2.12 Announcement from 'BADER' of the BoB Developers Group (BDG)
Every year in the UK we remember the Battle of Britain on 15th September. So much has been said and written since 1940 that modern eyes can see this as a small struggle, in the context of six years of worldwide conflict. Indeed it was, in terms of human scale.
But at the time, its importance cannot be overstated. It brought together the largest and most powerful airforces in the world in an age where air power was the defining characteristic of national strength. It pitched these forces into a battle which was the first step in turning the tide of the war.
BoBII is the only comprehensive simulation of the Battle of Britain. It will remain the benchmark. Rowan's vision is still unique and powerful. Moreso today, with the years of updates than when initially released. We hope you enjoy our Time Machine.
Content for BoBII 2.12 is now final. We have to complete testing and then package up final installers. Below is a preview of what's included.
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Battle of Britain II BDG_2.12 Release.
Please note that the items listed in these release notes are all incremental over 2.11. For notes on prior updates there, please see:
http://www.a2asimulations.com/forum/viewtopic.php?f=10&t=19536&start=0This update has been brought to you by the freeware BDG (BoB Developers Group) team. We hope you enjoy the continued enhancements for what has been a real labour of love for over 10 years.
So what's included?1) Major Campaign Game features update (two27)
2) Bug fixes and AI behaviour updates (Buddye)
3) Historically accurate key features, Accuracy of airfields, industrial targets and defences is now simply unsurpassed by any past or future BoB simulation.
4) Historically accurate key features - RAF airfields (Ben, PV, Stickman)
5) Historically accurate key features - Industrial locations (Stickman and PV)
6) Historically accurate key features - AA defences (Stickman)
7) Historically accurate landscape features - (PV)
8 ) More new models - (Ben)
9) Flight model corrections - (blue six)
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Note1: this update will bring *any* previous version up to 2.12. You do not need any previous patches at all.
Note2: You will need the latest DirectX to run 2.12.
You will get a missing .dll error if you do not. When you run the 2.12 self-installer it will point you to the Microsoft DirectX update page. Update to DirectX9.0c (June version). Unfortunately, there are multiple versions of 9.0c so if in any doubt, update.
Note3: The MultiSkin patch should go ON TOP OF Battle of Britain 2: Wings of Victory v2.12 Patch (English) OR Battle of Britain 2: Wings of Victory v2.12 Patch (International)
You should have a 256M gfx card to be sure to run without issues.
Note4: How to back up your existing settings from earlier BoBII updates.
Buddye's installation guide HERE->
http://www.a2asimulations.com/forum/viewtopic.php?f=10&t=19368B Back up your Bdg.txt and \savegame, \2dGauge, and \keyboard folders (these folders contain all your settings and joystick buttons)
Note5: If you have a low end system and experience a crash once into 3D, go to your bdg.txt file and set LANDSCAPE_TEXTURE_SIZE = 1024 (the default is 2048). This will reduce the landscape texture resolution by a factor of 4 and should help users with low system memory.
Note6: The minimum requirements for BoBII have changed very significantly since initial release. To run 2.12 successfully we recommend Win XP/7, 2GB RAM, 1GB Video card, Strong Dual or Quad Core processor. The BOB2 campaign however can still be played in 2D on older PCs with no problem.
Note7: Vista and Windows 7 users may need to apply the 'Vista/Windows 7 fix' to your desktop shortcut as a fresh 2.11 install will overwrite the previous shortcut.
Right click on shortcut and go to properties. Go to the compatibility tab. Check "disable desktop composition" and check the privilege level, run this program as an administrator.
Note8: Forcing VSync with ATI card
There is a known issue with the latest ATI cards and VSync. See
http://www.a2asimulations.com/forum/viewtopic.php?f=10&t=21660In short, you need to right click your ATI tray icon and enable through that (Wait for vertical refresh->Always on).
Note9: Framerates over densely populated areas of 3D objects.
See the section later in this thread. Object rendering is not as efficient as we hope to make it in the future. Be prepared to check your Ground Object Density settings in densely populated urban areas. See below.
Note10: You will not be able to run old campaigns with 2.12. You will need to restart them.
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Campaign updates release notes; Very significant fixes, improvements and adjustments have been made, especially to the Luftwaffe campaign. This is the biggest campaign fix since release of BoBI, let alone BoBII. A huge piece of work.
Here are comprehensive notes from our very talented and dedicated coder Randy. (Word doc.)
Here: -->
https://dl.dropbox.com/u/90809772/BoBII%202.13%20Campaign%20Updates.docx <-- Here
And here is Stickman's excellent Luftwaffe campaign thread. Very useful for Luftwaffe players.
Here: -->
http://a2asimulations.com/forum/viewtopic.php?f=48&t=11481A terrific thread on how things have changed for the Luftwaffe campaigner. Worth a good read!
Here: -->
http://www.a2asimulations.com/forum/viewtopic.php?f=10&t=29337========================================================================
Historically accurate key features, Accuracy of airfields, industrial targets and defences is now simply unsurpassed by any past or future BoB simulation.
a)
Historically accurate key features including buildings, roads and treelines - RAF airfields (Ben, PV, Stickman)
RAF Fighter Command: Updated: Biggin Hill, Coltishall, Croydon, Debden, Duxford, Gravesend, Hawkinge, Hornchurch, Kenley, Lympne, Manston, Martlesham, Middle Wallop, Northolt, North Weald, Pembrey, Rochford, Stapleford, Tangmere, Warmwell, Westhampnet, West Malling
RAF Bomber Command: Updated: Andover, Boscombe Down, Detling, Odiham, Worthy Down
RAF Coastal Command: Updated: Eastchurch, Ford, Gosport, Lee On Solent, Shoreham, Thorney Island
b)
Historically accurate key features - Factories (Stickman and PV) from period photographic sources.
Updated: Woolston Supermarine, Woolston Supermarine, Itchen Aircraft Factory, ThornyCroft Motors, Southampton Electrical Works, Westland Aircraft works, Farnborough R.A E. (now the Home of the British Army), Canterbury Industry, Brooklands Vickers Works, Brooklands Hawker Factory, Langley Hawker Factory, Feltham General Aircraft Factory, Hatfield de Havilland Works, Luton Vauxhall Works.
c)
Historically accurate key features - Oil, Gas, and Power targets (Stickman, PV, Ben) from period photographic sources.
Updated: Battersea, West Ham Power Station, Beckton Gas Works, Thames Haven Oil Farm,
d)
Historically accurate key features - AA defences, see below (Stickman)
e)
Historically accurate landscape features - (PV)
Updated: Southampton, Woolston, George V docks, Wemouth, Tilbury, Thames Haven, Gravelines to Dunkerque.
f)
Historically accurate landscape features - docks - (Stickman, Ben, PV) from period photographic sources
Updated: Portland Naval Base, Weymouth Docks, Southampton Docks, Bournemouth Docks, Eastbourne Docks, Sheerness Docks, Dover Docks, Tilbury Docks, Brighton Docks.
f)
More aircraft models. Look for the Supermarine Walrus and Blackburn Shark at Coastal Command locations,and buses.
Watch out for three at once. (A typically British piece of humour from the very classy Rowan team that we have left in.)
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Historically accurate key features - AA defences (Stickman).
This is a tremendous piece of work to research light, medium and heavy AA defences during the BoB period. AAA emplacements of the right calibre have been situated in the game exactly where they were in 1940 as in this shot of Dover Castle.
British AA was fairly ineffective in the early war period and was over-estimated by the Luftwaffe. Later, it improved.
Full release notes to come shortly...
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2.12 code (exe) Changes from 2.11 ] (Buddye)1. In the R-3-5 Radio command, the Ghost A/C (internal tracking of player) must not be excluded so that you can effectively command the AI to attack a new target (you must padlock the target first).
2. CTD reported by Chumleigh in campaign. I added a null pointer check to defend against the CTD.
3. Fixed the problem of the AI A/C flipping on their backs when the player or enemy AI is shooting at them during auto takeoffs or landings. The AI were trying to maneuver to avoid a conflict with the players. It was a conflict avoidance issue, The fix was to "not" do conflict avoidance during the AI auto takeoff or landing. Turned out to be a very tough problem to understand.
4. Added a NULL pointer check (mad) in program "Add_Shadow" to work around a CTD reported (thanks to Chumleigh's report).
5. Changed the Group Go Home criteria for the Campaign only. The Group will go home when the number of A/C left fighting plus the number of A/C in go Home status is equal or greater than 50% of the number in the original Squad. The Campaign players wanted this change to reduce the number of A/C in the Squad being killed.
6. A change to keep the RAF A/C from going to France most of the time. I did implement a random factor for individual A/C in a Squad so that on rare chance a "wild duck" pilot will continue chasing the enemy back to France.
Note: to use this code you must set the following: BDG_Values.RAF_Breaksoff_Before_France = ON. The default is OFF.
7. I implemented two new BDG.txt parameters for two AAA guns as follows:
-- Reload_LT_BRIT_3_7IN_Gun = 1800.000000 #The Reload Time in CSeconds (Csec/100 = sec)for the British 3.7 inch gun.
-- Reload_LT_BRIT_4_5IN_Gun = 1200.000000 #The Reload Time in CSeconds (Csec/100 = sec)for the British 4.5 inch gun.
Stickman will use the new parameters to test and find the best default values for both the 3.7 IN and 4.5 IN British guns so the players will not need to change (unless they want something different).
8. I added the following Bdg.txt parameters for Testing by Heinkill so that he can evaluate the effectiveness of "straggler" code:
BOB_WING_OV_A = 100.000000 #Bomber Phase one wing, straggler
BOB_WING_OV_B = 160.000000 #Bomber Phase two wing
BOB_ENG_OV_A = 100.000000 #Bomber Phase one engine, straggler
BOB_ENG_OV_B = 200.000000 #Phase two engine
BOB_CAN_A = 50.000000 #Bomber Phase one canopy, straggler
BOB_CAN_B = 100.000000 #Phase two canopy
BOB_CAN = 2.000000 #JU87 canopy
BOB_ENG = 190.000000 #Used for determining engine fire, do not change
The three BDG.txt straggler changes are shown for #8. Here is the code and the code text:
First the straggler code is as follows:
if ( ac->ai.islimpinghome == false &&
((adptr->ENGINELEFT > BDG_Values.BOBENGOVA) || (adptr->ENGINERIGHT>BDG_Values.BOBENGOVA) || //BDG_Values.BOBENGOVA =100
(((adptr->LEFTWINGOUT + adptr->LEFTWINGIN + adptr->RIGHTWINGIN + adptr->RIGHTWINGOUT) /4) > BDG_Values.BOBWINGOVA) || //BOBWINGOVA = 100
(adptr->CANOPY > BDG_Values.BOBCANA)) ) //BOBCANA = 50
These are all "or" so if any are true the bomber becomes a straggler, and then either heads home or tries to complete his mission at a slower pace.
The three key parameters are:
BOBENGOVA =100 this is the engine damage (so if the either engine is damaged greater than 120 out of 256 the bomber becomes a straggler
BOBWINGOVA = 100 this is the wing damage so if the sum of all the wing damage (two wings plus inside and outside wing) divided by 4 is greater than 120
BOBCANA = 50 this is the canopy damage so if the bomber canopy damage is greater than 50 the bomber becomes a straggler
9. No evasive maneuver if attacking A/C is maneuver = STRAFFE and target A/C has it gear on the ground.
10. Added a new BDG.txt parameter for those who want a an option for the JU87 behavior (maybe not realistic but the JU87 did have front guns):
Do_You_Want_The_JU87_To_DogFight=OFF # ON = After being fired on (and a evasive maneuver) the JU87 will dogfight OFF = No, dogfighting after being fired on (and an evasive maneouvre)
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Flight Model (FM) updates.
Some notes from Blue Six, our FM specialist.
"Bf110 wing aerodynamics have been revised to bring them into closer compliance with those being used for the Bf109 (both aircraft used NACA 2R1 foils, the only difference being that the Bf110 had a higher thickness to chord ratio on the inboard section). Top speed and max roll rate remain unchanged, turn capability is slightly improved. While still no match for the RAF single-seaters, the Bf110 is less obviously out-classed and much more pleasant to fly.
The 3D prop pitch gauges on the Bf109 and Bf110 have been repaired. Each now indicates full fine pitch at the "12 o'clock" position, and unwinds counter-clockwise, indicating full coarse pitch at approximately "6 o'clock." The Bf110 gauge fix is interim and will be finalized once minor code changes are complete."
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Screenies
Note: please select FULL Ground Object Density in the game setup screens (under "More GFX") to see all of the objects.
Westminster
Folkestone Harbour
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Yet another wonderful team effort across all times zones and nationalities. The passion and dedication of the team continues to humble me.
We don't do this for the pay, merely for the love of a shared passion.
There are dozens of people contributing to the various versions so far.
Please see past release notes for previous versions. Specifically on 2.12, thank you to:
Coders- Buddye, two27
Flight Model (FM)- blue six
Models: Creation, conversion- Ben
Textures- Ben, Stickman
Landscape- PV, Stickman
Testing/General- alexcraig, chumleigh, Borton, Stickman, Heinkill, creepycrawl, tigermoth
and, as ever, Scott, for allowing us to camp out here and general support.
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Multiskin updates2.12 Multiskin will follow the main code update. Bf110 schemes will be updated and 'A' and 'B' camouflage patterns will be introduced for RAF fighters. It is worth re-stating that BoBII does something that no other sim has ever done (or will ever do). It models every single aircraft down to Squadron or Staffel level with unique paintschemes and identifying codes.
All in, over 2,000 schemes for all fighters and bombers are authentically modelled, a unique feature of the passion and dedication of the BoBII community.
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