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Posts posted by Butzzell

  1. S! All


    We switch sides this week.  Blue team is Entente and Red team is Central.

    The spawn in point for planes has been changed from a single line abreast to an array of 5 wide by 4 deep. This is to allow more people to spawn in at a base. Please remember that when you spawn in there may be someone in front of you.  

    This should also get rid of any bugs where planes spawn in behind hangars.  Famous last words.

  2. S! All


    I am not sure what is causing the disco at the beginning.  I am using the single line spawn in at the airfield. This limits about 6 planes in line and then someone needs to move forward for others to spawn. I am testing a multi line airfield spawn in. If it is successful, I will change them over. It would mean that you have to be careful when you spawn in because there may be someone in front of you.


    Obviously I do not really know what is causing the disco. Why does it happen once and then not after the restart? Is there a maximum number of players no mater what is selected in the SDS file? at present we have about 64-67 players. Server file is set to 70. I will increase it to 80.


    Have fixed a Supply Depot subtitle error again.


    I have added a Central air start to the Entente side and an Entente air start to the Central side for the practice map. This will shorten the times for practicing 2 seater missions. These are just air start. You cannot land at them to complete missions.

  3. S! All 

    good sized update today.

    Option available to restrict 3Dmigoto and reshade.  Update says that 3D migoto zoom not needed anymore. Zoom in game has multiple options.


    Update list here:


    Dear friends,


    We've decided to release the new update 4.007 relatively soon after the previous one, because the fixes and improvements it brings, while not being major, are nevertheless important for the project as a whole. We have heard your feedback on the view system improvements, added new options to the multiplayer functionality, which govern the usage of graphical mods, in addition, we did additional research on the workarounds for the Direct 3D functionality not supported by one of the graphics cards vendors. Damage modeling has been improved to take into account the control systems damage (rods, wires, etc.). We have also added a new German pilot model in the early summer uniform. The full list of changes follows:


    1. Ju 87 D-3 dive bomber has been upgraded to 4K external texturing thanks to Martin =ICDP= Catney, including two additional official skins;
    2. Aircraft control systems DM has been upgraded. The probability of losing control in a certain control axis depends on the control wires or rods configuration of a particular aircraft and existence of a reserve control channel (or its lack thereof);
    3. Workarounds for the remaining graphical artifacts on AMD cards (like black contour around the aircraft when viewed from its cockpit) have been implemented;
    4. New multiplayer server option “Restrict Injectors” allows the server hosters to restrict access for users with graphics injectors like Reshade or 3dmigoto;
    5. Five new mappable (RCtrl+NumPad_Del,1,2,3,0 by default) zoom commands have been added that allow quick zooming to various degrees (minimal, maximal and 3 intermediate levels). Zoom value set by a mouse or joystick axis or keyboard keys is not affected by the new quick zoom and after releasing a quick zoom button the FOV will return to the one set by an axis. These new commands work in either 2D or VR mode. The old 'VR zoom' command has been deprecated (its equivalent is the new maximum quick zoom, RCtl+NumPad_0);
    6. There is a new setting in the Camera options that governs the speed of the new zoom commands;
    7. Tank commander binoculars give three times more powerful zoom than before (they give a minimal FOV that is technically possible in the game);
    8. The current FOV (Field Of View) value is shown next to the in-game FPS counter (that is activated by Backspace key by default);
    9. Gunsight FOVs have been corrected for all tanks;
    10. German fighter pilots of the Battle of Moscow, Battle of Stalingrad and Battle of Kuban have a new visual model and a sidearm during Summer (new Winter model, also with a sidearm, will be added later when it is ready). Because of this, the default camera position and user-customizable snapviews (.svc files) were changed on Bf 109-G14, Bf 109-K4, Me 262-A, Fw 190-A3, Fw 190-53, Fw 190-A8 and Fw 190-D9. The updater should overwrite the old files for these planes with the new updated ones for you, but in case this action was blocked by antivirus software on your PC and you see a wrong view in the cockpit of these aircraft in the game, please copy the new default .svc files for these aircraft from \data\LuaScripts\snapviews\defaults to \data\LuaScripts\snapviews manually. If you haven't customized the view positions on other aircraft, you can just copy all the files from  snapviews\defaults to snapviews folder;
    11. Bomb holders on both Bristol Fighters appear correctly depending on the ammo loadout;
    12. Pedals on both Bristol Fighters appear correctly in a neutral position;
    13. The issue that made the detached parts of Flying Circus aircraft invisible in the multiplayer has been found and fixed;
    14. Fw 190 D-9 canopy glass appear correctly at medium distances;
    15. Fw 190 D-9 oil on windshield visual effect has been restored;
    16. Destroyed static KV-1 model won't have white tracks when viewed from a distance;
    17. Tank turret turn indicator won't visually 'jump' when passing the back position;
    18. APHE rounds stopped by the armor won't damage outside objects;
    19. Train wagons won't appear detached from the locomotive in some missions;
    20. Guest crew members in multiplayer will correctly hear the sound of the tank turret turning;
    21. Guest crew members in multiplayer will correctly hear the sounds of the hatches closing or opening;
    22. Certain HE rounds explosions can be heard from an aircraft cockpit;
    23. The arm model has a correct sidearm in it in VR mode;
    24. The arm model won't drop a shadow when there is no body rendered;
    25. The arm model has the correct size in VR mode;
    26. Missing road segments that sunk inside the terrain have been corrected on Kuban map;
    27. Random CTD in multiplayer fixed in case when other player tank have been spawned.

  4. S! All


    The present FiF is almost a completely new file. Thanks to the many people that have been testing it, most of the bugs and glitches have been found.


    A couple of changes from the past.


    A trench attack plane is not necessary. Any plane can attack the MGs when the trench attack mission pops up.

    The altitude for the HQ recon is  above 2 km and below 4 km. There are only three locations. There is no way to know which one is active. You must fly directly over the building. About 10 seconds later you will get a message to make a second pass. 

  5. The latest patch for Flying Circus may not be perfect but is felt to be a step in the right direction. We would like to go ahead with a shortened version of Flanders in Flames 2020 Spring campaign. This will be a "Dry Run" on 30, May followed by just four weeks of combat, June 6th, 13th, 20th and 27th. Each team will  have two weeks as Entente and two weeks as Central.  Planes will be Dolphin, SE5a, Bristol, Alb DVa, Pfalz D3, Fokker D7 vanilla - no f- and Halb CL 2.

    While Flying Circus allows for many more "Live" targets, we found that in the last campaign that the large number of bombing targets removed the need to do many of the specialty missions. For this campaign we will return to a map with numbered targets. The game will announce which of the targets is "Live" for this session.

    Machine guns still line the trenches on each side but have been removed from targets. Targets have one flak gun except for factories which have two. 

    No trains. Entente has three ships that are stationary and must be found. Central has three ships moving on rivers.

    Each side has three on road vehicle convoys. Last vehicle is a flak gun.

    Because of soggy ground the Spy mission and the General capture mission have been removed.

    The Prisoner Rescue mission is back. The time for the ambulance to go from the prison to the airfield has been reduced. Mission works exactly as in RoF. Landing at the enemy airfield to pick up the prisoner will not be seen as a capture by the game.  The Prisoner now mentions an area that must be searched for a target. This is similar to the Spy and general Capture missions of the past. When Landing at a friendly base the Prisoner mission activates a Reserve Unit target.

    The Trench attack mission is still triggered by completing the Trench Map recon. The Trench attack mission has been changed. It has been moved closer to the middle of the mud. It represents a weakness in the Central front lines.  It is now a broken city. There are several broken cities on the map with tracers all around them. You will have to make sure you are at the correct position. There are 7 Central MG posts next to buildings and 9 Entente MG posts around the city in a semi circle.  The MG posts on both sides have a circle of crates around them for easier spotting so that you know you are at the correct target. Entente must destroy all 7 Central posts and Central must destroy all 9 Entente MG posts. The first team to complete their mission blocks the other team from completing the mission.  Success 1, Failure 0.  This is a change from our normal scoring system.

    Updated maps and info will be posted shortly.

  6. Salute to the Flight Sim Community.

    Normally we would be offering Flanders in Flames Spring Campaign. Unfortunately we are not going forward with FiF at this time. The recent changes to the DM have created a huge disparity in plane survivability. 

    We have made a commitment to FC as being the next generation WW I flight sim but do not want to put forward an event based on a sim with obvious problems. The developers are aware of the situation and are actively seeking a solution to the DM problem. Hopefully it will be fixed soon. At that time we will re-evaluate.

    Thank you for your support and understanding.

  7. S! All

    The original project was a skin file that started at time zero,  All skins in use at that time were included. The goal was that new skins would be updates to that folder. Original big- follow on small. Within that overall goal was the idea future skins would be along the line of historical skins. Within that parameter some basic JG1 schemes were made. We are using those parameters for future skins, People doing skins will be guided into these schemes and given freedom for some personal variation. NO ONE wants to go back and redo skins. We also do not want people constantly tweaking their skins.  When approved, new skins will be put into a pack and posted as an update.


    So, If you like your skin, you can keep your skin.   



  8. S! All


    Due to big disco session three is not being counted. Blue team was practically wiped out of planes. Red team still had planes and Blue had some people still flying, so the session went to the end as something to do for fun and to test the scoring system.  It was fun and the tally system worked as expected.

    We will move on to session 4 and not replay session 3. We do not run into time set for Bloody April.


    The number of allowed players was set to 90. We had less than 60. There were no problems with people getting on the server but due to lower numbers it was not a real test.

  9. S! All


    As Klaiber posted, please check times.  Personally I wish we would get rid off the whole daylight savings time thingie.


    A brief update.


    I think I have found why the totals page is not correct. I thought it was a function of counting the actual missions. The missions were being counted correctly. It was a link deep in the actual display array itself.  It  now works as expected.


    There was a bug in  the Central HQ recon where it would sometimes display the HQ location incorrectly after the plane returned to base. There was a duplicate function that was fighting itself. The Central HQ mission now works as expected and the error is not reproduced.


    There was a problem with people trying to get on server. Server was set for 70 players. Updated server for 90 players.

  10. S! All


    First big CONGRATZ to Blue team on a stunning phase A victory.


    For phase B we start with Blue team Central and Red team as Entente,


    One minor change     ....  maybe.  I have a new practice map. Looks the same but I adjusted the hit points on trucks.  Famous last words..... you should be able to kill trucks with machine guns.  I am afraid it is going to take a while to get things working as expected.

  11. S! All


    We had some really great fights as shown by Daedallus in the video he posted. There were 59 players on the server at the same time.  The server was running an SPS that bounced between 49.9 and 50.1.  The tick delay was 11.2.


    There was a problem in the Spy pick up mission. The practice server is up with three Central airfields in the rear of Entente territory. They are air start so people can quickly do specialty missions. If you want to restart the mission on the server you kill the balloon at the two seater base. When the server restarts the mission it takes almost 2 minutes to go through the target selection process. Wait a couple of minutes before spawning in. Please remember that  the special missions require the use of the plane named for that mission.  An HQ recon can not do a Trench Map recon mission. We dearly miss the RoF recon program done by AnKor.


    FiF uses a limited plane set. The purpose is to make people remember that their life and plane are special. The overall goal is to have fun flying. Red team ran out of scout planes. The main reason for this is that they got shot down. Curse you Blue team!  The other problem is that people are surviving crashes much easier than in RoF. In the past many people that were shot down died. Also as mentioned above we have more players in the session. It may take some time to figure out the appropriate number of planes. For now we want to keep people flying that can fly.  The plane availability is being increased by 6 planes for each side. We will see how this goes.

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