Translations for our friends around the world.

Recent Posts

Pages: [1] 2 3 ... 10
Games Discussion / Re: Cold Waters
« Last post by Skoop on Today at 04:41:48 PM »
Man I thought at first glance that they were going to add playable ships to cold waters and got all excited.  Then I realized it’s a totally new WWII game.  Sad that all development for cold waters has stopped.
Games Discussion / Re: RUNNING WITH RIFLES
« Last post by Asid on Today at 02:40:06 PM »
Update 1.76 released!
Thu, 2 April 2020

includes 2 news maps and a complete coop balancing overhaul!

Hey Runners,

Today, RUNNING WITH RIFLES turns 5 years old, woohoo! It's incredible how fast the time flies! So yeah, happy birthday to! <3

Over the years, we've seen 700 000 players enjoying RWR, some staying with us for amazing amounts of time. We'd like to thank you, the veterans and all other players as well, for the loyalty and pushing us take RWR forward. Feel free to join our Discord channel to celebrate this day with us!

For the day of celebration, we've prepared a juicy update with 1.76.

In today's update we have 2 new maps, both playable in "invasion" and in "quick match". For those who are familiar with Vanilla PvP and Pacific, you might recognize on what already existing maps those 2 are based on.

"Tropical Blizzard" is a winter theme map based on the map "Vigil Island" but not as "King of the Hill" mode but the default conquest mode. The water areas are frozen and therefore it's technically not really an island anymore which changes a lot! Also, the harsh weather conditions don't allow any plane to fly, therefore paratroopers and any vehicle drop won't be available per during the whole stage. Hard to not being able to call for reinforcement and supplies but try it out for yourself!

The second map called "Gotcha Island" is a mix of the Pacific map "Saipan" and the PvP map "Islet of Eflen" with its own twists!
"Islet of Eflen" has never been released as a campaign/invasion map and have also been revamped in the process.

A new feature coming in this update is the expanded shot target scoring system for the AI. This enables AI to be more easily configured to prioritize certain targets to shoot at more than others, e.g. a tank gunner preferring to shoot at an enemy tank in the distance or a soldier with a bazooka instead of just a regular soldier that is closer. This certainly makes large and varied combat situations make more sense, and it also opens new possibilities for footmen to get closer to enemy combat vehicles.

And now to the bit less pleasant stuff that unfortunately affects the whole world right now. We at Osumia Games are also affected by the Corona slowdowns as we have families to care of which messes up our schedules to an extent. In that sense, we couldn't bring you the Community Box #5 on time but will certainly be delivered, along some other things relatively shortly after.

As for the RWR:EDELWEISS DLC, it is not certain we'll reach Q2 with the release like we intended to. If not, it shouldn't be a long delay from there. We hope you can understand!

Keep running and stay healthy!

Changelog v1.76:

•   maps: "Tropical Blizzard" map added. A winter theme map based on Vigil island
•   maps: "Gotcha Island" map added
•   maps: Vigil Island night time is set to be less dark
•   maps: Reversed Rattlesnake Crescent (invasion only) starting base slightly modified to reduce spawn locks
•   maps: Moorland Apocalypse (invasion only) starting base modified to have easier access to the stash and slightly better defense
•   maps: few fixes here and there
•   weapons: blast radius of the C4 reduced by 30%, also reduced the push effect and the screen shakiness
•   calls: A-10 gun run launch time reduced
•   calls: Artillery Strike tier 2 now fires 5 rounds instead of 8.
•   campaign: added possibility to restart the current map in the menu
•   man_vs_zombies: fixed crash when deploying a cover
•   man_vs_world: enemy can now toss grenades at the player
•   invasion: entirely re-balancing (should also be harder now)
•   invasion: player faction changed to Greenbelts
•   invasion (Pacific): player faction changed to IJA
•   misc: increased the player slots of the official invasion servers from 24 to 32
•   misc: Ice cream van is now listing content of the community box #4 in his lottery pool
•   misc: fixed missing kill text notifications
•   misc: a player can now be picked in map view for hotkey purposes
•   online: reworked kick/ban/penalty notifications
•   online: fixed in-game kick in menu to work correctly in all cases
•   online: fixed current weapon indicator showing up in wrong place when joining a server with no spawn points
•   online: improved info in ui after connecting to a server where resource checksum is mismatched with client
•   vehicles: fixed damage modifier causing sign change in damage (becoming repair) in certain cases
•   items: slightly re-balanced the item reward pool of the community box #4
•   ai: added support for improved target prioritization
•   radioview: moved the radio call menu lower
•   visuals: hand grenade model modified to look more realistic
•   visuals: Plants and bushes now render after characters/models (no ghost shader anymore which can be used to hide in PvP)
•   visuals: tweaked some smoke particle effects
•   misc: deployed sandbag are not processed by FoV anymore
•   modding: added "check_enemies_while_driving_time" and "check_enemies_while_driving_in_turnmode_time" ai parameters
•   modding: added "ai_driver_turns_to_target" for vehicles that feature fixed guns where driver must turn instead
•   modding: added "spawn_interval" for faction settings in match options
•   modding: added "disable_fov_when_dead" for match options
•   modding: added "min_number_of_enemies_to_throw_grenade" in ai parameters
•   modding: added "server_mode" text for campaign options

Games Discussion / Re: Strategic Mind: Blitzkrieg
« Last post by Asid on Today at 02:36:41 PM »
New units in Strategic Mind: Blitzkrieg
2 April 2020

Episode 5. Tiger and Königstiger

Tiger tanks entered the war in late 1942 as an answer to the powerful Soviet KV-1 and KV-2 heavy tanks as well as T-34 medium tanks, which were far superior to the German Panzer III and Panzer IV of that time in terms of both armor and armament.

In 1941 the Wehrmacht was unpleasantly surprised with the achievements of the Soviet tank building industry and was forces to look for the new tank models to counter the enemy’s heavier tanks with bigger caliber guns.

There were two main solutions: 1) upgrade the existing production lines for Panzer IV tanks to produce newer models with bigger guns and better armament. 2) Create fully new tank designs from scratch, which resulted in heavy Tiger tanks and medium Panther tanks.
Germany proceeded with both these solutions.

The downside was that the German industry lacked the resourced to mass-produce these new tanks in large enough quantities. Thus their deployment was in low numbers and quite sporadic, which dramatically lowered their potential impact on the overall course of the war.
In Strategic Mind: Blitzkrieg you will be able to fit your tank troops with Tiger tanks right before the Battle of Stalingrad.

Tiger II (or Königstiger) was an even more powerful version of Tiger tanks that entered the war only in 1944 and in relatively small numbers. Thus we were unable to present them to you in our previous project - Panzer Strategy.

This time, however, the last operation will feature several Königstiger units. We are not happy that the players will only get to command these beasts for a short time but that is what making a historically accurate game means… Still, we hope that you will enjoy seeing and commanding this rare guest on the battlefield.

Games Discussion / Re: Cold Waters
« Last post by Asid on Today at 02:33:33 PM »
War on the Sea - Coming Soon
Fri, 3 April 2020

Killerfish Games announces "War on the Sea"

War on the Sea puts you in command of warship task forces, supply convoys and submarines as well as tactical use of aircraft to secure the South Pacific during World War II. Heavily inspired by the classic computer games "Great Naval Battles" and "Task Force 1942", War on the Sea is coming soon to PC and Mac.
1942: The world is at war

The Japanese Empire expands throughout the Pacific where Allied forces attempt to halt its spread. A desperate struggle for control of the Solomon Islands is now underway.

How will you protect your transports as they deliver troops and supplies in the South Pacific? Will you deploy precious aircraft carriers to provide air cover? Do you screen the area with submarines? Or attempt to lure the enemy navy into a decisive surface engagement?

War on the Sea - Coming Soon


•   Real-time naval combat
•   Theatrical external-view game play
•   Play as Allied Forces or Imperial Japan
•   Over 50 classes of playable ships
•   Dynamic campaign
•   Tactical control of aircraft (not a flight simulator)
•   Fight fires, counter flood compartments and repair ships
•   Sink ships using realistic buoyancy physics
•   Historical missions based on actual naval engagements
•   Historical ships, aircraft and weapons

Games Discussion / Re: Survisland / 实境求生
« Last post by Asid on Today at 02:29:03 PM »
Alpha Update Log
Fri, 3 April

· Fixed floating arrow on shot when they’re retrieved from coconut crab’s body
· Fixed a building loading issue on old saves

· Changed the wood amount you can put into the charcoal kiln
· Changed charcoal’s models
· Smoothed fire effects to allow them change procedurally

· Added large kiln to create fired pottery. Now new made pottery can be dried out under sunlight or baked around fire, but they’re not durable to wetness. Put them in very high temperature to burn them into permanent pottery. Large kiln filled with charcoals and closed door while burning can provide such high temperature for pottery.
· Added middle size and large sized charcoal items.
· Added pottery frames to create grills and large kilns
· Added middle products and their recipes to procudurally create the large kiln
· Added dried pottery items as a middle product of permanent potteries.

FSX/P3D/X-Plane / Re: FSiPanel
« Last post by Asid on Today at 02:22:46 PM »
FSiPanel 2017 all addons unlocked & news
03 April 2020

Dear Pilots,

Please find below some news about FSiPanel 2017 for Prepar3D

All aircraft are unlocked COVID-19:

COVID 2019 is forcing most of us to stay home, a good reason to practice hundreds of approaches all around the world with our favorite aircraft.

To help us stay home during this difficult time, I decided to unlock all aircraft compatible with FSiPanel 2017 for P3D and FSX until April 30th, 2020.

What is new on FSiPanel 2017 for P3D
 The following aircraft have been added to FSiPanel 2017 for Prepar3D:
•   FSLabs Airbus A321
•   PMDG Boeing 737 NGXu Expansion Pack -600/-700
•   iFly Boeing 747-8

The following aircraft is under development:
•   Aerosoft Airbus A330

I wish you all the best during this difficult time, remember to stay home in order to save lives!

Happy landings with FSiPanel,
Jean-Pierre Garraio

TFDI B717 / Re: TDFI B717 Updates/Patches
« Last post by Asid on Today at 02:14:26 PM » (02 April 2020)

Stability Update

•   [FIXED] An issue causing crashes when switching views
•   [FIXED] A CTD relating to leg indexing
•   [CHANGED] Provided "LegacyRender" panel option to natively support SLI

TFDI B717 / The New 717 Update V1.1.4.0
« Last post by Asid on Today at 02:11:46 PM »

The New 717 Update
April 02 2020

As many of you know, the 717 has been plagued with the View Switch CTD for a while now, and the SLI flicker has also been reported. As of April 3rd 2020, both of these bugs are now fixed. This means the CTD when switching views no longer occurs, and the SLI flicker when running two graphics cards has also been fully resolved.

On behalf of everyone at TFDi Design, we would like to thank our small team of affected users and testers with bringing this resolution out as the final update of the TFDi Design 717, version

For People Affected by the SLI Flicker

There are some additional steps that need to be taken in order to support the fix. In the Prepar3D v4\SimObjects\Airplanes\TFDi_Design_717\Panel\LegacyRender folder, there will be a Panel.cfg and 717.dll file. Copy these two items into the directory above, TFDi_Design_717\Panel folder. This will allow the TFDi Design 717 to support SLI.

If there are any problems or you need some additional help, please reach out to the support team here: (2 April 2020)

Stability Update
•   [FIXED] An issue causing crashes when switching views
•   [FIXED] A CTD relating to leg indexing
•   [CHANGED] Provided "LegacyRender" panel option to natively support SLI

Steel Beasts Pro / Re: Anyone for playing?
« Last post by Rinix on Today at 02:44:26 AM »
You're welcome, I'll see you then. :howdy
Steel Beasts Pro / Re: Anyone for playing?
« Last post by firstblood on Yesterday at 11:05:26 PM »
Of course sorry I got confused  ;D

See you on sunday at 18 then! thanks
Pages: [1] 2 3 ... 10