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Dev blog #225
28.06.2019



Dear friends,

The Summer is in full swing and we're working on finishing the Bodenplatte project. P-51D, P-38J, B-25 and Tempest 3D models are nearing completion, their textures are being made right now. Today we can show you the cockpit of Hawker Tempest Mk.V:










As we announced before, all Bodenplatte planes will have 4K external textures. Here are Bf 109 G-14 shots that show the texturing made by Martin =ICDP= Catney:









In addition to the models, we're working on the important features like more detailed pilot's physiology effects. Fatigue caused by a high G stress, (in)ability to bail out and other such things. After that, we'll get to repairing, refueling and refitting the aircraft on the ground.

At the moment we're moving to a newer FMOD version and our sound designer converts all the sounds to the newer sound engine. The main result of this work should be a fix of the disappearing sounds issue after playing for a while that was caused by having too many of them. We also started the research on making the aircraft and ships visible from several times farther distances. This task is very complex since it involves many various parts of the project - we can't make it...

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Dev News #161
28 Jun @ 5:34pm - Arrakis



Hey, Feudalists!

This week our Dev team is concentrating on investigating and fixing a really annoying problem disappearance of objects during the cross-server transitions. We are very thankful to our community for providing the evidence and detailed feedback about those cases. They became a core basis for our investigation. We are currently working on a solution for this problem. For this reason weve decided to take a few additional days for research and tests thus delaying the update. It is currently planned for the middle of next week. This update will also include number of other important fixes and tweaks. As weve mentioned in the previous devblog, some of them will be related to trade delivery, fixing captured outposts permissions and arena rewards. Stay tuned to the upcoming news!

During the past month weve received a lot of your ideas and suggestions about the game mechanics. That greatly helps our team of improving the game on a daily basis. Thats why we want to invite everyone who wants to shape the future of Life is Feudal world with us to an AMA session scheduled for 12 of July! Take your most insidious questions to Bobik - leader...

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The flintlock mechanism is a type of lock used on muskets, pistols, and rifles in the 17th, 18th, and 19th centuries. It is commonly referred to as a "flintlock" (without the word mechanism), though that term is also commonly used for the weapons themselves as a whole, and not just the lock mechanism.

The flintlock, also known as the true flintlock, was developed in France in the early 17th century. It quickly replaced earlier technologies, such as the matchlock and wheellock and the earlier flintlocks. It continued to be in common use for over two centuries, until it was finally replaced by the percussion lock.





Construction and operation
A typical flintlock mechanism has a piece of flint which is held in place in between a set of jaws on the end of a short hammer. This hammer (sometimes called the cock) is pulled back into the "cocked" position. When released by the trigger, the spring-loaded hammer moves forward, causing the flint to strike a piece of steel called the "frizzen". At the same time, the motion of the flint and hammer pushes the frizzen back, opening the cover to the pan, which contains the gunpowder. As the flint strikes the frizzen it creates a spark which falls into

...

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