TFS Developer Update - July 2018

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Bonkin
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TFS Developer Update - July 2018

Post by Bonkin » Fri Jul 06, 2018 2:25 pm

Hello ACG,

I am posting to introduce myself as the new Team Fusion Simulations public relations person for IL-2 Cliffs of Dover. In the other forums I've posted some blurb about myself in this section but I feel I don't need to do that here. You all know me!

I would really like to start this update by offering my sincere thanks to Mysticpuma for the sterling work he did in this role before me. Mystic worked very hard on behalf of the community and I'm sure will be missed by many. It would also be amiss of me not to offer gratitude and thanks to Spiritus Mortem, who temporarily stepped into the PR role whilst I've been getting up to speed on all of the things ongoing. This actually leads me into something that I think needs a mention - attention to detail. I am incredibly impressed at the focus the team puts into making sure things are as accurate as they can be. The team has built up a wealth of material and knowledge regarding everything from factory variants to weapon types, field modifications and performance data. When you set this against the limitations of the game engine and the necessity to understand some very complex code that is not supported by any design documentation, then it can perhaps give you an idea of why it takes a long time to develop and integrate.

In the information that follows, you will see that I talk about an "import" process. This is part of bringing any new object into the game engine. The import process involves integrating each of the level of detail (LOD) 3D models and cockpits into the game, and then ensuring that all of the internal and external animations operate correctly. The FM and DM then have to be integrated with the model before any testing can begin. In parallel to this is skin production, which in itself is a complex process because the template textures have to undergo detailed mapping to the 3D model before the artwork can actually begin.

To prepare a model for import it needs several things to be completed. In simple terms, the detailed model is created first and then many different versions are created off of it using a reduced number of polygons each time. This is LOD modelling (referred to above) and is necessary because the game engine will select which LOD model to use at distance. In addition, for each model, several different texture layers need to be added, e.g. for damage, transparency, rivets, finish (gloss/matt etc) and weathering. Hopefully this gives some explanation as to the amount of work required for just one object.

So anyway, now on with the information you really care about:

Team
We have added a number of new coders in the last few months, they, along with the previous members of this department, are allowing us to double track the importing process, (two aircraft streams) allowing for a dedicated coder for the Map Team, as well as providing man hour effort which can be allocated to other areas in the code which need improvement or bugfixing.

Schedule
A contentious issue for many but the truth is that since everybody is a volunteer working in their spare time, it is difficult to forecast release dates.

What can be said about the schedule, is that there is one (for v5.0) and that the project is on track. It is not a schedule in the traditional sense, e.g. a Gantt chart with logic links, but rather a list of activities each with a target completion date. I think the key message to take away is that work continues. In fact it has never stopped. Everybody in the team has a passion for the subject matter and wants to see the best release possible, e.g. v5.0 will happen. For me, the really exciting stuff is what is planned for v6.0. Although in all honesty, that will only happen if v5.0 is a commercial success.

Progress
Bugtracker work
A new team member has started some long overdue maintenance work. He has commenced a review all of the reported bugs with the objective of amalgamating where possible and making updates. I have highlighted some changes which I think need to be made to the Bugtracker in order for it to be less confusing. These are a long way down the priority list at this time though. In the meantime, please continue to use it as normal.

Map
For some time now the team have been working with their own custom built editor which is quite limited and requires a lot of manual inputting and code work. Consequently map development has been slower than expected. On the positive side, there has been a breakthrough in getting the original Maddox Map Editor to build and development effort is focused on getting it into a stable condition. In short, if we can get the original editor to work, (which we are confident we will) then we will save a lot of time and people who don't have a lot of code experience will be able to do the complex map work.

AI
A code study/analysis of the AI behaviour modelling has been undertaken with the aim of understanding what needs to be changed and how. This has focussed on offensive and defensive manoeuvres, the command system, detection and gunnery. It is considered that improvements can be made in all areas. Work continues but here is an extract of the report:
ANALYSIS
AI Gunners
Easiest thing to fix. Mostly isolated from the other things regarding AI so changes we make here
will not affect anything else.

We can play with parameters until we find good balance between difficulty and fun.

AI Fighters shooting
Fighter planes don't shot effectively in dogfights. This is combination of two problems. First one is
selection of correct aiming point. That one is easier to correct and it can be considered solved.
Second part of the problem is getting the plane pointed at correct aiming point. With this one I'm
not satisfied yet. In some situations and with some planes shooting is acceptable. Hit percentages
are good and everything seems to be fine. But there are some annoying occurrences of visibly bad
shooting.

Things like that are annoying for players because AI looks like complete idiot who can't do simple
correction of the aim. This is related to the way AI controls the plane but this is tricky to do correct.
When I increase effectiveness of the controls AI can't control the plane smoothly enough and it
looks bad and often result with ground collisions in low level flights.

Defensive maneuvers in dogfight
Game is using same set of maneuvers as original Il2. This is something where we can make easy
progress. More maneuvers and better selection of them will make things noticeably better. We don't
have to make very big changes here at first but we can make some positive changes that will show
players that we are going in the right direction.

Commands
This is complete mess. Just a couple commands work and half of them don't work as they are
supposed to. Biggest problem is that in order for commands to work, actions they should perform
should work. And they don't. So there is huge amount of work necessary before we can enable all of
the commands that were supposed to be in the game.

AI enemy detection
This is one of the main reasons why commands don't work. Ai have very poor vision, especially
lower AI levels. Rookies are practically blind and oblivious to the environment. This is not that hard
to fix but I need to find right balance between AI ability and computation. As you know this game is
not an epitome of efficiency as far as code is concern. So we have to be careful not to add anything
that is not absolutely necessary.
Aircraft
- Gladiator II Cockpit 3D work and import is complete. The Vokes filter (for use in desert conditions) has also been added to the External model.
- CR-42 Cockpit 3D work is complete, cockpit import and animation is now underway. External model 3D work for bomb racks also complete.
- Bf-109E-7/E-7NZ External and Cockpit 3D modelling is nearing completion. Drop tank modelling for the E-7 and F's is complete.
- The Me109F 3D work is mostly complete and texturing work is now underway (covering F1, F2). Import of an Alpha F-1/F-2 with placeholder Cockpit & Textures is in-game. Ultimately it will have high resolution textures as per the Bf109E. The F-4 3D cockpit/external will take longer due to 3D cockpit differences and the 3D modelling of the underwing gunpods.
- Wellington IA cockpit, turrets, and bombardier positions 3D work are now complete. Wellington IA/IC front and rear Turret 3D work is complete and imported in game. Wellington IA/IC Cockpit/bombardier positions are now awaiting commencement of the import process following completion of the CR-42 import. Note, the IA and IC had different bombsights so the bombardier positions are different. Wellington IC external model waist gunner positions 3D modelling are awaiting assignment although we are unlikely to expend effort modelling a mannable gunner position as players are unlikely to use it.
- Hurricane IIA/IIB/IIC (and Trop versions) external 3D modelling is complete and is now being prepared for import. Cockpit 3D modelling requires some details. IID external 3D modelling is underway.
- Spitfire IIB 'B' wing external 3D modelling is underway and should be completed within the month.
- Spitfire V external 3D modelling for Trop version is in progress. Due to the differences in the wing there are a huge number of rivets and panel lines to move.
- Dewoitine D.520 cockpit 3D modelling is almost complete. External model 3D work is nearing completion with the LOD modelling complete.
- P-40C external 3D modelling is nearing completion. Cockpit underway.
- P-40E external and cockpit 3D modelling is maturing nicely and not far off being completed.
- Martlet III external and cockpit 3D modeling is mostly complete and the LOD's have recently been completed.

Fixes
Online Server 'Lobby' function has been fixed. The intention is to release this as an interim patch.
Spitfire DM (wing damage) bug fix will also be included in the above patch. There also will be tweaks to all aircraft DM's.

In terms of PR updates I will be aiming for one a month, even if it is just a few words. This will depend on whether there is much I can show or talk about though. There have been some technical break-throughs in certain areas but it wouldn't be right to set expectations when there are still problems to resolve in order to implement them fully.

I think that covers the things I can talk about for now. If you want to get in touch with me personally then do PM me in any of the forums I'm registered in. Feel free to say hello on Teamspeak as well. Most often you'll see me on the ACG Teamspeak on a Sunday evening (UK time from 7pm) or sometimes on a Thursday. I can't promise you I'll have answers to your questions but I can listen, record them and put them to the team to use in future updates.

Also, if you have the right skills and think you could help then please get in touch. Our prime need is for more people who can do the complex 3D work required to build aircraft, aircraft cockpits, vehicles and ships, using Blender or 3DMax. Those who are interested in building and populating maps are also welcome to submit applications... in this case, Photoshop, some coding knowledge, and a thorough familiarity with the Mission Builder would be the requirements. Those with lesser Blender/3DMax skills could look at creating buildings for the Map department.

Finally, here is a short video showcasing a little of the work that is ongoing.



I hope I can serve you well.

For and on behalf of Team Fusion Simulations,

Bonkin.
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StG77_CountZero
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Re: TFS Developer Update - July 2018

Post by StG77_CountZero » Fri Jul 06, 2018 2:58 pm

nice read, good luck with pr and updates

Spigot
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Re: TFS Developer Update - July 2018

Post by Spigot » Fri Jul 06, 2018 4:45 pm

Great stuff. Looking forward to further updates and the release!

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Tex
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Re: TFS Developer Update - July 2018

Post by Tex » Fri Jul 06, 2018 5:08 pm

Great news! Can I say "I knew you when?"
Love to see the progress.
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Broadsword
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Re: TFS Developer Update - July 2018

Post by Broadsword » Sat Jul 07, 2018 1:27 pm

TL;DR - just tell us when it comes out!

:D

j/k of course - well done Bonks on taking up the important but traditionally cursed role. I'm sure you'll do a grand job and restore some faith to the punters :nice:
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And all I ask is a friendly joke with a laughing fellow rover, And a large beer, and a deep sleep, when the long flight’s over.

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Re: TFS Developer Update - July 2018

Post by Jaydog » Sat Jul 07, 2018 3:01 pm

:lux: :lux: Great information Bonks. TFS is headed in the right direction and they have a great and talented PR guy in you. :salute:
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Mysticpuma
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Re: TFS Developer Update - July 2018

Post by Mysticpuma » Mon Jul 16, 2018 9:26 pm

I think the easiest way if starting to invigorate the community is to actually get them involved in the project. I have no idea what would be involved but maybe something as 'simple' (once v5.00 comes out) as releasing the map tool as an SDK to the community?

The problem is, everything feels in limbo with no light at the end of the tunnel and with no schedule for released it doesn't even feel like there is a light switch to turn one on!

Making a map tool available would be possible route to getting parts of the community building expansions as free add-ons. These would still have to be implemented by TFS in maybe a sub menu for Community Content once they pass QC but at the moment there doesn't feel like any involvement for the community, just , wait, wait and wait longer.

I think unless TFS looks at some way of getting the community involved then even more of what is left of the sparse community will disappear and getting them back and rekindling the passion will be nigh on impossible.

Finally, looking at the online players and watching them dwindle too, it really does seem that focusing on the Single Player side of the SIM needs some concerted effort, so the AI fixes and campaigns are more significant than ever before.

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Re: TFS Developer Update - July 2018

Post by BlackDog » Mon Jul 16, 2018 11:28 pm

Great stuff Bonks... I agree with many of Mystic's points but would go further to say that I believe an aircraft update for Cliff's should be the priority. This way the existing map can be used for interim leaning forward style content, whilst a bit more time is then taken to ensure the Africa map is absolutely spot on!

I am not so sure about the Single player strategy though and would strongly encourage focus on re-igniting the interest among the multiplayer base. It is the videos of multiplayer engagements and campaigns that attract the most new pilots rather than single player videos.

Great first briefing though and wish you the best of luck with the coming months, sounds promising

:salute:
BD
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Re: TFS Developer Update - July 2018

Post by Paddy » Tue Jul 17, 2018 11:19 pm

Great update Bonks, a top man to have in the seat and bally refreshing to see an ACG man too!
Cheers,

Paddy
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