View Full Version : Priority bugs & other issues that need to be looked into
Insuber
05-29-2011, 07:08 PM
It looks that bug reports are dispersed here and there. To help the developers I would gather here the most urgent issues. It would be nice if the admins keep the list alive, ideally with their status. Just to start:
Plain errors:
1. Sound disappears in MP, probably linked with AIs spawning
2. Flight Model of fighters: ceiling, max speed, turn radius have to be heavily revised
3. Even with unlimited buildings, they spawn suddenly, sometimes at short distance
4. Shadows are flickering (trees, clouds)
5. AI is behaving crazily (offline mainly)
6. Crossfire
7. ................
Improvements:
A. Engine sounds
B. Gun sounds
C. ................
Cheers,
Insuber
EDIT 04/06/2011 16:35GMT
Bugs sorted out by frequency, with bugparade-like trends (hot bugs :)) [N=New Entry in the chart]
17 - ▲ Sound bug in MP
8 - ▬ Radio Communication with AI
8 - ▲ FM (top speed, ceiling, turn radius)
7 - ▲ AI behavior
5 - ▬ SLI / Crossfire support
4 - ▬ Propeller pitch change speed too slow in 109
4 - ▬ Flickering tree and cloud shadows
4 - ▲ Graphic glitches 1 (stripes of land in water, water in land etc)
3 - ▬ Ceiling capability of all aircraft is too low
3 - ▬ FSAA support
3 - ▬ Buildings appear suddenly and show a shade of brown before
3 - ▬ that you can change crew postions ONLINE without the engine temperatures are set to ZERO*
2 - ▬ Stuttering
2 - ▬ CEM fixes
2 - ▬ Graphic glitches 2 (grass pokes through your wing, propellers disappear behind clouds)
2 - ▬ Graphic glitches 3 (vehicles behind a/c creates a line of white dots in front of a/c)
2 - ▬ Sort out the 5/6 oclock click location to select a base (BUG) on MP map
2 - ▬ Graphic glitches 4 (blue lnes on the horizon)
2 - N The mirror is not working correctly. Even at high altitude it shows the water as if close. One does not see the antenna of the spit. Nor the vertical stabilizer
2 - N Disappearing "dots" in MP needs to be addressed
1 - ▬ Lack of external sounds in tracks
1 - ▬ Flickering clouds
1 - ▬ Dot visibility through clouds e.g. Ships
1 - ▬ Replay Track system
1 - ▬ Mixture command lean/rich inconsistent among different a/c
1 - ▬ General stability of the program
1 - ▬ Config of the plane (skin, ammo, etc) is not saved from preflight config screen both in QMB and in MP
1 - ▬ Frequently game crashes both offline and online in Win XP 32bit
1 - ▬ MAJOR review of game objectecs loading distances, houses from 2 to about 10 km at least.
1 - ▬ Spit1a FM correct Boost pressure and performance issue
1 - ▬ Make the Whole Loadout/plane this and that GUI user FRIENDLY and work
1 - ▬ Fix Bf109-3B bomb dropping & exploding bug
1 - ▬ Aerodynamics parameters of aircrafts, mainly the underpowered types like the Spitfire Mk I
1 - ▬ working Gyro compass in the Ju88
1 - ▬ Missing releaod animation for Ju88, He111 and Blenheim guns. Ju87 and Bf110 have them as example
1 - ▬ Missing moveable rear gunmounts in Ju88
1 - ▬ Remove supercharger controlbar of He111P. Its DB601 has a automatic, hydraulic geared, variable supercharger.
1 - ▬ Ju88A-1 should have automatic shifting superchargers
1 - ▬ check if the Ju87 default supercharger setting is REALY on automatic and that you can only switch between automatic and 'forced' low blower (Bodenlader).
1 - ▬ remove mixture control bar in Bf109
1 - ▬ Set default rudder trim of Blenheim to neutral
1 - ▬ Check aiming point of the FIAT G.50 gunsight
1 - ▬ Fix the fuel cock in the Fiat G50
1 - ▬ occasional freeze when starting up and leaving the plane to idle for 10+ minutes (AFK) ctrl-alt-del let's me terminate launcher.exe
1 - ▬ While I think of it, port/starboard and landing lights dont work
1 - ▬ Dedicated server looses connection with steam every 1-2 hours that surprisingly causes all players to disconnect from a server somehow.
1 - ▬ Bf110 weird "rodeo" behaviour over 400km/h.
1 - ▬ AA poor or not working
1 - ▬ training missions - the two last training missions don't load, and subsequently freeze the game
1 - N Gunner should be easier to handle. Reacts very slowly on mouse movement
1 - N Markings on aircraft disappearing when more than 100yrds away.
1 - N There's no animation on trimwheels in cockpit when trimming in the Spits like there is in the Hurries.
1 - N Online player bombs vs. ships are a bit bugged, i.e. ships do not sink. Bots (=AI) sink ships fine.
1 - N Skins not showing in tracks.
1 - N Fix the poor decapitated AA gunner in the black death track.
1 - N Gear up flaps down sound in bf109.
1 - N When you kill a pilot the stick remains in the last position he holded it last which keeps the plane longer in the air with a death pilot than it should
1 - N Radiator is closed by default in single missions where u start midair
Improvements sorted out by frequency
6 - Improve sounds of engines and guns
3 - Communication to community
3 - Bf109 E4 with Minengeschoss
3 - While pressing shift-F1 to enter "gun-sight mode" PLEASE remove the restriction of the HEAD movement (for the red planes this is no problem, for the Bf109 pilots it is a real nuisance)
2 - Introduce mode for 3renders (three monitor view)
2 - Simplified FMB or at least a proper documentation for it !
2 - Over-modelled CEM- it is unnecessarily complex to have the display of changing settings such as radiators etc act differently in each plane. For example swapping from 109's to Spits, in the interests of keeping multiplayer evenly balanced, is discouraged by the current situation.
2 - That the arming screen is fully and working integrated in the whole game
2 - Sounds effects when flak hits your a/c
2 - Please provide us with skin templates for the aircraft which contain the 3D model overlaid to show the exact mapping? It would immensely help skinning.
2 - The speed of the wave animation needs to be slowed down, it seems much too fast.
1 - Rationalise CEM control mouvements: give all planes at least the Same logic in handling gamecontrols=CEM output
1 - The bloke sitting next to you in the Ju88 looks like something out of Resident Evil. Is he already dead when you take off?*
1 - 100 octane fuel for Spitfires/Hurricanes
1 - I would like to drop bombs from the bomber position while looking in the bombsight
1 - The campagnes are more than boring and full of missing things and bugs
1 - Morecode tweaking so I can turn on shadows and still have high fps
1 - Consider to ad a realism setting "prewarmed engines"
1 - Add degree numbers on the Bf109 default Template for flapsetting
1 - We need Symbols for grounded friendly planes on full real server. At the moment we must search a invisible Plane, to fly together a bomber
1 - Level stabilizer missing, makes level bombing quite impossible
1 - Changing detonators for bombs in MP. What is the right procedure here? Going to Plane -> Loadout and changing the settings seems to make no difference in game.
1 - Add mineshells to the MG-FF/M of the Bf110C-4 & -7, or actually arm them with MG-FF/M
1 - Dynamic campaign; with pilot squad, rank, log book, medals (the old IL-2 style)
1 - We need a destruction tool for the FMB, like in the old Il-2
1 - This ugly "Tie Fighter" laser firing guns
1 - Add Spit I Rotol
1 - Simplify Commands to AI (too many clicks to get anywhere).
1 - Give us a manual for FMB scripting or at least a list of useable script functions/objects/etc.
1 - The ability to land and rearm/gas up take off again would be nice.
1 - Gunners as gunners at the german bombers and not as passengers for a ride over Britain
Keep 'em coming!
Winger
05-29-2011, 07:16 PM
Here is my priority list:
1. Soundbug in MP
2. Propellerpitch changespeed too low of 109 or maybe others?
3. SLI Support (i know officially there is the support just the profile is missing)
4. FSAA Support that actually dows work and softens the edges
5. AI combined with unrealistic FMs of planes (ie. insane rollrate)
6. Flickering Treeshadows
Needed Improvements:
1. Communication to community needs improvement
2. BF 109 E4 with minengeschoss
Winger
BlackbusheFlyer
05-29-2011, 10:48 PM
Great idea Insuber. My priorities would be:
1. Sound problem (will not be playing until this is resolved)
2. Radio Commands
3. AI
4. FM's
Needed improvements:
1. As winger says, communication.
2. 109E4 and 100 octane fuel for spits/hurricanes.
MadTommy
05-29-2011, 10:51 PM
1. Sound disappears in MP, probably linked with AIs spawning
2. Sound disappears in MP, probably linked with AIs spawning
3. Sound disappears in MP, probably linked with AIs spawning
4. Sound disappears in MP, probably linked with AIs spawning
5. Sound disappears....
I think you can guess the rest of the list....:rolleyes:
TUCKIE_JG52
05-29-2011, 11:12 PM
-Config of the plane (skin, ammo, etc) is not saved from preflight config screen both in QMB and in MP.
Insuber
05-29-2011, 11:21 PM
- Speed of the propeller pitch change in the 109 must be increased by 4x
- Ceiling of the 109 is 7800 m in sim, was 11400 in RL. Ceiling of the Spit is 27000 ft in game, 35500 ft in reality
- top speed of the Fiat G.50 was 483 kmh at 4500 m, it is some 370 in game (to be counter checked)
ATAG_Dutch
05-29-2011, 11:33 PM
1) Stripes of water in land, land in water, variable severity, no obvious cause.
2) Disappearing sound in multiplayer yes, but lack of external sound as in Black Death track is ludicrous.
3) Propellers disappear behind clouds, grass pokes through your wing and waves about in the breeze.
4) If a line of vehicles passes behind your aircraft on the ground, a line of white dots parades across your aircraft.
5) Buildings not only appear suddenly, but are a shade of dull brown until detail kicks in, grey would be better.
6) AI behaviour, particularly dogfighting bombers. We finally got rid of aerobatic bombers in IL2, now they're back.
7) Flickering clouds, cloud shadows and ground shadows
8) This isn't a bug, but the bloke sitting next to you in the Ju88 looks like something out of Resident Evil. Is he already dead when you take off? 8)
9) The ceiling capability of all aircraft needs a serious look
10) Mixture settings seem to confuse rich and lean between aircraft
That'll do for starters. :)
pupo162
05-29-2011, 11:39 PM
1. PP in 109s fixed.
2. MAJOR review of game objectecs loading distances, houses from 2 to about 10 km at least.
3. Sound bug- tough i havent had it yet.
CH_RoadDogg
05-30-2011, 12:20 AM
I would like to drop bombs from the bomber position while looking in the bombsight or am I wrong assuming thats thats how it was done.
Not a priority but it would be nice to have sound effects when flak ect hits your a/c,
+ all of the above.
ps, ground kill score, give the bomber pilots some incentive :)
Kwiatek
05-30-2011, 06:50 AM
Frequently game crashes both offline and online in Win XP 32bit.
Pluto
05-30-2011, 07:13 AM
1. Sound disappears in MP, probably linked with AIs spawning
2. Sound disappears in MP, probably linked with AIs spawning
3. Sound disappears in MP, probably linked with AIs spawning
4. Sound disappears in MP, probably linked with AIs spawning
5. Sound disappears....
I think you can guess the rest of the list....:rolleyes:
fully agree on that ! ! !
Offline its not much better. The campagnes are more than boring and full of missing things and bugs. Unless you create your own missions, campagne and single missions are not worth mentioning!
Online now only warping planes and no sound!
Thats no fun anymore!
:evil:
I stop flying until that crap is fixed some day, (whenever that might be?).
That way I got at least more time for games that work as they should!
Vengeanze
05-30-2011, 07:22 AM
8) This isn't a bug, but the bloke sitting next to you in the Ju88 looks like something out of Resident Evil. Is he already dead when you take off? 8)That's one of the lead developer after months of no sleep. :-D
My prio one would be morecode tweaking so I can turn on shadows and still have high fps.
Second thing would be graphical glitches like flickering shadows, blocks in water, shimmering houses, flashing clouds.
ZaltysZ
05-30-2011, 07:31 AM
Speed of the propeller pitch change in the 109 must be increased by 4x
I think it should be made faster by 2.67x according to book of I.V.Shepetkov (1941). Do you have any reference for making it even 4x faster?
335th_GRAthos
05-30-2011, 07:57 AM
1. Fix SLI support (I am sorry, I have no good knowledge of the Crossfire situation)
My SLI now works 99% above sea (and overheats my GPUs to 90°C) and sometimes 55% over times 85% above land
2. introduce mode for 3renders (three monitor view)
3. fix Bf109-3B bomb dropping & exploding bug
4. fix communication control with the AI planes
5. regular communication with 1C about the progress and priority ist
I think it should be made faster by 2.67x according to book of I.V.Shepetkov (1941). Do you have any reference for making it even 4x faster?
From the hotfix/patch thread:
Originally Posted by 41Sqn_Stormcrow
"I did some testing with the ingame 109 using a clock. It takes 4 secondes for 15 minutes and 16 seconds for one hour both increasing and decreasing the pitch. So if I understand right, it is four times slower than it should be."
Originally Posted by IvanK
"I agree and thats exactly what the devs have been told."
BTW, Im impartial, just want it to be correct.
ZaltysZ
05-30-2011, 09:33 AM
From the hotfix/patch thread:
Originally Posted by 41Sqn_Stormcrow
"I did some testing with the ingame 109 using a clock. It takes 4 secondes for 15 minutes and 16 seconds for one hour both increasing and decreasing the pitch. So if I understand right, it is four times slower than it should be."
Originally Posted by IvanK
"I agree and thats exactly what the devs have been told."
BTW, Im impartial, just want it to be correct.
According to the mentioned book, one hour on indicator is worth 6 degrees of pitch. Pitch change speed is told to be about 1 deg/s. So, one hour on indicator should take 6s. Now it takes 16s. 16/6=2.67
Raggz
05-30-2011, 09:41 AM
Radio commands is the biggest issue for me right now. Having a full squad following me during air combat and eventually crashing into each other is just plain stupid.
rakinroll
05-30-2011, 09:50 AM
I have stutters, freez, blue lines at horizon, flickering shadows and sound cut in mp. I can live with any bugs but sound disappear in mp. Please someone fix that disappointing bug. Thank you.
JG53Frankyboy
05-30-2011, 10:19 AM
-that you can change crew postions ONLINE without the engine temperatures are set to ZERO :(
-that the arming screen is fully and working integratad in the whole game.
- simplified FMB or at least a proper documentation for it !
-CEM and FM fixes are taken for granted :D
-overworking of the CEM handling to give all planes at least the same logic in handling gamecontrols=CEM output
Danelov
05-30-2011, 10:28 AM
To be breve:
-General stability of the programme
-Sound
-Aerodynamics parameters of aircrafts, mainly the underpowered types like the Spitfire Mk I
-This ugly "Tie Fighter" laser firing guns
Insuber
05-30-2011, 10:40 AM
I think it should be made faster by 2.67x according to book of I.V.Shepetkov (1941). Do you have any reference for making it even 4x faster?
I stand corrected. So be it 2.67x :)
Rattlehead
05-30-2011, 10:44 AM
For me it's simple:
1) Improved AI
2) Working comms
3) Full antialiasing
Those are tops on my wishlist.
Insuber, it would be great if you could include all bug reports in your first post. Otherwise this thread will soon be as useful as the other bug threads.
I'll throw the dot visibility in as well, ie being able to see ships through clouds.
Ze-Jamz
05-30-2011, 11:18 AM
Right then here we go...:cool:
Muliplayer 2 things
1a) Sort out intermittent sound
1b) Sort out the 5/6 oclock click location to select a base (BUG) on MP map
2) Spit1a FM correct Boost pressure and performance issue
3) Sort out the very long transition period from fine to course pitch in Bf-109
4) Sort out some realistic sounds for all AC and AC Weapons
5) Make the Whole Loadout/plane this and that GUI user FRIENDLY and work
6) Communication..self explanatory
Thanks
Insuber
05-30-2011, 12:07 PM
Insuber, it would be great if you could include all bug reports in your first post. Otherwise this thread will soon be as useful as the other bug threads.
I will do!
Talbot
05-30-2011, 01:21 PM
1) CrossFire
2) Stuttering
3) Full antialiasing
Qpassa
05-30-2011, 01:56 PM
Stuttering
Music in game
Antialiasing
Neil Lowe
05-30-2011, 01:58 PM
Please fix the Replay/Track system. :)
cheers, Neil :)
Insuber
05-30-2011, 08:23 PM
Thank you all, I've updated the first post with the bug-parade of your messages!
Cheers!
JG53Frankyboy
05-30-2011, 08:32 PM
-working Gyro compass in the Ju88
- consider to ad a realism setting "prewarmed engines"
-ad degree numbers on the Bf109 default Template for flapsetting
-ad mineshells to the MG-FF/M of the Bf110C-4 & -7, or actually arm them with MG-FF/M :D
whatnot
05-30-2011, 08:39 PM
Great thread Insurber and excellent effort summarizing everything!
JG53Frankyboy
05-30-2011, 09:00 PM
- missing releaod animation for Ju88, He111 and Blenheim guns. Ju87 and Bf110 have them as example
- missing moveable rear gunmounts in Ju88
-remove supercharger controlbar of He111P. Its DB601 has a automatic, hydraulic geared, variable supercharger.
- Ju88A-1 should have automatic shifting superchargers
- check if the Ju87 default supercharger setting is REALY on automatic and that you can only switch between automatic and 'forced' low blower (Bodenlader).
- remove mixture control bar in Bf109
-set default rudder trim of Blenheim to neutral
-check aiming point of the FIAT G.50 gunsight
-"I would like to drop bombs from the bomber position while looking in the bombsight"
just to make this clear, make the mapped key command "release bombs" work when you are in the bombardier position.
Great work Insuber, thanks a lot!
I think you can add that the fuel cock in the Fiat G50
Mee-too post for the sound issue.
Because dying sound is what keeps the servers empty - all other issues would be tolerable for the time being (as long as there is serious hope that they will be fixed at some point in the future). A pity to see the effort that has gone into some already very good servers go more or less to waste.
Edit: and i think the time for post-release offline experimentation is over for typical online players. Until the sound issue is resolved, they will put down the game and re-warm with 1946 or slowly forget their fascination with ww2 sims.
roadczar
05-30-2011, 11:57 PM
1. Fix mutiplayer sound
2. Improve crossfire support
3 Introduce mode for 3renders (three monitor view, full 90° view left, center, right, as IL2FB has)
Warhound
05-31-2011, 05:13 AM
Guess i'll add mine too.
1. MP soundbug
2. non functioning radiocommands
3. random stripes of land along the coasts , random water inland (popping in and out depending on distance it seems)
4. blue lines on the horizon
5. occasional freeze when starting up and leaving the plane to idle for 10+ minutes (AFK) ctrl-alt-del let's me terminate launcher.exe
While I think of it, port/starboard and landing lights dont work.
Blakduk
05-31-2011, 05:56 AM
A major bugbear at the moment is the overmodelled CEM- it is unnecessarily complex to have the display of changing settings such as radiators etc act differently in each plane. For example swapping from 109's to Spits, in the interests of keeping multiplayer evenly balanced, is discouraged by the current situation.
Most important for me is- fix the sound in multiplayer, followed by radio comms.
Ataros
05-31-2011, 06:13 AM
Airfields are not directly clickable in MP. Have to click one inch to 4-5 o'clock from an AF.
Dedicated server looses connection with steam every 1-2 hours that surprisingly causes all players to disconnect from a server somehow.
furbs
05-31-2011, 06:18 AM
very good post and should be sticked and updated as fixed by the devs....
ie. Propeller pitch change speed too slow in 109----FIXED.
Laszlo
05-31-2011, 07:25 AM
We need Symbols for grounded friendly planes on full real server!
At the moment we must search a invisible Plane, to fly together a bomber.
Untamo
05-31-2011, 07:29 AM
S!
1. Soundbug
2. Changing to gunner / bomber position "resets" engines: heat goes low, radiators close and throttle goes to zero.
3. Bf110 weird "rodeo" behaviour over 400km/h.
4. Level stabilizer missing, makes level bombing quite impossible.
5. Changing detonators for bombs in MP. What is the right procedure here? Going to Plane -> Loadout and changing the settings seems to make no difference in game.
-Untamo
Laszlo
05-31-2011, 07:35 AM
-that you can change crew postions ONLINE without the engine temperatures are set to ZERO :(
-that the arming screen is fully and working integratad in the whole game.
- simplified FMB or at least a proper documentation for it !
-CEM and FM fixes are taken for granted :D
-overworking of the CEM handling to give all planes at least the same logic in handling gamecontrols=CEM output
+1
PE_Tigar
05-31-2011, 07:56 AM
Okay, here goes:
-graphics glitches (triple line on the horizon, ground/water textures overlapping, shimmering shadows, building pop-up is too pronounced, dots visible through clouds and buildings (for ground objects), AA poor or not working).
-sound bugs (as documented in other posts)
-training missions - the two last training missions don't load, and subsequently freeze the game
Frankly, I have logged only about 14 hours in the sim so far, so I can't talk about more issues.
ZaltysZ
05-31-2011, 08:36 AM
If you really want to help with bug lists, then everything must be more systematical.
We need separate threads for fm/dm, 3d model/cockpit, video, audio, network and generic bugs.
Every bug must be posted so, that this information was present:
Short bug description (few words):
Detailed bug description (paragraph or even more):
Way to reproduce:
Proof (screenshot, video, track):
Occurrence (how frequently):
Game version, system configuration:
This would require way less time for devs to read everything and information would be more valuable for them.
JG53Frankyboy
05-31-2011, 08:46 AM
beside some graphical issues, if one know the game, the existing listing is obviously IMHO !
One has just to play the software ;)
Insuber
05-31-2011, 11:54 AM
If you really want to help with bug lists, then everything must be more systematical.
We need separate threads for fm/dm, 3d model/cockpit, video, audio, network and generic bugs.
Every bug must be posted so, that this information was present:
Short bug description (few words):
Detailed bug description (paragraph or even more):
Way to reproduce:
Proof (screenshot, video, track):
Occurrence (how frequently):
Game version, system configuration:
This would require way less time for devs to read everything and information would be more valuable for them.
And less valuable family time for us ... :) Sorry but I do have a job, a family and hobbies as well ... as they say here, the guy who proposes the idea shall do it :D
ZaltysZ
05-31-2011, 12:33 PM
And less valuable family time for us ... :) Sorry but I do have a job, a family and hobbies as well ... as they say here, the guy who proposes the idea shall do it :D
It is not one guy's work to do that. Everyone who reports a bug has to report it in good way, or devs could fail in reproducing it and in turn it could be left unfixed. It only depends on ones wish to help devs, and how fast one wants the problems to be recognized and fixed.
sukhoi.ru has done that from the beginning and bugs are reported in heavy moderated threads in manner described earlier.
... as they say here, the guy who proposes the idea shall do it :D
I am not a moderator. Such threads must be heavily moderated to keep any discussions and moaning away.
der-blaue-max
05-31-2011, 06:00 PM
First, Sound Bug and quality
Second: Absolut syncron flying AI Aircraft
third: Bad usable gunner Position
Insuber
05-31-2011, 06:29 PM
Update of the bug parade in the first post! This is the force of the community! Parallel human computing !!! :)
Good job mates! Keep 'em coming!
ATAG_Doc
05-31-2011, 07:07 PM
1 - The bloke sitting next to you in the Ju88 looks like something out of Resident Evil. Is he already dead when you take off?*
Keep 'em coming!
Heeeeeeellll yes I agree with that. And there's the bomber where the person is laying there in front of you the whole time not moving an inch the entire time. I think he is asleep.
ATAG_Dutch
05-31-2011, 07:57 PM
Heeeeeeellll yes I agree with that.
First time I got in the '88, I looked to my right and he was staring me straight in the eyes at a range of about two inches.
I literally jumped out of my chair. It still gives me the shivers thinking about it.:(:grin:
Insuber
06-01-2011, 11:41 AM
Bump!
Vengeanze
06-01-2011, 01:25 PM
First time I got in the '88, I looked to my right and he was staring me straight in the eyes at a range of about two inches.
I literally jumped out of my chair. It still gives me the shivers thinking about it.:(:grin:
Lmao. Gotta try that.
Bloblast
06-01-2011, 01:42 PM
Wishlist for bugs fix:
-AI behaviour; more realistic top speeds/AI fallling sleep when returning to base easy kills
-Radio AI communication; not really a bug but surely missed
-Graphic glitches land and sea; I still see a lot at the moment
-Gunner should be easier to handle. Reacts very slowly on mouse movement
Wishlist for adds:
-Dynamic campaign; with pilot squad, rank, log book, medals (the old IL-2 style)
-Bf109E-4
-Improved sound engines/guns
furbs
06-01-2011, 02:02 PM
Markings on aircraft disappearing when more than 100yrds away.
BigPickle
06-01-2011, 02:09 PM
can anyone confirm for me, this sound bug in multiplayer does it only happen in external views? or is it both internal and external views?
ATAG_Dutch
06-01-2011, 02:18 PM
can anyone confirm for me, this sound bug in multiplayer does it only happen in external views? or is it both internal and external views?
Both. I was on a full real server at the weekend. No sound at all.
BigPickle
06-01-2011, 03:28 PM
hmm ok, thanks for the info mate.
Rattlehead
06-01-2011, 04:23 PM
We need a destruction tool for the FMB, like in the old Il-2.
Also concerning the FMB, forcing player landings to complete missions. (A simple checkbox will do nicely.)
I'm sure it can be done via scripting, but most here probably don't know C#.
Tree_UK
06-01-2011, 04:29 PM
No Sound in multiplayer, also being able to fly in full realism with a missing wing!! This one is not so easy to fix, but there is no multiplayer, i.e, nobody plays online, your lucky if you find one person online.
Insuber
06-01-2011, 06:49 PM
Tree you find more ppl in Syndicate, kampferband and a couple of other FR servers, I saw up to 29 players on these (right now :)).
Cheers,
Insuber
335th_GRAthos
06-01-2011, 10:38 PM
2 Wishes:
- While pressing shift-F1 to enter "gunsight mode" PLEASE remove the restriction of the HEAD movement.
(for the red planes this is no problem, for the Bf109 pilots it is a real nuissance)
- Make this thread a sticky
(and remove this "what is full system specifications" if you are concerned with the space...)
~S~
PS. On a stranger note, this sound bug, I never experienced it and I have just finished 1,5hrs on the REPKA and SYNDICATE server.
Vengeanze
06-01-2011, 10:54 PM
There's no animation on trimwheels in cockpit when trimming in the Spits like there is in the Hurries.
Tree_UK
06-01-2011, 11:22 PM
Tree you find more ppl in Syndicate, kampferband and a couple of other FR servers, I saw up to 29 players on these (right now :)).
Cheers,
Insuber
Thanks for the heads up mate, me and furbs went on Kampferband earlier today, something really strange was happening though, when we viewed other aircraft they were just static in the air, like the sever had crashed, we could fly around but all other aircraft were stationary, it was like time had stood still. I think this was caused by peoples games crashing but the planes they had created remained on the server in the position they were in when their game's crashed. Anyway me and furby added our planes to the montage because both our games crashed within a few minutes of taking off. :grin::grin:
Thanks Insuber! We need more of this consolidated approach.
1. MP sound bug (I'll just say +1000, it's a ****** killer)
2. Correct the Spit1 and 109 FMs and add Spit1 Rotol
3. Fix the AI Commands and Simplify them (too many clicks to get anywhere).
4. Fix terrain/water graphics bug (beige blocks or strips).
5. Fix gunsight view. Hopefully change the 109 gunsight view method, its unrealistic to use in the game AND pull the gunsight view back - its far too close - and take off the head movement restriction.
6. Give us a manual for FMB scripting or at least a list of useable script functions/objects/etc..
furbs
06-02-2011, 08:00 AM
Mods...about time this was a sticky.
335th_GRAthos
06-02-2011, 11:26 AM
I have something, I do not know whether it deserves to be put on the "bucket list" so if others think it is a worthwhile improvement please comment so.
Have an option to disallow the "nearest enemy external view" (the shift/ctrl-F2 option which shows your plane relative to the enemy).
Due to the great graphics of the game it is a real pity for those flying "full real" not being able to enjoy the nice views. But in most servers people prohibit external views because especially the "nearest enemy external view" gives an unrealistic advantage during dogfight.
It is just an idea, do not add it yet to the list before we can see if others share the same view.
~S~
furbs
06-02-2011, 12:08 PM
As would "no outside view unless dead".
Mods...about time this was a sticky.
He said the 'M' word.
Are we really going to go down the IL-2 1946/UP3 "lets split the community" route or is this 'M' something else?
ATAG_Dutch
06-02-2011, 01:49 PM
He said the 'M' word.
Are we really going to go down the IL-2 1946/UP3 "lets split the community" route or is this 'M' something else?
Think he means for the forum MODerators to make the thread a 'sticky'.:)
Trooper117
06-02-2011, 02:00 PM
Mods is not a dirty word..
If we were all presented with a realistic sound mod that covered the whole rpm range, and didn't interfere with online integrity, 99.9% of us would gladly use it..
Vengeanze
06-02-2011, 02:36 PM
Mods is not a dirty word..
Nope, it ain't. Tried it in bed just now but didn't do anything to the missus. :(
Trooper117
06-02-2011, 02:39 PM
Try giving her the maximum amount of revs mate..
Vengeanze
06-02-2011, 03:09 PM
Try giving her the maximum amount of revs mate..
I'm +40. That would break a piston or sum. No good. 4psi MAXIMUM. I'll do 1800 with coarse/lean for about an hour. Dunno about her but that'll get me where I'm going. :rolleyes:
Got some 100 octane bluepills that'll let me go into wep but that's for special occasions. ;-)
CH_RoadDogg
06-02-2011, 03:33 PM
The ability to land and rearm/gas up take off again would be nice.
Blackdog_kt
06-02-2011, 05:47 PM
I agree about making the gunsights usable, but i disagree with disabling the head movement range restriction because it's actually not about the head alone but the pilot's whole body.
Maybe just redo it in a more realistic manner as it tries to simulate a very real constraint:
either tighten your straps and have a solid sight picture without bouncing around in high G maneuvers, or loosen your straps and trade stability of vision for the ability to turn your body around more within the cockpit and get better SA.
The easiest way to fix this is to copy the RoF method and just let the player set a custom center viewpoint for each aircraft.
335th_GRAthos
06-02-2011, 05:51 PM
Online player bombs vs. ships are a bit bugged, i.e. ships do not sink. Bots (=AI) sink ships fine.
~S~
41Sqn_Stormcrow
06-02-2011, 06:04 PM
We also would in the middle term need a bug list for the fmb. There are quite a few.
Just do add to the bug list:
The mirror is not working correctly. Even at high altitude it shows the water as if close. One does not see the antenna of the spit. Nor the vertical stabilizer (that's where I would like to have my mirror set). Anybody ever actually saw something else than ground or sky in the mirror?
furbs
06-02-2011, 07:35 PM
Skins not showing in tracks.
I agree about making the gunsights usable, but i disagree with disabling the head movement range restriction because it's actually not about the head alone but the pilot's whole body.
Maybe just redo it in a more realistic manner as it tries to simulate a very real constraint:
either tighten your straps and have a solid sight picture without bouncing around in high G maneuvers, or loosen your straps and trade stability of vision for the ability to turn your body around more within the cockpit and get better SA.
The easiest way to fix this is to copy the RoF method and just let the player set a custom center viewpoint for each aircraft.
Just one response as I don't want to push the thread off track but anyone who has sat strapped tight into a cockpit will know they can turn their head and see about 40-50 degrees to the rear of their shoulders. That's why I don't like the 'gunsight' view with only 90 degrees left and right instead of about 135. Also I just don't get why we are slammed up against the gunsight just 6 inches or less from the sight glass. What's that all about? It just isn't real and serves no purpose.
I'd be happy to use 'gunsight' view if it just moved my head to the right in the 109 and left me to worry about the zoom/FOV level. Also, 'gunsight' view and 'tightened straps' are two completely different things.
ATAG_Dutch
06-02-2011, 08:00 PM
Not sure if anyone's mentioned the poor decapitated AA gunner in the black death track. :(
I think the speed of the wave animation needs to be slowed down, it seems much too fast.
I take the liberty and post csThor's request here as well:
A simple request to Maddox Games:
Can you please provide us with skin templates for the aircraft which contain the 3D model overlaid to show the exact mapping? It would immensely help skinning. Thx. :)
Disappearing "dots" in MP needs to be addressed, re MP sound prob is it just me or has it been fixed? Was getting the sound cutting out regularly but hasnt happen for last three days?
RocketDog
06-02-2011, 09:52 PM
I think the speed of the wave animation needs to be slowed down, it seems much too fast.
Agreed 100%, the waves are too fast.
Retaliator
06-03-2011, 08:47 AM
We also would in the middle term need a bug list for the fmb. There are quite a few.
Just do add to the bug list:
The mirror is not working correctly. Even at high altitude it shows the water as if close. One does not see the antenna of the spit. Nor the vertical stabilizer (that's where I would like to have my mirror set). Anybody ever actually saw something else than ground or sky in the mirror?
+1
And also how to switch mirror off by default, as it is badly affecting frame rate...
Vengeanze
06-03-2011, 09:42 AM
Radiator is closed by default in single missions where u start midair.
jamesdietz
06-03-2011, 02:38 PM
After quite a few$$$,a new motherboard & Windows7 64bit install + odds & ends ( see previous posts& new patch & hotfix( I assume) from Steam,I believe I'm all set up.File integrity is ok.No more freezes or CTDs,but small problems remain: on either high or medium settings ( have played with different combinations of all but kept shadows - also changes antilasing but keeping it on the low side too,)I have poor performance in FPS over land esp down low or in clouds or smoke,down in the teens & probably single digits at times.Cannot change skins in single missions on any plane;I can change weathering however(?!)Cannot do screenshots that show up in game's screenshot folder( Steam & Fraps will...)Cannot seem to disable view function on hat switch of FFB stick & change to flaps or gear or drop bomb( it will however do these things along with changing view- very distracting...)Any clues?Also I can transmitt but apparently not receive,,,
Love this sim inspite of problems & $$$$!
WINDOWS 7 64 BIT
Intel(R) Core(TM) i7 CPU
950@3.07GHz 3.06 GHz
16.0GB RAM
Nvidia GeForce9800GT
FFB Joystic
E69_vencejo
06-03-2011, 03:07 PM
Gear up flaps down sound in bf109.
In FMB, some objects have no name in map (aleatory) and they are not visible in view objects option.
After quite a few$$$,a new motherboard & Windows7 64bit install + odds & ends............................Any clues?Also I can transmitt but apparently not receive,,,
Love this sim inspite of problems & $$$$!
WINDOWS 7 64 BIT
Intel(R) Core(TM) i7 CPU
950@3.07GHz 3.06 GHz
16.0GB RAM
Nvidia GeForce9800GT
FFB Joystic
On top of a generic setting like Medium (or whatever you have tried)......
Turn off SSAO (a big hitter)
Turn off Grass -----Ditto------- but who needs waving tufts of grass when you're in graphics trouble?
Reuce Forest, Building Detail and Building Amount
Don't know your resolution but presumably not too high and Native to monitor.
Have you got an Nvidia profile for CoD, if not you are running with Nvidia Control Panel Default settings - have a look at them in case they are set to AA x16, AF x32 and/or other very high settings. Better still add a profile for Launcher.exe and set everything low or Application controlled.
arthursmedley
06-03-2011, 08:16 PM
Disappearing "dots" in MP needs to be addressed, re MP sound prob is it just me or has it been fixed? Was getting the sound cutting out regularly but hasnt happen for last three days?
The bloody mysterious dots in MP!!!! Chase them all around the sky to no avail. Curiously though, never had a problem with sound in MP.
Oh yeah, please can we have option to select cockpit shadows whilst disabling the awful ground shadows?
raaaid
06-03-2011, 09:02 PM
seems when you kill a pilot the stick remains in the last position he holded it last which keeps the plane longer in the air with a death pilot than it should
Insuber
06-04-2011, 12:23 AM
New huge update of the bug-chart and whish list! Luthier, the more you work the less I have write here! :D
Thank you all for contributing to the Bug Parade!
Aaaaaand .... Keep 'em coming!
timholt
06-04-2011, 01:44 AM
I had a vehicle column strafing mission in FMB. It was OK until I added a second a/c. Once the attack began (flying 109-E's) and the German voices started they just kept repeating the same sentence over and over again. This carried on for every mission I opened thereafter i.e. the same phrase form the original strafing FMB mission would just not go away. I had to restart the game to get rid of it.
Now I cannot access FMB missions as I cannot get past the Players Plane that is now always Spit IIa regardless of what has been selected in the FMB.
This whole bloody sim has been a one step forward, 2 steps back evolution for me from the first patch/beta.
335th_GRAthos
06-04-2011, 08:49 AM
And thank you Insuber for keeping up to your commitment sorting out the work and updating the list!
:)
~S~
PS. for those with the sound bug, Ataros posted a sugestion in the other thead and it sees likeit solved the problem (volunteers to test required):
Originally Posted by Ataros
Try setting game sound to "ambisonic uncoded". Someone reported this solved the issue for Realtek onboard sound.
I did and tested for 1 hour and seems that it is working. Thank you, S!
Add my vote for disappearing dots (or drastic change to almost invisible dit - LOD?)
Its a real pain.
Tied in with this is the dot range which is either not working properly or the dot LOD fall off is around 8km.
Insuber
06-04-2011, 09:30 AM
And thank you Insuber for keeping up to your commitment sorting out the work and updating the list!
:)
~S~
PS. for those with the sound bug, Ataros posted a sugestion in the other thead and it sees likeit solved the problem (volunteers to test required):
You are welcome.
I have just tried the "ambisonic uncoded" settings in the Syndicate server, the sound is still broken. Instead of disappearing, it remains garbled forever. No joy here.
Cheers,
Insuber
furbs
06-04-2011, 11:24 AM
This...still...needs....to....be....stickied.... this is prob one of the most important threads, if not the most important here and it needs to be a sticky.
335th_GRAthos
06-04-2011, 11:55 AM
This...still...needs....to....be....stickied....th is is prob one of the most important threads, if not the most important here and it needs to be a sticky.
+1 but it seems the moderators are immitating Luthier's habits.... (incomunicado...) :D
insuber
please amend:
Over-modelled CEM- it is unnecessarily complex to have the display of changing settings such as radiators etc act differently in each plane. For example swapping from 109's to Spits, is discouraged by the current situation
to....
Rationalise CEM control movements - .......
I don't think its the CEM itself that is being criticised (it can be turned off anyway), just the different ways it is implemented in each aircraft model, i.e. Axis max/mins, cockpit lever movements and engine management graphics should be visually consistent across different a/c.
There is no problem with an Axis, the visual cockpit lever and its graphic being fully rearward for max RPM, Mixture etc if that is how the aircraft really was.
It IS a problem when an AXIS wound fully forward pushes the lever forward in one aircraft and pulls it rearward in another aircraft. i.e. we should be able to consistently equate a physical Axis direction to real cockpit Lever direction whatever that cockpit lever position is intended to do. Axis forward (or max) = Lever forward. Axis rearward (or min) = Lever rearward. Also equate the cockpit lever graphic to the cockpit lever direction:- graphic up (forward) = cockpit lever forward and vice versa.
Do not try to make AXIS forward always equal, say, RICH if the forward position is actually LEAN. Make it 'axis forward = lever forward' and we will learn what those cockpit lever positions really did.
Anyone who want Axis forward always to equal, say, RICH (even when the lever is Rearward) is trying to fly his HOTAS not the carefully modelled aircraft.
Danelov
06-04-2011, 02:50 PM
Gunners as gunners at the german bombers and not as passengers for a ride over Britain.
Insuber
06-04-2011, 03:39 PM
insuber
please amend:
Over-modelled CEM- it is unnecessarily complex to have the display of changing settings such as radiators etc act differently in each plane. For example swapping from 109's to Spits, is discouraged by the current situation
to....
Rationalise CEM control movements - .......
I don't think its the CEM itself that is being criticised (it can be turned off anyway), just the different ways it is implemented in each aircraft model, i.e. Axis max/mins, cockpit lever movements and engine management graphics should be visually consistent across different a/c.
There is no problem with an Axis, the visual cockpit lever and its graphic being fully rearward for max RPM, Mixture etc if that is how the aircraft really was.
It IS a problem when an AXIS wound fully forward pushes the lever forward in one aircraft and pulls it rearward in another aircraft. i.e. we should be able to consistently equate a physical Axis direction to real cockpit Lever direction whatever that cockpit lever position is intended to do. Axis forward (or max) = Lever forward. Axis rearward (or min) = Lever rearward. Also equate the cockpit lever graphic to the cockpit lever direction:- graphic up (forward) = cockpit lever forward and vice versa.
Do not try to make AXIS forward always equal, say, RICH if the forward position is actually LEAN. Make it 'axis forward = lever forward' and we will learn what those cockpit lever positions really did.
Anyone who want Axis forward always to equal, say, RICH (even when the lever is Rearward) is trying to fly his HOTAS not the carefully modelled aircraft.
Klem, I tried to understand your suggestions and modified the wording accordingly. But ... There are bugs in my bug list ! :)
Blackdog_kt
06-04-2011, 05:40 PM
Klem, I tried to understand your suggestions and modified the wording accordingly. But ... There are bugs in my bug list ! :)
I think it would be a simple request, but i'd go one step forward and advocate an extra option.
1) Controls move the same in all aircraft.
2) How they do it depends on what control scheme you choose:
Function-relevant controls: You get the same function for moving your controls a certain direction in all aircraft, regardless of how the real one operated.
If you move a slider forward or press the "increase function X key", it always corresponds to an increase. Mixture gets richer, throttle is opened, RPM is increased and so on.
In aircraft with reversed controls (for example the RAF mixture controls and all the engine controls in Italian fighters like the G.50) advancing your controls forward results in the animated lever in the in-game cockpit moving the opposite way to give you the function you need.
In short, forward (for a slider) or an increase command (for keyboard/buttons) ALWAYS gives you more of a certain function, regardless of how the controls in the real aircraft had to be moved to get this effect.
Control position relevant controls
With this scheme, sliders and keyboard commands don't command a certain function, they command the position of the in-game animated sliders. What happens in each case depends on the aircraft you are flying.
If you are flying an RAF plane with their reversed mixture levers then you will have to pull your sliders back or press the "decrease" keybinding to go towards full mixture, if you are flying a G.50 you will have to pull the throttle fully back to actually go to full throttle and so on, because the controls mentioned are reversed in the real aircraft.
In summary, to get the desired effect you will need to move your controls the same direction they had to in reality for each different aircraft.
3) The above choice should be reflected on the motor controls info window, so that people who use it don't get confused by mis-matched information between their actual game controller's position, the position of the in-cockpit animated controls and the position displayed for the controls by the info window.
furbs
06-04-2011, 06:07 PM
Thank you MODS. :) now lets hope Luthier keeps a eye on it too :)
raaaid
06-04-2011, 09:51 PM
the 6dof integrated with the mouse panning should be increased enough as you could easily center the crosshair of the 109 just panning up left a litle
that would also allow to look behind the bars better :)
MB_Avro_UK
06-04-2011, 09:52 PM
Get rid of all that useless chat/wording on the screen. When someone buys the game, they dont want a screen drowned in words.
It should be an option to turn it on. And how many buyers
would understand how to remove it unless they visited this forum?
It is Mr 'Average' in the street who will ultimately decide if CoD is successful or not. Don't make Mr 'Average's' experience of the game negative.
Best Regards,
MB_Average
Buzpilot
06-04-2011, 11:26 PM
3 - ▬ Ceiling capability of all aircraft is too low
Many,if not all performance tests with prototypes was done without ammo or even weapons, and even some of the armor protection were installed later with experience from dogfights,
so it was much lighter at those tests. So to asume combat performance should reach same levels, is to ask too much.:rolleyes:
But i agree there still are some planes thats nowhere near correct FM.:(
Wolf_Rider
06-05-2011, 01:15 AM
I think it would be a simple request, but i'd go one step forward and advocate an extra option.
1) Controls move the same in all aircraft.
2) How they do it depends on what control scheme you choose:
Function-relevant controls: You get the same function for moving your controls a certain direction in all aircraft, regardless of how the real one operated.
If you move a slider forward or press the "increase function X key", it always corresponds to an increase. Mixture gets richer, throttle is opened, RPM is increased and so on.
In aircraft with reversed controls (for example the RAF mixture controls and all the engine controls in Italian fighters like the G.50) advancing your controls forward results in the animated lever in the in-game cockpit moving the opposite way to give you the function you need.
In short, forward (for a slider) or an increase command (for keyboard/buttons) ALWAYS gives you more of a certain function, regardless of how the controls in the real aircraft had to be moved to get this effect.
Control position relevant controls
With this scheme, sliders and keyboard commands don't command a certain function, they command the position of the in-game animated sliders. What happens in each case depends on the aircraft you are flying.
If you are flying an RAF plane with their reversed mixture levers then you will have to pull your sliders back or press the "decrease" keybinding to go towards full mixture, if you are flying a G.50 you will have to pull the throttle fully back to actually go to full throttle and so on, because the controls mentioned are reversed in the real aircraft.
In summary, to get the desired effect you will need to move your controls the same direction they had to in reality for each different aircraft.
3) The above choice should be reflected on the motor controls info window, so that people who use it don't get confused by mis-matched information between their actual game controller's position, the position of the in-cockpit animated controls and the position displayed for the controls by the info window.
Alternately, use the Options > Controls Page to set up a control profile for each plane individually... perhaps the Devs could work into the sim a method which would have the particular Profile auto-select when entering the mission and have available in the axis setting a REVERSE Axis tick box - if one already isn't in there.
?
bob_baer
06-05-2011, 12:41 PM
Is it possible to solve the problem of engine warming up in the next patch? The issue is that all the other planes taking off with me doesn't need it so I take off in delay....
41Sqn_Stormcrow
06-05-2011, 12:43 PM
We also need a patch-up for when in mission than pression ESC in order to change some settings or start a track and then one goes back to fly, the controls freeze.
We also need to be able to turn OFF force feedback if one wants to. The FF=0 does not work in the conf.ini weather I make this change in the steam folder or in the documents folder.
Ataros
06-05-2011, 01:40 PM
You are welcome.
I have just tried the "ambisonic uncoded" settings in the Syndicate server, the sound is still broken. Instead of disappearing, it remains garbled forever. No joy here.
Cheers,
Insuber
IIRC the guy who reported this solution uses 2 channels only. You may try it as a temp solution if it works.
-----------
Unclickable airfields in MP can be solved by setting font size to "Smallest 100%" in Win7 Personalization >> Screen http://forum.1cpublishing.eu/showpost.php?p=293485&postcount=26 Reported to the devs.
-----------
And bump for the 109 proppitch )
fireship4
06-05-2011, 01:45 PM
Just to make sure that posts from the following thread are integrated into this list http://forum.1cpublishing.eu/showthread.php?t=19629
335th_GRAthos
06-05-2011, 05:48 PM
Just to make sure that posts from the following thread are integrated into this list http://forum.1cpublishing.eu/showthread.php?t=19629
Too much discussion on that thread....
FAE_Cazador
06-05-2011, 06:32 PM
- Game freezing when first spawning in OnLine Channel map. This does not happen in Islands OnLine maps.
- A new The Black Death track as Standard Tool to measure performance and FPS: Currently most aircraft sounds are missed (excepting 109) . All other sounds (guns, bombs) are present, but no planes'.
Thank you Insuber for your work!
Core Duo E6550 @2,3 GB
4x1GB RAM Dual Corsair 1066
Nvidia GTX580 1.5GB VRAM w/Driver 270.61
Audigy 2ZS
Windows 7 Ultimate 32bits
ClOD patched uptodate
STEAM "Cloud" activated
"Redist" folder software reinstalled.
Windows7 Ultimate 32
Ivan Fooker
06-05-2011, 08:57 PM
I guess i found a grafic glitch on the map.
This screesnhot was made awhile friggin around with the FMB.
Loading the FMB once again didnt fix it, means i dont think it is a atifact e.g.
My system:
I7920@3.99;HD5870;Win7-64bit;6gig Ram.
Bug Management
The responsible should really think about the alternative of using a ticket system like DevHeaven in ArmA2.
This point was posted several times!
Managing bugs is much easier for the Comm and for the devs!
I think it would be a simple request, but i'd go one step forward and advocate an extra option.
.....................................
Control position relevant controls
With this scheme, sliders and keyboard commands don't command a certain function, they command the position of the in-game animated sliders. What happens in each case depends on the aircraft you are flying.
If you are flying an RAF plane with their reversed mixture levers then you will have to pull your sliders back or press the "decrease" keybinding to go towards full mixture, if you are flying a G.50 you will have to pull the throttle fully back to actually go to full throttle and so on, because the controls mentioned are reversed in the real aircraft.
In summary, to get the desired effect you will need to move your controls the same direction they had to in reality for each different aircraft...................
In case I confused Insuber, this is what I meant as quoted from BlackDog_kt's post. I want the axes to reflect the cockpit. I'm quite happy to have other selectable options, I just wouldn't use them.
Insuber
06-06-2011, 08:18 AM
In case I confused Insuber, this is what I meant as quoted from BlackDog_kt's post. I want the axes to reflect the cockpit. I'm quite happy to have other selectable options, I just wouldn't use them.
Thank you! To everyone: I would appreciate if you summarise your issues in one simple sentence, if possible, to facilitate the analysis process. Cheers!
Insuber
06-06-2011, 08:21 AM
PS: I will spend this week in India, but I will try to update the bug parade ... if not, be patient please!
Rattlehead
06-06-2011, 08:36 AM
Have a good trip.
Is the Br.20 still freezing in mid-air? I can't check it now as I'm at work.
Moggy
06-06-2011, 09:14 AM
Not a high priority issue but the Hurricane Mk.I can only be started on the reserve tank and not on the main tanks. Evidence can be provided if need be.
Thank you! To everyone: I would appreciate if you summarise your issues in one simple sentence, if possible, to facilitate the analysis process. Cheers!
Old English Saying: Why use one word when four will do? :)
I often make the mistake of covering all the bases to fully explain and minimise questions, a habit from comprehensive business presentations where detail is expected, but I'll try to keep it simple in future!
Not a high priority issue but the Hurricane Mk.I can only be started on the reserve tank and not on the main tanks. Evidence can be provided if need be.
Sorry Moggy but that's not so. Done best part of 200 hours in the Rotol Hurricane now and we always start on the main tank (I have also started on the reserve tank).
Did you crack the throttle?
roadczar
06-06-2011, 11:46 AM
A couple of comments:
Crossfire and stuttering should be added up to be at the same level of priority. Also, Mirrors and shaddoows have a huge impact on performance.
Good job:!:
timholt
06-06-2011, 12:07 PM
Cannot sink boats and small ships with mg or cannon fire despite evidence of numerous canon hits.
Moggy
06-06-2011, 12:42 PM
Sorry Moggy but that's not so. Done best part of 200 hours in the Rotol Hurricane now and we always start on the main tank (I have also started on the reserve tank).
Did you crack the throttle?
Klem, I've never flown a Hurricane and probably never will. My information comes from the pilot and A.T.A. notes for the Hurricane Mk.I. I know the system was changed for the Hurricane Mk.II.
Has the Rotol Hurricane you fly had it's fuel system altered in some way, possibly a new electric fuel pump fitted? If not, I'd love to hear about it and now that you've told me that...makes me wish you were down in Tangmere for our meetup a few weeks ago even more!
By the way, we had a cracking time as always and the staff there were fantastic as usual!
Blackdog_kt
06-06-2011, 01:07 PM
Sorry Moggy but that's not so. Done best part of 200 hours in the Rotol Hurricane now and we always start on the main tank (I have also started on the reserve tank).
Did you crack the throttle?
He most probably means the real Hurricane couldn't start on the main tank while the in-game one can but shouldn't: no engine running=no fuel pumps running=no start.
So they would start on the reserve tank because it was higher than the engine (in front of the cockpit) and it could feed fuel to the engine by gravity alone.
Klem, I've never flown a Hurricane and probably never will. My information comes from the pilot and A.T.A. notes for the Hurricane Mk.I. I know the system was changed for the Hurricane Mk.II.
Has the Rotol Hurricane you fly had it's fuel system altered in some way, possibly a new electric fuel pump fitted? If not, I'd love to hear about it and now that you've told me that...makes me wish you were down in Tangmere for our meetup a few weeks ago even more!
By the way, we had a cracking time as always and the staff there were fantastic as usual!
Ok, now i'm confused. Is Clem talking about 200 real-life hours in a Hurricane, or the sim one? :-P
Moggy
06-06-2011, 02:02 PM
I think I've got myself confused too, oh well Klem probably meant the Hurri in game.
z0ttel
06-06-2011, 06:06 PM
Don't know if this has been discussed already elsewhere:
The BF109 has separate brakes (for left and right wheel), the Hurricane and Spitfire not. If I switch between those planes, I always have to re-configure the related analog axes ("left/right brake" and "brake") to the axes on my Saitek Rudder Pedals.
Would it be possible to implement something like this:
- If axes for "left brake" and "right brake" are configured AND
- Current plane doesn't support separate brakes
=> then the actuation of either left or right brake would lead to the actuation of the brake?
I hope it's clear what I mean ;)
Strike
06-06-2011, 06:49 PM
Don't know if this has been discussed already elsewhere:
The BF109 has separate brakes (for left and right wheel), the Hurricane and Spitfire not. If I switch between those planes, I always have to re-configure the related analog axes ("left/right brake" and "brake") to the axes on my Saitek Rudder Pedals.
Would it be possible to implement something like this:
- If axes for "left brake" and "right brake" are configured AND
- Current plane doesn't support separate brakes
=> then the actuation of either left or right brake would lead to the actuation of the brake?
I hope it's clear what I mean ;)
+1
A couple of comments:
Crossfire and stuttering should be added up to be at the same level of priority. Also, Mirrors and shaddoows have a huge impact on performance.
Good job:!:
Roadczar +1
old friend ;)
I think I've got myself confused too, oh well Klem probably meant the Hurri in game.
Yes, I thought you meant the in-game Hurricane. And yes, that's where my '200 hours' are.
200 hours in a real Hurricane? I wish - and you guys would kill me in the rush if it were possible :)
Glad you enjoyed the visit to Tangmere Museum Moggy and hope you got to fly the Lightning Cockpit sim. And made healthy donations of course :) We're waiting on a replacement projector as the existing one has pixels dying by the dozen. As for hours in a real Hurricane I wonder if you met Peter who used to fly in the back seat of the Grace Spitfire and look after it at the airshows (running maintenance tasks etc) for Nick Grace and then Carolyn? A nice guy.
JimmyBlonde
06-06-2011, 07:48 PM
Planes that look like 1:72 scale plastic Revel kits.
Gollum
06-06-2011, 08:04 PM
Priority
System Perfomance - My game worked great from day one until last patch.
Last patch cut FPS almost in half, killed Anti Alaising completely, and introduced stutters into my game for the first time since release.
All other items are second to me but unfortunately these are not even listed in the "items to be fixed" unless "minor FPS items in two months time" was meant to be "Major FPS and performance items".
Second - sound
Third - prop pitch on 109
fourth - All multiplayer items
-Gollum
shabir
06-06-2011, 09:29 PM
1/ It seems to me that the sun is too large an impact on the lighting of the area and the area looks unnatural. I personally like to set the time to 7.30 AM and 6.00 PM when the area begins to look as natural as it comes and saturation.
2/ lacks a clear and suitably loud sound of aircraft flying near.
3/ when setting 'realistic shooting "I think your damage is minimal and weak
LcSummers
06-07-2011, 06:55 AM
Priority
System Perfomance - My game worked great from day one until last patch.
Last patch cut FPS almost in half, killed Anti Alaising completely, and introduced stutters into my game for the first time since release.
All other items are second to me but unfortunately these are not even listed in the "items to be fixed" unless "minor FPS items in two months time" was meant to be "Major FPS and performance items".
Second - sound
Third - prop pitch on 109
fourth - All multiplayer items
-Gollum
Hi Gollum,
same opinion and problems like you have.
+100
ptisinge
06-07-2011, 07:51 AM
I can only add my voice to the urgent need to fix the sound bug in MP. I've stopped playing because of that for now.
Then I'd like to see these issues to be fixed soon too:
Radio Communication with AI
FM (top speed, ceiling, turn radius)
AI behavior
FSAA support
Moggy
06-07-2011, 02:20 PM
Yes, I thought you meant the in-game Hurricane. And yes, that's where my '200 hours' are.
200 hours in a real Hurricane? I wish - and you guys would kill me in the rush if it were possible :)
Glad you enjoyed the visit to Tangmere Museum Moggy and hope you got to fly the Lightning Cockpit sim. And made healthy donations of course :) We're waiting on a replacement projector as the existing one has pixels dying by the dozen. As for hours in a real Hurricane I wonder if you met Peter who used to fly in the back seat of the Grace Spitfire and look after it at the airshows (running maintenance tasks etc) for Nick Grace and then Carolyn? A nice guy.
We did indeed meet Peter and he's a lovely chap. The museum is coming along nicely, everytime I go there it seems something new has been added. It's a shame about the projector but it didn't spoil my enjoyment of the experience whatsoever...oh and I landed her in 1 piece back at Tangmere. ;)
Anyway to get back on track with the original thread, here's a few documents explaining about the startup procedure in a Hurricane Mk.I. In the Hurricane Mk.I pilot notes, it states that the Hurricane must be started on the reserve tank as the main tank can only deliver fuel after the engine has started. After starting the engine the pilot could then switch to the main tanks or wait until after take off (I believe an order may of been issued not to take off on the reserve tank at a later date).
http://img687.imageshack.us/img687/5264/merlinstartup.jpg
In the ATA Handling Notes for the Hurricane Mk.I thru IV, it states a similar operation although interestingly enough in the Hurricane Mk.II pilot notes, it states you can start on main tanks. Here are the notes from the ATA;
http://img708.imageshack.us/img708/1584/merlinstartup4.jpg
http://img834.imageshack.us/img834/949/merlinstartup2.jpg
http://img856.imageshack.us/img856/6486/merlinstartup3.jpg
CharveL
06-07-2011, 02:53 PM
Don't know if this has been discussed already elsewhere:
The BF109 has separate brakes (for left and right wheel), the Hurricane and Spitfire not. If I switch between those planes, I always have to re-configure the related analog axes ("left/right brake" and "brake") to the axes on my Saitek Rudder Pedals.
Would it be possible to implement something like this:
- If axes for "left brake" and "right brake" are configured AND
- Current plane doesn't support separate brakes
=> then the actuation of either left or right brake would lead to the actuation of the brake?
I hope it's clear what I mean ;)
+2
Why oleg you hate the bf-109 i try dogfight with hurrican and spitfire, but is unplayabe, she more fast and plus the maniability... i move the joystick and bam stall :S
no swastika, the plane move not very well.
seriously forgot the German.
Don't know if this has been discussed already elsewhere:
The BF109 has separate brakes (for left and right wheel), the Hurricane and Spitfire not. If I switch between those planes, I always have to re-configure the related analog axes ("left/right brake" and "brake") to the axes on my Saitek Rudder Pedals.
Would it be possible to implement something like this:
- If axes for "left brake" and "right brake" are configured AND
- Current plane doesn't support separate brakes
=> then the actuation of either left or right brake would lead to the actuation of the brake?
I hope it's clear what I mean ;)
Its an idea but those aircraft did have different systems. I would prefer to have the option to just use '109' type braking. It may not be realistic in the sense that a lever doesn't have to be pulled but the effect would be the same as the RL aircraft.
For those that don't know, the Spit and Hurricane had a bicycle-type brake lever on the control column which gradually increased the brake pessure but it could be distributed to the different wheels by the rudder pedals. I have that brake 'lever' assigned to the slider axis on my X52 throttle which I use with the rudders as in the aircraft. Its not great and if you don't have a slider/rotary you have to use a key for 'Full Brakes' and dab it on and off to avoid nosing over. I may try to get the rocker rudder in my old X45 working again and use that as the lever.
Frequent_Flyer
06-08-2011, 03:23 AM
Fighting against and/or leading a squad into battle is like daja vue all over again. If not for the beautiful cockpits and improved damage modeling you are flying IL-2 1946. I do not use CEM however I cannot keep pace with my squad. or catch an aircraft whose top line speed is 50mph below mine. The twin engine bombers( including the Bf-110) when set to vetern skill level ,out manuver the single engined fighters by a long shot.They can perform amazing acrobatic moves defying the laws of physics and never lose speed. AI will shoot 2400 rounds of ammunition at a single target without one round striking it. An AIfghter will also fly for eternity even after it's virtual pilot has bailed
Can this be corrected?
Orpheus
06-08-2011, 04:34 AM
I honestly think the most important 'bug' that needs to be examined is the 'memory leak' or whatever it is causing gradual performance degradation over repeated play. There have been several posts about it in various parts of the forum - and no word from Luthier...
The sim still isn't performing anywhere near the level it should be, I'm a bit horrified that they're almost out of improvements! Until the performance degradation is fixed, any improvements are hard to test properly - and of course it's not doing wonders for the gameplay. ;)
...oh and I landed her in 1 piece back at Tangmere. ;)
............... the Hurricane must be started on the reserve tank as the main tank can only deliver fuel after the engine has started. After starting the engine the pilot could then switch to the main tanks or wait until after take off (I believe an order may of been issued not to take off on the reserve tank at a later date).
You didn't say how many bounces ;)
The CoD Hurri certainly won't start up on empty reserve tanks if they are selected, as you'd expect. However it will start up on low Main tank fuel is selected when it shouldn't start at all or at least the pilots notes say it should not be started with less than half full tanks. However.........
............The Hurricane MkII pilots notes state that the MAIN tanks should be used and the priming pump operated as rapidly and vigorously as possible and gives the number of strokes it should start after so I assume the pilot is using the primer as a manual fuel injector. It also says priming may be needed in cold conditions after starting until fuel is delivered to the carburettor.
Moggy
06-08-2011, 09:54 AM
You didn't say how many bounces ;)
The CoD Hurri certainly won't start up on empty reserve tanks if they are selected, as you'd expect. However it will start up on low Main tank fuel is selected when it shouldn't start at all or at least the pilots notes say it should not be started with less than half full tanks. However.........
............The Hurricane MkII pilots notes state that the MAIN tanks should be used and the priming pump operated as rapidly and vigorously as possible and gives the number of strokes it should start after so I assume the pilot is using the primer as a manual fuel injector. It also says priming may be needed in cold conditions after starting until fuel is delivered to the carburettor.
No bounces from me old chap, just settled her down nicely on the runway. Another TP'er who shall remain nameless to hide his shame (Bunny) tried to land somewhere on the Isle of Wight at about 500 knots. He did manage to land safely and then was promptly asked by a lady nearby, "are you a real pilot?" which had the rest of the TP contingent in stitches.
Thanks for the information about the Hurri Mk.II, it clears up a lot of things. Still the Hurri Mk.I in game needs to lose the ability to start up on main tanks.
Brainless
06-08-2011, 11:34 AM
I honestly think the most important 'bug' that needs to be examined is the 'memory leak' or whatever it is causing gradual performance degradation over repeated play. There have been several posts about it in various parts of the forum - and no word from Luthier...
The sim still isn't performing anywhere near the level it should be, I'm a bit horrified that they're almost out of improvements! Until the performance degradation is fixed, any improvements are hard to test properly - and of course it's not doing wonders for the gameplay. ;)
+1
After every mission I need to restart the game for best performance.
z0ttel
06-08-2011, 04:40 PM
Its an idea but those aircraft did have different systems. I would prefer to have the option to just use '109' type braking. It may not be realistic in the sense that a lever doesn't have to be pulled but the effect would be the same as the RL aircraft.
For those that don't know, the Spit and Hurricane had a bicycle-type brake lever on the control column which gradually increased the brake pessure but it could be distributed to the different wheels by the rudder pedals.
Didn't know that - thanks for sharing :)
Wolf_Rider
06-08-2011, 05:35 PM
turning Shadows off does stop all the stuttering when flying close to the ground
TheEditor
06-08-2011, 06:16 PM
Has anybody seen on the MP map volcanic islands were your plane would nose down rapidly on the runway? Its like you hit something thats not there and lose your propeller.
6BL Bird-Dog
06-08-2011, 07:33 PM
Not sure if anyone's mentioned the poor decapitated AA gunner in the black death track. :(
+1 and the hovering Hurricane wreck.....
Quote:Originally Posted by Tbag
I think the speed of the wave animation needs to be slowed down, it seems much too fast.
+1
Quote:
Originally Posted by Orpheus
I honestly think the most important 'bug' that needs to be examined is the 'memory leak' or whatever it is causing gradual performance degradation over repeated play. There have been several posts about it in various parts of the forum - and no word from Luthier...
The sim still isn't performing anywhere near the level it should be, I'm a bit horrified that they're almost out of improvements! Until the performance degradation is fixed, any improvements are hard to test properly - and of course it's not doing wonders for the gameplay.
+1(Priority Please)
Quote:Originally Posted by roadczar
A couple of comments:
Crossfire and stuttering should be added up to be at the same level of priority. Also, Mirrors and shaddoows have a huge impact on performance.
+1(Priority Please)
Quote:Originally Posted by 6BL Bird-Dog
Well done on the issues that have been adressed but Fps and video problems should be regarded as a prority issue as the smooth runing of CLOD far outweighs any other issue at present .
Sounds ,FMs, DMs & user interfaces can all be bought up to scratch with modification updates at any time as long as the game runs smoothly.Even iL2 when it was first released ran smoother than the first release of CLOD on the specified minamal spec systems .Updates have made big improvements but surelyliquid video output is the escence of having a sound foundation for the game.
xpupx
06-09-2011, 09:25 AM
CO-OP! Fix or refund
Faustnik
06-09-2011, 08:24 PM
The launcher.exe will not start. :confused:
335th_GRAthos
06-09-2011, 08:32 PM
Dear all,
I hope I am not touching a sensitive chord here but, please let us respect the work that Insuber does for us (by collecting ad ranking all bugs and requests) and post here short, precise and clear "demands" = bugs or feature requests.
And leave outside discussions or page long texts. If you want to start a discussion on an issue that concerns you (and I am sure there is a lot of points in this game) please start a separate thread in the proper subforum (90% should fit in the Technical, Performance or Gameplay forums, the rest in the other subgroups) so that we can keep this thread tidy and facilitate the work of the "volunteer" (Insuber) who does the work for all of us...
My 2cents and probably it is not my job posting this but, it is only out of respect of the work Insuber does (which I would not have been prepared myself to do).
~S~
Athos
TheEnlightenedFlorist
06-10-2011, 09:07 AM
The Stuka's wheel brakes do not work. This makes taxiing and landing slightly more challenging. :)
Still managed to get my first non-vulching online kill in it.
raaaid
06-10-2011, 01:26 PM
hey thats a cool name
yes brakes dont work in sync with the ruuder as the old il2 did :)
335th_GRAthos
06-10-2011, 06:41 PM
While selecting the Chat window and typing a chat message, keys are intercepted by the game as well!!!!
(e.g. typing "S to all" opens the Network window as well...)
Qpassa
06-10-2011, 09:06 PM
Bug with Spanish Translation:
http://forum.1cpublishing.eu/showthread.php?t=23711
jg27_mc
06-11-2011, 12:43 PM
I know it has been reported already, but I don't think is enough alerting the developers for the connection problems that occur between the servers and steam... They are constantly timing out players and it's ruining the online gaming experience for us Axis fighter pilots, since we don't have other alternatives (not enough SP content to enjoy the simulation in the Axis side).
Blackdog_kt
06-11-2011, 05:38 PM
The Stuka's wheel brakes do not work. This makes taxiing and landing slightly more challenging. :)
Still managed to get my first non-vulching online kill in it.
Unless you mean they don't work at all, i assume you mean they don't work in differential braking.
The solution is to map separate controls to left and right wheel brakes. The sim treats controls in the same way they were used in the real-life aircraft, that's why the Luftwaffe ones don't turn with brake and rudder like they did in IL2: they have two completely independent brakes, pressing the brakes key triggers them both while pressing the separate left/right brake key triggers only one of them.
The RAF aircraft are the opposite, they have a single brake lever and a secondary valve down the pneumatic line which governs how much air pressure goes to each brake. To use differential braking you need to press your brakes key and deflect the rudders, since the valve i mentioned is operated by the rudder pedals. In the RAF planes using separate left/right braking commands won't work the aircraft doesn't have independent brakes (just like trying to adjust pitch in the Tiger Moth, nothing will happen because the Moth has a fixed pitch propeller).
This sometimes confuses people with rudder pedals that have toe brakes, because they expect to use individual brakes by pressing their toe brakes on their controllers, while the way to do it is like in IL2:1946, press the brakes key and use the rudders.
If you are using a twist grip stick instead of rudder pedals you might be able to get around this by using the ability of the sim to use modifier keys: you can map a certain function to a slider and another function to the same slider as long as a key is pressed.
So, it could be possible to map separate left/right wheel brakes to brakes key+rudder left/right. This would probably make it behave identical to the old IL2, because when flying a Luftwaffe plane the sim would treat it as using separate brakes. When flying RAF it would ignore the separate brakes command (because the aircraft doesn't work like that) and would interpret the action as "universal braking control plus rudder", which is what we need to do in RAF aircraft.
It sounds complicated but it's not really, it's just a matter of understanding the new controller logic:
1) there are two methods of braking, one for luftwaffe and one for RAF
2) you essentially map both methods to the same control inputs
3) the game will probably automatically discard the method your aircraft is not equipped to handle and use the other one
In this way it might also be possible to set up gradual braking. For example, i could map braking on both wheels to brakes key + stick back. This is very intuitive for the tail dragger aircraft we currently have: nothing happens if you just press the key with the stick centered, if you however hold the key down and pull the stick back the more you pull the more you will brake, but at the same time your elevators will also be deflected and help you not to nose over. If you go ahead and map the individual left/right brakes to key+twist stick left/right like described above, you can probably get complete analog control for your brakes with just a simple twist grip joystick ;)
Hmm, it sounds so useful i have to try it out for myself. Hope it helps :grin:
TheEnlightenedFlorist
06-11-2011, 10:59 PM
Unless you mean they don't work at all, i assume you mean they don't work in differential braking.
Hi Blackdog, I meant that they don't work at all. :grin:
Dedicated server looses connection with steam every 1-2 hours that surprisingly causes all players to disconnect from a server somehow
Please add my vote for this
Thee_oddball
06-12-2011, 04:54 PM
I know it has been reported already, but I don't think is enough alerting the developers for the connection problems that occur between the servers and steam... They are constantly timing out players and it's ruining the online gaming experience for us Axis fighter pilots, since we don't have other alternatives (not enough SP content to enjoy the simulation in the Axis side).
any word from steam on this issue?
335th_GRAthos
06-12-2011, 06:20 PM
any word from steam on this issue?
Sorry Oddball, this is the "bucket list" (and Insuber the "volunteer") and not 1C's help-line... ;)
Only wishes on this thread... in order to keep it as short as possible.
~S~
z0ttel
06-13-2011, 08:06 PM
Don't know if this has already been discussed yet: if there are several USB input devices connected to the PC which are used in the game and some single USB input device gets unplugged, the game's internal mapping order is screwed up and all the inputs have to be re-mapped again ("Joystick 1" becomes "Joystick", "Joystick 2" becomes "Joystick 1" and so on).
Would it be possible that the mapping of inputs is bound to the physical, specific device instead to the number of a device displayed in the USB game controller list?
Very good point Z0ttel, I experienced the same annoying behaviour.
JG52Krupi
06-13-2011, 11:36 PM
I not sure if this has been flagged up anywhere else, so I thought I would just mention it to see if anyone else has experienced it.
I just flew a couple of missions in cross country in a few 109's and hurri's and had an 60 average fps, I then loaded up free flight France and as usual I experience drop in fps to 16-20.... so far nothing out of the ordinary but then i went back to the cross country mission and that when the problem started my fps refused to go back to ~60 I had before, everything loaded in much slower....!!!
Anyone else experienced this problem?
P.S. I quit and started the game up and got my 60fps back in cross country.
Orpheus
06-14-2011, 12:06 AM
I not sure if this has been flagged up anywhere else, so I thought I would just mention it to see if anyone else has experienced it.
I just flew a couple of missions in cross country in a few 109's and hurri's and had an 60 average fps, I then loaded up free flight France and as usual I experience drop in fps to 16-20.... so far nothing out of the ordinary but then i went back to the cross country mission and that when the problem started my fps refused to go back to ~60 I had before, everything loaded in much slower....!!!
Anyone else experienced this problem?
P.S. I quit and started the game up and got my 60fps back in cross country.
There have been quite a few posts to this effect:
http://forum.1cpublishing.eu/showpost.php?p=289084&postcount=250
http://forum.1cpublishing.eu/showpost.php?p=289772&postcount=260
http://forum.1cpublishing.eu/showpost.php?p=289086&postcount=251
http://forum.1cpublishing.eu/showpost.php?p=289183&postcount=254
http://forum.1cpublishing.eu/showpost.php?p=290028&postcount=266
Possible cause:
http://forum.1cpublishing.eu/showpost.php?p=289335&postcount=256
Whatever's happening, the more missions played, the greater the performance drop. Switching between multiple maps/areas/AI groups seems to make the issue worse much faster than repeating the same mission multiple times. Could be that the AI's not being flushed at the end of a mission, could be something else. Only the devs know, and they've said nothing on the subject :(
Under 'improvements'.
AI take off immedialtely under "CEM on" while player has to wait for engine to warm up. Make AI wait too.
EDIT: ACTUALLY, from your existing list....
Consider to add a realism setting "prewarmed engines" and a more selective option in the FMB at Aircraft level so that only those aircraft are pre-warmed.
Dedicated server looses connection with steam every 1-2 hours that surprisingly causes all players to disconnect from a server somehow
+1 for me
ReconNZ
06-16-2011, 12:50 PM
1 - N When you kill a pilot the stick remains in the last position he holded it last which keeps the plane longer in the air with a death pilot than it should
- please add a +1 to this for me - good pickup, planes should spiral out of control when their pilot is killed/bails out - instead they can fly on for ages!
Also please add:
- Skins dont work in QMB
- Ammo loadouts dont work in QMB
- Landing is too easy - make it more difficult like in IL2 please
- When starting in the air, please make the radiator default to open! I assume to get me in the air the pilot would have had to open the radiator! why does it default to closed on air starts???
- Sorry but it's too hard to shoot down some planes from behind - I dont think a bf109 could really take 200+ .303 rounds right up it's clacker! :-)
Thanks, thats it for now! Please do keep this bug list up to date, its great to see a bug i find already mentioned - makes me think I'm not alone - now we just need the devs to acknowledge this thread too!
jojovtx
06-16-2011, 01:42 PM
I believe the fuel tank gauges do not coincide with the fuel tank selector switch. I fly with roughly 40% fuel all the time and that shows as roughly 250 litres in front left and right tanks. However, when my front left tank runs out and I change the selector switch to front right my engines die. I have to set me selector switch to rear left tank in order to draw fuel that the front right tank fuel gauge says I have.
Another issue I have is that my TG does not fire in MP. He will open the hood and track targets with his gun but he will not fire.
No WEP for 110.
Aren't leading edge slats supposed to be automatic? I thought they were spring loaded so that when airspeed dropped below a certain amount they gradually opened with the lessening of pressure on the leading edge of the wing. Therefore, gradually increasing the useable surface area of the wing and increasing lift at low speeds. I've never heard of or seen manual settings for slats before except maybe a locked/unlocked position. Quoted from Wikipedia, "During World War II German aircraft commonly fitted a more advanced version that pushed back flush against the wing by air pressure to reduce drag, popping out when the airflow decreased during slower flight."
Check useable weight for 110C7 as it is overweight when carrying no ammo for rear gunner, 40% fuel, and 2x500kg bombs.
MG FF/M that was available since the C3 version. Come on 1C it may not be that popular but this is a glaring oversight. Give the 110 some love.
JG53Frankyboy
06-16-2011, 04:39 PM
no, 110 and 109 have similar slatsystem.
robtek
06-16-2011, 05:03 PM
And that is NOT spring loaded!!!
When the aoa is large enough the aerodynamic pressure-difference pulls the slats out.
W32Blaster
06-16-2011, 05:50 PM
Bf110 Steig und Kampfleistung:
Bf110 ist not able to reach WEP setting:
no way to set manifold pressure higher than 30'
Description on instrument (red outlined markers on surface of gauge) means
D = Dauerbetrieb means permanent allowed pressure (1.25 Ata)
30' = Steigleistung 30 minutes max pressure (1.3 Ata)
1-2 = Start und Kampfleistung one to two minutes (1.4 plus Ata)
Engine management should be able to set Ata to 1.4 and above through throttel at sealevel. Thats not possible in Patch 1.01.14588
Blackdog_kt
06-16-2011, 11:18 PM
I believe the fuel tank gauges do not coincide with the fuel tank selector switch. I fly with roughly 40% fuel all the time and that shows as roughly 250 litres in front left and right tanks. However, when my front left tank runs out and I change the selector switch to front right my engines die. I have to set me selector switch to rear left tank in order to draw fuel that the front right tank fuel gauge says I have.
Another issue I have is that my TG does not fire in MP. He will open the hood and track targets with his gun but he will not fire.
No WEP for 110.
Aren't leading edge slats supposed to be automatic? I thought they were spring loaded so that when airspeed dropped below a certain amount they gradually opened with the lessening of pressure on the leading edge of the wing. Therefore, gradually increasing the useable surface area of the wing and increasing lift at low speeds. I've never heard of or seen manual settings for slats before except maybe a locked/unlocked position. Quoted from Wikipedia, "During World War II German aircraft commonly fitted a more advanced version that pushed back flush against the wing by air pressure to reduce drag, popping out when the airflow decreased during slower flight."
Check useable weight for 110C7 as it is overweight when carrying no ammo for rear gunner, 40% fuel, and 2x500kg bombs.
MG FF/M that was available since the C3 version. Come on 1C it may not be that popular but this is a glaring oversight. Give the 110 some love.
For the first two issues you mention:
1) Check the loadout screen, in case the tail gunner's ammo load has been set to empty. It's even possible to completely remove the gun. Why? Well, maybe so that in the future we can have variations of multi-role aircraft with a single flyable slot: change between a glass nose or a gun nose for Ju88s and mosquitoes, or remove guns to save weight if flying a high altitude reconnaissance mission, etc.
In any case, just make sure your gunner has both a gun and bullets to fire :grin:
2) There is indeed a mismatch between the fuel selector switch positions in the 110 cockpit, the info window messages (the "secondary controls" information which on default settings appears in blue text on the right-hand side of the screen) and the actual tanks. Tanks and fuel gauges correspond correctly to each other, but the info window information doesn't.
As a short term workaround, ignore the interface text and look at the actual cockpit control, it's a two-piece lever. It seems the forward part of the lever is for the forward tanks and the rearward part of it is for the rear tanks.
So, to select the front left tank, click on it or press the buttons you mapped to it until you see the rearward part of the lever centered and the forward part of the lever pointing left.
If you want to select the rear starboard tank, change it so that the front part of the lever is centered and the rear part points to the right.
I haven't flown the 110 much since the last patch so this is directly from memory and might be a bit inaccurate, but that's the general idea.
Hope it helps.
jojovtx
06-16-2011, 11:34 PM
For the first two issues you mention:
1) Check the loadout screen, in case the tail gunner's ammo load has been set to empty. It's even possible to completely remove the gun. Why? Well, maybe so that in the future we can have variations of multi-role aircraft with a single flyable slot: change between a glass nose or a gun nose for Ju88s and mosquitoes, or remove guns to save weight if flying a high altitude reconnaissance mission, etc.
In any case, just make sure your gunner has both a gun and bullets to fire :grin:
2) There is indeed a mismatch between the fuel selector switch positions in the 110 cockpit, the info window messages (the "secondary controls" information which on default settings appears in blue text on the right-hand side of the screen) and the actual tanks. Tanks and fuel gauges correspond correctly to each other, but the info window information doesn't.
As a short term workaround, ignore the interface text and look at the actual cockpit control, it's a two-piece lever. It seems the forward part of the lever is for the forward tanks and the rearward part of it is for the rear tanks.
So, to select the front left tank, click on it or press the buttons you mapped to it until you see the rearward part of the lever centered and the forward part of the lever pointing left.
If you want to select the rear starboard tank, change it so that the front part of the lever is centered and the rear part points to the right.
I haven't flown the 110 much since the last patch so this is directly from memory and might be a bit inaccurate, but that's the general idea.
Hope it helps.
Thanks for taking the time to respond to my post.
I tested last night with full ammo load for my TG. I manually operate the weapon fine, but when running for my life from a Spitfire and turning the TG over to AI nothing happens except for the fact that my TG does track the target he just won't shoot. I fly without ammo now to save weight since it is a non functioning position. I have not gotten the weapon to disappear but the ammo stored under the fuselage does disappear. If he ain't gonna shoot I'd rather just leae my TG and his equipment behind and save the weight.
If you look closely you will see that the tank selector switch is incorrect. Forward most switch by default it front left tank. One click is supposed to be front right tank but it is not. Two clicks is supposed to be back left tank but it is actually front right according to the fuel gauge. So the fuel selector switch does not correspond accurately to the fuel gauge. This is very difficult to explain without visual so I will see what I can do. But if you run out of fuel and expect to switch to the front right tank by putting the fuel selector switch to the front right position then you will be unpleasantly surprised.
jojovtx
06-16-2011, 11:38 PM
I thought the 110 was equipped with the Handley Page slats, which were controlled from in the cockpit, not the automatic ones of the 109?
One in the same my friend. To my knowledge at least. To put it simply there is really only to types of leading edge airfoils. Slots and Slats. Slots are permanently fixed for low speed high lift aircraft that specialize in VSTOL for example. Slats are what we find on our beloved warbirds respectively. Nowadays some of the modern jet airliners have slats controlled from the cockpit and even still I think that is more of a on/off thing.
jojovtx
06-16-2011, 11:41 PM
And that is NOT spring loaded!!!
When the aoa is large enough the aerodynamic pressure-difference pulls the slats out.
I want to disagree with you because this is the first I've ever heard of this. I know wikipedia is notorious for being as incorrect as it is correct at times but this is what I found to support my long held belief that slats are spring operated.
From wikipedia http://en.wikipedia.org/wiki/Leading_edge_slats
Types include:
Automatic - the slat lies flush with the wing leading edge until reduced aerodynamic forces allow it to extend by way of springs when needed.
Fixed - the slat is permanently extended. This is sometimes used on specialist low-speed aircraft (these are referred to as slots) or when simplicity takes precedence over speed.
Powered - the slat extension can be controlled by the pilot. This is commonly used on airliners.
I do look forward to learning more. Perhaps in another thread though? This one appears to be for initial reporting of problems only and I have already spammed enough I think.
Bobb4
06-17-2011, 10:30 AM
Dedicated server looses connection with steam every 1-2 hours that surprisingly causes all players to disconnect from a server somehow
+1 for me
+ 1 for me
jimbop
06-17-2011, 04:40 PM
Control input lag reported by numerous people here (http://forum.1cpublishing.eu/showthread.php?t=23801&page=2) and here. (http://forum.1cpublishing.eu/showthread.php?t=20232)
csThor
06-19-2011, 06:57 AM
I do not know if this is just an issue on my PC but when I try to place a static object belonging to certain categories (i.e. the sandbag walls or ammunition crates) and switch to 3D mode to place it properly I cannot switch back to FMB because the menu bar and all the windows I opened disappear. I can only return by going back to 3D Mode, deleting the object and hoping that some other "non-affected" object gets selected. That or shutting down CloD via Task Manager. :-?
Problem: aircraft like the Hurricane and Spitfire fly one wing low when flying straight at a 'combat' cruise speeds.
Improvement: Ability to manually set bendable trim tabs.
Reason: To enable players to determine settings, speed etc at which aircraft flies wings level and straight at a chosen 'combat' cruise.
Method: Simulate the fixed bending of a trim tab (or bending the trailing edge of the Spitfire Aileron) by perhaps entering a fixed trim tab offset (e.g. -2.5 degrees) in the 'Plane' settings, like we have for gun loadouts, with the resulting aileron effect calculated by the FM or even a simplistic fixed addition or subtraction of the aileron deflection.
The trim tab setting for level flight at particular air speed and power etc settings would be found by trial and error (as was the practice in RL). For example the Spitfire could be flown level at the pilots notes cruise settings with airspeed stabilised at a chosen altitude and the trim tab set to give wings level under those conditions.
Vengeanze
06-19-2011, 07:18 PM
Problem: aircraft like the Hurricane and Spitfire fly one wing low when flying straight at a 'combat' cruise speeds.
Improvement: Ability to manually set bendable trim tabs.
Reason: To enable players to determine settings, speed etc at which aircraft flies wings level and straight at a chosen 'combat' cruise.
Method: Simulate the fixed bending of a trim tab (or bending the trailing edge of the Spitfire Aileron) by perhaps entering a fixed trim tab offset (e.g. -2.5 degrees) in the 'Plane' settings, like we have for gun loadouts, with the resulting aileron effect calculated by the FM or even a simplistic fixed addition or subtraction of the aileron deflection.
The trim tab setting for level flight at particular air speed and power etc settings would be found by trial and error (as was the practice in RL). For example the Spitfire could be flown level at the pilots notes cruise settings with airspeed stabilised at a chosen altitude and the trim tab set to give wings level under those conditions.
Not sure I follow u all the way but I always thought that the sliding of the plane was a tourque thing and u countermeasure it with rudder trim (as aileron trim didn't exist).
But perhaps you're talking about a difficulty setting.
Not sure I follow u all the way but I always thought that the sliding of the plane was a tourque thing and u countermeasure it with rudder trim (as aileron trim didn't exist).
But perhaps you're talking about a difficulty setting.
You're basically right but the wings could only be level under one particular set of circumstances when the torque is perfectly counteracted by rudder alone. Under other conditions one wing will be low as the rudder cannot perfectly offset the torque under all conditions.
Here's what Alex Henshaw said about production testing the Spitfire MkV:
"After a thorough pre-flight check I would take off and, once at circuit height, I would trim the aircraft and try to get her to fly straight-and-level with hands off the stick. The MarkV lacked aileron trim tabs and most new ones tended to fly one wing low. When that happened I would land immediately and a mechanic would bend the trailing edge of the aileron up or down and then bend the other aileron in the opposite direction. Then I'd take off again and trim it hands off to see if the wing dropping had been cleared." They could often get it right first time.
The wing high/low tendency would return if he went outside the speed/power etc settings by some margin as the torque would be different.
Vengeanze
06-19-2011, 08:33 PM
You're basically right but the wings could only be level under one particular set of circumstances when the torque is perfectly counteracted by rudder alone. Under other conditions one wing will be low as the rudder cannot perfectly offset the torque under all conditions.
Here's what Alex Henshaw said about production testing the Spitfire MkV:
"After a thorough pre-flight check I would take off and, once at circuit height, I would trim the aircraft and try to get her to fly straight-and-level with hands off the stick. The MarkV lacked aileron trim tabs and most new ones tended to fly one wing low. When that happened I would land immediately and a mechanic would bend the trailing edge of the aileron up or down and then bend the other aileron in the opposite direction. Then I'd take off again and trim it hands off to see if the wing dropping had been cleared." They could often get it right first time.
The wing high/low tendency would return if he went outside the speed/power etc settings by some margin as the torque would be different.
Friggin kewl! I want it. :-D
Thee_oddball
06-19-2011, 09:49 PM
Originally Posted by Sauf
Dedicated server looses connection with steam every 1-2 hours that surprisingly causes all players to disconnect from a server somehow
+1 for me
+1
VO101_Tom
06-20-2011, 12:52 AM
Dedicated server looses connection with steam every 1-2 hours that surprisingly causes all players to disconnect from a server somehow
+1 for me
I experienced this, but only on servers, where there are complex scripts (moving front for example). All the same what kind of map (Small map or La-Manche), everywhere throws out. But we flew until hours on the Repka DGW server, without an any kind of net problem. That is dedicated server too, but very few, simple scripts running on it.
I do not use a FMB scripts, excuse it if I talk nonsense, but the trouble is not with the game code (net) possibly, but with the scripts? It would have frozen offline too?
Strike
06-20-2011, 04:42 PM
1 - ▬ AA poor or not working
1 - N Gunner should be easier to handle. Reacts very slowly on mouse movement
1 - N There's no animation on trimwheels in cockpit when trimming in the Spits like there is in the Hurries.
These are the ones for me.
As for improvements:
-A working AA-script that combines the AA guns and rangefinding devices to make flak more precise.
-Better searchlights (short visible distance, they're not useful atm)
Plt Off JRB Meaker
06-28-2011, 08:37 AM
Not a bug as such,but certainly an oversight,the static aircraft in FMB are devoid of markings,this need'nt be so as I'm sure they could be configured like the AI and flyables.
This is only a small problem and not a priority,but it would be nice if it could be fixed at some stage.
ATAG_Dutch
06-28-2011, 10:35 AM
Very peculiar 'surge and cut' engine behaviour when replaying tracks.
Sounds like a bike being blipped down the gearbox
Here's a clip. (ignore the bad shooting, just watch the rpm and boost :))
http://www.youtube.com/watch?v=GUsxnlmepvo&feature=youtube_gdata
There are effects and some graphics that are border line .. it's still not ok imo.. I really ...really hope for the best but some things need to change..
The whole actual Gui remind me something from 1999 Microsoft CFS , over shy, over small , big txt , over framed , over use of shadows etc..
Do not be shy to show aircraft in big ( skinners will be happy ) and really ovoid the stamp effects of pictures and txt.
Here a quick made sample idea... that goes for map view, missions etc..
Gozr's ( aircrat can rotate to all directions limited zoom in and out, great tool view for Skinners )
http://i426.photobucket.com/albums/pp344/GOZR/Launcher-2011-06-28-21-35-18-57-2.jpg
.VS
Original
http://i426.photobucket.com/albums/pp344/GOZR/Launcher-2011-06-28-21-47-20-74.jpg
Edited:
CloD original
http://i426.photobucket.com/albums/pp344/GOZR/Launcher-2011-06-29-00-34-21-06.jpg
.vs
http://i426.photobucket.com/albums/pp344/GOZR/Launcher--57.jpg
---
Now look at the pilot i made for il2 ( low poly )....
This is IL2
http://i426.photobucket.com/albums/pp344/GOZR/il2fb-2010-11-18-17-21-48-67.jpg
http://i426.photobucket.com/albums/pp344/GOZR/il2fb-2011-06-20-21-50-08-09.jpg
http://i426.photobucket.com/albums/pp344/GOZR/il2fb-2011-06-20-21-50-40-77.jpg
IL2 CloD
http://i426.photobucket.com/albums/pp344/GOZR/il2cod1.jpg
http://i426.photobucket.com/albums/pp344/GOZR/il2cod.jpghttp://i426.photobucket.com/albums/pp344/GOZR/Launcher-2011-06-28-21-44-51-33.jpg
The CloD English pilot look weird !
Not sure if this is the right thread or not but I have noticed something with Launcher crashes. I am lucky in that I have rarely gotten them since original release and I have only gotten them in two situations since the latest official patch.
I am currently flying the Eagle Day LW campaign (downloadable from the missions section on this site). In mission 4 and 11, I got constant crashes each time I tried to fly them or I got the plane stuck in an invisible spider web thing where my plane just hangs in midair. In both missions I had to eventually just forget about trying to play them and move on to the next mission in the campaign.
I don't get any other crash issues in any of the other downloaded single/campaign missions (so far) or QMB missions.
Perhaps someone who understands what is in the mission files (I have no idea about that sort of thing unfortunately) might be able to see something common to those two missions which are not in the rest (eg a ground object/use of weather ... or something like that)? ... perhaps it might give some indication of at least one cause of crashes?
Perhaps the Devs could have a look at some stage.
Just an idea. :)
335th_GRAthos
07-01-2011, 08:26 AM
Luthier, this is a serious "bug" and it should be "LowEffort/HighImpact" (very easy to fix) so please added to your immediate "ToDos" for the next patch:
JG53Frankyboy
...one of the very 'smart' decissions of 1C was that the shortcutcommand "release bombs" is not working from the bombarider position , only from pilot position.
In the Blenheim and Br.20 you have to use the mouse to activate the 3D cockpit lever/button, in the Heinkel and Junkers you are depending on the automatik bombrelease function of their bombsight.
Make the DropBombs command working from any position on the plane!
~S~
Orpheus
07-02-2011, 11:05 PM
Spitfire 1 & 1a FM's still way out of sync with Spitfire II. Both the 1 & 1a have far too low cruising speeds at coarse propeller pitch.
Shadows from clouds/explosions and similar effects have awful flickering.
Plus the usual 'increase performance' stuff. Stutter is far worse with the latest retail patch. :grin:
ATAG_Dutch
07-03-2011, 02:35 AM
Some of the smoke effects in FMB seem to have nuclear furnaces at their heart, although I'm not sure if this is a bug or a card thing. See screenshot.
Rickusty
07-03-2011, 07:20 AM
Found something weird...
In the BR.20M bombsight, the altitude settings can only go as far as 2800 meters.
You can't bomb at higher alt than that...
Also, it seems almost impossible to open the bomb bay.
Cheers
We need working slats on the 109s...
No you don't. Not until we get the Rotol Spit :)
That's a VOTE btw.
Flanker35M
07-03-2011, 10:49 AM
S!
Well, testing the latest patch inside out regarding performance..and this applies to all previous ones as well..is that the devs need to take a serious look into the shadows and SSAO implementation + the mirrors issue in planes. Those 3 kill most of FPS on my system. In this order from most to least effect: Shadows, SSAO, Mirrors. SSAO and mirrors are very close to eachother, around 10-25fps. But shadows give 20-40fps more if OFF! IL-2 had shadows and they NEVER caused such impact than these flickering things we have.
So it seems the code needs a lot of work..
fireflyerz
07-03-2011, 11:32 AM
sound system breaks down with more than 10 aircraft or is it more than freeman.:!:
Blackdog_kt
07-03-2011, 03:51 PM
We need working slats on the 109s...
I think they work correctly in regards to FM and it's just the animation that's somewhat toned down. In other words, they seem to extend less and with greater difficulty while they are in fact not, a mismatch between visuals and FM.
At least that's what i remember reading on this forum after a few people tested it and reported back with their findings.
JG53Frankyboy
07-04-2011, 09:04 AM
FIAT G.50, ammocounters dont work
FIAT G.50, ammocounters dont work
mine works ok
SNAFU
07-04-2011, 10:06 AM
If there's no visuals, how can anyone say reliably that they are modeled into the FM?
If there would be visuals for slat deployment, would you they are modeled in the FM? I am just curiuos and would guess that it would depend mainly on the AoA and the IAS, when the slats pop out. So a High AoA turn at low speeds should lead to a higher rate of turn, with slats, than without, but more drag and would give you low minium landing speed? I would gues to check the minimum flight speed is the easiest way to find out if the slats are modelled or not? :confused:
JG52Krupi
07-04-2011, 02:33 PM
Haven't seen anyone mention this so..
109 fuel tank explosion.. No noticeable damage in the slightest but fuel tank completely dry. I have experienced this twice online must be rather infuriating to see a huge fire ball and yet still see a pristine 109 fly onwards :)
Not sure if this was a bug but another time flying a spit I got a black screen and thought my pilot was dead yet there was no kill message and I found I could still fly :D managed to land with external view (repka 1)
335th_GRAthos
07-05-2011, 05:37 AM
109 fuel tank explosion.. No noticeable damage in the slightest but fuel tank completely dry.
Yes, I have experienced that (in a Spitfire, shooting at a Bf109) very beautiful explosion, no effect :(
furbs
07-05-2011, 06:04 AM
Didnt see this...
The ground seems to be made of ice, belly landed on a slight hill, came to a stop then started to slide down the hill as if i was on snow covered hilltop.
would explain the planes turning round on the runways!
and explains the black death track where the huricanes go flying across the ground.
So...
"Ground friction bug"
Yes, I have experienced that (in a Spitfire, shooting at a Bf109) very beautiful explosion, no effect :(
Same or similarr effect is the 109 catches fire then the flames go out after perhaps 15 seconds - voila! a new 109 is born from the flames with no apparent damage. It might at least have the good grace to be out of fuel as it all just burned away.
Or did it have self-sealing tanks?
Replace trees with a selection of large forest blocks with hit boxes. Build large forests from a few forest blocks.
Make a selection of different size Forest blocks with single hit boxes. A large forest can be built with a few larger blocks, a copse with a small one. After all where in CoD is there a historically accurate forest and who really cares if individual branches aren't waving? They could always put a perimeter of the 'no hitbox' trees round the edge if people want that. The individual stand-alone trees with no hit box don't matter and could stay. It might even be possible then for them to have hit boxes with the major quantity of trees now represented by a forest block.
That would also bring a huge improvement in fps.
for me the FPS hit are the clouds...
Waaagh
07-09-2011, 01:42 PM
Hello 1C
Newest patch at least seems to have alleviated the crashes, but other problems persist.
http://img832.imageshack.us/img832/4112/launcher201107091529344.th.jpg (http://imageshack.us/photo/my-images/832/launcher201107091529344.jpg/)
Jagged coastlines and watershores when viewed from a large distance. The black line bug is also present (Though not shown here.)
Performance is still on the low end of the scale, rarely climbing above 25 fps. Over cities, especially london, it gets as low as 5.
http://img832.imageshack.us/img832/2981/launcher201107091536264.th.jpg (http://imageshack.us/photo/my-images/832/launcher201107091536264.jpg/)
Clouds also cast shadows on planes ABOVE the clouds. I didn´t spend enough time in the game this time to see if it crashed on me again, but since crashing hasn´t been adressed in your patch changelogs, I assume it´s not been targeted for a fix yet.
Cheers
Insta
Edit: Also my Rig is the following.
Intel Core 2 Duo E8400 @ 3mhz
Nvidia 260GTX (newest drivers)
4 gigs of RAM
Don´t know what else is important.
jamesdietz
07-09-2011, 03:09 PM
I had an odd one & so far not re-occuring:flying back on a mission over England ( I actually lived thru) over english coast in a 109 ,while I was chasing a Hurricane or two & having flak lobbed up at me,my 109 went into hover mode.It stopped in midair ( I assume so did the Hurricanes, but didn't check...) I still had engine noise & throttle -tach control & flak still came up & exploded quite close ( the AI gunners probably couldn't believe their luck!) I tried everything to try to get out of the 109 helicopter :fast forward,1/2 speed, but there I hung in some sort of stop timed twilight zone...it was wierd,but kind of cool for the first minute or two...
Oh yes- still have low FPS low to ground & over built up areas or when going to "telephoto" view...maks for miserable shooting over land. I did notice that I get lower than average 15-20FPS) in RoF when in similar conditions.Not as bad as CloD but still....
RE77ACTION
07-09-2011, 03:27 PM
I had an odd one & so far not re-occuring:flying back on a mission over England ( I actually lived thru) over english coast in a 109 ,while I was chasing a Hurricane or two & having flak lobbed up at me,my 109 went into hover mode.It stopped in midair ( I assume so did the Hurricanes, but didn't check...) I still had engine noise & throttle -tach control & flak still came up & exploded quite close ( the AI gunners probably couldn't believe their luck!) I tried everything to try to get out of the 109 helicopter :fast forward,1/2 speed, but there I hung in some sort of stop timed twilight zone...it was wierd,but kind of cool for the first minute or two...
Oh yes- still have low FPS low to ground & over built up areas or when going to "telephoto" view...maks for miserable shooting over land. I did notice that I get lower than average 15-20FPS) in RoF when in similar conditions.Not as bad as CloD but still....
Same thing is also posted by adonys and me in the other sticky bug thread.
http://forum.1cpublishing.eu/showpost.php?p=307087&postcount=156
http://forum.1cpublishing.eu/showpost.php?p=307108&postcount=157
Hanzu
07-09-2011, 09:42 PM
Options->Realism->Realistic setting can not used with Co-op missions
Description:
When Options Realism setting are set to Realistic it is not possible to play Co-op missions, because by default "No Map Icons" and "Cannot Select Planes" are Enabled resulting human player not beeing able to jump into pilot set in any aircraft. To fly you need to turn off 2 settings and that changes Realistic to Custom. See picture (http://relay.pp.fi/Gamesave/IL-2%20Sturmovik%20Cliffs%20Of%20Dover/1-Screenshot/1.02.14821%20Options%20Realism%20Realistic%20-%20minus%202%20settings%20to%20allow%20playing.jpg ).
Reproduce:
Multiplayer->Server-Realism->Realistic->OK->OK->(click ..)->Multi->Co-Op->Blue v Red - Carrier Wars->Start Battle
Click allied flag
Try to click allied airfields (you can not and no Pilot & Enter appear which normally would put you to pilot seat and show cockpit)
Fly
Observe:
You start outside aircraft that AI flying and you are without any control of aircraft
Expected:
There should be a method to fly Co-op even when Realistic setting is on.
---
Options->Realism->Realistic setting can not used with Dogfight missions
Description:
When Options Realism setting are set to Realistic it is not possible to play Dogfight missions, because by default "Cannot Select Planes" is Enabled resulting human player not beeing able to jump into pilot set in any aircraft. To fly you need to disable "Cannot Select Planes" setting and that changes Realistic to Custom.
Reproduce:
Multiplayer->Server-Realism->Realistic->OK->OK->(click ..)->Multi->Dogfight->Blue v Red - Volcanic Isles->Start Battle
Click allied flag
Click allied airfield to choose aircraft
Create (normally this would put you to pilot seat and show cockpit)
Fly
Observe:
You start outside aircraft that AI flying and you are without any control of aircraft
Expected:
There should be a method to fly Dogfight yourself even when Realistic setting is on.
---
I also want to verify these 3 already reported bugs:
AI pilot artifical intelligence is very bad. They crash into mountains with 99% chance if one is on their fly path.
The mirror is not working correctly. Even at high altitude it shows the water as if close. One does not see the antenna of the spit. Nor the vertical stabilizer True. I have all graphics setting set to maximum and I see close up on water even when flying in high altitudes. It is like mirror is more of a binocular than just mirror.
Fix the poor decapitated AA gunner in the black death track. True and it actually looks like AA gunner is sitting under AA seat.
JG53Frankyboy
07-10-2011, 12:29 PM
mine works ok
correct, the G.50 ammocounters are working , it was my mistake !
about the Bf109E-1:
I assume the winguns have 420rpg. At least the ammocounter is reading 42! That would be not correct, it has to be 500rpg ....
JG53Frankyboy
07-11-2011, 09:22 AM
Ju88A-1 propeller CEM :
the A-1 version had no CSP like in the actual gameversion. It had a manual variable pitch propeller like the Bf109E-3 !
It's propeller-levers woked also like the one in the 109 , they were springloaded.
additional there was an automatic setting, that set the rpm to a FIXED 2350rpm , used during the start and the dive.
source -> http://forum.sturmovik.de/index.php/topic,471.240.html
Hanzu
07-12-2011, 10:10 PM
OPTIONS->CONTROL OPTIONS have many bugs.
1)
There is a typing error in Override Assignment warning box. It says Override Assignmemt
2)
Override Assignment is not working between Categories.
Try mapping for example P-key to all Categories (Game, General, Aircarft, Turret, View, Camera and so on...) and you should get message
Override Assignmemt
Key already assigned to Pause. Override?
Yes No
But above warning message only comes if there is a conflict inside same Category.
3
Category Aircraft default keys have double Assigments:
Full Left Rudder Ctrl 7
Full Left Rudder Z
4)
Category View default keys have multiple double Assigments:
External View Alt F2
External View F2
External Padlock - Friendly Aircraft Shift F6
External Padlock - Friendly Aircraft Shift F4
External Padlock - Friendly Vehicle Shift F7
External Padlock - Friendly Vehicle Shift F5
5)
Category View Events are listed in illogical order. Look at those Function key combinations. For example everything related to Padlock should be listed close to each other. Not everyone even want to use Padlock when playing in higher realism and/or with TrackIR hardware. So by categorizing them better, would allow easier ignorance for those who do not care for such functions and want to delete key mapping for them to release more keys for more important use.
6)
There are some assignments that have absolutely nonsense default key combinations. There are too many to list but I give you an example:
Autorudder: High Joystick+Key 12 Joystick+Key 16
To conclude:
Basically you have no idea if some key or key combination is alreary used in some Category. Lot of events only work in some type of aircraft, so you have hard time noticing and testing which ones actually work and which ones are not working because they have double assignment causing conflict. The fastest fix would be to make new category called "All" to list all keys in same list.
Suggestion for future game development (because this one is pretty much a disaster by its default controls or a lack of them):
In perfect CONTROL OPTIONS you should be able to sort Events and Keys in alphabetical order by clicking the top row. There should also be a list of unused keys to help speeding up remapping. There is no point using key combinations as long as there are unused keys.
Clearly to go under Improvements for the future.
Revisit the Terrain mesh. The South Downs appear to be only half to two thirds the height they should be and Roads/Railways drop off cliffs to the beach.
kyletiernan
07-13-2011, 03:15 PM
I have a Hd 5850 and i have to run the card BELOW stock speeds to be able to even launch the game without it crashing at the UBISOFT logo screen. Please fix it.
JG27CaptStubing
07-13-2011, 03:38 PM
I have a Hd 5850 and i have to run the card BELOW stock speeds to be able to even launch the game without it crashing at the UBISOFT logo screen. Please fix it.
That sounds like you have a hardware issue... The game runs.
It could be your card needs some driver updates or regression depending.
Krt_Bong
07-14-2011, 11:44 PM
I noticed you can see ship objects like the light beacons through everything including terrain, clouds etc..may have been posted already, while flying on Syndicate server I saw this as I was landing. I have also seen flights of dots that dissolve as I get closer to them as if they were fading into the distance only to reappear behind me, very strange, foo fighters this early in the war.
Krt_Bong
07-15-2011, 12:54 PM
The menu is very hard to read against the splash of the Ju-88's over London where the letters are in that pale sandy color across the middle of the screen, perhaps a more yellow color would show up better on some monitors.
Krt_Bong
07-15-2011, 12:56 PM
....crashing at the UBISOFT logo screen
\Steam\steamapps\common\il-2 sturmovik cliffs of dover\parts\core\GUI
if you go into that folder you can delete the Ubi Logo.wmv
lothar29
07-17-2011, 06:36 AM
Judge for yourselves the grandiose bug discovered in this Saturday evening while flying with a 109 E3 on England, unfortunately my point was a little silly and is released two times against me, with consequences in the video you can see...Thankfully, that physics was not well modelled, if I had not killed! jajajajaja
the title of the video is "Physical harm, damaged"http://www.youtube.com/watch?v=9PYCt-LaQ5c
MadBlaster
07-17-2011, 06:47 AM
LOL :) When you clip both wings, your roll rate goes way up!
retrojet
07-17-2011, 07:43 AM
Beautiful sunset, mind...
Besides the obvious screwy stuff, there's a lot to admire...
I just hope I get the chance to find out for meself on the 19th...?
gelbevierzehn
07-17-2011, 09:41 AM
Judge for yourselves the grandiose bug discovered in this Saturday evening while flying with a 109 E3 on England, unfortunately my point was a little silly and is released two times against me, with consequences in the video you can see...Thankfully, that physics was not well modelled, if I had not killed! jajajajaja
the title of the video is "Physical harm, damaged"http://www.youtube.com/watch?v=9PYCt-LaQ5c
Thats for sure the "duxford 2011 skyraider tribute 109"...:grin:
lothar29
07-17-2011, 11:05 AM
Thats for sure the "duxford 2011 skyraider tribute 109"...:grin:
I thought the same thing when I got land...because the best part is that I managed to land the 109! tube which get the rudas with their feet, because they not emerged from the wells...impressive video of the SKIRIDER in DUXFORT landing without a large piece of the wing
http://www.youtube.com/watch?v=OTRyQVBL4J8
15.Span_Valalo
07-18-2011, 04:57 PM
Judge for yourselves the grandiose bug discovered in this Saturday evening while flying with a 109 E3 on England, unfortunately my point was a little silly and is released two times against me, with consequences in the video you can see...Thankfully, that physics was not well modelled, if I had not killed! jajajajaja
the title of the video is "Physical harm, damaged"http://www.youtube.com/watch?v=9PYCt-LaQ5c
Loe que caña que tio, impresionante!!!
FFCW_Urizen
07-19-2011, 03:02 PM
Very peculiar 'surge and cut' engine behaviour when replaying tracks.
Sounds like a bike being blipped down the gearbox
Here's a clip. (ignore the bad shooting, just watch the rpm and boost :))
That one is really annoying, especially when you are used to use your recorded tracks for analyzing what you´ve done wrong and right. :evil:
Sound - intermitting AI comm chatter, you don´t know who´s saying what to whom, because they are all talking at the same time :confused: .
Sound - Missing Soundsamples during GB-Campaign, mostly late Hurri part and common during Spitpart. Dialoguelines keep repeating over and over :!:
Campaign - Where do i have to stop the BF110 in order to complete the Mission, it´s not mentioned anywhere :confused: .
Campaign - You are not able to succeed in the first two missions of the axis campaign, first off, the Hurris ( or spits ??? ) are more or less already on the tail of the bomber you have to escort, second your flightpath is way off :!:
Campaign - The AI is able to take off immediately (as is the autopilot btw), without needing to warmup the Engine first.
Graphics - As stated by someone else, stripes of land/water overlapping water/land
Performance - Decreasing performance over time, resulting in stuttering and a "laggy" input.
FM - I pushed the BF110 to its limits, trying to match the AIs ability to manouver and guess what, i failed, pls fix :grin:
Campaign - to second another user: pls give me a dynamic campaign.
So Long
Uri
PS: thx Insuber for this thread and thx Maddox for satisfying my DF need. Keep it up :!:
JG53Frankyboy
07-20-2011, 11:22 AM
empty cases of the Bf109E's 20mm MG-FF (and MG-FF/M) were collected in the wings and not thrown out
-> http://forum.1cpublishing.eu/showpost.php?p=306339&postcount=19
AlarmedBread
07-23-2011, 05:21 AM
3renders support for eyefinity please! :cool:
Chivas
07-23-2011, 06:28 AM
I've lost throttle control in the 109 a number of times in CEM. I can cycle the view from wide, normal, etc and get throttle control back.
mediasorcerer
07-24-2011, 06:03 AM
heres my 2 bob,
there are no instructions for new folks to the sim, its a major headache just trying to figure out how to set it up,this is a major concern frankly,please provide pdf or something with instructions,if possible, and remember the kiss principle,keep it simple stupid!!!!!
i have a problem with grey boxes in top left hand corner too,u know the ones,i had to reinstall to fix,im still trying to figure out how to play online,as im not used to online gaming,even tho ive been gaming for 20+ years,just never online until now,its so confusing,
look,i have been reading here that some folks criticisms are less than constructive about c.o.d,well,to those who criticise with unecessary vigour and spite,get out of here,id rather have a sim that needs work,than no sim at all!!!!!!===ungrateful fools;
yes the sound of the armament is not so stellar,some frame rendering is choppy,
i miss the ability to zoom inside the cockpit in a linear fashion such as how it could be in wings of prey,instead,as far as i know,its in 30/50/90 degrees implements[unless im missing something] it was better to be able to zoom in and out with smooth in/out like w.o.p.
forgive me my 11cents worth,bit new in here,love the game anyway,its like a slightly unfinished masterpiece.,no other sim has the graphics and realism that i know of,so thanks,hope more work is forthcoming for it,it deserves it,regs ms.
Heliocon
07-24-2011, 07:29 PM
heres my 2 bob,
there are no instructions for new folks to the sim, its a major headache just trying to figure out how to set it up,this is a major concern frankly,please provide pdf or something with instructions,if possible, and remember the kiss principle,keep it simple stupid!!!!!
i have a problem with grey boxes in top left hand corner too,u know the ones,i had to reinstall to fix,im still trying to figure out how to play online,as im not used to online gaming,even tho ive been gaming for 20+ years,just never online until now,its so confusing,
look,i have been reading here that some folks criticisms are less than constructive about c.o.d,well,to those who criticise with unecessary vigour and spite,get out of here,id rather have a sim that needs work,than no sim at all!!!!!!===ungrateful fools;
yes the sound of the armament is not so stellar,some frame rendering is choppy,
i miss the ability to zoom inside the cockpit in a linear fashion such as how it could be in wings of prey,instead,as far as i know,its in 30/50/90 degrees implements[unless im missing something] it was better to be able to zoom in and out with smooth in/out like w.o.p.
forgive me my 11cents worth,bit new in here,love the game anyway,its like a slightly unfinished masterpiece.,no other sim has the graphics and realism that i know of,so thanks,hope more work is forthcoming for it,it deserves it,regs ms.
+1, smooth zome like in WOP/ROF is the best by far as it allows better situational awareness, looks and "feels" better among other reasons.
badfinger
07-25-2011, 02:49 AM
I'm wondering what will happen to our statistics in future patches. Most of mine are frozen at the point when the last patch came out. Most of them are the result of learning the game by trial and error. Most of my flight time is after the last patch. So, I'm in the dark as to what my stats really are.
I know my gunnery is better, but don't how much, or how many kills I have. I know how many deaths and plane crashes I have had, but not if I am getting better.
I'd like to know how I am progressing, especially in the campaigns.
Can we, as of now, zero our stats, and start as more experienced CoD fliers? Or, is Steam keeping our stats so they will get updated some day? Or what?
binky9
JG52Krupi
07-26-2011, 09:13 PM
Not sure if this bug is known about..
ARGHH AILEN ATTACK....
http://s3.postimage.org/13iecocw4/shot_20110723_005932.jpg (http://postimage.org/image/13iecocw4/)
http://s3.postimage.org/13ig07pdw/shot_20110723_005954.jpg (http://postimage.org/image/13ig07pdw/)
http://s2.postimage.org/i2nsjxwk/shot_20110723_005955.jpg (http://postimage.org/image/i2nsjxwk/)
http://s3.postimage.org/13ihnr1vo/shot_20110723_005956.jpg (http://postimage.org/image/13ihnr1vo/)
http://s4.postimage.org/zwrm1skk/shot_20110723_010124.jpg (http://postimage.org/image/zwrm1skk/)
http://s3.postimage.org/13j84cls4/shot_20110723_010128.jpg (http://postimage.org/image/13j84cls4/)
http://s1.postimage.org/521i0c3o/shot_20110723_010247.jpg (http://postimage.org/image/521i0c3o/)
http://s2.postimage.org/i2r3mmw4/shot_20110723_010248.jpg (http://postimage.org/image/i2r3mmw4/)
http://s3.postimage.org/13it8ihc4/shot_20110723_010249.jpg (http://postimage.org/image/13it8ihc4/)
Tree_UK
07-26-2011, 09:17 PM
Saw this myslf tonight, a convoy of ships 50 ft in the air, I flew underneath them. Stick this one on the growing 'to do' list please Luthier if you can find the end of it.
jamesdietz
07-26-2011, 11:28 PM
My trains all float on some sort of magnetic flux field...no track bed...needed!
furbs
07-27-2011, 01:20 PM
Offline 109E-1
Loadout- all 4 guns firing 7.92 beobachtung ammo. When firing my guns all 4 are firing tracers!!
i think the beobachtung ammo was NO tracer? possible bug?
FFCW_Urizen
07-27-2011, 01:51 PM
IIRC the Beobachtungs Ammo equals the british observer ammunition.
So Long
Uri
skouras
07-27-2011, 02:05 PM
the Beobachtungs has no tracers
VO101_Tom
07-27-2011, 02:49 PM
the Beobachtungs has no tracers
Should be? Beobachtung ammo without a tracer existed in ww2. Would it be possible to find out exactly which version is in the game?
JG53Frankyboy
07-27-2011, 03:35 PM
The german B-round wasxrealyxsomething special, i was also surprised, because i thought of it of a useless round in my belts!
Its more liken a small HE round :D
For peopel who understand german or use a translator, here the link again
http://www.zg26.de/index.php?option=com_content&view=article&id=126:b-patrone-in-realitaet-und-simulation&catid=57:il-2-sturmovik-cod-bordwaffen-artikel&Itemid=114
About Furbs Bugreport- i guess its more because of the weird ammoloadout GUI!
furbs
07-27-2011, 03:52 PM
OK, so it is a bug.
anyone else test?
furbs
07-27-2011, 04:14 PM
Changed Ammo online, then tested offline, Ammo loadout was the same for both.
giovanni the ace
08-01-2011, 04:13 PM
The launcher exe. bug. the game crashes because of a bug in the launcher exe. for some people this happens when they try to start the game, for me it happens when i try to load any mission, and for some people it crashes 5 mins 15 mins or an hour into playing. More info here:
http://forum.1cpublishing.eu/showthread.php?t=21241
G.C.
JG53Frankyboy
08-02-2011, 02:04 PM
He111P:
the white 'plane' symbol on the secondary compass is 180° reverse.When you put the mousecursor on this compass, the heading is showing correct , its only the planeindicator that is off.
In the He111H it shows correct.
Ju88A:
-the secondary cockpit lighting does not work. The cockpitswitch is moving, but the is no light showing up.
I guess the secondary should light up the engine controlgauges - the Ju88 would need them because they are very dark and because of that difficult to read (i know the 'trick' with deleting the foward MG15 to get better view to these gauges, thx ;) )
-the bombdoors of the Ju88's fuselage bombbays are now opening automaticly (and close automaticly) if you release a bomb.
actually, this kind should work the bombdoors in the Blenheim (just faster!)! The weight of the bombs opened the Blenheim's bombdoors in reality, there was no need for a 'open bombdoor' command, imagine why there is no lever for that in the cockpit ....... !
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