View Full Version : 4.12.2 de-bugging
Create a quick mission with maximum number of airplanes, preferably ones that will drop flaps while turn and burning (some bf109 and or yaks will do), now enable autopilot for one second, after disabling it , drop flaps 1 notch (combat), try not to get shot , simply fly some manoeuvres around all the AI and let them fight.
At some point you will notice that your plane will probably yank around (while pulling a constant turn) and/or you flaps will retract automagically (no , not f4f style:cool:), one time in the campaign my flaps retracted while landing , very funny:grin:
I suspect some commands override your own control , this happens only if there are many AI , or the effect is more pronounced / more frequent, it maybe happen synchronously while another plane retracts flaps, but I couldn't be exactly sure watching the tracks.
This also happens when using the black screen skip autopilot 1 time in campaign with many AI planes in the mission as it uses autopilot and time compression.
Now this is a funny one :) i tried it and it really happens. Can you do me a favor and test what happens if you fly with gears down instead of flaps down?
The mission was flown via 'Single missions' when the wrong heading was given.
Aviar correctly identified the problem. AI gives heading on waypoints correctly but when you stray away from the flight AI leader warns you and gives reciprocal heading. Code for this is ancient and there is no any comments with explanations why they done it that way. I guess that calling real altitude and heading would be the best.
I have a problem with FMB.
I've made a few missions using numerous AI and while the mission runs fine either running from FMB (play) or creating an online server and playing it in that mode. After exiting from the mission IL2FB.EXE crashes.
Post the mission please.
Now the Vals, the carrier plane of this mixed flight. Had serious problems to keep the gear on the deck of the carriers after landing, they all start to roll of the deck to the right side and explode. Just slip to the right.
There is a bug with the Val, havent tested it with other planes but I would like to share it with you guys.
Maybe leave the "choks" activated after landing or dont let the planes slip from the deck?!
This is old thing, I tried it in 4.05 and the behavior is the same. I'll see what can be done about it.
wheelsup_cavu
07-21-2013, 10:12 PM
Guys, I have found a bug by casual testing the QMB.
I have set a 4 x 4 planes on my side, some Vals, Zeros, Ki-21 and some more Vals with the mission to attack something above the waves. The initial attack was absolutly bugfree, but after I have ordered the whole bunch of planes to return to base. The wired things started.
The Zeros were landbased types and the Ki-21 was never planed to be carrier capable. So they start to land their bellys on the deck of the japanese carriers that were floating around.
The Zeros had no problem to land without the Tailhook, all was fine and they disapeared as they should.
The Ki-21 landed also save on the decks and disapeared, only one broke his neck as the plane hit the deck a bit harder than the others did. But also the result was satisfing.
Now the Vals, the carrier plane of this mixed flight. Had serious problems to keep the gear on the deck of the carriers after landing, they all start to roll of the deck to the right side and explode. Just slip to the right.
There is a bug with the Val, havent tested it with other planes but I would like to share it with you guys.
Maybe leave the "choks" activated after landing or dont let the planes slip from the deck?!
This is old thing, I tried it in 4.05 and the behavior is the same. I'll see what can be done about it.
When Pacific Fighters (v3.0) was released the planes landed on the deck and locked the chocks and then folded their wings before despawning. I never understood why they removed that feature with one of the subsequent patches. I recently installed Pacific Fighters again and did not add any of the patches to confirm this was correct.
If you do change the routine, if it is at all possible, I would like to see you have the planes pull forward before locking their chocks far enough to allow another plane or planes to land while there are some planes that are still on the deck. As it is now it takes forever for multiple planes to land and despawn.
Wheels
Rodwonder
07-22-2013, 05:40 PM
Has anyone else noticed that whole AI flights are ramming into each other on the way to missions? I think I've seen a post on this not long ago but search didn't bring it up.
Wolkenbeisser
07-22-2013, 06:10 PM
The New bomloadout of p-51's ist selectable in dogfight Missions, Even if the missionbuilder defines only "Standard" as possible loadout for p-51's.
I forgot to add: it destroys the balancing of Dozens of my Missions i made for my squadron. So, for me it's Not just Peanuts. i Need to correct all the Missions Affekted now :mad:
Hope this will be corrected with 4.12.1m :wink:
II/JG54_Emil
07-23-2013, 09:23 AM
Has Daidalos Team taken note of?:
Typ VIIC surfaced, Type VIIB surfaced and TypIX surfaced U-Boots/submarines don´t fire torpedos.
This important be functional for missions and SEOW campaigns.
Has Daidalos Team taken note of?:
This important be functional for missions and SEOW campaigns.
Is there are any of the surfaced submarines that fires them?
II/JG54_Emil
07-24-2013, 02:05 PM
Is there are any of the surfaced submarines that fires them?
All surfaced subs fire torpedos, apart from those 3 named above.
This was also part of their tactics, to attack convoys when surfaced.
Art-J
07-24-2013, 02:48 PM
Uh, a bit late to the party, just discovered the 4.12 today! Anyway, patch installed, testing continues, love it so far, one thing bothers me though - when starting an ordinary, non-dedicated server, I can also see non-flyable planes on the list of the ones to chose from. Obviously, when I click them and choose "fly", the game puts me somewhere on the map, sitting in the middle of "nothing". Not a big deal when you remember exactly which planes are flyable and which are not, but with soooo many of them, I kinda lost the track of it. Thus, the questions are:
a) Is the issue related to 4.12, or maybe there was something wrong with my stock 4.11 backup copy I used to get to the newest version today?
b) is there any easy "edit-with-notepad" way to clean up the multiplayer plane list and put only the flyable ones on it?
You can use the AI planes from external if you fly a "normal" plane first. The changed list is essentially a feature of 4.11.
76.IAP-Blackbird
07-24-2013, 04:44 PM
@FC99
Thanks for reply :wink:
All surfaced subs fire torpedos, apart from those 3 named above.
This was also part of their tactics, to attack convoys when surfaced.
Please, post the mission where one of the surfaced submarines fire torpedoes.
Blackjack
07-24-2013, 08:25 PM
Now this is a funny one :) i tried it and it really happens. Can you do me a favor and test what happens if you fly with gears down instead of flaps down?
gears stay down, no other effects , playing with the FMB and creating a mission with 64 BF109E4 vs 64 MIG3, elevator, rudder and aileron input was modified during flight while using almost constant input, it now seems its the beginning of the fight that matters , there the input is overridden sometimes, but much later when a group calls out the contacts again , or something in the general fighting changes it is triggered again , cant say if its the "AI" of the own plane that has to get away from the fight and return to "react" again.
UPDATE: I thought it had something to do with AI calling out bandits , but it also works when flying 1:1 in QMB, it just happens at the same time your wingmen would call out bandits, now Im stumped even more...
Lagarto
07-25-2013, 04:21 PM
Seems like the AI is still hapless when caught in the landing pattern. Last night, while flying a DGen mission, I encountered a few enemy AI over their own airfield and shot them down one by one, which took a couple of minutes. No counteraction whatsoever during that time.
Pursuivant
07-25-2013, 10:49 PM
Seems like the AI is still hapless when caught in the landing pattern. Last night, while flying a DGen mission, I encountered a few enemy AI over their own airfield and shot them down one by one, which took a couple of minutes. No counteraction whatsoever during that time.
This a very old bug and really spoils QMB missions where pre-generated flight plans are quite short.
I thought it had been fixed in 4.12, but I guess not. It seems like a very simple AI fix. If attacked in landing pattern, abort landing pattern unless you're on final approach and your gears are down. Resume previous formation and fight until no more enemy are near. Resume landing pattern.
Many thanks to TD for this excellent patch.
The feature I have in mind is actually not a bug, but I think/hope that it would be possible to include it in the fix patch 4.12.1.
The problem is the red color of the speed bar info on the screen. This is very annoying for the color blind people and specially for those who can't see the difference between red and green. This causes inconvenience mostly when landing. If the speed bar color would be white or could somehow be changed by the user it would help a lot. It is not necessery to create a new switch for it in GUI, just line in conf.ini would be good enough (if possible).
I know that there has been mod(s) for this, but I'd like to have this feature in the stock version as well.
- Jami
Gumpy
07-27-2013, 11:36 PM
Two bugs to report at least I think they are #1 the nasty tendency of auto piloted aircraft to throw their wings up into the vertical at random times then return to normal flight,I do not see normal AI aircraft executing this maneuver. http://i697.photobucket.com/albums/vv340/Bingo1957/2013072716-17-45_zpsb4edfca0.jpg (http://s697.photobucket.com/user/Bingo1957/media/2013072716-17-45_zpsb4edfca0.jpg.html) #2 I'm seeing random flashes of light in the external view,almost like flash bulbs going off I don't know whether this has something to do with the new effects or not but,Ive never seen this in previous patch versions. http://i697.photobucket.com/albums/vv340/Bingo1957/2013072718-41-02_zpsfde0f2e0.jpg (http://s697.photobucket.com/user/Bingo1957/media/2013072718-41-02_zpsfde0f2e0.jpg.html)
CzechTexan
07-28-2013, 12:01 AM
4 Wood Fence Objects are all the same?
I was just browsing objects and noticed the old brown wood fence has four types of fences (long and short) that are all the same.
Is it just me or is anyone else seeing this?
Aviar
07-28-2013, 01:07 AM
4 Wood Fence Objects are all the same?
I was just browsing objects and noticed the old brown wood fence has four types of fences (long and short) that are all the same.
Is it just me or is anyone else seeing this?
They are all different. 162 Fence Long and 164 Fence Short will conform to the angle of the terrain that they are placed on. The other two will look funny if you, for instance, place them on a hilly area.
166 Germany Country Fence does the same thing.
Aviar
Aviar
07-28-2013, 07:38 AM
In the Formation options, the correct spelling is 'Line Astern', not 'Line Astearn'.
Aviar
IceFire
07-28-2013, 01:44 PM
Two bugs to report at least I think they are #1 the nasty tendency of auto piloted aircraft to throw their wings up into the vertical at random times then return to normal flight,I do not see normal AI aircraft executing this maneuver. http://i697.photobucket.com/albums/vv340/Bingo1957/2013072716-17-45_zpsb4edfca0.jpg (http://s697.photobucket.com/user/Bingo1957/media/2013072716-17-45_zpsb4edfca0.jpg.html) #2 I'm seeing random flashes of light in the external view,almost like flash bulbs going off I don't know whether this has something to do with the new effects or not but,Ive never seen this in previous patch versions. http://i697.photobucket.com/albums/vv340/Bingo1957/2013072718-41-02_zpsfde0f2e0.jpg (http://s697.photobucket.com/user/Bingo1957/media/2013072718-41-02_zpsfde0f2e0.jpg.html)
The wing "throwing" thing is them rolling to check their six and other areas hidden. It's perhaps a bit overstated by the AI but not an unusual sight in WWII. As the AI now have to deal with the sight lines of the cockpit just like human players they can now be surprised by a bounce that they couldn't see and thus this allows them to check.
ElAurens
07-28-2013, 01:56 PM
I doubt you would have any aircraft fllying in formation doing 90 degree snap rolls to check six in real life.
As per usual, the AI continue their cheating ways, doing things no human pilot would or could do, all the while maintaining perfect trim under all conditions.
At least we do have an answer to a burning question no one ever asked, "What would a totally autonomous Skynet drone Bf 109 fly like"?
:-P
Lagarto
07-28-2013, 04:27 PM
I'm not sure if there's much difference between AI-controlled plane and autopilot-controlled plane but all autopilot-controlled planes lower flaps at speeds which normally make the flaps jam. It's easy to check - break autopilot when entering dogfight, the flaps are usually down and they get stuck solid (very irritating when you've been flying 10 minutes on autopilot and time compression to speed up the mission). Spitfires even lower half-flaps, which is something historically bogus and impossible - the Spitfire flaps had two positions: up or down.
Pursuivant
07-29-2013, 10:14 AM
I doubt you would have any aircraft fllying in formation doing 90 degree snap rolls to check six in real life.
+1
Although rolling, banking and turning is very realistic for a veteran pilot flying solo in a combat zone, it's not so realistic for planes flying in formation.
In formation, it was more typical for each pilot to be assigned a particular part of the sky to watch, or for the formation to slightly change direction at random intervals, or flying a weaving pattern, to check to below or to the rear.
In some cases, one plane was assigned to be a "weaver" or "tail end Charlie." The weaver flew slightly behind the formation and flew a weaving and banking pattern to check below and behind. The problem with this was that the "weaver" burned more fuel than the other planes in the flight, which could be a problem on long missions. He was also more vulnerable to attack than other planes in the formation.
When fighters flew close escort missions, they would often let the bomber gunners be their "eyes" to the rear and below. Alternately, they'd just break into combat pairs and randomly weave along their assigned course, both to check the sky and to help match speed with the slower bombers.
So, it would be more realistic to disable rolls and banks for planes in formation.
And, if TD wanted to do even more AI work, it would also be cool if they could implement some or all of these options.
1) Formations where each plane was detailed to watch a particular sector (and commands to make a plane in your formation watch a particular sector especially closely).
2) Formations where the formation weaves either randomly or at set intervals while maintaining a particular course. (And commands to tell your formation or a particular element of your formation to do this, or to stop doing it.)
3) Formations where the last plane in the flight acts as a "weaver", acting as described above to check below and to the rear of the formation. (And commands to tell one or more planes in your formation to drop back and weave, or to stop doing so.)
4) Commands to tell your formation (or parts of it) to orbit either a location on the ground or another formation of planes.
5) Commands to tell certain planes to take station ahead, behind, above, below or to the side of another formation of planes.
Commands 4 & 5, combined with an order to weave could allow the player to assign a "tail end charlie" when the default formation doesn't allow it, or could be used to arrange close escort fighters around a bomber formation.
nic727
07-29-2013, 05:44 PM
What is the smoke thing that you remove for old version?
Smoke objects that mission builders liked to use for steam locomotives.
Juri_JS
07-29-2013, 07:05 PM
Here is something that wasn't fixed in 4.12.1.
A6M5c and A6M7 equipped with Type3 air-to-air rockets don't attack other planes.
"Static soldiers no longer explode. "
Lolwut?!
Never noticed that!Came with 4.12, and only effected some. Probably the drunk ones.
Treetop64
07-29-2013, 08:36 PM
Came with 4.12, and only effected some. Probably the drunk ones.
Vodka is flammable, after all...
http://www.mission4today.com/images/smiles/icon_jook.gif
Tolwyn
07-29-2013, 09:36 PM
Woah, what was the loiter command change and why was it reverted?
I noticed for the first time the darn command worked!!
benson
07-29-2013, 10:02 PM
So sadly no fix this time for the taxi/land problem.
Aviar
07-29-2013, 10:49 PM
So sadly no fix this time for the taxi/land problem.
I just tested it and it looks like they fixed it.
Aviar
MicroWave
07-29-2013, 11:08 PM
I just tested it and it looks like they fixed it.
Aviar
Yes. This should apply to that problem too:
· Fixed skipped WP after Taxi to takeoff.
Tolwyn
07-30-2013, 12:25 AM
Oops. Duplicate post. See below. That and I sounded a bit like an ass in this post. Didn't mean to. ;)
See Loiter Command directly below. ;)
http://forum.1cpublishing.eu/showpost.php?p=507512&postcount=284
Tolwyn
07-30-2013, 12:26 AM
Loiter command does nothing now with 4.12.1. Worked correctly in 4.12. Now just kinda useless again.
Treetop64
07-30-2013, 01:50 AM
The purpose of the loiter command is to make your selected subordinate flight loiter at the location where you give the command.
ElAurens
07-30-2013, 01:52 AM
Should the version number on the splash screen be 4.12.1?
Mine is not, and i have downloaded it twice from the link on page one.
IceFire
07-30-2013, 02:11 AM
Should the version number on the splash screen be 4.12.1?
Mine is not, and i have downloaded it twice from the link on page one.
Mine says 4.12.1m... Double check your extraction location?
ElAurens
07-30-2013, 02:16 AM
I've done it three times now, no go.
It starts to extract then the window closes.
I'm at a loss.
ElAurens
07-30-2013, 02:22 AM
Huh, the fourth time it worked.
I do not understand, but at this point I guess I do not have to.
Freaking computers...
IceFire
07-30-2013, 02:44 AM
Huh, the fourth time it worked.
I do not understand, but at this point I guess I do not have to.
Freaking computers...
You must emit some sort of nullifying field that cause computers to go haywire :)
Can you play my campaign missions now?
ElAurens
07-30-2013, 04:34 AM
I have not tried them again.
Will give it another go here soon.
Juri_JS
07-30-2013, 06:07 AM
A6M5c and A6M7 equipped with Type3 air-to-air rockets don't attack other planes.
RealDarko
07-30-2013, 06:13 AM
Any pic of the "coastal steamer"??
Tuphlandng
07-30-2013, 07:44 AM
http://yadi.sk/d/wlu2Luas7L23q Il2_412_1_INT.exe????
When I select that link it is all in Russian
Why is it asking me to install Yandex.Disk
What does this Mean
>>>"Il2_412_1_INT.exe" will be available from any computer or smartphone connected to the internet.<<<
Juri_JS
07-30-2013, 07:53 AM
Patch 4.12.1 is also available at Axis&Allies Paintworks:
http://www.axis-and-allies-paintworks.com/download.php?view.778
Pershing
07-30-2013, 10:11 AM
Any pic of the "coastal steamer"??
+1
Has it any weapon?
KG26_Alpha
07-30-2013, 10:39 AM
Threads merged and re-opened to keep some continuity on 4.12 bugs and fixes, and 4.12.1 bugs.
BravoFxTrt
07-30-2013, 05:03 PM
Coastal Steamer
http://imageshack.us/a/img21/362/nz3h.jpg
Tolwyn
07-30-2013, 07:11 PM
The purpose of the loiter command is to make your selected subordinate flight loiter at the location where you give the command.
I can't get my 2, 3, and 4 to loiter at all.
Is this ONLY for other FLIGHTS (1, 2, 3, and 4 ?)
Otherwise, it does not work.
IceFire
07-30-2013, 09:27 PM
GREAT to have the coastal steamer. Was definitely in need of some new ship targets... been using the same two transport ships for the last 10 years :)
ElAurens
07-30-2013, 09:41 PM
I have one sailing around on my Test Center map.
I've been able to sink it with just the cannons on a Tempest.
ben_wh
07-31-2013, 08:30 AM
Hi,
I have Joytstick button 4 and 'F4' key mapped to 'Padlock Enemy'. Now whenever I pressed Joystick button 4 the wingmen respond 'Roger.' as if I have given an order. Is it normal?
I have check the setting.ini that Joystick button 5 is not mapped to any Hotkey Orders.
Thank you,
Stig1207
07-31-2013, 01:37 PM
Hi,
I have Joytstick button 4 and 'F4' key mapped to 'Padlock Enemy'. Now whenever I pressed Joystick button 4 the wingmen respond 'Roger.' as if I have given an order. Is it normal?
I have check the setting.ini that Joystick button 5 is not mapped to any Hotkey Orders.
Thank you,
I have been wondering about this too. Does it have something to do with this feature that was introduced in 4.11:
If AI planes in player’s own flight have not noticed the enemy planes, player has possibility to
“point out” the enemy presence to the friendly AI planes by padlocking enemy plane so that it
is visible at roughly center of the screen (15 deg. cone). This works even if the padlock is not
enabled. Also the commands attack all/bombers/fighters has the same function built in as the
padlock key. So issuing “attack fighters” command to your wingman would fail if your wingman
has not seen the enemy and you give the command while you don’t see the enemy. Giving the
command when you see the enemy at the center of your screen (in cockpit) gives your
wingman the direction of the enemy and wingman can attack it. This prevents abusing the
attack commands like a radar. ?
Perhaps along with the 'Bandits' command in the comms that came with 4.12?
But the 'roger' comes from the wingman after pressing F4 and before 'Bandits' (Tab + W, if I remember correctly).
Volksfürsorge
07-31-2013, 03:38 PM
Hi,
I have Joytstick button 4 and 'F4' key mapped to 'Padlock Enemy'. Now whenever I pressed Joystick button 4 the wingmen respond 'Roger.' as if I have given an order. Is it normal?
I have check the setting.ini that Joystick button 5 is not mapped to any Hotkey Orders.
Thank you,
Reported this issue already, but got no answer from TD. Perhaps it really is a new feature, or part of a coming one...
daidalos.team
07-31-2013, 06:39 PM
Reported this issue already, but got no answer from TD. Perhaps it really is a new feature, or part of a coming one...
From 4.11 Guide:
Note
If AI planes in player’s own flight have not noticed the enemy planes, player has possibility to
“point out” the enemy presence to the friendly AI planes by padlocking enemy plane so that it
is visible at roughly center of the screen (15 deg. cone). This works even if the padlock is not
enabled. Also the commands attack all/bombers/fighters has the same function built in as the
padlock key. So issuing “attack fighters” command to your wingman would fail if your wingman
has not seen the enemy and you give the command while you don’t see the enemy. Giving the
command when you see the enemy at the center of your screen (in cockpit) gives your
wingman the direction of the enemy and wingman can attack it. This prevents abusing the
attack commands like a radar.
Juri_JS
07-31-2013, 07:03 PM
The new evasive maneuvers of heavy bombers when attacked by fighters are a little overdone. I've seen B-24s doing rolls, not really a good idea in a four-engined bomber.
Volksfürsorge
08-01-2013, 08:33 AM
From 4.11 Guide:
OK. But the response "Roger" from wingman was not in 4.11. Thanks.
Soldier_Fortune
08-01-2013, 08:09 PM
Hello.
There is an issue with the SM79's torpedo sight. It's not caused by the last patch, but I hope it might be fixed in a next patch.
When the "toggle sight view" is selected, the player's point of view doesn't follow the slip of the torpedo sight, like it does with the similar device of the B5N2.
While it's easy to release a torpedo with deflection against a moving ship from a secure distance in a 'Kate', with good accuracy, it is not possible to do it so in a SM79.
Thanks. ;)
KU_Rigamortis
08-02-2013, 08:58 AM
I doubt this is a bug, probably my lack of knowledge regarding FMB.
- Online dogfight mission.
- Solomon's map
- I created 3 home bases at Henderson, fighter 1, and fighter 2. Each base has a combination of AI taxiing to take off combined with static planes available for players to fly.
- The radius of each base does not overlap another.
- There are static aircraft at each field that cover every player spawnable aircraft, even for planes that are not available at those fields.
So here is the issue. I spawn a P40B at Henderson. It spawns in at the location of a static aircraft as anticipated. I take off and fly to fighter 1 airfield and land. That airfield has static P-40B aircraft, and can also spawn unlimited P-40B aircraft. However, if I hit refly and choose a different aircraft to fly' the P-40B that I just landed is still sitting on the runway where I despawned.
I also replicated this on the Marianas map. The home base options to "use stationary planes" and "return static aircraft to original position" properties are checked.
The new evasive maneuvers of heavy bombers when attacked by fighters are a little overdone. I've seen B-24s doing rolls, not really a good idea in a four-engined bomber.
There is no new evasive maneuvers for bombers.
Juri_JS
08-02-2013, 10:38 AM
There is no new evasive maneuvers for bombers.
Maybe I am wrong, but I can't remember seeing these strange maneuvers in 4.11.
EDIT - I just tested the heavy bomber behaviour in 4.11.1 and noticed the same problems, so it is an old issue. Nonetheless I think TD should try to fix these unrealistic maneuvers. A number of times I have seen collisions between bombers because of this behaviour.
Vendigo
08-02-2013, 01:06 PM
While trying out the new “taxiing” feature I have come up with an annoying bug which can be seen even in the demo mission “AI Taxiing” made by DT and included to 4.12.
In that mission you just roll out of the hangar and taxi all the way along the yellow line to the intended take off position where you take off, retract flaps and gear and then turn the autopilot on – and the autopilot will ignore the flight waypoints, it always flies back to the field where it starts flying in circles at almost zero altitude as the player’s aircraft appears still attached to taxi waypoints.
I would appreciate any comments about such AI behavior, thank you!
Stig1207
08-02-2013, 03:05 PM
OK. But the response "Roger" from wingman was not in 4.11. Thanks.
Just tested two missions in QMB 4.11 and both times I got the response "roger" from the wingman when I spotted the enemy aircraft and pressed F4, I had never noticed that before.
There is a difference though, in 4.12 your AI wingman immedaitely engage. In 4.11 they stay in formation and only engage if you order them to via comms (eg. tab + 2 +3).
Volksfürsorge
08-02-2013, 03:28 PM
Just tested two missions in QMB 4.11 and both times I got the response "roger" from the wingman when I spotted the enemy aircraft and pressed F4, I had never noticed that before.
There is a difference though, in 4.12 your AI wingman immedaitely engage. In 4.11 they stay in formation and only engage if you order them to via comms (eg. tab + 2 +3).
It`s TD. They are trying to do the best for this sim.
Stig1207
08-02-2013, 05:42 PM
It`s TD. They are trying to do the best for this sim.
+1
II/JG54_Emil
08-02-2013, 06:52 PM
Please, post the miss on where one of the surfaced submarines fire torpedoes.
Looks like all ask subs with the ending _surf(see mission file) can't launch torpedos.
Shuka and TypII are launching torpedoes.
All others dont.
Here is the mission:
[MAIN]
MAP NetIslands/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
[Chiefs]
0_Chief Ships.Shuka 1 0 2 1.0
1_Chief Ships.USSGreenlingSS213_Srf 1 0 2 1.0
2_Chief Ships.USSGatoSS212_Srf 1 0 2 1.0
3_Chief Ships.Submarine 1 0 2 1.0
4_Chief Ships.SubTypeVIIC_Srf 1 0 2 1.0
5_Chief Ships.SubTypeVIIB_Srf 1 0 2 1.0
6_Chief Ships.SubTypeIXB_Srf 1 0 2 1.0
[0_Chief_Road]
21989.58 30000.13 120.00 0 2 1.1111111640930176
21999.95 30000.04 120.00
[1_Chief_Road]
21978.43 29970.67 120.00 0 2 4.1666669845581055
21999.81 29970.66 120.00
[2_Chief_Road]
21972.17 29901.56 120.00 0 2 5.208749771118164
21998.97 29901.98 120.00
[3_Chief_Road]
21969.65 29844.98 120.00 0 2 4.1666669845581055
21998.97 29845.40 120.00
[4_Chief_Road]
21962.11 29801.83 120.00 0 2 3.8888890743255615
21999.39 29799.74 120.00
[5_Chief_Road]
21962.95 29758.68 120.00 0 2 4.372777938842773
21999.81 29756.17 120.00
[6_Chief_Road]
21959.59 29699.61 120.00 0 2 4.115555763244629
21999.81 29699.19 120.00
[NStationary]
2_Static ships.Ship$RwyCon 2 22402.62 29838.82 630.00 0.0 0 2 1.0
0_Static ships.Ship$RwyCon 2 22400.84 29997.42 630.00 0.0 0 2 1.0
1_Static ships.Ship$RwyCon 2 22399.59 29904.70 630.00 0.0 0 2 1.0
3_Static ships.Ship$RwyCon 2 22401.44 29795.43 630.00 0.0 0 2 1.0
4_Static ships.Ship$RwyCon 2 22399.59 29749.14 630.00 0.0 0 2 1.0
5_Static ships.Ship$RwyCon 2 22397.74 29704.69 630.00 0.0 0 2 1.0
6_Static ships.Ship$RwyCon 2 22398.83 29975.25 630.00 0.0 0 2 1.0
[Buildings]
[StaticCamera]
21892 29848 5 0
[Bridge]
[House]
Monty_Thrud
08-03-2013, 10:16 AM
Main bug for me so far is the take off bug...
In a mission i built on the Burma map at Imphal airfield, 3 flights of 4 Blenheims in Line take off formation, bombing supply dumps, of the 12 A/C between 2 to 4 A/C crash just after take off, engine speed drops whilst climbing and plummets into the ground, sometimes they recover, most times they don't. I've tried different skill levels of the pilots from average to veteran, no difference.
Also Paired take off of the escorting Hurricanes sometimes (but much less often) 1 or two will crash into ground or each other.
This is common with most of the A/C i've tried and on different maps.
Also, on occasion i find some fighters whilst in a dogfight will fire at nothing at all.
Thanks for your continuing support of these forgotten aircraft.
Ntrk BUG:
can't Manual View Control:
http://bbs.dof.cn/uploads/monthly_08_2013/post-16-1375587623.jpg
Baddington_VA
08-04-2013, 08:14 PM
I doubt this is a bug, probably my lack of knowledge regarding FMB.
- Online dogfight mission.
- Solomon's map
- I created 3 home bases at Henderson, fighter 1, and fighter 2. Each base has a combination of AI taxiing to take off combined with static planes available for players to fly.
- The radius of each base does not overlap another.
- There are static aircraft at each field that cover every player spawnable aircraft, even for planes that are not available at those fields.
So here is the issue. I spawn a P40B at Henderson. It spawns in at the location of a static aircraft as anticipated. I take off and fly to fighter 1 airfield and land. That airfield has static P-40B aircraft, and can also spawn unlimited P-40B aircraft. However, if I hit refly and choose a different aircraft to fly' the P-40B that I just landed is still sitting on the runway where I despawned.
I also replicated this on the Marianas map. The home base options to "use stationary planes" and "return static aircraft to original position" properties are checked.
In the FMB, select the homebase and check if you have ticked the box for returning aircraft to original spawning position after landing.
KU_Rigamortis
08-05-2013, 07:15 AM
yes, it is checked. I eliminated the problem by making 1 home base cover all 3 fields at Henderson. I still find it odd that a player AC launched from Henderson and landed at Fighter 1 would remain parked on the runway at the despawn point; but my workaround suffices.
JG27_PapaFly
08-06-2013, 05:06 PM
Thanks for the patch guys, great stuff!
There are two things I don't like about it:
1) The impact explosion puffs when hitting other planes with 20mm/30mm guns (only tested with MG151, MG/FF and MK108) are gone. Now one hardly notices the impacts. Guncam footage from the era shows very visible explosions/flashes. Impact explosions were perfectly fine in 4.11 and previous versions.
2) The FW190 D9 models now overrev even more easily than in 4.11 while on AUTO pitch. This leads to a dead engine without warning. Don't you guys think it's BS to have the one plane overrev that had automatic prop pitch control inbuilt from the very beginning, while one can dive essentially any other plane in game at full throttle and 100% prop pitch without killing the engine? Please have a look at that.
S!
Tolwyn
08-06-2013, 06:13 PM
I'm not a fan of the padlock automatically sending AI. I think the Bandits command is enough. Sometimes I want to padlock something WITHOUT my flight immediately engaging.
Can this duplication be removed?
secretone
08-06-2013, 10:50 PM
Sorry in case this was mentioned by someone else earlier.
The Sturmovik with the 37mm cannon has a skin error. The left machine gun is uncolored. It looks a bit like an unpainted piece of plastic on a model airplane.
Had a lot of fun with it shooting up the new coastal steamer though.
Tolwyn
08-08-2013, 01:27 AM
I'm coop testing. And something is really messed up with this patch and COOP gameplay.
Including waypoint re-writing, escort stuff, AI Bomber engine start/taxiing, etc.
This is goofed up a bit! ;)
Here's the COOP mission (server should take the BIS, otherwise, just server take #2 and your buddy take #1 of the russian bombers). Humans take 1 and 2 russian bomber. Have AI as #3. YOU GUYS try to get #3 to start its engine. Good luck with that. :D
[MAIN]
MAP Balaton/load_w.ini
TIME 12.0
CloudType 1
CloudHeight 1000.0
army 1
playerNum 0
[SEASON]
Year 1938
Month 9
Day 20
[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]
r0100
r0120
r0133
g0100
[r0100]
Planes 3
Skill 2
Class air.SB_2M100A
Fuel 80
weapons 6xfab100
spawn0 8_Static
spawn1 9_Static
spawn2 10_Static
[r0100_Way]
TAKEOFF_005 54063.95 128144.34 0 0 &0
TRIGGERS 0 1 3 0
TAKEOFF_005 53977.77 128384.65 0 0 &0
TRIGGERS 0 0 3 0
TAKEOFF_005 53846.58 128351.41 0 0 &0
TRIGGERS 0 0 3 0
TAKEOFF_005 53815.96 128380.05 0 0 &0
TRIGGERS 0 0 3 0
TAKEOFF_005 53802.13 128411.66 0 0 &0
TRIGGERS 0 0 3 0
TAKEOFF_005 53967.10 128454.14 0 0 &0
TRIGGERS 0 0 3 0
TAKEOFF 55311.03 128818.50 0 0 &0
NORMFLY 71005.68 132106.83 1000.00 270.00 &0
NORMFLY 97931.29 120182.96 2500.00 270.00 &0
NORMFLY 113924.67 106565.66 3000.00 320.00 &0
NORMFLY 133900.83 89384.82 3000.00 320.00 &0 F5
GATTACK 145935.46 91515.35 3000.00 320.00 &0 F5
NORMFLY 153102.38 103380.86 3000.00 320.00 &0
NORMFLY 118119.73 128133.87 1800.00 320.00 &0
NORMFLY 86041.85 140384.08 1200.00 320.00 &0
NORMFLY 65203.86 133185.50 500.00 300.00 &0
LANDING_104 55301.98 128813.08 0 0 &0
[r0120]
Planes 3
Skill 2
Class air.I_16TYPE6
Fuel 90
weapons default
[r0120_Way]
TAKEOFF_001 55301.98 128813.08 0 0 &0
TRIGGERS 0 1 20 0
NORMFLY 62469.11 131592.42 500.00 270.00 r0100 15 &0
NORMFLY_401 69923.50 131837.11 800.00 300.00 r0100 7 &0
TRIGGERS 0 1 0 4 0
NORMFLY 99642.86 120085.67 2600.00 320.00 r0100 8 &0
NORMFLY 115275.31 106287.29 2000.00 320.00 r0100 9 &0
NORMFLY 135201.42 90003.61 3000.00 320.00 r0100 10 &0
NORMFLY 146602.39 92119.02 3000.00 320.00 r0100 11 &0
NORMFLY 152204.26 103716.35 3000.00 320.00 r0100 12 &0
NORMFLY 117603.43 126576.51 1800.00 320.00 r0100 13 &0
NORMFLY 86074.85 139106.15 1800.00 280.00 &0
NORMFLY 60261.18 131352.63 700.00 270.00 &0
LANDING 55301.98 128813.08 0 0 &0
[r0133]
Planes 1
Skill 0
Class air.I_15BIS
Fuel 0
weapons none
spawn0 11_Static
[r0133_Way]
TAKEOFF_001 55299.62 128817.46 0 0 &1
TRIGGERS 0 20 20 0
[g0100]
Planes 3
OnlyAI 1
Skill 0
Class air.BF_109E4
Fuel 80
weapons default
StartTime 15
[g0100_Way]
NORMFLY 116811.02 76747.28 3100.00 350.00 &0
NORMFLY_401 116814.21 109217.52 3100.00 350.00 r0100 9 &0
TRIGGERS 0 10 45 5 500
NORMFLY 102394.53 88930.32 2000.00 350.00 &0
LANDING_102 117571.88 80746.78 0 0 &0
[Chiefs]
0_Chief Vehicles.GermanyCarsColumnB 2
1_Chief Vehicles.GAZ_M1 1
[0_Chief_Road]
146000.28 91621.41 120.00 0 2 2.6388890743255615
145934.97 91512.90 120.00
[1_Chief_Road]
54048.45 128031.28 120.00 0 2 3.055555582046509
54087.06 128112.27 120.00 0 2 3.055555582046509
54040.34 128401.37 120.00 0 2 3.055555582046509
54234.03 128454.59 120.00 0 2 3.055555582046509
54195.45 128591.81 120.00 0 2 3.055555582046509
55027.38 128811.24 120.00 0 2 3.055555582046509
55005.66 128902.45 120.00 0 2 3.055555582046509
55060.68 128893.77 120.00 0 2 3.055555582046509
55069.37 128864.81 120.00
[NStationary]
0_Static vehicles.stationary.Stationary$VW82t 2 146013.99 91568.64 360.00 0.0
1_Static vehicles.stationary.Stationary$VW82t 2 146001.11 91550.24 360.00 0.0
8_Static vehicles.planes.Plane$SB_2M103 1 54006.70 128160.65 345.00 0.0 null 1 1.0 null 1
9_Static vehicles.planes.Plane$SB_2M103 1 54018.09 128126.79 345.00 0.0 null 1 1.0 null 1
10_Static vehicles.planes.Plane$SB_2M103 1 54031.16 128090.89 345.00 0.0 null 1 1.0 null 1
11_Static vehicles.planes.Plane$I_15BIS 1 55094.54 128940.99 480.00 0.0 null 1 1.0 null 1
5_Static vehicles.artillery.Artillery$Flak30_20mm 2 145898.09 91666.13 360.00 0.0 0 1 1
4_Static vehicles.stationary.Stationary$Flak38_20mm 2 145895.33 91782.03 360.00 0.0
7_Static vehicles.artillery.Artillery$Flak18_37mm 2 145474.07 91524.49 360.00 0.0 0 1 1
3_Static vehicles.stationary.Stationary$Flak38_20mm 2 145937.64 91461.02 360.00 0.0
2_Static vehicles.stationary.Stationary$Flak30_20mm 2 145912.81 91490.46 360.00 0.0
6_Static vehicles.artillery.Artillery$Flak38_20mm 2 146128.04 91454.58 360.00 0.0 0 1 1
12_Static vehicles.planes.Plane$BF_109E4 2 117140.18 81754.00 509.10 0.0 null 1 1.0 null 1
13_Static vehicles.planes.Plane$BF_109E4 2 117150.81 81735.68 509.10 0.0 null 1 1.0 null 1
14_Static vehicles.stationary.Campfire$CampfireAirfield 0 53766.80 128416.85 509.10 0.0
15_Static vehicles.stationary.Campfire$CampfireAirfield 0 53774.90 128386.87 509.10 0.0
16_Static vehicles.stationary.Campfire$CampfireAirfield 0 55332.19 128838.18 510.00 0.0
17_Static vehicles.stationary.Campfire$CampfireAirfield 0 55341.10 128807.39 510.00 0.0
18_Static vehicles.stationary.Stationary$ZIS5_radio 1 55001.61 128770.12 510.00 0.0
[Buildings]
[Bridge]
[House]
[FrontMarker]
FrontMarker0 101769.40 66183.75 2
FrontMarker1 136347.53 96476.21 2
FrontMarker2 162525.17 116723.25 2
FrontMarker3 188717.64 112475.58 2
FrontMarker4 87433.51 81644.88 1
FrontMarker5 155307.95 127832.32 1
FrontMarker6 187662.60 127597.86 1
FrontMarker7 126704.56 108841.54 1
I16s will not escort properly. They simply lose interest. won't or cant keep up...
#3 AI bomber will not start even with the start engine command. We left him on the apron.
Waypoints get all fubar in the mission (see screenshot).
How much was COOP multiplayer tested? :confused:
I did upload the files. The files were fine according to this forum's guidelines. Got a database error when trying to upload the NTRK.
But I recommend DT check out COOP gameplay. Something is not right.
Volksfürsorge
08-08-2013, 07:23 AM
I'm not a fan of the padlock automatically sending AI. I think the Bandits command is enough. Sometimes I want to padlock something WITHOUT my flight immediately engaging.
Can this duplication be removed?
I could abstain from it too.
While trying out the new “taxiing” feature I have come up with an annoying bug
In that mission you just roll out of the hangar and taxi all the way along the yellow line to the intended take off position where you take off, retract flaps and gear and then turn the autopilot on – and the autopilot will ignore the flight waypoints, it always flies back to the field where it starts flying in circles at almost zero altitude as the player’s aircraft appears still attached to taxi waypoints.
We will do something about it in next patch.
Looks like all ask subs with the ending _surf(see mission file) can't launch torpedos.
Shuka and TypII are launching torpedoes.
All others dont.
It is not as simple as I hoped, this will require some changes in 3d model but chances are that we will enable torpedoes for surfaced submarines too in next patch.
Main bug for me so far is the take off bug...
In a mission i built on the Burma map at Imphal airfield, 3 flights of 4 Blenheims in Line take off formation, bombing supply dumps, of the 12 A/C between 2 to 4 A/C crash just after take off, engine speed drops whilst climbing and plummets into the ground, sometimes they recover, most times they don't. I've tried different skill levels of the pilots from average to veteran, no difference.
Post the mission, please.
There are two things I don't like about it:
1) The impact explosion puffs when hitting other planes with 20mm/30mm guns (only tested with MG151, MG/FF and MK108) are gone. Now one hardly notices the impacts. Guncam footage from the era shows very visible explosions/flashes. Impact explosions were perfectly fine in 4.11 and previous versions.
2) The FW190 D9 models now overrev even more easily than in 4.11 while on AUTO pitch. This leads to a dead engine without warning. Don't you guys think it's BS to have the one plane overrev that had automatic prop pitch control inbuilt from the very beginning, while one can dive essentially any other plane in game at full throttle and 100% prop pitch without killing the engine? Please have a look at that.
1-Explosion puffs are still there as far as I can see but they are less visible than before.
2. AFAIK nothing has changed and automatic control doesn't equal foolproof control.
I'm not a fan of the padlock automatically sending AI. I think the Bandits command is enough. Sometimes I want to padlock something WITHOUT my flight immediately engaging.
Can this duplication be removed?
Yes.
I'm coop testing. And something is really messed up with this patch and COOP gameplay.
Including waypoint re-writing, escort stuff, AI Bomber engine start/taxiing, etc.
This is goofed up a bit! ;)
Here's the COOP mission (server should take the BIS, otherwise, just server take #2 and your buddy take #1 of the russian bombers). Humans take 1 and 2 russian bomber. Have AI as #3. YOU GUYS try to get #3 to start its engine. Good luck with that. :D
From 411 Readme:
Stationary plane spawning
This features enables the usage of stationary planes as human player spawn points in all mission types. AI planes are supported only in single player mission, but the positioning of AI planes is critical since they do not know how to taxi to runway. They will just simply take off to the direction they spawn. Feature always requires additional editing of old missions, so it is not automatically enabled to old missions.
I don't think that is changed in 4.12 so if you want to have mixed flight than you can't use spawning from stationary plane. In your mission you don't really need spawning from stationary planes. You can set flight to start taxiing from the parking space and set spacing parameter in FMB. You will get planes spawned in line to the left or right of the leader (-spacing=left).
Novice
08-08-2013, 06:14 PM
There is one problem with the patch 4.12 and 4.12.1. I don't know, wrote about it or not, but when I fly online and kill the player sitting in the bomber for the gunner, murdered player just goes in-game menu (via the menu item "new trial"), but kill is not counted.
It's a bug, and some players are actively using it.:(
Juri_JS
08-08-2013, 06:35 PM
Some time ago I had reported that AI A6M carrying Type3 air-to-air rockets will not attack enemy planes. My further tests have shown that the same issue affects FW-190 and Bf-109 armed with Wfr. Gr. 21 rockets and aircraft equipped with X-4 rockets.
76.IAP-Blackbird
08-08-2013, 07:06 PM
@ TD please check the rudder from the Float Zero, if you move the rudder, left right you can see a object sticking straight out of the vertail, maybe a non animated part of the damage model. It`s green and looks like a stinger.
Tolwyn
08-08-2013, 07:53 PM
From 411 Readme:
I don't think that is changed in 4.12 so if you want to have mixed flight than you can't use spawning from stationary plane. In your mission you don't really need spawning from stationary planes. You can set flight to start taxiing from the parking space and set spacing parameter in FMB. You will get planes spawned in line to the left or right of the leader (-spacing=left).
You need to use spawning from stationary aircraft, even in coop mode so the planes don't spawn into a building, etc. I'm not sure I'm following you on this one.
Taxi to take off doesn't work in COOP?
Or doesn't work for AI in COOP?
I'm confused by the wording in the readme, then. I'll create some test missions in both modes and test.
But what about the waypoint icons in my screenshot above? Why did that happen? The I16s followed us bombers for a long while, but then would not or could not engage them (they were supposed to be escorting us).
I'm just asking to make sure to have someone test the new features in cooperative mode as well. Something seems off.
Some time ago I had reported that AI A6M carrying Type3 air-to-air rockets will not attack enemy planes. My further tests have shown that the same issue affects FW-190 and Bf-109 armed with Wfr. Gr. 21 rockets and aircraft equipped with X-4 rockets.
This is old thing, I'll see what can be done.
You need to use spawning from stationary aircraft, even in coop mode so the planes don't spawn into a building, etc. I'm not sure I'm following you on this one.
Taxi to take off doesn't work in COOP?
Or doesn't work for AI in COOP?
I'm confused by the wording in the readme, then. I'll create some test missions in both modes and test.
But what about the waypoint icons in my screenshot above? Why did that happen? The I16s followed us bombers for a long while, but then would not or could not engage them (they were supposed to be escorting us).
I'm just asking to make sure to have someone test the new features in cooperative mode as well. Something seems off.
Spawning from stationary planes doesn't work in Coop for mixed(Humans and AI) flights. If you change your mission and make bombers flight AI only they will behave as expected.
For mixed flights you can use Taxi To Takeoff but not from stationary planes, I edited your mission and made original bombers flight as AI only and added second bombers flight with TTTO, in waypoint options I selected negative spacing to have them lined up on left side of the leader. If you pick the plane from this flight AI will work fine.
I can't say with 100% certainty but the escort problems seems to be related to spawning from stationary planes with mixed flight, that seems to be the root of all problems in your mission.
[MAIN]
MAP Balaton/load_w.ini
TIME 12.0
CloudType 1
CloudHeight 1000.0
army 1
playerNum 0
[SEASON]
Year 1938
Month 9
Day 20
[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]
r0100
r0120
r0133
g0100
r0101
[r0100]
Planes 3
OnlyAI 1
Skill 2
Class air.SB_2M100A
Fuel 80
weapons 6xfab100
spawn0 8_Static
spawn1 9_Static
spawn2 10_Static
[r0100_Way]
TAKEOFF_005 54063.95 128144.34 0 0 &0
TRIGGERS 0 1 3 0
TAKEOFF_005 53977.77 128384.65 0 0 &0
TRIGGERS 0 0 3 0
TAKEOFF_005 53846.58 128351.41 0 0 &0
TRIGGERS 0 0 3 0
TAKEOFF_005 53815.96 128380.05 0 0 &0
TRIGGERS 0 0 3 0
TAKEOFF_005 53801.19 128412.60 0 0 &0
TRIGGERS 0 0 3 0
TAKEOFF_005 53967.10 128454.14 0 0 &0
TRIGGERS 0 0 3 0
TAKEOFF 55311.03 128818.50 0 0 &0
NORMFLY 71005.68 132106.83 1000.00 270.00 &0
NORMFLY 97931.29 120182.96 2500.00 270.00 &0
NORMFLY 113924.67 106565.66 3000.00 320.00 &0
NORMFLY 133900.83 89384.82 3000.00 320.00 &0 F5
GATTACK 145935.46 91515.35 3000.00 320.00 &0 F5
NORMFLY 153102.38 103380.86 3000.00 320.00 &0
NORMFLY 118119.73 128133.87 1800.00 320.00 &0
NORMFLY 86041.85 140384.08 1200.00 320.00 &0
NORMFLY 65203.86 133185.50 500.00 300.00 &0
LANDING_104 55301.98 128813.08 0 0 &0
[r0120]
Planes 3
Skill 2
Class air.I_16TYPE6
Fuel 90
weapons default
[r0120_Way]
TAKEOFF_001 55301.98 128813.08 0 0 &0
TRIGGERS 0 1 20 0
NORMFLY 62469.11 131592.42 500.00 270.00 r0100 15 &0
NORMFLY_401 69923.50 131837.11 800.00 300.00 r0100 7 &0
TRIGGERS 0 1 0 4 0
NORMFLY 99642.86 120085.67 2600.00 320.00 r0100 8 &0
NORMFLY 115275.31 106287.29 2000.00 320.00 r0100 9 &0
NORMFLY 135201.42 90003.61 3000.00 320.00 r0100 10 &0
NORMFLY 146602.39 92119.02 3000.00 320.00 r0100 11 &0
NORMFLY 152204.26 103716.35 3000.00 320.00 r0100 12 &0
NORMFLY 117603.43 126576.51 1800.00 320.00 r0100 13 &0
NORMFLY 86074.85 139106.15 1800.00 280.00 &0
NORMFLY 60261.18 131352.63 700.00 270.00 &0
LANDING 55301.98 128813.08 0 0 &0
[r0133]
Planes 1
OnlyAI 1
Skill 0
Class air.I_15BIS
Fuel 0
weapons none
spawn0 11_Static
[r0133_Way]
TAKEOFF_001 55299.62 128817.46 0 0 &1
TRIGGERS 0 20 20 0
[g0100]
Planes 3
OnlyAI 1
Skill 0
Class air.BF_109E4
Fuel 80
weapons default
StartTime 15
[g0100_Way]
NORMFLY 116811.02 76747.28 3100.00 350.00 &0
NORMFLY_401 116814.21 109217.52 3100.00 350.00 r0100 9 &0
TRIGGERS 0 10 45 5 500
NORMFLY 102394.53 88930.32 2000.00 350.00 &0
LANDING_102 117571.88 80746.78 0 0 &0
[r0101]
Planes 3
Skill 1
Class air.SB_2M100A
Fuel 100
weapons default
[r0101_Way]
TAKEOFF_004 54136.94 128222.85 0 0 &0
TRIGGERS 0 0 -35 0
TAKEOFF_004 54085.41 128206.84 0 0 &0
TRIGGERS 0 0 20 0
TAKEOFF_004 54013.69 128392.81 0 0 &0
TRIGGERS 0 0 20 0
TAKEOFF_004 53858.71 128352.46 0 0 &0
TRIGGERS 0 0 20 0
TAKEOFF_004 53818.35 128372.63 0 0 &0
TRIGGERS 0 0 20 0
TAKEOFF_004 53808.05 128409.56 0 0 &0
TRIGGERS 0 0 20 0
TAKEOFF_004 53903.09 128435.26 0 0 &0
TRIGGERS 0 0 20 0
NORMFLY_4 60894.82 130620.86 500.00 300.00 &0
NORMFLY 70086.59 129643.73 500.00 300.00 &0
NORMFLY 72098.10 116634.40 500.00 300.00 &0
NORMFLY 56413.15 108590.83 500.00 300.00 &0
NORMFLY 41769.08 128240.11 500.00 300.00 &0
[Chiefs]
0_Chief Vehicles.GermanyCarsColumnB 2
1_Chief Vehicles.GAZ_M1 1
[0_Chief_Road]
146000.28 91621.41 120.00 0 2 2.6388890743255615
145934.97 91512.90 120.00
[1_Chief_Road]
54048.45 128031.28 120.00 0 2 3.055555582046509
54087.06 128112.27 120.00 0 2 3.055555582046509
54040.34 128401.37 120.00 0 2 3.055555582046509
54234.03 128454.59 120.00 0 2 3.055555582046509
54195.45 128591.81 120.00 0 2 3.055555582046509
55027.38 128811.24 120.00 0 2 3.055555582046509
55005.66 128902.45 120.00 0 2 3.055555582046509
55060.68 128893.77 120.00 0 2 3.055555582046509
55069.37 128864.81 120.00
[NStationary]
0_Static vehicles.stationary.Stationary$VW82t 2 146013.99 91568.64 360.00 0.0
1_Static vehicles.stationary.Stationary$VW82t 2 146001.11 91550.24 360.00 0.0
8_Static vehicles.planes.Plane$SB_2M103 1 54006.70 128160.65 345.00 0.0 null 1 1.0 null 1
9_Static vehicles.planes.Plane$SB_2M103 1 54018.09 128126.79 345.00 0.0 null 1 1.0 null 1
10_Static vehicles.planes.Plane$SB_2M103 1 54031.16 128090.89 345.00 0.0 null 1 1.0 null 1
11_Static vehicles.planes.Plane$I_15BIS 1 55094.54 128940.99 480.00 0.0 null 1 1.0 null 1
5_Static vehicles.artillery.Artillery$Flak30_20mm 2 145898.09 91666.13 360.00 0.0 0 1 1
4_Static vehicles.stationary.Stationary$Flak38_20mm 2 145895.33 91782.03 360.00 0.0
7_Static vehicles.artillery.Artillery$Flak18_37mm 2 145474.07 91524.49 360.00 0.0 0 1 1
3_Static vehicles.stationary.Stationary$Flak38_20mm 2 145937.64 91461.02 360.00 0.0
2_Static vehicles.stationary.Stationary$Flak30_20mm 2 145912.81 91490.46 360.00 0.0
6_Static vehicles.artillery.Artillery$Flak38_20mm 2 146128.04 91454.58 360.00 0.0 0 1 1
12_Static vehicles.planes.Plane$BF_109E4 2 117140.18 81754.00 509.10 0.0 null 1 1.0 null 1
13_Static vehicles.planes.Plane$BF_109E4 2 117150.81 81735.68 509.10 0.0 null 1 1.0 null 1
14_Static vehicles.stationary.Campfire$CampfireAirfield 0 53766.80 128416.85 509.10 0.0
15_Static vehicles.stationary.Campfire$CampfireAirfield 0 53774.90 128386.87 509.10 0.0
16_Static vehicles.stationary.Campfire$CampfireAirfield 0 55332.19 128838.18 510.00 0.0
17_Static vehicles.stationary.Campfire$CampfireAirfield 0 55341.10 128807.39 510.00 0.0
18_Static vehicles.stationary.Stationary$ZIS5_radio 1 55001.61 128770.12 510.00 0.0
[Buildings]
[Bridge]
[House]
[FrontMarker]
FrontMarker0 101769.40 66183.75 2
FrontMarker1 136347.53 96476.21 2
FrontMarker2 162525.17 116723.25 2
FrontMarker3 188717.64 112475.58 2
FrontMarker4 87433.51 81644.88 1
FrontMarker5 155307.95 127832.32 1
FrontMarker6 187662.60 127597.86 1
FrontMarker7 126704.56 108841.54 1
Tolwyn
08-09-2013, 02:03 PM
OH! Negative spacing. Ok. I don't remember seeing that in the readme. Thank you.
Tolwyn
08-09-2013, 04:38 PM
I am still really confused by your post. PLEASE bear with me in this long post. I'm not trying to be difficult, but being a mission builder, and considering the AWESOME new features, I really need to understand the implications. Information that you posted here is not explicitly stated in the readme, so I want to be sure I understand.
This seems like the exact OPPOSITE of what is described in an update from TD regarding 4.11.
So... let me try to ask some questions so I understand, and I truly do appreciate your time on this. I'm mainly talking about COOPERATIVE mode here...
AI Only Flights
Can utilize Spawn Stationary Aircraft OR
Can utilize just the TTTO with spacing feature
Works same in single player or coop
Human Only Flights (coop mode)
Can utilize Spawn Stationary Aircraft OR
Can utilize just the TTTO with spacing feature
Using Taxi to Take off sort of redundant, but won't really affect mission
COOP Mixed Human and AI Flights (Coop mode) (SEE NOTE 1 BELOW)
Do NOT use Spawn Stationary
Must (should) use taxi to take off
Use Spacing (negative or positive is LEFT/RIGHT respectively in meters)
Single Player Human and AI Flight
?? Do or do NOT use spawn stationary?
Must (should) use taxi to take off
Just seems like there's a piece or two missing from the readme and the description.
NOTE 1:
I am able to get the AI in a Human/AI mixed flight to start engines and TTTO using Spawn Static Aircraft feature. But you're saying this isn't supported or not recommended?
In a Human/AI mixed flight, if I'm NOT using Spawn Static Aircraft (as you suggest), how can I get them all to start in a hanger, etc.? Trial and error?
From the 4.11 Readme:
This features enables the usage of stationary planes as human player spawn points in all
mission types. AI planes are supported only in single player mission, but the positioning of AI
planes is critical since they do not know how to taxi to runway. They will just simply take off to
the direction they spawn. Feature always requires additional editing of old missions, so it is not
automatically enabled to old missions.
Now, I understand this, however, in 4.12+ AI planes can now taxi. So, is this information superceded?
Continuing from the 4.11 Readme:
Setting up for single player and coop missions
In single & coop mission, the feature is enabled by assigning a stationary plane as spawn point
individually to each aircraft. Individual plane tabs has a new pair of buttons (set & clear)
related to this feature.
If AI aircraft spawns in coop mission and it's "AI only" parameter is disabled, spawn point is
ignored since the mission builder cannot know if the plane will be occupied by human or AI.
This is not true, at least for 4.12+. The game will most certainly spawn the aircraft wherever you put them. If a human is populating the plane, great. If not, the game will definately put an AI pilot in there, AND FURTHERMORE, will most certainly TTTO if those waypoints are present.
This is where I am confused. Or at least this is one part where the readme/instructions HAVE to be very precise.
From the 4.12 Readme:
AI taxiing waypoints for take off
Mission builder can insert taxiing waypoints for AI planes so that AI planes will taxi from initial spawn point to the take off point. This feature works best with the stationary plane spawn point (see 4.11 patch guide). View the provided demo mission to see an example how the taxiing is used (Missions/412_Demo_Missions/AITaxiing.mis).
Nowhere in this readme does it indicate that there might be a problem between mixed AI and Human flights in coop. I'm not trying to be argumentative, I'm just trying to learn. ;)
Tolwyn
08-09-2013, 06:00 PM
Ok. There is still a problem with ESCORT flights attacking incoming fighters when the ESCORT is to protect the flight.
I've made this mission in accordance to the comments made by FC.
The mission is a tad bit long, and it is in COOP mode (sorry, but this may be the problem?)...
The I16s are supposed to be protecting an AI flight of Bombers. The moment the bombers become engaged by a spawned, TIMEOUT set of BF109s, the I16s turn tail and just ignore their responsibility.
[MAIN]
MAP Balaton/load_w.ini
TIME 12.0
CloudType 1
CloudHeight 1000.0
army 1
playerNum 0
[SEASON]
Year 1938
Month 9
Day 20
[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]
r0100
r0120
g0100
r0101
[r0100]
Planes 3
OnlyAI 1
Skill 2
Class air.SB_2M100A
Fuel 80
weapons 6xfab100
spawn0 8_Static
spawn1 9_Static
spawn2 10_Static
[r0100_Way]
TAKEOFF_005 54066.58 128181.65 0 0 &0
TRIGGERS 0 1 3 0
TAKEOFF_005 53977.77 128384.65 0 0 &0
TRIGGERS 0 0 3 0
TAKEOFF_005 53846.58 128351.41 0 0 &0
TRIGGERS 0 0 3 0
TAKEOFF_005 53815.96 128380.05 0 0 &0
TRIGGERS 0 0 3 0
TAKEOFF_005 53801.19 128412.60 0 0 &0
TRIGGERS 0 0 3 0
TAKEOFF_005 53967.10 128454.14 0 0 &0
TRIGGERS 0 0 10 0
TAKEOFF 55311.03 128818.50 0 0 &0
NORMFLY 71005.68 132106.83 1000.00 270.00 &0
NORMFLY 97931.29 120182.96 2500.00 270.00 &0
NORMFLY 113924.67 106565.66 3000.00 320.00 &0
NORMFLY 133900.83 89384.82 3000.00 320.00 &0 F5
GATTACK 145935.46 91515.35 3000.00 320.00 &0 F5
NORMFLY 153102.38 103380.86 3000.00 320.00 &0
NORMFLY 118119.73 128133.87 1800.00 320.00 &0
NORMFLY 86041.85 140384.08 1200.00 320.00 &0
NORMFLY 65203.86 133185.50 500.00 300.00 &0
LANDING_104 55301.98 128813.08 0 0 &0
[r0120]
Planes 3
OnlyAI 1
Skill 2
Class air.I_16TYPE6
Fuel 90
weapons default
[r0120_Way]
TAKEOFF_001 55301.98 128813.08 0 0 &0
TRIGGERS 0 1 20 0
NORMFLY 62469.11 131592.42 500.00 270.00 r0100 15 &0
NORMFLY_401 69923.50 131837.11 800.00 300.00 r0100 7 &0
TRIGGERS 0 1 0 4 0
NORMFLY 99642.86 120085.67 2600.00 320.00 r0100 8 &0
NORMFLY 115275.31 106287.29 2000.00 320.00 r0100 9 &0
NORMFLY 135201.42 90003.61 3000.00 320.00 r0100 10 &0
NORMFLY 146602.39 92119.02 3000.00 320.00 r0100 11 &0
NORMFLY 152204.26 103716.35 3000.00 320.00 r0100 12 &0
NORMFLY 117603.43 126576.51 1800.00 320.00 r0100 13 &0
NORMFLY 86074.85 139106.15 1800.00 280.00 &0
NORMFLY 60261.18 131352.63 700.00 270.00 &0
LANDING 55301.98 128813.08 0 0 &0
[g0100]
Planes 3
OnlyAI 1
Skill 0
Class air.BF_109E4
Fuel 80
weapons default
StartTime 15
[g0100_Way]
NORMFLY 116811.02 76747.28 3100.00 350.00 &0
NORMFLY_401 116814.21 109217.52 3100.00 350.00 r0100 9 &0
TRIGGERS 0 10 45 5 500
NORMFLY 102394.53 88930.32 2000.00 350.00 &0
LANDING_102 117571.88 80746.78 0 0 &0
[r0101]
Planes 3
Skill 1
Class air.SB_2M100A
Fuel 60
weapons 6xfab100
[r0101_Way]
TAKEOFF_004 54140.95 128228.18 0 0 &0
TRIGGERS 0 1 -40 0
TAKEOFF_004 54100.19 128219.57 0 0 &0
TRIGGERS 0 0 5 0
TAKEOFF_004 53977.77 128384.65 0 0 &0
TRIGGERS 0 0 3 0
TAKEOFF_004 53846.58 128351.41 0 0 &0
TRIGGERS 0 0 3 0
TAKEOFF_004 53815.96 128380.05 0 0 &0
TRIGGERS 0 0 3 0
TAKEOFF_004 53801.19 128412.60 0 0 &0
TRIGGERS 0 0 3 0
TAKEOFF_004 53967.10 128454.14 0 0 &0
TRIGGERS 0 0 10 0
TAKEOFF 55311.03 128818.50 0 0 &0
NORMFLY 71005.68 132106.83 1000.00 270.00 &0
NORMFLY 97931.29 120182.96 2500.00 270.00 &0
NORMFLY 113924.67 106565.66 3000.00 320.00 &0
NORMFLY 133900.83 89384.82 3000.00 320.00 &0 F5
GATTACK 145935.46 91515.35 3000.00 320.00 &0 F5
NORMFLY 153102.38 103380.86 3000.00 320.00 &0
NORMFLY 118119.73 128133.87 1800.00 320.00 &0
NORMFLY 86041.85 140384.08 1200.00 320.00 &0
NORMFLY 65203.86 133185.50 500.00 300.00 &0
LANDING_104 55301.98 128813.08 0 0 &0
[Chiefs]
0_Chief Vehicles.GermanyCarsColumnB 2
1_Chief Vehicles.GAZ_M1 1
[0_Chief_Road]
146000.28 91621.41 120.00 0 2 2.6388890743255615
145934.97 91512.90 120.00
[1_Chief_Road]
54048.45 128031.28 120.00 0 2 3.055555582046509
54087.06 128112.27 120.00 0 2 3.055555582046509
54040.34 128401.37 120.00 0 2 3.055555582046509
54234.03 128454.59 120.00 0 2 3.055555582046509
54195.45 128591.81 120.00 0 2 3.055555582046509
55027.38 128811.24 120.00 0 2 3.055555582046509
55005.66 128902.45 120.00 0 2 3.055555582046509
55060.68 128893.77 120.00 0 2 3.055555582046509
55069.37 128864.81 120.00
[NStationary]
0_Static vehicles.stationary.Stationary$VW82t 2 146013.99 91568.64 360.00 0.0
1_Static vehicles.stationary.Stationary$VW82t 2 146001.11 91550.24 360.00 0.0
8_Static vehicles.planes.Plane$SB_2M103 1 54006.70 128160.65 345.00 0.0 null 1 1.0 null 1
9_Static vehicles.planes.Plane$SB_2M103 1 54018.09 128126.79 345.00 0.0 null 1 1.0 null 1
10_Static vehicles.planes.Plane$SB_2M103 1 54031.16 128090.89 345.00 0.0 null 1 1.0 null 1
11_Static vehicles.planes.Plane$I_15BIS 1 55094.54 128940.99 480.00 0.0 null 1 1.0 null 1
5_Static vehicles.artillery.Artillery$Flak30_20mm 2 145898.09 91666.13 360.00 0.0 0 1 1
4_Static vehicles.stationary.Stationary$Flak38_20mm 2 145895.33 91782.03 360.00 0.0
7_Static vehicles.artillery.Artillery$Flak18_37mm 2 145474.07 91524.49 360.00 0.0 0 1 1
3_Static vehicles.stationary.Stationary$Flak38_20mm 2 145937.64 91461.02 360.00 0.0
2_Static vehicles.stationary.Stationary$Flak30_20mm 2 145912.81 91490.46 360.00 0.0
6_Static vehicles.artillery.Artillery$Flak38_20mm 2 146128.04 91454.58 360.00 0.0 0 1 1
12_Static vehicles.planes.Plane$BF_109E4 2 117140.18 81754.00 509.10 0.0 null 1 1.0 null 1
13_Static vehicles.planes.Plane$BF_109E4 2 117150.81 81735.68 509.10 0.0 null 1 1.0 null 1
14_Static vehicles.stationary.Campfire$CampfireAirfield 0 53766.80 128416.85 509.10 0.0
15_Static vehicles.stationary.Campfire$CampfireAirfield 0 53774.90 128386.87 509.10 0.0
16_Static vehicles.stationary.Campfire$CampfireAirfield 0 55332.19 128838.18 510.00 0.0
17_Static vehicles.stationary.Campfire$CampfireAirfield 0 55341.10 128807.39 510.00 0.0
18_Static vehicles.stationary.Stationary$ZIS5_radio 1 55001.61 128770.12 510.00 0.0
[Buildings]
[Bridge]
[House]
[FrontMarker]
FrontMarker0 101769.40 66183.75 2
FrontMarker1 136347.53 96476.21 2
FrontMarker2 162525.17 116723.25 2
FrontMarker3 188717.64 112475.58 2
FrontMarker4 87433.51 81644.88 1
FrontMarker5 155307.95 127832.32 1
FrontMarker6 187662.60 127597.86 1
FrontMarker7 126704.56 108841.54 1
Could someone from DT (I know it's about a 30 minute mission) please take a look and tell me why the I16s just turn tail and run?
Note. You have to command your flight to start their engines. The AI flight of bombers should take off first.
Look at your mission, section
[r0120_Way]
TAKEOFF_001 55301.98 128813.08 0 0 &0
TRIGGERS 0 1 20 0
NORMFLY 62469.11 131592.42 500.00 270.00 r0100 15 &0
NORMFLY_401 69923.50 131837.11 800.00 300.00 r0100 7 &0
TRIGGERS 0 1 0 4 0
NORMFLY 99642.86 120085.67 2600.00 320.00 r0100 8 &0
NORMFLY 115275.31 106287.29 2000.00 320.00 r0100 9 &0
NORMFLY 135201.42 90003.61 3000.00 320.00 r0100 10 &0
NORMFLY 146602.39 92119.02 3000.00 320.00 r0100 11 &0
NORMFLY 152204.26 103716.35 3000.00 320.00 r0100 12 &0
NORMFLY 117603.43 126576.51 1800.00 320.00 r0100 13 &0
NORMFLY 86074.85 139106.15 1800.00 280.00 &0
NORMFLY 60261.18 131352.63 700.00 270.00 &0
LANDING 55301.98 128813.08 0 0 &0
Line that starts with NORMFLY_401 is the problem, you have WaypointOptions/Patrol and Escort at the same time , that doesn't work, just set WaypointOptions at that WP to normal.
TinyTim
08-10-2013, 01:04 AM
Greetings,
firstly, thanks for bringing a Ki-45 into a game. Finally a big hole of pacific theater is filled! Plane appears to be modelled beautifully and accurately, thanks.
The plane however appears to have inaccurate armament. The plane in the sim appears to be equipped with Ho-5 20 mm cannon (in all versions where it carried a 20 mm weapon, save the Kai Tei with upwards firing cannons). In reality however the plane carried a Ho-3 20 mm cannon, which is far more powerful. (Sources: Francillion, www.airwar.ru, ...)
Ho-5 round: 20x94, 720 m/s, 79 g (HE round)
Ho-3 round: 20x125, 820 m/s, 127 g (HE round)
It would be nice this cannon gets modelled and retrofitted onto a Ki-45.
Best regards!
True, and already known.
Added to the list of wrong Japanese guns.
IceFire
08-10-2013, 01:20 PM
True, and already known.
Added to the list of wrong Japanese guns.
There are many :)
Monty_Thrud
08-11-2013, 10:37 AM
Here's the mission...
[MAIN]
MAP Burma/load.ini
TIME 6.5
CloudType 3
CloudHeight 1000.0
player 136Squadronfe02
army 1
playerNum 0
[SEASON]
Year 1943
Month 3
Day 15
[WEATHER]
WindDirection 0.0
WindSpeed 0.0
Gust 10
Turbulence 4
[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]
136Squadronfe00
136Squadronfe02
136Squadronfe01
215Squadrontc01
215Squadrontc02
215Squadrontc00
IJA_F_S_64z01
IJA_F_S_64z02
IJA_F_S_64z00
[136Squadronfe00]
Planes 4
Skill0 3
Skill1 1
Skill2 2
Skill3 1
skin0 Hurricane IIc, Malta tail bars.bmp
skin1 Hurricane IIc, Malta tail bars.bmp
skin2 Hurricane IIc, Malta tail bars.bmp
skin3 Hurricane IIc, Malta tail bars.bmp
Class air.HurricaneMkIIc
Fuel 100
weapons default
[136Squadronfe00_Way]
TAKEOFF_002 13706.85 94111.65 0 0 &0
TRIGGERS 0 0 20 0
NORMFLY 5078.57 84000.59 3000.00 300.00 &0
NORMFLY 13360.82 81705.33 5000.00 300.00 &0
NORMFLY 21380.61 58409.13 6000.00 300.00 &0
NORMFLY 34007.94 48042.65 6000.00 300.00 215Squadrontc00 3 &0
NORMFLY 39306.21 36194.28 6000.00 300.00 &0
NORMFLY 44228.14 26642.65 6000.00 300.00 &0
NORMFLY 8520.77 67291.52 6000.00 300.00 &0
NORMFLY 4300.73 83412.06 6000.00 300.00 &0
NORMFLY 9522.25 89604.45 6000.00 300.00 &0
LANDING_104 12453.48 92629.52 0 0 &0
[136Squadronfe02]
Planes 4
Skill0 2
Skill1 1
Skill2 2
Skill3 1
skin0 Kallang flash HurricaneMkIIb.bmp
skin1 Kallang flash HurricaneMkIIb.bmp
skin2 Kallang flash HurricaneMkIIb.bmp
skin3 Kallang flash HurricaneMkIIb.bmp
Class air.HurricaneMkIIb
Fuel 100
weapons default
[136Squadronfe02_Way]
TAKEOFF_002 13652.06 94045.02 0 0 &0
TRIGGERS 0 0 20 0
NORMFLY 4941.35 83793.92 3000.00 300.00 &0
NORMFLY 9546.68 81931.86 5000.00 300.00 &0
NORMFLY 10101.31 72712.57 5000.00 300.00 &0
NORMFLY 20313.21 67329.94 5000.00 300.00 &0
NORMFLY 22413.42 47876.72 5000.00 300.00 &0
NORMFLY 40050.62 37803.34 5000.00 300.00 215Squadrontc02 3 &0
NORMFLY 42202.51 25356.54 5000.00 300.00 &0
NORMFLY 9017.59 66733.66 5000.00 300.00 &0
NORMFLY 5135.80 82820.37 5000.00 300.00 &0
NORMFLY 9236.48 89150.55 5000.00 300.00 &0
LANDING_104 12449.99 92625.83 0 0 &0
[136Squadronfe01]
Planes 4
Skill0 3
Skill1 1
Skill2 2
Skill3 1
skin0 Kallang flash HurricaneMkIIb.bmp
skin1 Kallang flash HurricaneMkIIb.bmp
skin2 Kallang flash HurricaneMkIIb.bmp
skin3 Kallang flash HurricaneMkIIb.bmp
Class air.HurricaneMkIIb
Fuel 100
weapons default
[136Squadronfe01_Way]
TAKEOFF_002 13676.86 94078.78 0 0 &0
TRIGGERS 0 0 20 0
NORMFLY 4625.91 83480.44 3000.00 300.00 &0
NORMFLY 7996.25 80075.65 5000.00 300.00 &0
NORMFLY 15012.54 79401.39 5000.00 300.00 &0
NORMFLY 13403.16 66928.65 5000.00 300.00 &0
NORMFLY 22386.76 59391.03 5000.00 300.00 &0
NORMFLY 33962.67 37516.61 5000.00 300.00 215Squadrontc01 3 &0
NORMFLY 46680.47 28354.75 5000.00 300.00 &0
NORMFLY 10065.79 66715.21 5000.00 300.00 &0
NORMFLY 6038.32 82267.58 5000.00 300.00 &0
NORMFLY 9138.17 88924.17 5000.00 300.00 &0
LANDING_104 12445.76 92621.94 0 0 &0
[215Squadrontc01]
Planes 4
Skill0 2
Skill1 1
Skill2 1
Skill3 1
skin0 SkyFlashes.bmp
skin1 SkyFlashes.bmp
skin2 SkyFlashes.bmp
skin3 SkyFlashes.bmp
Class air.BLENHEIM4
Fuel 100
weapons 4x250
[215Squadrontc01_Way]
TAKEOFF_003 4349.32 96241.95 0 0 &0
TRIGGERS 0 0 25 0
NORMFLY 7758.15 88970.93 750.00 300.00 &0
NORMFLY 17046.06 64989.99 5000.00 300.00 &0
NORMFLY 40499.82 32319.13 5000.00 300.00 &0
GATTACK 46144.17 24504.89 5000.00 300.00 &0
NORMFLY 48675.65 21214.66 5000.00 300.00 &0
NORMFLY 38556.64 18125.08 5000.00 300.00 &0
NORMFLY 32725.27 35133.24 5000.00 300.00 &0
NORMFLY 20159.49 57989.62 5000.00 300.00 &0
NORMFLY 11259.83 76034.25 5000.00 300.00 &0
NORMFLY 7027.80 84652.58 2000.00 300.00 &0
NORMFLY 5559.97 92290.09 1000.00 300.00 &0
LANDING 5198.24 94376.59 0 0 &0
[215Squadrontc02]
Planes 4
Skill0 2
Skill1 1
Skill2 1
Skill3 1
skin0 SkyFlashes.bmp
skin1 SkyFlashes.bmp
skin2 SkyFlashes.bmp
skin3 SkyFlashes.bmp
Class air.BLENHEIM4
Fuel 100
weapons 4x250
[215Squadrontc02_Way]
TAKEOFF_003 4313.87 96320.79 0 0 &0
TRIGGERS 0 0 25 0
NORMFLY 7520.20 89447.13 750.00 300.00 &0
NORMFLY 16595.98 65316.02 5000.00 300.00 &0
NORMFLY 40037.52 32434.76 5000.00 300.00 &0
GATTACK 45292.80 24820.94 5000.00 300.00 &0
NORMFLY 47832.86 21252.47 5000.00 300.00 &0
NORMFLY 38838.30 18682.59 5000.00 300.00 &0
NORMFLY 33304.46 34722.33 5000.00 300.00 &0
NORMFLY 20388.11 57856.59 5000.00 300.00 &0
NORMFLY 11486.97 75915.18 5000.00 300.00 &0
NORMFLY 7269.53 84392.63 2000.00 300.00 &0
NORMFLY 5653.20 91939.14 1000.00 300.00 &0
LANDING 5198.24 94376.59 0 0 &0
[215Squadrontc00]
Planes 4
Skill0 2
Skill1 1
Skill2 1
Skill3 1
skin0 SkyFlashes.bmp
skin1 SkyFlashes.bmp
skin2 SkyFlashes.bmp
skin3 SkyFlashes.bmp
Class air.BLENHEIM4
Fuel 100
weapons 4x250
[215Squadrontc00_Way]
TAKEOFF_003 4383.69 96164.86 0 0 &0
TRIGGERS 0 0 25 0
NORMFLY 7954.88 88570.00 750.00 300.00 &0
NORMFLY 16446.04 64848.13 5000.00 300.00 &0
NORMFLY 39625.57 32605.57 5000.00 300.00 &0
GATTACK 45755.68 24468.34 5000.00 300.00 &0
NORMFLY 47990.36 21525.95 5000.00 300.00 &0
NORMFLY 39276.30 19036.22 5000.00 300.00 &0
NORMFLY 33494.60 35302.46 5000.00 300.00 &0
NORMFLY 20329.39 58165.56 5000.00 300.00 &0
NORMFLY 11428.83 76470.47 5000.00 300.00 &0
NORMFLY 7307.24 84933.92 2000.00 300.00 &0
NORMFLY 5750.48 92281.87 1000.00 300.00 &0
LANDING_104 5198.24 94376.59 0 0 &0
[IJA_F_S_64z01]
Planes 4
Skill0 3
Skill1 1
Skill2 2
Skill3 1
skin0 Macwan_KI43IIb_Sen25_Chu3_44unmkd.bmp
skin1 Macwan_KI43IIb_Sen25_Chu3_44unmkd.bmp
skin2 Macwan_KI43IIb_Sen25_Chu3_44unmkd.bmp
skin3 Macwan_KI43IIb_Sen25_Chu3_44unmkd.bmp
Class air.KI_43_II
Fuel 100
weapons default
[IJA_F_S_64z01_Way]
TAKEOFF_002 49116.38 27537.77 0 0 &0
TRIGGERS 0 0 20 0
NORMFLY 47338.60 34044.01 5000.00 300.00 &0
NORMFLY 24707.22 31171.93 5000.00 300.00 &0
NORMFLY 16331.52 37211.35 5000.00 300.00 &0
NORMFLY 17302.70 44934.12 5000.00 300.00 &0
NORMFLY 27733.86 46838.93 5000.00 300.00 215Squadrontc01 3 &0
NORMFLY 27232.84 35175.49 5000.00 300.00 &0
NORMFLY 30486.33 18131.99 5000.00 300.00 &0
NORMFLY 46197.52 13561.26 5000.00 300.00 &0
NORMFLY 50729.71 16528.02 5000.00 300.00 &0
NORMFLY 51501.88 20635.34 5000.00 300.00 &0
LANDING_104 49183.34 27363.05 0 0 &0
[IJA_F_S_64z02]
Planes 4
Skill0 2
Skill1 2
Skill2 2
Skill3 1
skin0 Macwan_KI43IIb_Sen64_Chu3_43unmkd.bmp
skin1 Macwan_KI43IIb_Sen64_Chu3_43unmkd.bmp
skin2 Macwan_KI43IIb_Sen64_Chu3_43unmkd.bmp
skin3 Macwan_KI43IIb_Sen64_Chu3_43unmkd.bmp
Class air.KI_43_II
Fuel 100
weapons default
[IJA_F_S_64z02_Way]
TAKEOFF_002 49135.30 27458.23 0 0 &0
TRIGGERS 0 0 20 0
NORMFLY 47507.08 33328.58 5000.00 300.00 &0
NORMFLY 51902.81 58391.52 5000.00 300.00 &0
NORMFLY 46175.24 66380.30 5000.00 300.00 &0
NORMFLY 37184.46 61965.17 5000.00 300.00 &0
NORMFLY 31391.06 52405.20 5000.00 300.00 215Squadrontc02 3 &0
NORMFLY 25980.77 35915.48 5000.00 300.00 &0
NORMFLY 30798.94 19574.95 5000.00 300.00 &0
NORMFLY 45299.53 14531.60 5000.00 300.00 &0
NORMFLY 49861.95 16984.39 5000.00 300.00 &0
NORMFLY 50864.61 20488.40 5000.00 300.00 &0
LANDING_104 49180.63 27357.50 0 0 &0
[IJA_F_S_64z00]
Planes 4
Skill0 3
Skill1 1
Skill2 2
Skill3 1
skin0 ki-43 II 54 Hiko sentai.bmp
skin1 ki-43 II 54 Hiko sentai.bmp
skin2 ki-43 II 54 Hiko sentai.bmp
skin3 ki-43 II 54 Hiko sentai.bmp
Class air.KI_43_IIKAI
Fuel 100
weapons default
[IJA_F_S_64z00_Way]
TAKEOFF_002 49155.59 27387.39 0 0 &0
TRIGGERS 0 0 20 0
NORMFLY 47688.57 32767.80 5000.00 300.00 &0
NORMFLY 48102.88 52319.68 5000.00 300.00 &0
NORMFLY 43928.60 60853.89 5000.00 300.00 &0
NORMFLY 28371.61 62557.07 5000.00 300.00 &0
NORMFLY 31443.65 54321.82 5000.00 300.00 215Squadrontc00 3 &0
NORMFLY 24173.54 36612.51 5000.00 300.00 &0
NORMFLY 31493.50 20919.84 5000.00 300.00 &0
NORMFLY 45277.95 15347.27 5000.00 300.00 &0
NORMFLY 49067.23 17238.88 5000.00 300.00 &0
NORMFLY 50196.22 20259.31 5000.00 300.00 &0
LANDING_104 49175.65 27355.23 0 0 &0
[Chiefs]
0_Chief Vehicles.GAZ_55 1
[0_Chief_Road]
13787.58 93902.13 120.00 0 2 3.055555582046509
13335.57 93590.55 120.00 3 2 3.055555582046509
13317.91 93577.71 120.00 0 2 3.055555582046509
13545.90 93852.27 120.00 0 2 3.055555582046509
13931.45 94009.78 120.00 36 2 3.055555582046509
13943.51 94017.04 120.00 0 2 3.055555582046509
13580.63 93878.21 120.00 0 2 3.055555582046509
13338.82 93624.07 120.00 43 2 3.055555582046509
13333.23 93613.05 120.00 0 2 3.055555582046509
13892.85 93890.45 120.00 0 2 3.055555582046509
13929.48 94021.27 120.00
[NStationary]
0_Static vehicles.artillery.Artillery$Type88_75mm_JA 2 45265.91 25955.44 360.00 0.0 0 1 1
1_Static vehicles.artillery.Artillery$Type88_75mm_JA 2 45340.30 26368.27 360.00 0.0 0 1 1
2_Static vehicles.artillery.Artillery$Type88_75mm_JA 2 45339.21 25304.88 360.00 0.0 0 1 1
3_Static vehicles.artillery.Artillery$Type88_75mm_JA 2 45430.39 25337.17 360.00 0.0 0 1 1
4_Static vehicles.artillery.Artillery$Type88_75mm_JA 2 47367.06 24114.70 360.00 0.0 0 1 1
5_Static vehicles.artillery.Artillery$Type88_75mm_JA 2 47302.40 24714.75 360.00 0.0 0 1 1
6_Static vehicles.artillery.Artillery$Type88_75mm_JA 2 48291.37 25135.64 360.00 0.0 0 1 1
7_Static vehicles.artillery.Artillery$Type88_75mm_JA 2 48539.44 25300.03 360.00 0.0 0 1 1
8_Static vehicles.artillery.Artillery$Type88_75mm_JA 2 48355.55 29008.37 360.00 0.0 0 1 1
9_Static vehicles.artillery.Artillery$Type88_75mm_JA 2 48524.83 27475.25 360.00 0.0 0 1 1
10_Static vehicles.artillery.Artillery$Type88_75mm_JA 2 49330.80 28213.32 360.00 0.0 0 1 1
11_Static vehicles.planes.Plane$Wellington3 1 4724.55 96247.39 419.10 0.0 gb 1 1.0 null 1
12_Static vehicles.planes.Plane$Wellington3 1 4805.06 96247.59 509.10 0.0 gb 1 1.0 null 1
13_Static vehicles.planes.Plane$Wellington3 1 4809.05 96155.53 509.10 0.0 gb 1 1.0 null 1
14_Static vehicles.planes.Plane$BLENHEIM4 1 3272.78 95999.64 509.10 0.0 gb 1 1.0 Blenheim\MkIV_Blank_Azur\un.bmp 1
15_Static vehicles.planes.Plane$C_47 1 4729.42 95972.65 209.10 0.0 gb 1 1.0 vp_C47_nm3.BMP 1
16_Static vehicles.planes.Plane$BEAU21 1 3320.74 95650.71 269.10 0.0 gb 1 1.0 Beauf-Generic\Brown_Green.bmp 1
17_Static vehicles.planes.Plane$HurricaneMkIIb 1 13871.68 93853.34 335.47 0.0 gb 1 1.0 Kallang\flash\HurricaneMkIIb.bmp 1
18_Static vehicles.planes.Plane$HurricaneMkIIc 1 13756.04 93923.81 270.20 0.0 gb 1 1.0 Hurricane\IIc,\Malta\tail\bars.bmp 1
19_Static vehicles.planes.Plane$C_47 1 12664.06 92678.49 330.20 0.0 gb 1 1.0 vp_C47_nm3.BMP 1
20_Static vehicles.planes.Plane$P_36A4 1 13699.50 93897.04 270.20 0.0 gb 1 1.0 RAF.bmp 1
21_Static vehicles.radios.Beacon$YGBeacon 1 4479.01 95477.05 420.20 0.0
22_Static vehicles.lights.Searchlight$SL_ManualBlue 1 4524.77 95394.36 360.20 0.0
23_Static vehicles.stationary.Siren$SirenCity 1 4537.31 95383.18 360.20 0.0
24_Static vehicles.stationary.Siren$SirenCity 1 13412.90 93472.89 360.20 0.0
25_Static vehicles.lights.Searchlight$SL_ManualBlue 1 13411.98 93481.90 360.20 0.0
26_Static vehicles.stationary.Stationary$GAZ_AA 1 12631.37 92389.23 420.20 0.0
27_Static vehicles.stationary.Stationary$GAZ_AAA 1 12779.95 92599.49 570.20 0.0
28_Static vehicles.stationary.Stationary$GAZ_55 1 13399.73 93488.21 570.20 0.0
29_Static vehicles.stationary.Stationary$GAZ_55 1 4558.15 95356.89 360.20 0.0
30_Static vehicles.stationary.Stationary$GAZ_AA 1 4450.06 95138.37 570.20 0.0
31_Static vehicles.stationary.Stationary$GAZ_AAA 1 5405.96 96505.33 570.20 0.0
32_Static vehicles.stationary.Stationary$Bulldozer_US 1 4520.67 95364.68 600.20 0.0
33_Static vehicles.stationary.Stationary$Motorcycle 1 13412.67 93475.02 570.20 0.0
34_Static vehicles.stationary.Stationary$WillisMB 1 13401.87 93462.58 570.20 0.0
35_Static vehicles.stationary.Stationary$WillisMB 1 4547.04 95371.71 600.20 0.0
36_Static vehicles.stationary.Stationary$StudebeckerTruck 1 3283.23 95993.83 420.20 0.0
37_Static vehicles.stationary.Stationary$OpelBlitz6700A_fuel 1 3318.45 95658.36 570.20 0.0
38_Static vehicles.artillery.Artillery$StBofors_40mm_UK 1 3543.58 96691.33 570.20 0.0 0 1 1
39_Static vehicles.artillery.Artillery$StBofors_40mm_UK 1 5319.51 96781.60 690.20 0.0 0 1 1
40_Static vehicles.artillery.Artillery$StBofors_40mm_UK 1 5320.16 94985.68 540.20 0.0 0 1 1
41_Static vehicles.artillery.Artillery$StBofors_40mm_UK 1 5406.31 94992.75 420.20 0.0 0 1 1
42_Static vehicles.artillery.Artillery$StBofors_40mm_UK 1 5339.71 95005.83 600.20 0.0 0 1 1
43_Static vehicles.artillery.Artillery$StBofors_40mm_UK 1 4502.18 94572.13 450.20 0.0 0 1 1
44_Static vehicles.artillery.Artillery$StBofors_40mm_UK 1 4489.48 94600.51 540.20 0.0 0 1 1
45_Static vehicles.artillery.Artillery$StBofors_40mm_UK 1 4543.47 94637.93 690.20 0.0 0 1 1
46_Static vehicles.artillery.Artillery$StBofors_40mm_UK 1 4909.14 96383.54 600.20 0.0 0 1 1
47_Static vehicles.artillery.Artillery$StBofors_40mm_UK 1 4974.62 96342.37 360.20 0.0 0 1 1
48_Static vehicles.artillery.Artillery$StBofors_40mm_UK 1 4946.83 96329.58 420.20 0.0 0 1 1
49_Static vehicles.artillery.Artillery$StBofors_40mm_UK 1 5873.09 96847.58 420.20 0.0 0 1 1
50_Static vehicles.artillery.Artillery$StBofors_40mm_UK 1 13865.95 93555.04 420.20 0.0 0 1 1
51_Static vehicles.artillery.Artillery$StBofors_40mm_UK 1 12615.76 92354.60 510.20 0.0 0 1 1
52_Static vehicles.artillery.Artillery$StBofors_40mm_UK 1 12628.45 92326.78 450.20 0.0 0 1 1
53_Static vehicles.artillery.Artillery$StBofors_40mm_UK 1 12669.62 92392.11 690.20 0.0 0 1 1
54_Static vehicles.artillery.Artillery$StBofors_40mm_UK 1 13026.48 92892.98 690.20 0.0 0 1 1
55_Static vehicles.planes.Plane$HurricaneMkIIc 1 13836.16 93946.55 335.64 0.0 gb 1 1.0 Hurricane\IIc,\Malta\tail\bars.bmp 1
56_Static vehicles.planes.Plane$HurricaneMkIIc 1 13825.58 93592.93 423.47 0.0 gb 1 1.0 Hurricane\IIc,\Malta\tail\bars.bmp 1
57_Static vehicles.planes.Plane$HurricaneMkIIc 1 13855.43 93506.85 423.95 0.0 gb 1 1.0 Hurricane\IIc,\Malta\tail\bars.bmp 1
58_Static vehicles.planes.Plane$HurricaneMkIIc 1 13676.53 93442.55 464.76 0.0 gb 1 1.0 Hurricane\IIc,\Malta\tail\bars.bmp 1
59_Static vehicles.planes.Plane$HurricaneMkIIc 1 13893.31 93696.41 351.68 0.0 gb 1 1.0 Hurricane\IIc,\Malta\tail\bars.bmp 1
60_Static vehicles.planes.Plane$HurricaneMkIIb 1 13267.24 93304.26 360.20 0.0 gb 1 1.0 Kallang\flash\HurricaneMkIIb.bmp 1
61_Static vehicles.planes.Plane$HurricaneMkIIb 1 13286.10 93343.18 345.20 0.0 gb 1 1.0 Kallang\flash\HurricaneMkIIb.bmp 1
62_Static vehicles.planes.Plane$HurricaneMkIIb 1 13198.67 93247.82 345.20 0.0 gb 1 1.0 Kallang\flash\HurricaneMkIIb.bmp 1
63_Static vehicles.planes.Plane$HurricaneMkIIb 1 13610.56 93650.62 525.20 0.0 gb 1 1.0 Kallang\flash\HurricaneMkIIb.bmp 1
64_Static vehicles.planes.Plane$HurricaneMkIIb 1 13153.82 93065.16 405.20 0.0 gb 1 1.0 Kallang\flash\HurricaneMkIIb.bmp 1
65_Static vehicles.planes.Plane$HurricaneMkIIb 1 13053.76 92956.28 405.20 0.0 gb 1 1.0 Kallang\flash\HurricaneMkIIb.bmp 1
66_Static vehicles.planes.Plane$C_47 1 13925.66 93798.93 360.20 0.0 gb 1 1.0 vp_C47_nm3.BMP 1
67_Static vehicles.planes.Plane$BLENHEIM4 1 3298.09 95461.13 524.10 0.0 gb 1 1.0 Blenheim\MkIV_Blank_Sky.bmp 1
68_Static vehicles.planes.Plane$BLENHEIM4 1 3355.59 95396.98 464.10 0.0 gb 1 1.0 vp_BlenheimMkIV_82sqnnm.bmp 1
69_Static vehicles.planes.Plane$BLENHEIM4 1 3579.35 95181.69 524.10 0.0 gb 1 1.0 vp_BlenheimMkIV_82sqnnm.bmp 1
70_Static vehicles.planes.Plane$BLENHEIM4 1 4105.47 95236.81 404.10 0.0 gb 1 1.0 vp_BlenheimMkIV_82sqnnm.bmp 1
71_Static vehicles.planes.Plane$BLENHEIM4 1 3981.71 95151.25 464.10 0.0 gb 1 1.0 vp_BlenheimMkIV_82sqnnm.bmp 1
72_Static vehicles.planes.Plane$BLENHEIM4 1 4554.93 94859.14 464.10 0.0 gb 1 1.0 vp_BlenheimMkIV_82sqnnm.bmp 1
73_Static vehicles.planes.Plane$C_47 1 4845.34 95990.52 389.10 0.0 gb 1 1.0 vp_C47_nm3.BMP 1
74_Static vehicles.planes.Plane$C_47 1 4620.18 96177.57 299.10 0.0 gb 1 1.0 vp_C47_nm3.BMP 1
75_Static vehicles.lights.Searchlight$SL_ManualBlue 2 49106.83 28252.51 570.20 0.0
76_Static vehicles.stationary.Siren$SirenCity 2 49116.01 28222.91 570.20 0.0
77_Static vehicles.stationary.Stationary$HoHa 2 48323.54 28103.29 540.20 0.0
78_Static vehicles.stationary.Stationary$HoHa 2 48323.36 28108.40 540.20 0.0
79_Static vehicles.stationary.Stationary$HoHa 2 48324.10 28114.53 540.20 0.0
80_Static vehicles.stationary.Stationary$OpelBlitz6700A_fuel 2 48418.79 28433.39 660.20 0.0
81_Static vehicles.stationary.Stationary$OpelBlitz36S 2 48422.69 28428.22 390.20 0.0
82_Static vehicles.stationary.Stationary$Truck_Type94 2 48331.40 28450.78 360.20 0.0
83_Static vehicles.stationary.Stationary$Truck_Type94 2 48331.33 28462.60 525.20 0.0
84_Static vehicles.stationary.Stationary$Kurogane 2 49109.66 28246.00 525.20 0.0
85_Static vehicles.planes.Plane$KI_43_II 2 49163.21 28675.54 405.20 0.0 ja 1 1.0 Macwan_KI43IIb_Sen25_Chu3_44unmkd.bmp 1
86_Static vehicles.planes.Plane$KI_43_II 2 49052.10 28777.39 345.20 0.0 ja 1 1.0 Macwan_KI43IIb_Sen25_Chu3_44unmkd.bmp 1
87_Static vehicles.planes.Plane$KI_43_II 2 49149.48 28946.90 315.30 0.0 ja 1 1.0 Macwan_KI43IIb_Sen25_Chu3_44unmkd.bmp 1
88_Static vehicles.planes.Plane$KI_43_II 2 49037.50 29150.58 315.24 0.0 ja 1 1.0 Macwan_KI43IIb_Sen25_Chu3_44unmkd.bmp 1
89_Static vehicles.planes.Plane$KI_43_II 2 48764.47 29440.39 315.24 0.0 ja 1 1.0 Macwan_KI43IIb_Sen25_Chu3_44unmkd.bmp 1
90_Static vehicles.planes.Plane$KI_43_II 2 48866.43 29099.07 285.24 0.0 ja 1 1.0 Macwan_KI43IIb_Sen25_Chu3_44unmkd.bmp 1
91_Static vehicles.planes.Plane$KI_43_II 2 48573.18 29094.57 255.24 0.0 ja 1 1.0 Macwan_KI43IIb_Sen25_Chu3_44unmkd.bmp 1
92_Static vehicles.planes.Plane$KI_43_II 2 48543.94 28370.51 525.24 0.0 ja 1 1.0 Macwan_KI43IIb_Sen25_Chu3_44unmkd.bmp 1
93_Static vehicles.planes.Plane$KI_43_II 2 48511.66 28930.73 525.24 0.0 ja 1 1.0 Macwan_KI43IIb_Sen25_Chu3_44unmkd.bmp 1
94_Static vehicles.planes.Plane$KI_43_IIKAI 2 48457.32 29303.38 195.24 0.0 ja 1 1.0 ki-43\II\54\Hiko\sentai.bmp 1
95_Static vehicles.planes.Plane$KI_43_IIKAI 2 48482.48 29275.67 525.24 0.0 ja 1 1.0 ki-43\II\54\Hiko\sentai.bmp 1
96_Static vehicles.planes.Plane$KI_43_IIKAI 2 48755.97 29221.78 375.24 0.0 ja 1 1.0 ki-43\II\54\Hiko\sentai.bmp 1
97_Static vehicles.planes.Plane$KI_43_IIKAI 2 48769.34 29272.22 315.24 0.0 ja 1 1.0 ki-43\II\54\Hiko\sentai.bmp 1
98_Static vehicles.planes.Plane$L2D 2 48575.06 28705.06 180.24 0.0 ja 1 1.0 null 1
99_Static vehicles.planes.Plane$L2D 2 48659.98 28151.36 510.24 0.0 ja 1 1.0 null 1
100_Static vehicles.planes.Plane$L2D 2 48692.43 27749.97 180.24 0.0 ja 1 1.0 null 1
101_Static vehicles.stationary.Stationary$OpelBlitz6700A_medi c 2 48318.95 28092.85 360.20 0.0
102_Static vehicles.planes.Plane$Wellington3 1 3833.57 96103.46 389.10 0.0 gb 1 1.0 null 1
103_Static vehicles.planes.Plane$Wellington3 1 3800.05 96153.19 359.10 0.0 gb 1 1.0 null 1
104_Static vehicles.planes.Plane$Wellington3 1 3818.26 96256.70 299.10 0.0 gb 1 1.0 null 1
105_Static vehicles.planes.Plane$Wellington3 1 3932.09 96134.85 539.10 0.0 gb 1 1.0 null 1
106_Static vehicles.planes.Plane$C_47 1 3932.06 96218.34 299.10 0.0 gb 1 1.0 vp_C47_RAF_nm1.BMP 1
107_Static vehicles.planes.Plane$C_47 1 4021.01 96423.10 239.10 0.0 gb 1 1.0 vp_C47_RAF_nm1.BMP 1
108_Static vehicles.planes.Plane$C_47 1 3746.06 97015.82 374.10 0.0 gb 1 1.0 vp_C47_nm3.BMP 1
109_Static vehicles.stationary.Stationary$GAZ_AA 1 3750.22 97003.10 510.20 0.0
110_Static vehicles.stationary.Stationary$GAZ_Bus 1 4518.34 94637.06 440.20 0.0
111_Static vehicles.stationary.Stationary$GAZ_Bus 1 5368.11 95029.14 485.20 0.0
112_Static vehicles.stationary.Stationary$GAZ_Bus 1 5355.84 96357.90 440.20 0.0
113_Static vehicles.stationary.Stationary$GAZ_AAA 1 3915.30 96208.57 500.20 0.0
114_Static vehicles.stationary.Stationary$GAZ_AA 1 4020.48 96407.73 410.20 0.0
115_Static vehicles.stationary.Stationary$GAZ_AA 1 3812.30 96271.13 590.20 0.0
116_Static vehicles.stationary.Stationary$OpelBlitz6700A_fuel 1 3805.30 96159.09 620.20 0.0
117_Static vehicles.planes.Plane$BLENHEIM4 1 5294.97 95939.73 254.10 0.0 gb 1 1.0 SkyFlashes.bmp 1
118_Static vehicles.planes.Plane$BLENHEIM4 1 5483.34 95922.03 254.10 0.0 gb 1 1.0 SkyFlashes.bmp 1
119_Static vehicles.planes.Plane$BLENHEIM4 1 5268.89 96163.74 524.10 0.0 gb 1 1.0 SkyFlashes.bmp 1
120_Static vehicles.planes.Plane$BLENHEIM4 1 5299.86 96453.87 524.10 0.0 gb 1 1.0 SkyFlashes.bmp 1
121_Static vehicles.planes.Plane$BLENHEIM4 1 5277.61 96672.02 524.10 0.0 gb 1 1.0 SkyFlashes.bmp 1
122_Static vehicles.planes.Plane$C_47 1 5360.99 96287.88 524.10 0.0 gb 1 1.0 vp_C47_RAF_nm1.BMP 1
123_Static vehicles.lights.Searchlight$SL_ManualBlue 1 5359.34 95014.80 524.10 0.0
124_Static vehicles.lights.Searchlight$SL_ManualBlue 1 4470.06 95148.25 524.10 0.0
125_Static vehicles.lights.Searchlight$SL_ManualBlue 1 4511.98 94631.60 524.10 0.0
126_Static vehicles.lights.Searchlight$SL_ManualBlue 1 5556.16 96979.03 524.10 0.0
[Buildings]
0_bld House$CrimeaFarm 1 13412.18 93465.64 495.20
1_bld House$RussiaSortir 1 13961.23 93998.04 620.20
2_bld House$AirdromeFuelTank 1 14039.77 94094.76 495.20
3_bld House$AirdromeMaskingnet 1 4527.32 95363.46 420.20
4_bld House$AirdromeRadar1 1 4867.37 95597.23 510.20
5_bld House$FurnitureSandbag_Wall 1 4545.31 95369.44 510.20
6_bld House$Hangarmed 1 3322.76 97029.39 600.20
7_bld House$Control_tower 1 4537.78 95369.03 690.20
8_bld House$46BoxCoverBig 1 4711.10 96229.62 600.20
9_bld House$46BoxCoverMed 1 3295.89 96010.96 600.20
10_bld House$46Furniture 1 4535.42 95381.23 600.20
11_bld House$46Radio 1 4541.24 95375.74 510.20
12_bld House$46Radio 1 13409.27 93473.60 360.20
13_bld House$46Furniture 1 13405.31 93469.12 360.20
14_bld House$46GRBoxes 1 13752.10 93926.59 360.20
15_bld House$46TRBoxes 1 13873.44 93858.44 360.20
16_bld House$46Palette 1 13919.26 93814.82 360.20
17_bld House$46Palette 1 5385.30 96274.31 360.20
18_bld House$46TRBoxes 1 4802.35 96239.73 360.20
19_bld House$46GRBoxes 1 4731.38 96248.32 360.20
20_bld House$46Warehouse 1 3928.37 94361.06 405.20
21_bld House$46Warehouse 1 12513.39 92164.67 525.20
22_bld House$46MCycle 1 13413.03 93476.08 525.20
23_bld House$Misc_05 1 13953.30 94038.13 665.20
24_bld House$Misc_05 1 5413.55 96463.40 360.20
25_bld House$FTankS_01 1 4208.65 94205.65 360.20
26_bld House$FTankS_01 1 5664.69 96587.06 360.20
27_bld House$AirdromeControlTowerSmall 1 13409.04 93463.03 675.20
28_bld House$AirdromeMaskingnet 1 13419.62 93457.67 675.20
29_bld House$FurnitureSandbag_Wall 1 13400.56 93473.07 405.20
30_bld House$FurnitureSandbag_Wall 1 13406.51 93478.82 405.20
31_bld House$FurnitureSandbags_Round 1 13026.67 92892.53 585.20
32_bld House$FurnitureSandbag_Wall 1 4542.42 95374.61 510.20
33_bld House$FurnitureSandbags_Round 1 4524.71 95394.34 510.20
34_bld House$46BoxCoverMed 1 4104.72 95263.26 659.10
35_bld House$46BoxCoverMed 1 3963.77 95167.20 629.10
36_bld House$46BoxCoverMed 1 3336.16 95410.66 629.10
37_bld House$46BoxCoverMed 1 3346.43 95658.30 629.10
38_bld House$46BoxCoverMed 1 3605.71 95173.56 659.10
39_bld House$46BoxCoverBig 1 4705.37 95970.90 659.10
40_bld House$46BoxCoverBig 1 4848.69 96019.63 659.10
41_bld House$46BoxCoverBig 1 4783.54 96160.66 659.10
42_bld House$CrimeaFarm 1 49119.84 28199.32 435.20
43_bld House$RussiaSortir 1 48347.14 27882.62 705.20
44_bld House$RussiaSortir 1 48347.56 27879.51 705.20
45_bld House$AirdromeBarrelBlock1 1 49185.04 28733.03 705.20
46_bld House$AirdromeFuelTank 1 48441.82 28321.23 705.20
47_bld House$AirdromeFuelTank 1 48447.02 28309.55 705.20
48_bld House$AirdromeControlTowerSmall 1 49121.04 28195.34 615.20
49_bld House$AirdromeMaskingnet 1 49128.47 28201.99 615.20
50_bld House$Tent_Pup_US 1 48373.10 27917.82 705.20
51_bld House$Tent_Pup_US 1 48374.21 27913.27 705.20
52_bld House$Tent_Pup_US 1 48374.96 27909.46 705.20
53_bld House$Tent_Pup_US 1 48376.26 27905.65 705.20
54_bld House$Tent_Pup_US 1 48377.65 27901.38 705.20
55_bld House$Tent_Pup_US 1 48379.13 27897.57 705.20
56_bld House$Tent_Pup_US 1 48380.34 27893.21 705.20
57_bld House$Tent_Pup_US 1 48369.10 27914.57 705.20
58_bld House$Tent_Pup_US 1 48370.68 27910.48 705.20
59_bld House$Tent_Pup_US 1 48372.08 27906.49 705.20
60_bld House$Tent_Pup_US 1 48373.38 27902.12 705.20
61_bld House$Tent_Pup_US 1 48374.68 27898.13 705.20
62_bld House$Tent_Pup_US 1 48376.16 27894.51 705.20
63_bld House$Tent_Pup_US 1 48363.81 27916.05 705.20
64_bld House$Tent_Pup_US 1 48365.48 27912.06 705.20
65_bld House$Tent_Pup_US 1 48367.53 27907.69 705.20
66_bld House$Tent_Pup_US 1 48369.10 27903.33 705.20
67_bld House$Tent_Pup_US 1 48370.22 27898.59 705.20
68_bld House$Tent_Pup_US 1 48372.08 27894.69 705.20
69_bld House$Tent_Pup_US 1 48373.75 27890.42 705.20
70_bld House$Tent_Pyramid_US 1 48352.20 27909.46 705.20
71_bld House$Tent_Pyramid_US 1 48349.14 27896.64 705.20
72_bld House$Tent_Pyramid_US 1 48359.45 27889.12 705.20
73_bld House$FurnitureSandbag_Wall 1 49109.99 28200.58 705.20
74_bld House$FurnitureSandbag_Wall 1 49111.50 28195.00 705.20
75_bld House$FurnitureSandbags_Round 1 49108.40 28206.36 405.20
76_bld House$46ATTrench1 1 48356.45 29008.11 360.20
77_bld House$46ATTrench1 1 49329.82 28212.86 510.20
78_bld House$46ATTrench1 1 48523.74 27474.58 510.20
79_bld House$46BoxCoverBig 1 48338.28 28239.40 510.20
80_bld House$46BoxCoverMed 1 48505.89 28924.28 510.20
81_bld House$46Furniture 1 49112.02 28199.93 510.20
82_bld House$46Radio 1 49108.69 28206.14 360.20
83_bld House$46WoodLadder 1 48660.94 28160.80 360.20
84_bld House$46GRBoxes 1 48582.89 28712.19 360.20
85_bld House$46TRBoxes 1 48584.13 28709.80 360.20
86_bld House$46Palette 1 48326.68 28246.58 360.20
87_bld House$46Warehouse 1 48376.88 28853.69 660.20
88_bld House$Misc_05 1 48344.21 27905.34 660.20
89_bld House$AirdromeMaskingnet 1 48325.34 28245.50 660.20
90_bld House$46BoxCoverMed 1 48326.78 28078.97 540.24
91_bld House$AirdromeBarrelBlock1 1 3764.47 96199.76 599.10
92_bld House$AirdromeBarrelBlock2 1 3918.87 96215.50 479.10
93_bld House$AirdromeMaskingnetBig 1 3742.62 96210.97 719.10
94_bld House$FlagJnavy 1 49119.25 28201.26 719.10
95_bld House$46WoodLadder 1 3928.35 96215.11 389.10
96_bld House$46WoodLadder 1 4021.92 96418.21 684.10
97_bld House$FTankS_01 1 3524.40 97011.71 684.10
98_bld House$FTankS_02 1 3498.79 97023.29 474.10
99_bld House$HangarLG 1 3687.13 97041.08 564.10
100_bld House$46GRBoxes 1 4019.32 96416.67 410.20
101_bld House$46GRBoxes 1 4017.43 96415.49 440.20
102_bld House$46TRBoxes 1 4020.07 96418.62 440.20
103_bld House$46TRBoxes 1 4022.31 96415.72 380.20
104_bld House$HangarLG 1 3728.58 96152.39 540.00
105_bld House$46GRBoxes 1 3813.85 96264.07 659.10
106_bld House$46BoxCoverMed 1 3760.65 96212.13 659.10
107_bld House$46BoxCoverMed 1 3768.54 96119.43 719.10
108_bld House$46BoxCoverBig 1 3758.20 96220.63 719.10
109_bld House$46Warehouse 1 3758.36 96374.43 410.20
110_bld House$AirdromeMaskingnetBig 1 3668.43 96151.12 360.20
111_bld House$Henderstower 1 4547.64 96068.12 690.20
112_bld House$HQ_US 1 5220.80 96545.10 695.20
113_bld House$46Bomb1 1 3817.69 96266.24 695.20
114_bld House$46Bomb1 1 3818.50 96265.87 695.20
115_bld House$46Bomb1 1 3818.13 96264.77 695.20
116_bld House$46Bomb1 1 3816.95 96265.36 695.20
117_bld House$46Palette 1 3676.11 96159.82 695.20
118_bld House$46Watower 1 5261.23 96532.58 695.20
[Target]
3 0 1 59 501 13092 93344 1000
4 0 0 0 750 37534 36446 0 3 215Squadrontc02 40037 32434
[StaticCamera]
12822 94017 100 0
3587 96282 100 0
44755 24721 100 0
48199 27813 100 0
[Bridge]
[House]
[FrontMarker]
FrontMarker0 19522.44 98516.89 1
FrontMarker1 19771.82 94990.02 1
FrontMarker2 19130.57 91641.28 1
FrontMarker3 18524.94 86653.80 1
FrontMarker4 16921.82 83910.68 1
FrontMarker5 15318.70 80633.19 1
FrontMarker6 12290.59 78638.20 1
FrontMarker7 8621.22 75396.33 1
FrontMarker8 4595.61 73330.09 1
FrontMarker9 427.50 72118.84 1
FrontMarker10 23013.68 98410.01 2
FrontMarker11 22443.68 94526.90 2
FrontMarker12 21731.18 89183.16 2
FrontMarker13 20733.69 84053.18 2
FrontMarker14 17741.20 80170.07 2
FrontMarker15 15069.33 76322.58 2
FrontMarker16 10651.84 73436.96 2
FrontMarker17 5806.86 71833.84 2
FrontMarker18 1709.99 70016.97 2
Tolwyn
08-12-2013, 07:32 PM
Ok. I edited that mission and removed the RECON waypoint type (didn't know this affected behavior, just thought it threw up some extra waypoints!)
Seems like the mission is playing correctly now.
Sure wish there was a little bit more "documentation" on some of the new features besides a sentance or two in passing. ;)
Juri_JS
08-15-2013, 06:00 AM
Here's a problem I noticed:
On the Stalingrad winter map I have tried to overlay the incorrect stock concrete textures of Pitomnik airfield with the new winter texture airfield tiles. Unfortunatly it didn't worked, because on the map the winter tiles appeared behind the old airfield tiles.
Is there a way to fix this?
KG26_Alpha
08-15-2013, 08:06 PM
Here's a problem I noticed:
On the Stalingrad winter map I have tried to overlay the incorrect stock concrete textures of Pitomnik airfield with the new winter texture airfield tiles. Unfortunatly it didn't worked, because on the map the winter tiles appeared behind the old airfield tiles.
Is there a way to fix this?
Yes
Remove the incorrect textures.
:)
Juri_JS
08-15-2013, 09:18 PM
Yes
Remove the incorrect textures.
:)
Removing airfield textures only works in the map builder version of FMB, but not in the normal FMB.
b5523482
08-16-2013, 10:46 PM
This compass in the SB 2M-100A is messing up my fps.
12648
I can give you system specs on demand. I don't know if the problem was there before.
I found a thread about a cockpit project of it. Maybe the cockpit stems from that one.
http://forum.1cpublishing.eu/showthread.php?t=20585
sniperton
08-16-2013, 11:18 PM
Here's a problem I noticed:
On the Stalingrad winter map I have tried to overlay the incorrect stock concrete textures of Pitomnik airfield with the new winter texture airfield tiles. Unfortunatly it didn't worked, because on the map the winter tiles appeared behind the old airfield tiles.
Is there a way to fix this?
Go to 3d view, and back to 2d view, and everything will be OK (order of old layer and new layer will be reversed). Bug or feature?
b5523482
08-17-2013, 02:40 PM
The Gloster Gladiator is included in IL-2 Sturmovik.
http://en.wikipedia.org/wiki/Gloster_Gladiator
In 'view objects' it's called Gladiator I, but the Quick Mission Builder only allows to use the J8A. Both planes are listed as Axis planes, though the Gladiator definitely also fought against Germans on Allied side in WW2.
ElAurens
08-17-2013, 04:26 PM
The J8A is a version of the Gloster Gladiator sold to Sweden. If you look closely at it's instruments you will see they are not in English and are non-standard to the RAF/FAA Gladiator.
It appears as an Axis aircraft because a group of Swedish "volunteers", the F19 Squadron flew them with the Finns against the Russians.
The RAF Gladiator is an AI only aircraft.
b5523482
08-17-2013, 05:27 PM
Hi, you flying pig!
The instruments aren't Swedish, either. The questions are:
1. Does the J8A not deserve an own object-entry for the uninitiated?
2. Isn't the J8A a Gladiator II?
3. Shouldn't it be possible to put planes into both categories, Axis and Allies?
There's even a list of its operators:
http://en.wikipedia.org/wiki/List_of_Gloster_Gladiator_operators
sniperton
08-17-2013, 07:51 PM
The object viewer hasn't been updated for years. It's missing some 40+ planes/variants. It would be a lot of work for the developers who work as volunteers. Look for HardBall's Aircraft Viewer on the internet instead (it's up-to-date till patch 4.09 -- now we have 4.12.1).
b5523482
08-18-2013, 12:31 AM
No, not worth it.
So this whole developer-team-job is just a story...
Pursuivant
08-18-2013, 09:14 AM
Maybe it's an old bug, but on QMB maps where one side only has aircraft carriers to land on (e.g., Hawaii, Coral Sea, Midway) non-carrier aircraft will still attempt to land on the carriers.
Maybe this is a QMB bug, maybe it's another AI glitch.
Either way, non-carrier aircraft should either be programmed to exit in the direction of the nearest historical friendly base or to ditch rather than landing.
Interestingly, carriers don't suffer damage from having heavy bombers crash land on them!
Juri_JS
08-18-2013, 09:45 AM
Go to 3d view, and back to 2d view, and everything will be OK (order of old layer and new layer will be reversed). Bug or feature?
Unfortunatly this didn't worked. Everything looked correct in FMB, but when I started the mission the new airfield tiles were placed below the old tiles.
The strange thing is, that I had a few cases where the new tiles were correctly placed over the old tiles, but after I saved the map template and opened it again the next day, the tiles were suddenly below.
So I guess there must be some kind of bug.
KG26_Alpha
08-18-2013, 03:55 PM
Unfortunatly this didn't worked. Everything looked correct in FMB, but when I started the mission the new airfield tiles were placed below the old tiles.
The strange thing is, that I had a few cases where the new tiles were correctly placed over the old tiles, but after I saved the map template and opened it again the next day, the tiles were suddenly below.
So I guess there must be some kind of bug.
Re: Wrong original texture
The airfield was one of the largest around Stalingrad with Lorenz landing system and night light runway in operation.
It was a busy Axis airfield mainly for heavy aircraft types.
Heavy aircraft in IL2 use the longer runways and larger airfield types so it could be a coding issue as to why it was not a grass strip.
Testing snow tiles
I tested this and found 1-2 strange things.
In FMB placing the snow runway textures works after using 3'd mode to line up the texture and back to 2'd mode allows you to see the placed object as its not visible in 2'd mode when first placed.
However if you run the map in FMB using "Play" the textures can disappear in FMB after using the "play" feature, you have to click on the texture icon to see it again, this is not a problem if you run the mission online or out side of the FMB as the textures load correctly next time you open the map in FMB.
:)
Juri_JS
08-18-2013, 04:30 PM
Re: Wrong original texture
However if you run the map in FMB using "Play" the textures can disappear in FMB after using the "play" feature, you have to click on the texture icon to see it again, this is not a problem if you run the mission online or out side of the FMB as the textures load correctly next time you open the map in FMB.
I also have the problem when I run the mission outside FMB. Everytime I load the mission different tiles disappear.
I noticed that the same problem exists when two new tiles are placed overlapping. Sometimes the tile placed first is on the top, sometimes the tile placed second. Here the result of a test I did with overlapping tiles:
The first picture shows the tiles the first time I played the mission, the second pic shows the result when I played the mission a second time.
http://i1103.photobucket.com/albums/g466/Juri_JS/Tile2_2_zpsed3d60ff.jpg
http://i1103.photobucket.com/albums/g466/Juri_JS/Tile1_1_zps18e4f7d0.jpg
Aviar
08-18-2013, 05:25 PM
I have also noticed inconsistencies when placing runway tiles over original tiles. When you run the mission several times, sometimes they appear on top of the originals and sometimes they appear under the originals. (When I say 'run the mission', I usually do so in Coop mode.)
*See screenshots for an example.
Another small annoying problem is concerning 2D trees. I am very careful when laying runway tiles so that no 2D trees appear within the tiles. However, after running the mission I have found that one or more 'new' trees have appeared on the runway that were not there originally. Then I must re-position the tiles so that they are clear of all trees.
So what I do now is lay the tiles, start the mission up a couple of times and do a final check to see if any new 2D trees have magically appeared. These 'extra' 2D trees don't always appear in the FMB. But once I know their exact location(s), I can adjust my runway tiles so they don't interfere with eachother.
Aviar
KG26_Alpha
08-18-2013, 06:04 PM
I also have the problem when I run the mission outside FMB. Everytime I load the mission different tiles disappear.
I noticed that the same problem exists when two new tiles are placed overlapping. Sometimes the tile placed first is on the top, sometimes the tile placed second. Here the result of a test I did with overlapping tiles:
The first picture shows the tiles the first time I played the mission, the second pic shows the result when I played the mission a second time.
http://i1103.photobucket.com/albums/g466/Juri_JS/Tile2_2_zpsed3d60ff.jpg
http://i1103.photobucket.com/albums/g466/Juri_JS/Tile1_1_zps18e4f7d0.jpg
Confirmed
Just flew a mission with snow textures over concrete runway and they were not seen in the mission but are there in the full mission builder.
I can replicate this 100% after a re-boot and memory cleared.
.
Janosch
08-18-2013, 06:13 PM
- When a twin engined plane loses both wings, the engine sounds still seem to originate from the fuselage part, rather than the engines, if they are even running. Well, this could be a .ntrk recording bug, though, and my stereo ears could be wrong.
- Bf 109 models from E to F have wrong pilot armor on the external model. It's as if they have G2's armor, which blocks visibility more than E/F armor does.
Btw, the .ntrk recording feature doesn't seem to record several small details, such as:
- correct nose mg151/20 ammo counter "value"
- wheels rotating properly on fixed gear aircraft (tested with Ju-87, wheels don't rotate)
- changing ski undercarriage angles on Fokker DXXI.
- Torpedo! It disappears too often, most notably before succesfully torpedoeing an enemy boat.
I'm not sure if this is related to my specs or il-2 installation though!
Also, if you record a ntrk with e.g. D3A and remove the gunsight cover, then view the recording at accelerated speed, the gunsight cover stays on. When played at normal speed, it's shown removed normally.
Overally, I like the small improvements that could be called bugfixes, namely that if ntrk was recorded with speedbar off, it will be off when the recording is played.
Soldier_Fortune
08-20-2013, 08:35 AM
S! All.
I've found an issue related with TTO... or perhaps I might be doing something wrong.
I've made several missions for single player with the FMB, in which I'm the leader of the first flight, and one or more friendly flights. The mission starts with the flights in the parking area.
Well... my AI wingmen don't start their engines with no delay as it should be expected (they don't start the engines at all, but rarely they start them after 6 or more minutes after the mission's beginning).
Regarding with this issue, when I send the order "start engines" (Tab, E, 1) apparently it doesn't work.
The only way that I've found to solve this issue is hitting the "Autopilot" twice (as quickly as when anybody uses a toggle buttton): with the first hit the AI wingmen begin the starting procedures immediately; the second hit is for to recover the control of my own aircraft).
The "only AI flights" or squadrons start without problems after the programmed delay.
If this is not an issue, but a mistake using the FMB for TTO, I'll be grateful for any advice to use it better. :cool:
Please, post the mission.
Soldier_Fortune
08-20-2013, 03:27 PM
Please, post the mission.
Thank you by your kind response, FC99. And I'm sorry: it was not an issue but my fault.
I was trying to use the command "Start engines" from the Main Menu (Tab, E, 1) instead the same command but from the (numbered) Flight menu (Tab, Flight #, Q, 1). The last command works fine, but the first don't... or at least its behavior is erratic and/or a bit less intuitive.
Bionde
08-20-2013, 07:22 PM
Playing online if you open the fullscreen map and click accidentally on the chat you can't close the map, it's needed type something on chat and send to close the map
pupo162
08-20-2013, 10:00 PM
hi!
all my planes are like this, (as in, they show fully damaged planes all the time)
https://fbcdn-sphotos-a-a.akamaihd.net/hphotos-ak-ash4/1002897_519636114771811_315261766_n.jpg
i already reinstalled the game twice, i can revert this by going low detail and back to high detail again, but it will only last until i restart the game.
any idea how to fix?
Monty_Thrud
08-21-2013, 06:41 AM
Please, post the mission.
Any news on the mission i posted?, bug? or something i've done?
Thanks.
Any news on the mission i posted?, bug? or something i've done?
It's a bug. When planes start takeoff in line it happens that wingmans get in front of the leader and when they switch to normal flight in formation they try to correct their position and often hit the ground in a process.
Easiest solution would be to have fixed TO timing with No1 starting first, No2 second and so on.
Tolwyn
08-21-2013, 04:02 PM
Regarding the NTRK problems you're having...
Make sure your net (rate) is cranked up to LAN (10000, I believe?). NTRK is basically a packet recorder, and the lower the rate, the less data is being received. Lower net settings may be filtering out packet traffic to keep up.
Or those low prirority events are not sent to the packet recorder at all.
The nice thing is the head movements of pilots, and buddy control surfaces are now being captured.
Ventura
08-25-2013, 12:07 AM
Any news on the mission i posted?, bug? or something i've done?
Thanks.
I've had this happen.
It helps much if you set the first waypoint immediately after takeoff to an echelon formation to compliment the turn.
Aviar
08-25-2013, 04:01 AM
A small graphics bug concerning the following Stationary Airplanes:
IL-2M, 1942 (first series)
IL-2M, 1942 (later series)
*Note the floating helmets above the rear gunner stations. (see screenshots)
Aviar
Monty_Thrud
08-25-2013, 10:17 AM
Some AA issues, German 88 AAA doesn't seem to throw up much flak, i ended up changing it for the Jap 75mm AAA.
USS Dent, Ward only seem to have one AA machine gun, it should have http://www.navsource.org/archives/10/04/04009.htm
Also, no numbers on IL2T, Type3, 3M Sturmoviks.
Aircraft with dead pilot or bailed pilot will sometimes keep flying and climbing.
Sometimes there's a landing bug when you select the "straight in" landing sequence, aircraft will sometimes bunch up and crash into each other on landing.
------------------------------------------------------------------------------------------------
*Note the floating helmets above the rear gunner stations
Aviar, i dont have that with my game, maybe graphics driver issue...?
Pursuivant
08-25-2013, 10:26 AM
Aircraft with dead pilot or bailed pilot will sometimes keep flying and climbing.
This might not be a bug depending on the aircraft's trim and vector when the pilot was killed/bailed out, especially if the plane was on autopilot when hit. It can be quite realistic (e.g., the B-24D "Lady Be Good" which flew on for miles and landed relatively unharmed after it's doomed crew bailed out).
ElAurens
08-25-2013, 06:44 PM
USS Dent, Ward only seem to have one AA machine gun, it should have http://www.navsource.org/archives/10/04/04009.htm
The Dent and Ward we have in the non modded game are both in their Destroyer configuration, not the later APD modification.
sniperton
08-25-2013, 10:01 PM
*Note the floating helmets above the rear gunner stations
Aviar, i dont have that with my game, maybe graphics driver issue...?
Check it again in the FMB with stationary aircraft. Floating helmets are there, indeed.
Not a big issue (and already reported for 4.11), but the Mc.200 3 has a 'ghost' mirror only visible in external view.
idefix44
08-26-2013, 03:44 AM
Check it again in the FMB with stationary aircraft. Floating helmets are there, indeed.
Not a big issue (and already reported for 4.11), but the Mc.200 3 has a 'ghost' mirror only visible in external view.
Same mirage, but with another PC, video card and drivers. :grin:
May be can we name this illusion a bug. ;)
cacha
08-27-2013, 09:04 PM
Hi!
I'm not sure if it's a bug, but the BRS-132 (russian rockets) seems to do no damage to ships. I fired over 20 rockets at the ship close to the airbase in the solomons map, but it did not sink.
The RS-132, ROFS-132 and M-13 can sink it in a few hits.
There is also a bug in the first russian P-47 mission(single missions\USSR\P-47\P-47 N1). The torpedo bombers that are supposed to attack the german convoy spawn underwater.
P-38L
08-30-2013, 02:39 AM
Helo TD
I just noticed some problems in the manifold pressure gauge of some airplanes like the P-38 Lightning. When the engine is off the Manifold Pressure gauge shows exactly the outside pressure, but the problems appears when the engines are working at 0% of thrust, the needles should show no more than 12 or 15 inches of mercury, instead of that the needles show 30 inches of mercury.
You can compare that with the B-25 Mitchel that shows at 0% of thrust 10 or 11 inches of mercury.
I hope this issue can be solved soon.
Thank you very much.
KG26_Alpha
08-30-2013, 04:12 PM
Some AA issues, German 88 AAA doesn't seem to throw up much flak, i ended up changing it for the Jap 75mm AAA.
Its been like that awhile, I used to use the same flak for both sides (Russian) in our squad campaigns in the end to stop biased accusations about red v blue flak efficiency.
If it was a placebo effect I'm not sure but when I used the Russian flak there were complaints from both team pilots, using German flak there were no complaints from the mud movers, and minimal from other pilots.
A small graphics bug concerning the following Stationary Airplanes:
IL-2M, 1942 (first series)
IL-2M, 1942 (later series)
*Note the floating helmets above the rear gunner stations. (see screenshots)
Aviar
All ok here Nvidia latest driver the only ac with the rear gunner helmet problem is the IL-2M, 1942 (later series)
Although it not really a "big" problem :)
There is also a bug in the first russian P-47 mission(single missions\USSR\P-47\P-47 N1). The torpedo bombers that are supposed to attack the german convoy spawn underwater.
The aircraft are spawning at the water base next to the airfield, I switched runway ends and the missions ok now, I also bought the flight time (removed the delay) to start at the mission beginning for better timing.
Mission attached in case you haven't adjusted it yourself.
:)
sniperton
08-30-2013, 05:57 PM
Floating helmets on IL-2M 1942 stationary:
All ok here Nvidia latest driver
Maybe I'm wrong, but I've read somewhere that pilot and crew are part of the model. So if one part of the gunner (the helmet) appears in a plane which is ripped of its crew, it's unlikely a driver issue, isn't it?
(I have and old M Radeon card with the latest drivers; the plane is a Russian stationary on the Kiev map)
EDIT: 2nd and 3rd image shows a stationary and a normal plane side by side on the Bessarabia map.
Vendigo
08-30-2013, 08:19 PM
What happened to Kates? This mission worked perfectly under 4.11 but after I installed 4.12.1 Kates just won't lose altitude before attack ignoring the waipoints' altitudes!
Can anyone check this and tell me what's wrong this time, thanks!
:confused:
KG26_Alpha
08-30-2013, 08:22 PM
Floating helmets on IL-2M 1942 stationary:
Maybe I'm wrong, but I've read somewhere that pilot and crew are part of the model. So if one part of the gunner (the helmet) appears in a plane which is ripped of its crew, it's unlikely a driver issue, isn't it?
(I have and old M Radeon card with the latest drivers; the plane is a Russian stationary on the Kiev map)
EDIT: 2nd and 3rd image shows a stationary and a normal plane side by side on the Bessarabia map.
Just re-tested, the only ac with the problem is the IL-2M, 1942 (later series)
sniperton
08-30-2013, 11:07 PM
Just re-tested, the only ac with the problem is the IL-2M, 1942 (later series)
Then check the 1942 M early series too. Both are affected on my PC.
cacha
08-31-2013, 12:58 AM
Thanks!
It's amazing to see this game getting so much support seven years after its release.
SPAD-1949
08-31-2013, 09:14 AM
I dont know it was mentioned allready
If I create a Mission with the new taxi to start option and want to collect the flight before liftoff, I just set a final "taxi to start" point some 40 or 50m in front of the taxiway inlet on the runway and one last start-> normal point on the End of the runway.
I set a delay of one or more minutes for either the last taxi to start ot the start normal waypoint, but it does not work.
If the lead Aircraft is not the player, it enters the runway advances towards the last taxi to start waypoint and immediately rev up to start.
Only if the player is in the lead it works.
Any workaround or still a bug?
Aviar
08-31-2013, 04:22 PM
I dont know it was mentioned allready
If I create a Mission with the new taxi to start option and want to collect the flight before liftoff, I just set a final "taxi to start" point some 40 or 50m in front of the taxiway inlet on the runway and one last start-> normal point on the End of the runway.
I set a delay of one or more minutes for either the last taxi to start ot the start normal waypoint, but it does not work.
If the lead Aircraft is not the player, it enters the runway advances towards the last taxi to start waypoint and immediately rev up to start.
Only if the player is in the lead it works.
Any workaround or still a bug?
I did post about the Delay option in the Taxi waypoints here:
http://forum.1cpublishing.eu/showthread.php?t=40272&page=2
I did not get any official answer but I have a feeling that the Delay setting only applies to the first waypoint.
Aviar
KG26_Alpha
09-01-2013, 07:56 PM
What happened to Kates? This mission worked perfectly under 4.11 but after I installed 4.12.1 Kates just won't lose altitude before attack ignoring the waipoints' altitudes!
Can anyone check this and tell me what's wrong this time, thanks
:confused:
I bought the way points lower and out further but it looks like the AI routine has been changed or affected as the Kates with torps use a shallow dive bomb pattern for some reason instead of as in v4.11 they torpedoed correctly, it could be the new terrain anti collision AI as the Kates torping ships on open water works perfectly ok
AI might need tweaking.
Vendigo
09-02-2013, 11:52 AM
it looks like the AI routine has been changed or affected as the Kates with torps use a shallow dive bomb pattern for some reason instead of as in v4.11 they torpedoed correctly, it could be the new terrain anti collision AI as the Kates torping ships on open water works perfectly ok
AI might need tweaking.
Thank you for the comment on the issue that worries me so much.
4.12 Readme mentioned some "improvements" of B5N2 flight model, so I think it indeed could be that DT added anti terrain collision pattern that now prevents Kates from flying low when attacking Pear Harbour.
I put much effort into building Pearl Harbour attack missions (2 waves) with historical approach routes for Japanese planes, but now the Kates with torps are unable to fly correctly.
I hope that will be fixed in future patches!
Thank you for the comment on the issue that worries me so much.
4.12 Readme mentioned some "improvements" of B5N2 flight model, so I think it indeed could be that DT added anti terrain collision pattern that now prevents Kates from flying low when attacking Pear Harbour.
I put much effort into building Pearl Harbour attack missions (2 waves) with historical approach routes for Japanese planes, but now the Kates with torps are unable to fly correctly.
I hope that will be fixed in future patches!
I took a look at it and my first impression is that something is wrong with B5N2 FM, if I use some other torpedo bombers they follow WP correctly but for some reason B5N2 refuse to lose alt when flown by AI. We will do something about it for next patch.
Vendigo
09-02-2013, 01:00 PM
We will do something about it for next patch.
Great news! Already looking forward to it!
Ki-43-II and Ki-43-II Kai Navlight bug:
http://bbs.dof.cn/uploads/monthly_09_2013/post-16-1378204088.jpg
http://bbs.dof.cn/uploads/monthly_09_2013/post-16-1378204095.jpg
Janosch
09-08-2013, 04:54 PM
Some of the Spitfairy mirrors don't block the sun. The bug appears with all Spits that have either rectangular mirrors (F Vb, 1941 and many others) or small circular mirrors (basically F IXc, 1942 and newer). The sun simply shines through the mirror.
Spits that have a big circular mirror (LF VIII and Seafairies) work normally, so that's why I don't suspect it's some weird 3d card issue.
Ventura
09-10-2013, 04:29 PM
On the Italy Online map the closest airfield North of the town of Limone has a tree group directly in the path of the NE taxiway.
Also, on the Solomons map (July 1943) the SE airfield on Kolombangara has a treeline (horizontal layers) on the north section of the runway that (AI) Ki-43s on a landing glideslope, seem to consistantly hit/crash. EDIT: tried it with 3 types of Ki-43, 3 type of A6Ms, tail and head wind(3-4km) same result. Aircraft on approach get waved off and then when almost empty of fuel, force land trying to crest the trees but then dropping into trees while attempting to touch down on airfield strip 'mark'. Guess it's seaside approach only.
Aviar
09-11-2013, 03:37 AM
Was it possoble to lock the tailwheel from the cockpit in the real-life Hurricane? The reason I'm asking is because the command does not work for any Hurricane model in 4.12.1.
Aviar
idefix44
09-11-2013, 07:03 AM
Was it possoble to lock the tailwheel from the cockpit in the real-life Hurricane? The reason I'm asking is because the command does not work for any Hurricane model in 4.12.1.
Aviar
The question is : How is it possible to keep the plane safe with the tailwheel unlocked? :rolleyes:
sniperton
09-11-2013, 10:58 AM
The question is : How is it possible to keep the plane safe with the tailwheel unlocked? :rolleyes:
Takeoff: increase throttle gradually, counterwork with the rudder, and never use the breaks. I start rolling with 50% throttle, and once the tail is lifted, I give max power.
Landing: break only when the rudder is in neutral position.
BTW, has anyone tested systematically which planes lost their tailwheel lock capability with 4.12.1? And is it a bug or a feature?
KG26_Alpha
09-11-2013, 02:40 PM
Was it possoble to lock the tailwheel from the cockpit in the real-life Hurricane?
Aviar
No
wheelsup_cavu
09-18-2013, 06:39 AM
Maybe it's an old bug, but on QMB maps where one side only has aircraft carriers to land on (e.g., Hawaii, Coral Sea, Midway) non-carrier aircraft will still attempt to land on the carriers.
Maybe this is a QMB bug, maybe it's another AI glitch.
Either way, non-carrier aircraft should either be programmed to exit in the direction of the nearest historical friendly base or to ditch rather than landing.
Interestingly, carriers don't suffer damage from having heavy bombers crash land on them!
This is not a bug, it is how the mission waypoints for landing are utilized. If the template maker attaches the LANDING waypoint to a carrier all aircraft will attempt to land on the carrier. If the template maker attaches the LANDING waypoint to a land airfield all aircraft will land at that location.
There are 8 flights per side and each flight will always follow the same waypoints that are on the template that is loaded by the QMB. There is no variety to the waypoints that the planes will follow unless the template maker has made more than one template of the same mission and changes the waypoints for each flight. The template that is loaded will determine the waypoints that each flight will follow but every time that particular template is loaded you will get the waypoints that were used on that template, there is no variation done to those waypoints by the QMB.
I made the Hawaii and Midway templates for the QMB and made the choice to allow planes to land on the carriers since in older versions of the QMB prior to allowing the templates to be user created the planes would just land in the ocean since the LANDING waypoints were not attached to the carriers. I know it's not perfect but due to the limitations of the QMB I felt allowing the aircraft to land on the carriers was better than having them land in the ocean and sink. Unless a way can be made to allow for multiple LANDING options per flight that takes into consideration the type of aircraft that is using that set of waypoints then this will always be a choice that has to be made by the QMB template maker when it comes to allowing aircraft to land on the carrier. :)
Wheels
Tempest123
09-18-2013, 03:27 PM
has anyone had AI planes landing gear collapse on the runway before takeoff, I experienced this with several planes in the QMB, MiG 3 Yak 3 and yak 9. Doesn't seem to occur in FMB with taxi to takeoff. Also pilotless AI aircraft hold their airspeed, attitude and heading indefinitely, meaning a damaged aircraft can keep climbing forever (defying physics).
Pursuivant
09-18-2013, 06:03 PM
This is not a bug, it is how the mission waypoints for landing are utilized.
Fair enough. I'll accept that it's a limitation on the QMB. Sounds like something for the next "readme" file, so sticklers for historically accuracy know to specify carrier-capable planes in their QMB missions.
I'd still hold that it's a bug that heavy aircraft attempting to land on a carrier don't cause damage or at least stick around longer, however. I don't know what the weight limits were on a carrier's deck (probably pretty impressive, given that B-25 were able to take off from a U.S. fleet carrier), but a crashed medium bomber on deck would take some time to clear, and a fire involving such an aircraft might take some time to put out.
cacha
09-19-2013, 08:19 PM
Trains can kill themselves with their own AAA. They aim at you but hit their own wagons. This almost always happens for me.
idefix44
09-19-2013, 08:46 PM
Trains can kill themselves with their own AAA. They aim at you but hit their own wagons. This almost always happens for me.
The same thing happend with truck columns. Old problem.
Alexander (C)
09-20-2013, 08:26 AM
Why no smoke when Ta-152-C in a fire?
Notorious M.i.G.
09-20-2013, 11:28 AM
It's most likely the fuel tanks that are on fire, they burn without leaving the big black smoketrails. Commonly happens with the Pe-2/3 too if you hit it near the wingroot.
wheelsup_cavu
09-21-2013, 01:39 AM
Fair enough. I'll accept that it's a limitation on the QMB. Sounds like something for the next "readme" file, so sticklers for historically accuracy know to specify carrier-capable planes in their QMB missions.
The list of usable planes for the Coral Sea map was limited to the carrier capable planes in the original QMB. IIRC, It was also the only water map available in the QMB. When DT opened up the QMB to allow user made "maps" they allowed all planes to be used on every map. Even though the heavies try to land on the carriers I like that we aren't limited to specific aircraft anymore. :)
Something that can be done by the player to help minimize the incidences of this occurring is to create their own custom plane list, you can create two of them currently, and limit what planes can be used on a map.
I'd still hold that it's a bug that heavy aircraft attempting to land on a carrier don't cause damage or at least stick around longer, however. I don't know what the weight limits were on a carrier's deck (probably pretty impressive, given that B-25 were able to take off from a U.S. fleet carrier), but a crashed medium bomber on deck would take some time to clear, and a fire involving such an aircraft might take some time to put out.
I agree that the heavies don't do enough damage but I also don't really want them sinking my carrier every time one of them tries to land either...
Wheels
igorlikesP-38
10-04-2013, 03:09 PM
Please, restore individual aircraft numbers/letters for Buffalo and P-51, instead of just having squadron id letters like RS an US, and add a correct hinomaru sign on the fuselage of D3A Val.
Thanks.
Pursuivant
10-04-2013, 06:01 PM
Please, restore individual aircraft numbers/letters for Buffalo and P-51, instead of just having squadron id letters like RS an US
Numbers vs. squadron codes depended on the theater. It's legitimate to have either one. Generally, any Allied plane in the ETO or MTO should have the squadron code, while planes in China or the Pacific usually have numbers. I don't know if TD wants to go into that much detail, however.
idefix44
10-07-2013, 05:21 PM
Using the client 4.12.1m as a server in dogfight mode to play the attached mission, you can see a V1 rocket at Argentan Home Base.
If you play the same mission with the 4.12.1m Dedicated Server in dogfight mode you don't see it.
Is it a bug or a bad usage of the IL2 1946 4.12.1m Dedicated Server?
SPAD-1949
10-08-2013, 09:12 AM
Something completely different.
I dont know if it was mentioned before:
If I build a mission with taxi to start and I have only one wingman in my flight, it occurs that the game sports different behaviours for this Wingman.
Usually as flight leader in taxi to start missions, I need to command start engines.
Tab,3,q,1
it allways works if you lead a flight of 3 or 4.
Sometimes it works if you lead a flight of 2.
Sometimes I cant order my wingman to start his engine.
In this case, I need to order the assistance command Tab,1,1.
In this case my wingman is able to show three different behaviours.
1) He starts normally and warms up his motor, follows me when I start to taxi.
2) He starts his motor and immediately begins to taxi the set of waypoints to the runway
3) He starts his engine and starts right out of his position, which eventually leads to collisions with objects in front of his spawn position.
Was this mentioned allready or is it just me?
IceFire
10-09-2013, 01:48 AM
Using the client 4.12.1m as a server in dogfight mode to play the attached mission, you can see a V1 rocket at Argentan Home Base.
If you play the same mission with the 4.12.1m Dedicated Server in dogfight mode you don't see it.
Is it a bug or a bad usage of the IL2 1946 4.12.1m Dedicated Server?
I'm starting to wonder if the V-1s work at all... I've got a mission with them on Battlefield1 and I can't get them to work. No matter what I do.
Robe55son
10-09-2013, 07:35 AM
This is a known issue encountered by a few players if i'm not mistaken.http://www.einkauvie.com/1.jpghttp://www.einkauvie.com/2.jpghttp://www.einkauvie.com/3.jpghttp://www.einkauvie.com/4.jpghttp://www.einkauvie.com/5.jpg
ElAurens
10-09-2013, 11:18 AM
I'm starting to wonder if the V-1s work at all... I've got a mission with them on Battlefield1 and I can't get them to work. No matter what I do.
I have an old one I did on the Kuban That has V1s firing from a hilltop. I'll have to fire it up and see what happens in 4.12.
KG26_Alpha
10-09-2013, 01:31 PM
Using the client 4.12.1m as a server in dogfight mode to play the attached mission, you can see a V1 rocket at Argentan Home Base.
If you play the same mission with the 4.12.1m Dedicated Server in dogfight mode you don't see it.
Is it a bug or a bad usage of the IL2 1946 4.12.1m Dedicated Server?
I'm starting to wonder if the V-1s work at all... I've got a mission with them on Battlefield1 and I can't get them to work. No matter what I do.
I have an old one I did on the Kuban That has V1s firing from a hilltop. I'll have to fire it up and see what happens in 4.12.
Check they work ok under CooP mission the convert map to DF and test then observe the mission under Dedicated Server conditions from client side.
Sometimes the terrain placement stops the launching of V1's
.
idefix44
10-09-2013, 03:28 PM
Please, the problem isn't that the V1 isn't launched.
There is no launch ramp when the attached mission is played by the Dedicated Server.
I can't be more clear about the problem. Sorry.
Before to answer, try it please...
Jeremiah_Weed
10-09-2013, 06:26 PM
I'm new to this forum, so hopefully I'm in the correct spot. I've found several bugs in v4.12.1, a couple of them seem to have been around for quite awhile. I've sent emails to TD but figured I post here as well.
Bugs:
1. Prop pitch control lever in P-39/P-400 series works backwards.
2. Free air temperature gauges in G4M1-11 (Betty) don't work properly. This interferes with bombing accurately.
3. When placing runways lights on some airfields, only half of them will come on when requested.
4. If rear gunner gets killed in B5N Kate, it will show bombardier as being dead in his seat...but you still have full access to bombardier's controls. I'm thinking if bombardier gets killed, it may also show rear gunner as being dead. I call this one Schrödinger's Bombardier for obvious reasons. :-P
5. The level bombers A-20C, B-25J-1NA, He-111 H-2, and Ju-88 A-4, will all correctly track a target when in auto (bomb)sight mode, but if the bomb bay doors aren't open, it will just drop all your bombs on top of the (closed) doors. If you open them later on, it will just dump them all out. I guess this bug might come in handy for salvoing all your bombs on a skip bombing run. :-P
6. And this is a bug I noticed some time back but never reported it. If you spawn in a Mistel on one of the old style metal grate runways, there is no way to un-chock your wheels. This one may have already been dealt with, but figured I'd post it anyway.
Except for the He-111 H-6 and H-12 being able to open and close bomb bay doors that don't exist, that's about it on my list.
To Daidalos Team: Keep up the excellent work. I would love to see this game progress toward coding to handle multiple CPU cores which would allow better graphics, etc.
IceFire
10-09-2013, 10:33 PM
I have an old one I did on the Kuban That has V1s firing from a hilltop. I'll have to fire it up and see what happens in 4.12.
Have a look. I've done V-1 launches in dogfight servers in the past so I'm not too challenged here :cool: but it doesn't seem to work and I've done all sorts of things to see why.
Might be time to check and see if there is anything in the dedicated server log as well.
ECV56_Guevara
10-10-2013, 12:23 PM
I don´t know if this has benn posted before.
There´s a ·"bomb delay bug"
It s easy to reproduce.
Go to Arming screen. Select bombs, choose delay i.e. 3 seconds.
Go to brief screen.
Go back to Arming screen. Delay goes to 0 by itself. If you forgot to correct it...probably you will die in your own bomb explosion.
igorlikesP-38
10-10-2013, 04:12 PM
Numbers vs. squadron codes depended on the theater. It's legitimate to have either one. Generally, any Allied plane in the ETO or MTO should have the squadron code, while planes in China or the Pacific usually have numbers. I don't know if TD wants to go into that much detail, however.
This feature was enabled in earlier patches, I really would like to know whether I was downed by squad leader or one of his flight element, without enabling HUD mode.
KG26_Alpha
10-10-2013, 08:37 PM
I don´t know if this has benn posted before.
There´s a ·"bomb delay bug"
It s easy to reproduce.
Go to Arming screen. Select bombs, choose delay i.e. 3 seconds.
Go to brief screen.
Go back to Arming screen. Delay goes to 0 by itself. If you forgot to correct it...probably you will die in your own bomb explosion.
Works ok my end
Can you be more specific ie:
Aircraft type
Payload
Coop/Dogfight
Map
Thxz
Aviar
10-10-2013, 10:21 PM
I don´t know if this has benn posted before.
There´s a ·"bomb delay bug"
It s easy to reproduce.
Go to Arming screen. Select bombs, choose delay i.e. 3 seconds.
Go to brief screen.
Go back to Arming screen. Delay goes to 0 by itself. If you forgot to correct it...probably you will die in your own bomb explosion.
This has been around for at least a couple of patches. So many players have killed themselves in my coops because they did not set the delay BEFORE EVERY MISSION. (I believe it only happens when 'Bomb Fuzes' is not activated.) Even if there is a value in the Delay box, you should always enter it again, as it resets to zero when you leave the arming screen if you don't.
Previously, your delay setting was always saved. It's not like that any more. Maybe DT can fix it one day.
Aviar
ElAurens
10-11-2013, 12:56 AM
http://img401.imageshack.us/img401/7263/qrg7.jpg
Pay no attention to that Ki 84 flying over the Kuban, but do note the V1 merrily on it's way to it's designated target.
I made that screen grab last night. The DF mission was done several years ago, but the V1s still launch just as they used to.
I have used this map as a template for two missions, this one, that has all the late and "what if" uber planes, and one that has more historical plane sets.
Both work just fine.
Oh, and it also works in HSFX as well.
Tempest123
10-11-2013, 01:37 AM
P-40M manifold pressure gauge makes no movement from about %85 to %100 open, then jumps to around 50 inches with WEP. This is on Karalien/leningrad map, don't know if this is in any way historical but it's hard to judge your power.
idefix44
10-11-2013, 07:28 AM
http://img401.imageshack.us/img401/7263/qrg7.jpg
Pay no attention to that Ki 84 flying over the Kuban, but do note the V1 merrily on it's way to it's designated target.
I made that screen grab last night. The DF mission was done several years ago, but the V1s still launch just as they used to.
I have used this map as a template for two missions, this one, that has all the late and "what if" uber planes, and one that has more historical plane sets.
Both work just fine.
Oh, and it also works in HSFX as well.
Do you play this mission with the Client or with the Dedicated Server ?...
Can you post the mission .mis file ?
If you read slowly the first post about this problem, you can see that the problem is with the Dedicated Server.
You use a Stock Dedicated Server and a HSFX Dedicated Server ?...
I think (not sure but) that you don't answer to the problem...
Attached: An over Normandy mission file.
The pictures: At Argentan Home Base (south of the map, blue side).
grab0000.jpg: The Client is used as a dogfight server. You can see a FW 190, some fuel tanks and the V1 rocket system.
grab0001.jpg: the Dedicated Server play the same mission in dogfight mode, I join the server with the client used for grab0000, select the same Home Base and plane...
You can see the FW 190 and the fuel tanks. NO MORE V1 ROCKET SYSTEM.
So if you haven't a Dedicated Server running or even don't know how the Dedicated Server run please don't post that it run well for you with your client with or without mods...
YES, WITH THE CLIENT IT WORKS FINE.
NO, WITH THE DEDICATED SERVER IT DON'T WORKS...
Thx.
ElAurens
10-11-2013, 11:22 AM
It is launched with the client.
I have never used the dedicated server.
Sorry for the confusion.
ECV56_Guevara
10-11-2013, 12:04 PM
Works ok my end
Can you be more specific ie:
Aircraft type
Payload
Coop/Dogfight
Map
Thxz
All maps, all payloads,all Aircraft, coop. Aviar explain it better than me:
This has been around for at least a couple of patches. So many players have killed themselves in my coops because they did not set the delay BEFORE EVERY MISSION. (I believe it only happens when 'Bomb Fuzes' is not activated.) Even if there is a value in the Delay box, you should always enter it again, as it resets to zero when you leave the arming screen if you don't.
Previously, your delay setting was always saved. It's not like that any more. Maybe DT can fix it one day.
Aviar
This!
idefix44
10-11-2013, 02:34 PM
It is launched with the client.
I have never used the dedicated server.
Sorry for the confusion.
No problem Sir.
Thx.
IceFire
10-11-2013, 02:44 PM
It is launched with the client.
I have never used the dedicated server.
Sorry for the confusion.
I think that's the key thing here. In user land its fine but with a dedicated server and a client joining there are problems.
KG26_Alpha
10-11-2013, 05:10 PM
The dedicated server is the problem with V1's
KG26_Alpha
10-11-2013, 05:11 PM
All maps, all payloads,all Aircraft, coop. Aviar explain it better than me:
!
Ok server setting with bomb fuses off, I only use fuses on so never see the problem.
sniperton
10-14-2013, 08:09 PM
I have also noticed inconsistencies when placing runway tiles over original tiles. When you run the mission several times, sometimes they appear on top of the originals and sometimes they appear under the originals.
I'm just curious whether such bugs are planned to be fixed in the close future in a hotfix (4.12.2?), or we should wait until 4.13 comes out next (?) year? ;):)
Pursuivant
10-25-2013, 07:20 AM
Ki-43 III wing tank fires initially produce flames but no smoke, then smoke but no flame.
Additionally, fires in the wing tanks don't seem to further damage the plane's wings or cause risk of explosion, nor do they trigger a bailout by AI pilots.
IceFire
10-26-2013, 01:41 AM
Ki-43 III wing tank fires initially produce flames but no smoke, then smoke but no flame.
Additionally, fires in the wing tanks don't seem to further damage the plane's wings or cause risk of explosion, nor do they trigger a bailout by AI pilots.
I believe this is normal behavior as of 4.12. The intention is to replicate those times when there is a fire but its clean burning and there is no smoke... sometimes the fire goes out (in a dive for example) and then there is just smoke left over as the fire goes out... its not perfect but its not bad either.
If there is more damage done then the fire with no smoke turns into a fire with smoke and thats when all sorts of bad things happen :)
Pursuivant
10-27-2013, 08:20 AM
I believe this is normal behavior as of 4.12. The intention is to replicate those times when there is a fire but its clean burning and there is no smoke...
That just seems strange, since a gasoline fire is normally at least a bit smoky. Also, even for a pure fuel fire there will usually be other things like paint and rubber from the self-sealing fuel tanks burning.
If there is more damage done then the fire with no smoke turns into a fire with smoke and thats when all sorts of bad things happen :)
I've subsequently seen this. Heavy damage to the wings plus more severe fire also triggers bailout.
Pursuivant
10-27-2013, 09:21 AM
Is it just me and my crummy flying or does the P-40M seem extremely vulnerable to "critical hits"?
I've been flying a lot of 1-1 missions against the Ace AI Ki-43II (i.e., 2 0.50 caliber guns, sniper-like accuracy within 200 meters) and it seems like even a single second of gunfire will do something terrible to my plane.
If I'm lucky it's just a jammed gun, more typically it's some control surface rendered inoperative, a pilot hit or really severe engine damage which results in the engine conking out within seconds. Mind you, the actual plane never breaks apart - or even shows heavy damage, it's almost always a pilot kill, messed up controls (usually 2-3 at a time) or inoperative/flaming engine.
This seems at odds with Clive Caldwell's assessment that the P-40 "would take a tremendous amount of punishment, violent aerobatics as well as enemy action," plus the fact that the P-40 had armor around the engine and cockpit which allowed it to survive head-on passes against the Ki-43.
Mind you, I think that the game gets the P-40's basic ruggedness right in terms of light damage/heavy damage/broken damage modeling to the airframe. It's just that there seems to be something wrong about the likelihood and severity of critical hits.
Flying against another contemporary opponent, the Bf-109F, I'm getting much the same sort of damage, although the Bf-109's programming makes it much less likely to take head-on shots and Bf-109F Ace AI doesn't seem to have the same inerrant accuracy as the Ki-43.
Pursuivant
10-27-2013, 09:27 AM
This is an old bug, but is there any way to make collisions with parachutes not break your plane?
Conceivably, a collision with a human could break a part off an airplane (although usually it just leaves a dead person and a big messy dent in the airplane) but there's no way that striking a parachute or its risers is going to damage a plane, much less remove a vital part.
On a larger scale, there are some ground objects that should damage a plane without breaking it. Right now, things like wires or flag poles will kill your plane, when realistically all a collision with such things should do is damage it.
Pursuivant
10-27-2013, 10:09 AM
British default P-40 markings for MTO map have the fuselage roundel set too high up on the fuselage. Also, the tail flash is the Pacific theater version (navy blue and white) when it should be the typical RAF MTO/ETO red, white and blue tail flash.
ElAurens
10-27-2013, 01:36 PM
As a very dedicated P40 flier I have to concur with your observation.
The P 40 has a glass jaw engine damage model, and always has, ditto the one hit damage to control functions. It is very perplexing, as other less robust allied fighters (Spitfire and Yaks, for example) do not show this.
This has been brought up many times over the years, so now I expect that:
A: The "learn to fly" excuse will be used as it often is.
B: Someone with knowledge of the DM will point out that some critical part of the engine, and or flight control system, has a big red target painted on it, or has a magic bullet magnet installed as original equipment.
C: Pilot accounts cannot be taken at face value as we all know that the men that actually went in to combat with these aircraft were just kids and knew nothing about their mounts.
D: Nothing will change.
Tempest123
10-27-2013, 05:06 PM
The Mossie Mk. XVII when flown by AI pilots can't hit ships with the cannon, the AI will open fire very late ina dive with the .303s and the cannnon, but the cannon of course has a lower trajectory so it never hits the target. Building a Banff Strike Wing mission and this bug is a deal breaker for the Mossie, the FB Mk.IV with 60lb rockets is much more effective.
SaQSoN
10-27-2013, 08:01 PM
I have also noticed inconsistencies when placing runway tiles over original tiles. When you run the mission several times, sometimes they appear on top of the originals and sometimes they appear under the originals. (When I say 'run the mission', I usually do so in Coop mode.)
This is not a bug. If two, or more co-planar polygons overlap, Z-buffer can not decide which should be rendered on top (obviously). This causes "shimmering" effect, or display of random polygon on top of the other(s). You would get the same effect, if you place, for example, two same building models with different texture exactly one into the other. But, for some reason, no one wants to do that...
Aviar
10-27-2013, 10:31 PM
This is not a bug. If two, or more co-planar polygons overlap, Z-buffer can not decide which should be rendered on top (obviously). This causes "shimmering" effect, or display of random polygon on top of the other(s). You would get the same effect, if you place, for example, two same building models with different texture exactly one into the other. But, for some reason, no one wants to do that...
Thanks for that explanation. I never said it was a 'bug'. I only described it as 'inconsistencies'.
Aviar
sniperton
10-27-2013, 11:32 PM
This is not a bug. If two, or more co-planar polygons overlap, Z-buffer can not decide which should be rendered on top (obviously). This causes "shimmering" effect, or display of random polygon on top of the other(s). You would get the same effect, if you place, for example, two same building models with different texture exactly one into the other. But, for some reason, no one wants to do that...
The question is what the new tiles are for. If they are only for creating completely new airfields, then it's not a bug. If they are for modifying existing airfields, then it's a bug. IMHO.
SaQSoN
10-28-2013, 06:55 AM
Using game objects in s wrongful manner by mission buildiers is a bug. For which, however, developers are not responsible.
Pursuivant
10-28-2013, 07:34 AM
As a very dedicated P40 flier I have to concur with your observation.
I'm glad it's not just me.
The "glass jaw" effect for the P-40 seems to carry through not just to the old "late P-40"models, but also into the somewhat newer Hawk 81/P-40C models (although the cockpit modeling is a huge improvement in the P-40C model - the P-40M's cockpit has big dark posts which really interfere with forward visibility and the gauges are hard to read).
Just now, I found myself getting shot to pieces in a P-40C by a bunch of rookie Ki-21 gunners. Single rifle caliber MG hits, usually taking hits from dead ahead so the engine block and cockpit armor is in the way of the shots, yet the P-40 consistently gets some combination of aileron, elevator and/or elevator controls destroyed, which is extremely improbable.
Additionally, I've notice that hits from head on somehow shred the rudder! Realistically, the only part of the vertical stabilizer assembly that could possible get damaged from a head-on shot is the leading edge, yet the damage model shows my entire rudder surface being shredded! Strange that a) that part gets hit as often as it does, b) that the damage model doesn't show damage to the vertical stabilizer and not just the control surfaces.
This has been brought up many times over the years, so now I expect that:
A: The "learn to fly" excuse will be used as it often is.
I'll freely admit that I'm not a natural-born pilot. I get shot to pieces in all kinds of airplanes, so I'm something of an expert in knowing how different planes react when they got shot up.
Overall, it seems like "X controls destroyed" hits are far too common given the size of control runs relative to the rest of the plane and the fact that there were often redundant systems.
Likewise, it seems that badly damaged engines shut down way to fast. It seems strange that a machine which weighs hundreds of pounds and produces hundreds of HP of torque would instantly stop spinning, especially when the drive shaft is several inches thick and mostly encased within the engine block.
This effect is particularly pronounced in the Bf-109 where the engine will sometimes just stop when you get hit. No screech and whine from a tortured engine before it dies. It just stops.
B: Someone with knowledge of the DM will point out that some critical part of the engine, and or flight control system, has a big red target painted on it, or has a magic bullet magnet installed as original equipment.
I wish. At least with evidence there's a chance that TD might actually fix it. I'm hoping they'll do a really close review of the P-40 series for the next patch to go with the corrected late P-40 model.
C: Pilot accounts cannot be taken at face value as we all know that the men that actually went in to combat with these aircraft were just kids and knew nothing about their mounts.
Combat pilot's accounts will be biased by memory and lack of experience with planes other than the types they flew and fought against. I tend to trust reports by test pilots more.
But, at least we no longer have to worry about options that basically boil down to:
"This was Western propaganda; lies just put in the pilot's manual and numerous technical reports in order to give the deluded capitalist running dog stooge pilots false confidence in their completely inferior equipment."
or,
"This Soviet technical report, based on a clapped-out airplane assembled and maintained by mechanics who'd never seen the plane before, flown using 87 octane gas diluted with yak urine, is the definitive word on this plane's performance."
D: Nothing will change.
I hope this time it will be different.
ECV56_Guevara
10-28-2013, 11:04 AM
Don t know if this is a bug...
Friday nigth coop with my squad, Berlin campaign.
About 16/18 pilots online plus several AIs.
wheather: fog
Massive freeze.
We were flyng these campaing for about 20 missions or more, with 4.12/4.12.1. It wasn´t a connection issue, we all got green squares, suddendly it locks for a few pilots, then, after a few seconds, all got freeze. We guessed it was the weather and the heavy map, but it was weird, so, we have to report it, maybe it´s something related to the patch.
PD: Bomb delay not saved still present.
Pursuivant
10-28-2013, 10:44 PM
More about the P-40 series.
Despite being described as a plane with "no vices" (Caldwell) it seems to be very difficult to recover from a high speed spin even when applying proper technique to stop it (kill throttle, full opposite rudder).
This despite the pilot's manual (here: http://www.scribd.com/doc/117829198/Pilot-s-Manual-Curtiss-P-40-Warhawk-WW) stating that it should be possible to recover from a spin within 2 turns and 1-2,000 feet (~330-660 meters) loss of altitude. They don't say whether it's a low or high speed spin, however.
While it's for an earlier model, the pilot's notes for the Tomahawk (http://www.456fis.org/P-40_PILOT_MANUAL.htm) indicate that the plane should come out of the spin unless held. This seems different from my experience.
Using arcade mode, I'm noticing that I'm getting pilot kill hits from rifle-caliber MG shots directly from ahead or behind (through the front of the cockpit or fuselage), despite the fact that all but the Hawk 81/P-40A-B/Kittyhawk series the P-40 had armor or armor glass in those areas. (1.5 inches of armor glass, 7 mm of armor below the cockpit combing down to the engine block, 7 mm behind the pilot. The pilot's seat wasn't armored, however.)
Additionally, any hit to the front of the engine through the prop boss instantly (or nearly instantly) kills the engine.
Any hit from the front through the radiator housing kills the oil/cooling system, resulting in engine shutdown within about a minute. While this is legitimate, it's possible that the damage boxes for the cooler system are larger than they were in real life (see diagrams in the pilot's manual).
Reading maintenance manuals for the P-40, it appears that the coolant assemblies got slightly larger in later models but the oil cooler got smaller. The P-40D & E models have a frontal coolant radiator surface area of 1.11 square feet. The P-40F model has a frontal coolant radiator surface of 1.75 feet. The oil cooler is 95 square inches on the D & E models, 35 square inches on the F.
I'm still hunting on info about the armor around the P-40's engine.
Also, for a time U.S. P-40s in the U.S. were using 91 or 92 octane gas to preserve the 100 octane gas for flights in combat zones. I've seen, but can't find, comparative numbers for P-40 performance using both 100 and 91/92 octane fuel. It would be nice if it was possible to choose your fuel type, and it would definitely reduce arguments regarding aircraft performance.
sniperton
10-29-2013, 10:28 AM
Old bug, dunno whether reported before:
Normandy map, near Caen, to the South of Louvigny, at 76.5:59.1, a wrong object, a vehicular road bridge is connecting two rail sections, making East-West rail traffic practically impossible for the whole Caen region.
IceFire
10-29-2013, 11:21 AM
Using arcade mode, I'm noticing that I'm getting pilot kill hits from rifle-caliber MG shots directly from ahead or behind (through the front of the cockpit or fuselage), despite the fact that all but the Hawk 81/P-40A-B/Kittyhawk series the P-40 had armor or armor glass in those areas. (1.5 inches of armor glass, 7 mm of armor below the cockpit combing down to the engine block, 7 mm behind the pilot. The pilot's seat wasn't armored, however.)
Additionally, any hit to the front of the engine through the prop boss instantly (or nearly instantly) kills the engine.
Any hit from the front through the radiator housing kills the oil/cooling system, resulting in engine shutdown within about a minute. While this is legitimate, it's possible that the damage boxes for the cooler system are larger than they were in real life (see diagrams in the pilot's manual).
There are a lot of problems with the 3D model for the P-40E and M... both are getting a make over for a future patch. Totally new 3D mesh and damage model systems... I don't know for a fact but I would make a guess that this may help with the poor damage modeling.
idefix44
10-29-2013, 01:10 PM
Old bug, dunno whether reported before:
Normandy map, near Caen, to the South of Louvigny, at 76.5:59.1, a wrong object, a vehicular road bridge is connecting two rail sections, making East-West rail traffic practically impossible for the whole Caen region.
Near this bridge, going west, at Eterville, a house at 75,36:59,36 and a shack at 75,47:59,47 straddle the railway.
I guess that they don't help the traffic... :rolleyes:
Mabroc
10-29-2013, 05:59 PM
I always found it funny that P-51, P-40, Bf-109 got damaged engines with overheat and loss of power when hit or instantly died with a good burst of fire but the P-39's have no noticeable loss of power and usually can fly 10+ minutes at full combat capability smoking a lot.
Even when they have almost the same engine and amount of oil than a P-51 and P-40, lots of oil tubes around the engine that you easily perforate meanwhile doing other damage to the engine from a 6 o clock firing position.
Pursuivant
10-30-2013, 08:11 AM
I always found it funny that P-51, P-40, Bf-109 got damaged engines with overheat and loss of power when hit or instantly died with a good burst of fire but the P-39's have no noticeable loss of power and usually can fly 10+ minutes at full combat capability smoking a lot.
This does seem strange, since one of the reasons that pilots disliked the P-39 was the fact that the engine's position made it more vulnerable to engine damage in combat.
Given that a particular model of engine had the same cooling and oil cooling needs regardless of which plane it was mounted in, it would make sense to just have overheat and engine damage models standardized around a particular engine rather than a particular plane.
Maybe not for inline engines where the plumbing and armor could vary, but certainly for radial engines.
Mabroc
10-30-2013, 04:26 PM
Well, since the first IL-2 game the P-39's and then the P-63 enjoyed the russian "enhanced" engine survivability capable of still giving full power while heavily smoking. I have been flying this sim online for years and the russians planes seem to have less HIGHLANDER engines now but the P-39 still can fight you in a bf-109k4 at 5000m meanwhile smoking for a long time, and not on the defensive precisely.
THOMO
10-31-2013, 09:52 AM
I Installed 4.12.2 today then I started it. all went normally until I chared my finnish campaign: the screen was completly filled with the presentation bar and no way to go out of that!!! it was running smoothly until then.
Pursuivant
11-01-2013, 05:31 AM
There are a lot of problems with the 3D model for the P-40E and M... both are getting a make over for a future patch. Totally new 3D mesh and damage model systems... I don't know for a fact but I would make a guess that this may help with the poor damage modeling.
I hope that the review will extend to the the Hawk 81/Kittyhawk/P-40A-C series, since they also suffer from the "one hit engine kill" problem.
IceFire
11-02-2013, 03:18 PM
I hope that the review will extend to the the Hawk 81/Kittyhawk/P-40A-C series, since they also suffer from the "one hit engine kill" problem.
Different model. I'm not sure... those are more accurate from a visual 3D standpoint at least.
Pursuivant
11-02-2013, 07:15 PM
Different model. I'm not sure... those are more accurate from a visual 3D standpoint at least.
I agree that the "short nosed" P-40 has a much prettier visual model and a much nicer looking cockpit, but its DM suffers from the same "one hit kill" to the engine, cockpit and coolant/oil coolant system as the later P-40s. My guess is that it was just copied from the P-40E-M model.
Flying the P-40C, I repeatedly get pilot kills by rifle-caliber bullets directly through the front of the of the cockpit at ranges of 50 m or more. That despite armor glass which was supposed to be proof against rifle-caliber bullets.
All this is based on lots of testing flying in arcade mode flying mostly against formations of rookie Ki-21, but flying relatively aggressively, just taking quick overtaking shots from the rear rather than high-side or frontal attacks. So, I know exactly where the bullets hit, where the bullets come from and what sort of gun is shooting the bullets.
My results are:
ANY hit directly through the prop spinner = instant engine kill. Despite the fact that a rifle-caliber bullet will not penetrate an automobile engine block at any great range, much less the block of a heavy engine.
Just about any hit directly through the front of the radiator = instant massive black smoke followed by the engine straining and dying within a few seconds. The quick engine failure might be realistic given the pressures and temperatures involved, but the massive black smoke is not. Instead, there should just be an oil leak or coolant leak effect, although IL2 doesn't model those.
Additionally, typically there is no engine overheat warning before the engine fails. For an oil or coolant leak, you should get a fast rise in temperature and an overheat warning first. Also, while the P-40 is normally very good about letting you run the engine for minutes after an overheat warning, the engine dies quickly after any sort of oil or coolant failure.
Any hit to the engine = massive black smoke and engine damage. Even for glancing hits by rifle-caliber bullets at long range.
Most hits to the front and bottom of the plane = fuel tank leak, even when it's a rifle-caliber bullet that has to pass through the firewall to hit the fuselage tanks. Furthermore, the self-sealing fuel tanks don't seem to work, so the fuel leak effect persists until you run out of fuel. And, mind you, this isn't against multiple hits, it's after just ONE bullet.
Any hit to the front of the cockpit = penetration to the cockpit and possible PK or multiple "X control destroyed" results, despite the armor glass.
Hits outboard of the P-40's guns, or even its ammo troughs, will occasionally result in a "gun jammed" result.
I can't tell you how many times I've had to abort a QMB bomber intercept mission with 1 P-40C vs. 16 Ki-21 because my engine was dead or dying, or because my pilot was killed, badly wounded or couldn't control the plane, but with less than a dozen rifle-caliber hits in my plane.
Aviar
11-03-2013, 12:56 AM
Strange little bug. On the Kuban map, I can't get any AI planes to land on the airfield located in grid V-8.
When landing from the northeast, the planes will just keep circling. When landing from the southwest, they will attempt to land, but they crash into the hills before they reach the runway.
The funny thing is that they will land ok from the northeast on my HSFX-7 version. However, they still crash when landing from the southwest.
Aviar
shelby
11-03-2013, 12:23 PM
navigation lights missing on lagg3's skin
Aviar
11-03-2013, 06:39 PM
The following Japanese Stationary Objects as well as moving Vehicles cannot be padlocked:
-Japanese Type 94 Truck
-Japanese Type 95 Hurogane Car
*When these vehicles are in Japanese Columns, they also cannot be padlocked.
The three Japanese Columns that include one or more of these vehicles:
-Japanese Command Staff Column
-Japanese Transport Column I
-Japanese Transport Column II
Game Version: 4.12.2
Aviar
Pursuivant
11-04-2013, 05:14 AM
It's impossible to kill the pilot when he's flying a P-39D-1, at least using rifle caliber MG and shooting directly through the cockpit windshield.
Additionally, the P-39D series seems to benefit from the following things:
* Far less prone to overheating than any other contemporary Alison-engined fighter (notably the P-40C).
* Far less prone to engine failure when the coolant system or oil coolant system is hit than just about any other plane in the game.
* Almost invulnerable to "control destroyed," "gun jammed" or "engine inoperable" critical hits.
Given the accuracy of the AI bomber gunners, the P-39D's remarkable durability, plus the cannon in the nose, makes the "Iron Dog" one of the best bomber interceptors there is!
More seriously, it would be wonderful if TD could take a look at the damage modeling for some of the other early-war planes (or maybe just the original IL2 models) like the P-40 series, the Bf-109E series and perhaps the early Spitfires, to make them much less vulnerable to critical hits by rifle-caliber MG fire.
As it stands, planes like the P-40 and the Bf-109 are "one hit wonders" where a single 0.30 caliber MG through the prop spinner kills the engine, a single bullet through the engine firewall or windscreen kills or injures the pilot or wipes out the controls, or a single hit elsewhere to the engine often results in massive smoke and quick demise of the engine.
ECV56_Guevara
11-08-2013, 02:52 PM
Hey DT, still strange conection issues since 4.12.2, online.
Massive discos, game frezzing for all players (16/20 players) then game shut down.
Not any issue till 4.12.1, same campaign, same map, several hosts, same kind of missions. Maybe it s a bug since 4.12.2. It was like a domino effect.
the game saves any log of the crash to post it?
Bug report for Hs-123:main gear bug is fixed, thanx but markings bug is still there,left side of the fuselage dont display correct numbers or code letters.Iv made a little investigation:3D is ok, Overlays are placed in right order, bug is on java side, PaintSchemeFMPar00s class lack some references wich cause that.
idefix44
11-08-2013, 10:14 PM
Hey DT, still strange conection issues since 4.12.2, online.
Massive discos, game frezzing for all players (16/20 players) then game shut down.
Not any issue till 4.12.1, same campaign, same map, several hosts, same kind of missions. Maybe it s a bug since 4.12.2. It was like a domino effect.
the game saves any log of the crash to post it?
+1.
KG26_Alpha
11-08-2013, 10:30 PM
Hey DT, still strange connection issues since 4.12.2, online.
Massive discos, game freezing for all players (16/20 players) then game shut down.
Not any issue till 4.12.1, same campaign, same map, several hosts, same kind of missions. Maybe it s a bug since 4.12.2. It was like a domino effect.
the game saves any log of the crash to post it?
Make sure you have in the conf.ini
[NET]
checkRuntime=2
set on the server,
the client needs not to set this only server/host.
See if that stops the problem :)
idefix44
11-08-2013, 10:48 PM
Make sure you have in the conf.ini
[NET]
checkRuntime=2
set on the server,
the client needs not to set this only server/host.
See if that stops the problem :)
I use the CRT=2 option on my 4.12.2m Dedicated Server.
And we have too the massive disconnections problem.
Some other more hilarious idea... :rolleyes:
ECV56_Guevara
11-09-2013, 01:12 AM
Make sure you have in the conf.ini
[NET]
checkRuntime=2
set on the server,
the client needs not to set this only server/host.
See if that stops the problem :)
Alpha, all the guys have 4.12.2 vanilla. We re squadmates, no need to use crt, but, by default it´s done so.
It s something that is cuasing massive freeze, then lock up. NOt a single issue with 4.12.1.
YOur squad is having the same issue Idefix?
idefix44
11-09-2013, 01:54 AM
Alpha, all the guys have 4.12.2 vanilla. We re squadmates, no need to use crt, but, by default it´s done so.
It s something that is cuasing massive freeze, then lock up. NOt a single issue with 4.12.1.
YOur squad is having the same issue Idefix?
Yes Sir, just like I wrote it above...
SaQSoN
11-09-2013, 08:48 AM
Hey DT, still strange conection issues since 4.12.2, online.
Massive discos, game frezzing for all players (16/20 players) then game shut down.
Not any issue till 4.12.1, same campaign, same map, several hosts, same kind of missions. Maybe it s a bug since 4.12.2. It was like a domino effect.
Could you, please, send the mission, in which this happens to the DT E-mail, along with description of how it is run: dedicated, or non-dedicated server, PC hardware setup, on which this mission runs, number of players on-line, when the freezing and other problems occur.
idefix44
11-09-2013, 11:17 AM
Could you, please, send the mission, in which this happens to the DT E-mail, along with description of how it is run: dedicated, or non-dedicated server, PC hardware setup, on which this mission runs, number of players on-line, when the freezing and other problems occur.
I use the 4.12.2m Dedicated Server. And all was fine for everybody (host and clients) before the last patch. Same PC and missions. No change in the gaming environment.
Can you please, join a 4.12.2m dogfight server online, and see what happend in order to make good suggestions...
The incriminated problems occur randomly, after a few minutes or more time.
"It seems like the game is freezing and crashing to desktop" wrote a client:
http://cieldeguerre.xooit.fr/t137-Problems-with-server-getting-kicked-all-the-time.htm
And like a former USAF pilot (Jack Swigert) said: "Houston, we've had a problem". :rolleyes:
I suggest too the use of the "read only option" for local users of IL2 in order to stop to make online users time wasted when readind not pertinent answers to real problems.
Thanks by advance.
Best regards.
Fenrir
11-09-2013, 02:02 PM
Hi chaps,
When 'Forest=3' is used in the conf.ini any user placed instances of object '189 tree line' are invisible!
They are present - and collidable! - just completely transparent. Olegs horticulture strikes again!
ECV56_Guevara
11-09-2013, 03:05 PM
Could you, please, send the mission, in which this happens to the DT E-mail, along with description of how it is run: dedicated, or non-dedicated server, PC hardware setup, on which this mission runs, number of players on-line, when the freezing and other problems occur.
Ok SaQSoN, I ´ll collect the info and will send to the DT mail. Thanks for your kind answer.
:FI:Sneaky
11-10-2013, 07:28 PM
I'm using CH quadrant (6axes) ,Saitek yoke, pedals and 3 axis quadrant + a Logitech wing man (just for trim via throttle axis)
Set up for multi engine works fine in 4.11.1 and 4.12.1
with 4.12.2 I have lost function on 1st lever of Saitek quadrant.
FIXED-manual edit of config and settings.ini... adjust input levels in game (which mysteriously got re-set to zero)
KG26_Alpha
11-10-2013, 09:23 PM
Alpha, all the guys have 4.12.2 vanilla. We re squadmates, no need to use crt, but, by default it´s done so.
It s something that is causing massive freeze, then lock up. NOt a single issue with 4.12.1.
YOur squad is having the same issue Idefix?
I use the 4.12.2m Dedicated Server. And all was fine for everybody (host and clients) before the last patch. Same PC and missions. No change in the gaming environment.
Can you please, join a 4.12.2m dogfight server online, and see what happened in order to make good suggestions...
The incriminated problems occur randomly, after a few minutes or more time.
"It seems like the game is freezing and crashing to desktop" wrote a client:
http://cieldeguerre.xooit.fr/t137-Problems-with-server-getting-kicked-all-the-time.htm
And like a former USAF pilot (Jack Swigert) said: "Houston, we've had a problem". :rolleyes:
I suggest too the use of the "read only option" for local users of IL2 in order to stop to make online users time wasted when readind not pertinent answers to real problems.
Thanks by advance.
Best regards.
The reason I pointed out the crt=2 is that HSFX users can join v4.12.2 crt=0 this brings associated problems with low level bomb timings and ghost planes and I wondered if it was pertinent to the new patch with new errors, but as you fly a "closed shop" with your squad it shouldn't be a problem.
Hopefully DT can fix the problem with the dedicated server issue.
PS:
I joined in most of the v4.12.2 servers on Hyperlobby and asked if they were experiencing any lock up or freezes on the client side,
none reported any problems with v4.12.2 that were not there with v4.12.1
Finding a pure stock server that's heavily populated isn't easy :) but they all report no problems.
idefix44
Not exactly a stock server is it ?
http://img.photobucket.com/albums/v119/alpha1/nonstock_zps1718869b.jpg (http://smg.photobucket.com/user/alpha1/media/nonstock_zps1718869b.jpg.html)
.
idefix44
11-10-2013, 10:14 PM
@ KG26_Alpha
Don't stay behind the door. Try to connect with a moded version if you want...
KG26_Alpha
11-10-2013, 10:39 PM
@ KG26_Alpha
Don't stay behind the door. Try to connect with a moded version if you want...
No point if CRT=2 is on.
Which was my earlier reference to the ability of servers allowing HSFX into Stock v4.12.2 without CRT=2 enabled, as it does cause problems.
:)
.
IceFire
11-11-2013, 12:06 AM
Battlefield1 is a stock 4.12.2 server. We allow HSFX and SAS users on the server as well. We highly recommend that any players wanting to use a mod pack use the SAS one as it has far fewer bugs and is more respectful of stock server compatibility than HSFX which has increasingly become something of a disaster for us (HSFX 7 has some nasty Java related cache issues - I'm not aware of the details except that we told everyone to stop using it on the stock server).
Sounds like your problems are separate from ours (and again I don't know all the details) but I'd make sure you had a completely bone stock 4.12.2 and start upwards from there.
stugumby
11-13-2013, 09:31 PM
In either S-38 or swordfish with flares, if you have a bomb icon over an empty town they will drop as indicated, if you place anything enemy there they will do wierd rolls and almost attack dives and not drop. This is also when linked to a paticualr target they will do wierd manuvers and drop all at same time if they dont crash.
Daniël
11-19-2013, 01:54 PM
AI wingmans still sometimes crash into the ground when you're flying very low and slow, especially while landing (when you didn't order him to do anything.) When the wingman and the flight are ordered to land there is no problem.
SPAD-1949
11-20-2013, 07:01 AM
FW190 to sensitive to G-force induced Damage.
rollnloop
11-23-2013, 08:49 PM
Yak 9 landing gear indicator lights won't lit.
stugumby
11-28-2013, 07:29 PM
Avenger series attacks until they are destroyed if carrying rockets and bombs, but after bombs gone they still leave doors open or close and reopen them, a-20 series does this as well.
Val can attack as level bomber but does strange things like diving or shallow dipping, but will return to strafe if set to destroy gorund targets etc. Stuka will not strafe or return.
rollnloop
11-28-2013, 09:03 PM
Yak9T landing gear indicator lights don't lit as well.
rollnloop
11-28-2013, 09:17 PM
Using "line abreast" formation in FMB, fighter AI collide into each other after a given time
http://www.242sqn.com/phpBB2/viewtopic.php?p=34839#34839
alsevillajr
12-01-2013, 08:53 PM
Like another member posted..I downloaded but game version still says 4.12.1m...????
Do I have to download the dedicated server update???...do not really go on line much.
Phabius
12-01-2013, 10:08 PM
Since 4.12, everytime I start a mission, the screen freezes for a long time. Sometimes I can press the "Windows" button to go back to desktop and then come back to the game and it's running. This also happens during missions, sometimes the screen just freezes...
And I've been noticing some strange terrain textures on some maps, blue lines over water and flat textures over land. It's random.
Everything was fine till 4.12
GeForce GTX 550Ti, Windows XP
ImpalerNL
12-02-2013, 08:37 PM
with 4.12.2 i have a sound bug wich occurs when i switch to enemy aircraft view. (it happens often online)
When i switch back to my aircraft all sounds are distorted.
Janosch
12-03-2013, 02:39 PM
with 4.12.2 i have a sound bug wich occurs when i switch to enemy aircraft view. (it happens often online)
Ha ha ha ha ha! Pffffwhuahahahahahahaha!!!
Anyway, sometimes after flying some time, all the sound effects change slightly, as if the pilot's ears get slightly locked due to altitude change. Maybe the pilot eventually swallows, because everything starts sounding normal after awhile. I can't rule out something being wrong with my headphones or speakers etc though.
Then there's another small bug when watching a track. When you pause and unpause a couple of times, the sound volume may change.
KG26_Alpha
12-03-2013, 04:47 PM
with 4.12.2 i have a sound bug wich occurs when i switch to enemy aircraft view. (it happens often online)
Ha ha ha ha ha! Pffffwhuahahahahahahaha!!!
Anyway, sometimes after flying some time, all the sound effects change slightly, as if the pilot's ears get slightly locked due to altitude change. Maybe the pilot eventually swallows, because everything starts sounding normal after awhile. I can't rule out something being wrong with my headphones or speakers etc though.
If you don't have anything nice to say then don't say anything at all on here.
You fly the game your way, and let others fly it how they want to.
You don't hear us belittling the skins you created and use online :)
Thank You
.
ImpalerNL
12-03-2013, 08:17 PM
Ha ha ha ha ha! Pffffwhuahahahahahahaha!!!
Anyway, sometimes after flying some time, all the sound effects change slightly, as if the pilot's ears get slightly locked due to altitude change. Maybe the pilot eventually swallows, because everything starts sounding normal after awhile. I can't rule out something being wrong with my headphones or speakers etc though.
Then there's another small bug when watching a track. When you pause and unpause a couple of times, the sound volume may change.
Ah yes, that old bug wich keeps everyone busy.
Although i know that playing too agressive can make you an easy target for others.
Aviar
12-05-2013, 02:38 AM
This is a bug report for IL-2 version 4.12.2m. It concerns the new Taxi-to-Runway feature. I tested this bug in Single and Coop missions as well as running the mission through the FMB. I found the bug only appeared in Coop missions.
The bug: If you have a Coop mission with one or more planes using the Taxi-to-Runway feature AND you uncheck the 'Takeoff and Landing' setting, all of those particular planes will fall to the ground and explode...or at least be smashed to bits.
If you try this test as a Single mission, you will find no problems. All the planes using the Taxi-to-Runway feature will start on the ground in their proper positions. The same goes for the mission if you run it through the FMB.
It should also run the same in Coop mode but does not. This is where the bug occurs. All planes with Taxi-to-Runway waypoints will start in the air (see screenshot #1) and immediately fall to the ground (screenshot #2).
So to repeat, the bug is in Coop missions with 'Takeoff and Landing' unchecked (light off) and affects all planes with Taxi-to-Runway waypoints.
*To be frank, I don't believe this will impact very many players. Personally, I play with 'Takeoff and Landing' enabled 99.9% of the time. It was just by a lucky fluke that I came upon this issue. However, it's still a legitimate bug and I'm hoping that TD will address it at some point.
Aviar
alsevillajr
12-05-2013, 08:50 AM
This patch snuck right by me! Installed it, but when I run the game it didn't update the version; is that normal?
Nobody responded to this...I have the same issue...What's up...Any idea
Thanks
MicroWave
12-05-2013, 09:03 AM
Like another member posted..I downloaded but game version still says 4.12.1m...????
Do I have to download the dedicated server update???...do not really go on line much.
You must have installed it in the wrong folder.
When starting the installer choose the destination folder of your Il2 installation.
You can also unpack the patch into any folder and then copy the files into your Il2 folder.
Another possibility is that you don't have write permission in the destination folder. Typically this happens on newer Windows operating system (newer than XP) if you have the game installed in Program Files (and similar) folders. You can safely copy the whole game to some other folder you create (c:\game\il2) folder for example, cause the game does not rely on any registr settings.
The installer is just an archive of files; no messing with registry or anything like that.
julien673
12-05-2013, 10:22 AM
Look at the folder "Ubisoft" and "Ubi Soft" .... .... they changed the name after FB or PF .. i don t remember
alsevillajr
12-06-2013, 05:08 AM
You must have installed it in the wrong folder.
When starting the installer choose the destination folder of your Il2 installation.
You can also unpack the patch into any folder and then copy the files into your Il2 folder.
Another possibility is that you don't have write permission in the destination folder. Typically this happens on newer Windows operating system (newer than XP) if you have the game installed in Program Files (and similar) folders. You can safely copy the whole game to some other folder you create (c:\game\il2) folder for example, cause the game does not rely on any registr settings.
The installer is just an archive of files; no messing with registry or anything like that.
Thanks Microwave,always had problems with rar files...it did show it was downloading to the right folder , guess it was not...your first suggestion worked...downloaded to a new folder and copy and paste. You the man...thanks again
Note...why will it not have permission when all the other updates installed OK
IceFire
12-06-2013, 12:13 PM
Thanks Microwave,always had problems with rar files...it did show it was downloading to the right folder , guess it was not...your first suggestion worked...downloaded to a new folder and copy and paste. You the man...thanks again
Note...why will it not have permission when all the other updates installed OK
I think the question that answers this question is: Is your game installed in the default directory or did you move out out of Program Files into another folder? Most of us if not all have moved it from the default install directory years ago. The patch installer will default there but you need to manually redirect. My guess is that you forgot to make the change and the files tried to go to Program Files (and silently failed). I forget things all the time thus why I suggest this is possible :cool:
Nothing is different with the 4.12.2 RAR extractor so the various other complications are where the answer is.
IceFire
12-06-2013, 12:14 PM
with 4.12.2 i have a sound bug wich occurs when i switch to enemy aircraft view. (it happens often online)
When i switch back to my aircraft all sounds are distorted.
What type of sound card are you running? Are you using a custom sound pack? Bigger sound samples might be more difficult for your card to operate with. Go into the settings and let us know what the settings are. You may need to back off on one of the settings to get a better experience.
The other possibility is driver corruption or out of date drivers but I would assume this is unlikely as you would probably have noticed issues in other games.
robday
12-06-2013, 02:22 PM
There are no roundels or squadron codes displayed on the fuselage sides of the Wellington Mk III.
ImpalerNL
12-06-2013, 07:09 PM
What type of sound card are you running? Are you using a custom sound pack? Bigger sound samples might be more difficult for your card to operate with. Go into the settings and let us know what the settings are. You may need to back off on one of the settings to get a better experience.
The other possibility is driver corruption or out of date drivers but I would assume this is unlikely as you would probably have noticed issues in other games.
IceFire, i dont have any sound problems with Fs2004.
Ive changed playback channels from 32 to default and audio quality from 44100 to default in the audio menu, maybe this will stop the sound from getting distorted. Also i dont run any mods at all with iL2, so thats not the problem either.
ImpalerNL
12-06-2013, 07:20 PM
The ju88 keeps a nose down attitude when flying with the level stabilizer and you cant trim it out.
alsevillajr
12-06-2013, 07:42 PM
I think the question that answers this question is: Is your game installed in the default directory or did you move out out of Program Files into another folder? Most of us if not all have moved it from the default install directory years ago. The patch installer will default there but you need to manually redirect. My guess is that you forgot to make the change and the files tried to go to Program Files (and silently failed). I forget things all the time thus why I suggest this is possible :cool:
Nothing is different with the 4.12.2 RAR extractor so the various other complications are where the answer is.
Thanks for the clarification Ice. Downloading this game is my first real experience in "back door" computing. So it has really been a challenge for me, at the same time it is rewarding. Learning something new every time. Having encountered errors and glitches in the game and not knowing what files are missing or what I may have messed up and not knowledgeable of the fixes, I have resorted to re-installing the game numerous times already.
One recent problem I had trying to make the the update work was that, in the process, it lost the wide screen resolution capability :mad::mad::mad:. Re-installed and still would not do it but, I figured out all it took was one click of an application. I do try to think logically and see how the computer thinks.
And yes, even as simple as moving the file is new to me. I will take that advise and I thank you...So just create a new folder in the c: drive..that's it!!!!
BTW I am only using a non gaming computer with an i3 CPU...I'm just glad it works:grin:
P.S. In moving the file, I discovered that the the game files downloaded in two separate folders, one under ubisoft and the other with GOG Games folder??? Wonder why it did that, not a good thing. Surprised the game was even loading!!!! Could have been the likely cause for the update not to have downloaded. I've merged the two files since.
SPAD-1949
12-10-2013, 08:21 AM
I dont know if it was mentioned allready, but AI cant handle self built areodromes.
Any intended spawning position of a starting flight will only be fixed of the leading AC.
Other Planes of this flight will be positioned in a diagonal line abreast ca 100m right and 100m aft.
You cann't assign such a flight to spawn with stationary planes.
If you intend a flight to land on a self build aerodrome, they bellyland ca 500m in front of the runway.
KG26_Alpha
12-10-2013, 04:52 PM
I dont know if it was mentioned allready, but AI cant handle self built areodromes.
Any intended spawning position of a starting flight will only be fixed of the leading AC.
Other Planes of this flight will be positioned in a diagonal line abreast ca 100m right and 100m aft.
You cann't assign such a flight to spawn with stationary planes.
If you intend a flight to land on a self build aerodrome, they bellyland ca 500m in front of the runway.
Self built runways dont have the AI take off/landing routine coded to them.
A work around is to use one of the invisible "Test Runways" to control the AI at your custom build airfield.
.
SPAD-1949
12-12-2013, 12:09 PM
Self built runways dont have the AI take off/landing routine coded to them.
A work around is to use one of the invisible "Test Runways" to control the AI at your custom build airfield.
It does not work, they keep the same formation at the beginning and keep belly landing.
Aviar
12-12-2013, 10:36 PM
It does not work, they keep the same formation at the beginning and keep belly landing.
If you post the mission here we could look at it for you and maybe suggest a fix.
Aviar
Juri_JS
12-13-2013, 04:07 PM
It does not work, they keep the same formation at the beginning and keep belly landing.
I noticed exactly the same, AI planes can't land on airfields build with the new runway tiles and also not on the invisible test runways.
vBulletin® v3.8.4, Copyright ©2000-2025, Jelsoft Enterprises Ltd.