View Full Version : 4.11 General debugging
To call the Re.2000 correct sounds mostly like a bad joke to me.
Bolelas, the trim change section in the manual does not say what the pilot has to do, but what happens with the plane if the condition changes. So when it says flaps down - nose down, it means that if you lower flaps, the plane has a tendency to drop the nose if not corrected by the pilot. The Spitfire in game is fairly neutral, and could use a bit more of nose down.
Bolelas
12-01-2012, 05:07 PM
Sorry, i was thinking it ment the action to be taken (in the manual). And i said the spitfire became tail heavy in the game, but i was not sure and didnt confirm, sorry again. But what do you think about the Re2000, why you consider almost a joke?
No need to be sorry. :) The Re.2000 sacrifices proper lift benefits, elevator authority and stalling characteristics in order to achieve the secondary effect of trim change. Imho this is a poor trade off.
IceFire
12-09-2012, 01:52 AM
Can anyone else confirm that the new Crusader III tank that was added in 4.11 counts as Artillery destroyed rather than Tank destroyed when you destroy one. Either the messaging is wrong or the actual classification of the vehicle is wrong. Unless there is something to the Crusader that I don't know about...
Riksen
12-11-2012, 02:25 PM
Hi idefix44.... could u please contact me regarding how to make MDS monitor and DCG work through scripting? Please man i want to have a internal server for my squad to play around when not in HL. My email is neshone@gmail.com
Thxs
Hope to hear from u soon
Corsican Corsair
12-19-2012, 11:37 AM
Hi,
I notice some bugs in instrumentation since 4.11.1 :
Hs 129 B2 - Logic operation of the bomb panel lights does not seem correct anymore as in 4.10.
Ju-88's - oil temperature data is on the left-hand gage (hydraulic pressure) instead of being on the right-hand gage.
On A-17, the coolant temperature gage for right engine is "coupled" to the left engine.
F6F - the old "fuel gage" became the cylinder head temperature (correct) but there is not a fuel gage anymore. The triple engine gage should become a fuel gage.
Bf 109 Z & Go 229 - the homing indicator does not work.
La-7R - the rocket temperature gage does not work any more.
Best regards.
idefix44
12-19-2012, 01:47 PM
To Riksen,
Done...
Bolelas
12-20-2012, 08:14 PM
Does the FW 190 has manual pitch control? I usualy dont fly Fw, but was testing landings and as i switched to manual pitch, the indicators needles continued mooving. I tried in a dive, and switched wen had a lot of speed and nothing happened. (in the 109 the engine dies with over RPM). Is there something wrong, is it my igorance, its the way it was, or is not modeled?
Lagarto
12-24-2012, 07:39 PM
One thing that irritates me a little is getting shot dead from behind (by AI). It happened to me twice recently, once in a P-40, while the attacker was Ki-61, and then in a P-51, when I got jumped by a Fw 190D-9. Both attackers fired from quite afar, hit me with one burst and bang! black screen of death. I mean, both P-40 and P-51 had armor-plated seat, so I don't think such sudden death was very likely in real life. Correct me if I'm wrong.
idefix44
12-28-2012, 08:38 AM
In the attached file "Reds kill Reds.zip" are 2 files.
MarethLine43194602200.mis & MarethLine43194602200.properties.
Using the FMB you can see in B4 2 red AA and 1 red moving trucks column.
Running the mission in dogfight server mode and using the static camera you can see that the red moving trucks column is destroyed by the red AAs.
If you use a red plane and destroy the static objects, server say Ennemy AA destroyed. They are all red...
Any idea about this problem ?
Aviar
12-29-2012, 01:58 AM
In the attached file "Reds kill Reds.zip" are 2 files.
MarethLine43194602200.mis & MarethLine43194602200.properties.
Using the FMB you can see in B4 2 red AA and 1 red moving trucks column.
Running the mission in dogfight server mode and using the static camera you can see that the red moving trucks column is destroyed by the red AAs.
If you use a red plane and destroy the static objects, server say Ennemy AA destroyed. They are all red...
Any idea about this problem ?
I looked at the mission and there is a very simple explanation. The AA gun is really not 'shooting at' the friendly vehicle. It is shooting at an enemy target to the north. The friendly vehicle simply moves in front of the shooting artillery gun and gets destroyed.
It is basically a small error on the part of the mission builder for placing the vehicle waypoint so close the the friendly AA gun. It gets so close to the gun that it gets in the line of fire and is hit.
It is easy to prove this. Simply move the first waypoint of the vehicle convoy so it does not come so close to the AA gun. You will see that the AA gun still fires in the same direction as before (at a distant Blue target). However, this time the friendly vehicle is not hit.
Problem solved.....no bug.
Concerning your second issue: "If you use a red plane and destroy the static objects, server say Ennemy AA destroyed. They are all red..."
If you look at the mission in the FMB there are many Blue static objects. You are incorrect when you stated "They are all red...". You must have destroyed friendly units. I personally flew a Red plane in the mission and destroyed Red artillery units and the message I got was 'Friendly AAA Destroyed'.
So again, I do not see a problem.
Aviar
idefix44
12-29-2012, 06:40 AM
Ok.
I'll record a track...
Lagarto
12-29-2012, 09:46 AM
Problem solved.....no bug.
Aviar
I would still consider it a bug. Recently I've had to remove AA from my own airfield, because they were insanely firing at some distant target, hitting friendly aircraft on the runway. It's a ridiculous situation that shouldn't happen.
I'd rather see AA not engage ground targets at all.
idefix44
12-29-2012, 11:21 AM
In the attached file "Reds kill Reds Part 2.zip" are 5 files.
MarethLine43194602200.mis
MarethLine43194602200.properties
You can use the FMB to open MarethLine43194602200.mis.
The location.jpg
A view of the 2 red AAA position with 2 red wagon8 from the FMB. A red moving trucks column start from here too.
The eventlog.lst
In the record my nickname is NAST-idefix44.
I take off with a Spit Mk IX from E3.
I fly to B4.
At 6:00 I attack the RED-FMB position. a truck, 2 wagon8 and 2 AAA.
All destroyed.
At 8:00 I attack and destroy 3 BLUE-FMB wagon8 on the base.
I repeat, the objects destroyed at 6:00 are red, the object destroyed at 8:00 are blue. I use a red plane. The 2 times the server said ennemy objects destroyed. And you can see the wrecks of the RED-FMB moving trucks column destroyed by the RED-FMB AAA.
The 5th file is the .ntrk.
Run the track, you can see all what I mean.
I persist. Here is a bug. Or record a track...
IceFire
12-29-2012, 01:39 PM
I would still consider it a bug. Recently I've had to remove AA from my own airfield, because they were insanely firing at some distant target, hitting friendly aircraft on the runway. It's a ridiculous situation that shouldn't happen.
I'd rather see AA not engage ground targets at all.
I would prefer to see the behaviour either not changed or modifiable. AAA in many cases engaged targets on the ground. The most famous examples would be the Flak 88mm that the Germans pressed into anti-tank service with very successful results. Other AAA types were also used and many placed machine guns in-game engage air and ground targets.
There are two solutions of which one already exists. Change the maximum range engagement which is already a feature. If you want AAA not to engage, define a minimum fire distance closer than the ground objects. Not perfect but workable in many situations.
The second would be to define by some sort of toggle. This would be an addon feature. Engage: Ground Only, Ground+Air, Air Only.
But I think it would be a loss to some scenarios (I have some in past campaigns) if primarily AAA guns were not shooting at vehicles/tanks.
Igo kyu
12-29-2012, 01:53 PM
88s were known for firing at ground targets, but to fire at tanks they'd have used different ammunition (solid shot).
IceFire
12-29-2012, 02:02 PM
88s were known for firing at ground targets, but to fire at tanks they'd have used different ammunition (solid shot).
Not sure if that's represented in-game. If another entry for all AAA that should also fire at tanks/vehicles is easier then that'd be ok in my mind too. Just requires some reworking of older missions.
idefix44
12-29-2012, 02:14 PM
Please guys,
Don't be off-topic. We aren't in the 4.12 whish list.
The problem isn't in the AA usage or features. Play the track joined in .zip file.
IceFire
12-29-2012, 02:22 PM
In the attached file "Reds kill Reds Part 2.zip" are 5 files.
MarethLine43194602200.mis
MarethLine43194602200.properties
You can use the FMB to open MarethLine43194602200.mis.
The location.jpg
A view of the 2 red AAA position with 2 red wagon8 from the FMB. A red moving trucks column start from here too.
The eventlog.lst
In the record my nickname is NAST-idefix44.
I take off with a Spit Mk IX from E3.
I fly to B4.
At 6:00 I attack the RED-FMB position. a truck, 2 wagon8 and 2 AAA.
All destroyed.
At 8:00 I attack and destroy 3 BLUE-FMB wagon8 on the base.
I repeat, the objects destroyed at 6:00 are red, the object destroyed at 8:00 are blue. I use a red plane. The 2 times the server said ennemy objects destroyed. And you can see the wrecks of the RED-FMB moving trucks column destroyed by the RED-FMB AAA.
The 5th file is the .ntrk.
Run the track, you can see all what I mean.
I persist. Here is a bug. Or record a track...
Having a very close look at this mission right now. Something is definitely amiss but I haven't figure out what yet. There are a lot of neutral objects on the map which is highly unusual but I'm not sure if that's the cause. There is definitely something wrong with the teams as I too took off from a Red base and flew to the Red forward position and was fired on and received enemy destroyed when I attacked the what appeared to be Red objects. They aren't neutral objects according to the .mis file.
How was this file created? By DCG? There's a lot of extra DCG references in the .mis file that I don't know very well. Perhaps one of those is causing some sort of AI related bug although I have no good ideas as to why. Variables are variables unless there is specific line parsing that is broken. Pure speculation on my part.
Aviar
12-29-2012, 05:24 PM
In the attached file "Reds kill Reds Part 2.zip" are 5 files.
MarethLine43194602200.mis
MarethLine43194602200.properties
You can use the FMB to open MarethLine43194602200.mis.
The location.jpg
A view of the 2 red AAA position with 2 red wagon8 from the FMB. A red moving trucks column start from here too.
The eventlog.lst
In the record my nickname is NAST-idefix44.
I take off with a Spit Mk IX from E3.
I fly to B4.
At 6:00 I attack the RED-FMB position. a truck, 2 wagon8 and 2 AAA.
All destroyed.
At 8:00 I attack and destroy 3 BLUE-FMB wagon8 on the base.
I repeat, the objects destroyed at 6:00 are red, the object destroyed at 8:00 are blue. I use a red plane. The 2 times the server said ennemy objects destroyed. And you can see the wrecks of the RED-FMB moving trucks column destroyed by the RED-FMB AAA.
The 5th file is the .ntrk.
Run the track, you can see all what I mean.
I persist. Here is a bug. Or record a track...
The Red position I described attacking in my first post is the same position you attack in your track. So, we are both attacking the same Red units with a Red plane. As you can see by the screenshot I have attached, the messages I get on my computer are correct.
I am destroying Red units with a Red Army plane. The messages say 'Friendly Train Car: Destroyed' and 'Friendly AAA: Destroyed'.
These messages are correct. I'm not sure why the messages you are getting are different.
Aviar
IceFire
12-29-2012, 06:33 PM
The Red position I described attacking in my first post is the same position you attack in your track. So, we are both attacking the same Red units with a Red plane. As you can see by the screenshot I have attached, the messages I get on my computer are correct.
I am destroying Red units with a Red Army plane. The messages say 'Friendly Train Car: Destroyed' and 'Friendly AAA: Destroyed'.
These messages are correct. I'm not sure why the messages you are getting are different.
Aviar
It's weird Aviar. I'm seeing the same thing he is... enemy destroyed messages. My first tip off that something was amiss was when the 40mm Bofors battery started firing at me.
We're all running stock 4.11.1 yes?
idefix44
12-29-2012, 07:58 PM
I have the same problem using IL2 1946 4.11.1m Dedicated Server and IL2 1946 4.11.1m Client hosting the mission in dogfight mode. Dedicated Server and Client are stock versions.
It seems that Aviar don't test the mission in dogfight server mode...
No connection gauge in the upper right corner of his screenshot.
KG26_Alpha
12-29-2012, 08:35 PM
I have the same problem using IL2 1946 4.11.1m Dedicated Server and IL2 1946 4.11.1m Client hosting the mission in dogfight mode. Dedicated Server and Client are stock versions.
It seems that Aviar don't test the mission in dogfight server mode...
No connection gauge in the upper right corner of his screenshot.
Test this, I looked very quickly (didn't have time to test) and saw many errors generated by DCG and the temp runway area as well as other mission defects.
If it works ok I will explain where it might have gone wrong.
Aviar
12-29-2012, 08:50 PM
I have the same problem using IL2 1946 4.11.1m Dedicated Server and IL2 1946 4.11.1m Client hosting the mission in dogfight mode. Dedicated Server and Client are stock versions.
It seems that Aviar don't test the mission in dogfight server mode...
No connection gauge in the upper right corner of his screenshot.
True...I am testing this straight from the FMB (4.11.1m). As you can see, I don't have the issue in question. If you have problems and are testing this as a Dogfight map, then that may be a clue as to where the problem may be coming from.
Aviar
IceFire
12-30-2012, 03:34 AM
True...I am testing this straight from the FMB (4.11.1m). As you can see, I don't have the issue in question. If you have problems and are testing this as a Dogfight map, then that may be a clue as to where the problem may be coming from.
Aviar
This is a good point. The behaviour is different between the FMB test and Dogfight server. Could be a bug in MDS but I feel like the whole thing is so convoluted that it may be a bunch of little things adding up.
idefix44
12-30-2012, 11:37 AM
Using Stock IL2 1946 4.11.1m Dedicated Server:
We have the bug.
Using Stock IL2 1946 4.11.1m Client in Dogfight Server Mode:
We have the bug.
Using Stock IL2 1946 4.11.1m Client in Cooperative Server Mode:
No bug.
I join 2 pics. Using a red plane (Spit Mk. IXc).
Destroying RED-FMB position: Friendly objects destroyed. It's Ok.
Destroying BLUE-FMB base: Enemy objects destroyed. It's Ok.
And I saw that the RED-FMB moving trucks columns is only aimed by the BLUE-FMB artillery. It's Ok.
So You have the floor, Team Daidalos.
Thanks by advance and happy new year
To KG26_Alpha: Yes it works. But you change the mission script. Why do we have the bug in dogfight mode and not in cooperative mode ?...
Aviar
12-30-2012, 02:49 PM
To KG26_Alpha: Yes it works. But you change the mission script. Why do we have the bug in dogfight mode and not in cooperative mode ?...
So the problem has been found? I did not download Alpha's test mission. Can someone tell me the exact nature of the problem and what needs to be changed in the mission script. Thank you.
Aviar
idefix44
12-30-2012, 03:28 PM
I hope too that KG26_Alpha give us the rule to follow.
Aviar
12-30-2012, 04:10 PM
Ok guys. I think I found the answer to this 'bug'. Let me make a few small tests and I will post my results.
Aviar
Aviar
12-30-2012, 04:54 PM
Problem solved. There is no 'bug'.
Look at the screenshot on the left. It shows the Blue Home Base default radius. If you notice, the affected RED AA and static objects are within the radius. The game treats these as 'Blue' units because they are within the radius of the Blue Home Base.
It does not affect the Red moving vehicles because they are not static objects. So, when the mission starts, the Red AAA guns (which are now considered 'Blue') start shooting all the nearby Red vehicles.
In the same light, if you attack these particular 'Red' static objects, the game will see them as 'Blue' units.
This is not a bug. This has always been a feature of the game engine. It's just that I haven't used this feature for so long I forgot about it.
So, can this particular scenario be 'fixed? Yes. Look at the screenshot to the right. Simply reduce the Home Base radius until the Red units in question fall outside of the radius, as seen in the screenshot.
**The reason why the mission seemed 'OK' while testing in the FMB and in Coop mode is because a Home Base (and all it's features) are not recognized in these modes. A Home Base only works in Dogfight mode.
That's it. Enjoy the mission. Happy New Year!
Aviar
idefix44
12-30-2012, 05:23 PM
You're just the best Aviar.
Thanks you and Happy New Year 2013.
IceFire
12-30-2012, 08:39 PM
Nice work Aviar! I wasn't aware of that particular feature.
KG26_Alpha
12-30-2012, 11:57 PM
Sorry for delay replying............... too many Christmas celebrations...........
Aviar has spotted the fix I made in the mission I uploaded earlier related to the base radius.
Other problems are the mission has generated too many flights/moving objects at some bases
resulting in aircraft unable to take off and friendly tank units spawning at the base markers near airfields.
what program are you using lowengrins dgc ?
idefix44
12-31-2012, 05:36 AM
Yes, I use IL2 DCG.
But you have to know that this campaign "MarethLine43" asn't been developed by Lowengrin.
Originally, IL2 DCG is for offline or coop usage.
I host online "Ciel-De-Guerre" joinable with HyperLobby wich is a dogfight server.
I use IL2 1946 4.11.1m Dedicated Server + IL2 DCG + IL2 SC.
So "Ciel-De-Guerre" is the only one dogfight server wich offer really dynamic campaign. And the problems spawn when sometime my modifications of the original scenario don't respect the rules (from Lowengrin or IL2 1946. :rolleyes:)
Thanks all for your help and happy new year 2013. :grin:
I'm unable to laod and edit all missions with FMB. Do you have the same problem ?
KG26_Alpha
01-02-2013, 12:18 AM
IL2 SC > Map rotation
IL2 dcg > Map generation
v4.11.1 MDS
Ok you need to edit the amount of aircraft in dcg that spawn at the bases
Enable airfield/base transfers this will alleviate some of the congestion and
accidental destruction of friendly units spawning at the base, you can use delay spawn for AI aircraft to avoid this also.
Lower the airfield radius in FMB to 500m
Increase the Action radius in IL2 DCG to 50km+
See if it helps.
redarrows2006
01-07-2013, 08:55 PM
I like to say thank you DT you do an amazing job out there.
First i play an russian campaign v411.1 and i got an error message. Therefor i disided to restart my pc.
When i had done that i do trying to start the game again then this message pop up "No MAP in mission file" and there was no map(left) at the screen or no writing at the (right) at the screen.
I tryed to go to the full mission builder and copy the mission to the mission in the campaign but no luck.
Is there any chance to get this back to normal or is this a "bug" in the game?
Regards
red
Treetop64
01-15-2013, 04:44 PM
The "Show Spawn Points" feature in the FMB reveals a bug at the Cranz Airfield on the Kurland (Riga) map.
When AI aircraft land, some will stop on one of the taxiways instead of turning onto the adjacent ramp to park (a parking node is on the taxiway instead of on the ramp), and when subsequent AI aircraft land and taxi to the same area, they crash into the aircraft parked on the taxiway. Following AI machines then crash on the debris left by the earlier collision, and this continues...
This is an old bug and was wondering if it will get attention.
Thanks.
Bionde
01-19-2013, 02:29 AM
I was flying in the Hurricane and soon after take off, I saw that the cockpit theoretically can only do one operation at a time, or operates the flaps or operates the landing gear, and in the game you can operate both simultaneously. Correct me if I'm wrong but I think it is a bug.
sorry for my translate english...
Luno13
01-19-2013, 02:39 AM
It's not a bug, just an oversight. This is the case for many aircraft. For instance, the SBD had cowling flaps, airbrake, flaps, and landing gear all operate from the same hydraulic system. To operate one, you had to turn a valve, so it was impossible to operate more than one at the same time. The Bf-109 flaps require several turns of a wheel next to the seat. It would be difficult to operate flaps and gear simultaneously as you would have to take a break from lowering the flaps to reach the gear switch. In the wildcat you would have a struggle to reach for the flap switch while skinning your knuckles when winding up the landing gear.
CloD attempted to fix this by adding "anthropomorphic control".
Bionde
01-19-2013, 03:06 AM
Interesting, is because from what I saw, flaps and landing gear is operated by a single lever, and found strange because theoretically the lever can not be in two positions at the same time, because there are two positions for the landing gear and for the flaps, not counting the neutral position, and to raise the landing gear and flaps would have to be one after the other and not both. Analyzing it's just like you said, I think it would be a good idea to implement a "hydraulic system" would be like a real model of the plane, I think it is not very difficult to implement at my basic knowledge in programming, the problem is the amount of aircraft in the game that would have changed the FM and it would be very tiring.
sry for my 'google' englsh
maxim42
01-20-2013, 01:40 PM
Small grapfics issue in SM.79 cockpit - when you set the throttle to less than ~20% with landing gear retracted - the red warning appears on the red side of cockpit BUT what happens at the same time is the strange, sharper instrument's graphics. I am not sure whether it is a feature or bug.
_1SMV_Gitano
01-20-2013, 02:31 PM
Small grapfics issue in SM.79 cockpit - when you set the throttle to less than ~20% with landing gear retracted - the red warning appears on the red side of cockpit BUT what happens at the same time is the strange, sharper instrument's graphics. I am not sure whether it is a feature or bug.
Yes, the warning light is a feature. In any case, could you please post a screenshot of the putative bug?
thx :)
maxim42
01-20-2013, 03:26 PM
Ok, here is the link to the Screens - http://www.sendspace.com/file/4krosv . First 3 screens show the bug of the bottom view while standing on the ground. Next 2 - if you put them together in a folder and watch them quickly one by one you will notice the graphics change during the warning (it doesn't happen always, possibly it depends from which way the sunlight go. The last screen is a little thing I saw - In Hurricane the flaps lever texture goes into cockpit's one.
Pursuivant
01-25-2013, 10:28 PM
It's a very minor bug, but I noticed that for the A-20 mission (Kokoda raid) the paint scheme for the C-47s is wrong - they've got the ETO June 1944 Invasion Stripes for a mission set in 1942 in New Guinea!
Checking this out further, it also looks like the C-47 retains its 1941/early 1942 markings (with the red dot in the middle of the star) in QMB missions which feature later war aircraft. There should be some way to update early war markings in the QMB if later aircraft are chosen so the early war markings match those of the newer planes. That's probably more of a wishlist/4.13 fix though.
I was trying some deck landings on various types of moving CV´s (in a'dogfight' mission) and I found out that I apparently kept missing the arresting wires on some of the CV´s. I recorded some tracks and verified that in many cases the arresting hook was passing right through the arresting wires (scraping the deck) without engaging them.
To check if this was a bug and not a result of my landing skills (I miss the wires many times on my own too :), I made a mission in which AI aircraft tried to land on all moving CV types and the results are given below:
- USS Lexington CV2, USS Saratoga CV3, USS Carrier Generic: the arresting hook passes through several arresting wires (scraping the deck) and finally engages the 8th wire (counting from the ship´s stern).
- USS Casablanca CVE55, USS Kitkun Bay CVE71, USS Shamrock Bay CVE84, HMS Illustrious, IJN Akagi: the arresting hook passes through all the wires and the AI plunges over the bow into the sea.
- USS Essex CV9, USS Intrepid CV11: the arresting hook passes through several arresting wires (scraping the deck) and finally engages the 12th wire (counting from the ship´s stern).
- IJN Shokaku, IJN Zuikaku, IJN Carrier Generic: the arresting hook engages the first wire.
The behaviour above was verified on moving CV´s ('Ships' objects on the FMB). In a different mission I tested the arresting wires on all static CV´s ('Stationary Ships' objects) and they seem to be working OK.
The following is the code for the dogfight mission I made to test the arresting wires on moving CV´s with AI aircraft; I run it using the 'play' function in the FMB:
<code>
[MAIN]
MAP Tarawa/load.ini
TIME 12.0
CloudType 0
CloudHeight 1000.0
army 1
playerNum 0
[SEASON]
Year 1940
Month 6
Day 15
[WEATHER]
WindDirection 0.0
WindSpeed 0.0
Gust 0
Turbulence 0
[MDS]
MDS_Radar_SetRadarToAdvanceMode 0
MDS_Radar_RefreshInterval 0
MDS_Radar_DisableVectoring 0
MDS_Radar_EnableTowerCommunications 1
MDS_Radar_ShipsAsRadar 0
MDS_Radar_ShipRadar_MaxRange 100
MDS_Radar_ShipRadar_MinHeight 100
MDS_Radar_ShipRadar_MaxHeight 5000
MDS_Radar_ShipSmallRadar_MaxRange 25
MDS_Radar_ShipSmallRadar_MinHeight 0
MDS_Radar_ShipSmallRadar_MaxHeight 2000
MDS_Radar_ScoutsAsRadar 0
MDS_Radar_ScoutRadar_MaxRange 2
MDS_Radar_ScoutRadar_DeltaHeight 1500
MDS_Radar_HideUnpopulatedAirstripsFromMinimap 0
MDS_Radar_ScoutGroundObjects_Alpha 5
MDS_Radar_ScoutCompleteRecon 0
MDS_Misc_DisableAIRadioChatter 0
MDS_Misc_DespawnAIPlanesAfterLanding 1
MDS_Misc_HidePlayersCountOnHomeBase 0
MDS_Misc_BombsCat1_CratersVisibilityMultiplier 1.0
MDS_Misc_BombsCat2_CratersVisibilityMultiplier 1.0
MDS_Misc_BombsCat3_CratersVisibilityMultiplier 1.0
[RespawnTime]
Bigship 1800
Ship 1800
Aeroanchored 1800
Artillery 1800
Searchlight 1800
[Wing]
UN_NN00
UN_NN01
UN_NN02
UN_NN03
UN_NN10
UN_NN11
UN_NN12
UN_NN13
RN_NN20
UN_NN20
UN_NN21
UN_NN22
UN_NN23
UN_NN30
UN_NN31
UN_NN32
UN_NN33
RN_NN21
IN_NN00
IN_NN01
IN_NN02
IN_NN03
IN_NN10
IN_NN11
IN_NN12
IN_NN13
[UN_NN00]
Planes 2
Skill 1
Class air.F2A2
Fuel 100
weapons default
[UN_NN00_Way]
NORMFLY 15000.00 15000.00 500.00 250.00 &0
LANDING 20000.00 15000.00 0 0 &0
[UN_NN01]
Planes 2
Skill 1
Class air.TBD1
Fuel 100
weapons default
[UN_NN01_Way]
NORMFLY 15000.00 10000.00 500.00 250.00 &0
LANDING 20000.00 10000.00 0 0 &0
[UN_NN02]
Planes 2
Skill 1
Class air.F4F3
Fuel 100
weapons default
[UN_NN02_Way]
NORMFLY 15000.00 5000.00 500.00 250.00 &0
LANDING 20000.00 5000.00 0 0 &0
[UN_NN03]
Planes 2
Skill 1
Class air.F4F_FM2
Fuel 100
weapons default
[UN_NN03_Way]
NORMFLY 15000.00 0.00 500.00 250.00 &0
LANDING 20000.00 0.00 0 0 &0
[UN_NN10]
Planes 2
Skill 1
Class air.TBM3
Fuel 100
weapons default
[UN_NN10_Way]
NORMFLY 15000.00 -5000.00 500.00 250.00 &0
LANDING 20000.00 -5000.00 0 0 &0
[UN_NN11]
Planes 2
Skill 1
Class air.SBD5
Fuel 100
weapons default
[UN_NN11_Way]
NORMFLY 15000.00 -10000.00 500.00 250.00 &0
LANDING 20000.00 -10000.00 0 0 &0
[UN_NN12]
Planes 2
Skill 1
Class air.F6F5
Fuel 100
weapons default
[UN_NN12_Way]
NORMFLY 15000.00 -15000.00 500.00 250.00 &0
LANDING 20000.00 -15000.00 0 0 &0
[UN_NN13]
Planes 2
Skill 1
Class air.F4U1D
Fuel 100
weapons default
[UN_NN13_Way]
NORMFLY 15000.00 -20000.00 500.00 250.00 &0
LANDING 20000.00 -20000.00 0 0 &0
[RN_NN20]
Planes 2
Skill 1
Class air.SEAFIRE3
Fuel 100
weapons default
[RN_NN20_Way]
NORMFLY 15000.00 -25000.00 500.00 250.00 &0
LANDING 20000.00 -25000.00 0 0 &0
[UN_NN20]
Planes 2
Skill 1
Class air.F2A2
Fuel 100
weapons default
[UN_NN20_Way]
NORMFLY -45000.00 70000.00 500.00 250.00 &0
LANDING -40112.00 70000.00 0 0 &0
[UN_NN21]
Planes 2
Skill 1
Class air.TBD1
Fuel 100
weapons default
[UN_NN21_Way]
NORMFLY -45000.00 65000.00 500.00 250.00 &0
LANDING -40112.00 65000.00 0 0 &0
[UN_NN22]
Planes 2
Skill 1
Class air.F4F3
Fuel 100
weapons default
[UN_NN22_Way]
NORMFLY -45000.00 60000.00 500.00 250.00 &0
LANDING -40112.00 60000.00 0 0 &0
[UN_NN23]
Planes 2
Skill 1
Class air.F4F_FM2
Fuel 100
weapons default
[UN_NN23_Way]
NORMFLY -45000.00 55000.00 500.00 250.00 &0
LANDING -40043.00 55000.00 0 0 &0
[UN_NN30]
Planes 2
Skill 1
Class air.TBM3
Fuel 100
weapons default
[UN_NN30_Way]
NORMFLY -45000.00 50000.00 500.00 250.00 &0
LANDING -40043.00 50000.00 0 0 &0
[UN_NN31]
Planes 2
Skill 1
Class air.SBD5
Fuel 100
weapons default
[UN_NN31_Way]
NORMFLY -45000.00 45000.00 500.00 250.00 &0
LANDING -40043.00 45000.00 0 0 &0
[UN_NN32]
Planes 2
Skill 1
Class air.F6F5
Fuel 100
weapons default
[UN_NN32_Way]
NORMFLY -45000.00 40000.00 500.00 250.00 &0
LANDING -40120.64 40000.00 0 0 &0
[UN_NN33]
Planes 2
Skill 1
Class air.F4U1D
Fuel 100
weapons default
[UN_NN33_Way]
NORMFLY -45000.00 35000.00 500.00 250.00 &0
LANDING -40120.64 35000.00 0 0 &0
[RN_NN21]
Planes 2
Skill 1
Class air.SEAFIRE3
Fuel 100
weapons default
[RN_NN21_Way]
NORMFLY -45000.00 30000.00 500.00 250.00 &0
LANDING -40074.65 30000.00 0 0 &0
[IN_NN00]
Planes 2
Skill 1
Class air.A6M2_21
Fuel 100
weapons default
[IN_NN00_Way]
NORMFLY 15000.00 90000.00 500.00 250.00 &0
LANDING 20000.00 90000.00 0 0 &0
[IN_NN01]
Planes 2
Skill 1
Class air.B5N2
Fuel 100
weapons default
[IN_NN01_Way]
NORMFLY 15000.00 95000.00 500.00 250.00 &0
LANDING 20000.00 95000.00 0 0 &0
[IN_NN02]
Planes 2
Skill 1
Class air.D3A1
Fuel 100
weapons default
[IN_NN02_Way]
NORMFLY 15000.00 100000.00 500.00 250.00 &0
LANDING 20000.00 100000.00 0 0 &0
[IN_NN03]
Planes 2
Skill 1
Class air.B6N2
Fuel 100
weapons default
[IN_NN03_Way]
NORMFLY 15000.00 105000.00 500.00 250.00 &0
LANDING 20000.00 105000.00 0 0 &0
[IN_NN10]
Planes 2
Skill 1
Class air.A6M2_21
Fuel 100
weapons default
[IN_NN10_Way]
NORMFLY 125000.00 55000.00 500.00 250.00 &0
LANDING 129896.50 55000.00 0 0 &0
[IN_NN11]
Planes 2
Skill 1
Class air.B5N2
Fuel 100
weapons default
[IN_NN11_Way]
NORMFLY 125000.00 60000.00 500.00 250.00 &0
LANDING 129896.50 60000.00 0 0 &0
[IN_NN12]
Planes 2
Skill 1
Class air.D3A1
Fuel 100
weapons default
[IN_NN12_Way]
NORMFLY 125000.00 65000.00 500.00 250.00 &0
LANDING 129896.50 65000.00 0 0 &0
[IN_NN13]
Planes 2
Skill 1
Class air.B6N2
Fuel 100
weapons default
[IN_NN13_Way]
NORMFLY 125000.00 70000.00 500.00 250.00 &0
LANDING 129918.10 70000.00 0 0 &0
[Chiefs]
0_Chief Ships.USSLexingtonCV2 1 5400 2 1.0
1_Chief Ships.USSSaratogaCV3 1 5400 2 1.0
2_Chief Ships.USSCVGeneric 1 5400 2 1.0
3_Chief Ships.USSCasablancaCVE55 1 5400 2 1.0
4_Chief Ships.USSKitkunBayCVE71 1 5400 2 1.0
5_Chief Ships.USSShamrockBayCVE84 1 5400 2 1.0
6_Chief Ships.USSEssexCV9 1 5400 2 1.0
7_Chief Ships.USSIntrepidCV11 1 5400 2 1.0
8_Chief Ships.HMSIllustriousCV 1 5400 2 1.0
9_Chief Ships.IJNAkagiCV 2 5400 2 1.0
10_Chief Ships.IJNShokakuCV 2 5400 2 1.0
11_Chief Ships.IJNZuikakuCV 2 5400 2 1.0
12_Chief Ships.IJNCVGeneric 2 5400 2 1.0
[0_Chief_Road]
20000.00 15000.00 120.00 0 2 8.333333333333334
80000.00 15000.00 120.00
[1_Chief_Road]
20000.00 10000.00 120.00 0 2 8.333333333333334
80000.00 10000.00 120.00
[2_Chief_Road]
20000.00 5000.00 120.00 0 2 8.333333333333334
80000.00 5000.00 120.00
[3_Chief_Road]
20000.00 0.00 120.00 0 2 8.333333333333334
80000.00 0.00 120.00
[4_Chief_Road]
20000.00 -5000.00 120.00 0 2 8.333333333333334
80000.00 -5000.00 120.00
[5_Chief_Road]
20000.00 -10000.00 120.00 0 2 8.333333333333334
80000.00 -10000.00 120.00
[6_Chief_Road]
20000.00 -15000.00 120.00 0 2 8.333333333333334
80000.00 -15000.00 120.00
[7_Chief_Road]
20000.00 -20000.00 120.00 0 2 8.333333333333334
80000.00 -20000.00 120.00
[8_Chief_Road]
20000.00 -25000.00 120.00 0 2 8.333333333333334
80000.00 -25000.00 120.00
[9_Chief_Road]
20000.00 90000.00 120.00 0 2 8.333333333333334
80000.00 90000.00 120.00
[10_Chief_Road]
20000.00 95000.00 120.00 0 2 8.333333333333334
80000.00 95000.00 120.00
[11_Chief_Road]
20000.00 100000.00 120.00 0 2 8.333333333333334
80000.00 100000.00 120.00
[12_Chief_Road]
20000.00 105000.00 120.00 0 2 8.333333333333334
80000.00 105000.00 120.00
[NStationary]
0_Static ships.Ship$USSLexingtonCV2 1 -40000.00 70000.00 360.00 0.0 5400 2 1.0
1_Static ships.Ship$USSSaratogaCV3 1 -40000.00 65000.00 360.00 0.0 5400 2 1.0
2_Static ships.Ship$USSCVGeneric 1 -40000.00 60000.00 360.00 0.0 5400 2 1.0
3_Static ships.Ship$USSCasablancaCVE55 1 -40000.00 55000.00 360.00 0.0 5400 2 1.0
4_Static ships.Ship$USSKitkunBayCVE71 1 -40000.00 50000.00 360.00 0.0 5400 2 1.0
5_Static ships.Ship$USSShamrockBayCVE84 1 -40000.00 45000.00 360.00 0.0 5400 2 1.0
6_Static ships.Ship$USSEssexCV9 1 -40000.00 40000.00 360.00 0.0 5400 2 1.0
7_Static ships.Ship$USSIntrepidCV11 1 -40000.00 35000.00 360.00 0.0 5400 2 1.0
8_Static ships.Ship$HMSIllustriousCV 1 -40000.00 30000.00 360.00 0.0 5400 2 1.0
9_Static ships.Ship$IJNAkagiCV 2 130000.00 70000.00 360.00 0.0 5400 2 1.0
10_Static ships.Ship$IJNShokakuCV 2 130000.00 65000.00 360.00 0.0 5400 2 1.0
11_Static ships.Ship$IJNZuikakuCV 2 130000.00 60000.00 360.00 0.0 5400 2 1.0
12_Static ships.Ship$IJNCVGeneric 2 130000.00 55000.00 360.00 0.0 5400 2 1.0
[Buildings]
[Bridge]
[House]
<code>
This bug is not very serious since it can be worked around by using a different CV (with working arresting wires), but I would appreciate if the development team could look into it...
As a final comment, this game keeps amazing me favourably after all these years; the care and dedication of the original and Daedalus teams are awesome :) Thank you!
ottc
Pfeil
01-28-2013, 12:25 AM
I'm having a weird issue on the Solomons map(At least I think it's limited to this map).
When I set up a number of planes to take off from various airports around the map, I can hear their engine starting and idling on the airport I'm starting from(even when my own engine isn't running).
With multiple aircraft on the map, this becomes a loud cacophony of idling engines.
I have no idea why this happens, but I have it on multiple airports with multiple aircraft.
The sound stays in one place, even when I move my own aircraft I can zoom the camera to that spot and still hear it.
After a while the sound does stop, I'm assuming when whatever aircraft it originates from takes off(the sound does not change though, it's always the idle puffing).
It happens most of the time, but not always.
The sound does change places sometimes, it can be nearby, behind or in front of my own aircraft.
IceFire
01-28-2013, 12:41 AM
Single player or in some sort of mutliplayer setup? If in MP, this would be an old bug that resurfaces sometimes. You can often hear other engines or guns firing way on the other side of the map near the spawn location.
Pfeil
01-28-2013, 02:14 PM
Single player. I don't play multiplayer so I haven't tested that.
Alibongo99
02-05-2013, 12:51 PM
Using the Full Mission Builder (FMB), the rivers seem to be lower or not there at all. I guess the veriable for the sea level is lower than what it was in 4.10.1m
I've attached 3 Jpg photos for you to see.
Map: Normandy 3. Look at Caen and Le Harve, the river is smaller or not there and the harbour is less. See my photos for details.
Normandy map 3 is only one example, it happens on all maps.
Alibongo99
02-05-2013, 01:24 PM
Using the Full Mission Builder (FMB), the rivers seem to be lower or not there at all. I guess the veriable for the sea level is lower than what it was in 4.10.1m
I've attached 3 Jpg photos for you to see.
Map: Normandy 3. Look at Caen and Le Harve, the river is smaller or not there and the harbour is less. See my photos for details.
Normandy map 3 is only one example, it happens on all maps.
Found the solution. Set the graphics to use Direct X instead of Open GL. Open GL mixes up the landscape squares.
EJGr.Ost_Caspar
02-05-2013, 01:40 PM
Looks like a driver issue. OpenGL is generally the better choise for IL-2.
Igo kyu
02-05-2013, 09:27 PM
Looks like a driver issue. OpenGL is generally the better choise for IL-2.
Not for me at the moment (using Radeon HD6970), the graphics just go funny in OpenGL, I suspect it's a driver issue.
secretone
03-16-2013, 11:00 PM
Was recently playing offline QMB, MTO map. I was flying a German aircraft from the island base as it was shelled by a Soviet destroyer and gunboat.
I love the scenario of a shore bombardment but would suggest exchanging Soviet warships for at least somewhat more historically plausible objects that already exist in game:
a. American destroyers
b. American cruiser Indianapolis
c. Surfaced American submarine (idea works better at night)
d. British battleships
e. American battleship
I also would not object to the introduction of new ships that actually served in the Med for this role. British/French cruisers and destroyers perhaps?
Cheers!
Volksfürsorge
03-26-2013, 12:20 PM
M4A2 (76) W Shermans have no gun sound (M4A2 Sherman is ok).
Swo7pes
03-26-2013, 12:27 PM
Open in notepad and copy-paste contents.
http://www.creditgif.com/02.jpghttp://www.creditgif.com/28.jpghttp://www.creditgif.com/03.jpghttp://www.creditgif.com/05.jpg
http://www.creditgif.com/04.jpghttp://www.creditgif.com/29.jpg
Bionde
04-02-2013, 12:18 AM
I don't know if this is a bug, but I was testing the devicelink and I found a mistake in the oil temp gauge of the spit (Vb CW 43'). The gauge indicates different values from the devicelink. I don't know if this happens with another planes
Pfeil
04-02-2013, 04:03 AM
The gauge indicates different values from the devicelink.
Which devicelink key are you checking? 68(temp_oilin) appears in sync with the cockpit gauge, 70(temp_oilout) does not. This seems correct to me.
Juri_JS
04-02-2013, 06:37 AM
Using the Full Mission Builder (FMB), the rivers seem to be lower or not there at all. I guess the veriable for the sea level is lower than what it was in 4.10.1m
I've attached 3 Jpg photos for you to see.
Map: Normandy 3. Look at Caen and Le Harve, the river is smaller or not there and the harbour is less. See my photos for details.
Normandy map 3 is only one example, it happens on all maps.
Not for me at the moment (using Radeon HD6970), the graphics just go funny in OpenGL, I suspect it's a driver issue.
Looks like one of the typical problems when newer drivers for Ati cards are used. They are causing all kinds of problems in Il-2.
If you are using an Ati card, download this older atioglxx file, put it in the Il-2 main folder and start the game in Open GL mode:
http://www.mediafire.com/?ps0pwgs0ogcw1x2
Bionde
04-02-2013, 01:03 PM
Yes, is the oil in, I used the devicelink with UdpSpeed and another application for android which I found here and the value from game to the devicelink is different.
idefix44
04-02-2013, 03:11 PM
Attachement: CielDeGuerreBug.mis
Using IL2 1946 4.11.1m without any mod.
Opening the file with the FMB, I'm unable to see the [0_Chief_Road] and [1_Chief_Road] on the map.
Where are my columns ? :confused:
KG26_Alpha
04-02-2013, 04:58 PM
Attachement: CielDeGuerreBug.mis
Using IL2 1946 4.11.1m without any mod.
Opening the file with the FMB, I'm unable to see the [0_Chief_Road] and [1_Chief_Road] on the map.
Where are my columns ? :confused:
Make sure you have all the filter boxes checked in the FMB
I see no Russian supply columns only moving armour and artillery.
Axis supply
German supply column Type II
B-2
to
C-3
Fuel supply column
D-7
to
E-6
302_Corsair
04-28-2013, 09:34 AM
Is there a posibility that bomb set to low-level 4 s. delay will explode immediately after hit the ground? Is there some kind of failure for the bomb fuze? My approach was about 1000m alt, 30 deg. flat dive. I droped the bomb 180m over the ground and my speed was 580km/h. Aircraft - P-40M with 1000lbs bomb.
idefix44
06-11-2013, 01:36 PM
A lot of .mis files are impossible to laod with the 4.11.1m FMB.
Is't a know bug?
Viikate
06-11-2013, 09:21 PM
A lot of .mis files are impossible to laod with the 4.11.1m FMB.
Is't a know bug?
It is a corrupted mission. Possibly edited outside FMB? Change "gust 4" to "gust 0" and it will load.
idefix44
06-11-2013, 09:44 PM
It is a corrupted mission. Possibly edited outside FMB? Change "gust 4" to "gust 0" and it will load.
It works now. Thanks.
Wich allowed value for Gust and Turbulence parameters?
From 0 to?
Tolwyn
06-12-2013, 08:31 PM
Uh oh. I think this has been around for a bit, but even with NO FUEL, the ramjets on the B1-6 offer unlimited power.
Yikes.
They never run out of gas.
Tolwyn
06-14-2013, 08:14 PM
Track:
http://files.tolwyn.com/engine_weirdness2.ntrk
This makes using engine 1/2/3/4 select an impossible issue.
Introduced in 4.11:
DISABLE manual view so you can watch what I'm showing.
Deselect both engines
Show that both are deselected
Select engine 1
Start engine 1
Deslect engine 1
Select engine 2
Start engine 2
Select both engines, bring throttle to idle
This is "normal starting position"
DESELECT engine 1 (conversely, enable only engine 2)
Bring engine 2 to idle
Feather engine 2
Shutdown engine 2
DESELECT engine 2 (we don't need it anymore)
SELECT engine 1
Show that engine 1 is selected (throttle up, then throttle down, etc.)
Bring engine 1 to 70% power; note that all is fine.
SIMPLY DESELECT engine 1 (essentially NO engines are selected at this point)
Watch the RPMs climb in engine 1
Repeat tests. You can easily get engine 1 to fail by simply deselecting it and not changing any other parameters.
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