View Full Version : 4.13.2 de-bugging
and as always.... Satelite topic
sniperton
06-05-2015, 04:25 PM
...and as always, dunno whether bug or feature:
New Britain map has very dark textures (compared to others);
IK-3 still cannot have numbers and markings.
I'm getting all-white damage textures on the He-177 when seen from a distance. Anyone else?
shelby
06-05-2015, 05:44 PM
There's still quite a few aircraft with those clipping issues with the landing gear.
shelby
06-05-2015, 05:55 PM
here is a bug
http://s26.postimg.org/d0wsutimx/2015_06_05_20_53_28.jpg
Tolwyn
06-05-2015, 06:49 PM
B-24D-140-CO Bombadier position..
goes all white... then all black.
No way to get it back.
This is when enabling bombsight automation.
Also... can't get Speed up/Down to work for the bombsights.
EDIT: Ignore the speed problem in this thread. The Realistic Bombing difficulty setting simply reset back to OFF (simple mode); however, the white/black problem persisted
shelby
06-05-2015, 06:54 PM
it remains in 4.13
http://s26.postimg.org/shjdafo2h/2015_03_14_16_23_00.jpg
IceFire
06-05-2015, 07:08 PM
here is a bug
http://s26.postimg.org/d0wsutimx/2015_06_05_20_53_28.jpg
I'll need details. Which QMB mission did you select? (assuming QMB)
I crushed a bug like that weeks ago but... maybe another one.
shelby
06-05-2015, 07:11 PM
scramble
Monguse
06-05-2015, 07:55 PM
To enable setting the true airspeed and enjoy all the new bombing features, make sure you enable Weapons & Stores -> Realistic Bombing
Janosch
06-05-2015, 08:16 PM
Installation program didn't create paintscheme folder for N1K1-Jb.
Well, the folder can be created manually, and the name that works is... N1K1-Jb
A void file of the earlier variants seems to display ok on the Jb-version.
There's no text descriptions in "view objects" for B-24D, P-40E or M variants.
shelby
06-05-2015, 09:17 PM
The INT patch does not contain the b24 mission
INT patch: no folders for N1K1-Jb, He-177 or Aichi E-13 :confused: The planes still work, but only a default skin is available.
KG26_Alpha
06-05-2015, 11:42 PM
...and as always, dunno whether bug or feature:
New Britain map has very dark textures (compared to others);
In the FMB move the calendar month to Aug September October the day light is brighter (normal) on those months
Thrud
06-06-2015, 06:20 AM
That bug with the crates pictured above is not a map bug but a mission bug. I just checked all the Boram Airfields on all the maps that include Boram and they are clean.
Treetop64
06-06-2015, 06:24 AM
The game crashes whenever I try to load any version of the Solomons Islands, Rabaul, and the Sveko (Major misspelling, I know) maps in the Full Mission Builder. I've actually had this issue with the Solomons since 4.12 was released but I never posted about it. However, the Solomons Islands map loads without an issue whenever I fly a campaign mission (DGenMOD, DCG, or Single Mission), or when used in the Quick Mission Builder. Only when I try to load it in the Full Mission Builder does the game crash. Also, the Rabaul maps loads fine in the Quick Mission Builder though, again, attempting to load it in the FMB crashes the game.
This issue occurs 100% of the time as described.
Thanks.
EDIT: Other than MatManager, DCG, and the occasional use of Asura's DGen Mod, the game is vanilla, no mod packs were ever installed.
probably not a bug, maybe i'had lost some skins... but i don't find correct i-16 and ki-27 skins for khalchyn gol campaign... someone else? where i can find them?
by the way, thank you very much TD for your great work! :)
Marabekm
06-06-2015, 09:53 AM
Did a little Co-op mission to test out new bombing stuff in He-111. Sat in the bombardier/Nose gunner position. (AI pilot) Had realistic bombing set. I can set the bombsight, and open and close bomb doors, but my bomb release key does not work.
Ok reload same mission but this time I am pilot position. Start mission. Press bomb release key they all drop fine.
Has anyone else noticed this? I haven't tried any other bombers.
I need to try again with 2 real people still.
Update same issue on B5N2. and TB3. Going to go out on a limb here and say same issue for all aircraft requiring manual bomb release. Haven't tried any of the automatic sight yet.
Its all bombers. If I start out as pilot and then switch to bombardier positions then there is no problem. If however I start out in bombardier position, you can not switch to pilot position, only other gunner stations. The bombs will not release. With either the automatic sights or the manual sights.
shelby
06-06-2015, 10:39 AM
Ju88 a4torp and a17 the one rear gunner cockpit is missing
sniperton
06-06-2015, 11:32 AM
In the FMB move the calendar month to Aug September October the day light is brighter (normal) on those months
Does not help much. I attach a Burma, a Solomon, and a New Britain screenie below to show the difference.
He-177 white damage layer in far view confirmed. In close view it's OK.
Boxes on the runway on NGNB quick scramble mission confirmed. It's a mission design problem. Easiest way to fix is to delete all 46BoxCoverMed and 46TRBoxes objects from the [buildings] section.
shelby
06-06-2015, 01:52 PM
here some bugs that didn't fix
http://s26.postimg.org/ou92xbqmx/2015_02_27_14_15_12.jpg
http://s26.postimg.org/bqaczpo61/2015_01_19_13_11_20.jpg
shelby
06-06-2015, 02:25 PM
INT patch: no folders for N1K1-Jb, He-177 or Aichi E-13 :confused: The planes still work, but only a default skin is available.and ju88 variants
What is going on with the Ju-88 A4 model? A section of the underside of each wing is different, as is one bomb bay door. Hayate's wonderful skins no longer work correctly.
shelby
06-06-2015, 03:58 PM
Dgen don't recognize the new p40s. is it bug?
Thrud
06-06-2015, 05:58 PM
@sniperton
your renders are correct. The difference you are seeing is the terrain composition of mud vs coral. Solomons used crushed coral, New Guinea didn't except Finnshaffen. If you noticed it's coral.
shelby
06-06-2015, 08:37 PM
missing text for new p40s
http://s26.postimg.org/mtd95oxp5/grab0001.jpg
Epervier
06-06-2015, 10:46 PM
First of all I thank the team for their work! ;)
Then I apologize for my bad English (Google Translator)! :(
And finally ... a small bug on the P-40E (new) and M (new) about bombs!
A small picture is worth a thousand words:
http://gvla.perso.neuf.fr/Screens_Tempo/P-40_SAB-3.jpg
Tks !
Viikate
06-07-2015, 07:21 AM
Did a little Co-op mission to test out new bombing stuff in He-111. Sat in the bombardier/Nose gunner position. (AI pilot) Had realistic bombing set. I can set the bombsight, and open and close bomb doors, but my bomb release key does not work.
Ok reload same mission but this time I am pilot position. Start mission. Press bomb release key they all drop fine.
That is a known limitation and would be difficult to change. If you pick the bombardier slot in the coop briefing and there is no human manning the pilot slot, the pilot will be always AI and cannot take inputs from player.
Juri_JS
06-07-2015, 09:44 AM
Guys, you've made some big mistakes when my reworked IJA/IJN regiment lists were added to the game. Please contact me, this needs to be fixed.
Guys, you've made some big mistakes when my reworked IJA/IJN regiment lists were added to the game. Please contact me, this needs to be fixed.
Juri_JS you can deliver it to us though MotorHead ... thanks for the feedback
Feathered_IV
06-07-2015, 11:31 AM
Old P-40M and new field-mod version do not appear. :confused:
Janosch
06-07-2015, 04:59 PM
The mirrors on the P-40E, E field mod and M are in the center in the external model, but slightly on the left side when viewed from the cockpit.
What is going on with the Ju-88 A4 model? A section of the underside of each wing is different, as is one bomb bay door. Hayate's wonderful skins no longer work correctly.
I think that those skins need updating, namely the area in the top right corner. Namely the wheel doors get their part of the bitmap from that area. Probably other problematic areas (prop blades, bomb doors, canopy frames, cockpit equipment) can also be found by comparing existing skins.
daidalos.team
06-07-2015, 06:21 PM
JU-88 wheel doors were remapped long time ago.
stoney
06-07-2015, 08:01 PM
Is anyone else getting squared forest outlines while flying in New Britain & New Guinea? I did change the Forest=3 in the conf.ini file as advised in the readme. Just wondering.
Tolwyn
06-08-2015, 01:20 AM
Is no one else seeing the flashing white to black bug when using the bomber position in the new bomber?
In external view when occupying the gunner seats, the special Gunner key has no effect.
Tolwyn
06-08-2015, 02:41 AM
I hate to put the ALL CAPS RED thing in here, but I feel this is important.
If you clear the ALTSYMBOL character using the game interface (simply delete it), it will crash the game if the currently selected user (pilot) is selected in the all.ini file.
Using the INTERFACE, I cleared the symbol to be null (I don't like it, and figured deleting it would work).
THIS WILL CRASH THE GAME (IT WON'T START). The following is a completely legit icons file generated by the game by simply pressing "DELETE" to clear the symbol.
mp_dotrange FRIENDLY DOT 25.000002 COLOR 1.6500001 RANGE 0.05 TYPE 1.6500001 ID 0.010000001 NAME 0.020000001 ALTICON 0.1 ALTSYMBOL ALTCOLOR 0
mp_dotrange FOE DOT 25.000002 COLOR 1.6500001 RANGE 0.05 TYPE 1.6500001 ID 0.010000001 NAME 0.020000001 ALTICON 20.0 ALTSYMBOL ALTCOLOR 0
Tolwyn
06-08-2015, 05:54 AM
Ok, kids.
John hosts a mission. He is flying with Jill.
JOHN IS HOSTING THE MISSION.
John is the pilot. Jill is the bombardier.
The mission seems to go just fine.
Jill can open the bombay doors. Jill can release the bombs with automatic bombing OR the typical bomb release key on her joystick.
John hosts a mission. He is flying with Jill
JOHN IS HOSTING THE MISSION.
Jill is the pilot. John is the bombardier.
John can't open the bay doors. Well, maybe, but the ONLY MESSAGE HE GETS IS BOMBAY DOORS ARE OPEN (they don't actually open on the plane model, so he has no idea).
John can't release the bombs with the normal joystick key from 4.12.2
Hey, TD... No idea who you guys get to test this with... but... I just did 3 hours of testing and it doesn't work.
I host and am the pilot. My friend is the Bombardier. Works half-way okay
I host and buddy is pilot and I am the Bombardier. Doesn't work.
You guys really need to figure out the different ways to fly this game. But to think that this works in even the most mundane ways we'd attempt to fly it... and when it doesnt' work???? C'mon.
Yep ... with Coop mode still got a huge problem ... that feature have tested many testers ... and came to the same conclusion - it doesn't work like we want ...
couple month ago when we compile new version of build we was near to cut away whole coop from 4.13 because of that ... but part of our testers ask us to keep it... plus some of us want that feature and we have hope that it can be fixed ...
btw ... i think notice about issue with Coop need post in first post ...
oso1983
06-08-2015, 07:41 AM
My game no longer works after install, it opens, with 5% reading and closes in less than a sec
what version you trying to instal?
Viikate
06-08-2015, 11:36 AM
Hey, TD... No idea who you guys get to test this with... but... I just did 3 hours of testing and it doesn't work.
I host and buddy is pilot and I am the Bombardier. Doesn't work.
You guys really need to figure out the different ways to fly this game. But to think that this works in even the most mundane ways we'd attempt to fly it... and when it doesnt' work???? C'mon.
The situation you described is working here: www.youtube.com/watch?v=2kFDz-Yi1Xg
Can someone else confirm this? There is a possibility of software regressions since we cannot test every single feature after every single change.
Marabekm
06-08-2015, 12:02 PM
So how many of you guys installed the patch over your HSFX game folder?
As far as the bombing thing I have no problems operating the bombardier position as long as another guys is in the same plane with me and one of us is the pilot or if alone I join in the pilot seat first then switch over to bombardier. Have done multiple runs with another individual with both of us swapping out positions and had no problems with either one dropping bombs.
Only problems I have had is when I am in the plane by myself and I join in the bomber seat and not pilot seat.
Also while flying co-ops the bombardier cant select load out for the aircraft. So you might want to make sure your pilot brings along bombs. You cant drop bombs if you don't bring any. And when you end a mission and load another one you have to go back to settings and re check realistic bombing setting. It does not stay on between missions.
On a side note. Some of us (me) enjoy flying without that annoying hud log popping up and giving you percentages a messages and stuff. Instead we (me) prefer to use the instruments inside the cockpit. So I turn the HUD messages off. But I cant find temperature requirements for the new planes. Does anyone know what they are? Or where I can find them? I don't want to overheat my engines.
shelby
06-08-2015, 01:55 PM
in fmb the new planes are missing
http://s26.postimg.org/gsor03puh/grab0001.jpg
http://s26.postimg.org/h6q2zp9y1/grab0002.jpg
http://s26.postimg.org/emug5lme1/grab0003.jpg
KG26_Alpha
06-08-2015, 07:51 PM
I hate to put the ALL CAPS RED thing in here, but I feel this is important.
If you clear the ALTSYMBOL character using the game interface (simply delete it), it will crash the game if the currently selected user (pilot) is selected in the all.ini file.
Using the INTERFACE, I cleared the symbol to be null (I don't like it, and figured deleting it would work).
THIS WILL CRASH THE GAME (IT WON'T START). The following is a completely legit icons file generated by the game by simply pressing "DELETE" to clear the symbol.
mp_dotrange FRIENDLY DOT 25.000002 COLOR 1.6500001 RANGE 0.05 TYPE 1.6500001 ID 0.010000001 NAME 0.020000001 ALTICON 0.1 ALTSYMBOL ALTCOLOR 0
mp_dotrange FOE DOT 25.000002 COLOR 1.6500001 RANGE 0.05 TYPE 1.6500001 ID 0.010000001 NAME 0.020000001 ALTICON 20.0 ALTSYMBOL ALTCOLOR 0
Bug reported to stop the user editing the interface manually and deleting the Alt-symbol icon completely causing game crashing.
Thanks for the find Tolwyn
Baddington_VA
06-08-2015, 08:27 PM
On a side note. Some of us (me) enjoy flying without that annoying hud log popping up and giving you percentages a messages and stuff. Instead we (me) prefer to use the instruments inside the cockpit. So I turn the HUD messages off. But I cant find temperature requirements for the new planes. Does anyone know what they are? Or where I can find them? I don't want to overheat my engines.
In a PDF file called Temp_Guide 4.111.
It should be amongst the files in the Program files/ Ubisoft / Il2 Sturmovik 1946
I have encountered no problems yet with the B24D
I have made several bombing runs on an offline multiplay.
All my aircraft appear,No missing positions in the Ju88 or odd underwing appearances.( several versions ago the JU88 was remapped ).
My version is running fine so far.
Installed over unmodded 4.122.
stugumby
06-08-2015, 09:38 PM
1.new guinea maps, select lae airfield and after take off look down, several roads run out into the tidal flats, you can also see this in fmb as well
2. D3a1 val cant/wont level bomb as a task of a flight, you can do it yourself as a individual but as a flight it will dive bomb, even if the bomb icon isnt directly linked to a target. Bombsight works fine. tried this on wake island map and at 3000m, 4000m and 5000m, each time at nearest waypoint the flight goes into line astern as a dive bomber would and executes a dive bombing attack and will return to strafe as well.
3. P-40 wheels look pigeon toed when gear is down, tail wheel starts out cocked 180 forward.
Thrud
06-08-2015, 10:56 PM
1.new guinea maps, select lae airfield and after take off look down, several roads run out into the tidal flats, you can also see this in fmb as well
I cant reproduce this on my end. It's most likely a video card setting.
stovak
06-08-2015, 11:12 PM
1.new guinea maps, select lae airfield and after take off look down, several roads run out into the tidal flats, you can also see this in fmb as well
Aren't they supply roads? They run down to the water, but there is a jetty at the end for unloading boats.
Marabekm
06-08-2015, 11:28 PM
In a PDF file called Temp_Guide 4.111.
It should be amongst the files in the Program files/ Ubisoft / Il2 Sturmovik 1946
I have encountered no problems yet with the B24D
I have made several bombing runs on an offline multiplay.
All my aircraft appear,No missing positions in the Ju88 or odd underwing appearances.( several versions ago the JU88 was remapped ).
My version is running fine so far.
Installed over unmodded 4.122.
Yes sir, I am quite familiar with that file. But it only covers the aircraft up to version 4.11 so none of the aircraft added since then are in there. Its not really a big deal I just would like to know the temperature limits.
stugumby
06-08-2015, 11:41 PM
http://i9.photobucket.com/albums/a66/stugumby/grab0013.jpg (http://s9.photobucket.com/user/stugumby/media/grab0013.jpg.html)
stugumby
06-08-2015, 11:44 PM
http://i9.photobucket.com/albums/a66/stugumby/grab0014_1.jpg (http://s9.photobucket.com/user/stugumby/media/grab0014_1.jpg.html)
IceFire
06-09-2015, 12:14 AM
in fmb the new planes are missing
http://s26.postimg.org/gsor03puh/grab0001.jpg
http://s26.postimg.org/h6q2zp9y1/grab0002.jpg
http://s26.postimg.org/emug5lme1/grab0003.jpg
I just checked and they are present. Something may be amiss in your install.
stovak
06-09-2015, 12:37 AM
[Underwater roads]
Definitely video settings. That's how they look in 'Excellent'. They unfortunately only look right in 'Perfect' where you get the water/surf effect on the coastlines.
Ventura
06-09-2015, 07:17 AM
In FMB, creating a mission in the NB/NG September 1943 map will not load (screen just sits after percentages run up. You can exit the screen back to the main menu) if you use the player usable 'F6F-3 late, 1943' model Hellcat.
'F6F-3 late, 1943' Aircraft shows in object window, waypoints are functional but game will not load.
6/26/15 - Modified an old mission I had since 4.12 on Okinawa. Added more F6F-5s designated from VF3/Saratoga same result not loading. Changed squadron on same mission above from VF3/Saratoga to VF5/Saratoga mission loaded.
Same issue applies if you use clean NB/NG September 1943 map and just use one F6F-3 with 2 waypoints (VF-3 no load, VF-5 loaded)
sniperton
06-09-2015, 08:18 AM
BTW, what's this?
shelby
06-09-2015, 10:22 AM
I just checked and they are present. Something may be amiss in your install.You are right but the dgen still sees the old p40s :(
KG26_Alpha
06-09-2015, 10:32 AM
BTW, what's this?
http://forum.1cpublishing.eu/attachment.php?attachmentid=15047&d=1433837897
Some objects have more than one image.
Select a train and you can have 1/11 selectable.
Please post future questions like this in the v4.13 discussion thread.
:)
IceFire
06-09-2015, 12:22 PM
You are right but the dgen still sees the old p40s :(
Yep. Not sure if it can be but DGEN would need to be updated. The team had to create new slots for the P-40E and M otherwise there would be problems - I don't know if anyone remembers what happened when the IAR80/81 was updated by Oleg's team - tons of problems until all of the missions referencing the old weapon configurations were updated.
shelby
06-09-2015, 05:47 PM
Yep. Not sure if it can be but DGEN would need to be updated. The team had to create new slots for the P-40E and M otherwise there would be problems - I don't know if anyone remembers what happened when the IAR80/81 was updated by Oleg's team - tons of problems until all of the missions referencing the old weapon configurations were updated. I think all of missions that have p40s must be update. A lot of work indeed
Maty12
06-09-2015, 07:12 PM
I'm not sure whether this bug is only affecting me, but in the B-24D when I press the button I have set for the fixed MG (weapon 1) the ammo belt moves, but the gun does not fire. However, when I press the button I have set to cannons (weapon 2) it fires, but the belt doesn't move. I've also found that cutting the mixture in the B-25J-1NA does not cut the fuel feed to the engines and they keep working as they would normally, despite being given no fuel.
stugumby
06-10-2015, 03:17 AM
was just opening a mission i made last week that had p-40e and the plane is there under the camo net but it dosnt show up when mouse goes over the plane, cant remove it etc, didnt see any p40 except p-40new etc. This will effect many older missions and campaigns.
arnoritter
06-10-2015, 09:15 AM
The 4.13 readme states:
Fixed FM bug that caused two separate flights crash after certain plane was removed from formation
Well, no. I just tested a formation in 4.13 and it has the same issue as shown in my old video:
https://www.youtube.com/watch?v=oB1X2FV2vv8
RPS69
06-10-2015, 11:32 AM
The 4.13 readme states:
Fixed FM bug that caused two separate flights crash after certain plane was removed from formation
Well, no. I just tested a formation in 4.13 and it has the same issue as shown in my old video:
This problems with AI behavior are quite old.
You usually correct them by doing some workaround.
You just need to set different heights to different flights.
Also, bomber flight formations were on base 3, not base 4.
Base 4 flights were a result obtained by the Germans after the Spanish civil war. The well known finger four, and was only employed by fighter wings.
You will also find that building bomber boxes by three planes is far easier than doing it by four elements each.
On quick missions, you must modify the basic set.
On full missions, you just do one path, and then copy paste the others by doing minor changes in height and X,Y positions on different WP's.
This alone will avoid that kind of mindless behavior.
BTW, it is also affected by low flying groups. You are always forced to recheck missions with low flying planes, because they happen to love the ground to much, and all your flight might end speaking with the worms way too soon.
Janosch
06-10-2015, 04:12 PM
- When flying the B-24, using the lock tail wheel command gives a message, even when the plane doesn't have a tail wheel. This doesn't cause a catastrophe though, like with B-25.
- Not really a bug, but the quick scramble mission in map NGNB_9-43 has a flaw. If the player is on the Axis side, there's a covered box on the runway that lops off the right wing of a plane that spawns there when the plane tries to move. (the mission is NGNB_9-43BlueScramble00.mis).
JohnMattews
06-10-2015, 10:16 PM
After many years in the game I can say that the AI in your update(s) is a one long bug. I was never complaining and was hoping that it will be fixed but it wared me out. Rookie is flying like Veteran, Novice is flying like Ace, Veteran is Flying like God and Ace is a something indecent. If R. Bong could see what the bots are up to he would kill himself for his complete nonentity in comparison with them. The last battle a novice hit me with second or third shell from a ultimate distance when I make a steep and speed turn and roll and this happens continually, it's enough to see as bots fight againtst bots. This is absolutely improbable and unrealistic. The official team of the game never let such things. You know guys, you would not have good sell if you were the head of the game because you don't understand that you will not playing this alone. You make it for yourself or for online gamers but offline is murdererd, thank you very much.
You had make a very big work, new options, new stuff, all this new things. Please make next time new options in order to gamers could adjust AI ourselves, as you anyway don't do this
cacha
06-11-2015, 08:44 AM
The BRS-132 Rockets still can't harm ships that can easily be destroyed by RS-132s. I guess this is a bug, since anti-armour rockets are supposed to be efficient against ships.
I have attached a file with two demos that show this behavior.
daidalos.team
06-11-2015, 05:58 PM
Good find. It works and it doesn't. Depends how the plane is killed. If you kill the 5th quick enough, it works. Like for example ram it so that it explodes. Too slow and 6th refuses to believe that it should take new leader and recalculate formation positions. In our testing we have a special buttons to cause different kinds of fatal damage to a plane in external view, so the slow kill option was never tested.
The 4.13 readme states:
Fixed FM bug that caused two separate flights crash after certain plane was removed from formation
Well, no. I just tested a formation in 4.13 and it has the same issue as shown in my old video:
https://www.youtube.com/watch?v=oB1X2FV2vv8
daidalos.team
06-11-2015, 06:11 PM
In case you haven't noticed yet, one of the undocumented features is plane icons with arcade=1 option. One of the plane icon types will render the normal info plus planes throttle %, G-load, task and maneuver.
This was added to bust some myths like "AI always uses full throttle" or "AI can pull unrealistic Gs". Also many people seems to think that AI wingman doesn't defend the player like they did before. Task & maneuver info should make it clear that they do. They just don't hang always behind the player waiting for someone to come near. Instead the wingman will target enemy planes that are a threat to the player.
Hopefully it will also help to debug the AI behaviour in strange situations.
wheelsup_cavu
06-11-2015, 06:44 PM
Taxi to Takeoff is still not working as it should.
The plane follows all the Taxi to Takeoff waypoints and then uses the "Normal/Original" TAKEOFF waypoint. After the plane raises its flaps the plane, which up to this point is still attached to the first Taxi to Takeoff waypoint, jumps to the "Normal/Original" TAKEOFF waypoint and circles back to attempt to go over the "Normal/Original" type of TAKEOFF waypoint again. If the plane misses the "Normal/Original" TAKEOFF waypoint it continues to circle at minimum altitude until it crashes into the terrain or it flys over the "Normal/Original" TAKEOFF waypoint. Once the plane flys over the "Normal/Original" TAKEOFF waypoint it continues on to the first NORMFLY waypoint.
(This discrepancy can be easily seen when you watch the waypoint line attached to the waypoints and the plane.)
This video show the problem. Unfortunately at the time I could not figure out how to get the waypoint line to show.
mVvO3n62GCw
Source: https://youtu.be/mVvO3n62GCw
Wheels
Tolwyn
06-11-2015, 11:26 PM
When I'm in the bomber's station and looking through the sight... FOV commands aren't working right.
Had some issues in the HE111 and the B24 with FOV commands. It only zooms in (smaller FOV) but doesn't come all the way back out. Also, manual FOV + and FOV - don't seem to work correctly either when looking through the bombsight.
It does seem that switching to Pilot view or other view kinda fixes the problem; but this could be problematic with a fully human-manned aircraft.
I have NOT tested with Pe8 or the other OPB & Type 90 MK1 sights yet.
Tolwyn
06-11-2015, 11:49 PM
The old beacon course left/right keys shouldn't say "Right" and "Left" because now it a course of RIGHT 025 when you're already heading 060 will actually turn you left.
Just trying to avoid confusion.
Or if someone wants to help me out with understanding why the existing keys actually says LEFT and RIGHT.
BoloG
06-12-2015, 08:54 AM
Description text in objest viewer is missing regarding this aircraft:
all Ju-88s
all new P-40s
B-24D
Regards.
BoloG
06-12-2015, 11:18 AM
Description text regarding B-24D, all new P40s and all Ju-88s is missing in Objest Viewer.
Regards.
Treetop64
06-12-2015, 08:29 PM
One of the AI wingmen in player-controlled bomber formations is still forgetting to close his bomb bay doors after releasing them. All other AI planes in the formation will close their doors, except for one.
RayVad
06-12-2015, 11:06 PM
I am running a stock dedicated server and since the 4.13 update i see a lot of entries when firing rockets in the logs.lst:
[9:33:05 PM] Stop rocket fire
[9:33:06 PM] Stop rocket fire
[9:33:06 PM] Stop rocket fire
[9:33:07 PM] Stop rocket fire
[9:33:07 PM] Stop rocket fire
[9:33:07 PM] Stop rocket fire
[9:33:08 PM] Stop rocket fire
[9:33:08 PM] Stop rocket fire
[9:33:08 PM] Stop rocket fire
Also the dedicated server outputs a lot of java rubbish at once and dumps the logs.lst full of lines like these:
[9:38:03 PM] java.lang.NullPointerException
[9:38:03 PM] at com.maddox.il2.objects.weapons.Bomb.start(Bomb.jav a:774)
[9:38:03 PM] at com.maddox.il2.objects.weapons.BombM26A2.doFireCon taineds(BombM26A2.java:265)
[9:38:03 PM] at com.maddox.il2.objects.weapons.BombM26A2.interpola teTick(BombM26A2.java:37)
[9:38:03 PM] at com.maddox.il2.engine.InterpolateAdapter.msgTimeOu t(InterpolateAdapter.java:174)
[9:38:03 PM] at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOu t.java:73)
[9:38:03 PM] at com.maddox.rts.Message._send(Message.java:1217)
[9:38:03 PM] at com.maddox.rts.Message.sendToObject(Message.java:1 191)
[9:38:03 PM] at com.maddox.rts.Message.sendTo(Message.java:1134)
[9:38:03 PM] at com.maddox.rts.Message.trySend(Message.java:1115)
[9:38:03 PM] at com.maddox.rts.Time.loopMessages(Time.java:252)
[9:38:03 PM] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[9:38:03 PM] at com.maddox.il2.game.DServer.loopApp(DServer.java:1 83)
[9:38:03 PM] at com.maddox.il2.game.Main.exec(Main.java:439)
[9:38:03 PM] at com.maddox.il2.game.DServer.main(DServer.java:436)
[9:38:03 PM] java.lang.NullPointerException
[9:38:03 PM] at com.maddox.il2.objects.weapons.Bomb.start(Bomb.jav a:774)
[9:38:03 PM] at com.maddox.il2.objects.weapons.BombM26A2.doFireCon taineds(BombM26A2.java:265)
[9:38:03 PM] at com.maddox.il2.objects.weapons.BombM26A2.interpola teTick(BombM26A2.java:37)
[9:38:03 PM] at com.maddox.il2.engine.InterpolateAdapter.msgTimeOu t(InterpolateAdapter.java:174)
[9:38:03 PM] at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOu t.java:73)
[9:38:03 PM] at com.maddox.rts.Message._send(Message.java:1217)
[9:38:03 PM] at com.maddox.rts.Message.sendToObject(Message.java:1 191)
[9:38:03 PM] at com.maddox.rts.Message.sendTo(Message.java:1134)
[9:38:03 PM] at com.maddox.rts.Message.trySend(Message.java:1115)
[9:38:03 PM] at com.maddox.rts.Time.loopMessages(Time.java:252)
[9:38:03 PM] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[9:38:03 PM] at com.maddox.il2.game.DServer.loopApp(DServer.java:1 83)
[9:38:03 PM] at com.maddox.il2.game.Main.exec(Main.java:439)
[9:38:03 PM] at com.maddox.il2.game.DServer.main(DServer.java:436)
[9:38:03 PM] java.lang.NullPointerException
Haven't found out yet when this happens, but the logs.lst file is within minutes 250Mb and the server locksup.
P-38L
06-13-2015, 03:57 AM
Hello Daidalos Team.
First of all let me thank you again for your great 4.13 version. I love it.
My PC has three 32" monitor. In the game is great to fly with all the great view inside and outside the cockpit. I have been using the 4.12 version for long time and enjoying this advantage. But for bombing purposes I cannot enjoy it the way I would like.
Since I have three monitor with a resolution of 5760x1080x32 the view from the bombing aiming is zoomed in too much. The image is centered as it should be, but too big. I took only a screen shot from the first monitor (the one at the left only to show up an example):
http://ist3-1.filesor.com/pimpandhost.com/1/4/4/8/144854/2/Z/z/m/2ZzmD/grab0127_0.jpg (http://pimpandhost.com/image/44226623-original.html)
As you can see the circle is projected too big on the screen and I cannot see the whole graphics.
Using 4.12 the main menu view was too wide, but with the new 4.13 version this is great because the menu appears at the center and in a perfectly shape (thank you very much for this), now the image is not stretched. I love it.
But in 4.12 in FMB the maps were using the three monitors showing a great view. But unfortunatelly for me, the 4.13 version took away this option and shows only the map using only one monitor. It is possible to fix this?
http://ist3-2.filesor.com/pimpandhost.com/1/4/4/8/144854/2/Z/z/m/2Zzmq/grab0124_redimensionar_0.jpg (http://pimpandhost.com/image/44226610-original.html)
As you can see on this image the map is using the whole resolution.
What I would like to be fixed:
* FMB maps using the whole resolution again.
* Bombing using only one monitor (the center one, like the main menu in 4.13).
* Full map while flying on screen using the whole resolution againg.
I hope not to cause too much trouble.
Thank you very much
T}{OR
06-13-2015, 06:30 AM
One of the AI wingmen in player-controlled bomber formations is still forgetting to close his bomb bay doors after releasing them. All other AI planes in the formation will close their doors, except for one.
I've noticed that too. Other bombers usually open bomb doors with you, that one doesn't. He does drop them though, but doesn't close them afterwards.
For me it was no. 2 in formation with me leading.
Sent using Tapatalk.
I am running a stock dedicated server and since the 4.13 update i see a lot of entries when firing rockets in the logs.lst:
Also the dedicated server outputs a lot of java rubbish at once and dumps the logs.lst full of lines like these:
Haven't found out yet when this happens, but the logs.lst file is within minutes 250Mb and the server locksup.
yes ... we already got couple repport with same problem ... we are much concerned by that issue ...
the first applicant for correction
Heathpete
06-13-2015, 07:44 AM
Since I've installed the new version I've found that the in cockpit sound volume drops to almost zero when I turn my head exactly 90 degrees to the right but is fine when facing any other direction. This never happened before.
Fabulous update though and well done to the team.
Marabekm
06-13-2015, 12:41 PM
When flying the Japanese bombers, (B5N2, D3A, and G4M1-11), the speed gauges in the cockpits indicate speed in knots. However when entering this data into the bombsight it enters as km/hr.
Its not really a big deal, as most can use the speed bar to convert it, But if flying on harder settings its kind of an inconvenience. Its been around for a while not just since 4.13.
Tolwyn
06-13-2015, 06:15 PM
EDITED:
Experiencing issue with all bombloads not just Fragementation bombs when the drop type is set to TRAIN and the number of bombs selected for drop is less than the full bombload.
SEE THIS THREAD for update (http://forum.1cpublishing.eu/showpost.php?p=710161&postcount=97).
In COOP mode, I discovered the following issue.
Issue Detail:
Host was the pilot and at LEAST one other human is in the aircraft manning the bombing station.
LOAD-OUT: 16x20 Fragmentation Bombs
Assume the bomber has the sight configured correctly.
During the Bombsight Automation ON event, the messages "Bombs Away" is displayed on the screen but the bombs do NOT drop.
All other load-outs seem to work.
If only ONE human occupies the plane in COOP MODE and does the bombing, the 16x20 Fragmentation Bombs release as expected.
In SINGLE PLAYER MODE the 16x20 Fragmentation Bombs release as expected.
Tried this in Pairs and Salvo mode.
Tolwyn
06-13-2015, 06:53 PM
Player 1 is the HOST
Player 2 (ME) joins his plane. I happen to be in the bomber position.
Player 2 begins NTRK recording during the mission countdown.
Mission continues as normal, etc. Stop recording...
When playing back this NTRK file, the origin for Player 2 is never established and the camera at the start of track playback is stuck at the aircraft spawn point.
NTRK track attached.
CadMan
06-14-2015, 07:59 AM
DS Server crashes
2x almost exactly same error as above:
Ds Completely locks up, needs exit to stop
java.lang.NullPointerException
at com.maddox.il2.objects.weapons.Bomb.start(Bomb.jav a:774)
at com.maddox.il2.objects.weapons.BombM26A2.doFireCon taineds(BombM26A2.java:265)
at com.maddox.il2.objects.weapons.BombM26A2.interpola teTick(BombM26A2.java:37)
at com.maddox.il2.engine.InterpolateAdapter.msgTimeOu t(InterpolateAdapter.java:174)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOu t.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1 191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.DServer.loopApp(DServer.java:1 83)
at com.maddox.il2.game.Main.exec(Main.java:439)
at com.maddox.il2.game.DServer.main(DServer.java:436)
Exception in thread "main" java.lang.OutOfMemoryError
Epervier
06-15-2015, 09:22 AM
Hello,
B-24D-140-CO
- The smoke outlet of the left engines is correct, but the smoke outlet of the right motor is reversed. Better is :
_Engine3EF_01 <BASE>
_Engine3EF_02 <BASE>
0 0.924407 -0.381407 -1 0 0 0 0.462357 0.886694 -0.0109 1.87378 -0.60529
0 0.924407 -0.381407 -1 0 0 0 0.462357 0.886694 -0.0109 1.87378 -0.60529
_Engine4EF_01 <BASE>
_Engine4EF_02 <BASE>
0 0.924407 -0.381407 -1 0 0 0 0.462357 0.886694 -0.0148001 1.97738 -0.5033
0 0.924407 -0.381407 -1 0 0 0 0.462357 0.886694 -0.0148001 1.97738 -0.5033
- The rear gunner is killed but his guns continue to fire ...
Monguse
06-15-2015, 03:17 PM
Duly noted, thanks.
Tolwyn
06-15-2015, 07:24 PM
I'm working on providing some tracks but have new information.
Please read carefully as I believe there is a new problem. But assume this is a "chapter two" of the previous post located here:
http://forum.1cpublishing.eu/showpost.php?p=710067&postcount=78
I was very careful in this testing.
With the 16x20 Bomblets... the second set of train bombs released wtihout any input from either player.
It's just WEIRD. There is a track attached with commentary.
Player1 = Host / Bombardier
Player2 = Pilot
Connection: LAN. No I mean it. Literally two computers within feet from each other.
Start of mission, Player2 engages level autopilot. (also tested with the player just turning over control to copilot)
Player1 gets in CO-PILOT seat.
Player2 hands CO-PILOT control (full) to Player1. Player one sets up the plane for a successful bomb run.
Player2 engages level autopilot.
Player1 takes back full control of the airplane (but does not touch anything FOR THE REMAINDER OF THE TEST).
Player2 gets in bombardier position.
Assume Player2 configures sight correctly.
Player2 configures salvo, 8 bombs (half), 500ms delay.
Player2 adjusts course by commanding C1 Autopilot and correct controls.
Player2 opens bomb bay doors.
Player2 enables Bomb Automation.
Scenario CONSTANT:
8 racks seem to release correctly (different result from previous testing where NOTHING was released given the same circumstances).
Now, the following two variations happen over 8 tests... EITHER
Scenario Variation 1:
Player2 then directs the plane with Turn Left/Right control to second target.
Assume Player2 configures sight correctly.
Player2 configures salvo, 8 bombs (the rest or "all"), 500ms delay.
C1 Autopilot is still on from first run; bomb bay doors are still open.
Player2 enables Bomb Automation.
Bombs Away appears as a message on the screen.
But bombs do NOT release.
Scenario Variation 2:
Player2 sits and enjoys first bomb run and the second set of 8 bombs mysteriously just DROPS for no reason about 15 seconds later.
Um...
Attached is the NTRK.
Alestal
06-15-2015, 07:52 PM
Is that right?
USAAF AVG squadrons default skins.
http://s020.radikal.ru/i706/1506/a2/42ce543bd280.jpg
Pershing
06-16-2015, 09:50 AM
DS Server crashes
2x almost exactly same error as above:
Ds Completely locks up, needs exit to stop
...
java.lang.OutOfMemoryError
I've noticed that this happened when mission map is pretty large. I have such problem with two of my maps, they have a lot of AI objects - tanks, AI-planes, columns..
idefix44
06-16-2015, 12:47 PM
About the memory issue when playing big map with a lot of AIs, planes, moving columns of tanks/trucks and static objects:
Try this
http://www.sas1946.com/main/index.php?topic=16403.0
I use it since the 2.3.0 version on stock Dedicated Server and Client.
My old rig
µP: Athlon 64x2 2.2 GHz
RAM: 2 GB DDR2
OS: XP Home SP3
I run both every day online 4.13RC04m DS + Client + TS3 Server + Client + TrackIR + Stats.
If you don't use IL2 Selector you can't join. The stocks version don't allow enough memory for heavy missions...
It's an old problem...
KG26_Alpha
06-16-2015, 03:30 PM
About the memory issue when playing big map with a lot of AIs, planes, moving columns of tanks/trucks and static objects:
Try this
http://www.sas1946.com/main/index.php?topic=16403.0
I use it since the 2.3.0 version on stock Dedicated Server and Client.
My old rig
µP: Athlon 64x2 2.2 GHz
RAM: 2 GB DDR2
OS: XP Home SP3
I run both every day online 4.13RC04m DS + Client + TS3 Server + Client + TrackIR + Stats.
If you don't use IL2 Selector you can't join. The stocks version don't allow enough memory for heavy missions...
It's an old problem...
This no longer makes it v4.13 stock so is irrelevant.
the v4.12.2 DF server worked perfect with heavy missions without modding the exe.
the java mamory error with v4.13 is being looked into so no need to panic ...............yet
:)
idefix44
06-16-2015, 09:11 PM
I don't panic.
I haven't any problem playing big missions with the 4.13RC04m...
Tolwyn
06-17-2015, 02:26 PM
With the Bomb Difficulty disabled ("easy mode")
and
Flying the B24 in a COOP as Bombardier
I get flashes of white/black when trying to enable Bombsight Automation.
Alpha... happened last night with the gang.
KG26_Alpha
06-17-2015, 06:27 PM
Anyone else have the problem or just you ?
I ask because no one else has reported this.
Marabekm
06-17-2015, 09:08 PM
Anyone else have the problem or just you ?
I ask because no one else has reported this.
Yes. I was in same game as Towlyn. Never had this issue until last night when trying to bomb with realistic bombing off.
It was weird. Everything operating fine like it was supposed too, then enable bombsight automation and boom. My screen reminded me like I was trying to play an old NES game on my TV. Just black and white flashes. But only when looking through bombsight.
Baddington_VA
06-17-2015, 09:11 PM
Every time I try to grab a screenshot[ PrtScn], the game crashes.
Tolwyn
06-17-2015, 09:52 PM
I'm not sayin..
http://forum.1cpublishing.eu/showpost.php?p=709845&postcount=6
I'm just sayin.
(Now I agree that the speed up/down thing was because I missed the fact that the bombing realism was turned off, but the RESULT is the same).
Buster_Dee
06-17-2015, 09:53 PM
I'm curious: under SETUP, MISC SETTINGS, what do you have selected for SCREENSHOT TYPE?
Hlander
06-18-2015, 02:18 AM
If you load any of the premade dogfight maps online(and don’t make any changes), the home bases have the un-flyable aircraft selectable.
Tolwyn
06-18-2015, 04:02 PM
I'm curious: under SETUP, MISC SETTINGS, what do you have selected for SCREENSHOT TYPE?
I use Targa or BMP. Usually Targa.
Either of these two do NOT require compression like JPG, which can make just the TINIEST stutter. And of course, is a lossy compression format.
JPG is ready to post online immediately, though.
stugumby
06-19-2015, 04:59 PM
The TBD and dauntless will now break formation after hitting their assigned targets and chase and attack the new float plane jake. duantless probably rightly as it has better manuverability etc but to see 9 tbd gaggling about on a jake is quite interesting. Also when set as level bombers with the bomb icon not linked to a specific target they will extend formation as dive bombers do, they will level bomb but in single file.
Tolwyn
06-19-2015, 09:26 PM
In COOP MODE.
Player1 (Server) and Bombardier
Player2 Pilot
It was suggested to me that the 4.11m conf.ini command UseSmartAxis=1 (found under RTS) be set to 1.
So, ensure that this is set to 1.
Originally this was for split throttles only, but maybe this has changed.
Anyways.
In COOP bombing, we seem to be making SOME progress, althought it's 75/25 success to failure. I was able to control the bomber.
I also need explicit confirmation by TD: The BOMBER commands C1 Autopilot (Course Autopilot), NOT the pilot, correct?
I've had mixed results with commands being mis-matched or not passed to the bombardier if the PILOT commands Course Autopilot. But I have had GREAT success if the bombardier commands it.
Anyways.
I would like to suggest the following as grounds for further testing:
Let's assume the B24 in this test.
Let's assume a loadout of 8 bombs or more
Let's assume the bombardier has configured the sight correctly for TAS/Altitude/etc.
I'm encountering a consistent issue when using TRAIN MODE when bombs are less the full bomb amount (2 bombs, 3, 4, etc.).
So... with 16 bombs.
Let's assume I set TRAIN mode but I have two targets to destroy.
In the first run, I want to release 8 in TRAIN mode, 500ms each.
And the second run, I want to release the balance of my bomb load.
Here's what happens every time:
the first set release as expected.
THEN
The second set just release without being commanded.
They just drop out of the aircraft.
At first I thought this was just a problem with the 16x20 Fragmentation Bombs (see this thread (http://forum.1cpublishing.eu/showpost.php?p=710067&postcount=78)). But I continued to encounter this bug with other bombloads.
THIS ONLY HAPPENS IN COOP MODE.
Here's some tracks, and I guess you have to take my word for it that each time the second TRAIN of bombs drop, NO ONE is touching ANYTHING.
So maybe it's a train release mode bug in COOP?
Music
06-22-2015, 05:57 AM
Don't know if it's been mentioned, but if you chose the second third, ect plane in the flight in QMB, and you don't have a plane in that place, you will get the "Horizion" Would think it would reset when less planes in flight, It won't let you chose a plane that's not there.
Just my fifteen minutes of terror there for ya. Great job so far.
Also, the new icons, maybe we don't need to see the enemies throttle, that's too easy, and maybe a second selector, so it can run those icons with out the Pk cartoon bubbles, I would like to keep the arrows though.
Happy Hunting ~S~
DuxCorvan
06-23-2015, 10:54 PM
Italian decals are still not visible in CR.42 (except for those included with the default skin).
Baddington_VA
06-24-2015, 12:04 AM
Was the ability to see the target altitude on the map included in this release?
:confused:
I haven't been able to see any altitude or find any setting to enable it in the .mis files
Marabekm
06-24-2015, 12:51 AM
Was the ability to see the target altitude on the map included in this release?
:confused:
I haven't been able to see any altitude or find any setting to enable it in the .mis files
Yes but only if you have your waypoint path enabled on your mini map. In flight pull up your mini map. Go to target waypoint and zoom in. You should see TrgH or something like that. Note that it is in meters so don't forget to convert to feet if you need to.
Now I don't think it works with just putting a target icon over something. You have to have waypoints and a set target. So won't work on dogfight servers I don't think.
Baddington_VA
06-24-2015, 05:21 AM
Stationary aircraft / Me 323 floats above ground with a nose down attitude.
I tried to get a screenshot, but just ended up with a file that wont open.:???:
Yes but only if you have your waypoint path enabled on your mini map. In flight pull up your mini map. Go to target waypoint and zoom in. You should see TrgH or something like that. Note that it is in meters so don't forget to convert to feet if you need to.
Now I don't think it works with just putting a target icon over something. You have to have waypoints and a set target. So won't work on dogfight servers I don't think.
Thanks, I've been trying to find the altitude in multiplayer mode.
Fall_Pink?
06-24-2015, 12:58 PM
An old AI error seems to be back. A fighter that carries X4 missiles and is on auto pilot, behaves like a bomber. It avoids fights and just carries on.
robday
06-24-2015, 01:43 PM
Italian decals are still not visible in CR.42 (except for those included with the default skin).
The "Wellington B.Mk III" has no fuselage side markings (roundels or sqdn. codes). This has been so since it's initial inclusion in 4.12.
stugumby
06-24-2015, 09:38 PM
Was just converting some missions to 413 and found my Italian planes bomb fuse settings are all instant, except cr-42 when equipped with German sc 50 and 70 bombs. is this a new feature/bug or something old ive always missed??
Baddington_VA
06-25-2015, 12:05 AM
Was just converting some missions to 413 and found my Italian planes bomb fuse settings are all instant, except cr-42 when equipped with German sc 50 and 70 bombs. is this a new feature/bug or something old ive always missed??
4122
The CR42 in 4122 had only instant with the 50 and 100 kg Italian bombs, with fuses up to 0.3 seconds.
The SM79 in 4122 had instant or low level with fuses up to 60 seconds.
Update
Interesting to find on two 4.122 missions the SM79 has the same available load out, but one mission only allows Instant fuses up to 0.3 and the other Instant and low level fuses up to 60 seconds.
Could it be the date at which the mission is set? Or the originating version of IL2?
idefix44
06-25-2015, 08:31 AM
Is it possible to get the official list (from the Daidalos Team) of the missing folders in the \PaintSchemes\Skins folder for all the new planes listed in the Guide_413.pdf?
New AI planes
• Aichi E13A floatplane
• He-177 A-3
• Ju 88 A-1
• Ju 88 A-5
• Ju 88 A-6
• Ju 88 C-2
New Flyable Planes
• B-24D-140-CO
• IK-3
• Ju 88 A-5 Late
• Ju 88 P-1
• N1K1-J
• N1K1-Ja
• N1K1-Jb
• SB 2M-103
New plane external models
• P-40E (with 17 default skins)
• P-40E M-105 field mod.
Thanks.
BoloG
06-25-2015, 02:19 PM
All Ju-88s, B-24D and all new P-40s don t have description text in Object Viewer.
Regards.
stugumby
06-28-2015, 05:52 PM
wierdest thing, 2 flights of b-24 all set to land straight in did exactly that, but as a group, nose to tail, intermingled by flights and collided on runway shortly after, shouldnt the other aircraft circle and then land individually or by setting straight in was this the cause??
http://i9.photobucket.com/albums/a66/stugumby/grab0001_2.jpg (http://s9.photobucket.com/user/stugumby/media/grab0001_2.jpg.html)
http://i9.photobucket.com/albums/a66/stugumby/grab0002_1.jpg (http://s9.photobucket.com/user/stugumby/media/grab0002_1.jpg.html)
SkyFan
06-30-2015, 08:52 PM
Dear DT members, first of all, thank you for the great job during creation of new 4.13 Patch.
However, each baby suffers from child diseases sometimes, so Patch 4.13 isn't exclusion. I mean wrong visualisation of human death whitch you can see at te image below when B-24 gunner is shooting people around:
http://forum.aviaskins.com/attachment.php?attachmentid=34505&d=1435696598
Corresponding ntrk record could be downloaded here: http://forum.aviaskins.com/showpost.php?p=142546&postcount=172
The same problem took place in early 4.12. That time you fixed it successfully, so I hope our favorite 4.13 will also became healthy with your kind help.
Thank you in advance.
Best regards.
=VARP=Thor
07-03-2015, 07:28 PM
Guys, big thanks for fixing 255+ limit for bridge destruction!;)
Cheers,
Thor
Baddington_VA
07-04-2015, 12:59 AM
There are no road or rail bridges on the Slovakia Autumn map.
cacha
07-05-2015, 02:38 AM
In the third mission of the Khalkhin Gol campaign, my squadmates keep crashing one into another. The second plane of the first flight (number 2) usually crashes with the third plane of the second flight (number 7). It think it's because we are using the "finger four" formation. The only way to prevent this from happening is changing formation at every waypoint.
Treetop64
07-05-2015, 04:05 AM
In the third mission of the Khalkhin Gol campaign, my squadmates keep crashing one into another. The second plane of the first flight (number 2) usually crashes with the third plane of the second flight (number 7). It think it's because we are using the "finger four" formation. The only way to prevent this from happening is changing formation at every waypoint.
Frankly, that campaign should have never shipped with the new patch. There are a number of issues with it...
cacha
07-05-2015, 09:05 AM
Frankly, that campaign should have never shipped with the new patch. There are a number of issues with it...
I think this problem could be solved by increasing the default distance between the flights. Is this a general AI bug or the problem is on the mission itself?
Several planes are missing their markings. I'm not sure if it's really a bug or if it's supposed to be like that.
Tolwyn
07-06-2015, 09:11 PM
Wanted to be clear on the FOV and Bombsite issue with 4.13.
The command is "Toggle FOV"
It works as expected with 4.12.2.
Kinda gets "stuck" with 4.13 RC4.
If you use other FOV commands (HOTAS axis, or explicit FOV commands) they might work... but the Toggle FOV command doesn't work right.
Jack_Aubrey
07-09-2015, 03:38 PM
I'm trying to build a G940 led ligths control (for learning, i know that Mikkowl did this already) and i found a bug with the command 164 (get gear up/down and it return a float)as it change from 0.00 to 1.00 at the moment you push the buton where you mapped the gear up/down and it only show a variation of the returned value when its a manual gear up or down.
Tolwyn
07-12-2015, 03:42 PM
This becomes an issue where you might choose to use static runways (From the Ships objects), or carriers (if you so desired to make such a mission).
Since you can't "unchock" you won't be able to take off.
AI Lerches in this position can take off fine. Coop mode or single player.
Just wanted to ask if the chock command could be added for this aircraft.
Test mission:
[MAIN]
MAP Empty4b/load.ini
TIME 12.0
CloudType 0
CloudHeight 1000.0
army 1
player g0100
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]
g0100
[g0100]
Planes 2
Skill 1
Class air.HE_LERCHE3
Fuel 50
weapons default
[g0100_Way]
TAKEOFF 27769.20 24455.04 0 0 0_Static 0 &0
NORMFLY 29760.33 24282.62 500.00 300.00 &0
[NStationary]
0_Static ships.Ship$RwySteel 2 27922.68 24289.45 360.00 0.0 0 2 1.0
[Buildings]
[Bridge]
[House]
_352FG_PZ_X
07-20-2015, 02:37 PM
I tried to taxi FW 190 using my old twist grip for rudder, and applied brakes, instead of getting wheel brakes, both brakes go on.
Tolwyn
07-23-2015, 05:07 PM
In coop mode, I gave full control to co-pilot, but the message:
Co-pilot Axis Controls Only (or whatever it is)
Was big and yellow and wouldn't disappear from the center of the screen.
Can that be moved to the bottom (side) text and not persistent?
Vendigo
07-31-2015, 09:39 AM
"Player taxing bug with autopilot" still persists from time to time (especially with big planes like Pe-8 ), although it is obviously improved in 4.13 compared with 4.12 ;)
Tolwyn
07-31-2015, 06:21 PM
This occured in the B25 after I had landed and occupied the dorsal gunner position.
The pilot head and elevator and rudder control surfaces were going crazy (I wasn't touching my HOTAS, just the mouse to control the gunner).
It was a COOP mission, 4.13RC4.
The track can be found in this post in this thread:
http://forum.1cpublishing.eu/showpost.php?p=710443&postcount=1
Janosch
08-02-2015, 06:19 PM
Here comes the sun: In the Corsair I, the sun shines through the canopy frames, namely through the ones in the part that slides back when canopy is opened. The windshield frames block the sun properly. The sun shines through the top part of the mirror, too.
baball
08-02-2015, 07:45 PM
I've recently noticed that the arresting hook of the B5N2 doesn't work anymore and that numerals on the hawk 81 get fliped when selecting any AVG pursuit groups.
Marabekm
08-03-2015, 07:54 PM
I've recently noticed that the arresting hook of the B5N2 doesn't work anymore and that numerals on the hawk 81 get fliped when selecting any AVG pursuit groups.
Haven't had any problems with carrier landing in B5N2. Well, been one or two times when the hook didn't catch but that was more of an error on my part. The hooks in the Japanese planes are very short. You have to get a near perfect 3 point landing or you will miss the wires.
Tolwyn
08-03-2015, 08:25 PM
The V1 rocket is a ground object. Even when it's in the air.
Strange, but that's the way the code is.
This object needs a HUGE overhaul in client net messages to indicate it's state as it relates to its position in coop missions, NTRK track recording, etc.
It's an invisible ghost most of the time in track playback.
Can this be addressed or put on the list?
Jumpy
08-04-2015, 06:25 AM
I know this is probably not the correct page, but I thought people might be interested.
http://www.bbc.com/news/world-asia-33769486
The last member, a pilot of 617Sqn., RAF has died aged 96years.
falconilia
08-24-2015, 11:39 AM
I believe you can never set fire on FWs engine with any weapon.
Also you can never cut its wing with 0.50s cal.
One hit from 20mm is enough but xxx number of 0.50s you see only a max damage.
This was also on 4.12 so i dont know if someone has ever report it.
Marabekm
08-24-2015, 04:15 PM
Hello all. I am having trouble making a co-op mission with CVE aircraft carriers. I set up a flight of 4 FM-2s and set them to take off from carrier ( USS Kitkun Bay) When I launch the mission the little blue box comes up in the middle and says mission loading. Once it gets to 100% it disappears and nothing happens. If I have the FM-2s start airborne I can get the mission to load but when I go to select aircraft screen there is nothing there. All of my other coop missions seem to work fine.
Any ideas?
Update: It appears not to be caused by the escort carrier. But instead by the squadron name. For the escort carrier mission I assigned the squadron VC-5 fighting flight to the FM-2s. I also made another mission based on the raids on Ballale airfield on Sept 16, 1943. This time using F6Fs and assigning squadron VF-40. Had the same thing happen. But when I went in a changed the squadrons back to "none" the missions loaded fine. Also had a flight of F4Us assigned to VMF-214. This worked both times. (VMF-214 squadron has been in game and not added in 4.13)
Tennie
08-25-2015, 02:07 PM
I've been having a problem with the intervalometer settings on the bombers equipped with them:
Although I've tried several different hotkey settings, when I try to use them, they don't seem to work. Not only do I not get a popup message showing the new settings, but the dials on the intervalometer don't seem to move. And yet, in some 4.13 videos that I've watched, both things are shown to happen.
Keep in mind that I already have the basic bombsight controls (altitude, speed, up/down angle, left/right angle) already set.
Is there something that I'm missing here? If so, I would appreciate it if you could help me with it!:)
Monguse
08-26-2015, 08:29 AM
When you host your mission make sure to enable Realistic Bombing.
Tennie
08-26-2015, 05:57 PM
When you host your mission make sure to enable Realistic Bombing.
I've tried it with both Realistic Bombing and Limited Ammo turned on at the same time. No dice whatsoever.
Monguse
08-26-2015, 10:30 PM
Well I can tell you we fly 413 coops (and one dogfight) every night in Hypperlobby. We are on Eastern US time. If you have the time, drop in and look for us.
Marabekm
08-27-2015, 12:56 AM
I've been having a problem with the intervalometer settings on the bombers equipped with them:
Although I've tried several different hotkey settings, when I try to use them, they don't seem to work. Not only do I not get a popup message showing the new settings, but the dials on the intervalometer don't seem to move. And yet, in some 4.13 videos that I've watched, both things are shown to happen.
Keep in mind that I already have the basic bombsight controls (altitude, speed, up/down angle, left/right angle) already set.
Is there something that I'm missing here? If so, I would appreciate it if you could help me with it!:)
Ok so you said you have realistic bombing enabled. Now this may seem like a stupid question but when you try and adjust the intervelometer settings are you in the bombardier's seat? You must be hear and not in the nose gun or pilots seat. Otherwise nothing will happen and you won't get any messages.
Tennie
08-27-2015, 02:31 PM
Ok so you said you have realistic bombing enabled. Now this may seem like a stupid question but when you try and adjust the intervelometer settings are you in the bombardier's seat? You must be hear and not in the nose gun or pilots seat. Otherwise nothing will happen and you won't get any messages.
I've been using the bombardier's seat. I've basically been trying everything that I think I actually need: I have hotkeys for the basic bombsight input settings, but not for the more complex/heavily involved stuff for the Norden bombsight (e.g. clutch movement). I'm starting to wonder if that is necessary to get it to work (Though, logically, I don't think it should matter, unless there's something in the programming that disables it unless all the bombsight controls have been given hotkeys--which I hope actually isn't the case!).
Tolwyn
08-27-2015, 03:50 PM
My first best guess is you're forgetting the Course Autopilot key.
What plane are you flying.
What map.
Fill out this form (edit it for yourself):
http://files.tolwyn.com/il2_keycommands.doc
Obviously you know of these keys:
Increase Sight Distance
Decrease Sight Distance
Increase Sight Altitude
Decrease Sight Altitude
Increase Sight Velocity
Decrease Sight Velocity
HOWEVER YOU MUST have a key bound to Course Autopilot (Mine is Z in the doc above) if you wish to control the plane in the bomber position. This is the only way (aside from rudder trim) that you can take advantage of the new features and the new bomber autopilot.
It is my STRONGEST recommendation that you ONLY engage or disengage the Course Autopilot command FROM THE BOMBER POSITION. NEVER from the PILOT position. You as the BOMBER are COMMANDING the Course Autopilot.
ONCE this is finished, depending upon the plane and if Realistic Bombing is on... the other keys you MUST have for guiding the plane are:
(depending upon the plane):
Toggle Bombsight Clutch (this is pointing the sight to a point on the ground with it DISENGAGED and then when engaged, it "flies" the plane to that point. So:
Toggle Bombsight Clutch
Sight / PDI / Course LEFT
Sight / PDI / Course CENTER
Sight / PDI / Course RIGHT
Obviously:
Open Bombay Doors
Toggle Bomb Release Mode (single, pair, (others), train)
Toggle Bomb Train Amount
Toggle Bomb Train Delay
Some planes you can command the compass COURSE with the clutch DISENGAGED and once the Clutch is ENGAGED, it will turn the plane to follow that course.
This needs the following keys:
Compass/Course Heading +
Compass/Course Heading -
I've been using the bombardier's seat. I've basically been trying everything that I think I actually need: I have hotkeys for the basic bombsight input settings, but not for the more complex/heavily involved stuff for the Norden bombsight (e.g. clutch movement). I'm starting to wonder if that is necessary to get it to work (Though, logically, I don't think it should matter, unless there's something in the programming that disables it unless all the bombsight controls have been given hotkeys--which I hope actually isn't the case!).
Soldier_Fortune
08-28-2015, 05:21 PM
Hi all!
First of all: Thanks TD by your great work, and warm congratulations!:cool:
I've found a problem about the bombsight BZG-2 (it's not a bug).
What if a player needs to perform a recallibration of the bombsight before his bomber reaches the target?
Actually there is not a way to do it after the command "Bombsight Automation" is turned ON by the first time within the mission; and many things could happen: sinking of the plane, changes of TAS, miss of the chosen landmark by clouds, etc.
The Bombsight Automation of the BZG-2 works like a stopwatch; the elapsed time between the ON/OFF switching is computed together the input Altitude to solve the TAS internally, and finally we get the Drop Angle as output. Right?
Well... IMHO we would need a command "Reset Bombsight" to restart the BS callibration as many times as the player needs. By now, the only way to do it is... reflying the mission.:?
Tolwyn
08-28-2015, 07:18 PM
You can reset the sight without a reset command.
POST UPDATED WITH NEW INFORMATION: See the proposed solution here (http://forum.1cpublishing.eu/showpost.php?p=710763&postcount=141).
What you need to do is follow the PDF for the FIRST angle, right?
And after your first run, you need to realize that YOU have to reset the bombsight yourself.
I've had the best success with the following
CLOSE your bombay doors.
Turn ON bombsight automation again until the hollow triangle (4) has made it's way counter-clockwise and stops. Wait a couple of seconds
Turn OFF bombsight automation. UPDATED: NO! See the proposed solution (http://forum.1cpublishing.eu/showpost.php?p=710763&postcount=141). Do NOT turn off bombsight automation. It will turn itself off.
Follow the INITIAL procedure as outlined in the PDF.
Make sure you remember to open the Bombay Doors again.
HOWEVER, I've had mixed success with this. Normally if I "re-do" the procedure no matter what the bombsight angle is off by about 15 degrees and bombs almost always land 100-200m LONG of the target.
I'm posting a track for the developers to confirm. Maybe *I* am doing something wrong.
Hi all!
First of all: Thanks TD by your great work, and warm congratulations!:cool:
I've found a problem about the bombsight BZG-2 (it's not a bug).
What if a player needs to perform a recallibration of the bombsight before his bomber reaches the target?
Actually there is not a way to do it after the command "Bombsight Automation" is turned ON by the first time within the mission; and many things could happen: sinking of the plane, changes of TAS, miss of the chosen landmark by clouds, etc.
The Bombsight Automation of the BZG-2 works like a stopwatch; the elapsed time between the ON/OFF switching is computed together the input Altitude to solve the TAS internally, and finally we get the Drop Angle as output. Right?
Well... IMHO we would need a command "Reset Bombsight" to restart the BS callibration as many times as the player needs. By now, the only way to do it is... reflying the mission.:?
Tennie
08-28-2015, 07:40 PM
*Snip*
I found that, once I put in the Course Autopilot hotkey, the intervalometer became usable. That little suggestion helped me a lot, thanks!:)
Soldier_Fortune
08-29-2015, 07:57 AM
You can reset the sight without a reset command.
What you need to do is follow the PDF for the FIRST angle, right?
And after your first run, you need to realize that YOU have to reset the bombsight yourself.
I've had the best success with the following
CLOSE your bombay doors.
Turn ON bombsight automation again until the hollow triangle (4) has made it's way counter-clockwise and stops. Wait a couple of seconds
Turn OFF bombsight automation.
Follow the INITIAL procedure as outlined in the PDF.
Make sure you remember to open the Bombay Doors again.
HOWEVER, I've had mixed success with this. Normally if I "re-do" the procedure no matter what the bombsight angle is off by about 15 degrees and bombs almost always land 100-200m LONG of the target.
I'm posting a track for the developers to confirm. Maybe *I* am doing something wrong.
Hi Tolwyn!
Thanks by your advise: I've tested your method, and it works fine. 8-)
About your "red" comment, I'll test it also for to watch the outcomes by myself. But let me ask you: What was your altitude? Were you flying with wind or without it?
Tolwyn
08-29-2015, 02:28 PM
Mission attached.
[MAIN]
MAP Net3Summer/load.ini
TIME 12.0
CloudType 0
CloudHeight 1000.0
player g0100
army 2
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]
g0100
[g0100]
Planes 1
Skill 1
Class air.HE_111H2
Fuel 40
weapons 8xSC250
[g0100_Way]
NORMFLY 15145.09 11494.06 4000.00 340.00 &0
NORMFLY 35228.80 28308.23 4000.00 300.00 &0
NORMFLY 36197.48 34953.23 4000.00 300.00 &0
LANDING 13389.31 29569.14 0 0 &0
[NStationary]
[Buildings]
0_bld House$DBmbTargetRing 1 35231.60 28321.12 440.00
1_bld House$DBmbTargetRing 1 35951.46 29063.56 450.00
2_bld House$DBmbTargetRing 1 36703.34 29695.65 435.00
[Bridge]
[House]
Hi Tolwyn!
Thanks by your advise: I've tested your method, and it works fine. 8-)
About your "red" comment, I'll test it also for to watch the outcomes by myself. But let me ask you: What was your altitude? Were you flying with wind or without it?
Soldier_Fortune
08-29-2015, 07:43 PM
HOWEVER, I've had mixed success with this. Normally if I "re-do" the procedure no matter what the bombsight angle is off by about 15 degrees and bombs almost always land 100-200m LONG of the target.
I'm posting a track for the developers to confirm. Maybe *I* am doing something wrong.
I've been testing this and my outcomes are quite similar than the yours... it seems the BZG-2 actually admits one callibration per mission only.:-|
After the first callibration, I followed your procedure for a second one. But I included the #2 action indicated below:
1) Close bombay doors.
2) Set BS elevation to 0.
3) Switch BS automation ON. (The hollow triangle turns counter-clockwise to its starting position)
4) Switch BS automation OFF once the hollow triangle stops.
5) Look for a new landmark, and restart the callibration following the manual's procedure.
... And always the output is a smaller BS angle than the first, no matter if the BS angle was 0 before the second try or any other value. So, the bombs fall LONG.
My tests were done with 4 x SC250 bombs, 100% fuel load, and steady TAS and altitude along the whole pad.
I'll repeat my tests with your mission data. But surely I'll not get better accuracy than you.
Tolwyn
08-30-2015, 04:20 PM
Ok. I had another post here, and I deleted it in favor of this one.
I believe I have this one solved. My mistake was assuming that when resetting the (4) Hollow Triangle back (refer to the readme PDF) to its original position, you should manually turn Bombsight Automation OFF again. YOU DO NOT. It automatically turns itself off. So, after you send the triangle back to its starting position with the Bombsight Automation ON command, DO NOTHING. It'll turn itself off.
There is a NTRK recording attached to prove that this is indeed CONFIRMED.
So, the updated procedure is:
Calculate the angle as outlined in the PDF for your first run.
Drop Bombs.
At your discretion, close your bombay doors.
Toggle Bombsight Automation ON until the hollow triangle (4) has made it's way counter-clockwise to its initial starting position and stops. Bombsight Automation will turn OFF automatically (you don't need to do anything).
Calculate the angle as outlined in the PDF for the next drop
Repeat for any subsequent drops.
Soldier_Fortune
08-31-2015, 08:27 AM
Ok. I had another post here, and I deleted it in favor of this one.
I believe I have this one solved. My mistake was assuming that when resetting the (4) Hollow Triangle back (refer to the readme PDF) to its original position, you should manually turn Bombsight Automation OFF again. YOU DO NOT. It automatically turns itself off. So, after you send the triangle back to its starting position with the Bombsight Automation ON command, DO NOTHING. It'll turn itself off.
There is a NTRK recording attached to prove that this is indeed CONFIRMED.
So, the updated procedure is:
Calculate the angle as outlined in the PDF for your first run.
Drop Bombs.
At your discretion, close your bombay doors.
Toggle Bombsight Automation ON until the hollow triangle (4) has made it's way counter-clockwise to its initial starting position and stops. Bombsight Automation will turn OFF automatically (you don't need to do anything).
Calculate the angle as outlined in the PDF for the next drop
Repeat for any subsequent drops.
Yes! That works!;)
I was a bit confused because when the hollow triangle stops after the reset, the sound of the little motor of the BS can be heard yet. So I thought it was necessary to switch the BS Automation to OFF. But we only need to wait few seconds and the device will switch OFF itself.
Thanks by your research! :cool:
Tolwyn
08-31-2015, 05:40 PM
Yup. Me too. I'm glad we got it figured out and that it's not a bug or anything. Maybe just a documentation addendum.
Tennie
09-12-2015, 06:30 PM
I'm not sure if it's ever been brought up, but here are a couple of bugs that I've taken note of, and that have been in existence from at least 4.07 (the first version of IL-2 that I bought/played):
First, there seems to be an issue with a couple of the loadouts on the B-29. When set to 12x1600lb bombs, when they're dropped only 6 bombs are released and after that the bomb bay is empty. I'm wondering if the 6x1600lb loadout was simply duplicated without actually doubling the number of bombs.
Additionally, when set to 20x1000lb bombs, the bombers will only drop 10 bombs (half the loadout), but the bomb bay will still have the remaining half. A second ground attack waypoint, located at least a few kilometers away, is needed to get these other bombs to be dropped. However, when using other 20xX loadouts (e.g. 20x500lb), the full loadout is dropped without need for a second ground attack waypoint.
Another issue that I've encountered is in the QMB: I've noticed that, for whatever reason, the Ta-152C and the Ta-183, when loaded with X-4s or R4Ms, will simply continue to fly their routes without attacking, even when the opposing (player's side, specifically) planes are entirely bombers/transports. This same problem also affects A6Ms equipped with bomb-rockets.
I'm not sure if any of these have ever been brought to your attention, but I figured that I should do so just in case.
Pursuivant
09-19-2015, 03:39 PM
Aboard the B-24D, and all other planes with turrets, it is currently possible to shoot off parts of your own plane.
Historically, almost all turrets, certainly all U.S. turrets, had automatic fire cutoff switches which prevented the guns from firing when they were pointed in certain directions.
http://www.ibiblio.org/hyperwar/USN/ref/AirGunnery/TURRETS5.html
Janosch
09-21-2015, 08:35 PM
Maybe some kind of "Fw 190 sticking in the mud" bug exists after all! Apparently on some servers, it's simply impossible to steer the 190 to the right while on the ground. It's probably some error on the mission setting, as it's still possible to steer normally in a quick mission. I tried to replicate the bug using a rudimentary test dogfight mission to no avail. I wasn't even using the differential brake functions, only a combination of rudder and brakes. More testing needed definately
Baddington_VA
09-21-2015, 09:01 PM
I found the B24D has sometimes been unable to taxi a right turn.
It just stuck itself in a left turn, regardless of rudders and braking.
I have found wind can sometimes disable aircraft on the ground.
Marabekm
09-23-2015, 09:52 AM
Last night I was flying coop with some other guys. There where four of us in a B-24 as well as a few in P-38s and some in zeroes. In the bomber one was pilot, one was tail gunner, flight engineer, and myself the bombardier.
B-24D
Pilot ------- Player P
Co-Pilot
Bombardier/Nose Gunner ----- Player D
Navigator/ Nose Gunner
Flight Enginerr/ Top Gunner ----- Player C
Waist Gunners
Ball Gunner
Rear Gunner----- Player M
Player P having some trouble so enables dual controls and Player M shifts to Co-Pilot to help out. Player P moves to gunner station. Not sure which one, tail gun I think.
Pilot
Co-pilot ----- Player M
Bombardier/ Nose Gunner ----- Player D
Navigator/ Nose Gunner
Flight Engineer/Top Gunner ----- Player C
Waist Gunners
Ball Gunner
Rear gunner ----- Player P
Japanese zero attacks, killing pilot and wounds navigator as well. (he does not survive mission) Player P can not go back to pilot seat, because pilot is dead. But since he enabled dual control Player M can still fly plane. This is good.
However now from whichever gunner seat player P is in, he can also still control plane.
CzechTexan
09-23-2015, 05:31 PM
I'm don't know if this issue has been covered so forgive me. My problem is missing bridges on the Slovakia_Autumn map. The area I noticed this was in the southeast corner of the map. The other Slovakia maps have bridges there but not on the new Autumn map.
Baddington_VA
09-24-2015, 03:15 AM
I'm don't know if this issue has been covered so forgive me. My problem is missing bridges on the Slovakia_Autumn map.
The area I noticed this was in the southeast corner of the map. The other Slovakia maps have bridges there but not on the new Autumn map.
I have made a posting about the missing bridges.
The same thing occurred on the Slovakia maps when 412 was released.
The bridges were returned when the next 412 patch came out.
So there is much hope that this is a temporary map problem that will be resolved in the next patch as before.
CzechTexan
09-24-2015, 03:15 PM
Thanks for the message Baddington. I remember that there was a patch for the bridges before so I'm sure it'll be fixed. In the meantime we'll have to work around it.
Pursuivant
09-28-2015, 07:20 AM
HE fragments from the Breda-Safat 12.7mm are capable of causing damage to aircraft many meters away from the blast site. Very impressive for a shell that contained just 0.8 grams of PETN!
I haven't tested it, but the Soviet UB 12.7mm and other 12.7mm MG might also have blast radii which are too big.
While it is possible for shrapnel fragments to travel a great distance, due to their small size and poor aerodynamics they quickly lose velocity, making it incredibly unlikely that they'd retain enough force to inflict damage on an aircraft more than a few meters from the blast.
Edit: Realistically, using a blast radius calculator found here:
http://www.un.org/disarmament/un-saferguard/kingery-bulmash/
the Breda-Safat 12.7mm HE round (.8 g PETN filler) should have an effective blast radius of a little over 1 meter, since that's the maximum range at which you get 14 kPa of overpressure. Maybe 2 m maximum blast radius to model fragments.
By contrast, the 30mm minengeschoss Ausf.C round with 72 grams of PETN should have an effective blast radius of about 4.5 meters, perhaps doubled to 9 m. The MG 131 13mm HEI-T round, with 1.4 g of PETN should have an effective blast radius of about 2.7 m, perhaps doubled to 5.4 m.
gaunt1
09-28-2015, 09:02 AM
I simply cant understand why this site is so ignored...
http://www.quarryhs.co.uk/WW2guneffect.htm
Pursuivant
09-29-2015, 12:15 AM
I simply cant understand why this site is so ignored...
http://www.quarryhs.co.uk/WW2guneffect.htm
It's been used many times before as a reference in gun debates. It's an excellent site.
Pursuivant
09-29-2015, 01:08 PM
Left side waist MG on the S.M.79 isn't properly "zeroed" - bullets fired from the weapon strike slightly to the left of where it is aimed.
Not a big deal at close ranges, but makes it hard to hit distant targets.
JacksonsGhost
10-08-2015, 10:55 AM
AI nose-over in start positions when fired on if using taxi-to-takeoff option, even if they're not actually hit. It seems that this problem is mostly fixed if the taxiing flight is set to a skill level of Rookie, although I still had one nose over after many trial runs. It appears that the AI might have their brakes set to ON during the delay period of taxi-to-takeoff but still attempt to apply power when shot at (unless they're a Rookie). Unfortunately setting the skill level to Rookie is a most unsatisfactory work-around in many cases.
For further discussion on this see M4T thread:
http://www.mission4today.com/index.php?name=ForumsPro&file=viewtopic&t=20404
AND ... if the lead aircraft is disabled the other aircraft in the flight just sit there, even when set up for a line-abreast takeoff where the lead aircraft is no obstacle.
JacksonsGhost
10-16-2015, 03:46 AM
I wrote a full bug report over a week ago but it hasn't been posted for some reason so here's the short version:
AI aircraft nose-over in start positions when fired on if using a taxi-to-takeoff waypoint. Rarely occurs if target aircraft skill is set to Rookie, but that is a very unsatisfactory work-around.
Also, if the lead aircraft in the flight is disabled the other aircraft will just sit there doing nothing even if the lead aircraft is not blocking their path.
It seems we're not meant to use taxi to takeoff in a combat zone!
Janosch
10-25-2015, 06:26 PM
Black sun is rising. Here are some more cockpit internal model oversights that I found:
In the early Ki-43 models, the sun shines through the pilot's headrest, except when blocked by the rear canopy frames. Also, the sun shines through the frontmost vertical canopy frames (between which the gunsight is) on all Ki-43 models.
The early Ki-43s and the D3A have gunsight covers. Their covers don't block the sun when closed. I also tested this with the Fokker D.XXI, and its gunsight cover does block the sun. But there's more: in Fokker, Ki-43 and D3A, the sun shines through the closed cover if you look "through" the scope using the gunsight view. This is a minor annoyance however, as there's usually no reason to attempt to look through the telescopic gunsight if the cover is closed.
Pursuivant
10-26-2015, 03:22 AM
AI aircraft don't recognize static game objects (armor, vehicles, planes, ships, buildings, V-1 rails) when taxiing or taking off. They plow right into them rather than attempting to avoid them.
Static game objects seem to be immune to the effects of aircraft running into them during taxiing or takeoff. Even if the AI plane blows up, the object is undamaged - this applies to any static thing in the game, not just static objects.
Tolwyn
10-26-2015, 03:28 PM
Yup. You don't want them to have to take up game CPU cycles attempting to adjust for decorations.
Best bet is as mission designer, understand the limitations of the taxi to takeoff usage and don't put stuff in their way.
AI aircraft don't recognize static game objects (armor, vehicles, planes, ships, buildings, V-1 rails) when taxiing or taking off. They plow right into them rather than attempting to avoid them.
Static game objects seem to be immune to the effects of aircraft running into them during taxiing or takeoff. Even if the AI plane blows up, the object is undamaged - this applies to any static thing in the game, not just static objects.
Pursuivant
10-26-2015, 04:42 PM
Yup. You don't want them to have to take up game CPU cycles attempting to adjust for decorations.
Best bet is as mission designer, understand the limitations of the taxi to takeoff usage and don't put stuff in their way.
I mostly agree. The only time the AI's inability to recognize static objects would be legitimate factor is if you're trying to to create an odd mission where AI would have to taxi around an object before it can take off. Or where you're deliberately trying to block off a certain runway so that AI aircraft won't take off or land there.
In both cases, the workaround is to use a mobile game object instead.
But, I have to wonder if flying AI planes "know" to avoid ground objects. For example, will they swerve to avoid collisions with radio towers or barrage balloons?
The fact that static game objects don't take damage due to collisions with aircraft is the more serious problem.
Tolwyn
10-26-2015, 06:26 PM
They won't try to avoid those objects. It would be yet another "chief" (what this game calls them) that would have to report position, (even static) and have the AI realize it's there.
Mobile object (moving chief) with timeout is probably the best bet, or to be creative.
In reality, planes didn't have to worry about objects to taxi around. In addition, they had spotters (sometimes sitting on their wings) to help them (for nose-high tail draggers).
I know what you're saying... but we just have to be creative as mission designers to "fool" the player's reality.
Radio towers and Barrage Baloons are static (decorative). So, no. They'd plough right into them.
I mostly agree. The only time the AI's inability to recognize static objects would be legitimate factor is if you're trying to to create an odd mission where AI would have to taxi around an object before it can take off. Or where you're deliberately trying to block off a certain runway so that AI aircraft won't take off or land there.
In both cases, the workaround is to use a mobile game object instead.
But, I have to wonder if flying AI planes "know" to avoid ground objects. For example, will they swerve to avoid collisions with radio towers or barrage balloons?
The fact that static game objects don't take damage due to collisions with aircraft is the more serious problem.
baball
10-30-2015, 01:45 PM
I've recently found that the TB3's rudder still works even if the vertical stabilizer is shot. This bug has occured while i was flying the m34-r version and i haven tested with the other one. It's not really visible but I had rudder full right in this case.
15161
Furthermore, there is a problem where two SBDs (most of the time #4 and #5) collide into eachother when two formations of four planes fly together.
Sorry for the bad quality.
15163
It also happens with F4Fs when they are at the second waypoint before the objective (also #4 and #5).
15164
Lucas_From_Hell
11-01-2015, 04:17 PM
Sorry if it's been mentioned before, but the Il-2 aircraft are missing their tail numbers. All Il-2 only have stars now when markings are on.
Great patch by the way!
major.kudo
11-02-2015, 11:39 PM
Ki-27's air speed gauge.
Knot is wrong, kilometer is right.
batistadk
11-04-2015, 09:11 PM
Hey folks!
I don't know if it is a 4.12 persistent bug, but, AFAIK, AI are not able to use any cannon armament in all Ki-45 versions, except the Schrage Musik installation. Is it a confirmed bug? After some tests, the Kai Tei model uses its nose cannon against smaller targets (they have a horrible aim, I must say), and the Schrage Musik installation against heavies.
Thanks in advance,
batistadk
Pursuivant
11-07-2015, 02:36 AM
In the single mission section, missions for the P-40B are listed under missions for the USN, when they should be in the USAAF folder. Single missions for the A6M2 are listed under missions for the IJA, when they should be in the IJN folder.
Marabekm
11-07-2015, 06:23 PM
A lot of new squadrons where added in 4.13.
So right now if I create a quick mission (quick mission builder) of lets say Wildcats of VF-71 vs A6M2-Ns of the Yokohama Kokutai everything works fine.
But when I go to load anything other than the quick mission builder with any of the new squadrons, it does not work.
Here is a little bug I spotted, normaly easy to fix
when we open the canopy,
We can hear the wind.
When we close it, we could not hear the wing anymore.
This is the normal behavior
The problem is that when we go to a gunner posision (like in the d3a or b5n) we hear the wind (normal), but, when we come back to the pilot position, we can still hear the wind even if the canopy is closed.
to stop the noise of the wind, we have to open and close the canopy.
Janosch
11-18-2015, 07:49 PM
On occasion, a particularly funny thing can happen on online servers. What follows is a combination of theory and observations: apparently player aircraft that should be removed (e.g. after landing & hitting refly) can somehow leave an unoccupied static plane behind (!). It's not just a graphic bug, these ghost planes, although rare, are very real and solid.
I landed a MC200 on an airfield, hit refly, and flew a 109 sortie instead. I took off using a taxiway, so I didn't notice the MC200 then...
As I landed, I did see an unoccupied (no friend icon) MC200 in the middle of the runway, but I thought it was a non-corporeal ghost. I had seen them before, probably "left behind" by other players. But, this one took my wing off - I tried to dodge just to be safe, but there wasn't enough room. On the resulting .ntrk film, the plane is nowhere to be seen, but my wing comes off - my 109 collides with an invisible object! Eventlog.lst says that I collided with something called 54_Static.
Also, on the airfield that this happened, MC200 can't be spawned as far as I know - they're on another airfield.
I hope it got removed for good after I disconnected. Ghosts, I tell you!
Baddington_VA
11-22-2015, 04:06 AM
On occasion, a particularly funny thing can happen on online servers. What follows is a combination of theory and observations: apparently player aircraft that should be removed (e.g. after landing & hitting refly) can somehow leave an unoccupied static plane behind (!). It's not just a graphic bug, these ghost planes, although rare, are very real and solid.
It does happen when the online mission allows spawning from static aircraft.
If you land at a field that is not the one you took off from, a static plane remains where you landed.
It's good practice to get off the runway before hitting refly.
It also happens that if you take for example an A20 from airfield A
And land at airfield B which also happens to spawn A20s, a static plane will be left where you finished. But then you can spawn at airfield B in an A20, and
it will spawn you where your previously flown A20 was standing as a static aircraft.
It's not so much a bug as a useful tool
All these static aircraft disappear once the mission ends.
Pursuivant
11-22-2015, 05:14 AM
It's not so much a bug as a useful tool
Could someone else at Airfield B then spawn using a plane that a previous player left behind? (Assuming you can spawn that sort of plane at Airfield B)
If so, what's the fuel, ammo and damage state of that aircraft? If the new player gets an undamaged, fully fueled and armed airplane, this seems like a "backdoor" method of instant Rearm, Refuel, Repair.
In any case, it seems like there should be an option for server admins to "despawn player aircraft after landing". That is, making player-controlled aircraft vanish some number of seconds after they land and the engine is turned off. That would get rid of the "collisions with static planes" bug/feature.
Music
11-23-2015, 12:04 AM
I don't know if this is a 4.13 thing, a server thing, or my connection, but yesterday I spawned beside myself
http://i1099.photobucket.com/albums/g388/FS_Music/grab0045_zpsyyy68vlm.jpg (http://s1099.photobucket.com/user/FS_Music/media/grab0045_zpsyyy68vlm.jpg.html)
I have had a wretchedly bad connection this month for some reason, :oops:, So bad that I have been unable to play, :( ,so that may be the cause?, but I have never seen that happen before.
(Sorry SVK, congrats =irss=drawer65) :o
Janosch said "apparently player aircraft that should be removed (e.g. after landing & hitting refly) can somehow leave an unoccupied static plane behind (!). It's not just a graphic bug, these ghost planes, although rare, are very real and solid".
We noticed that on the SkiesofFire server, and found if when landed, the player puts chocks on, it solves the problem, or seems to.
**edited to add Janosch's quote and observation/solution**
Marabekm
11-23-2015, 06:27 PM
Noticed this while looking through my rear mirror. In the first picture I am in an F4F-4 sitting on runway. Next picture is of same plane sitting in same spot. Note the rear mirror. The runway is missing.
IceFire
11-24-2015, 01:00 AM
Noticed this while looking through my rear mirror. In the first picture I am in an F4F-4 sitting on runway. Next picture is of same plane sitting in same spot. Note the rear mirror. The runway is missing.
Normal. Toggle the mirror a couple more times until it appears. There are three mirror modes: 'Off', 'Partial Render' and 'Full Render'. Remember, IL-2 1946 is a very old game and even a small mirror rendering behind the plane could cause performance issues back in 2002.
Marabekm
11-27-2015, 07:22 PM
Thanks Icefire, that fixed it. All this time playing and still learning new things about this game.:rolleyes:
Baddington_VA
11-28-2015, 12:02 PM
Could someone else at Airfield B then spawn using a plane that a previous player left behind? (Assuming you can spawn that sort of plane at Airfield B)
There are a set of conditions required in the mission that causes the plane to remain at airfield B.
It's been a while, so I've forgotten the setup for online missions that do it.
But I had been planning to make an online test mission (running on dedicated server) to allow pilots to deliver aircraft to front line fields.
IL2 doesn't have enough online players these days to justify putting in the time to experiment, so it's gone on the back burner.
KG26_Alpha
11-28-2015, 09:25 PM
IL2 doesn't have enough online players these days to justify putting in the time to experiment, so it's gone on the back burner.
Depends on your time zone.
I fly with at least one other Kiwi and some Aussies in CooP's @ 22:00 GMT in Hyperlobby.
Marabekm
12-01-2015, 09:50 AM
Ok so I am playing around with a Singapore mission and noticed that if I fly as the Dutch, (NL airforce in game), and select the squadron 2-VI.G-5, they speak Russian. Now if I select None or any of the other squadrons from list, they speak correctly.
shelby
12-02-2015, 07:45 PM
missing numbers in new p40 in zoom out view
http://s26.postimg.org/j3zy9xlw9/grab0001.jpg
Tolwyn
12-03-2015, 05:58 PM
Questions and Concerns with 4.13 and older 4.12 features (bomb loadouts)
The Razon Guided Bomb.
Can this bomb be added to the flyable B24 in-game?
Currently, I'm not sure how to implement this aside from "dumb bomb" level bombing for the AI B24.
But having the Razon on the flyable B24 would be awesome for Bridge busting missions.
More Importantly:
The Bat Bomb (SWOD Mark 9)
From the 4.12 readme:
"After being dropped it glided toward the target on a preset course using a gyro-stabilizer system to keep it on track."
However, when equipping this bomb to AI flown F4U-4 Corsair, they dive bomb.
There's no way to get AI F4U-4 Corsair planes to deploy this bomb correctly.
I will say that this feature IL2 really got right. Not even sure how they did it. If you equip the Bat Bomb to an AI B24, make sure Army is Red AND you select US Navy; otherwise it is unavailable. Set date => 1946 for coops.
From an altitude of about 5000 meters, and a distance of around 10km, just put the Ground Attack Waypoint. There's no need to select a target (unless you want to). Works great.
Just would love this option on the Human Flyable B24 and a way to get the Corsair to deliver properly.
Jeremiah_Weed
12-09-2015, 07:47 AM
Howdy. Just getting back into the game after a long absence. No, not in prison, just VERY busy. :-D Anyway, figured I'd download the newest version, 4.13, and check out the new bombsights. First, just want to say, AWESOME job, TD! Wish these had been in the game sooner. I like a slightly more technical and historically accurate game. Keeps the grey matter working.
Unfortunately, I noticed a bug pretty much right away...but quite by accident. If you add or look at ANY nose art, even if you don't apply it, you're stuck with it. And not only on the bomber you were in, but any other bomber that uses nose art. You can change it to another one, you can even have one on top of another one (by applying one on top of the one you didn't apply), but you can't get rid of it. The only way to get rid of it is to exit the game entirely.
I even checked the settings.ini file where the last loadout info is stored. It deletes the entry like it's supposed to, but the nose art remains.
Haven't been back playing long enough to notice anything else...other than the Betty cowling flaps and the outside air temp gauges still don't work :-( But overall, it's still an awesome game.
daidalos.team
12-10-2015, 07:38 PM
Howdy. Just getting back into the game after a long absence. No, not in prison, just VERY busy. :-D Anyway, figured I'd download the newest version, 4.13, and check out the new bombsights. First, just want to say, AWESOME job, TD! Wish these had been in the game sooner. I like a slightly more technical and historically accurate game. Keeps the grey matter working.
Unfortunately, I noticed a bug pretty much right away...but quite by accident. If you add or look at ANY nose art, even if you don't apply it, you're stuck with it. And not only on the bomber you were in, but any other bomber that uses nose art. You can change it to another one, you can even have one on top of another one (by applying one on top of the one you didn't apply), but you can't get rid of it. The only way to get rid of it is to exit the game entirely.
I even checked the settings.ini file where the last loadout info is stored. It deletes the entry like it's supposed to, but the nose art remains.
Haven't been back playing long enough to notice anything else...other than the Betty cowling flaps and the outside air temp gauges still don't work :-( But overall, it's still an awesome game.
Not confirmed. Works ok.
Jeremiah_Weed
12-11-2015, 06:39 AM
Thanks for looking at that, DT. After I posted that, I started reading some of the other "bugs" that were being reported. Maybe I'm wrong, but many seem to be a corrupt download patch file, failing or corrupted GPU drivers, failing memory sectors in RAM, and maybe a few other things. Odds were good that I may be experiencing similar. I figured I'd try to download another 4.13 patch and see if it gives me better results.
Jeremiah_Weed
12-12-2015, 06:30 PM
Just FYI, I traced my "bug" all the way back to the original installation of 4.07 from the game CD. I keep that version on my hard drive so I don't have to reinstall from the CD should I need to. Anyway, I uninstalled it and then re-installed it and the "bug" persists. My optical drives are fairly new and top line drives, so I'm going to assume the problem is in the game CD itself. So I've ordered a new one. :mad:
ColHut
12-23-2015, 04:07 AM
As above in 4.13. Even the Soviet staff study only gave 1800m as the maximum altitude to engage enemy aircraft, and that in the context of massed fire.
The 25mm AA gun does not engage At this height (but 37mm and above do).
I Assume this is a bug?
Regards
acepilot1
01-03-2016, 03:14 PM
When i made a mission in full mission builder and using the SBD-3 as your aircraft to fly , and change the REGIMENT , the button Arming dos noth work , when the mission start. The only way to work with the button is choose none as regiment , than the button activate and works fine.
Ith seems there is a bug in wan of the patches , probebly the last wan 4.13 ...
Hope they fix ith in the next patch ...
Marabekm
01-07-2016, 03:43 AM
Has this already been reported?
If I start a coop in the B-24 ball turret, they keys for adjusting target wingspan (bombsight drift left and right keys) do not work unless I switch to bombardier position and then back to ball turret.
Update: Found another small issue. (Names have been changed to protect the innocent)
Mario is flying a B-24D. Luigi is sitting in bombardier seat. Normally, how many points Luigi gets by destroying ground targets would also be given to Mario. And this works. However yesterday while flying a mission to high level bomb an enemy airfield, which at the same time, was being attacked by a flight of P-47s at low level, led by Bowser. Luigi's aim was good and scored hits on parked aircraft resulting in 125 points for both Mario and him. But since Bowser was strafing these aircraft at the exact time, he to was destroyed by raining 1000 pound bombs. Which resulted in - 300 points. However the negative points was not applied to Luigi's points, only Mario's. Apparently the positive points apply to both, but negative points only apply to person in pilot seat.
In the end:
Mario - 175
Luigi 125
Bowser KIA
What I should be:
Mario -175
Luigi -175
Bowser KIA
Marabekm
01-08-2016, 12:54 PM
When i made a mission in full mission builder and using the SBD-3 as your aircraft to fly , and change the REGIMENT , the button Arming dos noth work , when the mission start. The only way to work with the button is choose none as regiment , than the button activate and works fine.
Ith seems there is a bug in wan of the patches , probebly the last wan 4.13 ...
Hope they fix ith in the next patch ...
Not true, well sort of. You can use any regiment as long as it has been in the game BEFORE 4.13. In 4.13 a lot of new regiments were added. If you try to use full mission builder with any of these new regiments, it will not work properly :-( Now I have not had any issues running QMB with the new regiments, only when using the FMB. So until they fix this, load up a 4.12.2 game and see what regiments are available there. Use these only in FMB of 4.13 and you should have no issues. This applies to all countries.
For example if I set the regiment to lets say VB-11 USS Hornet CV-12 (an old regiment) the mission will load no problem, but if I try to use VB-7 USS wasp CV-7 (added in 4.13) the mission will not work properly.
Tolwyn
01-11-2016, 02:02 AM
When starting a recording of an NTRK in coop mode, (for example, in the B24), the NTRK packet recorder does not capture the correct "state" of the bombsight clutch.
So, in playback, turning right and left using the C-1 autopilot can result in the bombsite in playback looking left and right instead of being "engaged" ahead; ruining the playback view.
resolution:
Capture the state of the clutch on NTRK initiation—whether it's engaged or disengaged.
JacksonsGhost
02-04-2016, 01:20 PM
IL2 doesn't have enough online players these days
I'm not an online player but I may be sometime soon so I'm curious; where have all the online players gone to? I mean, which WWII flight sim seems to be getting the players these days?
dimlee
02-04-2016, 03:17 PM
I'm not an online player but I may be sometime soon so I'm curious; where have all the online players gone to? I mean, which WWII flight sim seems to be getting the players these days?
My assumption: "hardcore" players went to Cliffs of Dover and Battle of Stalingrad/Moscow, "arcade" boys - to War Thunder. Those who are versatile fly everywhere.
But true connoisseurs remain with IL2 ! :cool:
dimlee
02-04-2016, 03:27 PM
Bug: engine gauges remain visible after the engine has been destroyed.
Ju88A-17. Online.
See grey oval in the centre of this screenshot.
https://i.imgsafe.org/b44a786.jpg
Spudkopf
02-06-2016, 12:52 AM
Not sure if these ones have already been reported:
In QMB, if you use the position in flight option the player selected skin is also used on the flight leaders plane.
The position in flight option does not reset and remains at that last chosen, so if you decide to fly on you own on your next hop, attempting to launch a flight is this condition makes weird shit happen, no interior view and no view controls work, sounds of engines starting (even though you are alone), graphics all glitched out, etc.
Needless to say I was confused for several minutes, tried numerous launches in different theaters and with different planes, restarted the sim more than once and also rebooted the PC, was beginning to think that I had a corrupted files or something, then I noticed that position in flight was still set at 4 from my last flight.
As it lives on page to of the QMB setup screen I did not notice until I did a side by side setup with my lap top and my desktop.
Once 1 is re-selected everything works fine, the button behavior is also correct only letting you select a position from those available in your flight.
dimlee
02-07-2016, 01:05 PM
I'm not an online player but I may be sometime soon so I'm curious; where have all the online players gone to? I mean, which WWII flight sim seems to be getting the players these days?
By the way, if you look for online sessions...
http://forum.1cpublishing.eu/showthread.php?t=229571
P-38L
02-09-2016, 01:22 AM
Hello DT
I found a little bug when bombing. I am not using any MODS just a clean installation. Sometime I enjoy watching how to enemies fight each other. In this case an airplane is going to attack an airfield using bombs. The case is when the airplane release the bombs some times (not allways) floats in the middle of the air and don't fall, they stay exactly where the airplane release them.
I have three screenshots showing this particular behavior.
.
15240
next picture have second later:
15241
Next picture:
15242
Even some bullets stay flashing in the middle of the air.
I avoid this, I have to re-run the mission and the problem disappear.
Spudkopf
02-09-2016, 07:19 AM
I've been playing around with Finnish planes of late, and have noted that in QMB with the Slovakia Winter map selected and using default skins that the B-239, Blemheim and G-50 skins shown setup screens are vastly different to those that actually get loaded, it's almost as if the winter directly for these skins is missing or something, there is no issue with the same aircraft using the Slovakia Summer map.
Could I ask if some kind individual please give it a go and see if they get the same results, this anomaly is most notable on the B-239 which looks like the void is being loaded, it is the same for AI and player aircraft.
Just checked you can add the Hawk 75A-3 to this list of winter anomalies.....
......and M.S 406
Spudkopf
02-09-2016, 07:03 PM
I've been playing around with Finnish planes of late, and have noted that in QMB with the Slovakia Winter map selected and using default skins that the B-239, Blemheim and G-50 skins shown setup screens are vastly different to those that actually get loaded, it's almost as if the winter directly for these skins is missing or something, there is no issue with the same aircraft using the Slovakia Summer map.
Could I ask if some kind individual please give it a go and see if they get the same results, this anomaly is most notable on the B-239 which looks like the void is being loaded, it is the same for AI and player aircraft.
Just checked you can add the Hawk 75A-3 to this list of winter anomalies.....
......and M.S 406
OK it just so happens I found a 4.10.1m build backup sitting on my work PC, so I loaded up all the above aircraft (except for the Hawk 75A-3, as being not available in this build) on the Slovakia winter map to see what would happen.
In this case the defaults skins as displayed in the setup screens (although these are summer skins) all loaded correctly.
If I can find the time (and energy) I might see if I can reload the game and patch it to 4.12 to see what the go is with that version of the build.
Spudkopf
02-11-2016, 08:31 PM
OK it just so happens I found a 4.10.1m build backup sitting on my work PC, so I loaded up all the above aircraft (except for the Hawk 75A-3, as being not available in this build) on the Slovakia winter map to see what would happen.
In this case the defaults skins as displayed in the setup screens (although these are summer skins) all loaded correctly.
If I can find the time (and energy) I might see if I can reload the game and patch it to 4.12 to see what the go is with that version of the build.
In this case the defaults skins as displayed in the setup screens (although these are summer skins) all loaded correctly.
If I can find the time (and energy) I might see if I can reload the game and patch it to 4.12 to see what the go is with that version of the build.[/QUOTE]
OK found another backup on a portable drive, turn's out that I've got many, many gigs of hard drive space (and memory sticks) dedicated to IL2 storage.
This build in this case is 4.11.1m and it would appear the same issue as found in the current build also exists here with this one, in that the default winter skins that are displayed in the QMB setup screens are not those that get loaded into the mission (the G.50 and the Blemheim use the same skin for winter or summer but when the Slovakia Winter map is selected these summer skins are not loaded and instead some unrelated skin appears in the mission).
As I said above in build 4.10.1m there are no specific winter skins for the mentioned types, however the default skins that are displayed in the QMB setup are what gets loaded to the mission, so from this I can only deduce that the cause of the issue seems to occur after this build.
Pursuivant
02-18-2016, 12:09 AM
This is more of a pro-active 4.13.1 or 4.14 spell-checking nitpick than a 4.13 bug, but here goes.
In the techniques.properties file of the i18n folder, for English localization the word "Vehrmacht" should use the standard German spelling, "Wehrmacht".
It would also be helpful if the armored cars in the Stationary Objects - Artillery section were moved to the "Vehicles" section unless there is some reason why they should be there.
idefix44
02-22-2016, 10:47 PM
"Vehicles" section: vehicles are moving objects.
Stationary Objects - Artillery: vehicles are statics objects, but can shoot.
Some vehicles are in the 2 sections...
shelby
02-23-2016, 12:44 PM
here is a bug in tb3
http://s26.postimg.org/viodzk789/grab0000.jpg
http://s26.postimg.org/id8vtgdcp/grab0001.jpg
shelby
02-25-2016, 09:34 AM
in all ki-45 altimeters a cursor is missing
http://s26.postimg.org/szpdd0yah/grab0001.jpg
Pursuivant
03-20-2016, 11:48 PM
here is a bug in tb3
That bug is actually a misplaced part, which also makes the DM for that portion of the TB3 incredibly weird.
Pursuivant
03-20-2016, 11:53 PM
Current Train AI has it ignoring any object placed on a railroad track and passing right through obstacles which should derail or destroy it.
Obviously, this isn't an issue for a well-designed mission, since who's going to put obstacles on a railroad? But, it could be an issue if an aircraft lands on a railroad track or if the mission builder deliberately places an object on the tracks to make a train destroy itself.
There could be very simple AI that makes trains slow and stop if there is any object on the rails ahead of them out to some distance (perhaps 2 km during the day under clear conditions, less for rain/snow and/or night).
Trains and ground vehicles also ignore bomb craters from bombs which hit roads or railroads. Realistically, a big enough crater should stop or derail a train, or make a vehicle crash if it can't avoid it. The simplest solution to deal with this problem would be to make bombs spawn bomb crater objects when they explode on a railroad track or road section. Bombs that land elsewhere would still spawn the current bomb crater texture.
Currently, the bomb crater object makes ground vehicles do the "bump, back up and turn" collision avoidance routine. Adding simple AI for trains, as described above, would make the bomb crater object into an effective roadblock for railroads as well.
or if bomb behavior was altered so that bombs on roads and railroads spawn bomb crater objects.
Pursuivant
03-21-2016, 12:05 AM
No so much a bug report as requests for 4.14 or a later patch.
Currently, it is extremely time-consuming to add "linear" objects to the map in the FMB.
For example, if you want to place a line of telephone poles or fence or pontoon bridge sections, you have to click to place each item on the map and then carefully align them. Even the option of copying a section of fence, etc. is somewhat time consuming.
There are two ways that this problem could be addressed. The simple way is to create a number of "preset" objects, similar to vehicle columns, for certain objects. For example, "500 m line of telephone poles" or "100 m trench section"
The more complex, but more elegant way, would be to give mission builders a "brush" which would allow them to automatically select and place certain objects.
Click on the object, click the magic "repeat and automatically place object" button, set the "spacing between objects" button to 0 m.
Click ctrl-enter to place the first object in the sequence, move the mouse and click ctrl-enter again at the end point for the object sequence.
The FMB will automagically place a line of the desired objects from Point A to Point B, spaced so that they just touch each other (because you set spacing between objects at 0 m).
Suddenly, it becomes a breeze to quickly generate things like tree lines, pontoon bridges, trenches, and military bases made up of uniformly spaced tents or buildings.
Pursuivant
03-21-2016, 12:21 AM
Three more FMB requests:
1) Ability to set spawn delay for ground vehicles and objects.
2) Ability to set speed of ground vehicles within broad historical parameters (i.e., up to ~50 kph for trucks, ~100 kph for cars and motorcycles, ~30 kph for armored vehicles, ~120 kph for unarmored trains). This would make for more challenging ground attack missions, and also more realistic ground vehicle behavior that can take weather, road and lighting conditions into account.
3) Ability to apply "destruction brush" to bridges, roads and railroads. Applying the brush to a bridge destroys it. Applying the brush to a road or railroad section makes it vanish.
Spudkopf
03-21-2016, 03:01 AM
~120 kph for unarmored trains)
120kph..... as far as German trains go that might be a bit of a stretch for anything other than the largest passenger class loco's like the Br 01.
Even a largest freight loco's like the Br 44s, 50s, etc could only manage around 80 kph, while the BR55 that is currently modeled is more likely not be able to push more than about 45kph (correction if it is a later class "Prussian G 8.1" then 55kph).
Pursuivant
03-22-2016, 10:36 AM
120kph..... as far as German trains go that might be a bit of a stretch for anything other than the largest passenger class loco's like the Br 01.
The numbers I gave are very generalized. The ~120 kph speed would only apply to an express passenger train traveling on very good, straight, tracks in good weather conditions. This would be representative of "high balling" speeds for a US passenger locomotive of the period, or for the fastest UK express trains.
Realistically, local trains and goods/freight trains traveled much slower, especially if there was risk of enemy attack or sabotage, if the roadbed was in poor shape, or if the tracks were on an incline or curved. So, the speeds you gave are far more representative.
But, my idea of letting mission builders set speeds for vehicles at some level less than maximum still holds.
RPS69
03-22-2016, 05:27 PM
Trains travel at maximum speeds on straight lines, and have a safety speed when taking turns.
They also have issues with slight climbs nad slgiht descents.
So, asking for that may be better than setting speeds by mission builders.
Still, I'm enormously happy with the vissual differences, I love ground objects that comes to life again. This heartfelt improvement on trains, shows a lot of love from the makers.
Also, tracks implemented in the game, doesn't have turns. They turn at 45°.
So, there is a hell of a job to get this beautys to their true value.
It seems that they have been designed, as all ground vehicles, as a minor decoration set, and there behavior was simplified so as not to tax the system with more calculations. They were like that since 2001.
Putting them to something real, will imply building a whole game on itself.
What you are asking, is that they got more than 2WP, and the possibility to choose speeds in between.
Pursuivant
03-23-2016, 01:37 PM
Still, I'm enormously happy with the vissual differences, I love ground objects that comes to life again. This heartfelt improvement on trains, shows a lot of love from the makers.
Agreed! No complaints with the new ground objects.
Also, tracks implemented in the game, doesn't have turns. They turn at 45°.
Yeah. That's just weird. It would still be nice to have smooth curves for roads and railroads. I wonder if 45* bends are due to limits to IL2's maps, or due to vehicle AI?
It seems that they have been designed, as all ground vehicles, as a minor decoration set, and there behavior was simplified so as not to tax the system with more calculations.
But, many calculations, like base speed, cornering speed, braking and acceleration rates, and travel path, can be made when the mission loads. Once "locked in" they shouldn't tax system resources that much during the mission.
Putting them to something real, will imply building a whole game on itself.
Unfortunately. It's not a matter of improving what's already there, it's a matter of adding an entirely new element to the game. Actual AI programming for ground vehicles would probably be fairly simple if it was already there.
What you are asking, is that they got more than 2WP, and the possibility to choose speeds in between.
No. Specifying more than two Waypoints isn't necessary, although it would be nice to have. I'm just asking for the ability to set speed to some level less than maximum for the entire run.
For realistic cornering behavior, mission builders could set maximum speed to maximum cornering speed.
No need to mess with the physics of actual ground vehicle movement - like acceleration and deceleration rates, traction, inclines, or centripetal forces during turns.
stovak
03-27-2016, 07:07 PM
A couple of bugs:
In Hurricanes, when you lower the landing flaps the sound effect doesn't stop when the flaps are down. It does stop when your speed falls below 80mph, but will start again if you increase speed above 80mph. It works correctly for the other flap settings.
In the P40C/Tomahawk IIb, when pressing the brake pedal - instead of the pedal moving, the cable attached to it rotates up like a fishing rod. I guess the wrong object was selected when setting the rotation axis. It works correctly in the P40B/Tomahawk IIa models.
stugumby
03-28-2016, 03:01 PM
He 111h6 responds with on screen message when using open/close Bombay key.
Il4 ,Pe 2 also have bomb doors opening while carrying only fab 250 under fuselage.
Tolwyn
04-07-2016, 06:50 PM
This bug affects all the HE-111 aircraft (old and new).
All other planes work fine as in 4.13m RC4
My guess is when you made the new cockpit models, you forgot to lock/change the new camera positions for the bombardier positions in your modelling program. :) Oops!
This bug discovered by Dolphin.
REGARDLESS OF WHICH PLAYER IS HOSTING
COOP MODE
Same Plane
Player 1 is the pilot
Player 2 is the bombadier
The bombsight is all messed up when changing Bombsight Elevation
COOP MODE
Same Plane
Player 2 is the pilot
Player 1 is the bombadier
The bombsight is all messed up when changing Bombsight Elevation
COOP MODE
Different Planes
Player 1 spawns as the bombadier
NO OTHER PLAYERS in PLANE
The bombsight is all messed up when changing Bombsight Elevation
COOP MODE
Different Planes
Player 1 spawns as a GUNNER and THEN switches to bombardier
The bombsight is all messed up when changing Bombsight Elevation
COOP MODE
Different Planes
Player 1 spawns as the PILOT and THEN switches to bombardier
Bombsight works correctly.
COOP MODE
Same Plane
Player 1 is the pilot
Player 2 is any gunner or CO-PILOT
Player 1 switches to bombsight
Bombsight works correctly.
Issue:
The bombsight will be messed up for anyone that doesn't spawn in as the pilot.
http://www.youtube.com/watch?v=fQhaxu_p3bo
http://www.youtube.com/watch?v=oDvFIlD_O2w
http://www.youtube.com/watch?v=xh3s3-zaN7o
Marabekm
04-07-2016, 07:20 PM
Before 93a Squadrigile, 94a Squadrigile, etc...
Now: 93Z Squadrigile, 94Z etc....
What it needs to be: 93ª, 94ª, etc....
Also seems to affect the Hungarians and any squadron that uses accented letters.
Have a look here on how to do the accented letters(a): http://symbolcodes.tlt.psu.edu/accents/codealt.html#using
Pursuivant
04-07-2016, 08:54 PM
I'm hoping that some of the DM problems that I pointed out were fixed, even if they weren't advertised in the read me.
Marabekm
04-08-2016, 06:57 PM
-Sliding canopy of dorsal gunner in He-111H-2/He-111H-6 variants, thus increasing their firing angles.
What key does this? Gunner multi-function or Open/Close canopy do nothing.
Also with H-6 top gun.... Again I can not open the little canopy thing and so can not move the top gun around. Tried same keys as above. Now once enemy fighters show up, the canopy opens automatically and then I have no problem moving the gun.
In the SM-79, gunner multi-function is used to open hatches, but again this key does nothing on he-111
dimlee
04-08-2016, 06:59 PM
Radiator of R-5: 3-4 sec to lower it (that is OK, I think) but less than 1 sec to lift up. Not too fast? It was operated manually, if I'm not mistaken.
Marabekm
04-08-2016, 07:11 PM
Ok for the He-111 bombsight issue:
The problem does not affect the BZG bombsight in He-111 H2. (This one worked fine) Just seems to be the Lofte bombsight.(H-11, H-12, H-16) So someone may need to check operation of this bomb sight in Ju-88s as well..
Update: Ju-88 bombsights (A4 and A5 Late) both seem to work ok
stovak
04-08-2016, 07:39 PM
Marabekm - The H2 and H6 top/dorsal-gunner canopy opens with the usual open-canopy key. Works for me.
Marabekm
04-08-2016, 08:56 PM
Marabekm - The H2 and H6 top/dorsal-gunner canopy opens with the usual open-canopy key. Works for me.
Hmmmmm. Wonder what I am doing wrong then? :confused: I tried the Open/Close canopy key. Nothing.
Found it!!!!!
If I enable autopilot in the pilot position and the switch to top gun, can not open canopy. If I do not turn on autopilot and move to top gun, can open canopy just fine.
stugumby
04-09-2016, 05:16 AM
1. He-111, all versions, you can see through the left engine whenever you look back over your left shoulder and then back forward again.
2. Ju88A-17 only has 1 rear gunner enabled, left side, others have 2.
Also ventral gunner not usable on Ju88P-1
3. R-5 has had flares removed from load outs, this causes backwards compatability issues with older missions
4. I-16 type 24 now has historical 4 mg weapons, older missions that player might want the punch of the 2 20mm cannons may be have to be rebuilt as player now has 4 mg, much more difficult to kill half tracks etc while strafing, as well as destroying enemy aircraft in air and on ground.
5. D3a1 will not level bomb as a flight, they go into line astern and dive regardless of target icon being unlinked etc.
Airway
04-09-2016, 07:07 AM
German language changed into English in UI although locale=de is set in conf.ini
Marabekm
04-09-2016, 10:22 AM
1. He-111, all versions, you can see through the left engine whenever you look back over your left shoulder and then back forward again.
2. Ju88A-17 only has 1 rear gunner enabled, left side, others have 2.
Also ventral gunner not usable on Ju88P-1
3. R-5 has had flares removed from load outs, this causes backwards compatability issues with older missions
4. I-16 type 24 now has historical 4 mg weapons, older missions that player might want the punch of the 2 20mm cannons may be have to be rebuilt as player now has 4 mg, much more difficult to kill half tracks etc while strafing, as well as destroying enemy aircraft in air and on ground.
5. D3a1 will not level bomb as a flight, they go into line astern and dive regardless of target icon being unlinked etc.
Stugumby, in regards to number 5, have you tried setting your ground attack waypoint height to below 1500m and seeing what happens?
ElAurens
04-09-2016, 10:54 AM
Have FMB static objects been renumbered?
It would seem that a decade of my mission building is now out the window as all of the ports that I built no longer have their piers, docks, etc...
Noticed this after opening an "all planes" mission I have to update it to the new aircraft. After saving it in the new build I took a tour with the placed static cameras and none of the ports I built along the shore of the Kuban are there anymore.
Glad I have a second install that I will not be patching up till I see what has happened.
Have FMB static objects been renumbered?
nope
SadoMarxist
04-09-2016, 02:36 PM
I guess this is the right thread to post this. New I- 16 cockpits look real nice, but the side-slip indicator appears to move in the wrong direction, that is, when I "step on the ball" it moves further in the same direction. Is this so just for me, or has anyone else noticed it?
TitusFlavius
04-09-2016, 09:25 PM
German language changed into English in UI although locale=de is set in conf.ini
There will be soon a revised version?
boogabooga
04-09-2016, 09:56 PM
I'm using international version in English language. It seems that accented vowels such as umlauts, etc. don't show up properly in menu squadron lists. See for example:
http://www.mission4today.com/index.php?name=coppermine&file=displayimage&meta=lastalb&cat=10191&pos=0
I did not have this problem before installing the 4.13.1 patch. Is anyone else having this issue, or is something with my system? (Some sort of ASCII issue?)
Also, I was a bit disappointed to see that many special default skins for the He-111H-2 and H-6 are now missing. There are no longer any desert or even winter default skins, except for the H-2. Also, the specialty Romanian and Hungarian default skins with colored tails are missing. :(
TD, you have been doing a wonderful job upgrading the default skins. Please, let's not lose any...
stugumby
04-12-2016, 10:42 PM
saw this today..
15279
Baddington_VA
04-12-2016, 11:16 PM
He-111 reverse instrument panel in He111H6
That has always been like that in the He111.
I've always assumed it was to save an extra polygon.
Pursuivant
04-13-2016, 07:45 AM
An old bug which doesn't appear to have been fixed yet.
The waist guns in the B-25 aren't "zeroed" correctly, at least when using the zoomed-in view.
On the left side, the "bead" part of the gunsight is off-center with respect to the "ring" portion.
When shooting with either waist gun, the bullets hit low and "ahead" of the gun.
gaunt1
04-13-2016, 07:47 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)
Pursuivant
04-13-2016, 07:48 AM
I'm using international version in English language. It seems that accented vowels such as umlauts, etc. don't show up properly in menu squadron lists.
I have this problem as well, using the same version.
Janosch
04-13-2016, 09:53 PM
When opening the canopy while inflight, the sound doesn't change, like it did in the previous version. I only tested this with F4U-1D and early Ki-43.
stugumby
04-15-2016, 05:53 AM
Just had my first R5 load out problem in an older mission, made a mission entitled DE_Belenhino, it was about attacking armored trains etc. The R5 load out was gun pods and 4x fab 100 bombs, now that load out dosnt exist anymore, so when the mission opens, planes fall from the sky and explode. This back wards compatability issue is annoying indeed.
Just had my first R5 load out problem in an older mission, made a mission entitled DE_Belenhino, it was about attacking armored trains etc. The R5 load out was gun pods and 4x fab 100 bombs, now that load out dosnt exist anymore, so when the mission opens, planes fall from the sky and explode. This back wards compatability issue is annoying indeed.
we work om that issue ... thanks for the report...
Pursuivant
04-15-2016, 09:36 PM
Damage model bugs with the R-5 family:
* Wheels can be hit by gunfire but can't be broken off.
* Landing gear struts aren't modeled and can't be hit or broken.
* Tail skid doesn't have a damage model and can't be hit or broken.
* Hits to vertical stabilizer cause rudder to break off.
* Rudder is very hard to break off - you need to hit it in a certain spot.
* Rudder is extremely easy to damage - just one bullet triggers the damage textures.
* Certain sections of the rudder (bottom area, below elevators) aren't modeled, so hits to that location have no effect.
* Horizontal and Vertical stabilizers are very hard to break. It's easier to break the rear fuselage!
* Rear fuselage is very easy to break compared to just about any other part of the aircraft.
* Elevators are very hard to break, but ridiculously easy to damage (just 1 bullet triggers damage textures).
* Wing struts don't have a damage model and can't be hit or broken.
* Hits to rear fuselage cause damage to central upper wing section.
* Ailerons can't be damaged or broken off.
* Fatal damage to any section of the upper wing causes the outer section of the wing to break.
* The central upper wing section is very hard to damage and can't be broken.
* Hits to the central upper wing trigger damage textures on rear fuselage.
* The lower wing sections are extremely difficult to break - much harder than the outer upper wing section.
* The lower wings are modeled as single parts so damage textures don't always show up in the correct locations.
* Hits to the fuel tanks easily triggers an explosion, even with just 2-3 non-incendiary bullets.
* The engine seems very tough for a small inline engine. It can absorb as much damage (5-6 .50 caliber bullets) as the DB-605 engine in the Bf-109 or the Merlin engine in the Spitfire before it stops! Realistically, the R-5's engine isn't that much larger than a truck engine, so just 1-2 .50 caliber bullets ought to stop it fairly quickly.
* Destruction of the engine triggers an explosion, which is unrealistic. (This might just be the fatal damage explosion effect).
* The fatal damage/crash explosion effect is probably has more energy than gas in the fuel tanks could realistically provide! It's probably based on the 25 or 50 kg bomb explosion effect, which is too powerful. For small planes like the R-5 or Fi-156, the "fatal damage" explosion effect should be really small, or should just be replaced by an engine fire effect with no explosion.
* On R-5 and SSS the rear guns aren't modeled, they can't be hit or damaged.
Treetop64
04-16-2016, 03:26 AM
I'm using international version in English language. It seems that accented vowels such as umlauts, etc. don't show up properly in menu squadron lists. See for example:
http://www.mission4today.com/index.php?name=coppermine&file=displayimage&meta=lastalb&cat=10191&pos=0
I did not have this problem before installing the 4.13.1 patch. Is anyone else having this issue, or is something with my system? (Some sort of ASCII issue?)
Yeah, I've seen that, too.
Flying a LW campaign and after reading the briefing, when going to the Arming screen that shows your unit name, instead of "JG 51 Mölders" it now shows "JG 51 M:lders". This only occurred since updating to 4.13.1.
SaQSoN
04-16-2016, 05:28 AM
Damage model bugs with the R-5 family:
* Landing gear struts aren't modeled and can't be hit or broken.
Not a bug
* Tail skid doesn't have a damage model and can't be hit or broken.
Not a bug
* Hits to vertical stabilizer cause rudder to break off.
If V.stab is shot off - rudder brakes off. If rudder hinge gets destroyed - rudder brakes off. Not a bug.
* Rudder is very hard to break off - you need to hit it in a certain spot.
If rudder hinge gets destroyed - rudder brakes off. Not a bug.
* Rudder is extremely easy to damage - just one bullet triggers the damage textures.
Same, as on all other planes. Not a bug.
* Certain sections of the rudder (bottom area, below elevators) aren't modeled, so hits to that location have no effect.
Not true. You just do not hit them.
* Elevators are very hard to break, but ridiculously easy to damage (just 1 bullet triggers damage textures).
Any hit to any control surface should cause them to switch to D1 state. Control surfaces have only one damage state (D1). So, works, as it should.
* Wing struts don't have a damage model and can't be hit or broken.
Not a bug.
* Hits to rear fuselage cause damage to central upper wing section.
Hits to the central fuselage part should cause damage to the central top wing section. Much probably this is what happens. Should be double checked.
* Fatal damage to any section of the upper wing causes the outer section of the wing to break.
Not a bug.
* The central upper wing section is very hard to damage and can't be broken.
Cental wing section is part of the central fuselage. It can not be broken off, but it can be damaged with the central fuselage. This is DM limitation.
* Hits to the central upper wing trigger damage textures on rear fuselage.
Hits to central wing section should cause damage to the central fuselage.
* The lower wings are modeled as single parts so damage textures don't always show up in the correct locations.
Not a bug.
* The engine seems very tough for a small inline engine. It can absorb as much damage (5-6 .50 caliber bullets) as the DB-605 engine in the Bf-109 or the Merlin engine in the Spitfire before it stops! Realistically, the R-5's engine isn't that much larger than a truck engine, so just 1-2 .50 caliber bullets ought to stop it fairly quickly.
The size of the M-17, or BMW-VI engine is very similar to the size of the DB-6XX family, or Merlin family. And definitely much larger, then a truck engine. Their strength isn't much different either. Not a bug.
Pursuivant
04-16-2016, 12:44 PM
The size of the M-17, or BMW-VI engine is very similar to the size of the DB-6XX family, or Merlin family. And definitely much larger, then a truck engine. Their strength isn't much different either. Not a bug.
Ignoring things like power output, compression ratio, and power-to-mass ratios for a moment, let's look at dry mass and length for the M-17 vs. the DB-605 and Merlin:
540-553 kg, 1,810mm Mikulin M-17
756 kg, 2,158 mm Daimler-Benz DB 605
744 kg, 2250 mm Rolls-Royce Merlin
It's indisputable that the M-17 is 25-30% lighter and 20-25% shorter than the other engines I referenced. That means that any given bullet is going to do relatively more damage to the smaller, lighter engine.
Unless you have better data than I do, which indicates that the M-17 was inherently 20-25% tougher than the larger engines, I'd suggest that the M-17 engines in the game are a bit tougher than they should be.
As to wing struts and landing gear struts not being modeled, that might not be a "bug" but it is bad damage modeling.
If you can blow the fixed landing gear off a Stuka or A6M "Val" then you should be able to do the same thing for the R-5 family or any other plane with a fixed gear.
Likewise, wing struts aren't just there for show, they're critical to preventing the wings of a biplane from coming off. Break a wing strut and the inherent structural stability of all wings on that side of the plane is compromised. They represent just as vital a target as the main spar in a monoplane's wing.
Modeling control surfaces being blown off if they're hit at the hinge is good damage modeling, but having smaller control surfaces like elevators be harder to damage than a relatively large control surface like a rudder doesn't make sense.
Additionally, one .50 caliber bullet is all that's needed to trigger damage textures in the rudder. Realistically, that bullet is going to blow a fist-sized hole in the control surface at best. For a fabric-covered surface, it might just blow through leaving a hole the size of a man's thumb. It's going to take a lot of holes - or a lot of structural damage to the rudder frame - before you lose enough rudder surface that you start to lose significant amounts of rudder authority.
This isn't a problem with the R-5 family, though, it's a problem with many planes in the game. Control surfaces are often far too vulnerable, particularly huge control surfaces which are made entirely of metal, such as those on large bombers.
KG26_Alpha
04-16-2016, 09:16 PM
BMW-VI engine is huge :)
Pursuivant
04-18-2016, 03:58 PM
BMW-VI engine is huge :)
Yes, but not as huge - by length or mass - as the other engines I referenced, yet it has about the same capacity to absorb damage.
Perhaps the BMW-VI and its sucessor, the M-17 are somehow 20-25% harder to destroy due to other factors - like reduced HP, outstanding reliability or durability, or unusually large oil and coolant tanks.
Otherwise, it makes most sense to base an engine's ability to absorb damage purely on its mass and volume.
stovak
04-18-2016, 07:18 PM
On the R-5 co-pilot's panel, the altimeter can appear broken in the co-pilot view but fixed if you shift to the gunner position.
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