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Aviar
06-18-2013, 12:00 AM
If you open the IL-2 Setup (the Setup icon in the conf file, not the Setup in-game) and change a setting, you will lose your custom video mode setting, if it is not one on the list. This was a problem in the past and I'm wondering why it wasn't addressed.

For instance, if I go into the Setup and change the Texture Compression (just as an example) and click on OK, I will lose my video mode setting, which is 1920x1200. This is because that resolution is not available as a choice (See screenshot). I would have to start the game and change it back from the in-game Setup screen.

I would think that the Video Mode choices in the Setup program would be the same as the choices in-game.

Aviar

Spinnetti
06-18-2013, 01:19 AM
I think you just set it in game.... I don't even use il2setup any more. I had deleted mine, and it worked fine setting in the options menu... I have widescreen etc.. It showed all my monitor resolutions in game

Aviar
06-18-2013, 02:25 AM
A lot of players like to experiment and test the various video settings available on the Setup screen. Because of this 'issue', we have found that we need to make our changes manually in the config file. (Otherwise, we lose our custom screen resolutions that we set up manually in the config file.)

It's not the end of the world but I thought that this 'issue' would have been addressed in 4.12 because of the new widescreen feature. Since the game now supports a greater array of resolutions not included in prior versions of IL-2, I was expecting the same options in the Setup program.

Aviar

Pursuivant
06-18-2013, 02:25 AM
I've noticed a very minor bug in the 4.12 patch.

When one AI plane kills a plane that another AI plane was lining up to shoot, the AI plane breaks off the attack and flies straight and level for a moment rather than immediately shifting targets to another enemy plane in the same formation. Still, I can't complain too much. After all, the AI just pauses for a second before switching targets.

And it's a joy to see historically accurate kill markings.

Aviar
06-18-2013, 02:26 AM
Bug Report:

When using the new Taxi to Takeoff option, planes totally ignore the first waypoint immediately after takeoff. This can even be seen in the test mission that came with 4.12.

See the screenshot below of this mission. The white plane is the Player's plane on autopilot. As you can see, it ignores the first waypoint after takeoff and plots a course for the next waypoint. I looked at the mission further and all the other planes do the same thing.

I made some test missions on my own and all of them had the same issue. Basically, if the new Taxi to Takeoff option is used, that particular plane/flight will ignore the first waypoint directly after takeoff.

*When makings test missions WITHOUT the new Taxi to Waypoint option, all planes/flights follow all of the waypoints normally.

Aviar

mmaruda
06-18-2013, 05:14 AM
Haven't played much, but the patch looks good. Too bad sounds were not updated. One thing I noticed just right now is that the Mustang has it's fuel shut-off valve in the off position - guess that is an old mistake. Maybe in the next patch? Anyway, thanks for the patch TD.:cool:

EJGr.Ost_Caspar
06-18-2013, 07:17 AM
Too bad sounds were not updated.

But you can put your own sounds in now.

Pershing
06-18-2013, 08:14 AM
It seems that bug with barrel fire infiltrated in official update from mods...
Take a look at SB forward gunner's fire:
http://www.il2.corbina.ru/bug.jpg

Also - fire with no smoke (propan?))
http://www.il2.corbina.ru/bug2.jpg

rickster
06-18-2013, 08:28 AM
When I go to start the game with 4.12 installed,it won't start,even with the IL246 disc installed.Did they come out with a new exe.?

_1SMV_Gitano
06-18-2013, 08:54 AM
When I go to start the game with 4.12 installed,it won't start,even with the IL246 disc installed.Did they come out with a new exe.?

No new .exe

Does the game loads, at least to a certain percentage?

EJGr.Ost_Caspar
06-18-2013, 09:03 AM
It seems that bug with barrel fire infiltrated in official update from mods...
Take a look at SB forward gunner's fire:
http://www.il2.corbina.ru/bug.jpg

Thats no real bug and its not from mods - its a problem of proper alignment of the cockpit gun model and the gunfire of extern model - its quite difficult here, but it probably can be refined. The gunfire effect itself is planed to be reworked a bit in next patch.


Also - fire with no smoke (propan?))
http://www.il2.corbina.ru/bug2.jpg

Yep - thats right! Its pure fuel burning. It may enlarge into a large smokey burning (when other parts catch fire).

Pershing
06-18-2013, 10:17 AM
But why smoke and fire became SO dim? IMHO looks not good and not beautiful... Explosions now more grey-dim-yellow..
FW-190 often set on fire without smoke - looks also not good..

SPAD-1949
06-18-2013, 11:36 AM
At least I downlodaed the patch
Il_412INT.exe with 259591KB
But it is not executeable
"Die Version der Datei ist nicht mit der ausgeführten Windows Verion kompatiblel"
32 - vs 64 bit...

_RAAF_Smouch
06-18-2013, 12:00 PM
Is there any info on placing the airfield pieces in FMB to create a whole new airfield?

I had a quick look in FMB and noticed that if the area that you want to create a grass strip is not flat then you get the same effect as you would with placing a runway 4,5 & 6 from the stationary ships section.

Love the work though guys

BZ

Pershing
06-18-2013, 12:48 PM
Is there any info on placing the airfield pieces in FMB to create a whole new airfield?

I had a quick look in FMB and noticed that if the area that you want to create a grass strip is not flat then you get the same effect as you would with placing a runway 4,5 & 6 from the stationary ships section.


I think the best way to use these pieces is to put them on synthetic runways. And find big-enough flat place for it first.

panzer1b
06-18-2013, 02:44 PM
i will have to say wonderful job on this patch

i absolutely love the effects (especially the lack of those rope trails behind planes that would glitch out and look terrible if looked at from behind, and the ship trails are very nice even if they are way to short) and options we have to mess around with now


also the hawk75 (even though i tend to look forward to bombers more) is very nice to fly in early war scenarios (most maps i make/use are early war as im not too big on the super high speed bnz only as well as the whole get caught in a planes gunfire for half a second and you die of late war scenarios

sb2 is nice as well (i really like detail of the pits/gunners and the epic animated belts), as are the ki45s (even if i tend to get lit on fire in those by bomber gunners, shot down by a little bit of flak, and ofc stand no chance against dedicated fighters but heck, not like my favorite ground attack plane, the bf110, fares much better under fire)




a few bugs id like to point out:

ai set to average now have terrible gunnery (i fought 4 fw190s vs 8-16 generic soviet fighters which were mostly yak9 series) and i will have to say that they cannot hit me if their life depended on it unless i am not maneuvering what so ever. i tested it by flying straight and then i did eventually get shot up but again it did take the ai quite a while to zero in their gunfire. guess ill have to stick to aces as those can sortof hit you in a turn/maneuver in one go

ship gunners occasionally have weird aiming: what i mean by this is that when spectating a ship you will notice its quad 20mm firing completely aim way to much ahead of a ship and none of the rounds actually connect. again it may be intentional for ships to have imperfect aim but this is odd in my opinion that a whole burst of quad 20mm flak38 just misses a target the size of a ship?

some planes will light on fire without any smoke coming from the fire (im not sure if this is intended or not but is smokeless fire very realistic?, a fire can emit very little smoke but completely smokeless just seems unrealistic).

Also its not a bug or issue but id like to see fire be a little bit larger since its just a little bit too small and hard to see from afar (not that i liked the terrible fireballs from teh stock game but a slightly larger fire effect maybee more along the size of the older game would be very nice)

other then this i find no issues at all, ill post another one if i find anything else i find buggy

A.Fokker
06-18-2013, 02:48 PM
Question:
Is there way to have your own background in the game?
It used to be the background.tga in the Missions folder. That doesn't work anymore.
Also some of my personalised background in the campaign and single missions country folder don't work anymore, others do. What is the reason for this? File specs?

GROHOT
06-18-2013, 06:36 PM
THANKS FOR PATCH!
YOU WORK BEAUTY!
I try Kate in trainig mission and in second time blowed moveless transport

EJGr.Ost_Caspar
06-18-2013, 07:32 PM
At least I downlodaed the patch
Il_412INT.exe with 259591KB
But it is not executeable
"Die Version der Datei ist nicht mit der ausgeführten Windows Verion kompatiblel"
32 - vs 64 bit...

Hm... strange! No problem here with 64bit. Did you try to just unpack the file via WinRar?

EJGr.Ost_Caspar
06-18-2013, 07:44 PM
Question:
Is there way to have your own background in the game?
It used to be the background.tga in the Missions folder. That doesn't work anymore.

Well, it seems as it doesn't work, although it was planed. I consider this as a bug.


Also some of my personalised background in the campaign and single missions country folder don't work anymore, others do. What is the reason for this? File specs?

Hm... just as an idea, if you use widescreen, then you have to replace the new placeholder files, named with 'wide_background.tga' in your country folders.

EJGr.Ost_Caspar
06-18-2013, 07:51 PM
But why smoke and fire became SO dim? IMHO looks not good and not beautiful... Explosions now more grey-dim-yellow..
FW-190 often set on fire without smoke - looks also not good..

It doesn't need to be beautiful, it has to be realistic. Fire on daylight are much less intensitive than at night (and like hollywood movies tends to show us).
And still, this looks not quite dim to me:
https://dl.dropboxusercontent.com/u/68344843/DT%20Updates/grab0479.jpg

Fire without smoke is just normal, if only fuel burns. It can grow and get smokey quite fast, when other parts start to burn.

rickster
06-18-2013, 08:34 PM
I have the patch installed,but now my game won't start,even with the CD installed.What could be the problem?

rollnloop
06-18-2013, 09:32 PM
a few bugs id like to point out:

ai set to average now have terrible gunnery (i fought 4 fw190s vs 8-16 generic soviet fighters which were mostly yak9 series) and i will have to say that they cannot hit me if their life depended on it unless i am not maneuvering what so ever. i tested it by flying straight and then i did eventually get shot up but again it did take the ai quite a while to zero in their gunfire. guess ill have to stick to aces as those can sortof hit you in a turn/maneuver in one go


Try flying A6M2 vs F4F4 average, in my experience if you don't manoeuver, they'll kill you in no time.

Sailboat
06-18-2013, 10:08 PM
Not sure if its just me, but AI set to ace have considerably worse aim then they used to.

IceFire
06-18-2013, 10:24 PM
I have the patch installed,but now my game won't start,even with the CD installed.What could be the problem?

The patch doesn't replace the EXE so the CD will have no behavioral change from 4.11.1. The key thing is to install over a clean 4.11.1. If you installed over mod packages then... that would be problematic and the game may not start.

SkyFan
06-18-2013, 10:54 PM
Generally it is wonderful patch as a result of titanic job. Thanks for DT!
SB is terrific, users paintschemes for stationary aircrafts and a lot of other features are also attractive. However unfortunately there is one negative point (at least currently).
So, each mission builder and mission user remembers 7 previous versions of different smokes (from 1 to 7). Many authors used them in missions and campaigns.
But in 4.12 these smokes were replaced by new ones and a lot of missions created before became non-playable now. For example, please look to image of Russian village at winter 1942 from mission which has been created with 4.11 (Smoke_6&7_411.jpg) and compare this image with the same situation in 4.12 (Smoke_6&7_412.jpg).
The next example is at two next images regarding soldiers waiting for the launch.
Just please compare screenshot from mission in 4.11 with te same one in 4.12
Any comments aren't needed as you can see.
Of course I don't mind if DT want to add additional smokes: please do it.
But please, don't replace existing ones. Or at least please restore them (especially #6 & #7). I'm sure a lot of mission builders and/or players will be glad. I doubt if each campaign builder is able to spend a lot of time ang change these smokes in all his/her missions and/or campaigns created before. So, please have just a little piece of respect to other people who worked before and for users playing "retro"-missions.
I'm not English native speacker, so, please forgive me my possible mistakes in English.
Thank you in advance.
Best regards.

Spinnetti
06-18-2013, 11:07 PM
Hm... strange! No problem here with 64bit. Did you try to just unpack the file via WinRar?

I had the same issue. I ran it from within the .zip file instead of extracting first and that worked ok though.

Ventura
06-19-2013, 12:03 AM
SubTitleLines=3 in the conf.ini doesn't seem to function anymore, tho the newer font, size and colors aren't as obtrusive as before, still would like to have a limit on the column of text when chatter gets heavy.

(This may be related to Aviars waypoint issue. I noticed that object vehicles DELAY waypoint setting [min] now occurs on the third waypoint from the waypoint you input the DELAY as opposed to the second waypoint in the earlier version.)

Great stuff so far. Seems some of the sounds have been slightly enhanced.

Thanks much TD!

Treetop64
06-19-2013, 12:15 AM
Great stuff so far. Seems some of the sounds have been slightly enhanced.



I noticed that, too. Gunfire from inside the aircraft sounds better.

Dash 8
06-19-2013, 05:31 PM
I've noticed a difference in the new 4.12 patch of mixture settings. For example, In a LaGG 3 series 29 campaign I'm flying, I now have to reduce the fuel mixture to 80% at 3300 meters or I get the brown\black smoke of an overly rich fuel mixture going to the engine. I didn't have to reduce the fuel mixture until 5000 meters before the new patch. Nice addition the complex engine management that is more realistic. I remember when I was learning to fly in a Cessna 152 that I had to start leaning the fuel mixture to the engine above 3000 feet if I wanted more RPMs out of the engine. (I didn't do it in the pattern at the airport I trained at, but the field elevation was 2284 feet which meant leaning began shortly after take off.)

I see we now have a radio command for "bandits". How does this work? I have pressed the W key which is usually assigned to the 'bandits' call and padlocked an enemy aircraft and heard my lead say 'roger'. I've also just padlocked an enemy aircraft and heard the same 'roger' call. I think it's my way of pointing out enemy aircraft to an AI lead, but I'm not sure Exactly how to use this new command. Loving the new patch so far!!!

Spudkopf
06-19-2013, 10:32 PM
Most of my post widescreen landings have turned to crap due to the narrowed down clipped view approach angles that have been firmly embedded in my skull, so I’ve been spending a lot of my time using QMB scramble missions to practice circuits and the ground handling of my favourite rides to try and learn the corrected angles, as such I have had the opportunity to observe a lot more of my surrounding in the process.

While I’ve been tooling around I have noticed that the national marking of static aircraft in QMB are now missing (well at least the for Luftwaffe) and I assume that this all has something to do with the ability to use ones own skins on statics and is obviously NOT A BUG, however I've been so busy enjoying flying with wide screen that I have not yet worked out how to change these skins or found what is most likely a simple markings on/off switch.

And now that I’m at work I cant even take the time to have a look in the files for instructions, so can some kind sole at least confirm that the details on how to change the static skin options is in the readme?

_RAAF_Firestorm
06-20-2013, 04:12 AM
Yep, all static aircraft now come with the option in the FMB to have markings on or off. Which is a terrific option to have! By default (as far as I can tell) they're set to off.

Not a criticism, just a personal preference - I would have set the default to "on" rather than "off", so that I dont have to go through each and every static plane in each and every one of my missions and turn all their markings on so they're visible.

Untamo
06-20-2013, 05:15 AM
S!

Tested the patch yesterday night. I love the targeting reticle adjustable light. Now in a Zero I can actually see my target behind the reticle :)

I found the new FOV setting a bit lacking. On my screen it locked to something like 95-100 degrees. Why have limits anyways? If someone wants to play with "fish-eye" graphics, why not let them? :) I personally keep it around 120 deg using the "San's FOV changer", which seems nice on my screen. No fish-eyedness there :)

Alexander (C)
06-20-2013, 05:25 AM
Noticed that when recording a track, when the mission all the smoke and fell, in writing no smoke, no fire! (see track 93)
Also, a question for knowing the shadow of big smoke at certain angles disappear (see screenshots and track 95) Maybe it's just me, check somebody.
Sorry for my english

Spudkopf
06-20-2013, 08:00 AM
Well now I've had a real look and still can't figure out how to turn the markings on for QMB static aircraft?

Treetop64
06-20-2013, 09:23 AM
Yep, all static aircraft now come with the option in the FMB to have markings on or off. Which is a terrific option to have! By default (as far as I can tell) they're set to off.

Not a criticism, just a personal preference - I would have set the default to "on" rather than "off", so that I dont have to go through each and every static plane in each and every one of my missions and turn all their markings on so they're visible.

^^ This ^^.

While the flexibility of toggling markings per individual aircraft is welcome, it would have been convenient (and arguably obvious) to include a global option as well, or at least leave them on by default.

IceFire
06-20-2013, 11:43 AM
Well now I've had a real look and still can't figure out how to turn the markings on for QMB static aircraft?

FMB?

Click on the static aircraft, go to the markings selection, check the box that says Display markings (or something like that). Not sure why the markings are off by default... they seem to be all over the place in older missions.

Spudkopf
06-20-2013, 01:44 PM
FMB?

Click on the static aircraft, go to the markings selection, check the box that says Display markings (or something like that). Not sure why the markings are off by default... they seem to be all over the place in older missions.

I'm in QMB, can this be edited from FMB?

Spudkopf
06-20-2013, 10:12 PM
Well I worked it out and loaded the QMB into question to the FMB editor, and quickly realised that this is going to be a total pain in the ass to put right, even for just one QMB let alone all of them.

So I would like to ask TD if it would be possible to consider having markings on as the default for 4.13.

By the way is there any way to load missions into a text based editor that makes it easier to change things like markings on/off 1 or 0?

Bearcat
06-21-2013, 03:30 AM
Good .. I like having custom backgrounds.. Even for the main splash screen..
Overall I like the patch.. I still get the AI gang bang thing.. One thing I can say the P-47 dives much better now.. About the DM.. is it me or does it seem like some planes like the Mustang get sent spinning too much when they get a hit in the wing.. I tested this in 4.11.1 and it is much more pronounced in 4.12. MUCH more.

FrankB
06-21-2013, 06:41 AM
My expectation for the new widescreen view would be that the black borders on the sides would simply disappear.

Indeed they did, but it was done so not by expanding the picture to the sides, but by zooming in and cutting off the top and bottom part of the picture, so in fact you now see *less* than before.

E.g. In B-25 cockpit I had to zoom out 2 clicks to see the ball in 4.11 and you could go even a bit further. Now in 4.12 I need to zoom out 4 times to see the ball and no possibility to go further.

Jumoschwanz
06-21-2013, 11:06 AM
is it me or does it seem like some planes like the Mustang get sent spinning too much when they get a hit in the wing..

You mean compared to all the times in real life that you fired on Mustangs and they did not spin as much? Just want to know what real information you are basing your complaint on.....

Like Caspar said, it does not have to be beautiful, it has to be realistic, which might run against what a lot of modders attempt with their hacks, trying to change the sim so it suits their Western Hollywood wet dreams of what WWII aviation was like.

Daidalos does it's research, makes the best decisions and puts in the effort to improving the sims enjoyment for adult simmers. Anyone that has any patience knows they are on the job and if they wait most issues will be sorted in the next patch.

For those who are lacking that adult quality, patience, then hack away....

As usual I will enjoy the latest official patch of the sim, adjust to it's changes and have fun.

Thanks Daidalos

Mysticpuma
06-21-2013, 11:33 AM
I posted this in the wrong thread before, so here goes:

Overall a great and much needed update. My only criticism is the smoke effect. It really just seems a little too artificial. The colours and density are great.....but the fact it doesn't fade out but just looks like a stuck on self contained Smokey bubble following the aircraft looks and is really distracting.

Is there any way to enhance it maybe so that the smoke is half the density but twice as long?

That way ot would at-least look like a smoke trail than a smoky non decaying stuck on blob?

Overall a huge step forward but I'd really much prefer a smoke trail than a smoke blob?

Cheers, MP

EJGr.Ost_Caspar
06-22-2013, 04:10 AM
My expectation for the new widescreen view would be that the black borders on the sides would simply disappear.

Indeed they did, but it was done so not by expanding the picture to the sides, but by zooming in and cutting off the top and bottom part of the picture, so in fact you now see *less* than before.

E.g. In B-25 cockpit I had to zoom out 2 clicks to see the ball in 4.11 and you could go even a bit further. Now in 4.12 I need to zoom out 4 times to see the ball and no possibility to go further.


Check, if you have 'Widescreen FoV' enabled in your graphic settings! Its below the resolutions. That should give you the wanted view, otherwise you have widescreen, but in FoV for 4:3.

NNFFL=YLB=
06-23-2013, 07:41 AM
I am very disappointed not to have the SB-2M100 with FAB-500 as the bomb bay of SB-2 was been specially designed to provide take this bomb!
the SB-2 layout was based on the idea that the overall dimensions should be the smallest to carry the FAB-500 and the whole bomb load was to be housed internally in the fuselage


and if you could also fix the carriage of SB-2M-103 which can be 1500kg in your next patch (2 fab-500 on Der-19 underwing pylons and 1 FAB-500 internal) it will be great

Sita
06-23-2013, 08:01 AM
wihtout Der19 SB cannot carry 500fab ... Der19 was mounted only at m103 series ..

FrankB
06-23-2013, 01:01 PM
Check, if you have 'Widescreen FoV' enabled in your graphic settings! Its below the resolutions. That should give you the wanted view, otherwise you have widescreen, but in FoV for 4:3.

Thanks EJGr.Ost_Caspar, that did it!

I had this option checked, but it did not apply until I switched to another resolution and back to my 1680x1050.

Now just a small glitch: when the mission loads up, the Widescreen FoV zoom is not normal, but "normal - 1 step". No big deal, since pressing End to apply the normal view gets things back to normal.

semor
06-23-2013, 05:08 PM
You mean compared to all the times in real life that you fired on Mustangs and they did not spin as much? Just want to know what real information you are basing your complaint on.....

Like Caspar said, it does not have to be beautiful, it has to be realistic, which might run against what a lot of modders attempt with their hacks, trying to change the sim so it suits their Western Hollywood wet dreams of what WWII aviation was like.

Daidalos does it's research, makes the best decisions and puts in the effort to improving the sims enjoyment for adult simmers. Anyone that has any patience knows they are on the job and if they wait most issues will be sorted in the next patch.

For those who are lacking that adult quality, patience, then hack away....

As usual I will enjoy the latest official patch of the sim, adjust to it's changes and have fun.

Thanks Daidalos

*Facepalm

Jumoschwanz..please do us all a favour...and stop with your hatefull anti-Modding Posts here.

I like the creative work that TD has made with the 4.12 Patch,and I also like the creative work from the Modders who will follow. I enjoy the IL-2 with the best of both worlds,the Official stuff from TD and the Modders artwork.

Bearcat
06-24-2013, 03:21 AM
You mean compared to all the times in real life that you fired on Mustangs and they did not spin as much? Just want to know what real information you are basing your complaint on.....

Like Caspar said, it does not have to be beautiful, it has to be realistic, which might run against what a lot of modders attempt with their hacks, trying to change the sim so it suits their Western Hollywood wet dreams of what WWII aviation was like.

Daidalos does it's research, makes the best decisions and puts in the effort to improving the sims enjoyment for adult simmers. Anyone that has any patience knows they are on the job and if they wait most issues will be sorted in the next patch.

For those who are lacking that adult quality, patience, then hack away....

As usual I will enjoy the latest official patch of the sim, adjust to it's changes and have fun.
Thanks Daidalos

Well Daium!! You don't have to be so condescending.. so based on your assessment then it must have been wrong all along until now huh..? I am just making a friggin comment man so don't act like I slandered your mother or something.. Save the nasty BS for someone else.. Notice I said 4.11.1 .. not HSFX or UPRC3

TD please check out this very short video..

http://www.youtube.com/watch?v=T8lk8xwetk0

This was a 16 vs 16 fight in the QMB.. Notice I have 7 planes attacking me or getting ready to and not a friendly in sight.. My wingman was nowhere to be found.. When I went to friendly padlock I couldn't find a friendly close enough to lock on to... That drives me nuts.. Here I have a rig that can actually run a 32 vs 32 mission .. and by myself it is useless because it is even worse with more planes.. of course.. I am usually dead by then.. I was surprised I actually survived long enough to get 7 on me.. This is with Average blue and ace veteran red... go figure... and other times I could swear there is a live guy in there with me.. Don't get me wrong guys... I appreciate 4.12.. but this AI thing drives me nuts...

I like the sounds thing.. that is really nice... and the widescreen and I also noticed that the speedbar stayed where I set it last which it used to not do.. is that a new feature from 4.12 or is that a part of the infamous W7 Read Only bug .. (a close relative of the W7 cut and paste bug.. not at all related to anything TD did/does but purely MS snafu business )

Woke Up Dead
06-26-2013, 08:28 PM
What does the "smart axis" toggle switch in the Controls Hardware do? I'm pretty sure this is a new feature and I couldn't find a reference to it in the 4.12 read-me pdf.

satanofsaturn
06-26-2013, 10:31 PM
So you can enable "smart axis" and you don't get the same option for allies? please work on this for 4.13!

stovak
06-27-2013, 02:02 AM
What does the "smart axis" toggle switch in the Controls Hardware do? I'm pretty sure this is a new feature and I couldn't find a reference to it in the 4.12 read-me pdf.

This was introduced in 4.11.

From the guide:

Smart Axis
Dual throttle has turned out to be little problematic if player has only two throttles and plane
has more than two engines. Normally if player has dual throttle, he has power 1 and power 2
mapped and old power (all) axis unmapped. If player wants to fly plane with more engines
that two, he needs to go to controls menu and map one of the throttle axis to the old power
axis which controls all engines.
When the smart axis feature is enabled and user has only power 1 & 2 mapped and plane has
four engines, the power 1 handles both left side engines and power 2 both right side engines.
With three engine planes, the center engine gets average value of both levers. Prop pitch
works similar way.
To enable this feature, add following in conf.ini under [rts] section.
[rts]
UseSmartAxis=1

EJGr.Ost_Caspar
06-27-2013, 02:40 PM
So you can enable "smart axis" and you don't get the same option for allies? please work on this for 4.13!

'Smart allies' feature granted! :D

JG27CaptStubing
06-27-2013, 06:51 PM
I hope the FW 190 FMs get revisited 4.13.

NNFFL=YLB=
06-28-2013, 07:22 AM
wihtout Der19 SB cannot carry 500fab ... Der19 was mounted only at m103 series ..

Sorry I made a translating error with "design for 500kg bomb load" :oops:
but "the SB-2M100 could carry an internal bomb load of either TWO 250kg FAB-250 bombs or six 100kg FAB-100 general purpose bombs"
(cf. Squadron Signal - Aviation - In Action - 1194 - Tupolev SB2 p.9)

and page 29 we could see the two DER-23 for the FAB-250


and sorry for my poor english

ashless
07-03-2013, 06:30 PM
Long time lurker, first time poster.

Downloaded the excellent new patch with no problems, flew a few missions with the new aircraft, top work as always.

Now I like to dabble in the FMB, nothing too fancy. Just making fun little missions for my buddies to play on at our reqular LAN get togethers.

But then I saw it.....you've labeled the Objects list....you beautiful....BEAUTIFUL PEOPLE.
In the bin with my scrap paper notes on which object is which!

You guys are awesome

Treetop64
07-03-2013, 06:47 PM
Long time lurker, first time poster.
.
.
But then I saw it.....you've labeled the Objects list....you beautiful....BEAUTIFUL PEOPLE.
In the bin with my scrap paper notes on which object is which!

You guys are awesome

Lol. This is worth making a first post for. :)
I used the printed guides, but still. Glad to not have to use them anymore.

Woke Up Dead
07-03-2013, 10:03 PM
So did anyone observe the new mach number effect? I flew an online map in a Mustang versus J2M3's, I was still able to run away at will in a dive, but I got the impression that it was harder to achieve maximum dive speed.

Before I often got the Mustang close to 850km/h IAS when I wasn't being careful, this time I don't think I ever cracked 750km/h IAS. Performance at speeds below 600km/h seemed to be unaffected. Is this what the new effect is supposed to do?

IceFire
07-04-2013, 12:49 AM
So did anyone observe the new mach number effect? I flew an online map in a Mustang versus J2M3's, I was still able to run away at will in a dive, but I got the impression that it was harder to achieve maximum dive speed.

Before I often got the Mustang close to 850km/h IAS when I wasn't being careful, this time I don't think I ever cracked 750km/h IAS. Performance at speeds below 600km/h seemed to be unaffected. Is this what the new effect is supposed to do?

I think you'll see a bigger difference between planes that had good diving capabilities and those that don't. The Mach effect, and forgive me if I get this wrong, has a lot to do with the drag of the airframe... so a clean aircraft like the Mustang will accelerate to its dive speed more quickly than something that isn't as aerodynamically clean. The J2M3 was fairly good at aerodynamics (if I remember right) so it may not give you a good example. Mustang compared to a A6M5 Zero might be a different story.

Kittle
07-04-2013, 05:30 PM
So I finally built a clean install of IL2 in order to give 4.12 a good run through. My initial thoughts were, "WOW!" and their still running that order of excitement. There are so many improvement it's hard to nail down any one thing. First and foremost, flying the Ki-45 is a blast. It's been one of my favorite aircraft since my younger days, and flying it in IL2 is really living a dream. The new graphical effects are outstanding. A lot of the new ditching a gear bits I think will really shine in a campaign. Nursing my wounded bird home to find out one of the main gears will not lower and having to make a realistic belly landing will add to the immersion ten fold.

Overall, another outstanding patch by TD. Thank you!!!

Woke Up Dead
07-04-2013, 05:59 PM
A lot of the new ditching a gear bits I think will really shine in a campaign. Nursing my wounded bird home to find out one of the main gears will not lower and having to make a realistic belly landing will add to the immersion ten fold.


Definitely, I experienced it with a Pe-8 mission recently. AA hit me and I saw one of my main landing gears dropped. I lowered the other gear then raised it again, but the damaged gear stayed down. Later, on approach, when I tried lowering the other gear again, it wouldn't drop; I'm guessing the hydraulic fluid leaked out? I had to make a landing on just one wheel, the slide mark on and off the runway behind my plane looked cool.

Does the Pe-8 have a hydraulic pressure gauge?

Woke Up Dead
07-04-2013, 05:59 PM
I think you'll see a bigger difference between planes that had good diving capabilities and those that don't. The Mach effect, and forgive me if I get this wrong, has a lot to do with the drag of the airframe... so a clean aircraft like the Mustang will accelerate to its dive speed more quickly than something that isn't as aerodynamically clean. The J2M3 was fairly good at aerodynamics (if I remember right) so it may not give you a good example. Mustang compared to a A6M5 Zero might be a different story.

Makes sense, thanks.