BOBII BDG_2.10 Update Released
18th September 2009
Battle of Britain II BDG_2.10
Release now available.
This update has been brought to you by the freeware BDG (BoB Developers Group) team. We hope you enjoy the continued enhancements for what has been a real labour of love over a number of years now.
* This update comes in two parts
* HERE-> http://www.gamershell.com/download_51094.shtml (250M) <-HERE (English Language Version) OR
* HERE-> http://www.gamershell.com/download_51096.shtml (263M) <-HERE (International Languages Version, includes English too)
* AND for users with a 256M (or better) video card we also have MULTISKIN:
* HERE-> http://www.gamershell.com/download_51098.shtml (132M) <-HERE (works with English or International Versions)
(Note: Multiskin goes on top of
the base 2.10 English or International patch)
* Alternate hosting location HERE-> http://www.patches-scrolls.de/battle_of ... ry.php#210 <-HERE
* Second Mirror:
* Battle of Britain II: Wings of Victory Patch 2.10 - English
* Battle of Britain II: Wings of Victory Patch 2.10 - International
* Battle of Britain II: Wings of Victory v2.10 Multiskin Patch
* Listing of all BoB II patches:
* http://www.atomicgamer.com/gameFiles.ph ... 19#patches
* Battle of Britain II: Wings of Victory v2.10 Manual (PDF)
Note1: this update will bring *any* previous version up to 2.10. You do not need any previous patches at all.
Note2: You will need the latest DirectX to run 2.10.
You will get a missing .dll error if you do not. When you run the 2.10 self-installer it will point you to the Microsoft DirectX update page. Update to DirectX9.0c (June version). Unfortunately, there are multiple versions of 9.0c so if in any doubt, update.
Note3: The MultiSkin
patch should go ON TOP OF
Battle of Britain 2: Wings of Victory v2.10 Patch (English)
OR Battle of Britain 2: Wings of Victory v2.10 Patch (International)
You should have a 256M gfx card to be sure to run without issues. Note4: How to back up your existing settings from earlier BoBII updates.
Buddye's installation guide HERE-> http://www.a2asimulations.com/forum/vie ... 0&t=19368B
Back up your Bdg.txt and \savegame, \2dGauge, and \keyboard folders (these folders contain all your settings and joystick buttons) Note5: If you have a low end system and experience a crash once into 3D
, go to your bdg.txt file and set LANDSCAPE_TEXTURE_SIZE = 1024
(the default is 2048). This will reduce the landscape texture resolution by a factor of 4 and should help users with low system memory.Note6: Windows Vista users.
All Vista users will need to apply the 'Vista fix' to your desktop shortcut as a 2.10 overwrites previous shortcuts.
Right click on shortcut and go to properties. Go to the compatibility tab. Check "disable desktop composition" and check the privilege level, run this program as an administrator.
Quite a lot
We have five workstreams here that come together in one of our biggest ever updates.
And a superb video of main features. Well worth a good watch.
Thank you, Heinkill. HERE-> http://www.youtube.com/watch?v=q0hMcU5SoHc
1) Mixed Skills within Units (Squadrons/Staffeln)
2) Updated Flight Models
3) Now over 400 authentic period ground models
4) Brand new High Res Terrain textures (64x original BoBII resolution)
5) Gauges, Fuel, compass and other items fixed
6) Multiplayer beta
7) Multiskin- we now have every single bomber uniquely coded and marked with historical accuracy.
8 ) Terrain, new areas updated for example Beachy Head and the Seven Sisters now fully modelled
9) Multiple stability and bug fixes.
10) Updated Ju87 model.
11) New Auto Gen for Trees and other objects (Work in Progress)
1- When selecting the Blenheim in the 'End of Defiant' Historical Instant Action Mission (you can add it in place of the Defiant), you *must* select an RAF or Luftwaffe fighter after making the change to enable the Blenheim. If you do not, you will get a crash.
2- Sorry, the Tiger Moth didn't make it as a flyable aircraft, it's static only. We plan a version that allows this, but disable the campaign game.
3- Me110- The player's head position is low (it has always been this way). If you want to raise it, try setting EyePosYOffset to 2500 in the \models\Bf110C4.ACD file. You will then need to aim through the top of the projected reticule, or use Aces mod. We hope to raise the gunsight at some point.
4- Some objects are lighting badly in low light conditions.
5- Spitfire flap selector animation timing is delayed when selecting 'flaps up'.2.10 code (exe) Changes
I added a “random” skill mix option within a Squad
. I implemented the following new Bdg.txt parameter to control the option:
Do_You_Want_Random_Mixed_Squad_skills=ON #For Instant action, SPC, Commander Campaign, assignment of Random Mixed skills within a squad. The default will be set to “ON” based on a vote in the Beta Forum that concluded that most players will enjoy/want it.
This will give the Player the option to select a Random skill mix for both a LUF or RAF squads.
The LUF or RAF Squad Leader’s skill will set to Hero or Ace. All the other skills in either the LUF or RAF Squads will be assigned randomly.
For the Commander and SPC campaign the players has more controls to choose from to change game skills. The player can control the campaign relative skill using the Option->sim->Mission and setting the LW and RAF skill modifier.
Here is an over view of how the Random skills will work in the campaign:
First select a Random skill and test the LW and RAF skill modifier as follows:
If Minimum, then "reduce" the skill by Delta2
IF Low, then "reduce" the skill by Delta1
IF Medium, then "NO" change and go with the random skill selected
IF High, then "increase" the skill by Delta1
IF Maximum, then "increase" the skill by Delta2
Right now Delta1 = about one skill level and Delta2 = about 1/2 skill level.
Setting the RAF Skill Modifer = High would raise the random selected skill by one skill level
Setting the LW Skill Modifer = Minimum would lower the random selected skill by 1 1/2 skill level
Leaving both set to medium (default) = No Change2.
Osram fix . Added the This feature following bdg.txt parameter:
ADD_SHEEP_COWS_AND_HAYSTACKS=ON - Try it! (defaults to OFF) This will permit the adding of sheep and Haystacks independent of the Town and Forest Raises setting.3.
Changed the default to “ON” for the following BDG.txt parameter as it was more historicly accurate:
Do_You_Want_Increase_Firing_Rate_Of_Hand_Held_Gunners=ON # ON = Increased Firing rate to Historic for hand held guns OFF = Leave the firing rate as implemented currently at every 5 seconds4.
Added the following Bdg.txt parameters for Spin control for both the AI and the player. The player will not need to change the spin setting when flying different flyable A/C (done at player request).
If you have settings from previous updates, you should edit these numbers or you may find the spins too harsh.
Player_Spitfire_Spin_AOA_Control = 18.250000
#Player Spitfire,set to 0.0 Means no spins for Player
Player_Spitfire_Spin_Rotational_Velocity_Control = 8.00000
Player_Hurricane_Spin_AOA_Control = 17.500000
#Player Hurricane,set to 0.0 Means no spins for Player
Player_Hurricane_Spin_Rotational_Velocity_Control = 10.000000
Player_BF109_Spin_AOA_Control = 20.500000
#Player BF109,set to 0.0 Means no spins for Player
Player_BF109_Spin_Rotational_Velocity_Control = 10.250000
Player_BF110_Spin_AOA_Control = 20.500000
#Player BF110,set to 0.0 Means no spins for Player
Player_BF110_Spin_Rotational_Velocity_Control = 10.250000
Player_JU87_Spin_AOA_Control = 19.250000
#Player JU87,set to 0.0 Means no spins for Player
Player_JU87_Spin_Rotational_Velocity_Control = 9.750000
The default values are per Blue Six’s Spin parameter recommendation for the flyable A/C. Players can now tune spins to personal taste for flyable and AI A/C and the correct spin parameters will be applied automatically. 5.
We are having a problem when the AI A/C are in movecode AUTO_LANDING or AUTO_TAKEOFF. The AI A/C would not take defensive action and they would not fight. I am going to add a Alt check (if greater than 200 feet) so that they will take defensive action and try to fight. It is risk at low alt (which is why it was not done) but it is better (I think) to try defensive action and attempt to fight than just flying around and getting easily shot down. Big thanks to Chumleigh for this catch.6.
Increase Alt to FT_400 (400 feet) for player bail out. The player’s chute will not deploy if below 400 feet. I am trying to record the counts correctly for pilot death when bailing out. This is a Tuning change.7.
This fix is Osram’s so BOBII can control Town and Forest Raises and avoid issues with GUI save settings. Added the following Bdg.txt parameter:
ENABLE_TOWN_AND_FOREST_RAISES=OFF # Change to 'ON' will affect one session only, IOW BOBII will write 'OFF' back over it.
The GUI for Town and Forest Raises (Options->More GFX) is hidden.
Fixed a bug to prevent jet action after death if the previous maneuver was the MANOEUVRE_SPINOUT (after death only fix).9.
Fixed a bug that prevented friendly air to air collisions. I want to thank Atwode. 10.
Fixed a bug that did caused some of the bullets to not hit intended targets when Friendly_Fire = OFF was set in the Bdg.txt. Bad new was that I caused the bug the good news was that it was 2.10 only bug.11.
Fixed a bug for the R-3-5 (Help,Attack My Target) Radio Command. The command was calling friendly A/C (from Multi Squads) to help without checking the Range from the Caller A/C which can really mess up the campaign. I added a range (4000 meters, or HalfVisiableRange) so that any friendly A/C within 4000 meters of the Caller will come and help the Caller no matter what Squad the friendly A/C are from. I want to thank Raygun for this catch and Stickman for his review and analysis of the issue.12.
I added the following Bdg.txt parameter:
BDG_Values_SPC_Warning_Message=ON #ON = Remove warning [Couldn't fix up recursive waypoints], or OFF = Leave Warning")
The default is “ON” to remove the warning which seemed to cause “no” bad effects for the SPC mission but does cause a CTD when exiting the game.13.
I added a 1000 meters distance check to the BDG_Values.Campaign_Break_Off_Code parameter’s code (Campaign only). Now, if the attacking AI is in pursuit and the distance to the enemy AI is less than 1000 meters the attacking AI will “not” break off and disengage. Thanks to Whirlybird for this problem catch and report.14.
I fixed the Transition Maneuver so the AI will not get hung upside down. 15.
Eric new code changes and Blue Six’s analysis and help.a.
enhancement of 2D gauge system, including introduction of new numerical gauges for support of FM development and ability to read 2D gauges of padlocked AI-flown a/c (selective via .bdg file), elimination of earlier irregularities in gauge output seen when padlocking other a/c and introduction of new 2D gauge type (needle shift gauge). Supporting documentation written by Eric and released (should be included in our "Docs" folder, with 2.10);b.
introduction of ability to calibrate existing 3D gauges through changes to the .acm file;c.
rework of Spitfire fuel system coding to correct the operation and default position of fuel cocks as well as the sequence of fuel flow, in support of repairs to the fuel gauge;d.
rework of Bf110 fuel system code to correct problem with one engine running out of fuel prematurely, leading to loss of power for the player and AI crashes. Fuel cock animation revised and fuel cocks are now effective in shutting off fuel to the respective engine;e.
code change to ensure Bf110 model weight and drag decrement properly when its bombs dropped;f.
introduction of "runtime" feature, allowing external adjustment of control surface deflection rates, for both player and AI FMs.16.
I revised the conditions for deactivation of the reduce surface deflection feature, for the AI (Ken talked me into it as I hate reducing the AI advantage). The AI will have full control authority whenever their airspeed is > 400 mph and its altitude < 500 feet AGL their nose is below the horizon. Previously the parameters were 425 mph / 400 feet and there was no consideration given to pitch attitude - as a result, if the AI successfully pulled out of a steep dive at very low level, it was able to perform zoom climbs which the player, still limited by reduce surface deflection, could not match.17.
I improved the code for multi-squads so that the player is only "shot at" by the correct number of AI’s as specified in the Bdg.txt. The fix should eliminate the line of AI attacking the player. Thanks to Itkevian for focusing us on the problem and to Heinkill for confirming and testing.18.
Enhanced the code for multi AI attacking another AI as I was already in the code for 19. and the changes were similar.19.
Added a speed check in the TooLow program to prevent the lawn dart problem that Ken is working with his FM changes.21.
Fixed the Bomber Gunner problem that I caused working on the MP code.22.
Fixed/Prevented a CTD in C:\Merlin\BOB\src\MISSMAN\SAVEGAME.CPP(1671). Thanks to PV for this catch.23.
I have added a Multi-Player button at the bottom of the main BOBII Menu (see notes below).
=================================================================================================================Flight Model (FM) updates.
Thank you to our FM engineer, blue six and to chumleigh for resolving the Bf109 / Bf110 “sinker” issue.
Patch 2.10 FM Code Enhancement
Until recently, the primary flight controls in Merlin were adjustable only for their basic aerodynamic effectiveness and for the progressive loss of effectiveness as dynamic pressure rises and the flight controls “stiffen”, reducing the available range of motion. What has been missing is the ability to adjust the rate of movement of the primary control surfaces, in response to player and AI demands. In the case of the player, outside the normal dead zone of the input devices, the control surfaces track stick and rudder movement precisely, with no lag. AI control surface movement is essentially instantaneous – Eric’s new 2D gauges show the AI’s elevators and ailerons are very active during dogfights, with large and rapid reversals in the amount of deflection being applied so quickly that the related numeric gauge often cannot be read.
Neither of these situations is realistic. In the RW, frictional losses, cable stretch and inertia in the control circuit would impose a small but definite lag as the control surface accelerates from rest and rotates to the commanded position. Aircraft response would be similarly delayed. For gradual stick and rudder inputs, the lag would be almost undetectable - with rapid movements, a finite delay could be expected while the flight control surface "catches up" to demand.
An FM code change devised by Eric has provided us with a new “runtime” variable, which simulates this tiny lag and permits external adjustment of the responsiveness of each of the three primary flight controls on each of the player-flyable aircraft. Essentially what is being adjusted is the time required for the control surface to move from its current position to the position being demanded by the player or AI. The new runtime factor is found in the flight control section of each of the .acm files – a value of 1.0 corresponds to the current (no lag) situation. With a runtime value of 2.0, the control surface ramps up more gradually to its maximum deflection rate and takes longer to reach the requested position; in the case of an abrupt player input from neutral to full right rudder for example, a 2.0 setting means the rudder arrives at full deflection approximately 0.16 seconds later than it would previously. Large (>2.5) runtime values are effective in imparting a more heavy feel to FMs, complementing existing MOI/inertia effects. This is very useful in adjusting such features as Bf110 roll response – with a large aileron runtime value, the max roll rate remains the same, but the time taken to achieve max roll rate is extended. Note: the runtime feature recognizes and works within any limits on maximum available control surface deflection, imposed by the current “reduce surface deflection” code (provided this is enabled in the .bdg file).
The effect of the runtime feature on the player FM is fairly subtle – casual players may not even notice the difference. More experienced players will find that the smoothing effect of runtime reduces over-controlling while countering slipstream effects during takeoff, and moderates the tendency for the nose to wander side to side due to inadvertent small rudder inputs in the heat of battle. Reversals in roll direction during scissors-type manoeuvres can be flown noticeably more cleanly. Flown smoothly, it is somewhat easier to take the aircraft to its limits when turning. That said, the slight lag in control response means it is noticeably more difficult to avoid spinning after an accelerated stall. For this reason, the default spin settings contained in the .bdg file have been revised for Patch 2.10. See the table below and its explanatory notes for more detail.
As noted earlier, the runtime effect has been applied to the AI FMs, not only to keep them in step with the player FMs, but in the hopes of smoothing the AI’s control surface movement and improving the quality of the AI’s flying. Whether or not the AI flies any more cleanly as a result remains TBD.
Please see release notes to see how to adjust this to user preference:HERE-> http://www.a2asimulations.com/bob_dev/P ... ements.zip
Bf109 / Bf110 Undercarriage Fixes
Undercarriage spring stiffness and damping have been adjusted to correct the 'sinker' issue, that is the tendency to hop violently and/or sink into the terrain during landing attempts and while taxiing. Imbalances involving the tail wheel as well as both main wheels were a key contributor to frequent and unwarranted crash landings at all LW airfields. These have been corrected for Patch 2.10. The Bf109 remains a particularly challenging aircraft to land, as it should be for the sake of historical accuracy, however the skilled pilot will now have the ability to land his Bf109 successfully on a consistent basis. He may even manage a perfect three-pointer on occasion, without hearing so much as a squeak from the tyres.
- Here is an example of a functional Spitfire Compass. Fuel gauges are now fully operational too.
(for up to 8 players)
The MP Button is to make it easier to test and work on MP without having to maintain two different EXE’s for MP and non-MP. The MP is just a WIP experimental feature “for now” as we know we still have some problems to solve with one being very serious in the Quick Mission MP feature (the AI are jumpy). The Death Match and Team Play features also have some lower priority issues (IMHO, score keeping, etc.) but all the BOBII MP features do seem to play without crashing or hanging.
The ability to host and play BOBII (or any other MP) MP involves some knowledge of PC networks and port forwarding for people behind routers (many players now have routers). Fortunately for BOBII, we have a network skill (Alex) to assist us and maybe document the process later but Alex will be on a vacation adventure for the next 6 or more weeks. Anyone who understands MP network issue is of course invited to try BOBII MP and report issues on the BOBII forum but BOBII MP is really not ready for the non-networking type prime time players. Maybe we can make more progress and move the BOBII MP forward during the next release BOBII release cycle.
Please see the updated game manual (in your \Battle of Britain II\docs folder) for more details.
Additionally, we have this guide from AlexCraig:
" Multi-Player Essentials To Include Some 'Tips & Tricks' ".http://www.thebestjobs.com/temp/Multi-P ... ntials.doc
Bombers (He111, Ju88, Do17)
Each and every bomber now has unique codes, markings and emblems.
We have an excellent guide from Aces, well worth a good read.HERE-> http://www.filefront.com/14163649/Aces-Multiskin-Bombers-Release-Notes.pdf/ <-HERE
Each and every bomber now has unique codes, markings and emblems.
All RAF and Lufwaffe fighters already have unique markings.
In addition for 2.10, Hurricanes-
303 (Polish) Squadron Red Section only now have a red tail band as well as aircraft-specific national Kosciuszki markings.
Also, No 17 Squadron now sport coloured spinners.
All in, over 2,000 schemes are authentically modelled, a unique feature of the passion and dedication of the BoBII community.
come in three parts1.
We now have over 400 upgraded ground objects. The latest objects are in towns and cities. 2.
We have High Res Landscape textures. To use this, select LANDSCAPE_TEXTURE_SIZE = 2048
This is the default now.
The original BoBII textures were 256x256. With 2.06 we went to 512x512, with 2.08, we went to 1024x1024 and now we have 2048x2048. This improves the look and feel low down considerably.3.
We have numerous corrections. These include Old Sarum (now fully correctly with damageable Bfield objects, locations based on a BoB-vintage site plan), many fixes for landscape errors (for example the Ashford-Redhill railway line, which was missing a section, is now fully in place. This was used as a key navigational aid as it runs straight for 50 miles and enabled pilots to locate the south London airfields (Biggin, Kenley, Croydon) with ease when returning from the coast). In addition, we have the white cliffs at Beachy Head, Seven Sisters, and a corrected position of the Beachy Head light house. Also, Cuckmere River valley elevation and river course inland to Berwick.
Note: please select FULL Ground Object Density
in the game setup screens (under "More GFX") to see all of the objects.
RAF Kenley and Caterham.
Since we are only adding details for 2.10 in this announcement, for details on improvements in the earlier 2.09
see this thread: HERE-> http://http://www.a2asimulations.com/fo ... 10&t=13117
(do not use any downloads from this thread, though, they are already included in the 2.10 update)
=================================================================================================================How do I enable trees?
This is a Work-in-Progress feature that is useable for most people.
Edit your \Battle of Britain II\bdg.txt file.
At the very bottom you will see a line saying ENABLE_AUTO_GEN=OFF
Change this to: ENABLE_AUTO_GEN=ON
Yes, you need all these lines. Just copy and paste, or type it longhand. Now this looks nice, but users with weaker systems should delete one of these lines or turn down the density settings.
Weaker systems EXAMPLE 1:
Weaker systems EXAMPLE 2:
What does this mean?
-place object 1192 (a beech) on areatype 15 (forest) with density (0-3).
-place object 62 (an oak) on areatype 15 (forest) with density (0-3).
The number after the comma is a density setting and runs 0-3, mimimum to maximum.
Yet another wonderful team effort across all times zones and nationalities. The passion and dedication of the team continues to humble me.
We don't do this for the pay, merely for the love of a shared passion.
There are dozens of people contributing to the various versions so far.
Please see past release notes for previous versions. Specifically on 2.10, thank you to:
Coders- Buddye, Osram, Eric
Flight Model (FM)- blue six, Eric, chumleigh
Models: Creation, conversion- Ben, Geoff, Simon.
Textures- Ben, Bader, Aces, Stickman, Hylander_1715
Gauges- Eric, blue six, stickman, Smokin256
Landscape- PV, Bader
Multiplayer pioneering- Larry (Tako_Kichi) and AlexCraig
Guides/Illustrations- Stickman, AlexCraig
Testing/General- Trumper, Borton, Aces, Prem Holdaway, Heinkill, JamesB, PV, Stickman, SeaVee, Aces
and, as ever, Scott, for allowing us to camp out here and general support.