Dear friends,
We have released a new update 5.203, which includes a new ground combat generator mode for Tank Crew owners, which we told you about in one of the previous editions of the Dev Blog, new mission types for the scenario generator and career mode, updated descriptions of all WWII aircraft, added popular campaigns created by enthusiasts AEthelraedUnraed and Juri_JS, and much more (the full list of changes is below).
One of the most important innovations in this version is the introduction of a new dynamic battlefield system in the pilot's career mode to create the most interesting and varied scenarios and to optimize the CPU load (usually, the graphics card's performance limits the saturation of the battleground to a lesser extent because the objects are far apart and they are not rendered with high detail all at once). Since this system directly affects your gaming experience, let's learn more about it.
The new system now works in WWII career mode escort scenarios, where the player's fighter escorts AI-controlled attack, bomber, or transport planes - there are several unique variations, from escorting Ju-52s flying out of the Stalingrad cauldron, or bombers on their way to V-1 launchers in Normandy, to escorting transports with paratroopers during Operation Varsity at the end of the war.
It is based on a dynamic resource accounting mechanism. Both individual combat vehicles and groups of them are assigned a certain performance cost - for example, a truck requires very few CPU resources, while a group of heavy aircraft requires many - and request permission to appear in the game world from the resource controller. The resource controller first checks the amount of resources required, and then, in the case of an aircraft group, the probability of its appearance. The only exceptions to this general rule are such key elements of the scenario as the player's unit, its cover or other groups covered by it, and a group of the player's air targets - they will appear in the mission anyway.
If a unit or group is destroyed, crash-landed, just landed, or otherwise removed from the game world, the controller will use the freed-up resources to create a new group. A bonus effect of introducing this mechanism is that it virtually eliminates the problem of many objects appearing at the same time for ground vehicles, which can cause a noticeable "stutter".
Enemy interceptors appear in the air for a reason - they are summoned by observation posts located along the front and rear lines. They are organized into three large interception zones along the front line - each zone is assigned its own group of interceptors. The posts request the appearance of interceptor groups from the Resource Controller and then direct them to the group of aircraft to be intercepted: interceptors can either appear in the air at a sufficient distance or take off from their home airfield. In the current implementation, Airborne Warning Posts do not initiate intercepts of single aircraft or groups of fighters that don't cover strike aircraft.
When generating the next day in Pilot Career mode, additional events are selected that may occur on the player's route that day if a friendly aircraft is passing nearby. For example, there could be a pair of enemy fighters on a free hunt or a group of friendly fighters, an enemy reconnaissance plane at high altitude, a group of transport planes flying to the rear, an airfield cover flight of 4 fighters, and so on. They will not suddenly disappear into nowhere - if you follow them, they will fly their full route and land on their airfield, and to save resources, if they are far enough away from enemy planes or the player's plane, they will be removed.
Player squadron aircraft are limited to two flights of 4 aircraft each and the second flight if covers the first by default. Large-caliber anti-aircraft guns will stop firing when friendly aircraft are nearby and will not distinguish the player's aircraft from other available targets. Ground vehicle firing modes have been optimized (they pause between bursts of fire).
The "Air Forces and AAA" setting has the greatest impact on performance because aircraft consume the most CPU time - it limits the appearance of air groups (other than the player's link) and anti-aircraft artillery units on both sides in the scenario. The higher this setting is, the more aircraft there will be in air groups, the more anti-aircraft artillery units will be operating simultaneously, and the higher the chance of a random event being triggered (and the higher the CPU load).
The "Ground Forces" setting controls the number of ground vehicles to which resources are allocated, independent of the "Air Forces" and "AAA" settings. For example, you can set "Air Forces and AAA" to the minimum and "Ground Forces" to the maximum. By combining these settings, you can find a setting that will allow you to play comfortably in Pilot Career mode on your computer.
As for the "Power Balance" setting, as you can see from its variants "enemy inferiority - parity - enemy superiority", it makes the enemy forces weaker or stronger than the forces of the player's allies, both quantitatively and qualitatively (experience level of pilots, marksmanship, etc.). For example, at the first setting, the chance of a group of enemy interceptors arriving is so low that they may not appear at all, at the equal setting this chance is about 50%, and at the enemy superiority setting they will almost certainly appear.
The new battleground system will be extended to other types of career missions if it receives positive feedback from the community.