lose all its customers.
A yappy back seater like Jester wasn’t popular or fun to fly with, more of an unnecessary distraction than anything else---Puma44

https://www.twitch.tv/hounds_darkwood
CO--The Bad Guys

Offline ACE

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Re: Rise of Flight
« Reply #622 on: March 29, 2012, 02:35:44 PM »
Bingo :)
Was his name o :)
Then AH would lose all its customers.
Opinion?
They wouldn't loose me if I had to pick between the two games.
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Offline PFactorDave

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Re: Rise of Flight
« Reply #623 on: March 29, 2012, 03:41:37 PM »
Then AH would lose all its customers.

Not with their current online system.  No way RoF could have several hundred players all in the same arena the way they are set u pright now.

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Offline B4Buster

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Re: Rise of Flight
« Reply #624 on: April 29, 2012, 12:16:02 PM »
Just downloaded this yesterday and tried it for the first time. Even at medium detail, the graphics are amazing...not to mention the damage model.

It's becoming apparent that I will need TrackIR to be able to compete with the "big boys" though.
"I was a door gunner on the space shuttle Columbia" - Scott12B

Offline PFactorDave

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Re: Rise of Flight
« Reply #625 on: April 29, 2012, 01:50:48 PM »
Just downloaded this yesterday and tried it for the first time. Even at medium detail, the graphics are amazing...not to mention the damage model.

It's becoming apparent that I will need TrackIR to be able to compete with the "big boys" though.

Ya, RoF really benefits from TrackIR.  With the outstanding graphics and TrackIR, it's a very immersive game.  I just wish the machine gun sounds were louder.

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Offline Sid

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Re: Rise of Flight
« Reply #626 on: June 19, 2012, 04:37:45 AM »
Latest video just released giving a "sneak peek" at the next update to Rise of Flight, which is due out shortly.

"Below is a little sneak peek of some what we are working on for version 1.026. In this video you see some of the interesting changes we have coming that add a bit immersion to ROF. This video shows:

1.) The Sharper Image setting which makes texture a bit clearer.
2.) Our new Synchronizer technology which affects rate of fire.
3.) Camel Weapon Mod (Wider Overwing Window Cutout) which is helpful in a dogfight.
4.) Heat Blur Effect for fires.

YouTube video Rise_of_Flight_1.026_Sneek_Pe ak

1.026 is an important step in the continued evolution of ROF. Probably the biggest since the Career release. I have purposely not shown many other features due to the constant tweaking and WIP nature of our current work. We are in Beta and slowly, but surely marching to release. We are a couple weeks behind schedule, but progress is being made every day. You will definitely enjoy 1.026 and the weapon mods when they are released.

Your continued support is crucial and appreciated thoughout the long, hot summer months. After 1.026 we will pivot to concentrate our work on release of the Channel Map and associated features and seaplanes."


"We have already started testing versions of weapon mods that will be the most important feature 1.026. And today we would like to show you some pictures and a short video to show that we are very serious about this part of the project.




The most difficult part of such work was to prepare information about each weapon mod for our team. Modifications were not always well documented and often made literally "in the field" with the same ease and nonchalance with which you change the hubcaps on your car. Therefore, we decided to make weapon mods which can be proven with a photo. Many of the details of the effectiveness or commonality of such weapon mods has been lost to father time, but we wanted to explore this fascinating piece of WWI combat aviation and make ROF even more interesting.

In addition to the work researching information we had to change a lot of code to accommodate weapon mods and give you features such as new reloading animations and the angling of the Foster mount. Many solutions have required a 90% re-write and some solutions we had to create from scratch. We wanted to make this stuff for a long time, but we had to wait for the right moment. Weapon modifications provided such a suitable moment. By pre-ordering weapon mods you have allowed us to bring new solutions to the existing code which is very good for the developer and therefore good for the user. Once again we see how successful our relationship with the ROF community has become, you think about us and we are always thinking about you.

YouTube video of LePrieur Rockets

Presented in the video are rockets that were first used by the French and became a formidable weapon against balloons. Two types of missiles will be presented in ROF - the "armor" type which is equipped with a knife at the base to damage balloons and an "explosive" type that detonates on impact. These rockets used gunpowder as the propellant which burns unevenly, so the trajectory of their flight was not very stable and the distance was minimal. But there are a few well-known examples in history of enemy shoot downs with this type of weapon."


Looks like there's going to some significant changes, can't wait to try the new version out.  :joystick:
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Offline zack1234

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Re: Rise of Flight
« Reply #627 on: June 19, 2012, 09:24:29 AM »
Hurrah!

I stopped playing career mode :old:

When more then 10 planes appeared frames went to poo :old:

HD6970 as well and quad core and 8g of memory

Muitplayer no problem though :)
There are no pies stored in this plane overnight

                          
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Offline Sid

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Re: Rise of Flight
« Reply #628 on: June 26, 2012, 01:11:12 PM »
IT'S OUT!, 1.026 is ready!

Quote
"Dear community!

The development team is pleased to announce that we have completed our work on a new big version of the project - 1.026. This version contains the largest number of new features since the release of Career, but this time, these innovations are related to the one of the most important component of combat simulator - weapons.

Undoubtedly, the most notable in this release is the introduction of a new concept - weapon modifications. We spent a lot of efforts to collect historical information on the different variations of aircraft weapons, and now we can say with confidence that the weapon modes of the version 1.026 are sufficiently corresponding to the historical counterparts.

From all the planes represented in the "RoF," 23 have received modifications; other planes have not kept such historical data. But at the same time, while working on these modifications, we actually have re-redesigned the entire system of machine-gun armament of the aircraft and all aircrafts in our game got many a pleasant refinements in weapons simulation. Among of them: a new model of nose guns synchronizers, machine gun magazine reloading, correct firing rate and muzzle velocity which are individual for each machinegun, the historically correct bullet spreading, machine-gun overheating which is depending on plane speed and more. All of this is intended to bring a new sense of realism to your dogfight.

In addition, we made a number of other features besides guns. In particular, we have added new classes of aircraft weapons - rockets, auto guns, manually operated guns. Also we have added some graphics features. This version is also contains vol.12 skin packs approve, new skin packs are containing up to 515 of new paint schemes.

Important additions were made in the logic of the aircraft turret guns: piloting the multi-crew plane, the player now really is the commander of the crew and he has the opportunity to give orders to his plane AI crew members. In addition, we have completely redesigned the turret position view control logic, and now you can control turrets more natively.

Also, this version includes many other changes and innovations designed to improve your game. We continue our work on the evolving of the project and we hope that the results of our work will be welcomed by you."

Features list of version 1.026

MAIN FEATURES:
1. Weapon modes for 23 planes. Technology includes unguided rockets, auto guns, manually operated guns.
2. Community historical skins pack vol.12 was approved
3. Community fictional skins pack vol.12 was approved
4. Fuel load option is available now on Quick Mission screen
5. "Sharpen image" post-effect was added (option is available only in launcher tool)
6. Heat blur effect was added on fires (vehicle fire, signal fire, building fire and so on)

GUNS FEATURES:
7. Synchronizers now have new detailed model, different planes have different Synchronizers now.
8. All guns now have historical rate of fire, which is dependent on gun type, muzzle booster installation and on Synchronizer type
9. "Nose guns fire", "Wing Guns fire", "Upper guns fire", "Forward-Looking guns fire" commands were added (check for keys mapping)
10. Consequent reloading of plane guns
11. Charging operations now are correct and dependent on gun class now. Bolt, cocking handles, ammo belt and so on animations are correct now.
12. Outer gun sound is depending on rate of fire now
13. Misfire (gun snapping without shot) sound
14. Guns on moving mount now may be inclined/declined
15. Guns on moving mount which are necessary to incline for reload are declining now in case of recharge/rearm
16. Inclined guns providing more drag
17. Gun magazine reloading
18. Reducing of magazines/shells in storage
19. All guns (pilot guns and turret guns) have historically-correct dispersion now which is increasing with gun overheating
20. All guns have correct bullet muzzle speed now which is decreasing with gun overheating
21. All gun overheating and cooling is dependent on plane speed now
22. Parabellum iron sight was changed to another (more usable) type

TURRETS FEATURES:
23. New gunners commanding functionality (Check for hotkeys mapping, also you may use widget menu for it)
24. Gunner's snap-views and center position storing is independent on Pilot's snaps now. Also they're stored individually for each turret type now.
25. "Nestle to gun sight" view was redesigned

Change list of version 1.026

CAREER CHANGES:
1. AI RTB Decision now is applied not only to player's flight, but to every AI plane in Career
2. Undefined pilots in reinforcement message were fixed in Career
3. Incorrect DFW skin in Career was fixed
4. Take a Photo attitude and altitude restriction in case of simple gauges turned off was fixed

GUI CHANGES:
5. Plane Skin description now is displayed in preview
6. MP Server selection now is not switching while you're entering password
7. ESC now is correctly closing all dialogs while you flying (options, statistics, widget menu and so on)
8. Widget menu now may be closed when statistics dialog is displayed
9. Manage Crew Positions dialog opening by Space key was fixed
10. Aiming Helper and Simple Gauges on/off state storing was fixed in MP

OTHER CHANGES:
11. F2 camera now is attaching to Plane's Center of Gravity.
12. Issue with infinite bombs/rockets deploy when using Drop All bombs and unlimited ammo was removed
13. Falling out gunners in planes of other players in Multiplayer were fixed
14. Pilot's head full-turn and stuck while you have switched to gunner was fixed
15. Pilot's scarf to left/right wind reaction inversion was corrected
16. Spawn distance of Balloons in QM was increased
17. Snow precipitations are presented now in winter missions in Quick Mission
18. Fuel and Ammo fire/explosion possibilities were corrected, fuel explosion possibility is dependent on remained amount of fuel (less fuel - more possibility)
19. Plane now explodes when hit the ground on high speed
20. Plane is no more explodes when falling in to water
21. Server Remote Control special chat messages now are showing correctly (to all, to country, to coalition, to user)

Links for downloading the Skins Packs

IMPORTANT NOTES ON 1.026

1. If your guns don't fire at ground - don't hurry to worry. It's new model of synchronizer gear - nose MGs will not fire until your propeller is spinning.
2. Pay your attention on new gun controlling commands. Check for this thread (last part of Jason's post) for detailed notes. Take in attention - these commands have default mapping only in default input profile. If you're using your existing non-default input profile from previous version (1.025 or earlier) than you need to map these new commands by yourself.
3. Please take in attention: selecting and de-selecting of pilot guns weapon modifications is causing the full replacement of plane payload variants list. So, when you are selecting / de-selecting your pilot guns variants on weapon modes tab - this will reset your payload selection on the payload tab.
4. Important to know: Additional over-wing gun of all Albatros planes (D.II, D.III, D.Va) and of R.E.8 are not aligned with nose guns convergence point even in default position. This is like it was in real. So, "Forward-facing guns fire" command will not affect upper gun on these planes anyway. Use "Over wing guns fire" command for them.
5. Some of over wing guns are required to be elevated (happens automatically when you hit "Recharge/Rearm" key) to be rearmed or recharged, some guns are not. This is depending on gun mount construction and height.
6. Blowback bolt guns like Lewis and Becker can't be re-charged when they're charged allready, while recoil-operated guns (Vickers, Parabellum, Spandau) can be re-charged in this case. This is historicaly correct.
7. We strongly recommend you to read this thread to know more about new gun mechanics and controls.


Reminder of how to update:

  • From the Game Launcher click on the "Update" button next to "Start".
  • Click on the "Update" button on the next page.
  • If it finds an update (left hand panel).
  • Use the arrow button to move the update accross to the right hand panel.
  • Finaly ckick on the "update" button to install.
  • Note: If it comes up with a DirectX install make sure you run this even if you think you have the latest DirectX installed.

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Offline Sid

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Re: Rise of Flight
« Reply #629 on: June 26, 2012, 02:48:43 PM »
By the way here's a web page that shows who's online and on which server without having to start ROF up. ROF Online Servers
« Last Edit: June 26, 2012, 03:38:58 PM by Sid »
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