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Thread: PF 3.01 out tomorrow

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    PF 3.01 out tomorrow

    Does not include new planes but numerous fixes (200 modules) changes to ship AAA fire and a new map. Planes to follow shortly

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    HEXUS.timelord. Zak33's Avatar
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    • Zak33's system
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    and hopefully it will run smoothly over the sea.

    Cheers for the headsup

    Quote Originally Posted by Advice Trinity by Knoxville
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    Cool. Thanks. Two weeks for the new planes then?

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    good news. Too bad about no new planes but it's a start.
    the Mother of Idiots is always pregnant...

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    adamspestcontrol.co.uk
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    Yep good news

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    thanks for heads up

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    Asking silly questions menthel's Avatar
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    I await, but without baited breath.
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    The new water effects are great! Huge explosions! The new exe seemed to make it load up quicker (maps loaded the same speed) and marginally better FPS but not much although I'll try it with the cat 4.12's.

    The biggest thing I noticed was the energy bleed when reducing rpm's.

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    did a quick test last night

    couldn't notice many differences, except the FPS seemed slightly worse with my setup - some juddering on 'excellent', and a total freeze on 'perfect'

    and enemy aircraft were much easier to spot, showing up bold even in early morning mist and from quite a distance away - not sure if I really liked that - not every realistic

    'Make mine a Spitfire, Landlord!'

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    water effects are improved

    'Make mine a Spitfire, Landlord!'

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    yeah.. im not too sure on the black dots in early morning mist either.. I kind of like sneaking up on people.. and in a sick peverted kind of way liek my heart jumping when I get bounced.. why not get freakin red and blue arrows pointing them out ?!!

    (.. or has that been done )

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    Well for us visually impaired guys the dots are fantastic but as predicted the "realists" are having their way and the dots are being changed. Expect a 3.02 patch sometime this week that addresses a couple more issues including a comprimise on the dots.

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    .. obviously a choice for a server option setting ?

    Then again, I thought that visibility distance was definable.... it's more hte shape and the colour of them.. when circling above a swarm, it's now very difficult to work out who is who.. until they start firing at each other and the tracer colour helps

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    I have not really studied the dots in detail especially close up or ground related but my impressions with the resolution that I am playing at is the ones in the distance are for me at least much better.

    The red and blue arrows dont do the same thing :-) They point to targets outside your field of view. These are more a replacement for the labels it will be interesting to see what Oleg comes up with as a compromise.

    I think the main aim was not make ground targets eg ships more visible in the distance and airborne targets more visible in the distance as well. Think there are some issues with the original engine with targets disapearing at mid range with the LODs change as well

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    Quote Originally Posted by Neil Washbrook
    I think the main aim was not make ground targets eg ships more visible in the distance and airborne targets more visible in the distance as well. Think there are some issues with the original engine with targets disapearing at mid range with the LODs change as well
    yeah - but it was more fun when you had to squint. I'm finding the distant targets are showing up bolder than those closer at the moment - which is pretty dum looking perspective wise.

    I always thought the ground targets showed up ok anyway - they sort of glimmered out at you and said, 'hello, bomb me'. Now they positively radiate their presence like lighthouses (ok - an exaggeration, but you know what I mean).

    I think there is a way of adjusting the air target dot size.

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    mp_dotrange has an effect

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