View Full Version : 4.12.2 de-bugging
KG26_Alpha
06-18-2013, 02:50 PM
Please report any problems with v4.12.2 here please.
Thanks
idefix44
06-18-2013, 03:48 PM
Hi all and thanks Daidalos Team for the 4.12m patch.
Is't possible to get some details about the Dedicated Server?
1- What's up about AIs view thru clouds?
2- How manage the "Show Team Score" and "Cumulative Team Score" features?
Thx by advance.
Jack_Aubrey
06-18-2013, 04:33 PM
two things:
After i crash my ki 45 (year 44) and loose both wings i keep hearing both engines running...
something weird, after taking a screenshot inside the il2 i can not take anymore screenshot and must use the fraps....i'm using a laptop.
Fenrir
06-18-2013, 05:10 PM
I have already sent this to the TD email but am reposting here to see if any others are having similar issues:
I have an unusual issue since installing the 4.12 patch - it went over a clean unmodded 4.11.1 and proved erratic at first: I had no sky or ground textures, just black but could see aircraft airfields etc, so I reapplied the 4.11.1 patch and redownloaded the 4.12 (via torrent the 2nd time) to make sure I had uncorrupted installs.
Every seemed to be fixed, except that I now cannot exit missions using the 'Esc' key. Troublesome to say the least!
All other keyboard commands work. I downloaded latest drivers for my GPU (GTX 560Ti, now running 320.18 drivers), have ensured my game .exe is being run as administrator in Windows 7 mode - my current OS - and even also tried running as XP SP 3 mode but still no luck and now I am bang out of ideas.
I'm running the game at 1920x1080x32 in Fullscreen with Wide FoV. I notice that I get a windows mouse cursor in game all the time, not just when I open my map; is windows somehow not recognising Il-2 as the primary program?
All other games including an HSFZ modded version of 4.11.1 do not have this problem and respond normally to the 'Esc' key; is there something I am missing?
Cheers again.
I will add that I have since done a full install from scratch, from dvd, applying all patches and manually converting the conf.ini and all user files and completely from default remapping my controls in case it was a compatibility issue with pulling over legacy .ini files and...
... the problem still persists. Given that i get a windows cursor even in mission, I'm assuming that somehow Il-2 is not getting priority for display or commands, yet all other keys work save the 'Esc'. I can open HSFX 6 immediately after and all functions normally.
It's a bit odd!
Any help would be much appreciated!
Edit: Extra information - the cursor in the GUI is standard windows white arrow not the yellow chevron normally associated with Il-2. Are you guys all getting the standard yellow chevron?
The_WOZ
06-18-2013, 06:20 PM
Fenrir:
Check you conf.ini
In section [Hotkey gui] make sure you have the following line:
Escape=activate
In section [rts] make sure that
mouseuse=2
If there's a 1 there, that's the cause for Windows system pointer appearing instead of the game one.
Fenrir
06-18-2013, 06:39 PM
Fenrir:
Check you conf.ini
In section [Hotkey gui] make sure you have the following line:
Escape=activate
In section [rts] make sure that
mouseuse=2
If there's a 1 there, that's the cause for Windows system pointer appearing instead of the game one.
WOZ you absolute star! Thanks mate; the entire [Hotkey gui] was absent from my conf.ini for some reason, it's now back and I can finally exit missions!
I owe you a beer old boy; if you are ever in the South East of England I'll honour that with a beverage of your personal persuasion! Thanks!
nic727
06-18-2013, 07:55 PM
Someone know what is the bug (and how to fixe) that when I move the mouse, It's zoom-in or zoom-out automaticly?
C:\Users\Nicolas\Documents\Camtasia Studio\Il2 bug\Il2 bug_player.html
Can you see the video?
Try this link : http://depositfiles.com/files/3srak73zb
Hi have this bug since 4.11m :(
Cloyd
06-18-2013, 11:01 PM
Hi have this bug since 4.11m :(
So this is not a 4.12 bug? WHY ARE YOU PUTTING IT IN THE 4.12 DEBUG THREAD!!!
FA_Retro-Burn
06-19-2013, 12:46 AM
Maybe a planned/known feature... My pilot died while I was a gunner. I could fire the gun, but not bail out. I was in quick mission builder.
Treetop64
06-19-2013, 02:05 AM
Maybe a planned/known feature... My pilot died while I was a gunner. I could fire the gun, but not bail out. I was in quick mission builder.
New feature: Child safety locks. Only the pilot's door has the button, though. Downside is that if the pilot dies, well, so do you.
Sorreh.
davido53
06-19-2013, 02:19 AM
I get an entire computer freeze when hitting the quick mission builder button.
There is no 'last.quick' in the quick missions folder.
Aviar
06-19-2013, 04:00 AM
When using the new Taxi to Takeoff option, planes totally ignore the first waypoint immediately after takeoff. This can even be seen in the demo mission that came with 4.12 (AITaxxing).
See the screenshot below of this mission. The white plane is the Player's plane on autopilot. As you can see, it ignores the first waypoint after takeoff (WP-2) and plots a course for the next waypoint (WP-3). I looked at the mission further and all the other planes do the same thing.
I made some test missions on my own and all of them had the same issue. Basically, if the new Taxi to Takeoff option is used, that particular plane/flight will ignore the first waypoint directly after takeoff.
*When makings test missions WITHOUT the new Taxi to Waypoint option, all planes/flights follow all of the waypoints normally.
Aviar
Jack_Aubrey
06-19-2013, 07:34 AM
two things:
something weird, after taking a screenshot inside the il2 i can not take anymore screenshot and must use the fraps....i'm using a laptop.
This is something that only happened to me and not a bug from 4.12, already solve by change from printscreen (that need a special key from my laptop) to End (that dont need the special key).
Notorious M.i.G.
06-19-2013, 12:24 PM
When I try and replay a .ntrk I've saved, I can only use cockpit and external views of my aircraft (despite having difficulty settings allowing all views bar enemy a/c externals at the time of recording). I still have full control over the orientation of the camera, but it's locked to only these 2 camera views despite friendly a/c and static cameras in the mission.
I did find one way to correct it - if you used a view other than the above two while in-mission, letting the game show that view with manual control OFF, then toggling it back ON once you've seen it allows full control over all the camera views again.
I added the SaveTrk=0 line to my conf.ini and have been replaying the .ntrk with icons off (fiddling with that switch made no difference, neither did starting the playback with the view control switch in either position).
GF_Mastiff
06-19-2013, 01:42 PM
I own the digital version from game fly, before it was game fly, it was D2D
I can not get the game to work now after installing 4.12
I get this error
GF_Mastiff
06-19-2013, 02:12 PM
never mind I gave up I uninstalled IL2 1946. wont be dealing with it any longer.
Tolwyn
06-19-2013, 02:57 PM
Russian B1-6 (B6-1? Heck, I can't remember) - the one with the 2 ramjets on the wings.
Has unlimited power/range even when plane is out of fuel. The ramjets keep on workin and providing unlimited thrust/power.
EJGr.Ost_Caspar
06-19-2013, 03:04 PM
never mind I gave up I uninstalled IL2 1946. wont be dealing with it any longer.
Try to get a boxed version! :(
stugumby
06-19-2013, 03:09 PM
Tried the bombsight in qmb and no problems, in single mission placed val over wake island at 3000m and had ground attack icon over parked wildcats in pens on airstrip, not linked just icon over for level bombing, vals ignored this target and instead dive bombed other targets.
idefix44
06-19-2013, 03:56 PM
Please, where can I found informations about the server's features?
Are they for President's eyes only... :?
SPAD-1949
06-19-2013, 04:52 PM
Got it running.
Tried along with start from the box, learned a lot.
But sometimes your mates just start at any point in an unpleasant direction.
Ground object avoidance is a delicate balance.
If you take just predef 20 mtrs of distance, it seems your mates are not following.
Better reduce standard distance to 9mtrs.
Flight model and shooting skill changes are strong as far as I can see.
I need to level down the difficulties in my missions. ;-)
SkyFan
06-19-2013, 05:08 PM
Dear DT members, to avoid of post duplication from my side, please look here:
http://forum.1cpublishing.eu/showpost.php?p=505056&postcount=26
Thank you in advance for understanding.
nic727
06-19-2013, 07:51 PM
So this is not a 4.12 bug? WHY ARE YOU PUTTING IT IN THE 4.12 DEBUG THREAD!!!
Because i thought that 4.12m will fixe the problem, but no...
I re-installed the game today with all patch and since 4.11m I have this bug. I think that the 6dof or somthing like that, but I don't really know.
It's really annoying that when you are checking for enemies, it's zoom-in or out automaticly when I move the mouse. :(
Aardvark892
06-19-2013, 08:26 PM
When I try and replay a .ntrk I've saved, I can only use cockpit and external views of my aircraft (despite having difficulty settings allowing all views bar enemy a/c externals at the time of recording). I still have full control over the orientation of the camera, but it's locked to only these 2 camera views despite friendly a/c and static cameras in the mission.
I did find one way to correct it - if you used a view other than the above two while in-mission, letting the game show that view with manual control OFF, then toggling it back ON once you've seen it allows full control over all the camera views again.
I added the SaveTrk=0 line to my conf.ini and have been replaying the .ntrk with icons off (fiddling with that switch made no difference, neither did starting the playback with the view control switch in either position).
I'm having the same problem. I tried recording an FMB mission I created yesterday, once with the setting "use TRK" on, and once off. In both cases, the record button worked, but when watching the video the mission starts off with that horizon view you get if you try to fly a mission that doesn't have a player aircraft assigned. If you use F1 or F2, it will go to your aircraft but you cannot use Shift or Cntl F2 to switch to other aircraft. I tried with all the different track settings such as manual view, etc. I'm using a stock 4.12, with no mods or config settings other than what's available inside the menu.
EDIT: For some strange reason, all of the external views of friendly/enemy aircraft does become available... after 29 seconds into the mission. I was looking at my own aircraft externally when suddenly the point of view changed. From that point on, all of the external views seemed to work as per usual.
IceFire
06-19-2013, 09:41 PM
That's a weird but as I did NTRK recording during the alpha and beta versions for the Hawk 75 campaign and nothing like that came up.
Are you recording live gameplay or is this a NTRK recording of another NTRK? What exact settings are you using for playback?
nic727
06-19-2013, 09:48 PM
Water trail bug :
You can see through boat :
http://image.noelshack.com/fichiers/2013/25/1371678384-grab0003.jpg
http://image.noelshack.com/fichiers/2013/25/1371678386-grab0004.jpg
http://image.noelshack.com/fichiers/2013/25/1371678386-grab0005.jpg
Boat changing direction is strange
http://image.noelshack.com/fichiers/2013/25/1371678384-grab0006.jpg
Notorious M.i.G.
06-19-2013, 11:22 PM
That's a weird but as I did NTRK recording during the alpha and beta versions for the Hawk 75 campaign and nothing like that came up.
Are you recording live gameplay or is this a NTRK recording of another NTRK? What exact settings are you using for playback?
It was a recording of live gameplay for me. Replaying with manual time compression off (toggling it had no effect), manual views on/off as described, icons off (toggling them back on had no effect), inflight messages off, loop off.
Treetop64
06-20-2013, 12:47 AM
I'm having the same problem. I tried recording an FMB mission I created yesterday, once with the setting "use TRK" on, and once off. In both cases, the record button worked, but when watching the video the mission starts off with that horizon view you get if you try to fly a mission that doesn't have a player aircraft assigned. If you use F1 or F2, it will go to your aircraft but you cannot use Shift or Cntl F2 to switch to other aircraft. I tried with all the different track settings such as manual view, etc. I'm using a stock 4.12, with no mods or config settings other than what's available inside the menu.
EDIT: For some strange reason, all of the external views of friendly/enemy aircraft does become available... after 29 seconds into the mission. I was looking at my own aircraft externally when suddenly the point of view changed. From that point on, all of the external views seemed to work as per usual.
Same here.
I've turned off .trk in the UI and made .ntrk recordings, and I get the same issues. Horizon view at the start of the recording, and for a minute or more I can only access views in the cockpit or external view of my own aircraft. All view options are turned on, and keystrokes for the different views are assigned.
hafu1939
06-20-2013, 01:48 AM
The Do-217M is so beautiful, thanks TD! But she is somewhat slower than it should be, isn’t she? Could you please check out one more the performance of the M-1 version. Well, yet again thank you very much!
GF_Mastiff
06-20-2013, 02:49 AM
Try to get a boxed version! :(
I installed the box version, I'm still getting this Error!!!
IL2 1946 I'm still getting the same issue with same sort of registration error.
GF_Mastiff
06-20-2013, 02:50 AM
I own the digital version from game fly, before it was game fly, it was D2D
I can not get the game to work now after installing 4.12
I get this error
I am connected to the internet you DUMB a###s your installer or DRM is FuBARED I can not install 4.12
IceFire
06-20-2013, 02:54 AM
I am connected to the internet you DUMB a###s your installer or DRM is FuBARED I can not install 4.12
You can't install 4.12? Or the game won't run after you install 4.12? Didn't know that some of the digital downloads still came with DRM packaged in there... what a cluster****. Did 4.11 install alright?
stugumby
06-20-2013, 06:35 AM
was just shooting up some blenheims in a ki45 and noticed that all the static planes national markings are now gone?? Went into fmb and sure enough the new statics are preset to markings off. Does this mean we will have to back track thru hundreds of stored missions to enable all static markings or is there a preference setting somewhere in conf ini??
IceFire
06-20-2013, 11:50 AM
was just shooting up some blenheims in a ki45 and noticed that all the static planes national markings are now gone?? Went into fmb and sure enough the new statics are preset to markings off. Does this mean we will have to back track thru hundreds of stored missions to enable all static markings or is there a preference setting somewhere in conf ini??
Hadn't noticed this happening in testing so I'm not sure whats happened but hopefully it might be clearer up on its own. Some are off while others are fine... I have yet to figure out why that is.
Alexander (C)
06-20-2013, 12:30 PM
In FMB if you select the base and add some planes available in the list, when you add aircraft to or removed, then the list is strange. Some planes are added to move it up (as it were sorted in alphabetical order), and then again back down the list. This creates discomfort with databases in full editor.
http://www.youtube.com/watch?v=hdZVyX_xLy4
Oscarito
06-20-2013, 04:01 PM
No more taxi after landing when using "taxi to takeoff" waypoints! Planes just disappear after landing.:???:
Is this a bug, or...is it expected?
If so, I would say this is something like to give us a toy and take the other...
nic727
06-20-2013, 04:30 PM
No more taxi after landing when using "taxi to takeoff" waypoints! Planes just disappear after landing.:???:
Is this a bug, or...is it expected?
If so, I would say this is something like to give us a toy and take the other...
Me it's happen in campain. Plane just disappear when they land. That's weird, but I think it's only on Wake Island map.
Rot Bourratif
06-20-2013, 04:36 PM
~S~
The transparency of the in flight map does not appear to change even if I set the
settings / Misc Settings/ General / Transparency Tab fully to the left (transparent)
Also, going to the 6DoF setting seems to switch TrackIR out of the game (it stays ON but does not effect the game any longer)
~S~
Oscarito
06-20-2013, 04:37 PM
Me it's happen in campain. Plane just disappear when they land. That's weird, but I think it's only on Wake Island map.
Probably not, since it hapens even with the demo mission...:roll:
FrankB
06-20-2013, 05:07 PM
The transparency of the in flight map does not appear to change even if I set the
settings / Misc Settings/ General / Transparency Tab fully to the left (transparent)
This setting is only for the full-screen map, not for the small one.
Alien
06-20-2013, 06:12 PM
I'm having two annoying behaviors. The first is, you can't make a pair takeoff with AI planes because each time they get to the runway, they instantly accelerate, even with a delay set on the last taxi waypoint AND on the takeoff waypoint. The other thing is weird formation flying. I created a mission with 9 Ju 88s taxi-taking off, then flying the vic formation. And each time they collide with each other while creating the formation (I mean no 3 too far forward, even before the no 1, so I eventually ended up with just 6-7 planes in formation). And they also like to drop their bombs early. And I don't mean several dozens of meters, I mean 2-20 km before they reach their target!
I don't know if it's my fault (bad mission making or something) or AI's, but I just can't make them listen to me ;)
GF_Mastiff
06-20-2013, 06:52 PM
Error connecting to the Internet.You need to be connected to the Internet to activate your product.
If the connection attempt fails, you may need to close this window, connect manually to the Internet and restart the process.
Powered by ActiveMark
I'm defiantly connected to the internet!
I keep getting this error when I install IL2 1946 original version also!!! 4.09M
So whats going on with this game? I own 3 boxes and all version are doing this now. Never happened until yesterday when I installed the 4.12M I reinstalled Im at 4.09M and can not get this game to work..
KG26_Alpha
06-20-2013, 08:09 PM
Error connecting to the Internet.You need to be connected to the Internet to activate your product.
If the connection attempt fails, you may need to close this window, connect manually to the Internet and restart the process.
Powered by ActiveMark
I'm defiantly connected to the internet!
I keep getting this error when I install IL2 1946 original version also!!! 4.09M
So whats going on with this game? I own 3 boxes and all version are doing this now. Never happened until yesterday when I installed the 4.12M I reinstalled Im at 4.09M and can not get this game to work..
This may help
http://www.ehow.com/how_7723476_disable-activemark-regedit.html
Or read this:
Instructions:
1.) Open the Start menu and type "regedit" without quotes. Press "Enter."
2.) Click "Yes" or supply the administrator password if prompted for permissions by Windows.
3.) Expand the "HKEY_LOCAL_MACHINE," then "SOFTWARE," then "Microsoft," "Windows," and "CurrentVersion" directories. Click "Run."
4.) Right-click the entry labeled "ActiveMARK" on the right panel of the window. It will be of type "REG_SZ." Click "Delete," then click "Yes" to confirm
the action. The startup entry for ActiveMARK has now been removed.
.
GF_Mastiff
06-20-2013, 08:29 PM
success! Alpha thank you!
Extreme_One
06-20-2013, 08:40 PM
When starting a mission from QMB I'm being kicked back to desktop with the game still running, so the game is losing focus.
I can ALT+TAB back into the game to resume so it's not a major issue, just a minor annoyance.
This doesn't happen in missions flown from FMB or from a campaign.
nic727
06-20-2013, 10:51 PM
Another bug :
When you die, you don't have black screen.
stugumby
06-21-2013, 12:50 AM
I made a mission titled boston tea party, in it the a20c attack ijn ships and now in 412 when the a20 descend to torpedo height when they turn in on their run they simply ditch or wing over. Attack waypoint height was set at 500m to allow ai to manuever. skip bombing planes remained ok, it may be related to the attk waypoint but it is synchronized as much as possible with the ships position at the time of attack, ship has waypoints not just 1 at each end.
Spudkopf
06-21-2013, 01:30 AM
No more taxi after landing when using "taxi to takeoff" waypoints! Planes just disappear after landing.:???:
Is this a bug, or...is it expected?
If so, I would say this is something like to give us a toy and take the other...
While looking into how to fix the missing markings in QMB in the FMB menu I found a swicth that de-spawns AI AC on landing which is checked as "ON" by default, so I guess you will need to un-check this to stop your AIs from vanishing!
Oscarito
06-21-2013, 02:35 AM
Sorry, I can not find this switch.
Could you please inform its name and location?
Thanks!
------------------------------------------------------------------------------------------------------
EDIT:
OK, I know the switch you're talking about:
Configure/Misc/Despawn AI AC after they land and park
But unchecking that box seems to be not enough. Unfortunately, planes still land, stop and... "puff".
Ventura
06-21-2013, 02:55 AM
on the small airfield NE of Kazsok, you cannot place stationary aircraft (this case Bf-109G-6 Hungarian 101 sqd) anywhere inside or even partially outside the first 4 SW, map embedded, airdrome masking nets (sm?) to use for 'set' to a waypoint for taxiing.
Even stationary aircraft completely outside, in front of the net does not function. Have even tried placing matching 'grass parking plates' fully under the nets in question.
When attempted, the aircraft from the waypoint end up lined up to takeoff from the opposite end (NW) of the strip with the same stationary aircraft still under the (SE) nets.
Strangely enough, the fifth net accepts (a 109G6AS) and shows an active icon for proper active aircraft in game. (Have not tried the 6th)
(Said 'feature' in jest. no sarcasm intended. What I get for being in politically correct mode)
IceFire
06-21-2013, 03:19 AM
Feature or bug? No Hawk or P-40 model has a lockable tailwheel in 4.12.
Aviar
06-21-2013, 03:21 AM
When using the new Taxi to Takeoff feature, AI planes no longer land and taxi to their final parking spot. They simply stop in the middle of the runway and then disappear.
Yes, the 'Despawn AI AC after they land and park' setting is unchecked in the FMB.
Aviar
Pursuivant
06-21-2013, 03:34 AM
Ki-45 in default Japanese markings has red numbers on the left side of the tail but white markings on the right side.
TBD has a strange "flickering" texture when gunner's canopy is up, at least when damaged and rear gunner killed.
Spudkopf
06-21-2013, 03:38 AM
When using the new Taxi to Takeoff feature, AI planes no longer land and taxi to their final parking spot. They simply stop in the middle of the runway and then disappear.
Yes, the 'Despawn AI AC after they land and park' setting is unchecked in the FMB.
Aviar
Aviar, Yes that's the one I was talking about, thanks for posting the image for the others as sadly I will not near my sim's rig until at least this evening (AU-time).
Pershing
06-21-2013, 07:03 AM
Can't load dogfight mission, built in 4.12... Other (old, made in 4.11.1) missions are OK, but new mission is not. Loading percents did not start increasing..
May be some problems with dedicated server?
Mission for dogfight server in attachment
_RAAF_Smouch
06-21-2013, 08:21 AM
_RAAF_Squad last night ran a few missions that were one to two patches old.
In one map there were no beacons placed anywhere on the map and several of the fliers online noticed random morse letters being "transmitted". On the second map two US carriers and a YG beacon, I had no beacon selected and still got morse letters.
Thanks again for the patch guys!!
kapitansky
06-21-2013, 08:41 AM
Me it's happen in campain. Plane just disappear when they land. That's weird, but I think it's only on Wake Island map.
No even in the MTO map. I built the mission with wellinghton and their landing on runway took place the disappearance.
cellinsky
06-21-2013, 09:24 AM
Not a bug, but it would be nice to have a different resolution for the UI and the game itself for us with very widescreens, aka eyefinity: When using bevel-compensation it happens, that a portion of the info needed is hidden behind the bezels. I QMB its difficult to set up a scenario this way. Sure my bezels are not the smallest but anyway....4.12 really rocks!!!!! Thank you TD!!
http://www.fluggruppe.ch/tmp/photo.jpg
Jumoschwanz
06-21-2013, 10:49 AM
If you are fighting in the QMB against AI and your engine gets hit and stops suddenly, flick the Autopilot on and your engine instantly restarts, even if it is smoking heavily, then switch off the autopilot and continue flying....
I wonder if this will work online......
Pursuivant
06-21-2013, 11:05 AM
More minor bugs
No French markings appear for Hawk 75A-4
Ace AI gunnery seems to have been dumbed down a bit too much. Many times I've seen Ace AI planes miss easy no-deflection shots from 2-300 meters. It seems as if their point of aim is consistently a bit high and to the right of where it should be.
Rot Bourratif
06-21-2013, 02:09 PM
It doesn't seem the fix on the P40 wings has been applied to all versions of the A/C.
Hawk 81a-2, P40B, P40C, Tomahawk IIa and Tomahawk IIb appear OK
P40E, P40E M105 and P40M have the old angle
Or is that normal?
Russian plane Radio Direction Finder mistake.
I send this bug to Oleg too 8 years ago, he corrected it.
Testimony from Chinese version Yak-18 manual.
Historical Yak-18 Radio Direction indicators finger NOT indicate Beacon direction.
http://bbs.dof.cn/uploads/monthly_06_2013/post-16-1371804924.jpg
http://bbs.dof.cn/uploads/monthly_06_2013/post-16-1371804988.jpg
http://bbs.dof.cn/uploads/monthly_06_2013/post-16-1371804999.jpg
http://bbs.dof.cn/uploads/monthly_06_2013/post-16-1371805011.jpg
http://bbs.dof.cn/uploads/monthly_06_2013/post-16-1371805026.jpg
定向: Direction measure
定位: Distance measure
Another, I hope Radio Direction can include 2 mode: Direction measure & Distance measure.
We can found in Yak-18, when Radio Direction working in Distance measure mode, it can display how far away from plane to Beacon.
ElAurens
06-21-2013, 04:54 PM
It doesn't seem the fix on the P40 wings has been applied to all versions of the A/C.
Hawk 81a-2, P40B, P40C, Tomahawk IIa and Tomahawk IIb appear OK
P40E, P40E M105 and P40M have the old angle
Or is that normal?
The new P40 models were not in 4.12
Tolwyn
06-21-2013, 07:58 PM
The taxi feature is like it's own "take off type." So the other "in Pairs" etc., will not work. It's one or the other.
You could try timing it with a zero meter distance, but...
I'm having two annoying behaviors. The first is, you can't make a pair takeoff with AI planes because each time they get to the runway, they instantly accelerate, even with a delay set on the last taxi waypoint AND on the takeoff waypoint. The other thing is weird formation flying. I created a mission with 9 Ju 88s taxi-taking off, then flying the vic formation. And each time they collide with each other while creating the formation (I mean no 3 too far forward, even before the no 1, so I eventually ended up with just 6-7 planes in formation). And they also like to drop their bombs early. And I don't mean several dozens of meters, I mean 2-20 km before they reach their target!
I don't know if it's my fault (bad mission making or something) or AI's, but I just can't make them listen to me ;)
Bearcat
06-21-2013, 10:38 PM
Russian plane Radio Direction Finder mistake.
I send this bug to Oleg too 8 years ago, he corrected it.
Testimony from Chinese version Yak-18 manual.
Historical Yak-18 Radio Direction indicators finger NOT indicate Beacon direction.
定向: Direction measure
定位: Distance measure
Another, I hope Radio Direction can include 2 mode: Direction measure & Distance measure.
We can found in Yak-18, when Radio Direction working in Distance measure mode, it can display how far away from plane to Beacon.
You know it would be great if you resized those pics because they are HUGE ....
IceFire
06-21-2013, 10:58 PM
It doesn't seem the fix on the P40 wings has been applied to all versions of the A/C.
Hawk 81a-2, P40B, P40C, Tomahawk IIa and Tomahawk IIb appear OK
P40E, P40E M105 and P40M have the old angle
Or is that normal?
Those P-40 models were never a problem. They were added with Pacific Fighters. The P-40E and M models were first introduced in Forgotten Battles and were poorly done in terms of accuracy. Those are the ones that are being fixed... But more work needs to be done so they didn't come in 4.12.
Fall_Pink?
06-22-2013, 11:56 AM
P40-N2 mission: although you're the wingman, you can instruct no. 3 and no 4. to attack the enemy fighters (while your own leader is still alive). No 3 and 4 will follow you instead of the real leader temporarily. After some time you get the wingman role again and the AI follows your leader. Seems like a small AI bug to me.
The mission is normally set to dusk conditions and under these conditions none of the P40's will be able to succesfully attack the Me's that perform the ground attack. When set to daylight conditions, the P40's will however attack.
Fall_Pink?
06-22-2013, 02:17 PM
The "loiter here" command no longer seems to work.
Rgs,
FP
KG26_Alpha
06-22-2013, 03:37 PM
The "loiter here" command no longer seems to work.
Rgs,
FP
Didnt think it ever did, along with previous way point return to base etc etc
ElAurens
06-22-2013, 07:36 PM
The level autopilot does not seem to work on the SB 2M 100, even after remapping the key for it.
Fall_Pink?
06-22-2013, 08:06 PM
Didnt think it ever did, along with previous way point return to base etc etc
Afaik, it worked fine in 4.11. When given the command the entire flight would fly circles until the rejoin was given.
Rgs,
FP
Fall_Pink?
06-22-2013, 08:35 PM
Abort mission in TAB menu seems not to work.
It does create a new vector to home plate originating from the last waypoint reached, but the flight is unable to follow it and uses the pre-planned mission waypoints.
Rgs,
FP
IceFire
06-22-2013, 11:35 PM
The level autopilot does not seem to work on the SB 2M 100, even after remapping the key for it.
Level autopilot in SB-2 I just tested and it's working 100% fine. I set it up, dialed in some level bombing settings, opened the bomb bay doors, nailed my target...all was good.
JV44Priller
06-23-2013, 01:06 AM
5760x1080 doesnt work for me. It just displays the same 1920x1080 image on all 3 screens.
ElAurens
06-23-2013, 03:56 AM
Level autopilot in SB-2 I just tested and it's working 100% fine. I set it up, dialed in some level bombing settings, opened the bomb bay doors, nailed my target...all was good.
Odd.
I'll try it again tomorrow and see if it works with other aircraft.
Can't understand why I'm having some issues after the patch, as normally IL2 runs like the proverbial sewing machine for me.
Pursuivant
06-23-2013, 05:01 AM
Maybe not a new bug, but in all of the Pearl Harbor missions the C-47s have full "Invasion Stripe" markings, which were specific to the ETO on D-Day and the weeks afterwards.
Until mid-1944, the default U.S. C-47 skin should be just generic olive drab.
More to the point, since some of the C-47s appear on Navy and Marine bases, they should actually be in USN/USMC colors - 3-tone blue camo - masquerading as R4Ds.
Additionally, there is a mission for the P-40B listed for the USN, which is a mistake since the Navy never flew that type.
When using the new Taxi to Takeoff option, planes totally ignore the first waypoint immediately after takeoff.
Working on it
Russian B1-6 (B6-1? Heck, I can't remember) - the one with the 2 ramjets on the wings.
Has unlimited power/range even when plane is out of fuel. The ramjets keep on workin and providing unlimited thrust/power.
They burn fuel but slowly(too slowly probably, who knows).
Same here.
I've turned off .trk in the UI and made .ntrk recordings, and I get the same issues. Horizon view at the start of the recording, and for a minute or more I can only access views in the cockpit or external view of my own aircraft. All view options are turned on, and keystrokes for the different views are assigned.This seems to be connected to disabling TRK's. As far as I can see after some time everything goes back to normal in track, we'll see if we will do something about it or declare it a feature :-P
No more taxi after landing when using "taxi to takeoff" waypoints! Planes just disappear after landing.:???:
Is this a bug, or...is it expected?
If so, I would say this is something like to give us a toy and take the other...Bug, probably the same which is causing problem described by Aviar.
I'm having two annoying behaviors. The first is, you can't make a pair takeoff with AI planes because each time they get to the runway, they instantly accelerate, even with a delay set on the last taxi waypoint AND on the takeoff waypoint. If you use Taxi to takeoff you can't make side by side takeoff.
The other thing is weird formation flying. I created a mission with 9 Ju 88s taxi-taking off, then flying the vic formation. And each time they collide with each other while creating the formation (I mean no 3 too far forward, even before the no 1, so I eventually ended up with just 6-7 planes in formation). And they also like to drop their bombs early. And I don't mean several dozens of meters, I mean 2-20 km before they reach their target!
I don't know if it's my fault (bad mission making or something) or AI's, but I just can't make them listen to me ;)Can you post the mission with formation forming problems? Does bombing work OK if you don't use Taxi to takeoff?
I made a mission titled boston tea party, in it the a20c attack ijn ships and now in 412 when the a20 descend to torpedo height when they turn in on their run they simply ditch or wing over. Attack waypoint height was set at 500m to allow ai to manuever. skip bombing planes remained ok, it may be related to the attk waypoint but it is synchronized as much as possible with the ships position at the time of attack, ship has waypoints not just 1 at each end.Please, post the mission.
P40-N2 mission: although you're the wingman, you can instruct no. 3 and no 4. to attack the enemy fighters (while your own leader is still alive). No 3 and 4 will follow you instead of the real leader temporarily. After some time you get the wingman role again and the AI follows your leader. Seems like a small AI bug to me.
Yes, it's a bug.
The mission is normally set to dusk conditions and under these conditions none of the P40's will be able to succesfully attack the Me's that perform the ground attack. When set to daylight conditions, the P40's will however attack.They fail in what way, they don't see enemy or they are not successful while attacking?
The "loiter here" command no longer seems to work.
Fixed for 4.12.1.
Abort mission in TAB menu seems not to work.
It does create a new vector to home plate originating from the last waypoint reached, but the flight is unable to follow it and the pre-planned mission waypoints.
Aborting mission is player's message that he is aborting mission. It is intended to prevent your wingmans to follow you down. It can be issued from whatever position in wing you are so even if you are not the leader you can leave your wing and let them to continue with the mission.
Someone know what is the bug (and how to fixe) that when I move the mouse, It's zoom-in or zoom-out automaticly?
C:\Users\Nicolas\Documents\Camtasia Studio\Il2 bug\Il2 bug_player.html
Can you see the video?
Try this link : http://depositfiles.com/files/3srak73zb
Hi have this bug since 4.11m :(
Check your Controls setting and verify that mouse is not assigned to Zoom.
SkyFan
06-23-2013, 11:24 AM
Error description:
Wrong visualisation of human death in 4.12
Error explanation:
Each destroyed object from the list 751-761 (people) visually seems like's an explored petrol tank - with the great fire & smoke.
Stability of appearance:
Always in 4.12, never in 4.11
Screenshot of video:
Attached below. Non-edited NTRK-record has been attached in Human_Death.zip archive
PC configuration, programs etc.):
Doesn't improve.
P.S. I hope it is possible to fix.
Pursuivant
06-23-2013, 01:53 PM
In FMB, the object viewer (for objects, not other things) displays the objects too high, so that they are partially "cut off" by the top edge of the view screen.
In the list of object names, there are still some objects which aren't given useful names (e.g., Misc Object X rather than, "clothesline," "wood pile" or "wood shed").
Volksfürsorge
06-23-2013, 02:11 PM
Fuel trucks explode. But they do not burn after it. By design?
M4A2(76)W Shermans still have no gun sound.
ElAurens
06-23-2013, 02:34 PM
I have been having trouble with the level autopilot since installing 4.12.
In essence, it does not work for me.
Here is a screenshot of what I see in cockpit when I activate the level autopilot, the first key press says "Autopilot Automation Off", then the second
key press says "Autopilot Automation On".
http://imageshack.us/a/img94/4907/aykk.jpg
Now here is a shot of my key binds, I am not hitting "A" for "Toggle Autopilot", I am using the key combination for "Toggle Level Autopilot". You will see two different key combos bound as I was trying to make it work.
http://imageshack.us/a/img708/21/26ut.jpg
Any ideas what is going on?
It worked fine in 4.11
*EDIT*
Could this be due to a corrupt DL of the patch? Mine is from M4T.
MrKilroy
06-23-2013, 02:48 PM
Not sure if it is a bug or just a glitch. We were flying a co-op mission and I was the lead of the second flight. I accidentally hit the command Attack my target. As soon as I did, the flight dropped their bombs and #8 opened up fire on me.
We ran the mission a few more times to replicate it. Each time #6,7, and 8 would drop their bombs and would attack #6 and or me. I could order them to rejoin and they would be normal. If I order them to attack my target, they would break off and start chasing #6 again.
If #1 ordered his flight to "attack my target" they would reply "unable".
I tried replicating it again in FMB , but they acted normal.
http://img.photobucket.com/albums/v633/mrkilroy/th_FF.jpg (http://img.photobucket.com/albums/v633/mrkilroy/FF.mp4)
ElAurens
06-23-2013, 03:33 PM
OK, I officially proclaim myself village idiot of the day.
I was not activating the level stabilizer, as you have probably noticed from my screen shots.
Guess I need to fly bombers more.
Sorry guys.
baball
06-23-2013, 04:31 PM
Hi TD,
I have changed some skins for stationary planes to use them in some dgen campaigns like Burma and they don't show up when I play the missions even if I have changed the Dgen (hatever)Red/Blue.mis file.
Could you correct this bug for 4.12.1 please ?
baball
06-23-2013, 04:37 PM
In FMB, the object viewer (for objects, not other things) displays the objects too high, so that they are partially "cut off" by the top edge of the view screen.
In the list of object names, there are still some objects which aren't given useful names (e.g., Misc Object X rather than, "clothesline," "wood pile" or "wood shed").
You can resize the object viewer in FMB.
Not sure if it is a bug or just a glitch. We were flying a co-op mission and I was the lead of the second flight. I accidentally hit the command Attack my target. As soon as I did, the flight dropped their bombs and #8 opened up fire on me.
We ran the mission a few more times to replicate it. Each time #6,7, and 8 would drop their bombs and would attack #6 and or me. I could order them to rejoin and they would be normal. If I order them to attack my target, they would break off and start chasing #6 again.
If #1 ordered his flight to "attack my target" they would reply "unable".
Can you post that mission?
FlyingShark
06-23-2013, 05:58 PM
The P40's are wrong now.
They have WEP now, I don't think P40's had WEP irl, except the P40M field mod which used to have it before.
They can't lock their tailwheels anymore.
When giving 120% mixture, their engine will go out or refuse to start while 120% mixture (full mixture) only served at starting up engines.
~S~
Pursuivant
06-23-2013, 06:27 PM
You can resize the object viewer in FMB.
I tried that. It helps, but objects (but not planes, ships, armor, etc.) still appear to be centered too high up in the view window.
It's consistent for all objects, so I'm hoping it's a simple fix.
nic727
06-23-2013, 07:11 PM
That's a list of issue I have :
Can't change command in HOTAS command (last section in commands list)
Zoom-in and zoom-out automaticly when moving the mouse (find the problem. In the HOTAS command, I had for "zoom" Mouse axis Z so when moving the mouse, it's was bugged. I just turn off this command, but can't change to another command (see #1).
Sometimes I'm starting the game with zoom-in instead of normal view. But it's not the full zoom-in, it's like between normal and zoom-in. (Hope you understand :( )
On my laptop, I have a problem when I am in winter. Just see the pictures :
http://image.noelshack.com/fichiers/2013/25/1372014521-grab0007.jpg
http://image.noelshack.com/fichiers/2013/25/1372014521-grab0008.jpg
http://image.noelshack.com/fichiers/2013/25/1372015442-grab0010.jpg
http://image.noelshack.com/fichiers/2013/25/1372015442-grab0012.jpg
It's happening in almost all winter map for me. The two last pictures are in "Kurland Winter Online". The other pictures it was online in another map. Maybe it's just my laptop or it's the game itself and you never see that.
Multiplayers 10b winter look strange :
http://image.noelshack.com/fichiers/2013/25/1372015442-grab0009.jpg
Something we are seeing through boats :
http://image.noelshack.com/fichiers/2013/25/1372014521-grab0005.jpg
Boats need to turn realisticly, because now it's just very strange and there is multiple water trail.
http://image.noelshack.com/fichiers/2013/25/1372014521-grab0006.jpg
Some questions about new squad command :
1. What the command "start engine" do?
2. When we are #1 and and want to start from parking, the other plane from our squad don't move and stay on the parking. It could be nice to be able to say them to go on the runway (without crashing on you).
3. Could it be possible to have in conf.ini to have a way to make longer smoke trail?
Aardvark892
06-23-2013, 09:57 PM
Do I understand correctly that only flights made up of ONLY AI will taxi to takeoff? Will it become possible in 4.13 or higher for a player and his wingmen to taxi to takeoff? If it possible in 4.12, I seem to have missed something. Thanks, Team Daidalos for superb work... I stand by a comment I made around 4.10 or something that you guys have made it IL2 5 point Oh.
Some questions about new squad command :
1. What the command "start engine" do?
2. When we are #1 and and want to start from parking, the other plane from our squad don't move and stay on the parking. It could be nice to be able to say them to go on the runway (without crashing on you).
Do I understand correctly that only flights made up of ONLY AI will taxi to takeoff? Will it become possible in 4.13 or higher for a player and his wingmen to taxi to takeoff? If it possible in 4.12, I seem to have missed something. Thanks, Team Daidalos for superb work... I stand by a comment I made around 4.10 or something that you guys have made it IL2 5 point Oh.
Taxi to takeoff works for humans and AI. When player is a leader AI will not start their engines until ordered by player. That enables player to get ready for flight. Keep in mind that taxi to takeoff is not intended to be foolproof.
It is important that mission builder make mission in way that is as easy for AI as possible. It is not realistic to expect that planes from a flight can be spread all around and that they will perfectly form up and takoff. Taxiing is not main purpose of this sim, it should be used only for spicing up the missions.
Notorious M.i.G.
06-23-2013, 11:33 PM
http://i95.photobucket.com/albums/l135/RussianComrade/il2fb2013-06-2318-29-30-94.png
Taken in the SB-2, though it also happened in the Pe-8 and I assume also happens in the other bombsights. The ring is too big for the screen res, so I can't actually see when the loop and arrow overlap if it's anywhere in the 6 o'clock area of the sight - which is where it ends up a lot of the time in the SB-2.
MrKilroy
06-24-2013, 12:47 AM
Can you post that mission?
Here you go.
stugumby
06-24-2013, 04:08 AM
there is now a key setting to cure that reticle not being viewable, it is in the controls section, increase and decrease fov.
Aviar
06-24-2013, 04:20 AM
The new Stationary Camera View keyboard command is great. However, it does not work all the time. For instance, it only seems to work if there is a Player-designated plane in the mission.
So, if you are playing a single-player mission or a campaign mission or a coop mission, it seems to work normally. If you are doing something like testing a mission in the FMB and there is not a Player-designated plane in the mission, the Stationary Camera View command does not work. You have to use the old method of cycling through all the enemy planes before the camera views come up.
I can't see a logical reason for this so I assume it is a bug. Maybe it can be fixed?
Aviar
Aardvark892
06-24-2013, 04:44 AM
Taxi to takeoff works for humans and AI. When player is a leader AI will not start their engines until ordered by player. That enables player to get ready for flight. Keep in mind that taxi to takeoff is not intended to be foolproof.
It is important that mission builder make mission in way that is as easy for AI as possible. It is not realistic to expect that planes from a flight can be spread all around and that they will perfectly form up and takoff. Taxiing is not main purpose of this sim, it should be used only for spicing up the missions.
I had no idea. Thanks for a quick answer. Now I'm off to the fabulous (thanks to TD) FMB!
_1SMV_Gitano
06-24-2013, 07:55 AM
http://i95.photobucket.com/albums/l135/RussianComrade/il2fb2013-06-2318-29-30-94.png
Taken in the SB-2, though it also happened in the Pe-8 and I assume also happens in the other bombsights. The ring is too big for the screen res, so I can't actually see when the loop and arrow overlap if it's anywhere in the 6 o'clock area of the sight - which is where it ends up a lot of the time in the SB-2.
You should be able to zoom out and see the whole ring.
manfas
06-24-2013, 08:45 AM
What are your experiences with the shared kills option?
When I play the static campaigns shared kills option works perfectly but in the dynamic campaigns something is going wrong.
I had two shared kills in my dynamic campaign (soviet figher campaign,I-16, Lvov,1941) so far and in every such case I got the message about it -"enemy aircraft destroyed(shared kill)". The shared kill was also marked on the debriefing map after the mission but there was one complete kill (not 0.5) beside my name and another complete kill beside the name of the other pilot from my squadron who had the shared kill with me. It looks like we shot down two planes instead of one together. When I checked the list of the my victories there also was no information that these two planes (BF-109 & Ju-87) was credited to my tally as the shared kills.
=FPS=Salsero
06-24-2013, 09:38 AM
You should be able to zoom out and see the whole ring.
Well, actually there should be no need to do that. Just make the scaling fully automatic to make the reticle to fit.
At the moment the level bombers are the most seriously handicapped folks. Even more than Il-10 pilots in dogfight.
Baddington_VA
06-24-2013, 10:02 AM
Just installed 4.12 without a problem.
Until flying an offline mission built on 4.11.
Winter Slovakia map, had the moving vehicle targets missing.
It also appears all the bridges on the map have disappeared.
Checked again today on FMB. Bridges are still missing.
This appears to only be on the ''Slovakia winter'' and ''Slovakia winter light''.
302_Corsair
06-24-2013, 10:44 AM
FMB
1. RED/BLUE Recon Planes lists do not works. If I add some RED aircrafts to the list, they appear also in BLUE Recon Planes, and vice versa.
2. Fog of War Icons do not appear (yes, I did uncheck in difficuly options). I think this is something with point 1.
3. Target Destroy (moving column) do not follows this column
4. Targets Defence/Defence Ground. This is an old issue. I don't understand why Destruction level can't be set to 100% (it's grey). For example If I set this objective for red team and I want blue team must destroy everything in this targets circle to complete the objective, I can't because max available option is 75%.
You could ask: "Why don't you set target Destroy grround and apply for blue?"
The answear is: "Because in the case when I do this targets won't display correctly for each team."
Notorious M.i.G.
06-24-2013, 01:19 PM
You should be able to zoom out and see the whole ring.
Ah, thanks. I wasn't aware you could adjust FOV while in the bombsight view.
4.12m Dedicated Server bug:
when add Armor 5x US Medium Tank M4A2 sherman, I test attack them..
http://bbs.dof.cn/uploads/monthly_06_2013/post-16-1372079808.gif
baball
06-24-2013, 02:52 PM
4.12 Dgen bug:
-Custom skins and ID number(even if it's checked in FMB) don't show up on static planes
-AAA don't shoot anymore in Dgen missions
Alien
06-24-2013, 05:07 PM
Can you post the mission with formation forming problems? Does bombing work OK if you don't use Taxi to takeoff?
Please, post the mission.
No, doesn't make any difference. The missions: No 1 - taxi. No 2 - pair takeoff (all planes spawning at one point). No 3 - normal takeoff.
No 1 and 3 are practically the same, but in no 2 they blow up right after they spawn so I couldn't test it.
Fenrir
06-24-2013, 07:46 PM
Hello TD,
Bomb bay doors do not open manually on the Mosquito FB Mk.VI - found the pilots notes here;
http://www.zenoswarbirdvideos.com/Images/Mosquito/MosquitoFB6Manual.pdf
Note that item 34 as highlighted in the notated dashboard view is the lever for the bomb bay doors. Be odd to have a lever for their operation in the aircraft if it was surplus to requirement!
Spudkopf
06-24-2013, 09:11 PM
Hello TD,
Bomb bay doors do not open manually on the Mosquito FB Mk.VI - found the pilots notes here;
http://www.zenoswarbirdvideos.com/Images/Mosquito/MosquitoFB6Manual.pdf
Note that item 34 as highlighted in the notated dashboard view is the lever for the bomb bay doors. Be odd to have a lever for their operation in the aircraft if it was surplus to requirement!
Possibly the same issue for the Do-335?
Treetop64
06-25-2013, 02:18 PM
4.12 Dgen bug:
-Custom skins and ID number(even if it's checked in FMB) don't show up on static planes
-AAA don't shoot anymore in Dgen missions
- Not actually a "bug", per se, as this is a side-effect of the new ability in the FMB to choose nationalities and skins for static aircraft. Default is "off". Since in legacy DGen missions skins/nationalities aren't selected, they are off.
If you want to see skins and markings, you now have manually select them for each static aircraft in the FMB and save the changes before you can see them in the missions generated in the campaign. A lot of folks have raised this issue already.
- AAA does fire. Their muzzle flash and tracer fire is much less prominent now, especially when viewed from a distance, particularly for smaller caliber AAA (20mm, 25mm, etc.). I was thinking the same thing until I noticed this.
idefix44
06-25-2013, 02:47 PM
The shared kills feature seems to work fine.
But the server don't display the teams scores - cumulative or not.
If you in the DT don't want to answer at any question about the dedicated server, say it. I'll stop to ask for information. But it can be interesting to know why you don't answer...
Thx.
baball
06-25-2013, 03:47 PM
- Not actually a "bug", per se, as this is a side-effect of the new ability in the FMB to choose nationalities and skins for static aircraft. Default is "off". Since in legacy DGen missions skins/nationalities aren't selected, they are off.
If you want to see skins and markings, you now have manually select them for each static aircraft in the FMB and save the changes before you can see them in the missions generated in the campaign. A lot of folks have raised this issue already.
- AAA does fire. Their muzzle flash and tracer fire is much less prominent now, especially when viewed from a distance, particularly for smaller caliber AAA (20mm, 25mm, etc.). I was thinking the same thing until I noticed this.
-I already had turned "on" markings and put some custon skins in FMB and replaced the former file with the new one but they didn't show up anyway in my missions in dgen campaings as well as custom skins. Could you help me please?
-I tried strafing in some dgen campaigns and I saw that AAA didn't fire since 4.12. For example(in dgen campaigns too) when I fly over an airfield I dont see any black clouds which indicate heavy AAAs are firing.
stugumby
06-25-2013, 05:31 PM
How do you acsess the technical tab in the tab menu for wingman commands etc, also there is an artillery spotter function and guns can be emplaced and linked to the spotter but is this working yet?
robday
06-25-2013, 08:44 PM
Hi guys, great work on 4.12, the wait was definitely worth it.
One small bug though, the Wellington shows no squadron codes or roundel on the fuselage sides.
Gumpy
06-26-2013, 02:43 AM
The Do-217M is so beautiful, thanks TD! But she is somewhat slower than it should be, isn’t she? Could you please check out one more the performance of the M-1 version. Well, yet again thank you very much!I also noticed that although she has four bladed props she only shows 3 bladed props graphics when the engines are running. :confused:
IceFire
06-26-2013, 03:46 AM
Hi guys, great work on 4.12, the wait was definitely worth it.
One small bug though, the Wellington shows no squadron codes or roundel on the fuselage sides.
Not sure why I didn't notice that until now but you're absolutely right.
Feature or bug? No Hawk or P-40 model has a lockable tailwheel in 4.12.
Same for all Hurricanes..
.
.
Yak-1 shadow bug
http://bbs.dof.cn/uploads/monthly_06_2013/post-16-1372234030.jpg
The shared kills feature seems to work fine.
But the server don't display the teams scores - cumulative or not.
If you in the DT don't want to answer at any question about the dedicated server, say it. I'll stop to ask for information. But it can be interesting to know why you don't answer...
Thx.
Some people are too busy, some or on the vacations and some don't know the answers to your questions about dedicated server.
How do you acsess the technical tab in the tab menu for wingman commands etc, also there is an artillery spotter function and guns can be emplaced and linked to the spotter but is this working yet?
You access technical tab just like any other. There is a number or letter left of it, press that key and that's all.
You can find demo mission for Artillery spotting here.
http://forum.1cpublishing.eu/showpost.php?p=505517&postcount=17
The other thing is weird formation flying. I created a mission with 9 Ju 88s taxi-taking off, then flying the vic formation. And each time they collide with each other while creating the formation (I mean no 3 too far forward, even before the no 1, so I eventually ended up with just 6-7 planes in formation). There are some problems with formations when flights are attached to each other. Happens in old game versions too but it is easier to get into problems now when you can set formations.
And they also like to drop their bombs early. And I don't mean several dozens of meters, I mean 2-20 km before they reach their target!
I don't know if it's my fault (bad mission making or something) or AI's, but I just can't make them listen to me ;)
It's the mission, they need more fuel. It happens that they are usually low on the fuel before they reach the target. When they are below the threshold they dump the bombs.
No, doesn't make any difference. The missions: No 1 - taxi. No 2 - pair takeoff (all planes spawning at one point). No 3 - normal takeoff.
No 1 and 3 are practically the same, but in no 2 they blow up right after they spawn so I couldn't test it.
You must take care of spacing when you use side by side takeoffs, if planes are too close, they will explode on spawning.
Not sure if it is a bug or just a glitch. We were flying a co-op mission and I was the lead of the second flight. I accidentally hit the command Attack my target. As soon as I did, the flight dropped their bombs and #8 opened up fire on me.
I tried your mission in coop mode and I can't replicate it. Can you give me step by step instructions how to replicate this.
idefix44
06-26-2013, 02:39 PM
Some people are too busy, some or on the vacations and some don't know the answers to your questions about dedicated server.
Copy that. Waiting for answers.
Thx.
KG26_Alpha
06-26-2013, 06:09 PM
http://forum.1cpublishing.eu/showpost.php?p=505517&postcount=17
That mission its self is bugged ?
The Spotter plane waypoints are in almost a straight line across the enemy tanks, the U2v triggers the friendly artillery then it circles the target with fluttering elevators waggling its wings getting lower and lower.
The waypoint contains no information to make the U2v behave this way as it should simply fly over the target to the next waypoint.
Or am I missing something here ?
That mission its self is bugged ?
The Spotter plane waypoints are in almost a straight line across the enemy tanks, the U2v triggers the friendly artillery then it circles the target with fluttering elevators waggling its wings getting lower and lower.
The waypoint contains no information to make the U2v behave this way as it should simply fly over the target to the next waypoint.
Or am I missing something here ?
What you expect from artillery spotter? In attached mission AS triggers the artillery when its next WayPoint is AS. After that it circles around AS WP for the time set in mission. When that time is run out, spotter goes to next WP.
KG26_Alpha
06-26-2013, 06:53 PM
What you expect from artillery spotter? In attached mission AS triggers the artillery when its next WayPoint is AS. After that it circles around AS WP for the time set in mission. When that time is run out, spotter goes to next WP.
I kinda meant the AI behavior with elevators flapping away and erratic flying.
Then...........
I looked at the wp for sp saw cycles =0 but timer =5
Whats cycles, is that the amount of times the spotter sees the target before reporting it ?
Thxz
Alien
06-26-2013, 07:46 PM
I kinda meant the AI behavior with elevators flapping away and erratic flying.
Then...........
I looked at the wp for sp saw cycles =0 but timer =5
Whats cycles, is that the amount of times the spotter sees the target before reporting it ?
Thxz
No, it's number of circles it'll do around the waypoint like in patrol WP (add 1 to it, so if you have 0, it's 1 circle, 1 is 2 and so on)
Volksfürsorge
06-26-2013, 07:48 PM
Did anybody else notice, that if you fix an enemy plane (F4 padlock on/off), you receive a message from a wingman. This happens not every time you press F4 or the assigned joystick button - but often. Especially when you are close to the enemy plane. Strange.
baball
06-26-2013, 08:44 PM
I have already post a massage on this thread about AAA not firing in Dgen.
I must correct what I said. I have tested some campaigns on the axis and allies side and I have noticed that only axis AAAs don't fire in Dgen but allies AAAs are firing. I don't know if other players have this issue and if they can help me. If not, this may be a bug TD could correct for 4.12.1.
Please guys help me because it's really frustrating and ruins my missions in Dgen campaigns.
I kinda meant the AI behavior with elevators flapping away and erratic flying.
Then...........
I looked at the wp for sp saw cycles =0 but timer =5
Whats cycles, is that the amount of times the spotter sees the target before reporting it ?
Thxz
Well, you have a point that flying is somewhat erratic, I tried to avoid writing additional code but I can do that for next patch to make it look nicer.
Cycles are irrelevant, timer sets how long will spotter circle around.
I have already post a massage on this thread about AAA not firing in Dgen.
I must correct what I said. I have tested some campaigns on the axis and allies side and I have noticed that only axis AAAs don't fire in Dgen but allies AAAs are firing. I don't know if other players have this issue and if they can help me. If not, this may be a bug TD could correct for 4.12.1.
Please guys help me because it's really frustrating and ruins my missions in Dgen campaigns.
Post the mission which doesn't work. When I try AAA it's working, Red and Blue.
302_Corsair
06-26-2013, 09:37 PM
Crusader tank - wrong aiming the target, 90 deg to the right.
baball
06-26-2013, 09:41 PM
Post the mission which doesn't work. When I try AAA it's working, Red and Blue.
It si not just about one mission, it's about dynamic campaigns on the allies side.
When I play a simple mission or when i use QMB, axis AAAs fire properly but not when I play Dgen campaigns on allies side. I have compared several times axis and allies campaigns by playing them and every time, when I fly on allies side (e.g US or URSS campaigns ) axis AAAs don't shoot.
If you want to see what I said above, I advice you to create a dynamic bomber campaign in which you can straff an airfield. A20C/G or IL-2 are ground attack planes so I think it's better to chose them. If you don't have a mission which asks you to attack an airfield, you can create another dynamic campaign until you it gives you this mission. If you have EnjoyR's dgen pack you can try 5th AF bomber campaign with A20C(in this one A20s always straff some airfields) or Disaster on the Frontiers sturmovik campaign. Then try some axis ground attack campaigns. If you notice the same issue you can report it, if not it means that something's wrong with my installation.
Sorry about being so repetitive when I say Dgen campaigns but this is the only thing in IL-2 where axis AAAs don't fire since 4.12 update on my PC.
I'm going to try some missions in dgen to see, and maybe confirm, what I have seen in game.
Sorry for my grammar, I'm not native english.
KG26_Alpha
06-26-2013, 10:03 PM
Whats cycles, is that the amount of times the spotter sees the target before reporting it ?
Thxz
No, it's number of circles it'll do around the waypoint like in patrol WP (add 1 to it, so if you have 0, it's 1 circle, 1 is 2 and so on)
Cycles are irrelevant, timer sets how long will spotter circle around.
With
cycles=0
timer=5
it circles for ages
cycles =0
timer=0
it flies to next WP
christopher0936
06-26-2013, 10:51 PM
not really a bug but here it is:
I was trying out taxiing in the FMB and I noticed that you must have multiple flights of one otherwise they crash into the sides of the hanger upon taxiing is it possible to have taxi points for INDIVIDUAL planes in a flight or maybe make a plane taxi to waypoint 2 or 3 or 4 etc instead of 1 thx
baball
06-26-2013, 10:55 PM
I'm back and I have found that AAAs behavior is now completely unstable in my game. I have tried to attack a japanese airfield on QMB on solomon map and nothing happened. Then I tried to attack an american one on the same map and again nothing. And then I repeat what I have done on other maps and everything works fine and when I go back on solomon map, AAA miraculously start to shoot at me. I have tied some missions on dgen campaigns too and axis AAA shot me in one US mission or an IJA one but when I restart them AAAs don't shoot anymore on both sides;
I don't know what's wrong with my game. Do you think I must reinstall my game? Please help me.
baball, regarding your last post, did you possibly have defence set to "none" initially, then pressed reset when you started to test other maps upon which defence goes back to active AAA and then retried the Solomons map? I play lots from the QMB and AAA has always done what it should there.
baball
06-27-2013, 10:25 AM
baball, regarding your last post, did you possibly have defence set to "none" initially, then pressed reset when you started to test other maps upon which defence goes back to active AAA and then retried the Solomons map? I play lots from the QMB and AAA has always done what it should there.
I always make sure AAA is on in QMB but what you said is intereting and I'll check it out this afternoon. You may be right. I really don't know what I must do about this problem about Dgen's AAA in my game. My brother is playing right now a Dgen campaign and AAA is shooting at him but when I try another campaign nothing happens. I'm starting to think my game acts like a princess, sometimes it wants to work fine, sometimes it doesn't.
Do you think I should reinstall it?
MrKilroy
06-27-2013, 11:05 AM
I tried your mission in coop mode and I can't replicate it. Can you give me step by step instructions how to replicate this.
I have tried it also with no luck. When it did happen, someone else was hosting.
Thanks for looking into it!
baball
06-27-2013, 11:08 AM
I'm back...again.
I have tried a dgen campaign on an MTO map and the AAA shoot but when I try a PTO campaign or an east front campaign, AAAs don't shoot me.
About QMB : I have tried to attack the same airfield on solomon map with AAA "on" and nothing hapenned. Then I have tried the same mission on smolensk map and AAAs shot me. Finally when I go back to solomon map, AAAs shoot me. There is no way I can explain it.
MicroWave
06-27-2013, 02:30 PM
Yak-1 shadow bug
img
I don't have any problems with Yak-1 shadows.
About QMB : I have tried to attack the same airfield on solomon map with AAA "on" and nothing hapenned. Then I have tried the same mission on smolensk map and AAAs shot me. Finally when I go back to solomon map, AAAs shoot me. There is no way I can explain it.I cannot reproduce it. Whenever I attack an airfield from QMB on Solomons (Oct.1943), AAA is firing at me. :(
baball
06-27-2013, 03:14 PM
I cannot reproduce it. Whenever I attack an airfield from QMB on Solomons (Oct.1943), AAA is firing at me. :(
I have completely reinstalled IL-2 und patched it up to 4.12 and saved a copy of 4.11.1 and the same problem occurs. Personnaly, I repeat the same process :
start IL-2 -> go on QMB -> chose a ground attack mission on a random map -> check if AAA is "on" -> fly the mission -> AAAs don't fire -> bang head on desk -> chose another map -> fly the mission -> AAAs work -> chose the map used before -> fly -> AAAs work fine -> Then create a dynamic ground attack campaign for PTO, ETO, eastern front, MTO -> fly -> AAAs don't work -> try different campaigns with axis and allies for attack planes -> give up -> close game-> restart game -> repeat the process -> go back to TD forum to see if anyone else have the same problem or if they can help me...
I haven't tried fighter campaigns yet and I'm gonna do it to see if they work fine. I'm going to report in a hour at most. If AAAs still don't work it means I'll be forced to stick to 4.11.1
baball
06-27-2013, 04:41 PM
I'm back,
I have flown 14 dgen campaigns and I found that only german and some japanese campaigns have working AAAs. US, finnish, russian, hungarian and Aussi campaigns didn't have working AAAs. Furthermore, when I started IL-2, I have used immediatly QMB and chosen "none" for the mission type on a random map(in this case it was bessarabia) and AAAs worked fine. Then I chosed "attack airfield" on the same map and everything worked fine again.
The 4.12 file I downloaded may have been corrupted or is damaged. I'm going to download it again, copy my backup 4.11.1, install 4.12 and see what happens next.
TitusFlavius
06-27-2013, 05:20 PM
Moin comrades,
since 4.12 patch the onboard map is cut at the top.
The letters invisible. The numbers at right looks like correct.
Any idea what happened and what can I do that the letters appears?
Thanks in advance.
robday
06-27-2013, 05:39 PM
Hi guys, a couple of things I have noticed in4.12;
1, On takeoff AI 'planes exhibit a "nodding" motion (i.e. nose pitches up and then down) until the flaps are retracted, after this the "nodding" stops.
2, Where the default formation for a particular type of 'plane is "right echelon" and multiple flights are chained together, the 1st. aircraft in the 2nd. flight collides with the 4th. of the1st. flight.( In one mission that I built sometime ago in FMB out of 8 'planes in the group only 2 survived the journey to the target).
Changing the formation to "left echelon" cured the problem, but it seems to me that the default spacing between flight leaders is too small.
KG26_Alpha
06-27-2013, 07:00 PM
Moin comrades,
since 4.12 patch the onboard map is cut at the top.
The letters invisible. The numbers at right looks like correct.
Any idea what happened and what can I do that the letters appears?
Thanks in advance.
Thats usually due to non standard resolution.
Fall_Pink?
06-27-2013, 07:54 PM
FC,
And I believe you had one other question: the one about dusk conditions and the inability of P40's to attack in that mission.
I tested this particular mission dozen times and each time the P40's fail to launch a attack. I switched the P40's by some Yak-9's and they will attack, although it will take them some time and get close enough before actually trying to.
I switched AI experience levels as well, but still the P40's fail to get on the tails of the Me's whereas the Yak's look to be more aggressive. Cannot put my finger on it really.
Either dusk conditions (simply too dark) or some obscure visibility from AI cockpit plays a role here (but I'm not sure this last one is actually modeled).
Rgs,
FP
Fenrir
06-27-2013, 08:38 PM
2, Where the default formation for a particular type of 'plane is "right echelon" and multiple flights are chained together, the 1st. aircraft in the 2nd. flight collides with the 4th. of the1st. flight.( In one mission that I built sometime ago in FMB out of 8 'planes in the group only 2 survived the journey to the target).
Changing the formation to "left echelon" cured the problem, but it seems to me that the default spacing between flight leaders is too small.
Confirmed. Occurs for Mosquito, Mustang and Spitfire aircraft types when ground attack missions are flown and Yellow flight (2nd group of four) is tied to the lead (Red) flight and default formation (echelon right) is chosen.
Yellow lead habitually bulldozes straight into Red 4's a$$. Not an issue with finger-four or echelon left
EJGr.Ost_Caspar
06-27-2013, 08:52 PM
Moin comrades,
since 4.12 patch the onboard map is cut at the top.
The letters invisible. The numbers at right looks like correct.
Any idea what happened and what can I do that the letters appears?
Thanks in advance.
Its shoved upward. Just click and hold left + right mouse buttons on the maps frame and pull it whereever you want to.
Spudkopf
06-27-2013, 09:49 PM
I noticed some strange random AI landings in QMB since 4.12 within my flight of 4, I’ve heard the German AI yelling out shit on several missions now while I’ve been taxiing to the dispersal area, but here are two of events that I witnessed from start to finish-
Map: Normandy1
Target: Airfield
1. Ju88-a4, No. 2 landed fine, yet then did not attempt to throttle back or apply breaks, then continued on cross country until he ran into the river.
2. Ta152H, I’m not sure but I think it was No.2 also, AI landed and all seemed fine, AI proceeded to taxi to the large paved dispersal area and then seemed to accelerate straight towards a hanger and crashed into it’s side, now it may have clipped one of the static Ju-88s parked there however I'm not certain of this.
Now I’ve had AI planes from my flight collide with me (and each) in mid air and on the ground or even fly into terrain before, putting this down to some sort of AI collision avoidance issue, but I’ve not seen them do things like the above before, and even though it does seem to be a quite random event, the fact that the events described above happened in consecutive missions, and the previously noted occasional swearing from the my flight of 4 during landing (signifying a crash) has now drawn my attention enough to make me want to keep an eye on it.
I’m not too concerned with the issue but I thought I’d a least raise it here in case it helps ID issues that form part of a larger problem. I’ll records some flights to see if I can capture one of these events.
robday
06-28-2013, 12:42 AM
Occurs for Mosquito, Mustang and Spitfire aircraft types when ground attack missions are flown and Yellow flight (2nd group of four) is tied to the lead (Red) flight and default formation (echelon right) is chosen.
Yellow lead habitually bulldozes straight into Red 4's a$$. Not an issue with finger-four or echelon left
It was SBD's and TBF's in the mission I made. It was the TBF's that totally screwed the pooch!
Azdack
06-28-2013, 07:31 AM
Hello,
With 4.12 I have a back desk after a few minutes playing. I click on the Il21946 icon on my desk and the game comes right back. No error message. I remember that I had that problem with some ohter applications runing under as Itunes for instance: each time Itunes had an update to propose if I was playing with Il21946 the game went back on the desk and I could see the itunes window update...Are there other applications creating that problem?
My config :
2x GeForce GTX 460 from Nvidia
processor : Intel(R) Core(TM) i7 CPU 950 @3.07GHz
Memory : RAM 12
Windows seven 64 bits
Bowie57
06-28-2013, 09:13 AM
Whenever I have listened to radio broadcasts in a mission and turned the radio off before exiting, this soundfile will continue playing while I'm browsing the user interface. Usually I don't want to hear music while in menu, take-off, in-flight or crash, and therefore have it turned off. Nevertheless I can't get rid of the radio broadcast.
EDIT: Not a bug. I placed som silent wav-files named de, du etc. in the Menu folder and my problem was solved. Sorry about that!
baball
06-28-2013, 02:15 PM
Hello,
After completely reinstalling IL-2 and patching it up to 4.12, have tried once again to see what was wrong wtih AAA. After several tests with different Dgen campaigns, I have found that only japanese AAA don't shoot anymore in Dgen or maybe it's only axis AAA on PTO maps. I don't know if some of you guys have this bug and if you can report it on this thread. I'm going to do further tests on PTO maps in Dgen by using some russian, US and german AAAs as axis AAA or japanese ones on other fronts to see if my hypothesis is right.
If someone can replicate this issue it would mean that it's a bug.
robday
06-28-2013, 03:23 PM
.
If someone can replicate this issue it would mean that it's a bug.
I've seen it too! Just been doing a USAAF B-25 campaign on the New Guinea map and in the three missions I've done since I installed 4.12, I haven't been shot at once by Japanese AAA! In one mission my group flew within range of 9 enemy airfields. At the target I switched to the static camera view and zoomed in on a Type 88 75mm gun and it didn't even track the B25's. In 4.11.1 I got shot at all the way in to the target.
I changed to a USAAF fighter campaign on the same map and found that the American AAA Worked.
The Japanese AAA works fine in FMB.
II/JG54_Emil
06-28-2013, 03:25 PM
Typ VIIC surfaced, Type VIIB surfaced and TypIX surfaced U-Boots don´t fire torpedos.
baball
06-28-2013, 04:10 PM
I've seen it too! Just been doing a USAAF B-25 campaign on the New Guinea map and in the three missions I've done since I installed 4.12, I haven't been shot at once by Japanese AAA! In one mission my group flew within range of 9 enemy airfields. At the target I switched to the static camera view and zoomed in on a Type 88 75mm gun and it didn't even track the B25's. In 4.11.1 I got shot at all the way in to the target.
I changed to a USAAF fighter campaign on the same map and found that the American AAA Worked.
The Japanese AAA works fine in FMB.
Finally I am not alone! :grin:
I have done some more tests on PTO maps and other fronts and I have found at least two types of missions where AAAs don't work: scramble and ground attack(straffing or level bombing). I'll continue my tests to see what other types of missions don't have working AAAs in Dgen.
By the way robday, does this problem appears in other campaigns? Could you try the german JABO campaign( if you can see AAAs symbols close to your position on your map, I'd advise you to go there to see if they work) or an USMC one where you fly on Chichi Jima map (I think that the issue appears when you're assigned to a ground attack mission or sometimes to an escort mission) to see if AAA is working or not and could you report it here please. Thanks
Just take your time, I'll just wait until you post your report. Im' going back to IL-2 to do more tests.
P.S: Have you already tried to put some custom skins and reactivate ID markings on static planes in Dgen? It doesn't work for me. :(
After several tests with different Dgen campaigns, I have found that only japanese AAA don't shoot anymore in Dgen or maybe it's only axis AAA on PTO maps. I don't know if some of you guys have this bug and if you can report it on this thread. I'm going to do further tests on PTO maps in Dgen by using some russian, US and german AAAs as axis AAA or japanese ones on other fronts to see if my hypothesis is right.
Post the mission that doesn't work. DGEN is just a mission generator it doesn't matter whether you play the mission from DGEN Campaign or from FMB.
baball
06-28-2013, 05:21 PM
Post the mission that doesn't work. DGEN is just a mission generator it doesn't matter whether you play the mission from DGEN Campaign or from FMB.
Here are the files for the mission. I hope you will be able to replicate my problem.
12523
12524
IceFire
06-28-2013, 09:02 PM
Here are the files for the mission. I hope you will be able to replicate my problem.
12523
12524
Reconstituted the mission and tested it. All Japanese flak open fire readily and effectively.
My flight was hit with 75mm, 20mm and the twin 25mm flak batteries. Some of the A-20s suffered some damage as a result. One was shot down. I didn't play out the rest of the mission but it certainly seemed fine.
I checked and there didn't appear to be any problems like using static objects instead of artillery nor was there a hold fire distance.
Pointer
06-28-2013, 09:29 PM
Hello everybody and great thanks Daidalos Team for the 4.12m patch.
1. I'd like to report missing Japanese markings on static ZEKEs A6M5 in QMB on Okinawa map.
Also in QMB, on Hawaji map there are no markings on static A6M2-21, D3A1, A5M4 and PBN Nomad.
2. Default Finnish skin of Hawk 75A-3 is different in game and in QMB plane selection window (QMB, Hawaji).
3. French and RNZAF markings not visible on Hawk 75A-4 (QMB, Hawaji).
4. Old additional BMP skins of Hawk 75A-3 and Hawk 75A-4 should be moved or copied to current directories
(previously planes named as above accessed skins in folders named "P-36A-3" and "P-36A-4", allthough folders "Hawk-75-A3" and "Hawk-75-A4" existed too).
Aviar
06-28-2013, 10:46 PM
Here are the files for the mission. I hope you will be able to replicate my problem.
12523
12524
I also tested your mission. I found no problems. The BLUE AAA fired on the RED planes normally.
Sorry, but I didn't find any issues. (Version 4.12)
Aviar
KG26_Alpha
06-28-2013, 11:22 PM
I also tested your mission. I found no problems. The BLUE AAA fired on the RED planes normally.
Sorry, but I didn't find any issues. (Version 4.12)
Aviar
Here are the files for the mission. I hope you will be able to replicate my problem.
12523
12524
Reconstituted the mission and tested it. All Japanese flak open fire readily and effectively.
My flight was hit with 75mm, 20mm and the twin 25mm flak batteries. Some of the A-20s suffered some damage as a result. One was shot down. I didn't play out the rest of the mission but it certainly seemed fine.
I checked and there didn't appear to be any problems like using static objects instead of artillery nor was there a hold fire distance.
Ok
Strange i just spent 2 hours testing this problem v4.12
Tested in FMB flak was working, flew the A20 with time compression to target.
In CooP mode the first time i flew the mission flak was not working
The second time i flew it in CooP the flak was working.
?
robday
06-29-2013, 01:03 AM
Ok
Tested in FMB flak was working,
FMB is NOT the issue here, try generating a dynamic USAAF bomber campaign on the New Guinea map and I think you will find that the Japanese AAA will not fire on you. I intend testing this some more but it's going to be Monday before I can devote some time to this.
Aviar
06-29-2013, 01:41 AM
I tested the mission 3 times in Coop mode. The BLUE AAA fired on RED every time.
Aviar
Aviar
06-29-2013, 02:53 AM
FMB is NOT the issue here, try generating a dynamic USAAF bomber campaign on the New Guinea map and I think you will find that the Japanese AAA will not fire on you. I intend testing this some more but it's going to be Monday before I can devote some time to this.
Ok, I did exactly as described above. I played the first mission as an offline campaign. I placed my B-25 on Autopilot and used Time Skip to get to the target.
When I got there the Japanese AAA did not fire on any RED planes. I flew directly over two groups of BLUE AAA several times.
I quit the mission and and hit Refly to try the mission again. The results were the same.
Earlier, I had tested this same DGen map in the FMB and in Coop mode. In all these tests the BLUE AAA fired on RED planes.
At this point, I can only assume there may be some kind of issue in the DGen campaign generator. However, since Alpha found a possible issue in Coop mode, there may also be problems in other areas of the game. I hope TD will look into this matter.
Aviar
Baddington_VA
06-29-2013, 03:40 AM
Zoom in and out does not appear to work for the Ar 234 rear gun periscope sight.
This stays fixed, cutting off the top and bottom of the view through the scope.
At this point, I can only assume there may be some kind of issue in the DGen campaign generator. However, since Alpha found a possible issue in Coop mode, there may also be problems in other areas of the game. I hope TD will look into this matter.
We are working on it, it will be fixed for 4.12.1
ElAurens
06-29-2013, 12:57 PM
OK, I guess I'll go public with my issue.
I have been talking to IceFire about it over PMs, but I think a larger player sample is needed.
I've been trying to fly the Finnish Hawk 75 Campaign that was built by IceFire. I have been unable to complete the missions reliably because
of the game locking up over time. Part way through the missions I will start getting stutters, that increase in frequency over time till the game totally locks up and I end up on the desktop.
It reminds me very much of the way Cliffs of Dover was on release, that is, play for a period of time, the stutters, then total game lock up.
IL2/46 has NEVER behaved this way for me on my hardware, ever before intoduction of V 4.12.
It's a pity too, as the campaign appears to be very lovingly constructed and I really want to complete it.
robday
06-29-2013, 01:22 PM
We are working on it, it will be fixed for 4.12.1
Nice one guys, thanks.
KG26_Alpha
06-29-2013, 02:39 PM
FMB is NOT the issue here, try generating a dynamic USAAF bomber campaign on the New Guinea map and I think you will find that the Japanese AAA will not fire on you. I intend testing this some more but it's going to be Monday before I can devote some time to this.
Its called comparative testing.
Some people reporting AAA was ok were testing only in FMB using time compression.
I was testing in all areas of the game for issues.
DT are fixing it so all good.
:)
gaunt1
06-29-2013, 02:41 PM
Maybe Im wrong, but I think AI become even more stupid than it was in 4.11. Individually, they are OK, but in a formation, they are incredibly dumb.
Usually when my flight meets an enemy formation, and I command my wingmen to attack, they just fly straight and not doing anything, despite that they are quite good at spotting the enemy. After 1 or 2 minutes, 2-3 of my planes begin attacking, but the rest are just flying pointlessly, or flying in huge circles.
For example, in the most recent mission in the soviet fighter campaign, I commanded 8 La-5FNs, and met a german flight of 6 FW190s. Even though we managed to down all enemy planes (4 myself), we lost 4 La-5s in the process, all of them just flew pointlessly instead of attacking.
Similar happened in japanese campaigns too.
Tolwyn
06-30-2013, 04:14 PM
How about going public with the link to the campaign? :)
OK, I guess I'll go public with my issue.
I have been talking to IceFire about it over PMs, but I think a larger player sample is needed.
I've been trying to fly the Finnish Hawk 75 Campaign that was built by IceFire. I have been unable to complete the missions reliably because
of the game locking up over time. Part way through the missions I will start getting stutters, that increase in frequency over time till the game totally locks up and I end up on the desktop.
It reminds me very much of the way Cliffs of Dover was on release, that is, play for a period of time, the stutters, then total game lock up.
IL2/46 has NEVER behaved this way for me on my hardware, ever before intoduction of V 4.12.
It's a pity too, as the campaign appears to be very lovingly constructed and I really want to complete it.
baball
06-30-2013, 05:02 PM
We are working on it, it will be fixed for 4.12.1
Thank you so much TD!:grin:
How about going public with the link to the campaign? :)It's part of 4.12.
KG26_Alpha
06-30-2013, 05:11 PM
OK, I guess I'll go public with my issue.
I have been talking to IceFire about it over PMs, but I think a larger player sample is needed.
I've been trying to fly the Finnish Hawk 75 Campaign that was built by IceFire. I have been unable to complete the missions reliably because
of the game locking up over time. Part way through the missions I will start getting stutters, that increase in frequency over time till the game totally locks up and I end up on the desktop.
It reminds me very much of the way Cliffs of Dover was on release, that is, play for a period of time, the stutters, then total game lock up.
IL2/46 has NEVER behaved this way for me on my hardware, ever before intoduction of V 4.12.
It's a pity too, as the campaign appears to be very lovingly constructed and I really want to complete it.
Sounds like a possible memory leak
It's part of 4.12.
Interesting.
ElAurens
06-30-2013, 06:56 PM
Yes, it comes with 4.12.
Baddington_VA
07-01-2013, 12:27 AM
In FMB targets once having been assigned to red will soon change themselves into targets assigned to blue
and targets assigned blue will change to red.
how ever many times I change them back, they keep reverting to the wrong side. :-x
Mission building activities have come to a grinding halt..:!:
Thanks for help.
Problem solved.
Seems that one side has to have Destroy, the other Defend.
This has been the source of much confusion for online maps.
IceFire
07-01-2013, 12:58 AM
Yes, it comes with 4.12.
Indeed! I worked fairly hard to try and make sure that it was ready for 4.12 release. Then the translators went to town as well. All efforts hugely appreciated!
But everyone does have the campaign available to them "out of the box" so to speak :D
Aviar
07-01-2013, 04:30 AM
In FMB targets once having been assigned to red will soon change themselves into targets assigned to blue
and targets assigned blue will change to red.
how ever many times I change them back, they keep reverting to the wrong side. :-x
Mission building activities have come to a grinding halt..:!:
If you already have a Target(s) installed, be very careful if you are still working on the mission. It's very easy for a Target to 'change sides' because of something you did.
For instance, if you are testing the mission in the FMB and decide to assign a plane to the 'Player', depending on what Army that plane belongs to, that could make the Target 'change sides'. I've had that happen to me many times. It's not a bug.
You may be test-flying the mission yourself as RED and then decide to fly it as BLUE. When you change the Player's plane to BLUE, the Target may 'change sides'. That's normal. You will need to change the Target back to the original designation after you remove the Player-controlled option from the BLUE plane.
Another thing, if you are new to mission-building, you may actually be designating Targets incorrectly to begin with. In that case, the game will automatically re-assign the Targets correctly. This is very common, as Targets can be a little confusing at first.
If you are still stuck, feel free to post a problem mission here and I will look at it for you.
Aviar
EJGr.Ost_Caspar
07-01-2013, 06:46 AM
L
I've been trying to fly the Finnish Hawk 75 Campaign that was built by IceFire. I have been unable to complete the missions reliably because
of the game locking up over time. Part way through the missions I will start getting stutters, that increase in frequency over time till the game totally locks up and I end up on the desktop.
Anyone else experiencing this?
@ElAuren: did you try a different similar long mission ( single mis. maybe)?
Pursuivant
07-01-2013, 07:17 AM
Maybe this isn't a 4.12 bug, but it seems to me that AI planes are still a bit "stupid" when it comes to making crash landings.
Many times in the 4.12 version of the game I've seen mortally wounded AI planes forgo landing on or near perfectly good airfields or flat terrain in favor of landing on relatively steep hillsides, wooded areas or water features.
While this does good things for my kill ratio, it is a bit of an immersion killer.
Assuming an AI plane isn't going to turn into a kamikaze, the pilot should aim for:
friendly airfield > flat ground near friendly airfield > road in friendly territory > flat ground near road in friendly territory > flat ground in friendly territory > open slope of no more than 10 degrees angle in friendly territory > water in or near friendly territory.
If that isn't possible, the pilot should aim for neutral territory using the same landing criteria as above. If that isn't possible, the pilot should aim for enemy territory using the same landing criteria as above.
If no safe crash landing or ditching is possible, the plane should try to gain as much altitude as possible (or hold altitude as long as possible) fly towards land (friendly, neutral, enemy) and then have the crew bail out.
If none of the above are possible, the plane should "kamikaze" towards the nearest valid enemy target. (Realistically, this was mostly a Japanese tactic, but doomed pilots of all Air Forces were known to make suicide attacks if bailing out was impossible.)
Pursuivant
07-01-2013, 08:03 AM
When the B-17 is hit, it appears that the radio operator/dorsal MG operator never bails out.
Also, in general, it seems that bomber crews can bail out very quickly (within about 10 seconds) when the plane is hit, even when the plane is spinning or in a vertical dive.
Realistically, it seems like it would take a bit longer for certain crewmen to escape the plane (e.g., ball turret gunner) especially if the crew weren't wearing their parachutes and had to attach them (as was the case for B-17 crew). Also, escape was much more impossible once the plane entered a spin or steep dive.
Moving Tank destroyed Model lost.
http://bbs.dof.cn/uploads/monthly_07_2013/post-16-1372668374.jpg
http://bbs.dof.cn/uploads/monthly_07_2013/post-16-1372668439.jpg
ElAurens
07-01-2013, 11:27 AM
L
Anyone else experiencing this?
@ElAuren: did you try a different similar long mission ( single mis. maybe)?
I'm trying to replicate it with other missions and careers. So far no luck.
Vendigo
07-01-2013, 01:02 PM
Please help me understand why Me-163 AI now is so much different. Readme mentioned some changes to Me-163 flight model, without providing any details... But now AI Komets seem to be unable to attack high flying bombers (about 8km high) if the mission starts with bombers already in close vicinity of the field from which the Komets are taking off.
I made an offline compaign for Me-163 but now in most missions my wingmen just can't follow me up to the altitude of the bombers.
At first the AI Me-163s are gaining altitude (the pilots actually can 'see' the bombers, they are looking up at them) but at about 5km high they suddenly abort and fly back to the airfield and proceed to land.
It all worked properly in 4.11 though.
Please help me understand why Me-163 AI now is so much different. Readme mentioned some changes to Me-163 flight model, without providing any details... But now AI Komets seem to be unable to attack high flying bombers (about 8km high) if the mission starts with bombers already in close vicinity of the field from which the Komets are taking off.
I made an offline compaign for Me-163 but now in most missions my wingmen just can't follow me up to the altitude of the bombers.
At first the AI Me-163s are gaining altitude (the pilots actually can 'see' the bombers, they are looking up at them) but at about 5km high they suddenly abort and fly back to the airfield and proceed to land.
It all worked properly in 4.11 though.
Check how much fuel AI have.
Vendigo
07-01-2013, 07:39 PM
Check how much fuel AI have.
Full tanks of course.
I've made two simple missions to describe what I'm talking about. You can unzip the attachment to IL-2 folder and it will add them to "Single missions" directory, you will find them in Japanese Army airforce section. It's called ME-163 BUG. Just turn the autopilot on as soon as the missions starts as watch what the AI will do.
In "test1" the AI Me-163s will not attack the bombers, in 9 out of 10 times they will abort the mission before they reach 5km altitude.
In "test2" AI Me-163s always attack the bombers.
Can anybody try it on your PCs?
It seems that AI need more time after take off before they see the bombers, otherwise they don't attack.
But this perfectly worked in 4.11 :confused:
KG26_Alpha
07-01-2013, 08:52 PM
Full tanks of course.
I've made two simple missions to describe what I'm talking about. You can unzip the attachment to IL-2 folder and it will add them to "Single missions" directory, you will find them in Japanese Army airforce section. It's called ME-163 BUG. Just turn the autopilot on as soon as the missions starts as watch what the AI will do.
In "test1" the AI Me-163s will not attack the bombers, in 9 out of 10 times they will abort the mission before they reach 5km altitude.
In "test2" AI Me-163s always attack the bombers.
Can anybody try it on your PCs?
It seems that AI need more time after take off before they see the bombers, otherwise they don't attack.
But this perfectly worked in 4.11 :confused:
Please check the mission 1 I have edited for you it works as it should now.
Pay attention to the new waypoints, altitudes and speeds etc etc it should point you in the right direction for your mission building.
:)
Have fun.
Pursuivant
07-01-2013, 11:21 PM
AI fighter routines to attack heavy bombers seem badly flawed.
Fighters forgo effective and relatively safe head-on or high-side deflection shots in favor of suicidal tail-chases against U.S. heavy bombers.
Fighters equipped with "schrage-musik" style weapons don't take advantage of them, which makes it pointless to design bomber intercept missions for the Ki-45.
Fighters don't attack stragglers or "tail end Charlies" (the last and outermost plane in the formation), instead choosing to go for the #2 or #3 plane in the flight. If the bombers are in a "vic" formation, this means that a fighter taking a shot from behind the target is exposed to the defensive firepower of the entire formation!
Fighters will fly in between two "vics" of bombers when making stern chase attacks, so that they take fire from the front guns of the vic behind them and from the rear guns of the vic ahead of them.
Fighters always attack bomber formations individually, rather than than coordinating their attacks to split defensive firepower.
Fighters will follow an obviously crippled bomber all the way down to the deck, ignoring the other bombers in the formation. This effectively takes them out of the fight.
And this is for ACE AI!
On the other side:
At least in QMB, heavy and medium bombers don't appear in "defensive box" formations. Instead, they fly in the standard vic formations used by light bombers and dive bombers. This might be an artifact of the QMB, but Uber-demon's mission builder makes it very easy to assign different formations to particular groups of planes.
In QMB, bombers will break up their formations when they turn and not regain them for several minutes. This makes them much easier targets for fighters. This might be an artifact of the relatively short distances between waypoints.
(As a related issue, why have landing waypoints in the QMB? Would it be possible to just have AI planes that fly from one edge of the map to the other, possibly turning to bomb some location on the map?)
U.S. bombers seem to catch fire and/or break apart very quickly. While a 20-30 mm cannon shell could easily start a huge fire if it blew apart a fuel tank, it seems a bit unrealistic for even 2-3 hits to blow off the entire wing of a heavy bomber. And, while massive fires could burn through a wing fairly quickly, I'm not sure that the fire from a single fuel tank could do it quite as quickly as depicted in the game. (Keep in mind that the spectacular pictures of B-17 and B-24 plunging to earth with missing wings and with massive fires were mostly due to direct flak hits and/or wings pulling off due to excessive G forces.)
Bombers seem to make no attempt to control fires. Since IL2 can't model shutting off fuel tanks or switching fuel from damaged tanks, it seems to me that fire suppression systems on heavy bombers should have a slightly better chance of working than they did historically, and that there should be some method of using "fire extinguishers" to suppress fuel fires as well as engine fires.
I'm still dreaming of a QMB mission where I could quickly set up an immersive intercept mission by Axis fighters against Allied heavy bombers.
In a head-to-head daylight intercept situation, I'd love to see:
1) Fighters take diving or level head-on attacks against the lead bomber in the lead formation.
2) Against loosely formed formations, possibly taking additional shots at planes in trailing formations as they continue.
3) Climb or dive to out of range of the bombers guns. Look for stragglers.
4) Detail some members of the flight to attack cripples (using coordinated high-side or head on-attacks).
5) The rest of the flight/squadron turns, gets ahead of the bombers and turns to make new head-on or high side attacks. With some planes in the squadron making right and left high-side attacks while others make head-on attacks.
6) Repeat as necessary.
Vendigo
07-02-2013, 11:22 AM
Please check the mission 1 I have edited for you it works as it should now.
Pay attention to the new waypoints, altitudes and speeds etc etc it should point you in the right direction for your mission building.
Thank you but it only works 50/50, in about half the times I tried it the AI Me-163s still fail to lock on the B-17s and keep flying in circles until the fuel runs out. Unfortunately seems this is not the solution I need.
I would like to note again that in 4.11 the Komets would take off and always attack the high-flying bombers even if Me-163s had only two waypoints set. It's a natural behaviour for rocket fighter AI but now it is not working as before.
Could anybody from DT pay attention to this and be so kind to comment whether this could be fixed, please?
I would like to note again that in 4.11 the Komets would take off and always attack the high-flying bombers even if Me-163s had only two waypoints set. It's a natural behaviour for rocket fighter AI but now it is not working as before.
Could anybody from DT pay attention to this and be so kind to comment whether this could be fixed, please?
In Il2 when plane finds the target it checks through WayPoints and adjust/switch its WP according to position of the enemy. In your mission, right after the takeoff Me163 acquire the target and immediately switches to Landing WP.
In 4.11 that was not a problem for your mission but in 4.12 change has been made for planes that are landing. Prior to 4.12 once the planes were Landing they were not changing their intentions even when attacked. Now they defend themselves when they are attacked even during landing. As their main goal is to land there is a check which prevent them to get carried away with fighting and if distance to their target is to big they go back to landing.
That's what is messing up your mission. What to do now? You can adjust your mission and add WP like I did in test1 mission:
[MAIN]
MAP Empty1a/load.ini
TIME 12.0
CloudType 0
CloudHeight 1000.0
player g0100
army 2
playerNum 0
[SEASON]
Year 1940
Month 6
Day 15
[WEATHER]
WindDirection 0.0
WindSpeed 0.0
Gust 0
Turbulence 0
[MDS]
MDS_Radar_SetRadarToAdvanceMode 0
MDS_Radar_RefreshInterval 0
MDS_Radar_DisableVectoring 0
MDS_Radar_EnableTowerCommunications 1
MDS_Radar_ShipsAsRadar 0
MDS_Radar_ShipRadar_MaxRange 100
MDS_Radar_ShipRadar_MinHeight 100
MDS_Radar_ShipRadar_MaxHeight 5000
MDS_Radar_ShipSmallRadar_MaxRange 25
MDS_Radar_ShipSmallRadar_MinHeight 0
MDS_Radar_ShipSmallRadar_MaxHeight 2000
MDS_Radar_ScoutsAsRadar 0
MDS_Radar_ScoutRadar_MaxRange 2
MDS_Radar_ScoutRadar_DeltaHeight 1500
MDS_Radar_HideUnpopulatedAirstripsFromMinimap 0
MDS_Radar_ScoutGroundObjects_Alpha 5
MDS_Radar_ScoutCompleteRecon 0
MDS_Misc_DisableAIRadioChatter 0
MDS_Misc_DespawnAIPlanesAfterLanding 1
MDS_Misc_HidePlayersCountOnHomeBase 0
MDS_Misc_BombsCat1_CratersVisibilityMultiplier 1.0
MDS_Misc_BombsCat2_CratersVisibilityMultiplier 1.0
MDS_Misc_BombsCat3_CratersVisibilityMultiplier 1.0
[RespawnTime]
Bigship 1800
Ship 1800
Aeroanchored 1800
Artillery 1800
Searchlight 1800
[Wing]
g0100
usa0100
[g0100]
Planes 3
Skill 2
Class air.ME_163B1A
Fuel 100
weapons default
[g0100_Way]
TAKEOFF 5661.22 9105.14 0 0 &0
NORMFLY 6175.56 15527.31 7000.00 600.00 &0
NORMFLY 6403.96 18040.39 8000.00 700.00 usa0100 1 &0
NORMFLY 6064.36 9707.96 500.00 500.00 &0
LANDING 5699.89 9106.71 0 0 &0
[usa0100]
Planes 4
Skill 0
Class air.B_17G
Fuel 100
weapons default
[usa0100_Way]
NORMFLY 2089.23 8598.55 8000.00 350.00 &0
NORMFLY 6343.32 18222.32 8000.00 350.00 &0
NORMFLY 21103.97 19059.20 8000.00 350.00 &0
[NStationary]
[Buildings]
[Bridge]
[House]
Another (ugly) option would be to add special check in code for Me163 in next patch or we can do something else, what would that be I don't know at the moment.:)
AI fighter routines to attack heavy bombers seem badly flawed.
We haven't touch that at all yet, that's on TODO list.
KG26_Alpha
07-02-2013, 03:05 PM
Thank you but it only works 50/50, in about half the times I tried it the AI Me-163s still fail to lock on the B-17s and keep flying in circles until the fuel runs out. Unfortunately seems this is not the solution I need.
I would like to note again that in 4.11 the Komets would take off and always attack the high-flying bombers even if Me-163s had only two waypoints set. It's a natural behaviour for rocket fighter AI but now it is not working as before.
Could anybody from DT pay attention to this and be so kind to comment whether this could be fixed, please?
Well the mission 1 I edited puts the waypoints in the correct position to attack the bombers and they do 100%, simply putting a couple of waypoints like you did at 500m with the bombers at 85000m the ai have no choice really but to ignore the target 8000m above them as they were never told to go to that alt and direction, you told them to go 500m to point 1 (set USA) and return to land.
It makes sense to me they would go and land.
@FC99
Even with the new landing defence ai routine it wont make a difference where bad mission building practice is involved, there used to be a set number of waypoints for take off and landing,
and waypoints for aircraft to climb out to IIRC
Nice to hear the Ai bomber attack routines being looked into :)
Please disregard this post, I accidently jumped to the wrong thread.
Thanks
Vendigo
07-02-2013, 05:30 PM
Well the mission 1 I edited puts the waypoints in the correct position to attack the bombers and they do 100%
You are wrong! I ran the mission edited by you 10 times just now, and it worked only 3 times, whereas 7 times Me-163s failed to notice B-17s at all and just kept circling until they ran out of the fuel.
Well the mission 1 simply putting a couple of waypoints like you did at 500m with the bombers at 85000m the ai have no choice really but to ignore the target 8000m above them as they were never told to go to that alt and direction, you told them to go 500m to point 1
But you are wrong again, in my "mission 1" the first waypoint is "take off" and second waypoint is at 8000m and 700km/h (not 500m as you say) and this WP is in the same direction where the B-17 are headed.
But still I think that adding more waypoints should solve the problem, so thanks for the clue. I will need to do more testing.
Vendigo
07-02-2013, 05:50 PM
That's what is messing up your mission. What to do now? You can adjust your mission and add WP like I did in test1 mission:
Thanks for explanation and your variant seems to be working all the time.
FC99 and KG26_Alpha thank you for your help, now I think I can make it work.
Pfeil
07-02-2013, 05:53 PM
Coincidentally, while looking at the D3A1's sight, I noticed what appears to be a bug in the mesh. It only shows when the aircraft is damaged. Is it supposed to be a bullet hole in the lens?
http://s8.postimg.org/jr7ay87ch/D3_A1_Sight_Bug.jpg (http://postimg.org/image/jr7ay87ch/)
Screenshots were taken in pause mode, from looking down to looking up.
Alien
07-02-2013, 06:59 PM
We haven't touch that at all yet, that's on TODO list.
Yeah :D
KG26_Alpha
07-02-2013, 07:15 PM
You are wrong! I ran the mission edited by you 10 times just now, and it worked only 3 times, whereas 7 times Me-163s failed to notice B-17s at all and just kept circling until they ran out of the fuel.
Again I have 100% intercept success with the ai .
But you are wrong again, in my "mission 1" the first waypoint is "take off" and second waypoint is at 8000m and 700km/h (not 500m as you say) and this WP is in the same direction where the B-17 are headed.
But still I think that adding more waypoints should solve the problem, so thanks for the clue. I will need to do more testing.
I concede the first waypoint was indeed 8000m but its not enough to set just one wp to intercept from take off as already recognized.
Thanks for explanation and your variant seems to be working all the time.
FC99 and KG26_Alpha thank you for your help, now I think I can make it work.
Glad your on the right track now.
Pfeil
07-03-2013, 02:56 AM
Possibly the same issue for the Do-335?
Do you have any reference material that states the bomb doors had to be opened by hand? I know there's an emergency release handle for them, but unless it's on the bomb arming panel there's no switch to open them for regular use.
I have noticed an odd bug, also concerning the bomb bay doors.
When the AI is told to target all, they drop their bombload. This is normal, but the bomb doors remain open for over 30 seconds.
On the player aircraft, this behavior does not occur when dropping or jettisoning bombs.
However, if the player aircraft is switched to AI control and told to target freely, the doors do remain open.
That is, until the AI control is switch back off, as the doors will close a few seconds later.
I noticed it on the Do-335, and tested the mosquito as well, which leads me to assume it's a bug common among all aircraft.
This bug only occurs when dumping bombs, AI dropping bombs on a target close them properly.
Aardvark892
07-03-2013, 08:54 PM
not really a bug but here it is:
I was trying out taxiing in the FMB and I noticed that you must have multiple flights of one otherwise they crash into the sides of the hanger upon taxiing is it possible to have taxi points for INDIVIDUAL planes in a flight or maybe make a plane taxi to waypoint 2 or 3 or 4 etc instead of 1 thx
Place the first taxi waypoint farther out from the parked aircraft. That first waypoint doesn't have to be right near them; if you move it out so that the yellow (or purple) line pointing to the spawn stationary aircraft is straighter, they won't make drastic turns to get to it, and therefore crash into the hangar. I hope this helps!
baball
07-04-2013, 05:40 PM
Hi TD,
I have noticed another bug in the game. While playing a US diver bomber campaign I was in the second flight of two planes as n°6. As my leader and I are closer to the first flight, I notice that n°4 and n°5 are about to collide. Sometime they crash but they can also stay (very) close together (thier wings are almost touching) during the whole mission whithout crashing. I have this issue since I have installed 4.12. I have tried to send a screenshot but I can't find where the image is, I'll try to send it later. You can replicate the bug if you generate a dynamic campaign with the SBD and if you have a mission with two flights of four and two planes. It may be replicable with other planes but I haven't tried it yet.
robday
07-05-2013, 01:16 PM
Hi TD,
It may be replicable with other planes but I haven't tried it yet.
Any 'plane that has a default formation of "Right Echelon" will act this way.
A way around this is to open your current campaign mission in FMB and change the formation in the "Waypoints" tab, then save the mission. Go back to your campaign and there should be no problem, you have to do this for each mission.
FatBug
07-05-2013, 08:39 PM
Hi DT, I would like to thank you for your unselfish effort.
I noticed that gunsight reticles are missing on P400 and P39* planes.
Salute!
baball
07-05-2013, 11:05 PM
Any 'plane that has a default formation of "Right Echelon" will act this way.
A way around this is to open your current campaign mission in FMB and change the formation in the "Waypoints" tab, then save the mission. Go back to your campaign and there should be no problem, you have to do this for each mission.
But I really don't want to close my game, take the file in "campaign", put it in "missions", go back to my game, edit the mission, save it, close the game, move the edited file back to "campaign", run my game and play the mission... and repeat the process for each mission where I have the issue. I really don't want to do this because it's way to long.
I have this problem only since 4.12.
robday
07-06-2013, 10:48 AM
But I really don't want to close my game, take the file in "campaign", put it in "missions", go back to my game, edit the mission, save it, close the game, move the edited file back to "campaign", run my game and play the mission... and repeat the process for each mission where I have the issue. I really don't want to do this because it's way to long.
Yeah, it's a pain in the arse, but until TD can find the time to sort it out I think it's the only way to avoid collisions between flights.
I edit the mission within the campaign folder and then just "save as" selecting "replace existing file"
The most time is taken by altering the waypoints as you have to change each one along the whole route (you only need to change those for the lead flight in a group as the subordinate flights will conform to the leaders formation).
Bearcat
07-06-2013, 12:36 PM
Some AI aircraft will fly upside down for extended periods of time. I noticed this particularly in some Japanese aircraft. Even going into a climb upside down, which no pilot would do for very long (red out city). Anybody else see this? I didn't read this whole thread so I don't know if it has been mentioned.
ElAurens
07-06-2013, 12:55 PM
The AI Ki-43s in the Singapore Campaign do this relentlessly, and they ram you too. (Been rammed twice in two attempts to complete the second mission escorting Blenheims with Buffalos. Both times the Hayabusa kept on flying as I fluttered to the ground in pieces).
I've given up (again) on offline.
I have a lot of respect for you guys that carry on in offline mode. How you have put up with this for over a decade is an amazing tale of perseverance.
EJGr.Ost_Caspar
07-06-2013, 04:02 PM
Hi DT, I would like to thank you for your unselfish effort.
I noticed that gunsight reticles are missing on P400 and P39* planes.
Salute!
Not confirmed. Check gunsight brightness!
Aviar
07-06-2013, 05:33 PM
There are 3 Japanese vehicles in the game (See screenshot). The following Japanese Stationary Objects as well as moving Vehicles cannot be padlocked:
-Japanese Type 94 Truck (Far Left)
-Japanese Type 95 Hurogane Car (Middle)
*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
The only Japanese vehicle that can be Padlocked is the 'Japanese Type 1 Armored Personnel Carrier Ho-Ha'. (Far right in the screenshot.)
**This is not a new bug. It's been around for a while but I'm not sure why it's still an issue.
***Attached is a simple test mission if you want to check it out.
Aviar
P-38L
07-06-2013, 06:10 PM
Hello TD
Thank you again por the update.
I have noticed the following:
The main starboard wheel in the Beaufort doesn't roll when taxi.
Thank you
FatBug
07-06-2013, 11:22 PM
Not confirmed. Check gunsight brightness!
Hi Caspar!
Thank you for response. I must apologize for false alarm. After discovering that also on many other planes reticles are missing, at first I tought about corrupted download, but that was not the case. TexFlags.UseAlpha=1 was the culprit. :oops:
Salute!
KU_Rigamortis
07-07-2013, 02:36 AM
A6M3 has no tail hook. Perhaps I'm overlooking some specification, but I thought it deployed on carriers and kept the hook regardless of being shore based or not.
Wonderful job on 4.12, it's a fantastic addition to the best flight sim, and I am really enjoying the new features. Thank you so much for the dedication, sacrifice, and hard work by all at DT who brought 4.12 to life.
S!
Pursuivant
07-07-2013, 04:42 AM
A6M3 has no tail hook. Perhaps I'm overlooking some specification, but I thought it deployed on carriers and kept the hook regardless of being shore based or not.
There were several different versions of the A6M3, some of which had the tailhook removed to save weight. Also, in some cases the additional weight made it unsuitable for carrier operations.
The A6M3 was a shorter-ranged, land-based version. The A6M3a (AKA A6M3 Model 32, AKA HAMP) restored the range and the tailhook and slightly modified by wings by removing the folding wingtips. Sadly, that version isn't the game.
Lots of tasty information here:
http://rwebs.net/avhistory/history/zeke32.htm
This model of the Zeke would be a welcome addition to the game, and pretty easy to create, but that's a topic for a different thread.
KU_Rigamortis
07-07-2013, 07:48 AM
Thanks for the answer.
S!
Kuban MAP K11 airfield No.9 born point have BUG, born in air and Crash.
http://bbs.dof.cn/uploads/monthly_07_2013/post-16-1373206501.jpg
http://bbs.dof.cn/uploads/monthly_07_2013/post-16-1373206488.jpg
http://bbs.dof.cn/uploads/monthly_07_2013/post-16-1373206493.jpg
IceFire
07-07-2013, 03:02 PM
There were several different versions of the A6M3, some of which had the tailhook removed to save weight. Also, in some cases the additional weight made it unsuitable for carrier operations.
The A6M3 was a shorter-ranged, land-based version. The A6M3a (AKA A6M3 Model 32, AKA HAMP) restored the range and the tailhook and slightly modified by wings by removing the folding wingtips. Sadly, that version isn't the game.
Lots of tasty information here:
http://rwebs.net/avhistory/history/zeke32.htm
This model of the Zeke would be a welcome addition to the game, and pretty easy to create, but that's a topic for a different thread.
I'd very much like to have that version modelled into the stock game. It's an important type for the Solomons air battles.
Genosse
07-08-2013, 04:39 PM
First of all I'd like to say that you've a stunning job on the 4.12 patch. Thanks a lot for your efforts TD! :grin:
Here are some points I came across ...
After returning to the QMB the national markings are messed up: once set up enemy USAAF aircraft appears to be VVS after getting back into QMB.
Another thing is the behaviour of the AI planes on takeoff in the QMB. In the attached QMB mission I assigned another P-38 to take off as my wingman in order to interecept incoming Japanese aerial forces. After spooling up all engines my AI wingman seemed to bounce up and down with the result that he bent his props. Maybe you can re-experience this situation flying this QMB mission (https://dl.dropboxusercontent.com/u/214219/Missions/QM_PacificIslands_P38_VS_Ki61_Ki45.zip).
Thank you in advance,
Genosse
KG26_Alpha
07-08-2013, 05:02 PM
First of all I'd like to say that you've a stunning job on the 4.12 patch. Thanks a lot for your efforts TD! :grin:
Here are some points I came across ...
After returning to the QMB the national markings are messed up: once set up enemy USAAF aircraft appears to be VVS after getting back into QMB.
Another thing is the behaviour of the AI planes on takeoff in the QMB. In the attached QMB mission I assigned another P-38 to take off as my wingman in order to interecept incoming Japanese aerial forces. After spooling up all engines my AI wingman seemed to bounce up and down with the result that he bent his props. Maybe you can re-experience this situation flying this QMB mission (https://dl.dropboxusercontent.com/u/214219/Missions/QM_PacificIslands_P38_VS_Ki61_Ki45.zip).
Thank you in advance,
Genosse
Just tested
Results
A bit random >>>
Sometimes there's a bounce and a prop is damaged
Sometimes he only starts the port (left) engine.
This usually happens if you start both the engines quickly to scramble whilst the AI behind you is still in the engine start procedure.
?
.
Soldier_Fortune
07-08-2013, 10:00 PM
First of all: Thanks TD for your great effort mantaining this amazing sim alive.:cool:
Second: a minor bug in the Go 229... its AFN-2 instrument doesn't work.
S!
Baddington_VA
07-09-2013, 01:56 AM
Maybe somebody mentioned this already.
Took off on a mission, course was 270.
But all the time the AI flight leader announced vector 090.
I noticed this throughout the mission, that the vectors given
were the reciprocal of the intended.
This is a mission I built in FMB.
So I am certain of what the true course vectors are.
ElAurens
07-09-2013, 04:36 PM
I've had the same issue in the Hawk 75 Campaign.
Radio directions do not match course at all.
Sapper
07-11-2013, 05:00 PM
On several occasions when firing at right hand engine on Beaufort II, the undercarriage will fall away leaving the covers in closed position.
Took off on a mission, course was 270.
But all the time the AI flight leader announced vector 090.
I noticed this throughout the mission, that the vectors given
were the reciprocal of the intended.
This is a mission I built in FMB.
So I am certain of what the true course vectors are.
Post the mission, please.
Pfeil
07-12-2013, 06:56 PM
I've spent a good two hours figuring out the following bug(that's existed since the introduction of beacons in 4.10 AFAIK):
When a carrier with a YE(Hayrake) beacon(USS Carrier Generic, etc..) is added to a mission, any player aircraft on that team without an appropriate receiver("Only USN, USAF, RN and RAAF planes carry ZB receivers") can no longer jump from "beacon: None" to the last beacon in the list.
I.E. wraparound scrolling is broken, but only in reverse. When going down the list using the "beacon next" key, it simply skips over the YE beacon to "Beacon: None".
When using the "beacon previous" key, it's still possible to go back in the list after using "beacon next", but it gets stuck on "Beacon: None" when you reach the start instead of going through the list in reverse order.
Woke Up Dead
07-12-2013, 10:05 PM
The P40-M now has mixture control, where you can set the mixture at 100% or 120% However, switching it to 120% even at sea level stalls the engine. Is this a bug?
Other US planes with mixture control like the F4U can fly with 120% mixture to an altitude of a couple hundred metres or so, so can Zeros, Soviet planes usually reach 1500m at 120% mixture before their engines start to smoke.
The P40-M now has mixture control, where you can set the mixture at 100% or 120% However, switching it to 120% even at sea level stalls the engine. Is this a bug?
Bug, fix ready for 4.12.1
FlyingShark
07-13-2013, 10:34 AM
Would be nice if we could get the rest of the mixture stands from 0 to 99% too for the P40 as well as other planes.
Maybe in a future update?
~S~
76.IAP-Blackbird
07-13-2013, 07:48 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?!
Blackjack
07-16-2013, 05:27 PM
1.)
On any 2 engine airplane with auto/manual prop pitch, deselecting one engine and switching to manual prop pitch also switches the other engine (this in itself is correct? a limitation of il2?), but enabling auto pitch again only affects the current selected engine, so the unselected engine could quickly become unusable , pretty bad when one engine is damaged , you put it in lower power and control the other one , then switching to manual prop pitch then auto again will most likely kill it.
Planes affected: only bf110 and bf109z come to mind (I lost all overview)
2.)
There still seems to be an issue with using the autopilot for your own plane and AI airplanes (I reported this 2002 directly to oleg and he blamed dinput, but now so many parts of my system have changed , nothing is the same , only the bug!), so maybe someone from AI coding can finally look at this:
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.
(track shows simple pre combat , I enable/disable the autopilot and drop flaps 1 notch , as soon as AI call out enemy planes they retract, no axis mapping for flaps and no hud message for retracted flaps!)
JG27CaptStubing
07-16-2013, 07:37 PM
Can't find it via search but the Super 2 setting actually gives you better Power in both the Corsair and Hellcat at low alts.
Aviar
07-16-2013, 11:24 PM
1.)
On any 2 engine airplane with auto/manual prop pitch, deselecting one engine and switching to manual prop pitch also switches the other engine (this in itself is correct? a limitation of il2?), but enabling auto pitch again only affects the current selected engine, so the unselected engine could quickly become unusable , pretty bad when one engine is damaged , you put it in lower power and control the other one , then switching to manual prop pitch then auto again will most likely kill it.
My advice to you.....never Unselect an engine. Simply Select the engine you want to control. Try that and see if you still have the same issues.
Aviar
Blackjack
07-17-2013, 01:18 AM
My advice to you.....never Unselect an engine. Simply Select the engine you want to control. Try that and see if you still have the same issues.
Aviar
Seems to have the same result , selecting one engine automatically deselects the other , toggling auto prop pitch after selecting another engine will still be one way for the unselected engine :(
idefix44
07-17-2013, 06:55 AM
In the attached "eventlog.lst" file created with the 4.12m dedicated server you'll find at [7:52:04 PM] a player connecting with a strange nickname:
[7:52:04 PM] ???.??? has connected
This guy has disconnected at the beginning of the following mission.
In my confs.ini I use this parameter:
filterUserNames=1
Is it possible to have some answers to the questions about the dedicated server and to enforce the filterUserNames rules ?
Please DT, your behavior about Dedicated Server is like it wasn't your problem.
I host "Ciel-De-Guerre" online since 10/01/2008 and we feel like the poor relation of the community...
Thx by advance.
RegRag1977
07-17-2013, 02:40 PM
I've noticed that when the latest Messerschmitt 109 Revi (those metal cased in G6G10G14) are hit by enemy fire, the damage textures seem wrong. The glass parts of the Revi strangely turn to opaque greyish colour?
Could be nice to have damage actually showing broken glass instead!
This is a very old bug, but i thought it would be worth mentionning it in this thread.
Thank you TD for all the good things you are doing for us!
Juri_JS
07-17-2013, 03:21 PM
There is something wrong with the ground attack behaviour of some IL-2 versions. Please look here for a detailed description:
http://forum.1cpublishing.eu/showthread.php?t=40280&page=4
Tolwyn
07-17-2013, 06:50 PM
This is a new issue I think introduced with mulit-throttle control.
I have to categorize it as a bug as well.
I've posted a few times about the same thing with no response.
I always UNSELECT an engine to SELECT the other engines?? I didn't understand your quote at all.
http://forum.1cpublishing.eu/showthread.php?p=472805#post472805
My advice to you.....never Unselect an engine. Simply Select the engine you want to control. Try that and see if you still have the same issues.
Aviar
In the attached "eventlog.lst" file created with the 4.12m dedicated server you'll find at [7:52:04 PM] a player connecting with a strange nickname:
[7:52:04 PM] ???.??? has connected
This guy has disconnected at the beginning of the following mission.
In my confs.ini I use this parameter:
filterUserNames=1
"filterUserNames" is intended to prevent exploit when some players were using special characters. In such cases their name was invisible for host and other players, it was not written in log but they could pick the plane and fly.
Naturally, such exploit was used by people who wanted to cause trouble on the server.
In your case player is using unusual name but he is not using special characters and his name is written in log, his name is visible to others and host can kick him if necessary.
As "filterUserNames" is not intended to prevent such players from joining he was able to join the server. So there is no bug here and no mistake in your server setting it is just that this feature works somewhat different than you expected.
IIRC you asked about "TeamScore" too, it doesn't work for dedicated server, we might change that in future patches.
Please DT, your behavior about Dedicated Server is like it wasn't your problem.
I host "Ciel-De-Guerre" online since 10/01/2008 and we feel like the poor relation of the community...
I understand that your problems with the server are important to you and when you have to wait for an answer it feels like bad consumer support to you. But from my POV things are quite different.
We are working on Il2 in our free time and for free but we still have to pay our bills and do some more important things in our lives. So in order to do things related to Il2 we have to find free time which is something that is not always possible.
To answer your question I had to set up dedicated server, something that I never had done before so I had to go from the scratch, downloading files ,finding info how to set it up and finally run it successfully and test problematic features. In addition I had to go through the code which I didn't write and find how those things that interest you work. All in all it took me couple of hours to be ready to write you an answer.
I don't expect medal for the work I and other members of DT have done but it should not surprise you that I feel that community should at least refrain from bashing us if the gift is not to their likings.
Fenrir
07-18-2013, 06:01 PM
For what it is worth FC99, many of us here understand and appreciate the circumstances that surround any TD update; the sheer amount of unpaid effort and hours that go into any TD release is not lost on me or a large part of the community.
I for one marvel at the additions you fellows have brought to this game, that for many years I thought would never see inclusion in the official Il-2; the fact that you guys have manged so much out of sheer will power, passion and dedication only further increases my admiration. Well done.
For the rest of you in the community - you are entitled to nothing. Remember that.
You pay no money, have no privileged position or favours owed.
What we have recieved for the past two years and what get from here on in comes from the generousity of effectively a bunch of strangers from the internet and is reliant on their passion and dedication. Their motivation - and that is all that keeps them doing this - is fuelled by our support as a community. That motivation can be fragile.
It is a sorry thing to say that often three good words can be undone by one bad. Thusly, it only takes a few mealy mouths to camouflage and sour the grattitude & appreciation felt by the community at large. And on a purely selfish note, I don't want to be robbed of potential Il-2 lifespan by those who don't have the manners to offer critique or report issues politely.
There will be bugs. It is software. It is a given. Get used to it.
We do not need to blow sunshine up the backsides of TD's members, but some bug reporting verges on the accusatory.
I've heard talk of vendettas/conspiracies all through Il-2s long life span and still hear it now. The simple fact of it is your hearsay, 'feelings' and suppositions do not a combat flight simulator make. Hard evidence is required, repeated testing and analysis and - perhaps most important of all - a polite and considered statement or response to issues.
Your passion is admirable, and I share it, but it does not excuse ill-manners.
Reciprocity people; if your statement is accusatory, inflammatory or combatitive can you really expect to find anything but the same in response? The crew of TD are not indebted to you.
This community - and, yes, that means you - keeps Il-2 alive, with it's passion, dedication, breadth of knowledge and willingness to try and make it even better. Don't forget that TD members are fellow members of that community, with one important exception: they got off their butts and pro-actively got invovled at the sharp end to make that ideal into a reality. They share your passion. Don't kick them in the family jewels when they make a percieved ommision or error. Count it against the wealth of new features, the months and years of new longevity they have breathed into Il-2 and put it into perspective. Please.
Rant over.
KG26_Alpha
07-18-2013, 07:50 PM
In the attached "eventlog.lst" file created with the 4.12m dedicated server you'll find at [7:52:04 PM] a player connecting with a strange nickname:
[7:52:04 PM] ???.??? has connected
This guy has disconnected at the beginning of the following mission.
In my confs.ini I use this parameter:
filterUserNames=1
Is it possible to have some answers to the questions about the dedicated server and to enforce the filterUserNames rules ?
Please DT, your behavior about Dedicated Server is like it wasn't your problem.
I host "Ciel-De-Guerre" online since 10/01/2008 and we feel like the poor relation of the community...
Thx by advance.
I see nothing wrong with the name in your server someone with ????? as a name that all and "fliterusername" has already been explained about stopping special characters being used on the server.
Learning how the Dedicated server parameters actually work and what the parameters actually mean would be an asset to server hosts as its always been tricky setting a dedi server up especially with online stats.
Now DT inherited the software glitches that most have found a work around for,
there are 3rd party programs to manage the servers settings, they are nothing to do with your inquiry but I hope the links help in other areas, they are in French :)
http://translate.google.co.uk/translate?hl=en&sl=de&tl=fr&u=http%3A%2F%2Fwiki.sturmovik.de%2Findex.php%3Ftit le%3DFBDj
http://translate.google.co.uk/translate?hl=en&sl=en&tl=fr&u=http%3A%2F%2Fwiki.sturmovik.de%2Findex.php%3Ftit le%3DIL2_Server_Commander_English_Version
ElAurens
07-18-2013, 11:28 PM
Great post Fenrir.
S!
Baddington_VA
07-19-2013, 01:30 AM
Post the mission, please.
Here is the mission that was giving reciprocal course headings
Aviar
07-19-2013, 03:45 AM
Here is the mission that was giving reciprocal course headings
I ran the mission through the FMB. After takeoff, the flight leader called out a heading of 270, which was correct. Is there a different way you want it tested?
Aviar
Baddington_VA
07-19-2013, 07:14 AM
The mission was flown via 'Single missions' when the wrong heading was given.
I'm going to try it again. See if it is a continuing problem.
Tried the begining of the mission a couple of times.
At the take off the heading is 270.
This is followed by just after take off by a 'where the hell are you ? course 060'
even after the next waypoint, the course is not 060.
Unfortunately haven't had time to check if this is happening in other missions.
Had a look in FMB thinking I might be hearing the bombers.
They also turn to head 270.
Aviar
07-19-2013, 11:34 PM
The mission was flown via 'Single missions' when the wrong heading was given.
I'm going to try it again. See if it is a continuing problem.
Tried the begining of the mission a couple of times.
At the take off the heading is 270.
This is followed by just after take off by a 'where the hell are you ? course 060'
even after the next waypoint, the course is not 060.
Unfortunately haven't had time to check if this is happening in other missions.
Had a look in FMB thinking I might be hearing the bombers.
They also turn to head 270.
I deleted all the other flights and kept just the Players flight. I played it manually as a Single mission.
I see what you mean. The incorrect calls from the leader come when you 'stray' from the formation and are given a heading to follow. When I fell a little behind after the takeoff, I was given a heading of 060. When I later caught up and actually passed the formation, I was given a heading of 090, although I was still on the correct heading of 270.
I tried the same mission in 4.11.1. I purposely lagged far behind the formation (up to 15+ kilometers) but was never 'scolded' by the flight leader. In 4.12, if I was even slightly off course or not directly in formation, I was told to 'stay on course'.
Aviar
idefix44
07-20-2013, 02:10 AM
Thanks to FC99 and KG26_Alpha.
The problem income when a player connect to the server with a nickname using a cyrillic font.
About the Dedicated Server usage, you can follow the link to have an idea of what we do with:
IL2 DS 4.12m + IL2 SC 2.03 + IL2 DCG 3.47.
http://cieldeguerre.servegame.org/
This is only possible because you given us your time and skill and we try to do our best with the results.
KU_Rigamortis
07-20-2013, 10:11 AM
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.
Is there an upper limit on AI or objects that could be causing the executable to stop responding?
[edit - here is the log]
[2:29:08 PM] Loading mission FBDj/birdfarm2td.mis...
[2:29:08 PM] Load bridges
[2:29:08 PM] Load static objects
[2:29:09 PM] com.maddox.il2.objects.buildings.Plate
[2:29:09 PM] java.lang.ClassCastException: com.maddox.il2.objects.buildings.Plate
[2:29:09 PM] at com.maddox.il2.objects.buildings.HouseManager.<init>(HouseManager.java:152)
[2:29:09 PM] at com.maddox.il2.game.Mission.loadHouses(Mission.jav a:1869)
[2:29:09 PM] at com.maddox.il2.game.Mission._load(Mission.java:502 )
[2:29:09 PM] at com.maddox.il2.game.Mission.load(Mission.java:426)
[2:29:09 PM] at com.maddox.il2.game.Mission.load(Mission.java:334)
[2:29:09 PM] at com.maddox.il2.game.Mission.load(Mission.java:321)
[2:29:09 PM] at com.maddox.il2.game.Mission.load(Mission.java:318)
[2:29:09 PM] at com.maddox.il2.game.cmd.CmdMission.exec(CmdMission .java:65)
[2:29:09 PM] at com.maddox.rts.CmdEnv.exec(CmdEnv.java:601)
[2:29:09 PM] at com.maddox.il2.game.DServer.loopApp(DServer.java:1 72)
[2:29:09 PM] at com.maddox.il2.game.Main.exec(Main.java:439)
[2:29:09 PM] at com.maddox.il2.game.DServer.main(DServer.java:436)
[2:29:09 PM] com.maddox.il2.objects.buildings.Plate
[2:29:09 PM] java.lang.ClassCastException: com.maddox.il2.objects.buildings.Plate
[2:29:09 PM] at com.maddox.il2.objects.buildings.HouseManager.<init>(HouseManager.java:152)
[2:29:09 PM] at com.maddox.il2.game.Mission.loadHouses(Mission.jav a:1869)
[2:29:09 PM] at com.maddox.il2.game.Mission._load(Mission.java:502 )
[2:29:09 PM] at com.maddox.il2.game.Mission.load(Mission.java:426)
[2:29:09 PM] at com.maddox.il2.game.Mission.load(Mission.java:334)
[2:29:09 PM] at com.maddox.il2.game.Mission.load(Mission.java:321)
[2:29:09 PM] at com.maddox.il2.game.Mission.load(Mission.java:318)
[2:29:09 PM] at com.maddox.il2.game.cmd.CmdMission.exec(CmdMission .java:65)
[2:29:09 PM] at com.maddox.rts.CmdEnv.exec(CmdEnv.java:601)
[2:29:09 PM] at com.maddox.il2.game.DServer.loopApp(DServer.java:1 72)
[2:29:09 PM] at com.maddox.il2.game.Main.exec(Main.java:439)
[2:29:09 PM] at com.maddox.il2.game.DServer.main(DServer.java:436)
[2:29:09 PM] com.maddox.il2.objects.buildings.Plate
[2:29:09 PM] java.lang.ClassCastException: com.maddox.il2.objects.buildings.Plate
[2:29:09 PM] at com.maddox.il2.objects.buildings.HouseManager.<init>(HouseManager.java:152)
[2:29:09 PM] at com.maddox.il2.game.Mission.loadHouses(Mission.jav a:1869)
[2:29:09 PM] at com.maddox.il2.game.Mission._load(Mission.java:502 )
[2:29:09 PM] at com.maddox.il2.game.Mission.load(Mission.java:426)
[2:29:09 PM] at com.maddox.il2.game.Mission.load(Mission.java:334)
[2:29:09 PM] at com.maddox.il2.game.Mission.load(Mission.java:321)
[2:29:09 PM] at com.maddox.il2.game.Mission.load(Mission.java:318)
[2:29:09 PM] at com.maddox.il2.game.cmd.CmdMission.exec(CmdMission .java:65)
[2:29:09 PM] at com.maddox.rts.CmdEnv.exec(CmdEnv.java:601)
[2:29:09 PM] at com.maddox.il2.game.DServer.loopApp(DServer.java:1 72)
[2:29:09 PM] at com.maddox.il2.game.Main.exec(Main.java:439)
[2:29:09 PM] at com.maddox.il2.game.DServer.main(DServer.java:436)
[2:29:09 PM] com.maddox.il2.objects.buildings.Plate
[2:29:09 PM] java.lang.ClassCastException: com.maddox.il2.objects.buildings.Plate
[2:29:09 PM] at com.maddox.il2.objects.buildings.HouseManager.<init>(HouseManager.java:152)
[2:29:09 PM] at com.maddox.il2.game.Mission.loadHouses(Mission.jav a:1869)
[2:29:09 PM] at com.maddox.il2.game.Mission._load(Mission.java:502 )
[2:29:09 PM] at com.maddox.il2.game.Mission.load(Mission.java:426)
[2:29:09 PM] at com.maddox.il2.game.Mission.load(Mission.java:334)
[2:29:09 PM] at com.maddox.il2.game.Mission.load(Mission.java:321)
[2:29:09 PM] at com.maddox.il2.game.Mission.load(Mission.java:318)
[2:29:09 PM] at com.maddox.il2.game.cmd.CmdMission.exec(CmdMission .java:65)
[2:29:09 PM] at com.maddox.rts.CmdEnv.exec(CmdEnv.java:601)
[2:29:09 PM] at com.maddox.il2.game.DServer.loopApp(DServer.java:1 72)
[2:29:09 PM] at com.maddox.il2.game.Main.exec(Main.java:439)
[2:29:09 PM] at com.maddox.il2.game.DServer.main(DServer.java:436)
[2:29:09 PM] com.maddox.il2.objects.buildings.Plate
[2:29:09 PM] java.lang.ClassCastException: com.maddox.il2.objects.buildings.Plate
[2:29:09 PM] at com.maddox.il2.objects.buildings.HouseManager.<init>(HouseManager.java:152)
[2:29:09 PM] at com.maddox.il2.game.Mission.loadHouses(Mission.jav a:1869)
[2:29:09 PM] at com.maddox.il2.game.Mission._load(Mission.java:502 )
[2:29:09 PM] at com.maddox.il2.game.Mission.load(Mission.java:426)
[2:29:09 PM] at com.maddox.il2.game.Mission.load(Mission.java:334)
[2:29:09 PM] at com.maddox.il2.game.Mission.load(Mission.java:321)
[2:29:09 PM] at com.maddox.il2.game.Mission.load(Mission.java:318)
[2:29:09 PM] at com.maddox.il2.game.cmd.CmdMission.exec(CmdMission .java:65)
[2:29:09 PM] at com.maddox.rts.CmdEnv.exec(CmdEnv.java:601)
[2:29:09 PM] at com.maddox.il2.game.DServer.loopApp(DServer.java:1 72)
[2:29:09 PM] at com.maddox.il2.game.Main.exec(Main.java:439)
[2:29:09 PM] at com.maddox.il2.game.DServer.main(DServer.java:436)
-----omitting
[2:29:10 PM] INTERNAL ERROR: Can't open file '3DO/Plane/A6M2-N(ja)/summer/skin1o.tga'
[2:29:10 PM] INTERNAL ERROR: TGA '3DO/Plane/A6M2-N(ja)/summer/skin1o.tga' has unsupported format
[2:29:10 PM] INTERNAL ERROR: Can't open file '3DO/Plane/A6M2-N(ja)/summer/skin1o.tga'
[2:29:10 PM] INTERNAL ERROR: TGA '3DO/Plane/A6M2-N(ja)/summer/skin1o.tga' has unsupported format
[2:29:10 PM] INTERNAL ERROR: Can't open file '3DO/Plane/A6M2-N(ja)/summer/skin1o.tga'
[2:29:10 PM] INTERNAL ERROR: TGA '3DO/Plane/A6M2-N(ja)/summer/skin1o.tga' has unsupported format
[2:29:10 PM] INTERNAL ERROR: Can't open file '3DO/Plane/A6M2-N(ja)/summer/skin1o.tga'
[2:29:10 PM] INTERNAL ERROR: TGA '3DO/Plane/A6M2-N(ja)/summer/skin1o.tga' has unsupported format
[2:29:10 PM] INTERNAL ERROR: Can't open file '3DO/Plane/A6M2-N(ja)/summer/skin1o.tga'
[2:29:10 PM] INTERNAL ERROR: TGA '3DO/Plane/A6M2-N(ja)/summer/skin1o.tga' has unsupported format
[2:29:10 PM] INTERNAL ERROR: Can't open file '3DO/Plane/A6M2-N(ja)/summer/skin1o.tga'
[2:29:10 PM] INTERNAL ERROR: TGA '3DO/Plane/A6M2-N(ja)/summer/skin1o.tga' has unsupported format
[2:29:10 PM] INTERNAL ERROR: Can't open file '3DO/Plane/A6M2-N(ja)/summer/skin1o.tga'
[2:29:10 PM] INTERNAL ERROR: TGA '3DO/Plane/A6M2-N(ja)/summer/skin1o.tga' has unsupported format
[2:29:10 PM] INTERNAL ERROR: Can't open file '3DO/Plane/B5N2(ja)/summer/skin1o.tga'
[2:29:10 PM] INTERNAL ERROR: TGA '3DO/Plane/B5N2(ja)/summer/skin1o.tga' has unsupported format
[2:29:10 PM] INTERNAL ERROR: Can't open file '3DO/Plane/B5N2(ja)/summer/skin1o.tga'
[2:29:10 PM] INTERNAL ERROR: TGA '3DO/Plane/B5N2(ja)/summer/skin1o.tga' has unsupported format
[2:29:10 PM] INTERNAL ERROR: Can't open file '3DO/Plane/B5N2(ja)/summer/skin1o.tga'
[2:29:10 PM] INTERNAL ERROR: TGA '3DO/Plane/B5N2(ja)/summer/skin1o.tga' has unsupported format
[2:29:10 PM] INTERNAL ERROR: Can't open file '3DO/Plane/D3A1(ja)/summer/skin1o.tga'
[2:29:10 PM] INTERNAL ERROR: TGA '3DO/Plane/D3A1(ja)/summer/skin1o.tga' has unsupported format
[2:29:10 PM] INTERNAL ERROR: Can't open file '3DO/Plane/D3A1(ja)/summer/skin1o.tga'
[2:29:10 PM] INTERNAL ERROR: TGA '3DO/Plane/D3A1(ja)/summer/skin1o.tga' has unsupported format
[2:29:10 PM] INTERNAL ERROR: Can't open file '3DO/Plane/D3A1(ja)/summer/skin1o.tga'
[2:29:10 PM] INTERNAL ERROR: TGA '3DO/Plane/D3A1(ja)/summer/skin1o.tga' has unsupported format
[2:29:10 PM] INTERNAL ERROR: Can't open file '3DO/Plane/A6M2-N(ja)/summer/skin1o.tga'
[2:29:10 PM] INTERNAL ERROR: TGA '3DO/Plane/A6M2-N(ja)/summer/skin1o.tga' has unsupported format
[2:29:10 PM] INTERNAL ERROR: Can't open file '3DO/Plane/A6M2-N(ja)/summer/skin1o.tga'
[2:29:10 PM] INTERNAL ERROR: TGA '3DO/Plane/A6M2-N(ja)/summer/skin1o.tga' has unsupported format
[2:29:11 PM] Mission: FBDj/birdfarm2td.mis is Loaded
[2:29:11 PM] 112>[2:29:11 PM] mission BEGIN
[2:29:11 PM] Mission: FBDj/birdfarm2td.mis is Playing
[2:29:11 PM] 113>[2:29:11 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'Flap03_D0'
[2:29:11 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'Flap04_D0'
[2:29:11 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'Flap03_D0'
[2:29:11 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'Flap04_D0'
[2:29:11 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'Flap03_D0'
[2:29:11 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'Flap04_D0'
[2:29:11 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'Flap03_D0'
[2:29:11 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'Flap04_D0'
[2:29:12 PM] null
[2:29:12 PM] java.lang.ArrayIndexOutOfBoundsException
[2:29:12 PM] at com.maddox.il2.ai.air.AirGroup.setCAP(AirGroup.jav a:312)
[2:29:12 PM] at com.maddox.il2.ai.air.AirGroup.update(AirGroup.jav a:1696)
[2:29:12 PM] at com.maddox.il2.ai.War.upgradeGroups(War.java:128)
[2:29:12 PM] at com.maddox.il2.ai.War.interpolateTick(War.java:114 )
[2:29:12 PM] at com.maddox.il2.engine.InterpolateAdapter.msgTimeOu t(InterpolateAdapter.java:157)
[2:29:12 PM] at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOu t.java:73)
[2:29:12 PM] at com.maddox.rts.Message._send(Message.java:1217)
[2:29:12 PM] at com.maddox.rts.Message.sendToObject(Message.java:1 191)
[2:29:12 PM] at com.maddox.rts.Message.sendTo(Message.java:1134)
[2:29:12 PM] at com.maddox.rts.Message.trySend(Message.java:1115)
[2:29:12 PM] at com.maddox.rts.Time.loopMessages(Time.java:252)
[2:29:12 PM] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[2:29:12 PM] at com.maddox.il2.game.DServer.loopApp(DServer.java:1 83)
[2:29:12 PM] at com.maddox.il2.game.Main.exec(Main.java:439)
[2:29:12 PM] at com.maddox.il2.game.DServer.main(DServer.java:436)
[2:29:12 PM] null
[2:29:12 PM] java.lang.ArrayIndexOutOfBoundsException
[2:29:12 PM] at com.maddox.il2.ai.air.AirGroup.setCAP(AirGroup.jav a:312)
[2:29:12 PM] at com.maddox.il2.ai.air.AirGroup.update(AirGroup.jav a:1696)
[2:29:12 PM] at com.maddox.il2.ai.War.upgradeGroups(War.java:128)
[2:29:12 PM] at com.maddox.il2.ai.War.interpolateTick(War.java:114 )
[2:29:12 PM] at com.maddox.il2.engine.InterpolateAdapter.msgTimeOu t(InterpolateAdapter.java:157)
[2:29:12 PM] at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOu t.java:73)
[2:29:12 PM] at com.maddox.rts.Message._send(Message.java:1217)
[2:29:12 PM] at com.maddox.rts.Message.sendToObject(Message.java:1 191)
[2:29:12 PM] at com.maddox.rts.Message.sendTo(Message.java:1134)
[2:29:12 PM] at com.maddox.rts.Message.trySend(Message.java:1115)
[2:29:12 PM] at com.maddox.rts.Time.loopMessages(Time.java:252)
[2:29:12 PM] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[2:29:12 PM] at com.maddox.il2.game.DServer.loopApp(DServer.java:1 83)
[2:29:12 PM] at com.maddox.il2.game.Main.exec(Main.java:439)
[2:29:12 PM] at com.maddox.il2.game.DServer.main(DServer.java:436)
S!
Volksfürsorge
07-20-2013, 03:39 PM
Object "Baumreihe (treeline)" only shows when Forest=2, invisible when =3.
Aviar
07-20-2013, 07:26 PM
Object "Baumreihe (treeline)" only shows when Forest=2, invisible when =3.
This has been an issue for many years...even when Oleg was still around.
Aviar
First of all, I would like to thank Team Daidalos and all the original IL-2 development team for the awesome work on this sim during all these years. However, there is a bug with the moving CV´s.
In 'dogfight' type missions (I have not tested other mission types), the arresting wires on some moving allied aircraft carriers (CVE55, CVE71, CVE84 and Illustrious) do not work . The aircraft arresting hooks (human or AI) pass right through the wires without effect. On the other moving allied carriers only some of the arresting wires work:
US CV generic, CV2, CV3: only the 8th arresting wire (counting from the stern).
CV9 and CV11: only the 12th arresting wire (counting from the stern).
As mentioned above, this problem affects only the moving allied CV´s ('ships' objects in the FMB). The arresting wires on all the static allied CV´s ('stationary ships' in the FMB) seem to work fine. The arresting wires on all japanese CV´s (moving and stationary) seem to work fine too.
This problem was already present on version 4.11, but has been carried over to 4.12.
I have attached a dogfight mission where AI aircraft try to land on moving CV´s to show the problem.
Best Regards
ottc
Wolkenbeisser
07-21-2013, 12:12 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.
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