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Developer Bulletin: patch 0.4.0


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tahee59 #41 Posted 08 February 2013 - 07:56 PM

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thank you for the update . i look forword to testing this patch . keep up the great work

stealth250 #42 Posted 08 February 2013 - 08:01 PM

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there was another thread by admiral with screenshots


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ApathyCurve #43 Posted 08 February 2013 - 08:14 PM

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Great news.  I've said from the beginning that this game's success is dependent upon accessibility for the average gamer, and that means keyboard and mouse, not joysticks and throttles.  I'm glad to see you're devoting a large chunk of your development resources to it, because I really want this game to be just as big a success as World of Tanks.
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RG_Grunt #44 Posted 09 February 2013 - 04:08 PM

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mmm more responsive planes can't wait. thanks for the update.
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Massacrer #45 Posted 10 February 2013 - 05:57 AM

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Are we gonna get to choose what types of ammunition to use or what?

Gnarspall #46 Posted 10 February 2013 - 10:11 PM

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^^ im interested to see how ammo pans out in the grand sceme. Infinite ammo at this point shouldnt stay i would like to see a return of finite ammo.

F900EX #47 Posted 11 February 2013 - 04:37 AM

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:Smile_popcorn:

Galdor302 #48 Posted 11 February 2013 - 08:29 AM

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Sounds like positive changes coming, can't wait to try them out  :Smile_honoring:

bearrick #49 Posted 11 February 2013 - 08:57 AM

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View PostProper_Bo, on 06 February 2013 - 02:21 PM, said:

The New Mouse Controls: A Wall of Text!

Control Theory

Let’s start with a theory that the mouse controls can be roughly divided into two separate groups:
  1. The point towards which the plane flies at any given moment (towards which the plane’s nose is directed) is fixed at the centre of the display

e.g. if we turn right, the background will turn left
This is how the current mouse controls function in WoWp


  2.  The point towards which the plane is headed has the possibility to be moved around the screen

e.g. if we quickly move the camera to the right the plane will start turning in this direction, with said plane’s maximum turning speed
This is another possible mode of operation for mouse controls.


The first variant requires a better understanding of the 3D situation, while the second helps players to orientate themselves more easily.

The second variant is essentially analogous to the World of Tanks controls; in that, the turret  will rotate in the direction you turn (although usually much slower). On a warplane, the guns and  machine-guns are obviously firmly fixed, and frontally directed, thus the whole plane will turn in the direction you have chosen.

I'm eager to try out the new flight systems; although a rough glance at this description gives me the impression that the second theory is like the simplified control system that some other games have offered that made it difficult, if not impossible to perform certain maneuvers.

Quote

Control Modes

The new mouse control system will have two different modes, both of which have been designed to serve different purposes:

‘Pilot Mode’ – this mode is most convenient for sharp, sudden and complicated manoeuvres, and also provides a very good field of view.

‘Ground Attack Mode’ – this mode has been designed for bomb strikes and for low altitude flying.

The warplane will automatically fly at a set altitude, whilst the player can focus on attacking ground targets, and the camera is fixed in a position a little under the warplane – this  should provide a great view for bombing, but it should also be fairly convenient to shoot using the regular armaments as well

Additionally, we should probably also explain that the mouse controls are built upon a certain amount of ‘AI help’.

When a player moves the mouse, he sends information on what to do, but not precisely how to accomplish it;

i.e. “fly towards the top left corner”, but not “while ailerons are deflected, list 60 degrees to the left, and start ascending at a 30 degree angle, and on reaching the required  pitching and banking angles, return the elevators and ailerons to neutral”


All of these more complicated parameters will be calculated by the built-in AI (Artificial Intelligence). Incidentally, the AI ​​did function roughly in the same way previously, but has now been  somewhat reconfigured.

So, the AI settings for the ‘Pilot’ and ‘Ground Attack’ modes are very different. The ‘Pilot Mode’ gives a lot of priority to manoeuvrability – the AI will always aim to bring the aircraft back to  the specified player course as quickly as possible, using the optimal path, even at the cost of height or speed loss. Whereas, in the ‘Ground Attack Mode’, the plane will manoeuvre more  slowly, with the AI always trying to retain maximum height and speed.

You’ll be able to feel the difference between the two, we promise!

*Apprehensive white-knuckle grip*
This sounds awfully familiar to the 'dog fight mode' and 'air strike mode' from Ace Combat: Assault Horizon.
I'll wait and see what these are about, but these designs were met with mixed reviews from the player community.
The hardcore fans hated them while the brand new players on the scene seemed to love them.
I personally did not like those because it made the game feel too much like a rail shooter and less like an actual flight game.  Again, I'll wait and see, but I'm not setting high hopes for these just yet.

Quote

New Battle Interface

In fact, in the new patch, we will have two of them:
  • “WoT-like”
  • Minimalistic
It doesn’t make sense to give too much of a detailed description here – this is another thing you will need to try out and experience for yourself.

We can, however, focus briefly on the new speed indicator within the ‘Minimalist’ interface. This will have several colour ranges, and you will need to be aware of the colour indicators as  they each have their own specific meanings:
  • Red – critically low speed value, and players will need to beware of stalling (or may even already be “enjoying” this!)
  • Green – normal combat speed
  • Light Green – ‘optimal speed’: at this speed, the warplane has the greatest manoeuvrability
  • Orange – speed close to the maximum: at this speed the warplane will obviously not “fall apart”, but the effectiveness of the control surfaces is greatly  reduced and players will experience decreased manoeuvrability
These speed ranges will be historically accurate, and will also be calculated for each individual warplane configuration automatically.

And yes, before you ask, it will obviously also be possible to select/enable the “old” interface!

LOVELOVELOVE this idea.   This will certainly help players better understand the importance of controlling throttle, boost, and flaps.  

Quote

Improved Graphics

Significant changes to the in-game graphics were introduced with Patch 0.3.5, and this work has only continued with Patch 0.4.0.

It is perhaps worth noting that the new graphical improvements are based around four specific areas of work:
  • Rendering improvements: these are almost done, but we continue to work on the optimisation
  • Improved warplane models: this is not finished yet, and will be even better in 0.4.1 and further patches
  • Improved maps: these will be finished later, and are an area in which we will continue to concentrate in the future
  • New clouds: this is an area in which we seem to have finally solved the earlier performance problems, and new clouds have therefore been added (with the old ones removed!)
Again, these changes are another aspect of the game that will be better appreciated when seen with your own eyes.

Never been my first priority, but always a plus; especially if render performance can be improved.

Quote

In Conclusion

First of all, thank you for reading this huge text! We really are very happy to tell you more about Patch 0.4.0, and that’s one of the reasons why we’ve gone into so much detail in advance.

Secondly, please remember that this is obviously still Closed Beta. We’re continually polishing, polishing, polishing… and, even with a huge amount of work already done, we still have a long  way left to go. We cannot simply test these things internally if we hope to be able to find all the potential issues…

Which is why, thirdly, we would like to thank you sincerely for your interest in the project, and – to the testers – for all of your forum posts, your feedback, polls, and observations… as well as all the bugs you’ve helped discover.

We thank you for your patience, and we thank you for participating in the development of World of Warplanes.

:Smile_honoring:

Edited by bearrick, 11 February 2013 - 08:59 AM.

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Kraff_Dinner #50 Posted 11 February 2013 - 02:06 PM

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The new renders look gorgeous.

Lets hope this is a step forward.

ChoasOverlord #51 Posted 11 February 2013 - 05:20 PM

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Even though I have not had the oppertunity to test the game as yet .. Hopefuly I can be part of the test pilots , testing the new patch sound like its gona be exciting... :Smile_honoring:

B_Wilco #52 Posted 11 February 2013 - 05:37 PM

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I like the looks of the new renders, just hoping it doesn't bog performance too much like when they updated WoT(a 60fps drop hurts). Will have to see how this pans out before i say much more.

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ChoasOverlord #53 Posted 11 February 2013 - 06:04 PM

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View PostB_Wilco, on 11 February 2013 - 05:37 PM, said:

I like the looks of the new renders, just hoping it doesn't bog performance too much like when they updated WoT(a 60fps drop hurts). Will have to see how this pans out before i say much more.

Ah yes you are talking about the patch that made my fps drop as well ... will have to wait to see what the WOWP changes have made to the fps and lag (one of the questions I have to get aswered when I start testing is what happens to a plane during lag ... in WOT during lag if you are not moving its ok u may get shot up a bit but nothing serious most of the time ... but in WOWP you are flying ... cannot wait to see what happens ) ... :Smile_honoring:

TabrisAzrael #54 Posted 12 February 2013 - 12:07 AM

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Always glad to read a wall of text when it relates to something like this.  And when an engine change is involved, the more details you feel you can release, the better.  A lot of this sounds ver good, bearrick makes a very nice summary of points that I'll contrast with.

New mouse controls: same concerns and reservations.

Control modes:  I haven't played any of the Ace Combat line so I'm can't speak to its content, but as an only occassional player of ground attack, I like the sound of this.  For players that have really taken the time to figure out the art of bomb deployment and altitude and speed manipulation, this may not be as appealing but for players like myself that haven't bothered as much, this addresses one of the main issues that I've had where (using a mouse) its very easy to change flight dynamics you didn't intend to while making course corrections to land a bomb on target. However, this could create a gap between mouse and joystick players where mouse users find it harder to survive a bombing run due to more limited control ability compared to joysticks and other control schemes.  We'll see how it tests out.

Battle interface:  can't agree enough on this point.  Wouldn't mind something similar for altitude as well.  Except for the x-planes, most pilots went into battle knowing their planes performed better at certain speeds and altitudes, nice to finally have the same offered in game.  Having something other than trial and error to find a plane's flight envelope is a godsend.

Graphics: looking better all the time, but aside from certain details (being able to see flaps/rudder/elevator positions, bombs/rockets remaining) graphics are visual frosting on a gameplay cake.

As for the rest, I may lose my temper on occassion in game, but I still think its a great game and its only going to get better (well, at least till launch, we'll see what I think when i have to deal with 50000 other players...).

bearrick #55 Posted 12 February 2013 - 06:06 AM

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View PostTabrisAzrael, on 12 February 2013 - 12:07 AM, said:

Control modes:  I haven't played any of the Ace Combat line so I'm can't speak to its content, but as an only occassional player of ground attack, I like the sound of this.  For players that have really taken the time to figure out the art of bomb deployment and altitude and speed manipulation, this may not be as appealing but for players like myself that haven't bothered as much, this addresses one of the main issues that I've had where (using a mouse) its very easy to change flight dynamics you didn't intend to while making course corrections to land a bomb on target. However, this could create a gap between mouse and joystick players where mouse users find it harder to survive a bombing run due to more limited control ability compared to joysticks and other control schemes.  We'll see how it tests out.

Basically, the dogfighter version AC used turned the chaser into a rail shooter.  You had less control of your plane as it mostly followed your target.  You kind of had to move to follow them if they were zipping all over the place just so it wouldn't throw you out of the fight mode.  Then, your target could slow down, level out, and hit a "dodge roll" button and instantly get behind you.

The ground attack version of this was a bit more useful, but only on one multiplayer game mode and made you super vulnerable to other planes.  But in that one game mode, you had to enter ASM to potentially win.  Again, it basically turned the game into a rail shooter.

You can look up videos on youtube and read old posts on other forums and see the mixed player reviews of these systems.
There didn't seem to be any middle ground.  Either people loved them, or they hated them.
That's why I, and I'm sure anyone else here who played Assault Horizon, will look at the new Pilot and GA modes with scrutiny.

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NoobSkiLLz #56 Posted 12 February 2013 - 06:50 AM

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I cant wait to see how this game evolves over the next 6 months...should be fun. I just wish it would be open to more testers so it would be easier to get in matches at all hours of the day/night. Keep up the good work WG

Elios0 #57 Posted 12 February 2013 - 08:27 AM

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well i do not like the idea of not directly being in control of the aircraft
basicly what you have done is made a VERY bad fly by wire system and that will lead to some thing called PIO
Pilot-induced oscillation
http://en.wikipedia....ced_oscillation

Quote

Pilot-induced oscillations, as defined by MIL-HDBK-1797A,[1] are sustained or uncontrollable oscillations resulting from efforts of the pilot to control the aircraft and occurs when the pilot of an aircraft inadvertently commands an often increasing series of corrections in opposite directions, each an attempt to cover the aircraft's reaction to the previous input with an overcorrection in the opposite direction. An aircraft in such a condition can appear to be "porpoising" switching between upward and downward directions. As such it is a coupling of the frequency of the pilot's inputs and the aircraft's own frequency. During flight test, pilot-induced oscillation is one of the handling qualities factors that is analyzed, with the aircraft being graded by an established scale (chart at right). In order to avoid any assumption that oscillation is necessarily the fault of the pilot, new terms have been suggested to replace pilot-induced oscillation. These include aircraft-pilot coupling, pilot–in-the-loop oscillations and pilot-assisted (or augmented) oscillations.[2]




the issue will come up more when the code has to pick between 2 control inputs like pitch and roll and will end up having to drop one

please no back seat flying
when you move the control you need move the control surface dircetly no lag nothing then you compute how the aircraft should moved based on your flight model
any thing other then this will only end baddly

Edited by Elios0, 12 February 2013 - 08:47 AM.

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Elios0 #58 Posted 12 February 2013 - 08:33 AM

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indicator

View PostProper_Bo, on 06 February 2013 - 02:21 PM, said:

We can, however, focus briefly on the new speed indicator within the ‘Minimalist’ interface. This will have several colour ranges, and you will need to be aware of the colour indicators as  they each have their own specific meanings:

  • Red – critically low speed value, and players will need to beware of stalling (or may even already be “enjoying” this!)
  • Green – normal combat speed
  • Light Green – ‘optimal speed’: at this speed, the warplane has the greatest manoeuvrability
  • Orange – speed close to the maximum: at this speed the warplane will obviously not “fall apart”, but the effectiveness of the control surfaces is greatly  reduced and players will experience decreased manoeuvrability
These speed ranges will be historically accurate, and will also be calculated for each individual warplane configuration automatically.

And yes, before you ask, it will obviously also be possible to select/enable the “old” interface!

ok almost but not really
lets fix the colors a bit
THIS is an Airspeed indicator the colors on it are standrized across the world
fix your colors to match this
Posted Image

and one of these would be useful its call an AoA indicator or Angle of Attack indicator
Posted Image

Edited by Elios0, 12 February 2013 - 08:37 AM.

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Crag_r #59 Posted 12 February 2013 - 10:43 AM

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View PostElios0, on 12 February 2013 - 08:33 AM, said:

indicator


ok almost but not really
lets fix the colors a bit
THIS is an Airspeed indicator the colors on it are standrized across the world
fix your colors to match this
Posted Image


Not everyone that plays the game is a Pilot, so the game colours suit those unfamiliar with flight a little better as it gives them the info they are going to use in game.



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Lieutenant_Bob264 #60 Posted 12 February 2013 - 11:03 AM

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View PostCrag_r, on 12 February 2013 - 10:43 AM, said:

Not everyone that plays the game is a Pilot, so the game colours suit those unfamiliar with flight a little better as it gives them the info they are going to use in game.


+1, adding additional things that are not obvious to the average person when looking at them is only going to serve to confuse. If you are a pilot and already know about angle of attack, all the V speeds and everything else, then having some of this stuff might be over kill. Just having an indication of where Va is should suffice in the case of airspeed indicator.



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