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papa_Osi

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  1. Nuevo update DCS:WWII1944. Dejando a un lado el rollo que se marca Ilya, la cabina del 262 es impresionante . Lo mejor de todo es que todos esos botoncitos se pueden toquetear. Project Update #25: A new year begins! Posted by Ilya Shevchenko ♥ Like Good evening gentlemen! We are finally getting back to business after the long Russian holidays. As I mentioned in my last update, most of the team members were off from December 31st to January 10th, and the calendar being what it is, most did not get back to work until January 13th. I have used this time to take some much-needed rest myself, spending lots of time with my children, and finally getting lots of sleep. Normally, I work on Moscow time all the way from California with an 11-hour time difference, starting my workday at 10 PM, then converting to single dad mode by 7 am. That makes eight hours of sleep in a single block, well, something out a fairy tale for me. Anyway, I thought it would be best to begin 2014 with our most important single task from 2013, the highlight of our kickstarter drive, the cockpit for the Me.262. Unlike most other team members, the two-man crew working on this pit worked through the holidays. With that kind of a work ethic, coupled with doubling up on projects that are usually made single-handedly, these DCS heroes are doing an amazing job staying ahead of schedule and producing consistently stellar quality work. They make the rest of the tasks look bad in comparison, but of course, the overall number of working hours for their cockpits is about the same as for the others. It’s just they need half the calendar time to do the same amount of work. That concludes this week’s update. Please stay tuned for more next Friday!
  2. A mi me parece una obra de arte. .
  3. Nueva actualización del Team Fusion. Habría que hacer una colecta de jamones para enviárselos a estos chicos, como se lo están currando . Como detalle para el próximo parche 4.01 es que van a retocar el modelo de vuelo tanto en el despegue como en el aterrizaje, para hacerlos mas realistas. Hi everyone, Happy New Year Looking back at 2013, Team Fusion made a huge impact with it's Mods. With the release of v3.00 and v3.01 it was great to see the community support gradually increase and aviation fans returning to what we consider to be the best WW2 Flight Sim currently available. On the day we announced that v4.00 was to be released Team Fusion members watched the ATAG forums steadily fill up with visitors and we hit just short of 900 visitors in the run up to it's release, all online and waiting for v4.00 to hit the forums. So now we start the New Year and behind the Team Fusion doors, many advances and improvements have and are being made. The new theatre is progressing well as are the objects and new aircraft and it's amazing to see how talented the members in our small team really are. As of yet, we are still not prepared to announce the Theatre or new aircraft/variants/flyables as there is still some work to be done that is crucial to their success, currently that's being worked on and is the final stepping stone in moving forward and us progressing much more efficiently Please appreciate that the last two-weeks have been, as they have for many, a time where we take the Christmas break and relax. I know, everyone wants us working non-stop...but blimey, we just took some 'chill out' time That said, some of our members didn't! We are very keen to get v4.01 out to the Community and there has been a lot of work ongoing to fix bugs brought on by v4.00 and also new features that are to be included. Yes, not only have we been fixing bugs, but also adding even more features. In the next week I hope to have more details about the new features but I feel happy in saying that take-off and landing will be much more realistic than before with a complete revision of the ground handling. More details will be released soon, but behind TF doors, many aircraft have been lost on the digital runways in an effort to bring this feature to you... As always, it's difficult to show you what has been done because so much of it is in the coding and inside the engine than is easy to visibly represent. Hopefully as we get nearer to finishing testing, v4.01 will be online very soon....but as this will most likely be the last release before v5.00 (many months off), we want to make sure it is as complete as we possibly can before it goes live. When it does though, it will be announced here. So, here are a few images to keep you interested until the next update, cheers, MP/TF All images are current Work in Progress. Depending on bugs found and issues raised they are not guaranteed to be included. Current contrail effects which have the right-angle effect at certain points: TFWiP-Before-1.jpg New effect (not for v4.01) is under testing. Sadly there does seem to be a bug with it, but it is something we are keen to look at as it looks much more natural. TFWiP-Before-2.jpg New altitude Hedgerow effects: TFWiP-Before-3.jpg Low altitude Hedgerow effects. Again, this is very WiP and is only just being looked at. Sadly the hedges cause approx. 9fps drop when set on maximum. This isn't acceptable and that is why it is still WiP and not for v4.01. It's nice to show you though that we are looking at ways of enhancing the landscape but not releasing fps decreasing features unless we can make them optional or we can improve the fps. TFWiP-Before-5.jpg Some new textures just enhance terrain and sharpen it at distance for Summer Map TFWiP-Before-6.jpg More WiP on one of the new models being worked on TFWiP-Before-7.jpg Currently experimenting with texture effects. Heavily bombed area? TFWiP-Before-4.jpg As always, please feel free to discuss the update here and share it. We can't promise to answer questions about development, but we do like to try and be as open as we can where possible Cheers, MP
  4. Nuevo update. Pedazo cabina del P47 , esta quedando niquelao. Project Update #24: Happy Holidays from DCS: WWII ! Merry Christmas, Happy Hanukah, Happy New Year, Io Saturnalia, С Новым Годом и Рождеством – whatever you’re celebrating, hope your new year brings you lots of joy and happy new experiences! For us, 2014 is looking to be a momentous year. We’re working hard to make sure we release a solid new title next year, a title that will thrive in 2015, 2016, and beyond. Most of our employees are based in Russia or in the former Soviet Union. The wonderful thing for employees, and a horrible thing for employers, is the fact that most of those countries are officially off from December 31st to January 10th. People in that part of the world love to celebrate the New Year, and they celebrate hard. Many businesses do not return to full working capacity for another week or two after the official holidays end, but we are of course different. Some of our employees are even planning to work from home over the holidays to ensure deadlines, but that’s purely their personal choice. I as a project manager obviously cannot ask anyone to do that unless it’s their own personal choice. Having said that, we probably won’t have any significant work done on the project for the fateful 11-day period. December was a difficult month for me personally with some unexpected events jumping out when least expected. One of our employees ended up in the hospital. Russian healthcare being what it is, waiting for the ambulance for two and a half ours almost led to a bigger tragedy. Not one but two of our married employees had their wives end up in the hospital. Finally, another valuable team member slipped on the ice but thankfully his face broke the fall. He now looks like a B-movie monster, and has to continue modeling with one eye swollen shut. Finally, I know many of you are very concerned about the state of kickstarter rewards fulfillment system. The work has not been progressing nearly as fast as we needed. We’re still not there. Including paypal with kickstarter ended up adding a huge layer of complexity because we can no longer just use kickstarter’s features. Programming everything together, bringing the lists of kickstarter and paypal backers, and integrating it with DCS forums and other site features just turned out to be a nightmare. At this point, it almost seems like it would have been easier for me to manually do the reward surveys via email or something basic like that. At this point, looks like the roll-out is not going to happen until at least the end of January 2014. For this I sincerely apologize. I should have planned this out better. In hindsight, I should have stuck with kickstarter alone. Anyway, I was really hoping to end 2013 with a bang: a couple of screenshots of the Bf.109 cockpit in-engine, flying around, and we still have a couple of days left in the year. If that does not happen, we’ll do a consolation update on the 31st. For now, here’s the current state of the P-47 cockpit. Looking to be completed by late January. We’re actually well ahead of schedule on cockpits with the project, which I guess is the best news I have to offer at the end of 2013.
  5. Nuevo updates de DCS:WWII 1944. Por lo que se ve están poniendo mucho interés en los detalles. Tendremos como mínimo unas cabinas del nivel del COD y eso, entre otras cosas, es lo que se podría esperar de un sim del 2014. Project Update #23: Friday Development Update - December 13, 2013 - One week of workPosted by Ilya Shevchenko ♥ Like Well, today's update is a little different in tone. As opposed to showing exciting new things, we're going to try for a much more intimate look at the day to day work that goes into the project. Let's look at the Me.262 cockpit one more time, one week later. If you just look at the screenshots below and compare them to last week’s, your first impression might be, what? Where’s the beef? Well, you have to look closer. Compared to last week’s, the cockpit is a lot more complete. Most importantly, we now have the fully articulated stick. We now have both complete pedals instead of a single placeholder. The entire cockpit tub is there. There are new large objects on both sides, and smaller objects all around. Still, you might say, an entire week of worth for that? Are you guys putting in the hours? Oh yes we are. First of all, there’s the time needed to ensure the accuracy. We’re not just looking at a blurry photo and trying to kind of sort of make a gizmo that looks like that thingamajig by the pilot’s right knee. We’re going off of original manufacturer’s blueprints and measuring and cross-checking every element. That takes time and that takes skill. For things that are animated, playing around with the range of motion is also time-consuming. For example, the stick can move around in many different ways, has other moving things attached to it, and so on. We need to play around with all of that too and make sure it’s right. Finally, everything you see gets mapped during the modeling process. Not a DCS requirement, just this modeler’s individual preference. We have strict texture scale and size requirements. Everything is in 1:1 scale, which adds extra work to texture mapping. So, screenshotting, measuring, and arranging all the objects on the textures like a giant free-form jigsaw puzzle from hell, that’s a lot of additional effort that cannot be accurately shown on screenshots. And so, this is the day-to-day of DCS WWII development. Slow, steady process that requires patience and dedication to make sure all the details remain as accurate as possible, and no corners are ever cut. ♥ LikeComment on Kickstarter
  6. Nuevo update. Project Update #22: Friday Development Update - December 6, 2013 Posted by Ilya Shevchenko ♥ Like Good morning everyone, Let's look at a couple of cockpits today. First, here's the much more complete P-47 cockpit. Not in-engine yet, but getting there. And then, we're very proud to show a very early work-in-progress of the pinnacle of our kickstarter campaign, the cockpit for the flyable Me.262!
  7. Que estos son molinillos, la programación de los sistemas......mande.... en un Bf109, pues no se que decirte. Amalahama te falta fe en los chicos de DCS. Pareces nuevo en estos foros .
  8. El DCS:WWII 1944 se va a desarrollar sobre el nuevo motor gráfico, con lo que se esperan mejoras en el apartado visual.
  9. Esperemos acontecimientos. De momento para este viernes hay anunciado un update interesante.
  10. Para mi después de probar ambos aviones me queda una muy buena sensación en lo que a físicas de vuelo se refiere, sobre todo con el LAGG 3. Si me gustaría que fueran un poco mas ambiciosos tanto a nivel gráfico con las cabinas, la referencia que tengo del COD es abismal y resultan muy planas, y con la gestión en cabina tanto de motor como de armamento. No obstante hay que valorar el producto en el estado en el que está y ser pacientes hasta ver como va evolucionando la cosa.
  11. Ultimo update de DCS:WWII 1944. Project Update #21: Friday Development Update - November 22, 2013 Posted by Ilya Shevchenko ♥ Like Hello everyone, Things are a little slow, or rather, the progress at this stage is not too apparent. On the Normandy front, the landscape is moving along. We’ve increased the amount of details on the landscape and worked a bit more with the woods. The woods are now a separate single object which makes them both easier to place and a lot easier on performance. We’re also creating a few more stand-in buildings. The design process has us place a lot of blue box stand-ins, simple shapes that denote where the buildings will be, which will later be replaced with detailed buildings of the same dimensions. Replacing blue boxes with these more detailed stand-ins is an intermediary step that allows us to better fine-tune the look of city blocks. The texture is obviously temporary. Once we place a bunch of these together we can experiment with damage modeling and the general aesthetics. On the airplane front, we decided to hold off on screenshots today. When things are unfinished, they just don’t look that great, and while many of you will perhaps call us too pessimistic, we’re just not comfortable with showing these unfinished intermediary steps. The P-47 cockpit is beginning to look rather good. We greatly improved the instrument panel. It’s virtually complete now, and it looks a lot more like the real thing. We had to redo a huge chunk of it compared to the previous screenshots, and the gauges now have the proper bezel as they should on the P-47D-30. We’ll be finishing it up next week and polishing it and inserting it into the game engine the week after that, so hopefully there’ll be something cool to show the Friday Dec 6th. We’re also progressing on the biggest success story of this kickstarter, the Me.262 cockpit. Being what it is, we again want to hold off on showing the very early stage. The modeler making it is the most resistant to showing unfinished work out of everyone working on the project. We’ll see what it looks like next week. Definitely very eager to show you guys what we worked so hard to put into the project! The 109K external is also almost ready to be shown. Again, we made a very hard choice to hold off on those screenshots because we’re going to have something a lot more impressive next week. Anyway, this is where we are across the board so this is slightly painful to write. Hopefully this week is the least amount of screenshots we’ll ever show. Everything is moving along, and as things get closer to completion there’ll be a lot more stuff to show. Especially once we have the 109 visuals in the engine. That’ll begin a very exciting stage for the project. Finally, on the web development front, I know a lot of you are very anxious. This is taking a lot longer than anticipated but the end result will also be a lot more comprehensive than we originally intended. We’re moving along with the backer web functionality and making sure it’s both clear and easy to use. The intended end result will allow all project backers, kickstarter or paypal, to log in to the project site and to see their own personalized management screen. It will show you the exact number of rewards you’re eligible for based on your pledge amount. It will show you the rewards you have currently selected along with their status (shipped, in progress, etc). For any unfulfilled rewards, it will allow you to swap them out or enter additional details. We’re working very hard to make sure it’ll be easy to use and to understand, while also being full-featured and problem free, allowing for example such a range of options and easily specifying user accounts for friends you wish to gift additional licenses to, or specify different shipping addresses for several copies of the same aircraft manual, etc. We’re working extremely hard to have it working as soon as humanly possible, and hopefully we’ll have some screenshots as well as the ETA for the site ready very soon. Thank you for your continued interest in the project!
  12. Ultimo update de DCS:WWII1944. Project Update #20: Tuesday November 12 Combined Development Update Posted by Ilya Shevchenko ♥ Like Hello folks, A really quick one today. The Bf.109 cockpit is finished and ready to go. The external model is behind, which is normal. The pit was started earlier and was made by two people, so this is exactly as planned. The landscape is also moving along. Changing the trees a bit, working with forests. Beginning to play around with hedges, obviously a very early test. We know how important these are. Our goal is to have them everywhere. Also redoing lake and river banks and intersections points.
  13. Lo de ocear el micro no es tan complicado como a priori parece. La primera vez que lo haces te da un poco canguele por lo de tostar el micro, pero luego te das cuenta de que es relativamente sencillo. Además si te pasas con alguno de los valores, la BIOS suele volver a la configuración de fábrica. Dependiendo de tu placa hay en internet bastantes tutoriales de como ocearla. Pon ha puesto sus valores para una placa Asus y para un 2600K. Yo al final lo deje en 4,3Ghz mi 2600k.
  14. Pupo, supongo que lo has enviado a support@1cgs.net. Saludos.
  15. Ultimo update de DCS:WWII 1944. Project Update #19: Combined Development Update - November 1, 2013 Hey folks, Sorry for a lapse in updates. I am almost comically plagued by internet issues on my trip; could make for a nice story all by itself. Almost considered doing a write-up, but perhaps in a couple of days when there’s no trace of bitterness. Catching a plane home tomorrow afternoon, where a nice PC with a nice Ethernet cable awaits. The things we take for granted. Anyway, while I was incommunicado, the rest of the team has been hard at work. We’re going to do a combined update on a bunch of fronts. The 109 cockpit, shown earlier, is virtually completed. It’s scheduled to be done by the end of next week. Here’s a teaser shot. We’ll do a full photoshoot once it’s finished and checked. The 109 external is not nearly as far along. We actually ran into a bit of delay with it, and we’re working double time to catch up. The 109 is still scheduled to be the first new RRG plane to be completed, in time for the closed alpha. The first step of making an external model for a DCS plane is to make its engine. Even though it’s not something you really see, this is what’s traditionally done first before the rest of the aircraft is built around it. We had an issue with blueprints and references that had us redo a portion of the model, and the engine is generally extremely detailed and elaborate, so we’re about a week behind schedule. The engine is generally modeled and mapped, so we’re ready to proceed with the rest of the aircraft. I am walking a very fine line here between keeping the fans and the artists happy. This is something I’m sure most of you did not think of at all, but the 3D artists making these models feel very connected to them and have a sense of personal pride, so asking them to show clearly unfinished models is always met with some resistance. I’m not the kind of boss who says “just shut up and give me the model to screenshot.” So, in this case, just like with the 109 pit, we have a modeler who really hates the idea of showing unfinished, “crappy” (in his words) WIP. He really asked to delay showing the engine until it’s shiny and perfect, so this is our compromise. Please consider this as a general showcase of our attention to detail. The flight model and the weapons and all the physics stuff for it has been in the works since July, but it's using the P-51 as a stand-in for now. We're rather far along with our physics model of the Bf.109, but obviously that's not something that can be shown with screenshots. We'll probably do some detailed lengthy videos once the 3D model is put in place, in the run-up to the alpha. Next, we have the current state of the P-47 cockpit. Again, slightly behind schedule there, but really working hard to catch up. No deadline jeopardized, just a bit of an extra crunch in the middle of the project. We expected to just reuse P-51 gauges for the Jug, but ended up having to redo most from scratch. We currently have the canopy framework, the dashboard, and the gunsight, all done from scratch for our brand new P-47D-30. All await the delivery of the last set of factory blueprints for a final accuracy check. Lastly, here’s where we are with the landscape. Been doing a lot of technical engine-related tasks. Redrew all the roads and crossroads. Redid the canals. Redid the flooded areas once again. Played a whole lot with the trees. Generally the terrain is beginning to look more detailed, but still a long road ahead. Now, the most important thing I’ve realized over the past two months is that if I was my own employee, I should fire myself as a community manager. I barely have any time to do it, and it creates a very poor impression. Now that we’ve finally received our kickstarter funds (by the way, yay) I really need to hire a more professional community manager. I’ll get busy once I’m back home this weekend. Of course, ideally it would be a member of this community. It would most likely be a salaried part-time position, and the qualifications would include a passion for flight sims, understanding of aviation, and good communication skills. I don’t know if it’s realistic to hope for someone who’s fluent in both Russian and English, but English fluency would definitely be a must, while Russian would be a huge plus. If you think you might be a good fit based on this preliminary announcement, email me at luthier1@gmail.com With that, I’m off to pack my suitcase. Hope you like the screenshots!
  16. Con tu permiso Pupo voy a hacer un corta y pego, que mi inglés está muy oxidado. No creo que se consiga otra cosa que la pataleta, pero por lo menos que les conste nuestro malestar. Saludos.
  17. Para mi como pre-timado lo que mas me molesta no es el hecho de los días, sino la actitud de prepotencia que se gastan en los foros del BOS. Parece que les tienes que dar las gracias por haberte dejado participar en la pre-pre-alpha, después de soltar la pasta. Eso sí, te dan un par de skins como premio y para entretener a los foundder nos plantean unas votaciones chorras sobre que skin prefieres. Es como una dictadura total, no seas crítico con el BOS que te banean o te ponen a parir. En relación a los otros mejor no hablar, Luthier se tiro un mes que no paro de hablar y ahora ni se le ve el pelo. En fin paciencia!
  18. Reíros, reíros, que lo único que vais a tener en los próximos diez lustros van a ser los molinillos del DCS:WWII. Vivan los molinillos!!!!!!!!. Por cierto podéis ir pensando en hacer un AVE de molinillos, seguro que sois todos unos paquetes pilotando esos aparatos tan varoniles .
  19. Muchas gracias Pon por tu ayuda. Instale el mod de Lud sin problemas y después de trastear deje al final el TechniPower también en 6.
  20. El gradiente de presión es de 1 milibar cada 9 mts. No se si estos gradientes los podrían tener en cuenta en una fórmula.
  21. El gradiente de temperatura en la Atmósfera estándar internacional (ISA) es de 6,5º C cada 1000 mts, esto es valido desde el nivel del mar hasta los 11,000 mts. Estos valores son indicativos de como se comporta la temperatura en la atmósfera como referencia, no quiere decir que sea exactamente el gradiente que tengas un día determinado a una hora determinada en un aeródromo en concreto.
  22. Muchas gracias Pon. Que configuración tienes en el panel de la nvidia?. Un saludo.
  23. Buenas tardes Pon. Después del parche del Team Fusion donde se ha retocado gráficamente el sim, cómo aplicas el mod de Lud?. Yo actualmente utilizo el FXAA del panel de nvidia y no se si tengo que seguir todas las instrucciones de las que habla al principio. Un saludo.
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