Update 2.47.0.55

Well that’s a pleasant surprise! Thank you.

Does this mean we’ll get the low thunderclouds covering airfields and rocks in the airfield fixed?

1 Like

130x130 is same size as our current maps.

Tunisia is 64x64 kilometers.

What do you mean by this?

Spoiler

A huge chunk of the map is water. meaning if they placed 2-3 AFs per side (if they can even place that many), the relative difference between those AFs is probably equal to the distance between both teams AFs on Tunisia, just with a load of extra water to the north and south.

Especially when you factor in PvE objectives as well. these will be clustered around the centre of map and the map probabyl would end up feeling more “dense” than even Tunisia is at the moment. Maps like Denmark and Afghanistan are also 130x130 but use every inch of that space with AFs located right in the corners and objectives that make full use of that entire area. And quite frankly. 130x130 is WAY too small for anything above about 12.0 at the moment

If you compare this to the size the Falklands map should actually be at:

Spoiler

What they’ve done to this potential map should be considered a crime. The relative difference between the 2 extreme east to west islands should be 220km, its barely 120km in game. We could have had a larger than 150x250 area of landmass + even more map from the water

2 Likes

Make air spawns in 10.7+ an “opt-in” setting just like smaller team battles.

4 Likes

Yeah, at least eventually. Id start with 256x256km maps. Just a straight doubling of what we’ve already got and then work from there. I have no doubt that 256x256 maps would be even more buggy than what we’ve already got. But I think with the right map design and objective overhaul. 256x256 would probably be largely suffecient for now, at least until we get the next jump in AAM/Airframe performance

1 Like

Jokes on them, I can still play Sinai in Sim

1 Like

Once again, the devs forgot that Air Sim exists :D

4 Likes

Maybe they will accidentally remove “Useful Actions” and replace it with a bug where we get our RP and SL right away instead of waiting 15 minutes. The only good thing about it is the fact I can go on Duolingo while waiting.

1 Like

When will you repair bug on ARB crashing using dx12?

That’ll explain a IS-3 tanking multiple 165mm HESH Shells to the turret rear ammo rack. Thanks for the fix

1 Like

Im curious to know if there are certain limitations that are preventing them from improving Air Sim. Like how much can the code/engine support while still maintaining a reasonable level of performance. I would imagine both of us have an image of Air Sim being a very dynamic and active match with say medium to long-range radar installations feeding missile launch sites data, military convoys and trains zig-zagging across the map, refuelers, FOBs, artillery units ranging for short range howizters to more sophisticated pieces, and etc.

Stuff that we would expect on a modern battlefield. And I just cant help but wonder if the game can support it. I don’t think the devs abandoned it. I think its a mixture of possinle limitations and not wanting to give false hopes.

If a CM happens to see this, could the state of sim battles be something addressed in a near-future devblog if possible? I think a reasonable portion of the player base is curious to see Gaijin’s plans or at the very least, their thoughts on the mode.

Oh no, don’t worry, that fixed nothing.
(for anyone not catching the sarcasm)

1 Like

Apparently there is an issue with the physics engine the further away from 0 you get or something. But I think the limit i’ve heard before would still enable a map about 1.8x ish times bigger than what we’ve already got and they could fix that issue if they wanted.

As for everything else. I think its just the devs dont care as not enough people play the gamemode anymore because the devs just stopped putting the effort in.

My only hope these days is a combo of the SEAD Event and rumours of an RB EC in the works. Both of which we can just sponge off of

1 Like

Are we expecting this to fix the chaotic auto lock from systems like Pantsir-S1? It was kinda harsh to keep track of an bigger target when smaller ones like bombs, missiles and drones got in the way of the auto track.

This is good to hear, hopefully more improvements for HESH in the near future bringing vehicles with this sort of weapon exclusively on the spot (e.g. FV-4005, Centurion Mk. 5 AVRE, etc.)

And by the way, when are this 405 error being fixed, interactions in the Forums is being interrupted by this constant error.

1 Like

Wow you really are turning air RB into arcade.

This is pathetic.

6 Likes

Fix to that would be the so called TWS+. Idk if you want it tho.

good as fighting on there has been cancer lately

It’s probably a floating point precision error. It’s basically where the computer runs out of bits to represent the number past the decimal point once you get so far from the origin (or 0), as the computer has to use more bits for the whole part of number (a gross over simplification but good enough for this explanation) and ends up unpredictably rounding numbers.
Other games solve this by having floating origins (e.g. Kerbal space program) or lots of (sometimes hidden) loading screens (e.g. Starfield).
It’s a hard problem to solve, and I don’t envy the devs having to try and figure out how to solve such a problem

3 Likes

Stop adding airspawns!

6 Likes

Yes please