AI has had another revamp and they will do things like use corkscrew to dodge incoming weapons (dumbfire and slow turning) and will also use augmentations intelligently like e.g. fire extinguisher if on fire, energy to shield converter if high on energy, but low on shields etc. The higher level the ship is the more likely they are to do this kind of stuff... They might even do a corkscrew as a taunt after killing you.... This is all on top of the recently change where they now will do things like attack from the side only + I am going to add more...
I am pleased with this as i think it makes the enemies less predictable, and more human-like. But there might be some initial issues, so let me know if anything seems off....
Changes:
When you respawn now, you can use the steering controls to choose where you respawn within a circle, this circle gets bigger as your lives get fewer
More AI improvements will be more noticeable at higher levels and legendary enemies, they will use corkscrew and augmentations
Can now sort your cargo/storage alphabetically and by price
4 New weapons: Javelin Storm, Flounder torpedo, hyperspace harvester
Murk rocket
Hyperspace recharging time reduced to 10 minutes (might put it back up, I dunno)
Fixed a problem with the same saving ai ship locations, now if you leave a sector and immediately go back in, the same ships should be there
More station textures fixed
Fixed a problem with planets in the background, but there are still issues with this
Can now deactivate various camera views if you dont use them
Can now mouse over ship effects to see what they do
Can no longer use a microgate to access a system too high level for you
Close button added to incoming messages
Prospector 3 now works on in station map (if equipped on your active ship)
Hopefully got the hackign notification to tell you the correct level of an item now
This update introduces new tools for professional debriefings, as well as numerous improvements, optimizations, and fixes for your favorite simulators.
Thanks to the community and to our professional partners for all the invaluable feedback and suggestions throughout the last few months!
FEATURES & CHANGES
ADDED Time-Jump tool to quickly go at a specific time
ADDED Polish translation by Michał Plichta (work in progress)
ADDED support for DCS: JF-17 Thunder
ADDED support for A-4E-C for DCS World
ADDED support for MB-339A for DCS World
ADDED latest DCS: Normandy 1944 Map and runways
ADDED IL-2 pilot name auto-fix add-on by BuzyBee
ADDED support for pilot’s head movements (XP11)
ADDED Radar range & field of view is now supported and displayed in the 3D view when available
ADDED Kurile Island 1.3a for BMS
ADDED Database Builder add-on to easily create new objects database with Tacview Enterprise
ADDED support for sorting/dpi in the event-log importer
ADDED numerous objects and 3D models to the database
ADDED x20 playback speed
ADDED Ctrl/Page Up/Down to move quickly forward/backward in time
ADDED to set real-time telemetry and remote-control ports to 0 will disable them in DCS World
ADDED support for DMS coordinates in terrain custom textures declaration
IMPROVED 3D models are now loaded in background for faster debriefing startup
IMPROVED updated Earth magnetic field up to 2025 (IGRF-13)
IMPROVED labels are now always visible, they do not interact anymore with the terrain
IMPROVED improved camera behavior and auto-selection when starting a new debriefing
IMPROVED object height is now always represented even for selected objects
IMPROVED heavy shells trails are now thicker
IMPROVED KML track files are now considered as FixedWing objects
IMPROVED right-click to edit an unknown object from the 3D view
IMPROVED registration and Squawk are now always displayed regardless of the distance from the observer
IMPROVED registration and Squawk are now exported in csv and xml the flight logs
IMPROVED error messages in the event-log importer
IMPROVED only a few official add-ons are now enabled by default to not overload the UI
IMPROVED it is now possible to store add-ons and the database in C:\Tacview\
IMPROVED Time-Shit tool direction has been inverted to make it more intuitive
IMPROVED resilience to typos in latitude/longitude coordinates in various data
OPTIMIZED xml documents loading time
REMOVED DCS World client telemetry password option (was too confusing)
FIXES
FIXED "cubes" exported by IL-2 are now filtered-out and masked
FIXED Blue events for selected objects were not displayed anymore in the timeline
FIXED Time slider tooltip was always displaying zulu time instead of local as requested
FIXED if DCS exporter profiling period was set to 0 it would spam the log
FIXED Objects tagged as [Static] will not display trails anymore
FIXED Launching the Steam edition of Tacview from the command line or Windows Explorer was displaying a warning
FIXED 32-bit Tacview could re-start via Steam in some edge cases
FIXED radar-lock lines from the event-long were not always removed
FIXED It was not always possible to visualise an object time-shifted into the future
FIXED Incomplete Dynon SkyView efis csv files are now gracefully handled
FIXED UTF-8 file names are now supported by Lua lfs.dir() and lfs.attributes() functions
FIXED SDK function Telemetry.Load() does not display error message anymore
FIXED several errors in the C# SDK
FIXED Automatic creation of ProgramData/Tacview folder as admin could preventing other users from accessing it
FIXED Tacview would not sleep after having loaded an acmi file (regression from 1.8.0)
- weapons: fixing a crash related to longbow use - sewers map: butcher boss shouldn't die if not killed by a player - graphics: brightness setting is not applied properly - melee: reducing fire ax weight/inertia - graphics: fixing body inverse kinematic - graphics: objects grip poses - minor bugs
Today is the birthday of our game, because two years ago our game appeared in Steam Early Access and became available to everyone.
A lot of things were done over the past two years.
Content
A lot of content and functionality was implemented, especially if we try to compare today's version and initial Early Access Build. A big number of new buses, liveries and upgrades were added, as well as Career Mode with petrol stations and garages. Dynamic day/night cycle and weather now can influence on number of passengers and cars on roads. Thanks to new map and mini-map, it's now much easier to navigate, and driving is more enjoyable with radio. Finally, recently a possibility to change season allowed us to look at the familiar city from a new side.
Cities and routes
Of course, there are quantitative changes as well. The original city (Serpukhov, Russia) was expanded and another city (Cologne, Germany) was added and recently expanded. A number of various bus stops and routes has increased, a new passengers have appeared. Players have much more possibilities now.
Graphics
We've dramatically changed (almost made from scratch) nearly all the textures and models of buildings, roads, cars, road signs. Lighting has been reworked as well, so graphics level now is at least two times better than it was two years ago.
Optimization
Performance was increased too even when graphics became better. Now it loads faster, consumes less resources, so there are more PCs which support it. Now it can maintain stable 40FPS on Ultra Settings even on obsolete 5 years old PCs.
Controllers
One of the most difficult tasks was to make a steering wheel work independently of its configuration, manufacturer etc. Also, we added presets for various steering wheel and made settings flexible, so that you could choose your preset and start playing right away. The most important and difficult problem here is Force Feedback support. Players asked us to implement it since it was released in Early Access and we managed to do it.
Other cars on roads
Traffic cars were made from scratch, starting from models and finishing with their AI, which allowed them to accelerate and brake smoother, yield the road when necessary and behave more realistic in general. We think that almost none of you remember when cars drove at 20 km/h, jumped and swerved off the road like every minute right? :)
Pedestrians
We've added pedestrians on the streets of both cities, and it made them much more alive. They can cross the road and avoid obstacles, so that the game is more realistic.
Localisations
The game is now translated into 13 languages which allowed a lot of people from different countries to join our community.
All of this became possible because of you and your support. Your feedback and moral support helped us not to lose faith in the project. It allowed us to continue working and implement these features no matter what.
We made almost everything we wanted, and now we're even more self-confident. Of course, more updates are waiting for you, and we're already working on them to make Bus Driver Simulator 2019 even better.
On video below you can see how much the current version differs from initial one.
Why two different sites? Both sites gave us different opportunities that made some unique things possible.
For example, Sebastian's (Bastion) Breach playing cards are only available on Zazzle.
Pricing for similar items may also be different on the two sites, so depending on what you're looking for, one may end up better than the other!
Even more importantly, one may offer better shipping options to your country.
With this, we have answered to another request we have received many, many times since release of the game. Maybe some of you remember design elements that you can see here being teased quite a while ago in our social media channels, or you may recognize a certain piece of art here.
We actually commissioned a number of different artists to come up with some interesting designs - one of which made a piece of fanart before that prompted us to commission her to come up with more designs so that we would have one for each main character!
You can see the result of all this above! Feel free to browse - maybe you'll find something you'd like?
Today we're ecstatic to reveal the first pass of our Modular Trench "Mobile Spawn," which will be deployable by TRUCKS only like all other mobile spawns in WWII Online. We also have a couple of items to cover which include 64-bit open beta reminder, and another survey designed to help us improve connections all around the world with our new ISP. Continue reading this article to see pictures of the new Modular Trench "Mobile Spawn," and those additional items.
MODULAR TRENCH "MOBILE SPAWN"
The Modular Trench system was recently announced and with that we discussed a Mobile Spawn would be created to help amplify these trench systems. These Mobile Spawns will only be deployable by Trucks (all current trucks that deployable existing mobile spawn objects), and only Infantry can spawn from the Modular Trench Spawn.
The following pictures represent a work in progress, and may not show the final outcome.
The top two pictures show the actual Mobile Spawn object, where as the lower picture shows the Mobile Spawn connected to other trench pieces.
64-BIT OPEN BETA TESTING INBOUND
In case you missed our announcement last week, we're approaching 64-bit open beta testing. This is a HUGE development! Our Quality Assurance team is conducting internal testing now and things are looking good. We will need some assistance in testing, to get involved please go to our forum post here looking for assistance.
ROUTING / PING SURVEY
CRS is continuing to work on improving routing and ping times to our servers now in Portland OR. Your assistance is requested by filling out this survey (carefully - minor technical requirements needed) so that we can have actionable intelligence from specific use-cases (aka: individual scenarios from customers).
Indie developers are supposed to upload screenshots of their projects on Saturdays - and we believe we should abide the tradition by sharing our own picture.
OK, from an aesthetic point of view it might have a debatable merit, but in terms of mechanics this should be a lovely thing: a prototype for a new personnel management interface.
Initially, crew management this was supposed to be a key element of fine-tuning your entire ship life. Or even the ship life itself. We didn't want a player to be transported from one battle to another. The battle is only a test of how well you have organized the life and production of your small floating settlement.
In the upcoming update we going to polish not only the interface, but also the ship ranking system. Vessels will have several roles. There will be desalination ships, arsenal ships and even distillery ships. In addition, the balance between rowing, steam-powered and sailing vessels is changing. A type of your, say, engine is your strategic decision (try to feed a whole rowing team in an offshore voyage).