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BadAim
12-29-2010, 12:48 AM
I've read through that thread. I'm not finding what I'm after. If someone from Team Diadalos could tell me if the game coding in 4.1 with the 2 second fusing allows for skip bombing land targets or not? If it doesn't, that is fine. Just don't want to spend hours trying to do something that may be impossible to do. If it is or isn't, I'm sure you have your reasons. Thanks.

Depending on your speed, you'll need to drop at like 30-40 meters minimum in level flight to get the 2 sec fly time to arm the bombs, if your in a dive, you'll need to be higher still. If you used to skip at very low level like I used to, it'll take a bit more practice, but all in all you'll be bombing at much more realistic heights (at least in my opinion).

IceFire
12-29-2010, 01:01 AM
Ok this is circumstantial at this point....

But...

When on a dogfight server you now have access to the communications menu. It seems that using the menu seems to cause warping. Not corroborated yet but has anyone else seen that?

DrJet
12-29-2010, 02:36 AM
I would appreciate if you can show us your exemplary skip bombing. I've been flying online server for the last three years in addition to playing IL2 once it came out. I succeeded one out of ten attempts in offline due to two seconds bomb fusing. It made all of my fun gone. :(
Salute,
DrJet

MadBlaster
12-29-2010, 04:35 AM
Hi. I can confirm skip bombing on land does work. I don't want to spoil anyone's fun, so mum's the word.

_RAAF_Furball
12-29-2010, 04:49 AM
Originally Posted by _RAAF_Furball:
"Could I please have an official reply to CRT=2 and CRT=1 not allowing players to join a server? (see pages 2, 10, 16 & 17)"

Confirmed as a bug, can happen at special circumstances.

Thank you.
Will it be fixed?
There are many who don't like MODs.

FlyingShark
12-29-2010, 05:26 AM
The following is not a 4.10 bug but a major Il2 flaw from since the beginning, I first didn't want to post it here because it's not a 4.10 bug but I decided to post it anyway as I think it can be no big deal for you people to fix.
If you use certain products like Saitek or CH products throttle quadrants, you have to give serveral attemps to get to either full power or 0 power, the same with full or 0 prop pitch. I have watched ingame and noticed that the according handles move slower than your phisical movement on the handles.
Maybe we could get a fix for this in 4.101?


~S~

indy
12-29-2010, 06:32 AM
The following is not a 4.10 bug but a major Il2 flaw from since the beginning, I first didn't want to post it here because it's not a 4.10 bug but I decided to post it anyway as I think it can be no big deal for you people to fix.
If you use certain products like Saitek or CH products throttle quadrants, you have to give serveral attemps to get to either full power or 0 power, the same with full or 0 prop pitch. I have watched ingame and noticed that the according handles move slower than your phisical movement on the handles.
Maybe we could get a fix for this in 4.101?
~S~
Hello,
If you'll take a look into conf.ini file and find strings like
X=0 10 20 30 40 50 60 70 80 90 100 0
in the joistick control sections. Probably you'll see that first and/or last number are not zero.
Accidentially time to time this numbers are not equal to zeroes. Don't know why. But if you want to use entire joystick diapason these numbers should be equal to zero. This is the reazon of your issue.
I faced this issue only once. And when I set zero to the last and first position everithing came ok with joystick.

Cheers.

Fenrir
12-29-2010, 06:55 AM
The MkVc cockpits are incorrectly positioned - vertical position 1m too high.

http://i9.photobucket.com/albums/a52/tomtheyak/Cockpitcomparison.jpg

http://i9.photobucket.com/albums/a52/tomtheyak/Cockpitcomparison-starboard.jpg

http://i9.photobucket.com/albums/a52/tomtheyak/Cockpitcomparison-rearstarboard.jpg

Also the spinner is too long - there should be a gap of only 1/4" between the rear of the prop and the cowling.

Be nice to see these fixed chaps, specially as it's just a couple lines in the hier file.

Cheers!

EJGr.Ost_Caspar
12-29-2010, 11:36 AM
Be nice to see these fixed chaps, specially as it's just a couple lines in the hier file.

Cheers!

Yeah, its good to know, that everyone seems to be sure, how to do something best and how we have to do it. :(

However, we will probably going to adjust that, still... that is an old known issue and not a 4.10 bug!

ImpalerNL
12-29-2010, 11:50 AM
There are no specifications and descriptions in the object viewer for some of the new airplanes.
There is only a blank page.

150GCT_Veltro
12-29-2010, 11:56 AM
Caspar, for the Mk.Vc, if you still have some time for it please add some loadouts (fuel tank and bombs). The guy above is also right for the spinner.
Second, an Mk.Vc L.F. would be a nice addition. It's one of the most usefull aircraft in IL2's campaign.

We have mod but would be great have finally the Mark Vc fixed as an official release.

P.S.: Also Mk.VIII would be nice with some bombs. If i remeber well, wings are yet coded for it, so it would be "only" a java work in the aircraft file.

kampfjager31
12-29-2010, 12:19 PM
Gun pods used with the Bf-110-G2, Hs 129 B-2, and Hs 129 B-3 will not jettison, when hitting the key. Bombs and rocket pods do jetttison, but gun pods wont.

F19_Klunk
12-29-2010, 12:34 PM
a)
The new Batbomb does not have the 2 sec fomb fuse delay. Spawn on a carrier with a corsair carrying the batbomb and release it, you will find that it will explode

b) Is it possible to "bind" breaking waves textures to wind speed rather that choice of weather? As it is now you can choose "good weather" with how much wind you like but the sea is still calm (no breaking waves textures), and if you choose "thunder" with wind speed 0m/s you will still get the breaking of the waves.

Flanker35M
12-29-2010, 01:02 PM
S!

Did not scour through the thread, but one bug that is as old as the plane. Bf110G-2 landing gear light works the opposite: when in it shows out, when out shows in.

TinyTim
12-29-2010, 01:04 PM
Gun pods used with the Bf-110-G2, Hs 129 B-2, and Hs 129 B-3 will not jettison, when hitting the key. Bombs and rocket pods do jetttison, but gun pods wont.

For me BK 7,5 on Hs 129 B-3 does jettison. I don't think any other gunpods should.

150GCT_Veltro
12-29-2010, 01:11 PM
Very little bug in the italians squadrons tga.

http://www.150gct.it/users/150GCT_Veltro/BUGTGA.jpg

279a Squadriglia AS
281a Squadriglia AS

Viikate
12-29-2010, 01:12 PM
BK.75 cannot be dropped if flying too fast or too slow. Try something like 230km/h. There is a warning sign about this in the pit. Other pods will not jettison.

FlyingShark
12-29-2010, 01:52 PM
Hello,
If you'll take a look into conf.ini file and find strings like
X=0 10 20 30 40 50 60 70 80 90 100 0
in the joistick control sections. Probably you'll see that first and/or last number are not zero.
Accidentially time to time this numbers are not equal to zeroes. Don't know why. But if you want to use entire joystick diapason these numbers should be equal to zero. This is the reazon of your issue.
I faced this issue only once. And when I set zero to the last and first position everithing came ok with joystick.

Cheers.
Hey, thanks for this:).

~S~

Roblex
12-29-2010, 02:30 PM
Spent an hour or so yesterday practicing blind landings. Here are some observations (not necessarily bugs):

- runway lights intensity is very low, and they're practically useless. What is the distance from the field when they can be turned on? I tried calling for lights on outer and on inner marker and nada, they switched them on when I was maybe 200m from rwy threshold - needless to say they were of no use then.

I was about to post that I could not get runway lights to turn on at all. What is the procedure? Do you request them then when you get no response just assume that they will switch on just before you touch down? I edited the mission and added the same type of lights along the the runway but with no ownership and they show up fine as long as you are at the right angle but I never saw the threshold lights turn on. If they dont turn on until 200m then they were probably under my nose before they turned on, especially as without threshold lights I was landing long to avoid landing before the invisible runway started!

swiss
12-29-2010, 02:54 PM
KI84

Both, board weapons fire too low, never cross the "sighting line".

Fenrir
12-29-2010, 03:16 PM
Yeah, its good to know, that everyone seems to be sure, how to do something best and how we have to do it. :(

However, we will probably going to adjust that, still... that is an old known issue and not a 4.10 bug!

Sorry caspar, didn't mean to be flippant or disrespectful. :oops:

I thought that the hier edit was the fix as I was able to *correct* it with a modded install apparently quite simply - are there further ramifications and complications to this then?

And yes, I know it's an old bug but I wondered if it had gone overlooked; the only reason I highlighted it was because with all the new stuff and bits to fix from 4.10 it might have got overlooked again, and considering it gives Spitfire Vc flyers - and I'm one of them, btw - an advantage in deflection shooting and general visibility I thought it was an important one.

I did send Oleg and 1c this stuff long long ago too, so do not feel I'm picking on you, just a gentle reminder! :wink:

Thanks for 4.10, your hard work is greatly appreciated from me and also my squad! Much obliged mate. 8)

Majo
12-29-2010, 03:20 PM
Please,
Can you evaluate the bomb dropping sequence for the Hs129?

See images.

http://usuarios.lycos.es/sk0ria/hpbimg/il2/secuencia.jpg

Thanking you in advance, Salutes.

IceFire
12-29-2010, 03:41 PM
KI84

Both, board weapons fire too low, never cross the "sighting line".

Which Ki84? I tried A and B and they hit dead center at my convergence point. It's not a really stable gun platform so it's hard to hold but it seems to be fine... Double check convergence values?

Sven
12-29-2010, 03:50 PM
my machine guns in the ki-84 fire spot on, but the cannons never cross the X mark in the middle, they are firing 2 mm too low, I'm checking my convergeance right now. What is yours IceFire?

EDIT, changed some setting now the guns in my wing fire spot on as well, strange though I thought gun-convergence meant the distance where the bullets cross each other, not the angle in which they fire vertically.

mkubani
12-29-2010, 03:53 PM
Majo, could you please give more details how you released the bombs? With one push of the trigger you have released what's on pic. 1 and another push, you have released pic. 2?


Please,
Can you evaluate the bomb dropping sequence for the Hs129?

See images.

http://usuarios.lycos.es/sk0ria/hpbimg/il2/secuencia.jpg

Thanking you in advance, Salutes.

Viikate
12-29-2010, 04:04 PM
Please,
Can you evaluate the bomb dropping sequence for the Hs129?

See images.

http://usuarios.lycos.es/sk0ria/hpbimg/il2/secuencia.jpg



I cannot see the image, but I think I know what you mean and it's fixed already.

csThor
12-29-2010, 04:49 PM
Very little bug in the italians squadrons tga.

http://www.150gct.it/users/150GCT_Veltro/BUGTGA.jpg

279a Squadriglia AS
281a Squadriglia AS

Confirmed and fixed. For some reason the emblems I had for these two have turned into white squares. :(

swiss
12-29-2010, 04:58 PM
, strange though I thought gun-convergence meant the distance where the bullets cross each other, not the angle in which they fire vertically.

Should be both.
That's why it's a bug.
They must cross the sighting twice


(ok, there is a point right in front of the airplane where they cross(touch) the sight only once, but...

Majo
12-29-2010, 05:00 PM
Majo, could you please give more details how you released the bombs? With one push of the trigger you have released what's on pic. 1 and another push, you have released pic. 2?

Yes. This is confirmed, a push for each image on the assigned key.

I cannot see the image, but I think I know what you mean and it's fixed already.

Wow!!! your abilities are impressive...;)

Thank you all for the quick answer.

Salutes.

76.IAP-Blackbird
12-29-2010, 05:00 PM
The AI is crashing into the ground when you dogfight them down low and on average AI settings. You just need one bullet and a bit of dogfighting and you have a scored a kill.

One fight agains 4 planes and 3 crashed. Same in the QMB and the Campaign.

mkubani
12-29-2010, 05:08 PM
Just to make clear and sure to focus on 4.10 related bugs right now. Is this something you have experienced in 4.09 as well, or is this something new that came with 4.10?

The AI is crashing into the ground when you dogfight them down low and on average AI settings. You just need one bullet and a bit of dogfighting and you have a scored a kill.

One fight agains 4 planes and 3 crashed. Same in the QMB and the Campaign.

TheGrunch
12-29-2010, 05:15 PM
Blackbird, have you got the new pilot damage options enabled? Perhaps you're simply quite good at wounding pilots? :)

P-38L
12-29-2010, 05:31 PM
Hello and first of all thank you.

I just installed 4.10 in a clean game. I hava a question.

I cannot make the lights on the runway to ON.
I create a mission, no enemy, 23:00, all the lights on the runway are assigned to red team, the home base for that airport is red team too, the airplane that I fly is read team too. I select from the menu the option to turn on the lights, and nothing happend.

What I am doing wrong? Do I have to put something on the conf.ini or from the Difficulty menu?

Any help will be great

Thank you

Bionde
12-29-2010, 05:59 PM
Hello and first of all thank you.

I just installed 4.10 in a clean game. I hava a question.

I cannot make the lights on the runway to ON.
I create a mission, no enemy, 23:00, all the lights on the runway are assigned to red team, the home base for that airport is red team too, the airplane that I fly is read team too. I select from the menu the option to turn on the lights, and nothing happend.

What I am doing wrong? Do I have to put something on the conf.ini or from the Difficulty menu?

Any help will be great

Thank you

i have the same problem, its the FMB dont save a contry to a red ou blue base, and the light dot turns on...



sry my bad english

150GCT_Veltro
12-29-2010, 06:18 PM
Not an important bug but in the He-111 H-12 there is a problem in the lods transition when engines are off: check the prop position in the external view (press F3 with engine off), it changes during the lods transition.

SDPG_SPAD
12-29-2010, 06:21 PM
Hello everyone again!
I think I've just found a Spitfire FM issue.

Nearly all of IXc Spitfires: both F. models, Mk.IXc, and L.F.Mk.IXc with clipped-wings have a mass of about 3390 kg (3387.54 to be exact).

However, L.F.Mk.IXc with non-clipped wings is 118kg lighter, which looks quite illogical compared to the planes with the same airframe I listed above; besides, that gives him a climbrate of ~26 m/s at sealevel. I guess that'd be a little too much even for this great airplane. Hope it'll be fixed ;)

EDIT: Just looked through other new spits: it seems that L.F.Mk.IXe-25Lbs-CW has a similar bug. It weighs 3270kg only, while L.F.Mk.IXe-18Lbs-CW has a mass of 3440kg - 170kg difference between two differently boosted planes which are identical in all other aspects.

Roblex
12-29-2010, 06:59 PM
Is it it a bug in 4.10 or a deliberate decision or a mistake in the mission itself that the runway lights in the B25 Blind Landing mission do not turn on until it is too late to help?

I edited the mission to use brighter lights so I could be sure when they switch on and it seems they wont turn on until your are 1000m from the threshold

http://i821.photobucket.com/albums/zz138/Robinhj/IL2/BlindThreshold.jpg

It sounds like a good distance but on approach it is not as seen from this cockpit shot showing that while I can see the red lights I added along the runway, the threshold is under the nose at 1K on level descent.

http://i821.photobucket.com/albums/zz138/Robinhj/IL2/BlindFinCView.jpg

and if you wonder if maybe the threshold lights are in the view but just a little too dim to see, here is an F2 view showing the bright type-4 lights I changed the threshold lights to

http://i821.photobucket.com/albums/zz138/Robinhj/IL2/F2FinalsBlind.jpg

BTW, I don't know if this is a bug but...
even though the new FMB allowed me to select all the threshold lights, it would not allow me to change the type of the lights as a group. I had to select the lights one by one to change them from Type-2 lights to Type-4 lights.

T_O_A_D
12-29-2010, 07:20 PM
No so much a bug,

But the testrunways 4, 5, 6 always translucent red.

http://forum.1cpublishing.eu/showthread.php?t=17823

badfinger
12-29-2010, 08:55 PM
To: TD,

I read on another forum that a patch will be out in a month to allow people with UP2.01 to do a direct upgrade from 4.09m to 4.10m.

Is this true?

binky9

GF_Mastiff
12-29-2010, 09:01 PM
don't remember which squadron decal it was (dice); but on German side 109's pink planes.
caused by squadron decals, in a MP game on ukdedicated1,
Cant replicate this in SP.

Tolwyn
12-29-2010, 09:10 PM
During flights in certain regions with a new moon, the way the "dark" is implemented (looks like a black filter or some subset code of black out code) seems overdone.

You can barely even read your instruments. Shouldn't your instruments illuminate with disregard to the phase of the moon? It's almost as if you're flying in a haze (this affects the light objects as well, as only the placeable campfire actually will illuminate the terrain around it).

Recommend modifying the light objects to illuminate terrain, and make "lunar effect" (darkness) an option in the mission file (recommended) or difficulty option.

I like and appreciate the effort, but the implementation seems gimmicky.

EJGr.Ost_Caspar
12-29-2010, 09:12 PM
To: TD,

I read on another forum that a patch will be out in a month to allow people with UP2.01 to do a direct upgrade from 4.09m to 4.10m.

Is this true?

binky9


No. There will be a patch, but thats only for fixing bugs of 4.10, nothing else.

LW/STG10_Frank
12-29-2010, 10:25 PM
Hello Gentlemen!

Many thanks for the 4.10m and the Serverversion! The work you did is awsome! :!:

Cant you help me with the numeric key for the fullreal settings of the dedicated server ( including the realnav and vunerability and radiobeacon)?

I wish you all a happy new year!

Best reguards!

Frank

Aviar
12-29-2010, 10:59 PM
Hello and first of all thank you.

I just installed 4.10 in a clean game. I hava a question.

I cannot make the lights on the runway to ON.
I create a mission, no enemy, 23:00, all the lights on the runway are assigned to red team, the home base for that airport is red team too, the airplane that I fly is read team too. I select from the menu the option to turn on the lights, and nothing happend.

What I am doing wrong? Do I have to put something on the conf.ini or from the Difficulty menu?

Any help will be great

Thank you

I'm not sure what you are doing wrong, but the new feature works fine. I tested it and it works both in a single/coop mission and in a Df map. If you want to take a look at my single/coop test mission, I'll post it below.

Once you get within 5km of the base, just hit Tab-8-6 and the tower will confirm with a "Roger". A few seconds later, the runway lights will turn on.

--------------------------------
[MAIN]
MAP Empty4b/load.ini
TIME 20.0
CloudType 0
CloudHeight 1000.0
player B_8AF_381BG_534BS00
army 1
playerNum 0
[SEASON]
Year 1940
Month 6
Day 15
[WEATHER]
WindDirection 0.0
WindSpeed 0.0
Gust 0
Turbulence 0
[MDS]
MDS_Radar_SetRadarToAdvanceMode 0
MDS_Radar_RefreshInterval 0
MDS_Radar_DisableVectoring 0
MDS_Radar_EnableTowerCommunications 1
MDS_Radar_ShipsAsRadar 0
MDS_Radar_ShipRadar_MaxRange 100
MDS_Radar_ShipRadar_MinHeight 100
MDS_Radar_ShipRadar_MaxHeight 5000
MDS_Radar_ShipSmallRadar_MaxRange 25
MDS_Radar_ShipSmallRadar_MinHeight 0
MDS_Radar_ShipSmallRadar_MaxHeight 2000
MDS_Radar_ScoutsAsRadar 0
MDS_Radar_ScoutRadar_MaxRange 2
MDS_Radar_ScoutRadar_DeltaHeight 1500
MDS_Radar_HideUnpopulatedAirstripsFromMinimap 0
MDS_Radar_ScoutGroundObjects_Alpha 5
MDS_Radar_ScoutCompleteRecon 0
MDS_Misc_DisableAIRadioChatter 0
MDS_Misc_DespawnAIPlanesAfterLanding 1
MDS_Misc_HidePlayersCountOnHomeBase 0
MDS_Misc_BombsCat1_CratersVisibilityMultiplier 1.0
MDS_Misc_BombsCat2_CratersVisibilityMultiplier 1.0
MDS_Misc_BombsCat3_CratersVisibilityMultiplier 1.0
[RespawnTime]
Bigship 1800
Ship 1800
Aeroanchored 1800
Artillery 1800
Searchlight 1800
[Wing]
B_8AF_381BG_534BS00
[B_8AF_381BG_534BS00]
Planes 1
Skill 1
Class air.P_38J
Fuel 50
weapons default
[B_8AF_381BG_534BS00_Way]
NORMFLY 20983.92 23674.04 500.00 300.00 &0
NORMFLY 28744.03 23698.13 500.00 300.00 &0
[NStationary]
3_Static vehicles.stationary.Smoke$Smoke15 1 26899.90 23729.56 360.00 0.00
0_Static vehicles.stationary.Smoke$Smoke15 1 26899.86 23692.23 360.00 0.00
1_Static vehicles.stationary.Smoke$Smoke15 1 26999.89 23730.20 360.00 0.00
2_Static vehicles.stationary.Smoke$Smoke15 1 26999.56 23691.90 360.00 0.00
4_Static vehicles.stationary.Smoke$Smoke15 1 27099.93 23729.54 360.00 0.00
5_Static vehicles.stationary.Smoke$Smoke15 1 27099.60 23692.23 360.00 0.00
6_Static vehicles.stationary.Smoke$Smoke15 1 27199.64 23729.54 360.00 0.00
7_Static vehicles.stationary.Smoke$Smoke15 1 27199.97 23692.56 360.00 0.00
8_Static vehicles.artillery.Artillery$Zenit85mm_1939 1 27649.75 23509.73 360.00 0.0 0
[Buildings]
[StaticCamera]
26705 23711 100
[Bridge]
[House]
------------------------

Aviar

Aviar
12-29-2010, 11:07 PM
Is it it a bug in 4.10 or a deliberate decision or a mistake in the mission itself that the runway lights in the B25 Blind Landing mission do not turn on until it is too late to help?

In the test mission I posted above, the tower will turn the lights on when you get within approximately 5km.

I did check the B-25 mission and you are correct. I don't know why the late response there...possibly connected with the nav beacons?

Aviar

Bionde
12-30-2010, 01:10 AM
I'm not sure what you are doing wrong, but the new feature works fine. I tested it and it works both in a single/coop mission and in a Df map. If you want to take a look at my single/coop test mission, I'll post it below.

Once you get within 5km of the base, just hit Tab-8-6 and the tower will confirm with a "Roger". A few seconds later, the runway lights will turn on.

--------------------------------
[MAIN]
MAP Empty4b/load.ini
TIME 20.0
CloudType 0
CloudHeight 1000.0
player B_8AF_381BG_534BS00
army 1
playerNum 0
[SEASON]
Year 1940
Month 6
Day 15
[WEATHER]
WindDirection 0.0
WindSpeed 0.0
Gust 0
Turbulence 0
[MDS]
MDS_Radar_SetRadarToAdvanceMode 0
MDS_Radar_RefreshInterval 0
MDS_Radar_DisableVectoring 0
MDS_Radar_EnableTowerCommunications 1
MDS_Radar_ShipsAsRadar 0
MDS_Radar_ShipRadar_MaxRange 100
MDS_Radar_ShipRadar_MinHeight 100
MDS_Radar_ShipRadar_MaxHeight 5000
MDS_Radar_ShipSmallRadar_MaxRange 25
MDS_Radar_ShipSmallRadar_MinHeight 0
MDS_Radar_ShipSmallRadar_MaxHeight 2000
MDS_Radar_ScoutsAsRadar 0
MDS_Radar_ScoutRadar_MaxRange 2
MDS_Radar_ScoutRadar_DeltaHeight 1500
MDS_Radar_HideUnpopulatedAirstripsFromMinimap 0
MDS_Radar_ScoutGroundObjects_Alpha 5
MDS_Radar_ScoutCompleteRecon 0
MDS_Misc_DisableAIRadioChatter 0
MDS_Misc_DespawnAIPlanesAfterLanding 1
MDS_Misc_HidePlayersCountOnHomeBase 0
MDS_Misc_BombsCat1_CratersVisibilityMultiplier 1.0
MDS_Misc_BombsCat2_CratersVisibilityMultiplier 1.0
MDS_Misc_BombsCat3_CratersVisibilityMultiplier 1.0
[RespawnTime]
Bigship 1800
Ship 1800
Aeroanchored 1800
Artillery 1800
Searchlight 1800
[Wing]
B_8AF_381BG_534BS00
[B_8AF_381BG_534BS00]
Planes 1
Skill 1
Class air.P_38J
Fuel 50
weapons default
[B_8AF_381BG_534BS00_Way]
NORMFLY 20983.92 23674.04 500.00 300.00 &0
NORMFLY 28744.03 23698.13 500.00 300.00 &0
[NStationary]
3_Static vehicles.stationary.Smoke$Smoke15 1 26899.90 23729.56 360.00 0.00
0_Static vehicles.stationary.Smoke$Smoke15 1 26899.86 23692.23 360.00 0.00
1_Static vehicles.stationary.Smoke$Smoke15 1 26999.89 23730.20 360.00 0.00
2_Static vehicles.stationary.Smoke$Smoke15 1 26999.56 23691.90 360.00 0.00
4_Static vehicles.stationary.Smoke$Smoke15 1 27099.93 23729.54 360.00 0.00
5_Static vehicles.stationary.Smoke$Smoke15 1 27099.60 23692.23 360.00 0.00
6_Static vehicles.stationary.Smoke$Smoke15 1 27199.64 23729.54 360.00 0.00
7_Static vehicles.stationary.Smoke$Smoke15 1 27199.97 23692.56 360.00 0.00
8_Static vehicles.artillery.Artillery$Zenit85mm_1939 1 27649.75 23509.73 360.00 0.0 0
[Buildings]
[StaticCamera]
26705 23711 100
[Bridge]
[House]
------------------------

Aviar

that works here...:grin:

but if i make this same mission in my own FMB won't works :/

PS: I got ...

looking like you did the mission I cosegui to operate the lights

thanks

swiss
12-30-2010, 01:19 AM
Not really a bug, more a request for 4.11:

Would it be possible to save the selected squad to the country?

Problem is; if I select Germany and I/ZGxy, play next map for a different country, and then again Germany - I have search and scroll down forever to find my original squad. It's such a PITA.
Saving it the country would make life so much easier.

FAE_Cazador
12-30-2010, 01:52 AM
Just a curious effect of the color of the covers of the undercarriage pits of the normal Ju-88A-4 in the new patch 4.10, probably coming from the reworked DM of the Ju88?

http://i247.photobucket.com/albums/gg129/Stilgar07/Ju88A4410Flying.jpg

With the same Skin, the Ju-88A-4 from the old 4.09:

http://i247.photobucket.com/albums/gg129/Stilgar07/Ju88A4409Flying-1.jpg

In both cases the Skin is the same. You can download it from here (http://i247.photobucket.com/albums/gg129/Stilgar07/Ju88A4_east_summer.jpg). Or is a problem of the skin?

Anyway appart from the logical bugs shown so far, you have made a great job, DT, congratulations and thank you very much !!

MadBlaster
12-30-2010, 04:48 AM
I can't find the following torpedos:

late type91
late mk13
mk13a

I checked betty and a20-loadouts. Maybe these change automatically somehow based on mission date?

MadBlaster
12-30-2010, 04:59 AM
I see someone else posted a new thread on this. Sorry for duplication.

GOA_Potenz
12-30-2010, 05:13 AM
LoL so much delay and so much bugs :grin:

Genosse
12-30-2010, 05:23 AM
http://dl.dropbox.com/u/214219/Images/410_bugs/410_any-purpose-amount-ac.jpg

How does this work? There's no message appearing while flying the DF mission announcing how many aircraft are still left. Or ... have I missed something in the 4.10 guide?

Oh, well ... it seems that it does work on 4.10 DF servers ... after all limited aircraft have been shot down they won't been shown in the list of available aircraft. I'd wish there was an announcement in the chat window about it though ...

Sorry for bothering you, TD! :oops:

csThor
12-30-2010, 06:10 AM
Just a curious effect of the color of the covers of the undercarriage pits of the normal Ju-88A-4 in the new patch 4.10, probably coming from the reworked DM of the Ju88?

Ju 88 model was changed and mapping with it. Old skins do not work 100% anymore.

Richie
12-30-2010, 07:29 AM
Late model 109 compasses don't work.

Pursuivant
12-30-2010, 07:55 AM
Two potential bugs:

1) Default fuel mixture or supercharger settings set incorrectly for many player controlled aircraft at high altitudes so the plane emits smoke trails. Switching to autopilot/AI control doesn't fix the problem. AI controlled planes don't have the same problem. Example, a flight of 4 Re.2000 over Smolensk (or any QMB) map at 5000+ meters. I've also seen the same problem in the SM79 and Hs129 series. Haven't had a chance to test them all.

2) At the risk of seeming like I'm whining about FM, the G stress limits on the A20 series might not be correctly implemented. As I understand the films and pilot manuals for the A20, the plane was only stressed to withstand 3 Gs, but the G indicator only starts to go red at 4 Gs. Likewise, I'm still able to do the same sort of BFM with an A20C and A20G as I could before the 4.10 patch, repeatedly pulling 5-6 Gs in turns, loops or dive pull outs without breaking the airplane. The only difference is that the plane doesn't seem quite as powerful or maneuverable.

LukeFF
12-30-2010, 09:40 AM
LoL so much delay and so much bugs :grin:

Bugs are bound to crop up with a patch of this size. No need to be a troll about it. :rolleyes:

FAE_Cazador
12-30-2010, 10:03 AM
Ju 88 model was changed and mapping with it. Old skins do not work 100% anymore.

Thanks for the quick answer!

_1SMV_Gitano
12-30-2010, 10:45 AM
Two potential bugs:

1) Default fuel mixture or supercharger settings set incorrectly for many player controlled aircraft at high altitudes so the plane emits smoke trails. Switching to autopilot/AI control doesn't fix the problem. AI controlled planes don't have the same problem. Example, a flight of 4 Re.2000 over Smolensk (or any QMB) map at 5000+ meters. I've also seen the same problem in the SM79 and Hs129 series. Haven't had a chance to test them all..

It has always been this way: 100% mixture and supercharger to 1st gear.Try spawning at 10000 meters with a La-5 in 4.09 and you will see smoke trails and engine running rough.

76.IAP-Blackbird
12-30-2010, 11:07 AM
Seems I`m the only one who flys sometimes singleplayer missions, I have seen this effect in 4.10 more often than in 4.09 Don`t know what causes this, but the AI can`t fly low without crash the plane within minutes. They outmanouver themself with hitting the ground.

:confused:

Just to make clear and sure to focus on 4.10 related bugs right now. Is this something you have experienced in 4.09 as well, or is this something new that came with 4.10?

Roblex
12-30-2010, 11:11 AM
In the test mission I posted above, the tower will turn the lights on when you get within approximately 5km.

I did check the B-25 mission and you are correct. I don't know why the late response there...possibly connected with the nav beacons?

Aviar

It could be... you will not get a 'Rodger' from the tower if you ask for the lights before you pass the last beacon. I will try removing the beacons and see what happens.

UPDATE
I removed the blind landing vehicle and every beacon on the map (had to edit mission file as FMB refused to admit AR was gone) it makes no difference. The tower will not 'rodger' your request until you are within 2km and the lights do not come on until you are within 1km.
2nd Update
I have been making a fairly shallow approach so I tried a higher approach (500m at the 4th waypoint) to see if line-of-sight was the problem but the tower still did not acknowledge my request until within 2km (actually 1.6) and the lights turned on at under 1km.

baronWastelan
12-30-2010, 11:44 AM
Seems I`m the only one who flys sometimes singleplayer missions, I have seen this effect in 4.10 more often than in 4.09 Don`t know what causes this, but the AI can`t fly low without crash the plane within minutes. They outmanouver themself with hitting the ground.

:confused:

I play mostly single player missions since the original Il-2, probably 1000's, and I can prove that low-flying AI were as bad in 4.09 about manuevering into the ground as any other version. I tried a 1942 Sturmovik DCG campaign when 4.07m first came out and it was unplayable because of this problem and I've been testing this in every new version since and there has been 100% no difference in any version 4.0 or higher.

Nicholaiovitch
12-30-2010, 12:07 PM
It could be... you will not get a 'Rodger' from the tower if you ask for the lights before you pass the last beacon. I will try removing the beacons and see what happens.

UPDATE
I removed the blind landing vehicle and it makes no difference. The tower will not 'rodger' your request until you are within 2km and the lights do not come on until you are within 1km.

I have done a little research on this issue and posted on the Mission Building forum at UBI about it.

There are two issues with this mission...lights and position of the ILS tx object on the map.

- The glidepath angle appears to be around 3deg which is correct. The acknowledgement "Roger" to turn the lights on will not be heard until about 300ft on final (just under 2km) so the lights are not switched on until very late. However, there is a further issue...
- The object to transmit the signal for the ILS in this mission has been placed too close to the extended cetreline of the runway resulting in you being at least another 1km further out (a total of 3km) when you are on the glideslope at 300ft. If you follow the signal it will fly you into the ground 1km short of the runway.
- It helps to re-position the tx object at least 500m futher out on the extended cetreline to get the glidepath correct to arrive at the runway. I believe this also helps in getting the lights to come on just a little sooner as you are now closer to the runway when at 300ft.

It certainly helps to add approach lights (light4) in a line before the threshold, but an increase in the distance to accept a call for lights "on" in the new patch would certainly help....please?

Nicholaiovitch

Bionde
12-30-2010, 12:09 PM
It could be... you will not get a 'Rodger' from the tower if you ask for the lights before you pass the last beacon. I will try removing the beacons and see what happens.

UPDATE
I removed the blind landing vehicle and it makes no difference. The tower will not 'rodger' your request until you are within 2km and the lights do not come on until you are within 1km.
2nd Update
I have been making a fairly shallow approach so I tried a higher approach (500m at the 4th waypoint) to see if line-of-sight was the problem but the tower still did not acknowledge my request until 2km and the lights turned on at 1.2km (plane to threshold) which probably means the ground distance remained at 1km.

set the properties of the lights to same color of the base...

Klaus
12-30-2010, 12:15 PM
A big problem: the Spitfire is now impossible to trim correctly.

This fact is not realistic at all !

Have you got any solution ??

ElAurens
12-30-2010, 12:34 PM
The Spit is not alone in this, it seems almost all fighters I have flown since 4.10 now need large ammounts of down trim to fly level.

Klaus
12-30-2010, 12:55 PM
To fly level it's not a problem.

But it's impossible to trim the direction to fly correctly: if you trim the direction to conter the propeller tork, you fly horizontaly but in fact you turn to the left. In fact, you must fly 20° bank right to fly at the constant heading...

Not realistic !!!

Roblex
12-30-2010, 12:57 PM
- It helps to re-position the tx object at least 500m futher out on the extended cetreline to get the glidepath correct to arrive at the runway. I believe this also helps in getting the lights to come on just a little sooner as you are now closer to the runway when at 300ft.

It certainly helps to add approach lights (light4) in a line before the threshold, but an increase in the distance to accept a call for lights "on" in the new patch would certainly help....please?

Nicholaiovitch

The issue with the lights is not connected to the ILS system as I removed the ILS and all other beacons from the game (and checked the mission file to see akk had gone) and the lights still turn on at 1km.
It is also not related to altitude as I get the same results from a low shallow approach as a very steep high approach. I even tried turning on my landing lights in case it was a visibility problem as I know there is code to allow gunners to see aircraft further out if they have lights on.

set the properties of the lights to same color of the base...

Bionde: The lights would not turn on at all if the colour was not set (to be accurate; they would be on constantly)


Please can we have the lights turn on earlier? We know that in real life pilots used to ask for the lights to be flashed briefly so they knew where the base was and I am sure they would have been a lot more than 1km away. Even having the acknowledgement a lot earlier (5km?) would be a great help if you could get it in the bug fix release. When I am under 2km away from a blind landing nearing stall speed the last thing I want to be doing is fiddling with the Tab messages :-)

Maybe in 4.11 they could even flash the lights briefly when they acknowledge?

I must say that, despite any niggles, I am extremely grateful for the work everyone put in. I am not so fussed about the new types of Spit etc but the navigation options and G limits etc. are great!

Belly
12-30-2010, 01:25 PM
Hello,

In first, thank you for the job you did with this 4.10

I may inform you that I found a strange thing on the map "Bessarabia":
In sector AS23, few thousand meter south to the monastery Orhei and multi colour band appears. I have checked nothing particular on the 4.09.

Best regards.

Belly.

NN_LUSO
12-30-2010, 01:28 PM
Question (may be stupid), but this is not normal with PropPitch 100%, to always have the same engine speed (2700 rpm) with 100%, then 90, 80, 70, 60%, I had to reach 50% for 2650tr, then 2500 to 40%.

SkyFan
12-30-2010, 01:31 PM
Dear DT members, next issue concerns playback of ntrk-records created before. As you can see the visualization of bomb's explosions existed earlier in 4.09m and others previous versions is absent during watching the same ntrk-records in 4.10m.
Please compare two attached images: 4.09m (to left) with explosion and 4.10m (to right) without it in the same record. :confused:
Is it possible to solve described issue?
Thank you beforehand.
Sincerely.

Tempest123
12-30-2010, 02:36 PM
The Spit is not alone in this, it seems almost all fighters I have flown since 4.10 now need large amounts of down trim to fly level.

I have only found this with the spitfire, it needs too much downward trim to maintain level flight, other planes seem to be okay. Keep in mind that as speed increases so does lift, so all aircraft will have a tendency to climb as speed goes up. Aircraft like biplanes and i-16 etc. without elevator trim will need forward pressure on the stick the faster they go. AFAIK most flight models where untouched from 4.09 (except for spits and new planes).

To fly level it's not a problem.

But it's impossible to trim the direction to fly correctly: if you trim the direction to conter the propeller tork, you fly horizontaly but in fact you turn to the left. In fact, you must fly 20° bank right to fly at the constant heading...

Not realistic !!!

The spitfire, like the 109, doesn't have aileron trim, so counteracting the torque must be done "manually", i.e with the stick. If rudder trim is used, then yes, the plane will skid to one side, and you will need to counteract with aileron (bank), but rudder trim should not be used much after takeoff. The problem i see with the spitfire FM is that too much downward elevator trim is needed, so much so that the elevator is visibly in a downward position all the time.

F19_Klunk
12-30-2010, 02:41 PM
edited by myself

EJGr.Ost_Caspar
12-30-2010, 03:07 PM
Nevermind. Already posted.

EJGr.Ost_Caspar
12-30-2010, 03:09 PM
I may inform you that I found a strange thing on the map "Bessarabia":
In sector AS23, few thousand meter south to the monastery Orhei and multi colour band appears. I have checked nothing particular on the 4.09.



Can you pls make a screenshot. Nothing was changed on that map.

Roblex
12-30-2010, 03:51 PM
Dear DT members, next issue concerns playback of ntrk-records created before. As youy can see the visualization of bomb's explosions existed earlier in 4.09m and others previous versions is absent during watching the same ntrk-records in 4.10m.
Please compare two attached images: 4.09m (to left) with explosion and 4.10m (to right) without it in the same record. :confused:
Is it possible to solve described issue?
Thank you beforehand.
Sincerely.

The tracks actually play the mission again rather than just play a movie. This means that a skip bombing attack that worked in 4.09 will fail when played back in 4.10 due to the 2 second arming rule introduced in 4.10. Even in 4.09 you will sometimes see a mission played in 4.09 will fail when played back in 4.09M. I can remember playing back a mission played in Stock 4.09 but this time with Mods turned on and the plane missed the runway and crashed when in stock 4.09 it landed OK.

wildwillie
12-30-2010, 04:10 PM
Received this error on the Server when loading a mission:

59>mission LOAD FBDj/Netherlands 410m.mis
Loading mission FBDj/Netherlands 410m.mis...
Load bridges
Load static objects
##### House without collision (3do/Buildings/Port/Floor/live.sim)
##### House without collision (3do/Tree/Tree2.sim)
##### House without collision (3do/Buildings/Port/BaseSegment/live.sim)
null
java.lang.NullPointerException
at com.maddox.il2.objects.vehicles.artillery.Rocketry Generic.prepareLaun
ch_Master(RocketryGeneric.java:1171)
at com.maddox.il2.objects.vehicles.artillery.Rocketry Generic.<init>(Rock
etryGeneric.java:886)
at com.maddox.il2.objects.vehicles.artillery.Rocketry Generic.New(Rocketr
yGeneric.java:1694)
at com.maddox.il2.game.Mission.loadRocketry(Mission.j ava:1735)
at com.maddox.il2.game.Mission._load(Mission.java:485 )
at com.maddox.il2.game.Mission.load(Mission.java:398)
at com.maddox.il2.game.Mission.load(Mission.java:322)
at com.maddox.il2.game.Mission.load(Mission.java:309)
at com.maddox.il2.game.Mission.load(Mission.java:306)
at com.maddox.il2.game.cmd.CmdMission.exec(CmdMission .java:65)
at com.maddox.rts.CmdEnv.exec(CmdEnv.java:601)
at com.maddox.il2.game.DServer.loopApp(DServer.java:1 67)
at com.maddox.il2.game.Main.exec(Main.java:437)
at com.maddox.il2.game.DServer.main(DServer.java:431)
Mission: FBDj/Netherlands 410m.mis is Loaded
60>mission BEGIN
Mission: FBDj/Netherlands 410m.mis is Playing

Mission seemed to work OK, but have not seen this exception before.

WildWillie

Ernst
12-30-2010, 05:01 PM
A big problem: the Spitfire is now impossible to trim correctly.

This fact is not realistic at all !

Have you got any solution ??

Did you flied a real Spitfire? :)

Ernst
12-30-2010, 05:03 PM
Dear DT members, next issue concerns playback of ntrk-records created before. As youy can see the visualization of bomb's explosions existed earlier in 4.09m and others previous versions is absent during watching the same ntrk-records in 4.10m.
Please compare two attached images: 4.09m (to left) with explosion and 4.10m (to right) without it in the same record. :confused:
Is it possible to solve described issue?
Thank you beforehand.
Sincerely.

I think you experienced the new bomb fusing feature. Your bomb did not explode! Muahahaha! :twisted: I am lovin' this new patch!

TheGrunch
12-30-2010, 05:44 PM
Seems I`m the only one who flys sometimes singleplayer missions, I have seen this effect in 4.10 more often than in 4.09 Don`t know what causes this, but the AI can`t fly low without crash the plane within minutes. They outmanouver themself with hitting the ground.

:confused:
I'm pretty sure the AI aren't allowed to pull enough Gs to black out, and I think it's this that can result in them crashing at low level. You can see how it might happen if you watch them do a BnZ attack. Sometimes they will make their pass and then give up half-way because they know they can't pull enough Gs to get a shot without blacking out. You might be seeing it more often in 4.10 because they're not allowed to exceed their plane's in service G-limits, either.

D-XXI
12-30-2010, 06:13 PM
Dear TD,

First I want to thank you for all the work done for the IL2 community.

Taking off from the runway in the RE-2000 I found that the effect of the flaps seems to be inverted compared to all the other planes.
On retracking the flaps from takingoff position to combat and from combat to no flaps the nose comes up while by other planes to nose comes down.

JtD
12-30-2010, 06:43 PM
...The problem i see with the spitfire FM is that too much downward elevator trim is needed, so much so that the elevator is visibly in a downward position all the time.

Spitfire V was tested by NACA to be in neutral level flight with ~4° downward elevator for much of the speed range. How is it in game?

The_Jester
12-30-2010, 07:35 PM
Depending on your speed, you'll need to drop at like 30-40 meters minimum in level flight to get the 2 sec fly time to arm the bombs, if your in a dive, you'll need to be higher still. If you used to skip at very low level like I used to, it'll take a bit more practice, but all in all you'll be bombing at much more realistic heights (at least in my opinion).

I don't believe 30-40 meters is accurate for skip bombing on land. I recall watching a documentary regarding the P-51 mustang on either Military or History channel(back when history was about history and not about lorries) where archival footage of skip bombing was displayed. The footage demonstrated a P-51B dropping two GP 500lb bombs from a height of about 15-20 feet at the nadir of a dive. I recall that the bombs did infact explode on the target too.

On another note, I've noticed in the QMB that whenever one changes the map or returns to the QMB menu screen, the markings of all the aircraft have reverted to russian markings on allied aircraft and japanese marking on the axis. Has anyone addressed this issue? If so, sorry for the repeat.

SkyFan
12-30-2010, 07:47 PM
Hi, dear Ernst :)
I think you experienced the new bomb fusing feature
I really did it, but it was few days ago and result was normal. Ntrk-record with two destroyed ships by P-63 is attached here:
http://forum.1cpublishing.eu/showpost.php?p=207132&postcount=147
If you doubt according my ability for successful skip-bombing in 4.10m just watch it and also the next one attached to current post ("SF_Sparr_17_410_complete).
Your bomb did not explode!
Exploded, be sure.
Muahahaha! :twisted:
Really I have to laugh but not you: if you were alert as each pilot must to be, you should note that the text according destroyed target and compteted mission presents in both images, an altitude, speed, direction, time (1:00) are also the same in both images.
In this case it would be easy for you to believe me that both images concern to the same record made in 4.09 long before 4.10s appearance and the target was really destroyed.
But when I watch this record in 4.09m explosion presents at the picture and when I watch the same record in 4.10m explosion became unvisible, but ship sinking.
So, the issue is not in bomb explosion, but in its wrong visualization in 4.10m
It may lead for example to incorrect playback of ntrk-records created in previous versions or incorrect playback of movies in campaigns.
I hope it's clear now?
Best regards :)

P.S.If you still don't believe me, please watch the record "SF_Sparr_27_3ships_complete_409" in each version which you want (4.09m, 4.10m or both) and became sure. I made images just of this record. And additionally to avoid misunderstanding: SF in records name means SkyFan as a mission builder and test pilot, Sparr is the author of further campaign's idea, 17 & 27 - numbers of missions, 409 & 410 - version of the game etc.

P.P.S, Dear Roblex, thank you for explanation.

NN_LUSO
12-30-2010, 08:44 PM
Question (may be stupid), but this is not normal with PropPitch 100%, to always have the same engine speed (2700 rpm) with 100%, then 90, 80, 70, 60%, I had to reach 50% for 2650tr, then 2500 to 40%.

UP.;)

Ernst
12-30-2010, 08:54 PM
Ok, SkyFan. Only a joking. I believe you. Sorry for my bad joke and sarcasm. Salute!

EJGr.Ost_Caspar
12-30-2010, 09:25 PM
Question (may be stupid), but this is not normal with PropPitch 100%, to always have the same engine speed (2700 rpm) with 100%, then 90, 80, 70, 60%, I had to reach 50% for 2650tr, then 2500 to 40%.

UP.;)

Maybe we should guess, what plane it is? Could be a long night then. :rolleyes:

bolox
12-30-2010, 09:58 PM
another little Junkers error

http://i240.photobucket.com/albums/ff27/bolox00/torp-nosegun.jpg

torp control box missing in nose gun position of both torp versions of ju88

Tempest123
12-30-2010, 10:28 PM
Spitfire V was tested by NACA to be in neutral level flight with ~4° downward elevator for much of the speed range. How is it in game?

Hmm, well that sounds about right then. It has a large wing and a lower aspect ratio than a 109 say, so it probably creates a lot of lift, perhaps it is correct. I'll have to research this some more, it's flies fine in Il2, just noticed that since 4.09, it requires more downward trim, doesn't affect it adversely though .

Edit: Yes I just read the NACA report (below) it does indicate about a maximum of about 4 degrees nose heavy trim in cruise flight, and sensitive elevators, so I think DT got the FM right. Just need to fix the Vc cockpit bug ;)

Spit V NACA test
http://mitglied.lycos.de/luftwaffe1/aircraft/raf/spit_flying.pdf

NN_LUSO
12-30-2010, 10:30 PM
Maybe we should guess, what plane it is? Could be a long night then. :rolleyes:


Sorry,the Yaks planes!!

EJGr.Ost_Caspar
12-30-2010, 11:55 PM
I don't know, what numbers are suitable for Yak fighters, but the ones you named, do not sound strange to me. And yes, at a fixed power (throttle) setting, a fixed prop pitch mean stable revolutions (RPM). You must understand, 100% propitch doesn't mean a flat propellar. The pitch is set for a wanted RPM.

I still wonder, what seems so strange to you in this?

NT_Smiley
12-31-2010, 01:49 AM
A big problem: the Spitfire is now impossible to trim correctly.

This fact is not realistic at all !

Have you got any solution ??

I saw some notes about troubles in spitfire's FMD, but no answers at all ???

I think that's a major problem, totally in opposition with reality!: evil:
I can't believe only one or two users found that wrong setting.
Where are you guys? Did you try airplanes in flight or just looked from the cockpit on ground position?

We need to know if will do something to fix that point, if you won’t you will see soon or later a new buttons file coming from the dark side of your world.

May I have an answer, please!

FS~Phat
12-31-2010, 01:49 AM
Noticed a few other have commented on this also and DT has not yet offered a comment on my post several pages ago and the more recent posts by people??

I can fly level with about 12% down elevator trim in 4.09m but require about 32% with 4.10m. This does indeed effect the flight model and response of the aircraft when trimmed for level flight.
Can DT please advise if this was intentional and by design or if it's a potential bug?

cheers

_RAAF_Furball
12-31-2010, 03:27 AM
RE: setting confs.ini to CRT=1 and CRT=2 not allowing players to join a server.
(see pages 2, 10, 16, 17, 24 & 26)

Confirmed as a bug, can happen at special circumstances.

Thank you.
Will it be fixed or do we need to take our server back to 4.09, in which CRT=1 and CRT=2 did work?

Thank you for your work on this great game - it is MUCH appreciated by the IL2 Community.

GOA_Potenz
12-31-2010, 05:30 AM
Bugs are bound to crop up with a patch of this size. No need to be a troll about it. :rolleyes:

oh come one i did modifications for this game before
we didn't delay such a long time to came up with a pile up
of bugs, plus still keep porked german FM while keep tunnig
US and GB FM for the masses

IvanK
12-31-2010, 07:17 AM
For those debating Spitfire Elevator trim and the fact that they are seeing the elevator deflected visibly in external views when trimmed out. Well have a look at a few Air to Air shots of Spitfires and check out the position of the elevator. Its pretty characteristic of the type. Here is a couple of images of a MKXVI (Belongs to the Australian Temora collection) taken from an O2 whilst sitting in close formation and all nicely trimmed out speed at the time 130 Knots IAS:

http://img820.imageshack.us/img820/2285/spittrim.jpg

http://img98.imageshack.us/img98/5228/spittrim2.jpg

ZaltysZ
12-31-2010, 07:41 AM
I don't know, what numbers are suitable for Yak fighters, but the ones you named, do not sound strange to me. And yes, at a fixed power (throttle) setting, a fixed prop pitch mean stable revolutions (RPM). You must understand, 100% propitch doesn't mean a flat propellar. The pitch is set for a wanted RPM.

I still wonder, what seems so strange to you in this?

I think he says that RPM do not react to prop pitch change from 100% to 50% like the prop is not constant speed one, but a variable pitch one with discrete positions. However, he should at least see RPM change with speed then. I can't test how it is now, but I think all yaks in 4.09 used to have constant speed props.

SkyFan
12-31-2010, 08:51 AM
Ok, SkyFan. Only a joking. I believe you.
Sorry, may be my bad English didn't let me to understand it:oops:
Sorry for my bad joke and sarcasm. Salute!
Everything is OK, relax and have a nice New Year :)

Azimech
12-31-2010, 10:27 AM
oh come one i did modifications for this game before
we didn't delay such a long time to came up with a pile up
of bugs, plus still keep porked german FM while keep tunnig
US and GB FM for the masses

Go be a jerk somewhere else will ye.

JtD
12-31-2010, 11:12 AM
Can DT please advise if this was intentional and by design or if it's a potential bug?

It's intentional.

Aviar
12-31-2010, 11:40 AM
Noticed a few other have commented on this also and DT has not yet offered a comment on my post several pages ago and the more recent posts by people??

I can fly level with about 12% down elevator trim in 4.09m but require about 32% with 4.10m. This does indeed effect the flight model and response of the aircraft when trimmed for level flight.
Can DT please advise if this was intentional and by design or if it's a potential bug?

cheers


Well, I'm no fan of the Spit and so I rarely fly it. However, I am curious about bug reports and this one is easy to test (if you still have a 4.09 version available, like I do).

I tested the 4.09 Spit 25lb vs the same plane in 4.10. It only takes 15 minutes for a simple test like this and you don't need an engineering degree either.

The man has a point. The two planes are totally different. Not only does the 4.10 Spit need a lot more down trim (I will roughly estimate about 2 1/2 times more), but the engine torque is much stronger on the 4.10 Spit...to the point it almost seems unflyable to me.

If you try and counteract the 4.10 torque (for level flight) with rudder or rudder trim, you need so much there's no way you can fly a straight heading. You will constantly loop to your left. In 4.09, a few clicks of the rudder trim left and the plane will fly straight and level.

Now, I have no idea which flight model is 'correct', but there's no way these two Spit FM's were the same. Not even close. (Also, to be fair, I only tested this one Spit model.)

However, has DT officially stated that the 4.09 and 4.10 Spit FM's are the same? (If not, there's not much anyone can do, is there?)

I'm just glad I'm not a Spit fan.


**EDIT - In the 4.10 Readme: 'Revised flight models for all Spitfires.'

Well, that says it all. The only reason I made this post was because I felt sorry for the people who I thought were being ignored by DT. I thought the issue was whether or not the Spit FM's were changed in 4.10.

Since the FM changes are documented in the Readme, I have no more comment. I'm not an expert on FM's so I don't get caught up in those kind of topics.

Aviar

swiss
12-31-2010, 12:16 PM
I'm just glad I'm not a Spit fan.
Aviar


You sure sound like one. ;)

If you're correct, the spit guys finally must learn to fly.

vparez
12-31-2010, 12:21 PM
I tested Spit VIII (4.09) and Spit LF VIII (4.10) which should be the same airplane, and I can also confirm the trim and torque problems.

I tested the airplane at 2000m, 80% throttle and 70% pitch, which should be roughly the good settings for a fast cruise (at least in this game), thinking that the airplane should have its ailerons pre-trimmed for this kind of flight. Of course, it rolls very notably to the right, unless I introduce heavy skid to the left.

Something else I noticed, and I am quite puzzled by this, so if anyone can explain: in 4.09 Spits VIII, IXc, IXe and HF IXe all show Boost +8 at 500m with throttle set to 80%.

In 4.10 Spits LF VIII, IXc 1942, IXc 1943, LF IXe and HF IX all show Boost of about +10.5 at the same settings and the same altitude.

What is changed? Also, should all of these engines show the same manifold pressure at 500m considering some are optimized for low altitude and some for high? Does this mean that an HF spit is capable of the same speed at 500m as an LF?

Fenrir
12-31-2010, 01:24 PM
@ Swiss - Typical flippant response from a blue-only flyer who clearly hasn't flown anything outside of a 109/190.

IMHO the 4.09 spits were more difficult to takeoff and land, Torque at these points of the flight regime seem reduced in 4.10.

The induced roll in the 4.10 Spits is happening at anywhere above ~200mph and is NOT torque. Torque roll would always be to the left, this is to the right.

Rather, I suspect it is the effect of airframe bias, whereby a little trim is inherently built into the structure of the the airframe, whether it be slightly offset vertical stabilisers, or as in the Macchi series, the asymmetric wing profile. This limits the a/c to being inherently trimmed at only a narrow speed/power setting, with the pilot having to work the a/c trim more above and below these settings.

Whether the TD spits are correct or not I cannot say. I have no proof, documented or otherwise and have not seen their source to comment on the veracity of it.

I will say that in my opinion, the original 4.09s felt more logical as knowing what happens aerodynamically the behaviour could be accounted for. Now I'm not sure why they behave this way - it seems like torque effects are reduced in all flight regimes - incuding climb out and power changes but that has been arrived at by lowering the effective trim speed of the a/c. During all other manouevres above 200mph approx, the Mk Ixs particularly want to drop the right wing.

swiss
12-31-2010, 01:48 PM
@ Swiss - Typical flippant response from a blue-only flyer who clearly hasn't flown anything outside of a 109/190.


You my friend, have no idea.
In fact I fly red planes once in while(sometimes you just have to, to even out teams) - however I hate TnB planes.
The spit 25 is my favorite plane whenever I feel the need to correct my k/d ratio - I always get an instant boost of at least 150%, and yes, it works pretty well as a BnZ fighter too.

Fenrir
12-31-2010, 02:10 PM
No idea? Lol!

Hypocrisy is the most heinous of ignorances.

Here's an idea; why not make a constructive post presenting data, documents or relevent experiences regarding 4.10 instead of slagging off an arbitrary number of readers here who fly the Spitfire for no reason than to stroke your own ego.

Cos that's all you accomplish Swiss - no-one else's gonna respect you for those less than subtle digs.

And considering that many pilots I call good friends can take on human controlled Spits in a 109/190/Zero of equivalent year and at least survive if not victor, I suspect you like to boost your ego here to make up for your flying performance - or lack thereof.

So, take your inferiority complex and inflict it on someone else.

I'm also not your friend - people earn that accolade with respect and admiration and you have not proved yourself worthy of either yet.

Oh, and for the record, I'm a P-38 acolyte.

swiss
12-31-2010, 02:31 PM
Look fenrir, I don't give a flying f@** about you or your opinion.
May I remind you, you started this argument with quoting me?
And now p.o.
Cheers.

Fenrir
12-31-2010, 02:41 PM
Happy New Year to you too Swiss. X

SturmKreator
12-31-2010, 03:13 PM
If you are going to discuss the FM, please do it with documents in hand and read a lot, can not use the old FM parameter of 4.09, because it is a game does not represent reality

Tempest123
12-31-2010, 03:31 PM
I do fly the spit regularly, and noticed this a few pages back, yes the FM was adjusted (its in the readme AND the guide!), but I can just trim it out to fly level, not sure what the huge calamity is. I noticed the trim issue, but I found evidence that indicates this is accurate, and this has since been backed up with photos that roughly match the in game spit in level flight.
The spit doesn't have in-flight adjustable aileron trim, so you'll have to counteract slight roll with aileron somewhat, as you had to do in 4.09, and have to do with many aircraft like this. So YES the spit needs more elevator trim, NO it doesn't affect the FM adversely, I just shot down 2 La-7's. There is no need to exaggerate so much about these FM issues so much, and btw the P-51 wasn't "tuned up", it had an error of some 40cm being missing from the fuselage length, which is now fixed.



http://t0.gstatic.com/images?q=tbn:ANd9GcSrHBtqJlBBUu3nM9x1s_uSVOJKtzC9H dcvERRifdc44uSAuhtc9A

C6_Krasno
12-31-2010, 03:38 PM
However, has DT officially stated that the 4.09 and 4.10 Spit FM's are the same? (If not, there's not much anyone can do, is there?)
From the User Guide of the 4.10, first page, section "Main Features" :
"• Revised flight models for all Spitfires"

They maybe tried not to call it ReadMe in order to get people to read it, but apparently it did not work ^^

vparez
12-31-2010, 03:42 PM
The induced roll in the 4.10 Spits is happening at anywhere above ~200mph and is NOT torque. Torque roll would always be to the left, this is to the right.


I think you are right, and then the culprit is probably the default aileron trim value in the FM. Possibly there is a +- sign error there, since this built in trim is too much for the current torque of the engine.

Any word from TD?

FS~Phat
12-31-2010, 03:53 PM
Guys for the record I know the FM was changed I was asking if this level of trim change was intended as part of the flight model changes or if it is now a bug as a result of the changes. I have been flying il2 spits since day dot and this change seems totally out of character for the spit. I also asked if DT could elaborate on exactly what was changed in the Flight Model.

Cheers guys I appreciate all your opinions and input to let the DT guys what we think of the changes, but please keep the flaming out of it. Let's be one big grateful family for the wonderful gift the DT guys have given us and be thankful that Oleg allowed the licensing to go to some dedicated guys.

vparez
12-31-2010, 05:22 PM
Guys is this a bug:

If I select "+" in the "Pos" setting in QMB, the plane I chose (any plane) is Ai, and player doesn't have a plane. If I just change this to either "=" or "-" everything loads normally.

MicroWave
12-31-2010, 05:39 PM
Guys is this a bug:

If I select "+" in the "Pos" setting in QMB, the plane I chose (any plane) is Ai, and player doesn't have a plane. If I just change this to either "=" or "-" everything loads normally.

On Normandy map? Or any other?

vparez
12-31-2010, 05:45 PM
Seems to be only on Normandy and with axis as side selected.

MicroWave
12-31-2010, 06:38 PM
Seems to be only on Normandy and with axis as side selected.

Confirmed.
Thanks.
Fixed.

You can edit the mission (Missions\Quick\Normandy1\Normandy1BlueNoneA00.mis ) in text editor and change to:
playerNum 0
It's near the top in the [MAIN] section. It should work OK then.

-=MadCat=-
12-31-2010, 08:26 PM
First off, thank you for the patch, love it !!!

I noticed some things that I'd call bugs:

1. Canopy of the Hs129 doesn't close again completely every time. Easily to reproduce, just grab a Hs129 (happens with both variants) and open and close the canopy (while standing on the field so entire canopy opens). It might need the one or other try.

2. When in He-111 (any model) and you bail on the field, all crew member jump out the plane but some also leave a died "model" behind in the plane.
When others in the server observe you bailing, no died "model" is left behind, instead the pilot and nose gunner stay in place.
"Works" every time.

3. Once again beeing on the field, you set chocks and give a short burst with you guns. The recoil seems to be "stored" and applied onto the plane once you release chocks. If you fire for too long chocks cannot be released anymore, you cannot bail anymore and the stored recoil (given it is enough) starts building up enough G to tear apart your plane.
"Works" with almost any plane if it gives enough recoil out of its guns.
Related to that, setting chocks for the Lerche, starting and running up the engines gives you a controlable AAA, quite funny though.


Happy new year to everyone.

Roblex
12-31-2010, 08:40 PM
I built a test mission with two NDBs and a YG. Spit & Tempest can hear the NDBs but not the YG even though it is closest. Is that correct?

What is odd is that with the Spit & Tempest you can only step through the beacons in one direction; The other direction only says 'No Beacon'.

dimlee
12-31-2010, 08:41 PM
Me-410 - is it part of 4.10 or not?

We have 3 Me-410 models in skins folder.
None - in either QMB of FMB.
There is Me-410 campaign (taken from AAA), but I can't launch it - black screen appears.

baronWastelan
12-31-2010, 08:51 PM
I have no doubt this was done this way by TD deliberately, but I will point out "just for the heck of it" that the contrail start point was moved to the front of the aircraft, on top of the engine and in front of the windscreen. Killing off Il-2, one defacement at a time -- I understand it, but it is sad, all the same...

Tolwyn
12-31-2010, 08:52 PM
1944 BF110 G2 Rear Gunner

It seems as though there are two models "overlapping" each other in the gun barrel. As if the external model is conflicting or competing with the "rear cockpit" model.

I'm seeing very low LOD "copy" of barrels in rear-gunner view; moving the barrels quickly up and down will demonstrate. You're seeing like a "ghost" of the lower (external?) LOD model of the rear gun barrels.

GOA_Potenz
01-01-2011, 01:46 AM
Go be a jerk somewhere else will ye.
i'm not being a jerk, just telling the truth

LukeFF
01-01-2011, 02:05 AM
i'm not being a jerk, just telling the truth

No, you're just being obnoxious. Give it a rest already.

TheGrunch
01-01-2011, 02:34 AM
i'm not being a jerk, just telling the truth

Potenz, you're involved in producing an effects mod. Tell me how in any way that compares to the scope of the changes brought about by 4.10.

Zorin
01-01-2011, 04:06 AM
Seeing all the new Spitfire variants I was wondering if TD has any plans to include new types like the XIV? I made one some time ago by fixing the very dodgy ingame VIII model and then converted it into a real XIV. Maybe TD would like to use it as a base for their own work?

Faust
01-01-2011, 07:34 AM
I don't know if this is a bug or not. The beacons broadcast Radio Honolulu even after you have bailed out. Certainly not a big deal.

One thing is a bug though. I repeatedly get an error window stating 'Data file corrupt' with the QMB if I save a quick mission that uses the Pacific Islands map. The only way to fix the problem is to delete the .last.quick file and the .quick file that was saved using that map.

csThor
01-01-2011, 07:47 AM
Seeing all the new Spitfire variants I was wondering if TD has any plans to include new types like the XIV? I made one some time ago by fixing the very dodgy ingame VIII model and then converted it into a real XIV. Maybe TD would like to use it as a base for their own work?

Email, Zorin. Email. ;)

IvanK
01-01-2011, 10:59 AM
The cause of the QMB bug Faust has been identified and will be fixed.

Hawker17
01-01-2011, 12:50 PM
Regarding the Spitfire Mk Vb, has the FM changed since 4.09m? When i fly handsoff, the Spit just wants to climb, even with elevator trimmed neutral. That was not the case in 4.09m.

Happy 2011 to all!

Buster_Dee
01-01-2011, 01:51 PM
Was Lorenz Blind Landing System damage not enabled? I just tried to destroy it with cannon fire without results.

JG53Frankyboy
01-01-2011, 02:09 PM
Me-410 - is it part of 4.10 or not?

We have 3 Me-410 models in skins folder.
None - in either QMB of FMB.
There is Me-410 campaign (taken from AAA), but I can't launch it - black screen appears.

the Me410 is no part of any official version fo the game.
there are only two Me210Ca versions, and they are only AI

LW/STG10_Frank
01-01-2011, 02:09 PM
Dificulty code for dedicated server
Join Date: Dec 2010
Posts: 1
Thumbs up Dificulty code for dedicated server
Hello Gentlemen!

Many thanks for the 4.10m and the Serverversion! The work you did is awsome!

Cant you help me with the numeric key for the fullreal settings of the dedicated server ( including the realnav and vunerability and radiobeacon)?

I wish you all a happy new year!

Best reguards!

Frank


Simply easy!

To use the beacon on the dedicated server you just have to copy the settings code of the difficulty (realistic navigation) in the client version of out
the subdirectory user / doe is the settings.ini. You find them in the middle under the bracket [difficulty], the number row behind net, full real ( but outside view for testing ) would be this: 2147483135

Paste these numbers into Confs of the dedicated server under difficulty.

This will not be touched by using the FBDJ for example.

Whoosh, everything works.

Enjoy your new link ;)

Happy New Year to you all!

And again Thanks for the new patch :!::!:

S!

Frank

Xallo
01-01-2011, 05:44 PM
The FW190 6 (1943) fires its 20mm with the same button as the mg's. I that accurate behaviour? Makes taking potshots at planes expensive.

(and by removing the outer cannons you get that ugly lump of a bombrack as punishment)

Zorin
01-01-2011, 09:03 PM
Email, Zorin. Email. ;)

You see, I keep forgetting about that eMail all the time. Will send one your way.

IvanK
01-01-2011, 10:31 PM
Buster Just tested If you kill the lorenz Transmitter it goes off the air and a Radio station destroyed message is displayed. (In my test I was bombing a friendly Lorenz)

Ian Boys
01-01-2011, 11:01 PM
The FW190 6 (1943) fires its 20mm with the same button as the mg's. I that accurate behaviour? Makes taking potshots at planes expensive.

(and by removing the outer cannons you get that ugly lump of a bombrack as punishment)


Yes, the inner 20mm should fire with the MG.

Ian Boys
01-01-2011, 11:03 PM
Bug reports:

1) If the R-5 gunner is killed (he seems to be as he stops shooting) and the pilot bails, the gunner still changes position depending on planes near. Not important but maybe easy to freeze once killed.

2) MDS: I set AI planes to despawn but they don't. How long after they park should they do this?

3) MDS: Maybe I understand recon wrong, but I set Stuka to be recon plane, I fly over red tanks but they don't show up on map. I have the No Fog of War icons button unlit. Is something wrong here?

Ian Boys
01-01-2011, 11:58 PM
OK I've tried recon with player and AI plane and moving and static subjects - no joy.

JG53Frankyboy
01-02-2011, 12:12 AM
Yak-9D's NDB gauge not working ?

Ian Boys
01-02-2011, 12:17 AM
Yak-9D's NDB gauge not working ?

pretty sure it doesn't have one ...

JG53Frankyboy
01-02-2011, 12:23 AM
take a second look, lower right on its panel.
it was the only Yak that showed waypoints in the past............

the 9D is a long range version. Not the 9DD, but nevertheless ;)

Ian Boys
01-02-2011, 12:29 AM
take a second look, lower right on its panel.
it was the only Yak that showed waypoints in the past............

the 9D is a long range version. Not the 9DD, but nevertheless ;)


You're right, ditto the Yak-9M, broken too.

They have the same gauge (white face) as the TB-3 and that one works fine, so one can only assume TD mean to remove NDB from Yaks. Pity as the 9D is, as you say, long range.

JG53Frankyboy
01-02-2011, 12:35 AM
tippo, you mean Yak-9B , this fighterbomber has also NDB in its cockpit.
the 9M not.
and yes, the 9B is not working.

i assume TD never thought about that a Yak could have such an equipment ;)

Ian Boys
01-02-2011, 12:42 AM
Yes, 9B, sorry.

Ian Boys
01-02-2011, 12:44 AM
anyway, back to MDS and recon planes please .... :)

Aviar
01-02-2011, 04:39 AM
anyway, back to MDS and recon planes please .... :)

Ian, I tried to get the MDS Recon Planes feature to work but I couldn't. I tried every possible setting. The recon plane flew over enemy units but never displayed them on the in-game map.

**EDIT: I finally got it to work! The recon planes only 'see' moving vehicles/armor. They can't spot things like artillery, stationary aircraft, etc. Also, they can't spot ships, even if they pass right over them.

Aviar

elkaskone
01-02-2011, 06:34 AM
He111H2 breaks into pieces if i pull more than ~3G!

IvanK
01-02-2011, 06:56 AM
Its bomber !

Letum
01-02-2011, 06:57 AM
He111H2 breaks into pieces if i pull more than ~3G!

How is that a bug?

Ian Boys
01-02-2011, 09:25 AM
**EDIT: I finally got it to work! The recon planes only 'see' moving vehicles/armor. They can't spot things like artillery, stationary aircraft, etc. Also, they can't spot ships, even if they pass right over them.

Aviar

I've tried this too without luck so far. A few questions please:

1) Was the recon plane AI or player?

2) Did you have a radar somewhere on the map?

3) Was FoW in Advanced mode?


I've flown both AI and human right over moving tanks with no result. Plus, I'm confused - why are only flyable planes suitable as recon planes, esp. as they have an S-328 in their diagram but we can't select it? Nor the Po-2 or R-5.

elkaskone
01-02-2011, 10:02 AM
@Letum

2,8-3G means nothing in the Game,
if this will be not fixed you are unable to make good defensive figures at medium speeds!
Other flyable Bombers can all pull more G than the 111H2 and it looks uneven in my eyes!
If 2,8-3G for he111h2 is realistic number, than i think many other planes need a negative fix! ;)

robtek
01-02-2011, 10:42 AM
I have found some data for the He111 here :
http://www.bredow-web.de/Sinsheim-Speyer/Heinkel_He_111/Heinkel_He_111_H-16/heinkel_he_111_h-16.html
there one can read :

Safe load factor in recovering in relation to the aircraft center of gravity:

2,9 g at 11,6 tons
3,1 g at 11,0 tons
3,4 g at 10,0 tons
3,6 g at 9,5 tons

If thats the safe figures the damage should occur at much higher g-loads.

Ian Boys
01-02-2011, 11:09 AM
Av, can you get AI planes to despawn in MDS? I can't.

JtD
01-02-2011, 11:13 AM
Empty TO weight H-2 in game: ~12 tons.
TO weight H-2 with 8x250kg bombs: ~14 tons
Safe g-limit when applying RL data: ~2.8g / 2.4g against structural damage
Safety factor in Germany at that time: 1.5 to complete failure.
Instant failure for in game weights: 4.2 g / 3.6 g

Summary: He 111H-2 failing at about 3 g -> ok.

JtD
01-02-2011, 11:13 AM
Av, can you get AI planes to despawn in MDS? I can't.

Always despawn for me, and I didn't do anything magic. Just checked the appropriate box.

robtek
01-02-2011, 11:51 AM
Empty TO weight H-2 in game: ~12 tons.
TO weight H-2 with 8x250kg bombs: ~14 tons
Safe g-limit when applying RL data: ~2.8g / 2.4g against structural damage
Safety factor in Germany at that time: 1.5 to complete failure.
Instant failure for in game weights: 4.2 g / 3.6 g

Summary: He 111H-2 failing at about 3 g -> ok.

If 20% difference is ok for you????
Fully loaded with 100% fuel it should share its wings, or else, at 3.6 g, not 3.
And sincerly, fully loaded with 100% fuel we have only at the start.
Do ALL bombers have their limits below the real data or only some??

JtD
01-02-2011, 12:10 PM
No, there should be chance of it shedding wings eventually from 2.8 g onwards. They should certainly fail at 4.2g (empty, 100%).

koivis
01-02-2011, 12:32 PM
I tested all the He 111 variants and found some interesting results:

He 111 H-2, empty, 10% fuel: 2,8/4,2
He 111 H-2, 8xSC250, 100% fuel: 1,9/2,8 (<- is this the ~3G you got?)

He 111 H-6, empty, 10% fuel: 5,1/7,6
He 111 H-6, 1xSC2000, 100% fuel: 3,3/5,0

He 111 H-12, 1xFritz-X, 100% fuel: 3,5/5,2

It seems that H-2 and H-6&12 have totally different G-limits. H-2 is indeed more fragile than the link posted by robtek suggest, but then that data is for H-16. H-6, on the other hand, is amazingly durable. In empty loadout and with low fuel, I managed to get the wings off at over 6G, and even that needed some "softening" first. I'm thinking that both could be wrong, but any plane modelled with too low G-limits is not good for the game.

EDIT: the way to test these is very simple. Turn on the no-cockpit HUD view, dive, pull up slowly. When the G-number display turns red, you are within 25% of the service limit. Service limit = red number / 0,75; break limit = service limit x 1,5.

322Sqn_Dusty
01-02-2011, 12:52 PM
Maybe it's possible for me to ask a couple of veterans from 322Squadron how they trimmed the various Spitfre types and how the ladies behaved.

Some of the veterans I spoke with a couple of years ago I asked how she flew... they all gave the same answer more or less.. 'she flies as she looks'

*ot* great pictures ivank. Got more?

vparez
01-02-2011, 01:47 PM
Hi TD,

got a graphics bug: in the early spitfire MkIXc, with the rounded vertical tail, the last LOD that casts shadows, is missing the shadow for left wing mid(?) section.

Cheers!

dimlee
01-02-2011, 02:22 PM
the Me410 is no part of any official version fo the game.
there are only two Me210Ca versions, and they are only AI

OK, thanks for clarification. I might have done something wrong with new installation.

Aviar
01-02-2011, 03:18 PM
I've tried this too without luck so far. A few questions please:

1) Was the recon plane AI or player?

2) Did you have a radar somewhere on the map?

3) Was FoW in Advanced mode?


I've flown both AI and human right over moving tanks with no result. Plus, I'm confused - why are only flyable planes suitable as recon planes, esp. as they have an S-328 in their diagram but we can't select it? Nor the Po-2 or R-5.

1. AI
2. No Radar
3. Yes


**EDIT: I attached 2 text files. They are the mis contents for 2 test missions (Coop and DF). I could not upload the missions themselves because this forum does not support rar files. I'm sure you know how to make these into a playable mission. Just copy the text into a blank mis file.

When you start either mission, just check your map and soon you will see the recon plane spot the moving targets. You will also see that the other recon plane does not spot the ships right below it.

In the DF mission, watch the C-47. It will land, park and despawn. (You asked me about despawn in another post....yes it works.)


Aviar

Takeoffer
01-02-2011, 04:20 PM
Sorry for my bad English, I hope sense of the bug report will be clear:


Serious network bug with "Test Runways" (from a class "Stationary Ships") placed on a land

Any players connected to a server 4.10m, cannot appear now on a strip "Test Runway" placed on a land, cannot take off as usually and now ALWAYS appear in air. This new bug is "network" because arises only in online: in air throws only the players connected to a server. In the patch 4.10m "Test Runways" work online only in the event that under their centre there is a water (if there is no water under center of the "Test Runway" - then this "Test Runway" throws all players in air).

The same "Test Runways" in the same places of a map works fine in 4.09m. Players never appeared in air if "Test Runways" was located on an equal surface of the land (except for cases of an arrangement of a "Test Runway" on a hills).



Thanks to a bugged patch 4.10m now it is IMPOSSIBLE to create the worked online airdromes "Test Runways" placed on a land. Any "Test Runways" under which centre there is no water, throw up now the connected players in air.

With a patch 4.10m now there is no a possibility to add for network game new airdromes on a land =(((
WE DO NOT WISH TO APPEAR IN AIR!!!



Thank you TD very much for all your hard work. But many of us continue to use 4.09m and wait hotfix for 4.10m which will return all as earlier (worked "CheckRunTime=2", worked "Test Runways" placed on a land, and some other things which do not work now in 4.10m).

HarryM
01-02-2011, 06:15 PM
May have been reported already, but if you are in a Jet (Ar-234 and He-162 tested) and you let the AI takeoff, the engines will catch fire. Curiously, the other AI planes (non-player) this doesn't happen, only your own plane.

Aviar
01-02-2011, 06:22 PM
May have been reported already, but if you are in a Jet (Ar-234 and He-162 tested) and you let the AI takeoff, the engines will catch fire. Curiously, the other AI planes (non-player) this doesn't happen, only your own plane.

That's an old issue from long ago.

Aviar

HarryM
01-02-2011, 06:33 PM
Not a really big deal, would be if it happened to the non-player planes (obviously).

Gryphon_
01-02-2011, 06:44 PM
BUG: In an online game using a dedicated server with multiple targets for both sides to destroy, the game erroneously announces "RED WON" or "BLUE WON" when there are still many targets left to destroy.

I have never seen this announcement before in the online game, even though it is common in the offline game. It is very confusing as everyone stops playing, thinking one team has won, when they haven't. I have looked carefully at the target setup and can't see the problem. This has occured on more than one map. Here is the relevant section of the .mis file from one of them. This map announced 'RED WON' when Red had not won. If there is something I need to do differently in in the mis file, please advise. If not, this is a bug.

[Target]
1 0 0 0 500 126561 151887 500
1 0 0 0 500 67550 158981 500
1 0 0 0 500 108473 235433 500
1 0 0 0 500 71583 224151 500
1 0 0 0 500 68763 220959 500
1 0 0 0 500 78701 206214 500
1 0 0 0 500 83588 208925 500
1 0 0 0 500 72772 196655 500
1 0 0 0 500 95995 211405 500
1 0 0 0 500 85077 183711 500
1 0 0 0 500 90794 184815 500
1 0 0 0 500 87141 167354 500
1 0 0 0 500 96864 164910 500
1 0 0 0 500 102221 152155 500
1 0 0 0 500 106744 154120 500
1 0 0 0 500 62526 216413 500

Ian Boys
01-02-2011, 07:09 PM
Av,

Thanks very much I'll give them a try.

ian

JAMF
01-02-2011, 07:12 PM
G-forces: Does turbulence create G-forces in IL-2 engine, or is it cosmetic? Will turbulence encountered at the end of a dive, cause the aircraft to break into pieces?

rollnloop
01-02-2011, 07:37 PM
For those debating Spitfire Elevator trim and the fact that they are seeing the elevator deflected visibly in external views when trimmed out. Well have a look at a few Air to Air shots of Spitfires and check out the position of the elevator. Its pretty characteristic of the type. Here is a couple of images of a MKXVI (Belongs to the Australian Temora collection) taken from an O2 whilst sitting in close formation and all nicely trimmed out speed at the time 130 Knots IAS:

http://img820.imageshack.us/img820/2285/spittrim.jpg

http://img98.imageshack.us/img98/5228/spittrim2.jpg

Reading your post i'm not too sure Sean, were you in the spit or in the O2 ? I know you fly warbirds occasionnally, did you fly the spit and does it really need much down trim, even at slow speeds and/or low power ? Pilot's notes are quite evasive on the matter.

Flanker35M
01-02-2011, 07:40 PM
S!

Well, for you guys complaining of the trim. Have you ever cared to look at the TRIM GAUGE in the Spitfire cockpit? I flew the Sissyfire and trimmed for fast cruise, the needle was less than half the range of the gauge and with less speed close to 0 position. And when had the trim at around 30% of the gauge reading the elevator was at roughly same position as in the photo above. I use trim on a slider, not tapping a key. Compare to FW190 that has the trim gauge too just aft of the throttle marked with an "alpha" sign. In Sissyfire the gauge is below the gear lamp indicator on left side.

Ian Boys
01-02-2011, 08:04 PM
Hi Av,

OK, I tried your missions and they did work, so I saw how it should be. I tried mine again and it works fine for Red now (using IL-2 s2 as spotter) but I can't get it to work for blue with either Ju-87B2 or Hurri1 as spotters.

I reckon it might be something as daft as the order you put the things in the game, like with gliders.

Anyway, it's driving me nucking futs.

Can I send you my mission please? Might be something dead obvious ....

ian

Aviar
01-02-2011, 08:16 PM
BUG: In an online game using a dedicated server with multiple targets for both sides to destroy, the game erroneously announces "RED WON" or "BLUE WON" when there are still many targets left to destroy.

I have never seen this announcement before in the online game, even though it is common in the offline game. It is very confusing as everyone stops playing, thinking one team has won, when they haven't. I have looked carefully at the target setup and can't see the problem. This has occured on more than one map. Here is the relevant section of the .mis file from one of them. This map announced 'RED WON' when Red had not won. If there is something I need to do differently in in the mis file, please advise. If not, this is a bug.

[Target]
1 0 0 0 500 126561 151887 500
1 0 0 0 500 67550 158981 500
1 0 0 0 500 108473 235433 500
1 0 0 0 500 71583 224151 500
1 0 0 0 500 68763 220959 500
1 0 0 0 500 78701 206214 500
1 0 0 0 500 83588 208925 500
1 0 0 0 500 72772 196655 500
1 0 0 0 500 95995 211405 500
1 0 0 0 500 85077 183711 500
1 0 0 0 500 90794 184815 500
1 0 0 0 500 87141 167354 500
1 0 0 0 500 96864 164910 500
1 0 0 0 500 102221 152155 500
1 0 0 0 500 106744 154120 500
1 0 0 0 500 62526 216413 500

If you post the entire mission, I will look at it for you. Otherwise, it's hard to evaluate.

Aviar

Ian Boys
01-02-2011, 08:59 PM
Still having no luck with recon. And you can assign a Komet as recon but not a Fw-189. How is that?

Artist
01-02-2011, 09:14 PM
Hi Folks,

first: Thank you so much!

Second: Are there DeviceLink set()-keys available for the new "Multi-throttle/prop support and radiator axis"?

I am using a G940 (ID 1, 2, and 3) plus Bodnar's BU0836A (ID 4) and I feed all of their axes to IL-2 through DeviceLink (the first because of the Reversal Bug, the last because IL-2 does not recognize the fourth device...)

oj123

Aviar
01-02-2011, 09:33 PM
Still having no luck with recon. And you can assign a Komet as recon but not a Fw-189. How is that?



Sorry Ian, but I couldn't get your mission to work. It looks like a bug in MDS. It should be reported.

I could get the red recon working and the blue recon working, but not both at the same time. I tried a lot of combinations to try and trick it into working, but there is a bug in there somewhere.


**EDIT: I got it to work! I really don't like to fail so I went back to try something else. Try adding both the red and blue recon planes in BOTH recon lists. This worked for me. This is still an MDS bug and should be reported to Zuti/DT. However, this may be a good workaround for now.


Aviar

vparez
01-02-2011, 09:41 PM
S!

Well, for you guys complaining of the trim. Have you ever cared to look at the TRIM GAUGE in the Spitfire cockpit? I flew the Sissyfire and trimmed for fast cruise, the needle was less than half the range of the gauge and with less speed close to 0 position. And when had the trim at around 30% of the gauge reading the elevator was at roughly same position as in the photo above. I use trim on a slider, not tapping a key. Compare to FW190 that has the trim gauge too just aft of the throttle marked with an "alpha" sign. In Sissyfire the gauge is below the gear lamp indicator on left side.


I don't know what are you implying by your post, but the comparison with FW shows that for a trimmed flight at 100% throttle, FW shows very small displacement of the needle, and it surely needs much less trim than the Spitfire.

I don't know who is a vintage plane pilot here, but as far as I know, a plane never needs much trim for a cruise flight. If you need to trim your plane so much for a cruise flight, it is a very bad design. People can hate the Spitfire here as much as they want, but it was a very well designed airplane, which is confirmed if nothing else then just by its longevity in service.

I don't think that TD should base the FM of a spit on a few photos of in-flight spitfire; and that doesn't explain the fact that it rolls like crazy all the time to the right.

Still no comment from TD on this. I would say they compiled 4.10 with a wrong version of the FM, that's all.

IvanK
01-02-2011, 09:50 PM
...."I don't think that TD should base the FM of a spit on a few photos of in-flight spitfire..."

They don't, the images were provided as a response to this thread to indicate typical Spitfire Elevator position in a trimmed 1G cruise state. There are plenty of other images around of Spits in the Luft showing this elevator deflection.

No Rollnloop .. I should be so lucky :). The Spitfire pilot is a friend who provided me with the images from a photoshoot.

Ian Boys
01-02-2011, 09:55 PM
Thanks gabe!

bolox
01-02-2011, 10:20 PM
I don't know what are you implying by your post, but the comparison with FW shows that for a trimmed flight at 100% throttle, FW shows very small displacement of the needle, and it surely needs much less trim than the Spitfire.

if you test the fw you will see that full elev trim in either direction only moves the gauge to~1/2 the scale deflection whereas spits move to full scale deflection, so there is much less movement to see. it has been that way for as long as i can remember.

as a side note to this- how many people use the recomended setting for takeoff trim of ~1 div nose down trim for take off in spits?(from pilot's notes MKV)

Ian Boys
01-02-2011, 10:39 PM
OK, just to confirm a bug and workaround - recon planes for Red and Blue need to be added to BOTH red and blue lists. Otherwise only one side works.

Thanks Aviar!

Cowasaki
01-02-2011, 11:34 PM
Possible bug with regards to the No Maps Icons difficulty setting. With this selected, target icons are still visible on the mini-map when hosting a dogfight or coop map. If the target is a moving ship or convoy this total defeats the Fog of War recon options as everyone always knows exactly where the objective is as the target icon position constantly updates on the mini-map.

vparez
01-02-2011, 11:44 PM
They don't, the images were provided as a response to this thread to indicate typical Spitfire Elevator position in a trimmed 1G cruise state. There are plenty of other images around of Spits in the Luft showing this elevator deflection.


I know they don't mate, and I realize now that what I said was uncalled for, so I do apologize. TD does a lot of great work, and they surely do not deserve any complaints from us.

In all honesty, I can't really say if the elevator trim is ok or wrong, I just don't have the info to be the judge of that.

However, the roll just seems suspicious to me.

I tried a Bf109 and a FW190 and for both of them there is a throttle setting and a speed at which they fly without roll, even though they don't even have a rudder trim, much less the aileron trim. In both cases, I just played with the throttle, and kept the pitch at "auto". No rudder input at all and plane elevator trimmed for level flight.

I managed to stop the roll in FW190 completely at about 70% throttle and a stable speed of 420 kph IAS at 1500m. In Bf109G2 it was more around 80%, there was side slip and the roll didn't go completely, but was at least like the roll of a trimmed-out Spit VIII in 4.09.

I tried then the Spit VIII in 4.10 and found that no matter what I do with the throttle or pitch, it just rolls to the right at the rate of about 3 deg/sec (very rough observation) at comparable level speeds.

If I was to guess, I would expect that a plane like this should be able to fly perfectly trimmed at about 2500-2600RPM and Boost of +8 (a guess).

It certainly seems strange that a plane with a rudder trim is harder to fly than ones without. Even rudder trim doesn't help with the roll, since if I make it stop rolling, I have a considerable skid... I am definitely not flying optimally.

Could it be a slight mistake in the "DefaultAileronTrim" setting? A wrong sign maybe?

For a Spit VIII 4.09 it was 0.015, what is it now, if I may ask?

Again, really thanks to TD for all the great things in this patch, can't wait to play another SEOW with 4.10 and all new features!

Cheers!

Aviar
01-03-2011, 12:34 AM
Possible bug with regards to the No Maps Icons difficulty setting. With this selected, target icons are still visible on the mini-map when hosting a dogfight or coop map. If the target is a moving ship or convoy this total defeats the Fog of War recon options as everyone always knows exactly where the objective is as the target icon position constantly updates on the mini-map.

This is not a 'bug' in 4.10. It was exactly the same in 4.09m. Even then, it was never considered a 'bug', but a 'feature'...at least that's what Oleg always used to say....:mrgreen:

If you are the person actually building the mission, what you can do is designate the Target as 'Hidden'. In that case, the Target icon will not appear on the in-game map.


Aviar

BlueLion
01-03-2011, 12:34 AM
It has been reported some times already but not confirmed being a bug, or I missed it.

In Home Base Properties, when using "MODIFY COUNTRIES" is does save the first time and adding the [BornPlaceCountries0] to the .mis file. However editing the mission again in FMB requires to set the countries again, because if you leave it untouched if editing your mission, this parameter is not saved.


BL

BlueLion
01-03-2011, 12:39 AM
Recon plane set in FoW, enabled Aircraft limitations, added the Recon plane to a HomeBase with option Empty and droptanks. Plane still has mgs/cannons available.

Am I doing something wrong? I don't want mgs and/or cannons available.


BL

Aviar
01-03-2011, 12:39 AM
It has been reported some times already but not confirmed being a bug, or I missed it.

In Home Base Properties, when using "MODIFY COUNTRIES" is does save the first time and adding the [BornPlaceCountries0] to the .mis file. However editing the mission again in FMB requires to set the countries again, because if you leave it untouched if editing your mission, this parameter is not saved.


BL

I believe this has already been confirmed by DT.

Aviar

BlueLion
01-03-2011, 12:42 AM
Currently, Primary target labeling is enabled on the map. Primary targets are set as Destroy Target Ground. How to hide this labeling on the DS using IL2SC?


BL

BlueLion
01-03-2011, 12:43 AM
I believe this has already been confirmed by DT.

Aviar

TY. Scrolled through 44 pages and should have missed it, while I did read the reports about this.


BL

Aviar
01-03-2011, 12:56 AM
Recon plane set in FoW, enabled Aircraft limitations, added the Recon plane to a HomeBase with option Empty and droptanks. Plane still has mgs/cannons available.

Am I doing something wrong? I don't want mgs and/or cannons available.


BL

It works. Modify the plane loadouts on the Home Base settings screen:

-Check the box for 'Enable Aircraft Limitations'.

-Click the Aircraft tab.

-Select your desired plane.

-Click Modify.

-Place the loadouts you want available in the 'Selected loadouts' column.

-Save the mission.


Aviar

Ernst
01-03-2011, 01:01 AM
The level flight of the aircraft depends on fuel, ammunition (C.G moves slightly), speed, altitude etc. Stop complaining about level flight and learn how to trim your aircraft. The aircraft, even the noobiesfire, do not fly alone. :mad:

Sometimes time i think the guys would like to take off, put the legs above the table, the hands behind the head and then light a cigarrete and smoke while the aircraft flies... Maybe you would like to read a book or go to the kitchen and make a snack.

kestrel79
01-03-2011, 01:19 AM
I don't know if this is new in 4.10 but I noticed when using the nav lights during the day this very bright, whiteish blue light shines in the cockpit and all over the wings of the plane during the day...but when I do a night mission there is no light at all shining from the nav lights.

They are just nav lights I doubt they would be that bright during the day at not reflect off the plane at night.

Tempest123
01-03-2011, 02:32 AM
Just a flying note for people citing the downward trim needed on a spitfire to fly level:

-Airfoils gain lift the faster they travel through the air (this is how an airplane is able to take off in the first place), how much lift is based on a number of things including the type of airfoil and shape and area of the wings

-The faster an airplane goes, the more it wants to climb, and the more downward trim is necessary to take the pressure off the control column. (to a point, at very high speeds, shock waves form and this is different, but this is beyond "normal" flight speeds, and usually occurs to piston aircraft only in a dive, and depends on the airfoil shape, ex. p-38.)

-As an airplane slows down, the opposite is true, thus more back pressure is needed, and thus nose up trim.

-As such an airplane in high speed level flight has a nose level angle depending on the aircraft, and in slow level flight an aircraft has a nose up angle. The slower an aircraft travels (i.e the lower the thrust), the greater the Angle of Attack its wings need to hit the air to maintain the same lift and level flight. The Angle of Attack can only be increased to a certain point, beyond that the air separates from the airfoil, becomes turbulent and the wing stalls, no matter what the speed. This is why you can stall a P-51 in a high speed turn (maximum AoA exceeded), do a "snap roll" in a Fw-190, and also the reason the 109 has slats (to keep the air from separating away from the wing surface, thus delaying a stall).

-Many computer simulations don't model this correctly, or if they do it is at least partially. In cruise flight, each change in power setting requires re-trimming the aircraft to relieve the control forces.

-The behavior of the spitfire is normal, and surprisingly, this should also be the case with most of the other planes in the game. An aircraft can fly level at a range of attitudes depending upon its speed.

rollnloop
01-03-2011, 09:24 AM
No Rollnloop .. I should be so lucky :). The Spitfire pilot is a friend who provided me with the images from a photoshoot.

Thanks for clarification :)

Takeoffer
01-03-2011, 12:49 PM
Example mission (attached) showing a bug with "Test Runways" placed on land
(this bug arises online at all connected players)

With 4.10m "Test Runways" do not work, if their centre is over a land (airfields at K-14, L-14, M-14 in attached mission). All players throws up in air and nobody can normally take off with such "Test Runways".

With 4.10m "Test Runways" work as usually if their centre is over water (airfields at K-13, L-13, M-13 in attached mission). All players appear on a strip and can normally take off from these "Test Runways".

All these "Test Runways" (no matter: over land or over water) worked fine with 4.09m. Players did not throw up in air with 4.09m.


Note: height is 0 meters for all places, everywhere a horizontal flat surface. But "Test Runways" placed on land does not work correctly with 4.10m (with patches 4.08m/4.09m all was excellent).

csThor
01-03-2011, 01:08 PM
4.10 is supposed to be installed only over a clean 4.09.

csThor
01-03-2011, 01:21 PM
Don't ask here (the board is hosted by 1C and the guys are quite allergic to Il-2 mods) but where you got the mods from. :)

[URU]BlackFox
01-03-2011, 01:24 PM
Is there any way to disable UP and reenable it after 4.10 patch or does UP even work with 4.10?

(I may sound like a noob but I fell in love with the variety of planes and possibilities in UP but also fell in love with the new stuff in 4.10 :D )

Sent you a PM. I don't think MOD discussions are allowed in this forum.

SPITACE
01-03-2011, 01:30 PM
hi all was any thing done [updated] to the JU88-A4 cockpit in the 4.10 update?? if it was i can not see it :(

MD_Titus
01-03-2011, 02:39 PM
The level flight of the aircraft depends on fuel, ammunition (C.G moves slightly), speed, altitude etc. Stop complaining about level flight and learn how to trim your aircraft. The aircraft, even the noobiesfire, do not fly alone. :mad:

Sometimes time i think the guys would like to take off, put the legs above the table, the hands behind the head and then light a cigarrete and smoke while the aircraft flies... Maybe you would like to read a book or go to the kitchen and make a snack.
get shot down by spits a lot?

that would be nice, especially for larger maps where you just want to climb out nice and steady, maybe nip to the loo, make a rollie etc. i've found that trimming the plane for a slight climb, with a bit of slip to counter the torque roll, whilst reducing throttle/pp a bit so the torque effect is a bit less to be quite effective. that or wedging a bit of card in the base of the stick to keep the wings level.
Just a flying note for people citing the downward trim needed on a spitfire to fly level:

-Airfoils gain lift the faster they travel through the air (this is how an airplane is able to take off in the first place), how much lift is based on a number of things including the type of airfoil and shape and area of the wings

-The faster an airplane goes, the more it wants to climb, and the more downward trim is necessary to take the pressure off the control column. (to a point, at very high speeds, shock waves form and this is different, but this is beyond "normal" flight speeds, and usually occurs to piston aircraft only in a dive, and depends on the airfoil shape, ex. p-38.)

-As an airplane slows down, the opposite is true, thus more back pressure is needed, and thus nose up trim.

-As such an airplane in high speed level flight has a nose level angle depending on the aircraft, and in slow level flight an aircraft has a nose up angle. The slower an aircraft travels (i.e the lower the thrust), the greater the Angle of Attack its wings need to hit the air to maintain the same lift and level flight. The Angle of Attack can only be increased to a certain point, beyond that the air separates from the airfoil, becomes turbulent and the wing stalls, no matter what the speed. This is why you can stall a P-51 in a high speed turn (maximum AoA exceeded), do a "snap roll" in a Fw-190, and also the reason the 109 has slats (to keep the air from separating away from the wing surface, thus delaying a stall).

-Many computer simulations don't model this correctly, or if they do it is at least partially. In cruise flight, each change in power setting requires re-trimming the aircraft to relieve the control forces.

-The behavior of the spitfire is normal, and surprisingly, this should also be the case with most of the other planes in the game. An aircraft can fly level at a range of attitudes depending upon its speed.

the spitfire has always needed nose down trim to maintain level flight though, hasn't it? is the level of trim that much different?

vparez
01-03-2011, 02:50 PM
The pitch trim, can be adjusted, only it is much more pronounced now, but ok...

I am much more worried about the roll which is un-trimmable right now in the Spitfire.

For people who fly a bit and fight in small dogfight arenas that is not really much of a hassle, but for people who fly a 2-3h long mission in SEOW and navigate over very long distances, this is a much bigger problem.

Ernst
01-03-2011, 03:06 PM
The pitch trim, can be adjusted, only it is much more pronounced now, but ok...

I am much more worried about the roll which is un-trimmable right now in the Spitfire.

For people who fly a bit and fight in small dogfight arenas that is not really much of a hassle, but for people who fly a 2-3h long mission in SEOW and navigate over very long distances, this is a much bigger problem.

If you have money rudder pedals are a nice solution. Most of the difficult is to try to counter sideslip in the joystick. Using the pedals you just need to hold your legs in a right position.

Flanker35M
01-03-2011, 03:25 PM
S!

So people complain now when they actually have to fly the Sissyfire? It was a plane like the rest of them, without a fly-by-wire ;) The trim tabs on ailerons, or any other control surface, were set to a certain speed where they kept the plane in a more or less trimmed state. Exceed this speed and it begins to roll/yaw/pitch and you need to counter it, either with trim if applicable or applying countering force with controls. This seems the case in 4.10m, which is good!

Same applies for Bf109 for example, it was trimmed with the aileron/rudder tabs to a certain speed, say 300km/h or cruise speed, where minimum input was needed. Many pilots state they needed to counter the changed trim especially as there were no pilot controlled rudder/aileron trims but only for elevator. In IL-2 you have always needed to fly the Bf109 due this, so if I need to fly a Sissyfire it is nothing different to me.

Just wait for SoW and we will need a brigade of Whambulances with the new FM if it is that complex as Oleg has stated. No more ridiculous planes on rails, which is good. US planes had the luxury of having all control surfaces trimmed and even boosted.

TD added some more pilot work and whining ensues. I wish all the planes would behave the same, requiring more pilot input so you can not just set the plane to fly and go eat lunch ;)

vparez
01-03-2011, 03:26 PM
Well I got pedals, but I am not seeing this roll as an issue of discomfort for me or anyone else, but I tend to think: would they build a fighter, that was supposedly very easy and pleasant to fly, and yet make him need control inputs throughout the flight?

Come on, which other plane in IL-2 needs constant control input at cruise conditions? I-16?

Now I really miss my "Spitfire Story" book that is back in my home country, but even in wiki you can find some things like this:

...After a thorough pre-flight check I would take off and, once at circuit height, I would trim the aircraft and try to get her to fly straight and level with hands off the stick ... Once the trim was satisfactory I would take the Spitfire up in a full-throttle climb at 2,850 rpm to the rated altitude of one or both supercharger blowers...

Edit: If TD finds the little tests I posted earlier useful, it would be great; otherwise I really don't want to bother here anymore with people who don't read whole posts, and just reply based on some keywords that tick them off.

Sven
01-03-2011, 03:38 PM
Found a bug/glitch in the take off procedure of the Lerche. Once you apply the chocks in, the aircraft will act like a UFO, it's a bit difficult to explain, hence I have the track here in my attachment, this saucer behaviour will only work when you have both engines on, you will also become invulnerable to the ground.

I dont know if this was always this way, but I think I have used the chocks before.

TheGrunch
01-03-2011, 05:39 PM
The Spitfire always used to roll to the left AAAALLL the time in Il-2, as I recall, like the aileron trim tab hadn't been set. I stopped flying it in campaigns because my wrist started hurting. It's always been a problem with the Spit in Il-2, hasn't it? What's different now, other than the degree of elevator trim required?

=XIII=Wedge
01-03-2011, 07:13 PM
The Spitfire always used to roll to the left AAAALLL the time in Il-2, as I recall, like the aileron trim tab hadn't been set. I stopped flying it in campaigns because my wrist started hurting. It's always been a problem with the Spit in Il-2, hasn't it? What's different now, other than the degree of elevator trim required?

Except for me and and a few other from what I can gather in this thread the Spitfire is rolling to the right. As the spinner is turning clockwise the torque effect should be causing the Spitfire to roll to the left.

Does anyone have an explanation for a roll in the direction of the prop?

bolox
01-03-2011, 08:06 PM
hi all was any thing done [updated] to the JU88-A4 cockpit in the 4.10 update?? if it was i can not see it :(

well the altimeter now reads 1000's m
peil compass has improved function

EJGr.Ost_Caspar
01-03-2011, 08:41 PM
Except for me and and a few other from what I can gather in this thread the Spitfire is rolling to the right. As the spinner is turning clockwise the torque effect should be causing the Spitfire to roll to the left.

Does anyone have an explanation for a roll in the direction of the prop?

There are trim tabs, adjusted on ground in such a way, that the plane flies steady at cruise speed. Below cruise speed it should roll to left, above CS it should roll to right. Is it that way?

vparez
01-03-2011, 09:30 PM
There are trim tabs, adjusted on ground in such a way, that the plane flies steady at cruise speed. Below cruise speed it should roll to left, above CS it should roll to right. Is it that way?

No, it isn't

The only time I can make a spitfire roll to the left is when it is below 280kph IAS and no rudder trim has been used. That can be obtained in a stable manner only in a trimmed climb, and the moment I use rudder trim to neutralize the side slip, it starts rolling right, even at that speed.

Maybe there is something wrong with my install, or with my joystick? Strange, that all other planes seem to be acting normal...

Pavloun
01-03-2011, 10:03 PM
Hello,

Many thanks for the great improvements of 4.10, TD. You`re moving the game a great way closer to the reality.

I noticed night enviroment had been reworked as I flew the ILS test mission few times. Now night is much darker then before 4.10, but it seems to be achieveded by overall reduction of brightness.
1.
As it was mentioned in a post before, nav-lights and runway lights are very difficult to see in distance of just few kilometers during darkness, much harder then during daylight. Especially when using wide FOV.
Even though it should be the opposit, during clear night you can see aircraft nav-lighys in 20 km at least, landing lights or runway approach lights even more (just quick estimate).
2.
Cockpit instruments are VERY dim and hard to read even if lit during night.
3.
On-screen messages (throttle, flaps, etc.) tend to blind you with their brightness when the rest of the environment and cockpit is dark.
4.
Even though night is really dark and clear, stars are hard to see.

And the last and maybe least important.
I`d like to ask if B-25 could have woking landing lights.

Sorry for my English :rolleyes:

Ian Boys
01-03-2011, 10:22 PM
Found a bug/glitch in the take off procedure of the Lerche. Once you apply the chocks in, the aircraft will act like a UFO, it's a bit difficult to explain, hence I have the track here in my attachment, this saucer behaviour will only work when you have both engines on, you will also become invulnerable to the ground.

I dont know if this was always this way, but I think I have used the chocks before.

Not confirmed - worked perfectly here with chocks and without.

Ian Boys
01-03-2011, 10:35 PM
NEW BUG REPORT

S-80 torpedo boat - front gun only fires forwards even when plane is off to one side. It also fires 14 torps in a few seconds though it only has 2 torp tubes.

Sven
01-03-2011, 10:38 PM
Not confirmed - worked perfectly here with chocks and without.

I did it again and still doing the same, we must be doing something different.

Tolwyn
01-04-2011, 12:06 AM
Make sure invulnerability is OFF, otherwise wierd stuff happens.

MadBlaster
01-04-2011, 12:42 AM
Curious if damage model for cargo ships was changed. I'm practicing offline dive bombing with stuka 1x250 kg and 3x250kg. Sometimes I get hits dead center with fireball explosions, but no kill message. There is damage and it smokes, but doesn't sink. Does it take bigger bombs now?

Krt_Bong
01-04-2011, 01:01 AM
I think I have found a bug in FMB, please excuse me if this is already posted.
In Stationary Ships the Runway objects show the invisible ones as a red square or rectangle - unfortunately they are visible in the mission as well, the moving Ships also have these objects and can be placed with waypoints.

Faustnik
01-04-2011, 01:17 AM
Some of the IL-2 planes do not have radiator damage models and this is a bug. These are the:

Hurri II
Mc.202
Mc.205
Yak (all models)
LaGG-3 (all models)

Some similar planes that have radiator damage models and work correctly are the Hurri I and the Mig-3.

Anyway, radiators are interesting! :D

=XIII=Wedge
01-04-2011, 06:54 AM
There are trim tabs, adjusted on ground in such a way, that the plane flies steady at cruise speed. Below cruise speed it should roll to left, above CS it should roll to right. Is it that way?

Thanks for the reply Casper.

I am unable to get into any state where the aircraft rolls to the left without control input.

There appears to be no regime that causes the aircraft to fly without rolling to the right.

I have tried a range of speeds and power settings as well as 3 different sticks :)

Can you give the settings for what DT considers Cruise as a basis for futher testing?

I have been using +4 lbs boost and 2650 RPM as the cruise setting based on Spitfire Vb Pilot Notes.

I would be quite happy if I could fly straight at cruise speed, I have no problem with having to use the ailerons to stay straight in other scenarios.

Kind regards

Wedge

Sven
01-04-2011, 08:42 AM
Make sure invulnerability is OFF, otherwise wierd stuff happens.

havent touched that button in years mate;) Was flying full real with externals to tape it.

ZaltysZ
01-04-2011, 08:56 AM
Old bug with Dora: if you look at its side at 90 FOV from around 250-400m, one part of fuselage near the tail will look transparent.

---

Unrecoverable freezes are very frequent in MP. Especially in Spits vs BF109 server when player count > 50. Game completely freezes and needs to be killed via taskmanager. Usually multiple players are affected at once (or almost at once). Sometimes, the frequency is as high as one freeze every 10-15 min.

PE_Tigar
01-04-2011, 10:17 AM
I was about to post that I could not get runway lights to turn on at all. What is the procedure? Do you request them then when you get no response just assume that they will switch on just before you touch down? I edited the mission and added the same type of lights along the the runway but with no ownership and they show up fine as long as you are at the right angle but I never saw the threshold lights turn on. If they dont turn on until 200m then they were probably under my nose before they turned on, especially as without threshold lights I was landing long to avoid landing before the invisible runway started!

I saw your other post, but since we're getting no info from TD, we can at least discuss this ourselves :) You can request lights anywhere, but they get activated only when you hear "Roger" in response to the request. I was asking whether the distance from the lights when they will actually be lit is set, and to what value, and if we could change that distance to something reasonable (like inner or outer marker).

In general, I don't have a clue how those dim lights they've put into the mission would be of any use. Nowadays rwy lights are directional and not dimmed in any way, in WW II - I don't know, but the lights that you've added to the mission look more likely and are more useful.

Oh and one other thing DT, can we please get the landing lights for B-25?. Here's one B-25 J that definitely has them...

http://www.maam.org/wwii/images/b25_flight_2.jpg

Rainmaker
01-04-2011, 03:26 PM
4.10 facts and Bug list:

- visibility problem (problems spoting contacts in the far distance like in 4.09)
- spitfire with that huge wings got NO STALL in vertical climb with speed of 150-160 km/h
- physics and aerodinamics historically incorrect
- damage model spitfire vs. damage model FW-190 or 109 (WHAT THE ****)
- spitfire with that huge wings and cannons sticking out of the wings CAN follow FW-190 who is diveing from 3.0 alt, speed 800 km/h and over, get in shooting position and shoot it down - IMPOSSIBLE.
- P-47 large piece of heavy metal outturning FW-190 D9 but with no problem-hahahahaha NOT

I see spitfire pilots complaining about spitfire. Stop complaining about UNREALISTIC wonderplanes like spitfire because a 10 year old kid with a keyboard can beat ace BF-109 pilot with that Spitfire or Lavochkin. My question is, how the hell whole RAF was destroyed in reallife when here Spitfires and Lavochkins got Star Trek technology in Il-2 sim? Doing turns, rolls and then pushing up to shoot a target that have 1.0 more alt than him. What machine have power like that? Not even one, not even todays machines have power like that.

I like structural damage in 4.10. I'm looking forward to these things to be fixed. TD be very carefull with these things, IL-2 is classic. I am back for more testing of 4.10. All in all thank you for your constant work on IL-2!

EJGr.Ost_Caspar
01-04-2011, 03:33 PM
Rainmaker: That is not a 'bug list' nor is it a facts list.

EJGr.Ost_Caspar
01-04-2011, 03:39 PM
Thanks for the reply Casper.

I am unable to get into any state where the aircraft rolls to the left without control input.
There appears to be no regime that causes the aircraft to fly without rolling to the right.
I have tried a range of speeds and power settings as well as 3 different sticks :)
Can you give the settings for what DT considers Cruise as a basis for futher testing?
I have been using +4 lbs boost and 2650 RPM as the cruise setting based on Spitfire Vb Pilot Notes.
I would be quite happy if I could fly straight at cruise speed, I have no problem with having to use the ailerons to stay straight in other scenarios.

Kind regards

Wedge

I don't have the knowledge nor the numbers for telling you a complete answer to that Spitfire issue. I tested myself and its seems as Spits start rolling to the right from ~300km/h TAS and above.
On the other side, I don't even know, if the Spits in game even had an aileron trimtab.

Thus I cannot explain, if or how the things, seen in game are connected to historical display. But responsible members of the team are aware of the discussion here.

Seeker
01-04-2011, 04:31 PM
I don't have the knowledge nor the numbers for telling you a complete answer to that Spitfire issue. I tested myself and its seems as Spits start rolling to the right from ~300km/h TAS and above.
On the other side, I don't even know, if the Spits in game even had an aileron trimtab.

Thus I cannot explain, if or how the things, seen in game are connected to historical display. But responsible members of the team are aware of the discussion here.

Really cool answer, thanks.

ataribaby
01-04-2011, 04:58 PM
Just noticed small bug in 4.10 radio comms. Switching between enemy and friendly frequency no longer works. Its still tuned on friendly one. I checked new navigation on/off. Same bug. Confirmed it works ok in 4.09. This is not bug but small request. if its possible to make me-163 land outside airfield runway. I want make campaing where you take off from concrete runway and land along it at marked grass strip next to runway. Now it bumbs till it flip over make it unable to land on grass outside runway. If its easy for next patch as Komet is little bit special.

Tempest123
01-04-2011, 07:00 PM
how the hell whole RAF was destroyed in reallife when here Spitfires and Lavochkins got Star Trek technology in Il-2 sim?

Lol, so the whole RAF was destroyed eh? ........what?

Roblex
01-04-2011, 07:10 PM
Oh and one other thing DT, can we please get the landing lights for B-25?.

What exactly are you asking? I used the Landing Lights when I was testing the problems with the Blind Landing mission so I could watch the B25 approach from a camera on the threshold and see what range the threshold lights came on. They may not illuminate the runway but AFAIK they never have on any aircraft in IL2.

TheGrunch
01-04-2011, 07:29 PM
Lol, so the whole RAF was destroyed eh? ........what?
Lol. :lol: He obviously heard the same propaganda that German BoB pilots heard.

fruitbat
01-04-2011, 07:31 PM
Lol. :lol: He obviously heard the same propaganda that German BoB pilots heard.

double lol:grin:

even more so where you compare it to the luftwhiner, sorry i mean't luftwaffe.

vparez
01-04-2011, 07:37 PM
What exactly are you asking? I used the Landing Lights when I was testing the problems with the Blind Landing mission so I could watch the B25 approach from a camera on the threshold and see what range the threshold lights came on. They may not illuminate the runway but AFAIK they never have on any aircraft in IL2.

You have used the "Navigation lights", a green, red, and white light at the wings and tail, didn't you?

The "Landing lights" are white focused lights, much like a car headlight, which indeed light up the runway, or ground, when you are low enough.

It is a completely different command, and B-25 doesn't have it, in spite of having it in RL.

=XIII=Wedge
01-04-2011, 08:04 PM
Thus I cannot explain, if or how the things, seen in game are connected to historical display. But responsible members of the team are aware of the discussion here.

Thank you for your time. :grin:

vparez
01-04-2011, 09:25 PM
Thus I cannot explain, if or how the things, seen in game are connected to historical display. But responsible members of the team are aware of the discussion here.

Ok, good to know my posts were not counted as "rant" or "whine". :o
Thx for the effort! :)

BlueLion
01-04-2011, 10:58 PM
Added ReFly parameters in conf.ini.
When plane/pilot is heavily damaged, the refly button does not appear.

Got this reported from the WarClouds server, didn't reproduce it myself.

parameters set are:
[NET]
reflyKIADelay=5
maxAllowedKIA=5
reflyKIADelayMultiplier=2.0
reflyDisabled=0


BL

ElAurens
01-04-2011, 11:49 PM
double lol:grin:

even more so where you compare it to the luftwhiner, sorry i mean't luftwaffe.

http://img10.imageshack.us/img10/7410/luftwaffle.jpg


http://http://img10.imageshack.us/img10/7410/luftwaffle.jpg

:grin:

Ernst
01-05-2011, 12:45 AM
Lol. :lol: He obviously heard the same propaganda that German BoB pilots heard.

Some say that during the Battle of Britain when Hitler and Goering decided to change the strategies and to bomb London instead of maintain the pressure over the RAF, the last one was almost colapsed.

One or two more weeks and RAF would be out of action. Churchil was very happy with the "geniality" of the Fuhrer. :cool:

Roblex
01-05-2011, 06:58 AM
1) Dowding has always strenuously denied that the RAF was ever in serious danger of not being able to keep putting up sufficient fighters.

2) You are talking about a bombing campaign that , although causing a lot of damage and temporarily restricting operations at various airfields, was in no way an indication of the Spitfires lack of dogfighting abilities.

Wutz
01-05-2011, 07:31 AM
http://img10.imageshack.us/img10/7410/luftwaffle.jpg


http://http://img10.imageshack.us/img10/7410/luftwaffle.jpg

:grin:
You forgot the British counterpart:
http://i107.photobucket.com/albums/m290/RSS-Martin/Comics/stanley_spitfire.jpg
:-P

TedStryker
01-05-2011, 08:12 AM
Hello TD

Loving 4.10, especially the beautiful I-15bis and the new FMB features.
Spotted a small issue in the time/date feature (which is a great addition). It only seems to save 2 out of the 3 elements, sometimes just one. The day of the month always seems to save alright, sometimes the month saves ok but the year resets itself to the default 1940.

Occasionally it resets everything to default (15/7/1940, I think)

I found this while working on the map Online 3, unfortunatly had'nt had time to test it across other maps yet- sorry if i've been, er, premature about reporting this.

Cheers

Ted

TheGrunch
01-05-2011, 08:51 AM
You forgot the British counterpart:
http://i107.photobucket.com/albums/m290/RSS-Martin/Comics/stanley_spitfire.jpg
:-P
We certainly received some strange aircraft via lend-lease. :-P

Has anyone else experienced frankly dreadful performance of the Me-262A-1a with the R4M rockets loaded? I couldn't get it to climb above 25,000ft with the rocket loadout. I don't know whether it's a 4.10 issue or not but I still thought it was strange how much they affected performance.

Azimech
01-05-2011, 09:01 AM
Hello,

Many thanks for the great improvements of 4.10, TD. You`re moving the game a great way closer to the reality.

I noticed night enviroment had been reworked as I flew the ILS test mission few times. Now night is much darker then before 4.10, but it seems to be achieveded by overall reduction of brightness.
1.
As it was mentioned in a post before, nav-lights and runway lights are very difficult to see in distance of just few kilometers during darkness, much harder then during daylight. Especially when using wide FOV.
Even though it should be the opposit, during clear night you can see aircraft nav-lighys in 20 km at least, landing lights or runway approach lights even more (just quick estimate).
2.
Cockpit instruments are VERY dim and hard to read even if lit during night.
3.
On-screen messages (throttle, flaps, etc.) tend to blind you with their brightness when the rest of the environment and cockpit is dark.
4.
Even though night is really dark and clear, stars are hard to see.

And the last and maybe least important.
I`d like to ask if B-25 could have woking landing lights.

Sorry for my English :rolleyes:

I agree on this one, I request an increase of viewable distance for Light Emitting Objects like fires, search lights, runway lights, but also smoke, independent of viewable distance of objects like buildings. The searchlights reflecting in the clouds are a nice feature, Imagine large fires doing that.
I remember a game called "Driver" where you would race around town, and you spotted cars in the distance approaching you, then at a distance of less than 200 meters suddenly the headlights faded on. Always hated that.

Another curious detail was when flying high alt and passing a bomber, that after reaching a certain distance between myself and the bomber, the condensation stripes disappeared totally as they were switched off by the program. It eats less cpu cycles, that's true, but I wish it could be different.

I have no problem reading my instruments at night. But some planes did have a knob to regulate the power of the UV light. I can imagine such a thing too complex and too much work to be implemented.

Landing lights are a tricky thing though. At one point I scrambled while runway lights and landing lights switched on. My AC started rolling but because the landing light is a fixed texture, didn't see the runway surface change. I became disoriented because I thought my brakes were on, and drove off the runway. My fault, I scramble without them now, they're called LANDING lights anyway.

Something else: I request a feature if not already done so: In loadout options of you AC, let people fix their own standard trimming options for every flight and every type like pilots did on the ground. Let them figure out their preferences through trial and error. Don't make an option for saving preferences, let them write them down (it's only three small variables anyway). If you want the trim discussion to stop, this is your ticket :)

TheGrunch
01-05-2011, 09:07 AM
The main thing that I would say about the landing lights on the actual aircraft is that they don't really seem to actually light anything up except the side of your aircraft, making them utterly pointless. There's currently not much use for them even in pitch darkness other than to make your position very obvious. You can see this simply by sitting on the runway in darkness and turning on the landing lights. No visible effect on the lighting of the terrain can be seen. Not really an issue in pre 4.10 versions, but now that we have real dark nights it would be nice to have lights that actually light up terrain.

PE_Tigar
01-05-2011, 10:16 AM
My last 2 cents on landing lights - they do have some effect in Il-2, but much smaller than in RL. In real airplanes landing without a working landing light in the night is considered an emergency procedure, and in anything faster and less sturdy then a small piston airplane it is very tricky (unless you have radar altimeter, that can be useful). Frankly, in B-25 mission I practiced over and over, the bigger problem were the invisible runway lights. You do need some visibility even for precision approaches nowadays, CAT I (which is basically what we have for B-25s) calls for 200 feet vertical and 550m RVR/800m visibility. Though if I had an option to either risk it and follow an imperfect GS all the way to the ground, or ditch in the South Pacific, I would take my chances with the approach :D.

Also, I can't remember anyone answering the questions I had in the beginning - what is the glideslope angle used and how far from the runway I need to be for the "tower" to activate the runway lights (and if this value can somehow be changed by mission builders)?

Tempest123
01-05-2011, 11:37 AM
I agree on this one, I request an increase of viewable distance for Light Emitting Objects like fires, search lights, runway lights, but also smoke, independent of viewable distance of objects like buildings. The searchlights reflecting in the clouds are a nice feature, Imagine large fires doing that.
I remember a game called "Driver" where you would race around town, and you spotted cars in the distance approaching you, then at a distance of less than 200 meters suddenly the headlights faded on. Always hated that.

Another curious detail was when flying high alt and passing a bomber, that after reaching a certain distance between myself and the bomber, the condensation stripes disappeared totally as they were switched off by the program. It eats less cpu cycles, that's true, but I wish it could be different.

I have no problem reading my instruments at night. But some planes did have a knob to regulate the power of the UV light. I can imagine such a thing too complex and too much work to be implemented.

Landing lights are a tricky thing though. At one point I scrambled while runway lights and landing lights switched on. My AC started rolling but because the landing light is a fixed texture, didn't see the runway surface change. I became disoriented because I thought my brakes were on, and drove off the runway. My fault, I scramble without them now, they're called LANDING lights anyway.

Something else: I request a feature if not already done so: In loadout options of you AC, let people fix their own standard trimming options for every flight and every type like pilots did on the ground. Let them figure out their preferences through trial and error. Don't make an option for saving preferences, let them write them down (it's only three small variables anyway). If you want the trim discussion to stop, this is your ticket :)

+1 for these ideas, excellent. Yes the visibility distance for night lights needs to be increased, and that pre-trimming idea is a good one. And yes, the landing light in Il2 will actually have to work now and illuminate the ground for the pilot prior to landing, not just be a shiny texture.

A.Fokker
01-05-2011, 01:46 PM
4.10, installed over a working 4.09 just won`t start.
I have no idea what is going on.
4.07 works
4.08 works
4.09 works
4.10 does not work
?

I do have the No-CD thingie.
Anybody in the know or is this a bug?
Always the same error

[Jan 5, 2011 2:40:38 PM] ------------ BEGIN log session -------------
[2:40:38 PM] OpenGL provider: Opengl32.dll
[2:40:39 PM] OpenGL library:
[2:40:39 PM] Vendor: ATI Technologies Inc.
[2:40:39 PM] Render: ATI Mobility Radeon HD 2400
[2:40:39 PM] Version: 3.3.10071 Compatibility Profile Context
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[2:40:39 PM] Size: 1024x768
[2:40:39 PM] ColorBits: 32
[2:40:39 PM] DepthBits: 24
[2:40:39 PM] StencilBits: 8
[2:40:39 PM] isDoubleBuffered: true
[2:40:39 PM]
[2:40:39 PM] *** Looking for Advanced CPU Instructions...
[2:40:39 PM] [x] PentiumPro
[2:40:39 PM] [x] Multimedia (MMX)
[2:40:39 PM] [x] 3D (SSE)
[2:40:39 PM] [x] 3D (SSE2)
[2:40:39 PM] [-] 3D (3DNow)
[2:40:39 PM] ColourBits 32, ABits 8, ZBits 24
[2:40:39 PM]
[2:40:39 PM] *** Looking for Render API Extensions ...
[2:40:39 PM] [-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[2:40:39 PM] [-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[2:40:39 PM] [-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[2:40:39 PM] [x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[2:40:39 PM] [x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[2:40:39 PM] [x] 'GL_ARB_multitexture' extension - Multitexturing.
[2:40:39 PM] [x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[2:40:39 PM] [-] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[2:40:39 PM] [x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[2:40:39 PM] [-] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[2:40:39 PM] [-] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[2:40:39 PM] [x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[2:40:39 PM] [x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
[2:40:39 PM]
[2:40:39 PM] Maximum texture size : 8192
[2:40:39 PM] Maximum simultaneous textures :8
[2:40:39 PM] MaxAnisotropic (1.0 = none) : 16.000000
[2:40:41 PM] SectFile load failed: null
[2:40:41 PM] java.io.FileNotFoundException
[2:40:41 PM] at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
[2:40:41 PM] at com.maddox.rts.SFSReader.<init>(SFSReader.java:19)
[2:40:41 PM] at com.maddox.rts.SectFile.loadFile(SectFile.java:157 )
[2:40:41 PM] at com.maddox.rts.SectFile.loadFile(SectFile.java:136 )
[2:40:41 PM] at com.maddox.rts.SectFile.<init>(SectFile.java:108)
[2:40:41 PM] at com.maddox.rts.SectFile.<init>(SectFile.java:68)
[2:40:41 PM] at com.maddox.il2.gui.GUIQuick.checkCustomAirIni(GUIQ uick.java:1339)
[2:40:41 PM] at com.maddox.il2.gui.GUIQuick.<init>(GUIQuick.java:1477)
[2:40:41 PM] at com.maddox.il2.gui.GUI.create(GUI.java:158)
[2:40:41 PM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:70 0)
[2:40:41 PM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:35 7)
[2:40:41 PM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.j ava:211)
[2:40:41 PM] at com.maddox.il2.game.Main.exec(Main.java:420)
[2:40:41 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java: 235)
[2:40:42 PM] Main begin: n must be positive
[2:40:42 PM] java.lang.IllegalArgumentException: n must be positive
[2:40:42 PM] at java.util.Random.nextInt(Unknown Source)
[2:40:42 PM] at com.maddox.il2.gui.GUIQuick.mapChanged(GUIQuick.ja va:960)
[2:40:42 PM] at com.maddox.il2.gui.GUIQuick.<init>(GUIQuick.java:1682)
[2:40:42 PM] at com.maddox.il2.gui.GUI.create(GUI.java:158)
[2:40:42 PM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:70 0)
[2:40:42 PM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:35 7)
[2:40:42 PM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.j ava:211)
[2:40:42 PM] at com.maddox.il2.game.Main.exec(Main.java:420)
[2:40:42 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java: 235)
[Jan 5, 2011 2:40:42 PM] -------------- END log session -------------

Edit: solved by downloading again!

ataribaby
01-05-2011, 05:58 PM
Another 4.10 bug with me-163 komet. Player AP is unable to take off. it constantly on/off engine and just ride on ground. in 4.09 all ok. AI AP is ok.

Tempest123
01-05-2011, 06:34 PM
Does anyone have a problem with german jets catching fire prior to takeoff in 4.10?

Wutz
01-05-2011, 06:51 PM
Does anyone have a problem with german jets catching fire prior to takeoff in 4.10?
That happened in 4.09 also if you moved the throttel too fast ahead. If that is the issue you are talking about, that is right the way it is, as those early jet engines could only excellorate very slowly compared to modern jet engines.

Sven
01-05-2011, 07:02 PM
That happened in 4.09 also if you moved the throttel too fast ahead. If that is the issue you are talking about, that is right the way it is, as those early jet engines could only excellorate very slowly compared to modern jet engines.

Nah I think he means something which has been mentioned many times before in this thread, that is when you switch to AI or something that the engines will catch fire.