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PostPosted: Sat Sep 15, 2012 4:45 am 
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BDG
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Location: Bletchingley, Surrey, UK.
Every year in the UK we remember the Battle of Britain on 15th September. So much has been said and written since 1940 that modern eyes can see this as a small struggle, in the context of six years of worldwide conflict. Indeed it was, in terms of human scale.

But at the time, its importance cannot be overstated. It brought together the largest and most powerful airforces in the world in an age where air power was the defining characteristic of national strength. It pitched these forces into a battle which was the first step in turning the tide of the war.

BoBII is the only comprehensive simulation of the Battle of Britain. It will remain the benchmark. Rowan's vision is still unique and powerful. Moreso today, with the years of updates than when initially released. We hope you enjoy our Time Machine.

Content for BoBII 2.12 is now final. We have to complete testing and then package up final installers. Below is a preview of what's included.


*********************************************************************************************************************************************************************************

Image

Battle of Britain II BDG_2.12 Release.
Please note that the items listed in these release notes are all incremental over 2.11. For notes on prior updates there, please see: http://www.a2asimulations.com/forum/vie ... 36&start=0
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 for over 10 years.




So what's included?


1) Major Campaign Game features update (two27)
2) Bug fixes and AI behaviour updates (Buddye)
3) Historically accurate key features Accuracy of airfields, industrial targets and defences is now simply unsurpassed by any past or future BoB simulation.
4) Historically accurate key features - RAF airfields (Ben, PV, Stickman)
5) Historically accurate key features - Industrial locations (Stickman and PV)
6) Historically accurate key features - AA defences (Stickman)
7) Historically accurate landscape features - (PV)
8 ) More new models - (Ben)
9) Flight model corrections - (blue six)


*********************************************************************************************************************************************************************************


Note1: this update will bring *any* previous version up to 2.12. You do not need any previous patches at all.
Note2: You will need the latest DirectX to run 2.12.
You will get a missing .dll error if you do not. When you run the 2.12 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 v2.12 Patch (English) OR Battle of Britain 2: Wings of Victory v2.12 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: The minimum requirements for BoBII have changed very significantly since initial release. To run 2.12 successfully we recommend Win XP/7, 2GB RAM, 1GB Video card, Strong Dual or Quad Core processor.
Note7: Vista and Windows 7 users may need to apply the 'Vista/Windows 7 fix' to your desktop shortcut as a fresh 2.11 install will overwrite the previous shortcut.
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.
Note8: Forcing VSync with ATI card
There is a known issue with the latest ATI cards and VSync. See http://www.a2asimulations.com/forum/vie ... 10&t=21660
In short, you need to right click your ATI tray icon and enable through that (Wait for vertical refresh->Always on).
Note9: Framerates over densely populated areas of 3D objects.
See the section later in this thread. Object rendering is not as efficient as we hope to make it in the future. Be prepared to check your Ground Object Density settings in densely populated urban areas. See below.
Note10: You will not be able to run old campaigns with 2.12. You will need to restart them.

*********************************************************************************************************************************************************************************


Campaign updates release notes Very significant fixes, improvements and adjustments have been made. This is the biggest fix since release of BoBI, let alone BoBII. A huge piece of work.

Here are comprehensive notes from our very talented and dedicated coder Randy. (Word doc.)
Here: --> https://dl.dropbox.com/u/90809772/BoBII ... dates.docx <-- Here

And here is Stickman's excellent Luftwaffe campaign thread. Very useful for Luftwaffe players.
Here: --> viewtopic.php?f=48&t=11481

A terrific thread on how things have changed for the Luftwaffe campaigner. Worth a good read!
Here: --> http://www.a2asimulations.com/forum/vie ... 10&t=29337



==============================================================================================================================


Historically accurate key features Accuracy of airfields, industrial targets and defences is now simply unsurpassed by any past or future BoB simulation.

a) Historically accurate key features - RAF airfields (Ben, PV, Stickman)
RAF Fighter Command: Updated: Biggin Hill, Coltishall, Croydon, Debden, Duxford, Gravesend, Hawkinge, Hornchurch, Kenley, Lympne, Manston, Martlesham, Middle Wallop, Northolt, North Weald, Pembrey, Rochford, Stapleford, Tangmere, Warmwell, Westhampnet, West Malling
RAF Bomber Command: Updated: Andover, Boscombe Down, Detling, Odiham, Worthy Down
RAF Coastal Command: Updated: Eastchurch, Ford, Gosport, Lee On Solent, Shoreham, Thorney Island

b) Historically accurate key features - Factories (Stickman and PV) from period photographic sources.
Updated: Woolston Supermarine, Woolston Supermarine, Itchen Aircraft Factory, ThornyCroft Motors, Southampton Electrical Works, Westland Aircraft works, Farnborough R.A E. (now the Home of the British Army), Canterbury Industry, Brooklands Vickers Works, Brooklands Hawker Factory, Langley Hawker Factory, Feltham General Aircraft Factory, Hatfield de Havilland Works, Luton Vauxhall Works.

c) Historically accurate key features - Oil, Gas, and Power targets (Stickman, PV, Ben) from period photographic sources.
Updated: Battersea, West Ham Power Station, Beckton Gas Works, Thames Haven Oil Farm,

d) Historically accurate key features - AA defences (Stickman)

e) Historically accurate landscape features - (PV)
Updated: Southampton, Woolston, George V docks, Wemouth, Tilbury, Thames Haven, Gravelines to Dunkerque.

f) Historically accurate landscape features - docks - (Stickman, Ben, PV) from period photographic sources
Updated: Portland Naval Base, Weymouth Docks, Southampton Docks, Bournemouth Docks, Eastbourne Docks, Sheerness Docks, Dover Docks, Tilbury Docks, Brighton Docks.

f) More models. Look for the Supermarine Walrus and Blackburn Shark at Coastal Command locations and buses.

Image
Image

Watch out for three at once. (A typically British piece of humour from the very classy Rowan team that we have left in.)


==============================================================================================================================


Historically accurate key features - AA defences (Stickman).
This is a tremendous piece of work to research light, medium and heavy AA defences during the BoB period. British AA was fairly ineffective in the early war period and was over-estimated by the Luftwaffe. Later, it improved.


Full release notes to come shortly...


==============================================================================================================================


2.12 code (exe) Changes from 2.11 (Buddye)

1. In the R-3-5 Radio command, the Ghost A/C (internal tracking of player) must not be excluded so that you can effectively command the AI to attack a new target (you must padlock the target first).
2. CTD reported by Chumleigh in campaign. I added a null pointer check to defend against the CTD.
3. Fixed the problem of the AI A/C flipping on their backs when the player or enemy AI is shooting at them during auto takeoffs or landings. The AI were trying to maneuver to avoid a conflict with the players. It was a conflict avoidance issue, The fix was to "not" do conflict avoidance during the AI auto takeoff or landing. Turned out to be a very tough problem to understand.
4. Added a NULL pointer check (mad) in program "Add_Shadow" to work around a CTD reported (thanks to Chumleigh's report).
5. Changed the Group Go Home criteria for the Campaign only. The Group will go home when the number of A/C left fighting plus the number of A/C in go Home status is equal or greater than 50% of the number in the original Squad. The Campaign players wanted this change to reduce the number of A/C in the Squad being killed.
6. A change to keep the RAF A/C from going to France most of the time. I did implement a random factor for individual A/C in a Squad so that on rare chance a "wild duck" pilot will continue chasing the enemy back to France.
Note: to use this code you must set the following: BDG_Values.RAF_Breaksoff_Before_France = ON. The default is OFF.
7. I implemented two new BDG.txt parameters for two AAA guns as follows:
-- Reload_LT_BRIT_3_7IN_Gun = 1800.000000 #The Reload Time in CSeconds (Csec/100 = sec)for the British 3.7 inch gun.
-- Reload_LT_BRIT_4_5IN_Gun = 1200.000000 #The Reload Time in CSeconds (Csec/100 = sec)for the British 4.5 inch gun.
Stickman will use the new parameters to test and find the best default values for both the 3.7 IN and 4.5 IN British guns so the players will not need to change (unless they want something different).
8. I added the following Bdg.txt parameters for Testing by Heinkill so that he can evaluate the effectiveness of "straggler" code:
BOB_WING_OV_A = 100.000000 #Bomber Phase one wing, straggler
BOB_WING_OV_B = 160.000000 #Bomber Phase two wing
BOB_ENG_OV_A = 100.000000 #Bomber Phase one engine, straggler
BOB_ENG_OV_B = 200.000000 #Phase two engine
BOB_CAN_A = 50.000000 #Bomber Phase one canopy, straggler
BOB_CAN_B = 100.000000 #Phase two canopy
BOB_CAN = 2.000000 #JU87 canopy
BOB_ENG = 190.000000 #Used for determining engine fire, do not change
The three BDG.txt straggler changes are shown for #8. Here is the code and the code text:
First the straggler code is as follows:
if ( ac->ai.islimpinghome == false &&
((adptr->ENGINELEFT > BDG_Values.BOBENGOVA) || (adptr->ENGINERIGHT>BDG_Values.BOBENGOVA) || //BDG_Values.BOBENGOVA =100
(((adptr->LEFTWINGOUT + adptr->LEFTWINGIN + adptr->RIGHTWINGIN + adptr->RIGHTWINGOUT) /4) > BDG_Values.BOBWINGOVA) || //BOBWINGOVA = 100
(adptr->CANOPY > BDG_Values.BOBCANA)) ) //BOBCANA = 50
These are all "or" so if any are true the bomber becomes a straggler, and then either heads home or tries to complete his mission at a slower pace.
The three key parameters are:
BOBENGOVA =100 this is the engine damage (so if the either engine is damaged greater than 120 out of 256 the bomber becomes a straggler
BOBWINGOVA = 100 this is the wing damage so if the sum of all the wing damage (two wings plus inside and outside wing) divided by 4 is greater than 120
BOBCANA = 50 this is the canopy damage so if the bomber canopy damage is greater than 50 the bomber becomes a straggler
9. No evasive maneuver if attacking A/C is maneuver = STRAFFE and target A/C has it gear on the ground.
10. Added a new BDG.txt parameter for those who want a an option for the JU87 behavior (maybe not realistic but the JU87 did have front guns):
Do_You_Want_The_JU87_To_DogFight=OFF # ON = After being fired on (and a evasive maneuver) the JU87 will dogfight OFF = No, dogfighting after being fired on (and an evasive maneouvre)

==============================================================================================================================

Flight Model (FM) updates.
Some notes from Blue Six, our FM specialist.
"Bf110 wing aerodynamics have been revised to bring them into closer compliance with those being used for the Bf109 (both aircraft used NACA 2R1 foils, the only difference being that the Bf110 had a higher thickness to chord ratio on the inboard section). Top speed and max roll rate remain unchanged, turn capability is slightly improved. While still no match for the RAF single-seaters, the Bf110 is less obviously out-classed and much more pleasant to fly.
The 3D prop pitch gauges on the Bf109 and Bf110 have been repaired. Each now indicates full fine pitch at the "12 o'clock" position, and unwinds counter-clockwise, indicating full coarse pitch at approximately "6 o'clock." The Bf110 gauge fix is interim and will be finalized once minor code changes are complete."




==============================================================================================================================



Note: please select FULL Ground Object Density in the game setup screens (under "More GFX") to see all of the objects.

Image

Westminster
Image
Folkestone Harbour
Image

==============================================================================================================================




Image



==============================================================================================================================


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 2.12, thank you to:
Coders- Buddye, two27
Flight Model (FM)- blue six
Models: Creation, conversion- Ben
Textures- Ben, Stickman
Landscape- PV, Stickman
Testing/General- alexcraig, chumleigh, Borton, Stickman, Heinkill, creepycrawl, tigermoth
and, as ever, Scott, for allowing us to camp out here and general support.




Image

==============================================================================================================================



Multiskin updates
2.12 Multiskin will follow the main code update. Bf110 schemes will be updated and 'A' and 'B' camouflage patterns will be introduced for RAF fighters. It is worth re-stating that BoBII does something that no other sim has ever done (or will ever do). It models every single aircraft down to Squadron or Staffel level with unique paintschemes and identifying codes.

All in, over 2,000 schemes for all fighters and bombers are authentically modelled, a unique feature of the passion and dedication of the BoBII community.

Image
Image

==============================================================================================================================

_________________
"Ah yes, Michael (Parkinson)," Bader replied, "But these particular Fockers were Messerschmitts..."

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Last edited by Bader on Sun Nov 25, 2012 3:30 pm, edited 1 time in total.

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PostPosted: Wed Oct 31, 2012 5:22 am 
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Airman First Class
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Joined: Mon Jan 16, 2012 10:41 pm
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Location: Tortuga
Don't know how i missed this. Many thanks in advance for all the hard work guys, really looking forward to seeing a copy on my own machine. I'm thinking that it'll be a while before i take it into combat, i'll be too busy just stooging about soaking up all the new scenery :)


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PostPosted: Fri Nov 09, 2012 2:27 pm 
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Joined: Mon Jul 18, 2011 12:45 am
Posts: 31
Do we have an actual release date?


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PostPosted: Fri Nov 09, 2012 6:15 pm 
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BDG
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Posts: 7388
Location: Oahu, Hawai'i
Not yet, sorry.
We have some bugs that Osram is helping us find and clean out. I thank him for giving us his precious time. No one knows BoBII better than he does.
I had to rebuild many of Ben's new airfields, and the new Docks, Factories, and Industry targets, that I improperly assembled before, this last summer. :oops:
That is done up proper now, as of last month, October 2012. :)

Now we are seeing a few unexpected Artificial Intelligence type bugs. :(

v2.12 is a huge change in many ways. 2.5 years of work from (mostly) four men.
- Campaign code to better reflect military and historical reality. two27
- Historically true to B of B RAF fighter (except four of them way up north) and RNAS airfields, and most Bomber airfields. Ben
- Many Docks, Factories, and Industry targets placed to their true locations and built to look like they did with old maps and old 1940 photo recon. Me
- New base terrain builds to reflect 1940 reality, and at my request, to make new terrain for my new Targets relocations. PV, and later a few from Bader.
- New historic Heavy AA and Light AA gun sights. Not yet totally finished, but for v2.12 it is 66% finished. More work to be done for v2.13. Me

Now, it took me and two27 a full year (me in my off-work spare time) just to do the righteous research. USA men.
PV is a guy that researches every terrain make that he does in detail. He is also what I would call a genius. I wish that I had half of his brain. Canadian.
Ben has a substantially good B of B library. Being English, he knows England already and needs less research time than us colonials. :wink:

------

We have a small, but good group of beta testers that test very thoroughly and test each IA Mission or Campaign situation for a long time.
Each test should be able to be run CTD free for at least 20 minutes (with 3D manual flight 95% of the time), to be called bug free and OK.

In the past BoBII versions, I always thought that testing was not done very thoroughly. Big hurry to send out a new version, by some bdg guys.
With v2.12, we will test thoroughly.
Some bdg guys want to ship it out fast. "Been a long time since the last update." they say.
That is when I stand up and pound my fist on the table, "It will ship when it is good and ready!"

As an Instrument & Electrical & Analyzer Mechanic, working for the 2nd biggest privately owned Oil Company on Earth,
I take pride in my work. If I do shoddy work there, something might BLOW UP! & KILL PEOPLE!
One official tenet of Safety there is, " Take The Time To Do It Right!"
This tenet is not the Company's official one, but one that I follow, "Get Into A Big Hurry And You Will Faak Something Up!"

As we are all un-paid volunteers, The word DEADLINE means nothing to us independent & free working hobbyists. :wink:

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PostPosted: Fri Nov 09, 2012 7:14 pm 
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Joined: Thu Jul 08, 2004 2:46 am
Posts: 351
Looking forward to the update.

Thanks for all the hard work, looks like I may finally try the Campaign. (Been meaning to for years)

Cheers MarkL

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PostPosted: Sat Nov 10, 2012 1:10 pm 
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BDG
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Location: Bletchingley, Surrey, UK.
Good news is that we have been battling with some obscure crashes for some time. Osram has done some excellent diagnostics and found that we have been hitting an internal animation number limit, of 8000 animations (there are so many more things going on visually in BoBII now than even a couple of patches ago with all the objects and effects in big battles).

This now seems to be fixed, so we are now in final test stage. This looked like a couple of weeks a while back but with testing you never can say. So it's no good to commit just yet. Soon :)

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"Ah yes, Michael (Parkinson)," Bader replied, "But these particular Fockers were Messerschmitts..."

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PostPosted: Mon Nov 12, 2012 10:09 pm 
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Joined: Tue Jul 01, 2008 9:55 pm
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I am really excited about a new update for Bob II. My game computer died and I think its been over 2 years since the last time I fired up Bob II but I used to spend lots of hours with it.

I am getting my new game computer back up to speed reinstalling all my FSX A2A planes and even downloaded COD but very disapointed with it.

Will it be easier to install if I wait for the 2.12 release ( I have the original DVD) or should I install and up date to 2.11 then install the 2.12 when it comes out.


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PostPosted: Tue Nov 13, 2012 2:46 am 
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Hello offwatch and welcome back to fun times!

It doesn't really complicate things if you install 2.11 now and 2.12 when it comes out. You just install the new files on top of the old ones.

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PostPosted: Sat Nov 17, 2012 4:00 am 
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BDG
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Joined: Fri Nov 05, 2004 2:10 pm
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Location: Bletchingley, Surrey, UK.
offwatch wrote:
.. should I install and up date to 2.11 then install the 2.12 when it comes out.



The 2.12 update can be applied on any older version of BoBII so it doesn't matter where you start from.. so you don't need to start with 2.11, no.

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"Ah yes, Michael (Parkinson)," Bader replied, "But these particular Fockers were Messerschmitts..."

Intel Core I7 920 @3.57GHz
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PostPosted: Wed Nov 21, 2012 9:53 am 
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Note6: The minimum requirements for BoBII have changed very significantly since initial release. To run 2.12 successfully we recommend Win XP/7, 2GB RAM, 1GB Video card, Strong Dual or Quad Core processor.

Is there a change in videocard requirements from 2.11 to 2.12 ?

Using 2.11 and multiskin i can play BoBII nearly max even over the London.

My Mac Mini has an Intel Core i5 with HD 4000 support 512MB Graphic memory with the 4 GB installed and more (768MB?) if i would go up to 8GB RAM.

Now i´m a bit concerned not to be able to use 2.12 because of the 1GB videocard requirements !

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PostPosted: Wed Nov 21, 2012 12:09 pm 
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BDG
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Location: South East Texas, USA
Rends wrote:
Note6: The minimum requirements for BoBII have changed very significantly since initial release. To run 2.12 successfully we recommend Win XP/7, 2GB RAM, 1GB Video card, Strong Dual or Quad Core processor.

Is there a change in videocard requirements from 2.11 to 2.12 ?

Using 2.11 and multiskin i can play BoBII nearly max even over the London.

My Mac Mini has an Intel Core i5 with HD 4000 support 512MB Graphic memory with the 4 GB installed and more (768MB?) if i would go up to 8GB RAM.

Now i´m a bit concerned not to be able to use 2.12 because of the 1GB videocard requirements !


I think you should be OK with the 500 MG video card but you may need to tune it if the game slows down.

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PostPosted: Wed Nov 21, 2012 12:18 pm 
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Great,
hope it will be a christmas present :wink:

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PostPosted: Sun Nov 25, 2012 3:33 pm 
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BDG
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Hopefully so, Rends.

2.12 isn't that much more demanding than 2.11, I think. It's just more accurate and somewhat more populated.

Plus all the other changes, of course...

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"Ah yes, Michael (Parkinson)," Bader replied, "But these particular Fockers were Messerschmitts..."

Intel Core I7 920 @3.57GHz
GA-EX58-UD3R Mobo
8GB Corsair Vengeance DDR3 PC3-12800 (1600MHz)
ATI HD4870 1024M
Win 7 Home
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PostPosted: Wed Jan 02, 2013 7:38 pm 
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Airman

Joined: Fri Jan 25, 2008 3:50 am
Posts: 33
Location: Surrey, UK
Hello All,

not been here for a very long time, but always itching to have another go at this great sim. Am in awe of all the effort you are putting in to improving it, but my poor old PC has been left behind by your leaps forward.

I refer to the comments made above about system requirements to run this game - particularly CPU - can anyone define what a "strong dual or quad core" means ?

I am thinking about trying to piece together a system from old bits and bobs on ebay.. possibly using something like an intel xeon dual core 5140 and 2GB memory, is this still too weak, as the budget won't extend much past it ?

Yes - I know I'd also need to add a graphics card, but no point researching that if I can't get an adequate CPU

Thanks in advance for your advice

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PostPosted: Tue Jan 22, 2013 6:36 am 
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Awesome guys ,can`t wait.With the demise of a certain other BoB simulator this goes from strength to strength.

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