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General Discussion / Intel: "We will set our graphics free SIGGRAPH2018"
« Last post by Asid on Today at 12:27:51 PM »
Intel: "We will set our graphics free SIGGRAPH2018"

Published on Aug 15, 2018

Intel posted a new video, promising a dedicated graphics card by 2020.
World War II Europe 1939-1945 / Artillery
« Last post by bipman on Today at 11:28:38 AM »

How is artillery modelled?  Basically I want to know how to use the on-board artillery units, do I just attack as usual with all the others?  There doesn't seem to be a way of firing from a distance.  Also, is there any long distance artillery modelled?

World War II Europe 1939-1945 / Re: Turning pages in reports
« Last post by pzgndr on Yesterday at 10:04:53 PM »
Try using the "Page Up" and "Page Down" buttons.  Shhhh, don't tell anybody else....  ;)
World War II Europe 1939-1945 / Turning pages in reports
« Last post by Mere Nick on Yesterday at 09:04:03 PM »
When I pull up reports to look at air-air combat, destroyed units, etc, I can only see pages 1 and 2.  How can I turn the page?  I'm using Windows 10.  I hope the problem is just that I don't know how to turn the page. 
FSX/P3D/X-Plane / Re: Vertical Reality Simulations (VRS) Updates
« Last post by Asid on Yesterday at 06:03:20 PM »
Update v1.5.0.4
Tue Aug 14

All versions of TacPack and Superbug (with the exception of the non-TacPack-Powered Superbug) have been updated to v1.5.0.4


TacPack: Version 1.5 (all platforms)

The initial primary focus of the v1.5 update is x64 support for P3D v4. (8/14/18 - public release for all platforms)
  o   [NEW] A range of new effects for bomb explosions, flares and other random goodness. Courtesy of Bovsam!
  o   [FIXED] Different respawn parameters for helicopters
  o   [FIXED] Object pre-loading not working in single-player
  o   [FIXED] Azimuth/Elevation configuration for RocketPods is now actually respected
  o   [FIXED] FSX:SE uses different path to state.cfg (and thus engine hours) resulting in ACM never seeing additional engine hours (7/22/18 - public beta for P3Dv4.3)

Superbug: Version 1.5 (All platforms)

The primary focus of the v1.5 update is to provide x64 support for P3D v4. (8/14/18 - public release for all platforms)
  o   [NEW] support for SuperScript 3.x
  o   [FIX] various minor installer and ACM bugs (7/22/18 - public beta for P3D v4.3)

FSX/P3D/X-Plane / Vertical Reality Simulations (VRS) Updates
« Last post by Asid on Yesterday at 05:55:15 PM »

Vertical Reality Simulations (VRS) Updates

Currently VRS products support the following builds of FSX or P3D (depending on license):

FSX/P3D (x86) v1.5.0.4:
Supports Microsoft FSX SP2 (10.0.61472.0) through Acceleration (10.0.61637.0)
Supports FSX:Steam Edition (10.0.62615.0) or earlier
Update from your customer page
Update from the support forums

P3D (x86) v1.5.0.4:
Supports P3D Academic v1.4 through 3.4 hotfix 3 (
Update from your customer page
Update from the support forums

P3D v4 (x64) v1.5.0.4:
Supports P3D Academic 4.1 ( through 4.3 (
Update from your customer page
Update from the support forums
Flight Simulation / Flight Sim 2018 Press Announcement
« Last post by Asid on Yesterday at 04:12:58 PM »


Date: 6th October 2018
Time: 9.30am to 5:00pm
Cost: £8 in advance (includes goody bag) / £10 on the day.  Free entry for under-16s when accompanied by a paying adult.

Aviation fans can experience the best that virtual flight has to offer this autumn when the Flight Sim 2018 event, hosted by Just Flight, takes place at the Royal Air Force Museum Cosford on Saturday 6th October.

We're proud to be hosting this major one-day event for the sixth consecutive year and once again will be giving flight simulation enthusiasts a chance to try some of the very latest aircraft and other software, take a look at the new technology from specialist flight sim PC and cockpit equipment builders, have a chat with developers, publishers and fellow virtual aviators – and no doubt pick up a bargain or two!

More than 30 exhibitors have already confirmed their attendance, with more expected to follow, and a full day of presentations is scheduled in the adjoining auditorium. We’re already looking forward to welcoming many of the leading companies in flight simulation, including Laminar Research, Orbx, Aerosoft and Infinite Flight.

Entrance to the impressive RAF Museum is free to all visitors, so join us in October and enjoy the very best of both the virtual and the real worlds of aviation in the same venue! We guarantee a very warm welcome for new and veteran desktop pilots alike and to all aviation enthusiasts who are keen to find out more about life in the virtual skies.

To save money by booking your ticket in advance and for all the show details, visit the Flight Sim 2018 show website at
Games Discussion / Re: Ancient Armies: by Rob Pollard
« Last post by Asid on Yesterday at 03:52:24 PM »

I have engaged the Borg!

Posted on August 14, 2018

Everything’s still working! 🙂

Ok, the title is a little melodramatic, but I have finally started work on column movement.

I wasn’t going to update the blog until column movement was done, but have relented so as to provide a quick update as to what’s going on. After all, it’s been around a month since the last update.

In many respects, the above image is quite significant.

Practically every line of code has been touched or changed since July. That’s a lot of code changes. Overall, I’m pretty happy that things are still working as they should be!

The code changes encompassed the following:

•   Updating all source code to modern coding standards – a big task
•   Replacing the Microsoft serializer with my own home rolled one – an even bigger task!
•   Removing all calculations in degrees and having everything done in radians only – another big task.

Of the three changes, I’m most proud of the serializer. For those that don’t know, the serializer’s job is to both save and load data. Such as saved games etc…

I had been using the Microsoft Binary serializer, but that one had many issues:

•   Very brittle. Any code changes would result in all previous file assets being rendered unusable. This invariably lead to having to continually recreate those assets.
•   The obfuscated saved games and data were not compatible with the non-obfuscated saved games and data. (Obfuscation refers to making the final binaries (the game) commercially releasable.)
•   Different obfuscated versions were not compatible between themselves! *Ouch!*

Designing a new serializer that would address all the above issues, and be easy to retro-fit into the system was quite a challenge – but one that I rose up to!   8)

I’m really pleased with the new one. It addresses every issue posed by the Microsoft one. In addition, it also produces much smaller files, is faster and type-safe – the latter makes it a lot harder for me to code dodgy code!

This new serializer has already paid dividends and saved me a bundle of time.

Being able to make changes to armies to support columns and then have the system still be able to load the older versions of these armies and automatically patch them to the newer versions never grows old.

With the Microsoft one I would have had to delete all my maps, armies and scenarios after every code change. Not any more!  :)

The new serializer has also saved me time by allowing me to create data whilst programming and then being able to use that exact same data with the obfuscated released versions of the game (and vice versa) – something the Microsoft one could not do.

In terms of the practicalities outside of the development environment, the new system will allow me to patch the game post release – all without breaking anything! This is very important for the users.

Overall a worthwhile enhancement.

The other big change to have taken place has been to my development process. I now have a much more robust planning pipeline, one that starts off with releases.

Releases are now planned ahead of time – up to 4 or 5. Each release is tied to a defined high level goal. No further releases are planned until the current tranche of releases is done.

Here are the current ones in the system:

Each release is tied to an envisioned piece of functionality…

These pre-planned releases provide focus and enable me to concentrate on the project from a reasonably high level. As an additional bonus, a release’s progress can now be tracked too. From the above screenshot you can see precisely where I am and what I have achieved!

Each release has an ‘Epic’ associated with it.

Epics can be thought of as high level work packages. They contain very high level information as to what the objectives are. One can think of these as business requirements.

When I start a new release, I spend some time refining that release’s associated Epic.

Refinement is the process of analysing the requirements of the Epic and then synthesizing a number of tasks that will ultimately deliver on that requirement.

For example here is the Column movement Epic after refinement:

Each epic is broken down into a number of tasks/stories…

You can see that it now has a number of lower level tasks, each of which can be monitored for progress.

Having this level of planning is a God send for complex pieces of functionality like this. Without such a plan it can be hard to know where to start. This can lead to analysis paralysis, which can ultimately slow down or halt development.

With such a plan development becomes easy and focused – just follow each task!

Once all the tasks are complete, the Epic is closed and the release is released. This helps produce a project heartbeat:

The project now has a heartbeat!

In the above diagram I can review the releases over time and see the number of created issues vs the number of fixed issues. This graph is on the first page of my JIRA system so I can immediately see where I am and where I am going.

It shows the 0.2, 0.3 and 0.4 releases, as well as the number of tasks that went into them.

Overall, I’m very happy with the new development process. It helps generate direction and focus from the highest levels down to the lowest levels. This means that I never feel lost and that I always know exactly what I need to do.

This is invaluable tool when you are a lone developer working on such a large project!

That’s it for this short update. The next one will be after column movement is done   :)

Till then


Original post: Click Here
Tank Warfare: Tunisia 1943 / Re: Tunisia 1943: Patches/Updates
« Last post by Asid on Yesterday at 03:21:22 PM »
New update - August 15, 2018
Tank Warfare: Tunisia 1943 - Goblin949A

1) Fixed a bug with the button for changing BG composition not working in the operational phase.
2) Changed the icon for restarting the operation in the main menu.
3) Disabled creation of some empty log files.
4) Modified the algorithm of transmission and execution of a target designation. Added transmission of the target priority status from an observer to a weapon.
5) Added indication of fire on designated target or on unobserved target.
6) Added indication of wire link laying.
7) Fire at the ground order requires connection with the commander conducting fire adjustment.
8) Display of the command hierarchy can be turned on in the deployment phase.
9) Low level of ammunition is indicated for the ammunition of vehicles and heavy weapons, and not for the total number (for units with combat-ready vehicles and heavy weapons).
D.C.S. / Re: DCS: AJS-37 Viggen by Heatblur Simulations
« Last post by Asid on Yesterday at 03:11:39 PM »
DCS Update 9

DCS AJS 37 Viggen by Heatblur Simulations Update

•   AJS-37 Viggen modules was migrated to new keyless DRM copy protection system.

•   Exterior mirrors now reflect the environment
•   Fixed various clipping and shine-through issues in exterior (esp. Cockpit)
•   Sculpted new normal map for exhaust nozzle and area
•   Sculpted new normal map for exterior exhaust shell
•   Added RoughMet textures for the exhaust shell
•   Added static turbine texture for better deep engine detail
•   Metal elements on wings now have appropriate material definitions
•   SPA-mode: Fix of adding more than 9 MALs should reset count + manually entered MALs shouldn’t be overwritten.
•   SPA-mode: Info about fix (target heading and speed) wasnt displayed after a SKU-fix was taken and then it was also immediately overwritten in AKTPOS.
•   Other various fixes to SPA-mode
•   Bombing: Added bomb-rate "catch-up" on first bomb impulses: improves bombing accuracy
•   Bombing: DYK/dive bombing mode changed so release is begun at later time making the sight more centered in view and easier to use
•   Custom cartridges: Automatically generated mission plans improved with additional info in kneeboard
•   Custom cartridges: ability to automatically generate mission for MÅL and SKU targets by landing and setting master mode BER.
•   Custom cartridges: for dynamically generated cartridges the time-on-target can be changed with key command.
•   Other custom cartridge fixes
•   Added Quick Missions for Persian Gulf Map.
•   Changes to AI RB-04E definitions. AI now fire RB-04 and break away.
•   Updated RB04 / RB15 Warhead
•   Tweaked RB04E motor burntime..
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