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-   IL-2 Sturmovik: Cliffs of Dover (http://forum.fulqrumpublishing.com/forumdisplay.php?f=189)
-   -   Priority bugs & other issues that need to be looked into (http://forum.fulqrumpublishing.com/showthread.php?t=23405)

Buzpilot 06-04-2011 11:26 PM

Quote:

3 - ▬ Ceiling capability of all aircraft is too low
Many,if not all performance tests with prototypes was done without ammo or even weapons, and even some of the armor protection were installed later with experience from dogfights,
so it was much lighter at those tests. So to asume combat performance should reach same levels, is to ask too much.:rolleyes:
But i agree there still are some planes thats nowhere near correct FM.:(

Wolf_Rider 06-05-2011 01:15 AM

Quote:

Originally Posted by Blackdog_kt (Post 293428)
I think it would be a simple request, but i'd go one step forward and advocate an extra option.

1) Controls move the same in all aircraft.
2) How they do it depends on what control scheme you choose:
  • Function-relevant controls: You get the same function for moving your controls a certain direction in all aircraft, regardless of how the real one operated.

    If you move a slider forward or press the "increase function X key", it always corresponds to an increase. Mixture gets richer, throttle is opened, RPM is increased and so on.

    In aircraft with reversed controls (for example the RAF mixture controls and all the engine controls in Italian fighters like the G.50) advancing your controls forward results in the animated lever in the in-game cockpit moving the opposite way to give you the function you need.

    In short, forward (for a slider) or an increase command (for keyboard/buttons) ALWAYS gives you more of a certain function, regardless of how the controls in the real aircraft had to be moved to get this effect.

  • Control position relevant controls
    With this scheme, sliders and keyboard commands don't command a certain function, they command the position of the in-game animated sliders. What happens in each case depends on the aircraft you are flying.

    If you are flying an RAF plane with their reversed mixture levers then you will have to pull your sliders back or press the "decrease" keybinding to go towards full mixture, if you are flying a G.50 you will have to pull the throttle fully back to actually go to full throttle and so on, because the controls mentioned are reversed in the real aircraft.

    In summary, to get the desired effect you will need to move your controls the same direction they had to in reality for each different aircraft.

3) The above choice should be reflected on the motor controls info window, so that people who use it don't get confused by mis-matched information between their actual game controller's position, the position of the in-cockpit animated controls and the position displayed for the controls by the info window.



Alternately, use the Options > Controls Page to set up a control profile for each plane individually... perhaps the Devs could work into the sim a method which would have the particular Profile auto-select when entering the mission and have available in the axis setting a REVERSE Axis tick box - if one already isn't in there.

?

bob_baer 06-05-2011 12:41 PM

Is it possible to solve the problem of engine warming up in the next patch? The issue is that all the other planes taking off with me doesn't need it so I take off in delay....

41Sqn_Stormcrow 06-05-2011 12:43 PM

We also need a patch-up for when in mission than pression ESC in order to change some settings or start a track and then one goes back to fly, the controls freeze.

We also need to be able to turn OFF force feedback if one wants to. The FF=0 does not work in the conf.ini weather I make this change in the steam folder or in the documents folder.

Ataros 06-05-2011 01:40 PM

Quote:

Originally Posted by Insuber (Post 293278)
You are welcome.

I have just tried the "ambisonic uncoded" settings in the Syndicate server, the sound is still broken. Instead of disappearing, it remains garbled forever. No joy here.

Cheers,
Insuber

IIRC the guy who reported this solution uses 2 channels only. You may try it as a temp solution if it works.

-----------

Unclickable airfields in MP can be solved by setting font size to "Smallest 100%" in Win7 Personalization >> Screen http://forum.1cpublishing.eu/showpos...5&postcount=26 Reported to the devs.


-----------

And bump for the 109 proppitch )

fireship4 06-05-2011 01:45 PM

Just to make sure that posts from the following thread are integrated into this list http://forum.1cpublishing.eu/showthread.php?t=19629

335th_GRAthos 06-05-2011 05:48 PM

Quote:

Originally Posted by fireship4 (Post 293742)
Just to make sure that posts from the following thread are integrated into this list http://forum.1cpublishing.eu/showthread.php?t=19629

Too much discussion on that thread....

FAE_Cazador 06-05-2011 06:32 PM

- Game freezing when first spawning in OnLine Channel map. This does not happen in Islands OnLine maps.

- A new The Black Death track as Standard Tool to measure performance and FPS: Currently most aircraft sounds are missed (excepting 109) . All other sounds (guns, bombs) are present, but no planes'.


Thank you Insuber for your work!

Core Duo E6550 @2,3 GB
4x1GB RAM Dual Corsair 1066
Nvidia GTX580 1.5GB VRAM w/Driver 270.61
Audigy 2ZS
Windows 7 Ultimate 32bits
ClOD patched uptodate
STEAM "Cloud" activated
"Redist" folder software reinstalled.
Windows7 Ultimate 32

Ivan Fooker 06-05-2011 08:57 PM

1 Attachment(s)
I guess i found a grafic glitch on the map.
This screesnhot was made awhile friggin around with the FMB.
Loading the FMB once again didnt fix it, means i dont think it is a atifact e.g.

My system:
I7920@3.99;HD5870;Win7-64bit;6gig Ram.




Bug Management
The responsible should really think about the alternative of using a ticket system like DevHeaven in ArmA2.
This point was posted several times!
Managing bugs is much easier for the Comm and for the devs!

klem 06-05-2011 10:59 PM

Quote:

Originally Posted by Blackdog_kt (Post 293428)
I think it would be a simple request, but i'd go one step forward and advocate an extra option.

.....................................
[*] Control position relevant controls
With this scheme, sliders and keyboard commands don't command a certain function, they command the position of the in-game animated sliders. What happens in each case depends on the aircraft you are flying.

If you are flying an RAF plane with their reversed mixture levers then you will have to pull your sliders back or press the "decrease" keybinding to go towards full mixture, if you are flying a G.50 you will have to pull the throttle fully back to actually go to full throttle and so on, because the controls mentioned are reversed in the real aircraft.

In summary, to get the desired effect you will need to move your controls the same direction they had to in reality for each different aircraft...................

In case I confused Insuber, this is what I meant as quoted from BlackDog_kt's post. I want the axes to reflect the cockpit. I'm quite happy to have other selectable options, I just wouldn't use them.


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