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HBPencil
04-19-2016, 10:51 AM
Not so much a bug as an error, the Article XV squadrons of the RAAF (450 to 467 inclusive) and RNZAF (485 to 490 inclusive) are now listed under under the RAAF/RNZAF when they should be under the RAF (like the RCAF Article XV squadrons are). Now if you select one of these squadrons you get Aussie/Kiwi PTO markings instead of the RAF roundels they should have.

Cheers, HBPencil

P.S. The RNZAF XV units will also need their squadron codes added.

P.P.S It'd be worth while removing the squadron crest for 486 (RNZAF) Squadron as they didn't paint it on their aircraft.

Pursuivant
04-19-2016, 05:00 PM
Not so much a bug as an error, the Article XV squadrons of the RAAF (450 to 467 inclusive) and RNZAF (485 to 490 inclusive) are now listed under under the RAAF/RNZAF when they should be under the RAF (like the RCAF Article XV squadrons are). Now if you select one of these squadrons you get Aussie/Kiwi PTO markings instead of the RAF roundels they should have.

Also, the RAAF (NEI) units are listed under the Netherlands.

In all cases, the choice to place the new squadrons where they are gets you the right voice-packs, but not the right default insignia. This appears to be a limitation of the game. Correct markings or correct voice packs, take your choice.


P.P.S It'd be worth while removing the squadron crest for 486 (RNZAF) Squadron as they didn't paint it on their aircraft.

There are many units where the unit crest is automatically applied to the plane. This is historically accurate in a few cases cases (e.g., early war Luftwaffe), but doesn't make sense in most other cases.

gaunt1
04-20-2016, 08:08 AM
Not really a bug, but I think it still needs fixing. All He-111 variants are a little bit too slow. They should be about 20km/h faster.

Flying the H2, I could achieve only 400km/h, while its top speed is around 420-425 according to most sources
For the H6/11/16, its 410 vs 430-435.
Of course, I tried it without any bomb load

Sources:
Manfred Griehl - Heinkel He-111 v2 (Airdoc 007)
Krysztof Janowicz - Heinkel He-111 vol.1 (Kagero Monographs)

Another source showing 430 km/h for H16:

http://www.airwar.ru/enc/bww2/he111h.html

The 360km/h at low alt seems to be correct in game however.

HBPencil
04-20-2016, 11:02 AM
In all cases, the choice to place the new squadrons where they are gets you the right voice-packs, but not the right default insignia. This appears to be a limitation of the game. Correct markings or correct voice packs, take your choice.


I should point out that these aren't new squadrons (at least I know the NZ ones aren't and I strongly suspect the Aus ones as well), rather TD just moved them from the RAF to the RAAF/RNZAF.
It's not much of a choice though, having 24 squadrons rendered pretty much unusable just to use different voice packs seems rather pointless. I feel I should say that as a Kiwi I wasn't bothered by hearing British accents in game rather than my own.

TitusFlavius
04-20-2016, 12:29 PM
German language changed into English in UI although locale=de is set in conf.ini

There will be soon a revised version or is this in the meanwhile fixed?

Or must the german speaking pilots wait until the next patch?

Request for information. Please.

Sita
04-20-2016, 12:58 PM
13.2 is on the horizon

shelby
04-20-2016, 01:12 PM
Not so much a bug as an error, the Article XV squadrons of the RAAF (450 to 467 inclusive) and RNZAF (485 to 490 inclusive) are now listed under under the RAAF/RNZAF when they should be under the RAF (like the RCAF Article XV squadrons are). Now if you select one of these squadrons you get Aussie/Kiwi PTO markings instead of the RAF roundels they should have.

Cheers, HBPencil

P.S. The RNZAF XV units will also need their squadron codes added.

P.P.S It'd be worth while removing the squadron crest for 486 (RNZAF) Squadron as they didn't paint it on their aircraft.i just start the stock campaign of the RNZAF and i see this bug. it is not only the commands it is and the voice
http://s26.postimg.org/5xx0tp47t/grab0000.jpg

stugumby
04-20-2016, 05:53 PM
This is not a new bug but an annoying long term hold out.
Opel blitz trucks standard color is panzer grey, they do not change color for desert or winter maps, yet the opel ambulance does. The standard cargo truck gets a winter cover on the back but the skin stays panzer grey.The radio truck is always in 3 color scheme.

Russian fuel tanker and standard truck/ radio truck stay russian green on all maps, gaz trucks and ambulance from later add ons change from green to winter.

TitusFlavius
04-21-2016, 11:31 AM
13.2 is on the horizon

Thank you for answer.

Will be the 4.13.2 patch a cumulative patch (including 4.13.1) or must you install first the 4.13.1 patch and then the 4.13.2 patch ?

daidalos.team
04-21-2016, 07:02 PM
4.13.2 will be incremental patch. (Only few little fixes)

vasyny_kombat
04-23-2016, 07:03 PM
4.13.2 will be incremental patch. (Only few little fixes)

Hellо! Will the new patch realeased in Steam game version?

P-38L
04-24-2016, 02:42 AM
Hello to all
How can I open the cockpit for the dorsal gunner in the He-111?
I have been traying all possible ways, even I double check my key combination to check out if they are working properlly and they do on the rest of the airplanes. I used to check this out the B-24 opening cockpit (windows) and hatches. Bu on the He-111 they doesn't work.
I also tried the autopilot and nothing happened
What am I doing wrong?

baball
04-24-2016, 02:06 PM
You can open the dorsal gunner's canopy on the He-111 H6 by using the "open canopy" key.

daidalos.team
04-25-2016, 04:58 PM
Hellо! Will the new patch realeased in Steam game version?
Currenty we don't have access to steam account of 1C.
But no need. It suffice download latest steam version 4.12.1.
4.13 RC4 and 4.13.1 files simple copy-paste in steam IL2 root directory.

vasyny_kombat
04-28-2016, 04:29 PM
4.13.2 will be incremental patch. (Only few little fixes)

Hello! Will you realese a new patch in Steam game version?

Aardvark892
05-07-2016, 12:12 AM
Please forgive me if this has already been brought up, but it's the first time I've noticed it and I haven't seen it in other bug posts:

The .ntrk feature seems to be broken. I'm using a stock install with no mods at all, and when I record flights (by using the record button to record .ntrk instead of after flight .trk), the resulting records very quickly turn very bad. The aircraft fly at impossible angles, and often things happen in the video that did not happen in the actual flight. I can record this with a screen capture so you can see what I'm seeing, and I can upload an .ntrk if needed. Please let me know if you need either of those things. Thanks!

dimlee
05-08-2016, 10:35 PM
Please forgive me if this has already been brought up, but it's the first time I've noticed it and I haven't seen it in other bug posts:

The .ntrk feature seems to be broken. I'm using a stock install with no mods at all, and when I record flights (by using the record button to record .ntrk instead of after flight .trk), the resulting records very quickly turn very bad. The aircraft fly at impossible angles, and often things happen in the video that did not happen in the actual flight. I can record this with a screen capture so you can see what I'm seeing, and I can upload an .ntrk if needed. Please let me know if you need either of those things. Thanks!

Probably server lags? I record my online adventures on regular basis and while most of tracks are OK, sometimes there are issues as planes flying into stratosphere or under terrain, damages not recorded properly, etc.

idefix44
05-09-2016, 04:25 AM
Using The 4.13.1m stock Dedicated Server in dogfight mode.

When a player shot down a B-25J-1NA he only got 100 points.
The B-25J-1NA is a twin-engine plane. Whyn't 200 points?

Of course the killer RTB without any problem so he's full scored.

Attached: 2 B-25J-1NA are above Argentan 45 min after the mission beginning.

sniperton
05-09-2016, 07:11 PM
The .ntrk feature seems to be broken. I'm using a stock install with no mods at all, and when I record flights (by using the record button to record .ntrk instead of after flight .trk), the resulting records very quickly turn very bad. The aircraft fly at impossible angles, and often things happen in the video that did not happen in the actual flight. I can record this with a screen capture so you can see what I'm seeing, and I can upload an .ntrk if needed. Please let me know if you need either of those things. Thanks!

I reported it a long time ago:
www.youtube.com/watch?v=mutWQBdRkUE

It seems that actions started before starting recording are not recorded correctly. E.g. if you're engaged in a dogfight, and you start recording when you're already shooting at your opponent, it won't be replayed correctly. Workaround: start recording when you engage, start recording before you drop your bombs, etc..

Tolwyn
05-10-2016, 02:55 PM
Yup NTRK stands for Network TRK. It's a packet recorder, so it's like a mini network game. In your conf.ini, make sure your rate is set to the LAN setting (or use the game interface to do this). Especially helpful when you make NTRK in SP mode—the network rate still plays a role.

What is captured is any/all events that are flagged to BE captured. Some issues relate to what "STATE" an object is in the game. For example, around 4.09 or so, the Gunsight dimmer was always captured in the wrong initial state. This was fixed...

In 4.13.1, sometimes the bomb bay doors are in the wrong initial state, etc. And most of all the bombsite clutch's initial state is NOT captured correctly. I hope to see this get fixed!! (http://forum.1cpublishing.eu/showthread.php?p=711968#post711968)

Objects away from the host don't get the same packet priority, so you'll see some weird warpy-things. Especially noticeable in Multiplayer NTRK recording.'



I reported it a long time ago:
www.youtube.com/watch?v=mutWQBdRkUE

It seems that actions started before starting recording are not recorded correctly. E.g. if you're engaged in a dogfight, and you start recording when you're already shooting at your opponent, it won't be replayed correctly. Workaround: start recording when you engage, start recording before you drop your bombs, etc..

dimlee
05-10-2016, 11:02 PM
Right, bomb bay doors wrong position is typical. I cursed myself for not closing them many times until I realised it was just recording glitch. :-)

sniperton
05-11-2016, 10:05 AM
Thanks Tolwyn for the explanation! Possibly my workaround is just wishful thinking...

RobN
05-16-2016, 02:13 PM
The R-5 pilot skins change from the selected skin to the default when switching view from cockpit to gunner to exterior.

baball
05-16-2016, 05:36 PM
The course autopilot doesn't work on the JU-88 A17 and only works like a level stabilizer.

Treetop64
05-17-2016, 03:05 PM
When you're leading a bomber formation and your #2 leaves his bomb bay doors open after the bomb run, while everyone else in the formation closes theirs.

It that being addressed?

boogabooga
05-17-2016, 06:33 PM
When you're leading a bomber formation and your #2 leaves his bomb bay doors open after the bomb run, while everyone else in the formation closes theirs.

It that being addressed?

I kind of like that. Small mistakes make the AI appear more human.

Treetop64
05-19-2016, 06:50 PM
I kind of like that. Small mistakes make the AI appear more human.

Dude...

He does that on every mission, and it's always the number 2 in your flight.

That's neither a small mistake or human-like. Leaving bomb bay doors open for the entire return flight is not some insignificant thing.



More on the bug itself: When you issue the command "Bomb on My Command", and open your bomb bay doors, the rest of the formation opens their bomb bay doors with you, except the #2 in your flight. He will, however, drop his payload on cue (with his doors opening the instant the bombs are dropped), but as stated he will then fail to close his bomb bay doors while the rest of the flight closes theirs.


Thanks.

Tolwyn
05-20-2016, 01:57 AM
I would love to see TD address:

Capture the state of the bombsight clutch at the start of an NTRK recording. This is essential, cause if it's off, it stays incorrect and makes for watching the NTRK in the bombsight view impossible.



On a lesser note:

The STATUS (pulled or not) of the B24 engine feather designation plungers are not captured in NTRKs.

Treetop64
05-24-2016, 09:05 PM
... moved.

stugumby
05-31-2016, 08:26 PM
If you select the bomb load of 1 fab 500/ 2 fab 250/ 1 fab 100 when the bombs drop you get the other bombs but instead of 1 you see 10 fab 100.

HBPencil
06-26-2016, 02:26 AM
Not so much a bug as an error, the Article XV squadrons of the RAAF (450 to 467 inclusive) and RNZAF (485 to 490 inclusive) are now listed under under the RAAF/RNZAF when they should be under the RAF (like the RCAF Article XV squadrons are). Now if you select one of these squadrons you get Aussie/Kiwi PTO markings instead of the RAF roundels they should have.

Cheers, HBPencil

P.S. The RNZAF XV units will also need their squadron codes added.

P.P.S It'd be worth while removing the squadron crest for 486 (RNZAF) Squadron as they didn't paint it on their aircraft.

Just to add to this, the RNZAF Article XV squadrons (but not the regular RNZAF squadrons) now use the Russian voice pack.

dmitry_npi
07-14-2016, 05:37 PM
Dear Daidalos Team!

From patch to patch you are adding new planes and some "realistic" features.
I'm not a hardcore player, so I would like to complain about some "bugs" that kill joy))

1. Radio commanding. Let's assume I am leading a wing of fighters (1,2,3,4) and enemy fighters comes in. I approach and command "Wing, attack fighters!", and what happens next? Number 3 and 4 just fly away! They reply "Roger!" but they do some maneuvers and then fly away in random direction.
And I am left 2 by 4. My wingman follows me, as expected. I command him to attack on his own, and now we have the same situation: he confirms but doesn't seem as he really wants to attack the enemy. Meanwhile, all 4 enemies are on my tail. I shout "Wingman, cover me!", and he changes course.. but still no result. He can fly following me ignoring the enemy pursuing and shooting at me.

2. Bots have AWACS. When injured enemy crashes down far far away in his side, my bots immediately become aware of this, shouting "I've got one!". How do they know??
The same thing: if I managed to escape from battle, the enemy always know where I am and they fly towards me even if I am tens of miles away. How do the do this?

3. Attacking airfields. Airfields are usually guarded by AA guns. Suppose I'm leading the wing of IL-2's and I command them to "attack the AA guns". Hmm, what to begin with? Of course, they prefer... spotlights! While the AA guns shoot them at close range.

Is it possible to fix this?

arnoritter
08-01-2016, 05:44 PM
The formation feature got somewhat reworked from 4.12 to 4.13, but i think it still does not work good enough.

Please fix these issues, the feature has a lot of potential but at the moment it's not reliable enough for long bomber missions.

www.youtube.com/watch?v=v6ruK7cJKu4

Pursuivant
08-01-2016, 09:43 PM
Bombers in formation shouldn't make serious evasive moves, but should be able to make minor movements as long as they keep their same basic heading and keep their distance from other bombers in the formation.

Single bombers can, did, and should make more extreme evasive maneuvers. (For example, 2LT Charlie Brown vs. Oblt Franz Stigler, Warren Cowan vs. Saburo Sakai)

That said, battle damage, crew panic, and loss of situational awareness sometimes could cause aircraft in formation to collide, particularly if they were flying in poor visibility or in close formation. So, some degree of uncontrolled movement and risk of collision is realistic.

Another oddity about AI bomber formation behavior is that bombers never "close up" when other bombers in the same flight are shot down.

For example, if you have 3 "vics," like this (3, 6, 9 are flight leaders, 9 9 is squadron leader, 2, 5, 7 are assistant flight leaders):


1 2 4 5
3 6
7 8
9


and they take serious casualties, like this:


2 4
3
7 8



The flights never regroup to regain better defensive firepower and bomb concentration as they should, like this (3 becomes new squadron leader, 7 is 2nd flight leader):



2 4 8
3 7



Straggling (damaged) bombers also make no efforts to regroup, making them easier pickings for fighters.

arnoritter
08-01-2016, 10:46 PM
I agree, so what's the chance to get this fixed?

major.kudo
08-05-2016, 12:19 PM
I often came watching airplanes of AI flies repeating bank left and right alternately.
When big bomber performed this is very strange.
I think it wasn't seeing in the old version.
What do you think, everyone?



-



And too exact gun shooting of AI fighters!!!!!
Please, correct this in the next update! Please!!

Reference
http://forum.1cpublishing.eu/showthread.php?t=229400&page=1

Marabekm
08-21-2016, 11:55 AM
Noticed that while playing on a dogfight mission, if I select say RNZAF, and then select squadron 488, When I fly they use the Russian language instead of the New Zealander sound file. This also occurs when flying RAAF and selecting squadron 453.

Janosch
08-26-2016, 04:22 PM
When Finnish air force is selected, the serial letter-number combination is sometimes wrong. For Ju-88 A-4, it looks correct (JK-251 and so on). But for other versions of Ju-88, as well as most other planes, it shows MT instead, which should only be for Messerschmitts. For planes that weren't used by Finland at all, at least the letter part should be omitted.

Pursuivant
08-29-2016, 06:54 AM
Ordinance Problems with P-39 series

Edit 2: P-400: At Guadacanal, P-400 of the 69th FS carried 100 lb. bombs. Presumably, the P-400 could also carry the same ordinance as the P-39D. Some ex-RAF Airacobra I were used in combat in the USSR, so possibly could have been fitted with Soviet pattern bombs.

P-39D-1 and P-39D-2: Don't have option for Soviet ordinance (possibly FAB-250), although some (~50) were sent to USSR via Lend-Lease. I'm not sure the Lend-Lease planes were ever fitted with bombs, but they should have the capacity to carry them. Soviet P-39 typically had wing guns removed to improve roll rate. This could possibly be modeled as a weapon loadout. US P-39D had provision to carry 250 lb. bomb instead of 500 lb. It's just possible that Lend-Lease RAAF P-39D were fitted with RAF pattern bombs, but I'm still hunting for evidence that this was the case.

Edit: No evidence that RAAF P-39 were ever fitted with RAF pattern bombs. The Aussies didn't use the P-39 in an offensive role, and didn't use enough P-39 for long enough that bombing operations were ever necessary.

Edit 2: US P-39D sent to England were equipped with 168 gallon drop tanks. P-400 sent to Guadacanal were equipped with 100 lb. bombs, so this loadout could be added to the contemporaneous P-39D series.

P-39N-1: There are no American ordinance options for this model, and no drop tanks, although the N variant was used in New Guinea and Italy by the US (later by the Italian Co-Belligerent AF), and it was capable of carrying both 75 gallon and 175 gallon belly tanks. Lend-Lease Soviet versions of this plane often had their wing guns removed, as described above.

P-39Q-1: Soviet P-39 typically had wing guns removed to improve roll rate. No US ordinance loadouts, despite the fact that P-39Q variants were used in Italy (as described above).

P-39Q-10: No US ordinance loadouts, despite the fact that P-39Q variants were used in Italy (as described above). Western Front Q-10 probably retained the .50 caliber wing gun pods of the Q-1.

Edit: The P-39Q-10 was also used in the SW Pacific by the 347th FS flying from Makin Island in 1943. Pictures definitely show US aircraft retaining the wing guns. In 1944 pictures of other US P-39 show them carrying 75 gallon drop tanks. They are also reported to have carried out missions dropping 500 lb. bombs on Japanese positions. So, the same ordinance loadouts for the P-39D series (plus 100 lb. bomb option) should also apply to the N and Q series.

Unspecified "Q" variants of the P-39 were in use by units of the 12th AF in the Mediterranean until June 1944. The "Tuskeegee Airmen" (332nd FG) were initially assigned P-39Q-20 (similar to the Q-10) in February 1944 and practiced skip-bombing using it (unspecified bomb loadouts).

Soviet P-39Q variants were tested with FAB-100 as well as FAB-250 bombs.


Should someone feel like adding more P-39 variants to the game:

P-39K-1: This would be an easy addition. It was basically a P-39D-2 with minor changes to the nose (slightly different skin), a 3-bladed Aeroproducts propeller (possibly slightly different from the Curtiss Electric prop on the D-2), and an Allison V-1710-63 (E6) (1,325 hp/988 kW) engine, and weighed about 800 lb. more than the D-2 version. About 210 were built, 50 were sent to USSR, including one which was Pokryshkin's first Airacobra. Some were also used in New Guinea.

P-39L-1: This was virtually identical to the K-1 variant, except for the use of the the Curtiss Electric prop, and a slightly revised nose wheel. More interestingly, it could be fitted with bazooka type rocket launchers. About 250 were produced and it was used in New Guinea and North Africa in 1943 by the US.

http://i.imgur.com/HdXb44Y.jpg

Edit: Some L models also made it to the USSR.

P-39M-1: This was identical to the L-1 version, but with a larger (11 foot 1 inch diameter) Aeroproducts propeller (a bit smaller than that on the Q versions), and an Allison V-1710-67 (E8 ) which gave improved high-altitude performance at the expense of poorer low-altitude performance. It developed 1200 hp for takeoff and 1125 hp at 15,500 feet, and could fly at 370 mph at 15,000 feet as compared to 360 mph at the same altitude for the P-39L. This variant was used in North Africa. About 250 were built.

Post-War Soviet P-39 were eventually refitted with a 20 mm Berezin B-20 cannon, and 12.7mm Berezin UBS machine guns. It is possible that these were fitted to Soviet planes during WW2, especially since the Soviets preferred the 20mm cannon to the 37mm cannon.

Nil
08-31-2016, 08:35 PM
Maybe it has not be said:
I can't control the forward gondola turret of the he111 H6.

baball
08-31-2016, 09:37 PM
Maybe it has not be said:
I can't control the forward gondola turret of the he111 H6.

I've had this problem before but I found the solution to make it work.
When you control the rear gondola gun you have to put it back on autopilot and then switch to the foward gun and it should work. For some reason letting the rear gun on manual locks the foward gondola gun.

I can't access my computer right now to verify what I did so I'd advise you to play a bit with the autopilot until the foward gun works.

Hope it helps you. ;)

Nil
09-02-2016, 10:29 PM
Of course it helps me! thank you baball!
I have tried that and it works! great!;)

nic727
09-10-2016, 03:33 AM
Small bug. TB-7 are showing as Pe-8.

idefix44
09-10-2016, 08:29 AM
Accordind to https://en.wikipedia.org/wiki/Petlyakov_Pe-8 it's not a bug...

nic727
09-12-2016, 09:40 PM
Accordind to https://en.wikipedia.org/wiki/Petlyakov_Pe-8 it's not a bug...

Thank you.

So maybe fixe the multiplayer leaderboard showing the player selected a TB7, but in the game itself it has the Pe-8 name.

stovak
09-12-2016, 11:40 PM
Thank you.

... the player selected a TB7, but in the game itself it has the Pe-8 name.

There are other similar cases , e.g. you pick a Hawk-81 it will show that in the player list, but the icons label it a P-40. Various marks of Spitfire just say "Spit" in the icons. A.I C-47s and Li2s are both labelled "Douglas", and so on. They are not wrong exactly, but it would be better to be consistent with the naming I think.

While I'm here - I don't usually have full icons but I set them to default to have a look and had all this waypoint info show up. Does everyone else get this or do I have a glitch?

sniperton
09-14-2016, 11:54 PM
Icons normally give you info about distance, side (color), plane type, unit. I've never seen mission info like 'T: 103% G: 1.0 STAY_FORMATIONFOLLOW'.

Igo kyu
09-15-2016, 01:12 AM
Icons normally give you info about distance, side (color), plane type, unit.

That's what I see, but the plane types are variable, 109 is a Bf 109, but it doesn't tell you which version of 109, "Yak" is any Yak, Yak 1, Yak 3, Yak 9, jet Yak are all just "Yak". MiGs on the other hand you get the number, Mig 3 or Mig 9.

stovak
09-15-2016, 04:06 AM
Icons normally give you info about distance, side (color), plane type, unit. I've never seen mission info like 'T: 103% G: 1.0 STAY_FORMATIONFOLLOW'.

Ah, thanks. After playing with some settings, it turned out to be because I'd set arcade=1 in the conf.ini to do some tests. Combined with full icons, that displays interesting extra info - power, Gs and even what the manoeuvres AI is doing (defence/half-loop/hard turn etc).

I don't know if it's a new feature, I'd never seen it before but then I rarely use arcade=1 or icons.

Tolwyn
09-23-2016, 04:27 PM
Do not work.
Hasn't worked for a while.

Can this be fixed?

Jumpy
09-24-2016, 10:35 AM
I was playing off line and was curious when I noticed AI lowers flaps prior to take-off in the Spitfire.

This is incorrect. The spitfire did not use flaps for take-off. Flaps are either up or down, for reducing airspeed. Can this be corrected in the next update?

I also want to express my appreciation for the work done by TD:grin:.

I am constantly amazed by the effort and quality of their work.

SPEKTRE76
10-02-2016, 09:04 PM
What happened to the triggers? And the point markers? The one's where we can pick 50pts, 100pts, 500pts ect?

wheelsup_cavu
10-12-2016, 03:44 AM
What happened to the triggers? And the point markers? The one's where we can pick 50pts, 100pts, 500pts ect?

There are point markers in HSFX but I don't think there are any in the stock game.


Wheels

Jure_502
12-11-2016, 12:05 PM
Hi!

I noticed a bug with A6M5 zero. Ahen engine starts propeller spinner changes color to red. This happened to me online.
Here's the track:

Janosch
12-11-2016, 01:29 PM
I noticed a bug with A6M5 zero. Ahen engine starts propeller spinner changes color to red. This happened to me online.
Here's the track:

It's a skinning oversight, most likely in the file A6M7 PLAIN.bmp. The spinner does indeed use different part of a skin depending on how fast it's spinning. If you view the skin, you can see a solid bright red square shaped area on the right. That's the error. The low rpm/stopped spinner area is correct, and can be found around the middle left area.

Btw, most of the Yak skins and many canopy areas could use a rehaul. For example, Yak skins get streched and the mouth of Yak-9U's cannon gets texture from the instrument panel :/

Verdun1916
01-02-2017, 12:31 AM
I have noticed while flying the FW-190 A-8 armed with the Mk 108 Wing Cannons that the cannons lack muzzle flashes when fired. They are there for the standard guns but not for the Mk 108's.

Verdun1916
01-07-2017, 03:56 AM
I have a problem with the R-5, the P-5 and the S.S.S. And that is that the rudder's default setting is not neutral like on all the other aircraft but set slightly to the left. To keep my rudder neutral I have to keep my stick slightly twisted to the right. As soon as I let the stick go, the rudder goes back to a slight left turn.

First I thought my joystick was beeing wierd so I recalibrated it but that did not help. So I tried some other aircrafts and there the rudders default setting is neutral like it should be.

Anyone else having this issue aswell?

stovak
01-07-2017, 05:33 AM
Verdun:

On starting the game the R5 rudder is set slightly left. However, if I adjust the rudder trim then reset it, the rudder does return to centre. I was wondering why you didn't adjust the trim in flight rather than stand on the rudder pedal*, but maybe you didn't realise the R5 had adjustable trim?

I also tried the A-8 Mk108 wing cannons, but the muzzle flash is working for me.

*edit- or twist the stick, same thing :)

ElAurens
01-07-2017, 12:47 PM
I have encountered this on other aircraft types in the past.

First, try resetting the rudder trim before you take off. Use whatever keys you have bound to set your rudder trim to zero, or just adjust your rudder trim to "center the ball" once in flight.

If you are not using rudder trim at all, well, you NEED to.

nic727
01-08-2017, 09:18 PM
Hi,

Just a quick question about an Issue I have since I reinstalled the game on my new laptop.

Each time I start the game, a lot of stuffs are reset for no reasons. What I mean is that each time I start the game and fly, I have to re-add the mirror in the plane and click F9 to have a movable camera. I remember that on my old laptop, mirror was here every time and camera was ok. Anyway to fixe this? Maybe it's problem with my laptop?

stovak
01-09-2017, 02:37 AM
Nic, maybe the settings files were copied as 'read only'? Check the properties of your conf.ini and settings.ini and make sure the 'read only' box is not checked.

There may be other files in the user folder as well, I'm not sure where all the setting are stored.

nic727
01-09-2017, 07:43 PM
Nic, maybe the settings files were copied as 'read only'? Check the properties of your conf.ini and settings.ini and make sure the 'read only' box is not checked.

There may be other files in the user folder as well, I'm not sure where all the setting are stored.

I don't have Read-only checked, so that's not the problem.

Tolwyn
01-10-2017, 08:34 PM
Can we bring back the Lerche's chocking functionality?

Since chocks do not work with the Lerche anymore, if you utilize any of theTest Runways (Stationary Ships) and target the takeoff waypoint to the Test Runway, you cannot take off because you cannot UN-chock.

Your lerche is stuck.

stovak
01-11-2017, 11:58 AM
I don't have Read-only checked, so that's not the problem.

Ok, it's strange though because the mirror setting is stored in the conf.ini. I've tried this a few times and (in my game) the setting is not saved with read-only checked, but it is saved when read-only is unchecked.

Can you manually alter the conf.ini? If you have the following setting, you should start with the detailed mirror view.

[game]
viewSet=8

(viewSet=4 is simple mirror, viewSet=2 is no mirror)

viewSet may have different numbers, but you can ignore those.

nic727
01-11-2017, 06:14 PM
My viewset is 53. Is it normal?

Also what about my pano/instant view with F9?

stovak
01-11-2017, 07:23 PM
Yes, that's normal. viewSet is affected by several settings, including the F9 Pan/Snap view so the number can be different depending on your settings. I don't understand it completely, but I've tried it with different numbers to test the results. With viewSet=53 you should already be starting with Pan View and a mirror.

The main point is that if you change these settings in game then the number will change and it should be saved to the conf.ini when you exit the game.

If that is not working, try editing the conf.ini manually as I said before, to see if it has any effect. If it doesn't change anything, then maybe il2 is not even reading the conf.ini

western0221
01-30-2017, 04:40 AM
Not only 4.13.2m , at least 4.12.2m had the same bug.

When we play a single mission (or a quick mission) and a carrier ship is heavily damaged , sinks .... dies,
NullPointerException happens and fps drops about 3 - 5 secs in Die() method.
Game doesn't crash and we can continue our flight after that exception.

cacha
07-29-2017, 12:35 AM
Two old bugs that should be very easy to fix:

The BRS-132 rockets seem to do no damage against ships. This bug has been around for many versions, but these rockets could kill ships in 4.06. The RS-132 work as expected, and can sink a ship in a few hits.
The BRS-132 are the default loadout for the single mission IL-2 N7, so I guess they are the intended to be effective against ships.

The BI-6 still has unlimited fuel for its ramjets. I think this bug has been around since the plane was introduced.

JacksonsGhost
07-29-2017, 04:43 AM
The BI-6 still has unlimited fuel for its ramjets. I think this bug has been around since the plane was introduced.

The ramjets do eventually run out of fuel. I agree that the time they run for seems excessive though, given that ramjets are not usually considered to be fuel efficient. I fly the BI-6 quite a bit. Despite all its traps for unsuspecting pilots (including the autopilot that flies into the ground in a moderately tight turn) it's my favourite "what if" aircraft in the game! I wish the engine glow would go on and off with the ramjets though ...

cacha
07-31-2017, 07:59 PM
The ramjets do eventually run out of fuel. I agree that the time they run for seems excessive though, given that ramjets are not usually considered to be fuel efficient. I fly the BI-6 quite a bit. Despite all its traps for unsuspecting pilots (including the autopilot that flies into the ground in a moderately tight turn) it's my favourite "what if" aircraft in the game! I wish the engine glow would go on and off with the ramjets though ...

Yes, you are right. I assumed they were glitched after setting the fuel to 10% and flying for around 5 minutes at 8x time compression. Sorry about that.

sturmovikfan101
06-20-2019, 01:25 AM
On quick mission builder with float planes setting scramble starts on runway rather than water.

wheelsup_cavu
06-20-2019, 06:59 PM
On quick mission builder with float planes setting scramble starts on runway rather than water.

This is a limitation with how the QMB missions are created and not a bug. The QMB is a very simple find and replace program that fools the user into believing something major is happening. The QMB does not distinguish between land and sea planes when it generates the mission. It strictly alters the Class air.(plane type) line in the .mis file. To have sea planes start on the water the mission creator had to use one of the sea plane bases in the QMB template. I personally do not know of any QMB templates that used a sea base instead of a land base for a SCRAMBLE scenario so you will always have trouble with sea planes in a QMB mission that is set to SCRAMBLE.

This KB article at M4T explains how to create QMB templates in more detail.
Adding your favorite map to the Quick Mission Builder: http://www.mission4today.com/index.php?name=Knowledge_Base&op=show&kid=621


Wheels

sturmovikfan101
12-09-2019, 05:23 PM
one of the Japanese ki planes, the pilot has his head sticking through the tip top part of the canopy glass.

just checked, it's the ki-100 when the pilot turns his head to the left or right and looks up

sturmovikfan101
02-11-2020, 06:47 PM
The Douglas SBD Dauntless will loop close to the water and always crash into it. I don't know just what they are doing. ai after ai in the group does the same thing. Think it's bugged.

JacksonsGhost
02-12-2020, 02:01 AM
Absolutely! SBD low level behaviour is awful at the moment. Too many of the aircraft that continue to strafe after bombing will just go and do the loop and crash thing.