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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 |
This...still...needs....to....be....stickied.... this is prob one of the most important threads, if not the most important here and it needs to be a sticky.
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insuber
please amend: Over-modelled CEM- it is unnecessarily complex to have the display of changing settings such as radiators etc act differently in each plane. For example swapping from 109's to Spits, is discouraged by the current situation to.... Rationalise CEM control movements - ....... I don't think its the CEM itself that is being criticised (it can be turned off anyway), just the different ways it is implemented in each aircraft model, i.e. Axis max/mins, cockpit lever movements and engine management graphics should be visually consistent across different a/c. There is no problem with an Axis, the visual cockpit lever and its graphic being fully rearward for max RPM, Mixture etc if that is how the aircraft really was. It IS a problem when an AXIS wound fully forward pushes the lever forward in one aircraft and pulls it rearward in another aircraft. i.e. we should be able to consistently equate a physical Axis direction to real cockpit Lever direction whatever that cockpit lever position is intended to do. Axis forward (or max) = Lever forward. Axis rearward (or min) = Lever rearward. Also equate the cockpit lever graphic to the cockpit lever direction:- graphic up (forward) = cockpit lever forward and vice versa. Do not try to make AXIS forward always equal, say, RICH if the forward position is actually LEAN. Make it 'axis forward = lever forward' and we will learn what those cockpit lever positions really did. Anyone who want Axis forward always to equal, say, RICH (even when the lever is Rearward) is trying to fly his HOTAS not the carefully modelled aircraft. |
Gunners as gunners at the german bombers and not as passengers for a ride over Britain.
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1) Controls move the same in all aircraft. 2) How they do it depends on what control scheme you choose:
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. |
Thank you MODS. :) now lets hope Luthier keeps a eye on it too :)
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the 6dof integrated with the mouse panning should be increased enough as you could easily center the crosshair of the 109 just panning up left a litle
that would also allow to look behind the bars better :) |
Get rid of all that useless chat/wording on the screen. When someone buys the game, they dont want a screen drowned in words.
It should be an option to turn it on. And how many buyers would understand how to remove it unless they visited this forum? It is Mr 'Average' in the street who will ultimately decide if CoD is successful or not. Don't make Mr 'Average's' experience of the game negative. Best Regards, MB_Average |
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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.:( |
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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. ? |
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....
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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. |
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----------- 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 ) |
Just to make sure that posts from the following thread are integrated into this list http://forum.1cpublishing.eu/showthread.php?t=19629
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- 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 |
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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! |
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PS: I will spend this week in India, but I will try to update the bug parade ... if not, be patient please!
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Have a good trip.
Is the Br.20 still freezing in mid-air? I can't check it now as I'm at work. |
Not a high priority issue but the Hurricane Mk.I can only be started on the reserve tank and not on the main tanks. Evidence can be provided if need be.
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I often make the mistake of covering all the bases to fully explain and minimise questions, a habit from comprehensive business presentations where detail is expected, but I'll try to keep it simple in future! |
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Did you crack the throttle? |
A couple of comments:
Crossfire and stuttering should be added up to be at the same level of priority. Also, Mirrors and shaddoows have a huge impact on performance. Good job:!: |
Cannot sink boats and small ships with mg or cannon fire despite evidence of numerous canon hits.
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Has the Rotol Hurricane you fly had it's fuel system altered in some way, possibly a new electric fuel pump fitted? If not, I'd love to hear about it and now that you've told me that...makes me wish you were down in Tangmere for our meetup a few weeks ago even more! By the way, we had a cracking time as always and the staff there were fantastic as usual! |
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So they would start on the reserve tank because it was higher than the engine (in front of the cockpit) and it could feed fuel to the engine by gravity alone. Quote:
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I think I've got myself confused too, oh well Klem probably meant the Hurri in game.
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Don't know if this has been discussed already elsewhere:
The BF109 has separate brakes (for left and right wheel), the Hurricane and Spitfire not. If I switch between those planes, I always have to re-configure the related analog axes ("left/right brake" and "brake") to the axes on my Saitek Rudder Pedals. Would it be possible to implement something like this: - If axes for "left brake" and "right brake" are configured AND - Current plane doesn't support separate brakes => then the actuation of either left or right brake would lead to the actuation of the brake? I hope it's clear what I mean ;) |
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Roadczar +1 old friend ;) |
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200 hours in a real Hurricane? I wish - and you guys would kill me in the rush if it were possible :) Glad you enjoyed the visit to Tangmere Museum Moggy and hope you got to fly the Lightning Cockpit sim. And made healthy donations of course :) We're waiting on a replacement projector as the existing one has pixels dying by the dozen. As for hours in a real Hurricane I wonder if you met Peter who used to fly in the back seat of the Grace Spitfire and look after it at the airshows (running maintenance tasks etc) for Nick Grace and then Carolyn? A nice guy. |
Planes that look like 1:72 scale plastic Revel kits.
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System Perfomance - My game worked great from day one until last patch. Last patch cut FPS almost in half, killed Anti Alaising completely, and introduced stutters into my game for the first time since release. All other items are second to me but unfortunately these are not even listed in the "items to be fixed" unless "minor FPS items in two months time" was meant to be "Major FPS and performance items". Second - sound Third - prop pitch on 109 fourth - All multiplayer items -Gollum |
1/ It seems to me that the sun is too large an impact on the lighting of the area and the area looks unnatural. I personally like to set the time to 7.30 AM and 6.00 PM when the area begins to look as natural as it comes and saturation.
2/ lacks a clear and suitably loud sound of aircraft flying near. 3/ when setting 'realistic shooting "I think your damage is minimal and weak |
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Hi Gollum, same opinion and problems like you have. +100 |
I can only add my voice to the urgent need to fix the sound bug in MP. I've stopped playing because of that for now.
Then I'd like to see these issues to be fixed soon too: Radio Communication with AI FM (top speed, ceiling, turn radius) AI behavior FSAA support |
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Anyway to get back on track with the original thread, here's a few documents explaining about the startup procedure in a Hurricane Mk.I. In the Hurricane Mk.I pilot notes, it states that the Hurricane must be started on the reserve tank as the main tank can only deliver fuel after the engine has started. After starting the engine the pilot could then switch to the main tanks or wait until after take off (I believe an order may of been issued not to take off on the reserve tank at a later date). http://img687.imageshack.us/img687/5...linstartup.jpg In the ATA Handling Notes for the Hurricane Mk.I thru IV, it states a similar operation although interestingly enough in the Hurricane Mk.II pilot notes, it states you can start on main tanks. Here are the notes from the ATA; http://img708.imageshack.us/img708/1...instartup4.jpg http://img834.imageshack.us/img834/9...instartup2.jpg http://img856.imageshack.us/img856/6...instartup3.jpg |
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Why oleg you hate the bf-109 i try dogfight with hurrican and spitfire, but is unplayabe, she more fast and plus the maniability... i move the joystick and bam stall :S
no swastika, the plane move not very well. seriously forgot the German. |
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For those that don't know, the Spit and Hurricane had a bicycle-type brake lever on the control column which gradually increased the brake pessure but it could be distributed to the different wheels by the rudder pedals. I have that brake 'lever' assigned to the slider axis on my X52 throttle which I use with the rudders as in the aircraft. Its not great and if you don't have a slider/rotary you have to use a key for 'Full Brakes' and dab it on and off to avoid nosing over. I may try to get the rocker rudder in my old X45 working again and use that as the lever. |
Fighting against and/or leading a squad into battle is like daja vue all over again. If not for the beautiful cockpits and improved damage modeling you are flying IL-2 1946. I do not use CEM however I cannot keep pace with my squad. or catch an aircraft whose top line speed is 50mph below mine. The twin engine bombers( including the Bf-110) when set to vetern skill level ,out manuver the single engined fighters by a long shot.They can perform amazing acrobatic moves defying the laws of physics and never lose speed. AI will shoot 2400 rounds of ammunition at a single target without one round striking it. An AIfghter will also fly for eternity even after it's virtual pilot has bailed
Can this be corrected? |
I honestly think the most important 'bug' that needs to be examined is the 'memory leak' or whatever it is causing gradual performance degradation over repeated play. There have been several posts about it in various parts of the forum - and no word from Luthier...
The sim still isn't performing anywhere near the level it should be, I'm a bit horrified that they're almost out of improvements! Until the performance degradation is fixed, any improvements are hard to test properly - and of course it's not doing wonders for the gameplay. ;) |
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The CoD Hurri certainly won't start up on empty reserve tanks if they are selected, as you'd expect. However it will start up on low Main tank fuel is selected when it shouldn't start at all or at least the pilots notes say it should not be started with less than half full tanks. However......... ............The Hurricane MkII pilots notes state that the MAIN tanks should be used and the priming pump operated as rapidly and vigorously as possible and gives the number of strokes it should start after so I assume the pilot is using the primer as a manual fuel injector. It also says priming may be needed in cold conditions after starting until fuel is delivered to the carburettor. |
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Thanks for the information about the Hurri Mk.II, it clears up a lot of things. Still the Hurri Mk.I in game needs to lose the ability to start up on main tanks. |
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After every mission I need to restart the game for best performance. |
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turning Shadows off does stop all the stuttering when flying close to the ground
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Has anybody seen on the MP map volcanic islands were your plane would nose down rapidly on the runway? Its like you hit something thats not there and lose your propeller.
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Quote:Originally Posted by Tbag I think the speed of the wave animation needs to be slowed down, it seems much too fast. +1 Quote: Originally Posted by Orpheus I honestly think the most important 'bug' that needs to be examined is the 'memory leak' or whatever it is causing gradual performance degradation over repeated play. There have been several posts about it in various parts of the forum - and no word from Luthier... The sim still isn't performing anywhere near the level it should be, I'm a bit horrified that they're almost out of improvements! Until the performance degradation is fixed, any improvements are hard to test properly - and of course it's not doing wonders for the gameplay. +1(Priority Please) Quote:Originally Posted by roadczar A couple of comments: Crossfire and stuttering should be added up to be at the same level of priority. Also, Mirrors and shaddoows have a huge impact on performance. +1(Priority Please) Quote:Originally Posted by 6BL Bird-Dog Well done on the issues that have been adressed but Fps and video problems should be regarded as a prority issue as the smooth runing of CLOD far outweighs any other issue at present . Sounds ,FMs, DMs & user interfaces can all be bought up to scratch with modification updates at any time as long as the game runs smoothly.Even iL2 when it was first released ran smoother than the first release of CLOD on the specified minamal spec systems .Updates have made big improvements but surelyliquid video output is the escence of having a sound foundation for the game. |
CO-OP! Fix or refund
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The launcher.exe will not start. :confused:
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Dear all,
I hope I am not touching a sensitive chord here but, please let us respect the work that Insuber does for us (by collecting ad ranking all bugs and requests) and post here short, precise and clear "demands" = bugs or feature requests. And leave outside discussions or page long texts. If you want to start a discussion on an issue that concerns you (and I am sure there is a lot of points in this game) please start a separate thread in the proper subforum (90% should fit in the Technical, Performance or Gameplay forums, the rest in the other subgroups) so that we can keep this thread tidy and facilitate the work of the "volunteer" (Insuber) who does the work for all of us... My 2cents and probably it is not my job posting this but, it is only out of respect of the work Insuber does (which I would not have been prepared myself to do). ~S~ Athos |
The Stuka's wheel brakes do not work. This makes taxiing and landing slightly more challenging. :)
Still managed to get my first non-vulching online kill in it. |
hey thats a cool name
yes brakes dont work in sync with the ruuder as the old il2 did :) |
While selecting the Chat window and typing a chat message, keys are intercepted by the game as well!!!!
(e.g. typing "S to all" opens the Network window as well...) |
Bug with Spanish Translation:
http://forum.1cpublishing.eu/showthread.php?t=23711 |
I know it has been reported already, but I don't think is enough alerting the developers for the connection problems that occur between the servers and steam... They are constantly timing out players and it's ruining the online gaming experience for us Axis fighter pilots, since we don't have other alternatives (not enough SP content to enjoy the simulation in the Axis side).
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The solution is to map separate controls to left and right wheel brakes. The sim treats controls in the same way they were used in the real-life aircraft, that's why the Luftwaffe ones don't turn with brake and rudder like they did in IL2: they have two completely independent brakes, pressing the brakes key triggers them both while pressing the separate left/right brake key triggers only one of them. The RAF aircraft are the opposite, they have a single brake lever and a secondary valve down the pneumatic line which governs how much air pressure goes to each brake. To use differential braking you need to press your brakes key and deflect the rudders, since the valve i mentioned is operated by the rudder pedals. In the RAF planes using separate left/right braking commands won't work the aircraft doesn't have independent brakes (just like trying to adjust pitch in the Tiger Moth, nothing will happen because the Moth has a fixed pitch propeller). This sometimes confuses people with rudder pedals that have toe brakes, because they expect to use individual brakes by pressing their toe brakes on their controllers, while the way to do it is like in IL2:1946, press the brakes key and use the rudders. If you are using a twist grip stick instead of rudder pedals you might be able to get around this by using the ability of the sim to use modifier keys: you can map a certain function to a slider and another function to the same slider as long as a key is pressed. So, it could be possible to map separate left/right wheel brakes to brakes key+rudder left/right. This would probably make it behave identical to the old IL2, because when flying a Luftwaffe plane the sim would treat it as using separate brakes. When flying RAF it would ignore the separate brakes command (because the aircraft doesn't work like that) and would interpret the action as "universal braking control plus rudder", which is what we need to do in RAF aircraft. It sounds complicated but it's not really, it's just a matter of understanding the new controller logic: 1) there are two methods of braking, one for luftwaffe and one for RAF 2) you essentially map both methods to the same control inputs 3) the game will probably automatically discard the method your aircraft is not equipped to handle and use the other one In this way it might also be possible to set up gradual braking. For example, i could map braking on both wheels to brakes key + stick back. This is very intuitive for the tail dragger aircraft we currently have: nothing happens if you just press the key with the stick centered, if you however hold the key down and pull the stick back the more you pull the more you will brake, but at the same time your elevators will also be deflected and help you not to nose over. If you go ahead and map the individual left/right brakes to key+twist stick left/right like described above, you can probably get complete analog control for your brakes with just a simple twist grip joystick ;) Hmm, it sounds so useful i have to try it out for myself. Hope it helps :grin: |
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Dedicated server looses connection with steam every 1-2 hours that surprisingly causes all players to disconnect from a server somehow
Please add my vote for this |
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Only wishes on this thread... in order to keep it as short as possible. ~S~ |
Don't know if this has already been discussed yet: if there are several USB input devices connected to the PC which are used in the game and some single USB input device gets unplugged, the game's internal mapping order is screwed up and all the inputs have to be re-mapped again ("Joystick 1" becomes "Joystick", "Joystick 2" becomes "Joystick 1" and so on).
Would it be possible that the mapping of inputs is bound to the physical, specific device instead to the number of a device displayed in the USB game controller list? |
Very good point Z0ttel, I experienced the same annoying behaviour.
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I not sure if this has been flagged up anywhere else, so I thought I would just mention it to see if anyone else has experienced it.
I just flew a couple of missions in cross country in a few 109's and hurri's and had an 60 average fps, I then loaded up free flight France and as usual I experience drop in fps to 16-20.... so far nothing out of the ordinary but then i went back to the cross country mission and that when the problem started my fps refused to go back to ~60 I had before, everything loaded in much slower....!!! Anyone else experienced this problem? P.S. I quit and started the game up and got my 60fps back in cross country. |
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http://forum.1cpublishing.eu/showpos...&postcount=250 http://forum.1cpublishing.eu/showpos...&postcount=260 http://forum.1cpublishing.eu/showpos...&postcount=251 http://forum.1cpublishing.eu/showpos...&postcount=254 http://forum.1cpublishing.eu/showpos...&postcount=266 Possible cause: http://forum.1cpublishing.eu/showpos...&postcount=256 Whatever's happening, the more missions played, the greater the performance drop. Switching between multiple maps/areas/AI groups seems to make the issue worse much faster than repeating the same mission multiple times. Could be that the AI's not being flushed at the end of a mission, could be something else. Only the devs know, and they've said nothing on the subject :( |
Under 'improvements'.
AI take off immedialtely under "CEM on" while player has to wait for engine to warm up. Make AI wait too. EDIT: ACTUALLY, from your existing list.... Consider to add a realism setting "prewarmed engines" and a more selective option in the FMB at Aircraft level so that only those aircraft are pre-warmed. |
Dedicated server looses connection with steam every 1-2 hours that surprisingly causes all players to disconnect from a server somehow
+1 for me |
1 - N When you kill a pilot the stick remains in the last position he holded it last which keeps the plane longer in the air with a death pilot than it should
- please add a +1 to this for me - good pickup, planes should spiral out of control when their pilot is killed/bails out - instead they can fly on for ages! Also please add: - Skins dont work in QMB - Ammo loadouts dont work in QMB - Landing is too easy - make it more difficult like in IL2 please - When starting in the air, please make the radiator default to open! I assume to get me in the air the pilot would have had to open the radiator! why does it default to closed on air starts??? - Sorry but it's too hard to shoot down some planes from behind - I dont think a bf109 could really take 200+ .303 rounds right up it's clacker! :-) Thanks, thats it for now! Please do keep this bug list up to date, its great to see a bug i find already mentioned - makes me think I'm not alone - now we just need the devs to acknowledge this thread too! |
I believe the fuel tank gauges do not coincide with the fuel tank selector switch. I fly with roughly 40% fuel all the time and that shows as roughly 250 litres in front left and right tanks. However, when my front left tank runs out and I change the selector switch to front right my engines die. I have to set me selector switch to rear left tank in order to draw fuel that the front right tank fuel gauge says I have.
Another issue I have is that my TG does not fire in MP. He will open the hood and track targets with his gun but he will not fire. No WEP for 110. Aren't leading edge slats supposed to be automatic? I thought they were spring loaded so that when airspeed dropped below a certain amount they gradually opened with the lessening of pressure on the leading edge of the wing. Therefore, gradually increasing the useable surface area of the wing and increasing lift at low speeds. I've never heard of or seen manual settings for slats before except maybe a locked/unlocked position. Quoted from Wikipedia, "During World War II German aircraft commonly fitted a more advanced version that pushed back flush against the wing by air pressure to reduce drag, popping out when the airflow decreased during slower flight." Check useable weight for 110C7 as it is overweight when carrying no ammo for rear gunner, 40% fuel, and 2x500kg bombs. MG FF/M that was available since the C3 version. Come on 1C it may not be that popular but this is a glaring oversight. Give the 110 some love. |
no, 110 and 109 have similar slatsystem.
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And that is NOT spring loaded!!!
When the aoa is large enough the aerodynamic pressure-difference pulls the slats out. |
Bf110 Steig und Kampfleistung:
Bf110 ist not able to reach WEP setting: no way to set manifold pressure higher than 30' Description on instrument (red outlined markers on surface of gauge) means D = Dauerbetrieb means permanent allowed pressure (1.25 Ata) 30' = Steigleistung 30 minutes max pressure (1.3 Ata) 1-2 = Start und Kampfleistung one to two minutes (1.4 plus Ata) Engine management should be able to set Ata to 1.4 and above through throttel at sealevel. Thats not possible in Patch 1.01.14588 |
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1) Check the loadout screen, in case the tail gunner's ammo load has been set to empty. It's even possible to completely remove the gun. Why? Well, maybe so that in the future we can have variations of multi-role aircraft with a single flyable slot: change between a glass nose or a gun nose for Ju88s and mosquitoes, or remove guns to save weight if flying a high altitude reconnaissance mission, etc. In any case, just make sure your gunner has both a gun and bullets to fire :grin: 2) There is indeed a mismatch between the fuel selector switch positions in the 110 cockpit, the info window messages (the "secondary controls" information which on default settings appears in blue text on the right-hand side of the screen) and the actual tanks. Tanks and fuel gauges correspond correctly to each other, but the info window information doesn't. As a short term workaround, ignore the interface text and look at the actual cockpit control, it's a two-piece lever. It seems the forward part of the lever is for the forward tanks and the rearward part of it is for the rear tanks. So, to select the front left tank, click on it or press the buttons you mapped to it until you see the rearward part of the lever centered and the forward part of the lever pointing left. If you want to select the rear starboard tank, change it so that the front part of the lever is centered and the rear part points to the right. I haven't flown the 110 much since the last patch so this is directly from memory and might be a bit inaccurate, but that's the general idea. Hope it helps. |
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I tested last night with full ammo load for my TG. I manually operate the weapon fine, but when running for my life from a Spitfire and turning the TG over to AI nothing happens except for the fact that my TG does track the target he just won't shoot. I fly without ammo now to save weight since it is a non functioning position. I have not gotten the weapon to disappear but the ammo stored under the fuselage does disappear. If he ain't gonna shoot I'd rather just leae my TG and his equipment behind and save the weight. If you look closely you will see that the tank selector switch is incorrect. Forward most switch by default it front left tank. One click is supposed to be front right tank but it is not. Two clicks is supposed to be back left tank but it is actually front right according to the fuel gauge. So the fuel selector switch does not correspond accurately to the fuel gauge. This is very difficult to explain without visual so I will see what I can do. But if you run out of fuel and expect to switch to the front right tank by putting the fuel selector switch to the front right position then you will be unpleasantly surprised. |
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From wikipedia http://en.wikipedia.org/wiki/Leading_edge_slats Types include: Automatic - the slat lies flush with the wing leading edge until reduced aerodynamic forces allow it to extend by way of springs when needed. Fixed - the slat is permanently extended. This is sometimes used on specialist low-speed aircraft (these are referred to as slots) or when simplicity takes precedence over speed. Powered - the slat extension can be controlled by the pilot. This is commonly used on airliners. I do look forward to learning more. Perhaps in another thread though? This one appears to be for initial reporting of problems only and I have already spammed enough I think. |
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I do not know if this is just an issue on my PC but when I try to place a static object belonging to certain categories (i.e. the sandbag walls or ammunition crates) and switch to 3D mode to place it properly I cannot switch back to FMB because the menu bar and all the windows I opened disappear. I can only return by going back to 3D Mode, deleting the object and hoping that some other "non-affected" object gets selected. That or shutting down CloD via Task Manager. :-?
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Improvement: Simulate Fixed Trim Tabs
Problem: aircraft like the Hurricane and Spitfire fly one wing low when flying straight at a 'combat' cruise speeds.
Improvement: Ability to manually set bendable trim tabs. Reason: To enable players to determine settings, speed etc at which aircraft flies wings level and straight at a chosen 'combat' cruise. Method: Simulate the fixed bending of a trim tab (or bending the trailing edge of the Spitfire Aileron) by perhaps entering a fixed trim tab offset (e.g. -2.5 degrees) in the 'Plane' settings, like we have for gun loadouts, with the resulting aileron effect calculated by the FM or even a simplistic fixed addition or subtraction of the aileron deflection. The trim tab setting for level flight at particular air speed and power etc settings would be found by trial and error (as was the practice in RL). For example the Spitfire could be flown level at the pilots notes cruise settings with airspeed stabilised at a chosen altitude and the trim tab set to give wings level under those conditions. |
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But perhaps you're talking about a difficulty setting. |
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Here's what Alex Henshaw said about production testing the Spitfire MkV: "After a thorough pre-flight check I would take off and, once at circuit height, I would trim the aircraft and try to get her to fly straight-and-level with hands off the stick. The MarkV lacked aileron trim tabs and most new ones tended to fly one wing low. When that happened I would land immediately and a mechanic would bend the trailing edge of the aileron up or down and then bend the other aileron in the opposite direction. Then I'd take off again and trim it hands off to see if the wing dropping had been cleared." They could often get it right first time. The wing high/low tendency would return if he went outside the speed/power etc settings by some margin as the torque would be different. |
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I do not use a FMB scripts, excuse it if I talk nonsense, but the trouble is not with the game code (net) possibly, but with the scripts? It would have frozen offline too? |
1 - ▬ AA poor or not working
1 - N Gunner should be easier to handle. Reacts very slowly on mouse movement 1 - N There's no animation on trimwheels in cockpit when trimming in the Spits like there is in the Hurries. These are the ones for me. As for improvements: -A working AA-script that combines the AA guns and rangefinding devices to make flak more precise. -Better searchlights (short visible distance, they're not useful atm) |
Not a bug as such,but certainly an oversight,the static aircraft in FMB are devoid of markings,this need'nt be so as I'm sure they could be configured like the AI and flyables.
This is only a small problem and not a priority,but it would be nice if it could be fixed at some stage. |
Very peculiar 'surge and cut' engine behaviour when replaying tracks.
Sounds like a bike being blipped down the gearbox Here's a clip. (ignore the bad shooting, just watch the rpm and boost :)) http://www.youtube.com/watch?v=GUsxn...=youtube_gdata |
There are effects and some graphics that are border line .. it's still not ok imo.. I really ...really hope for the best but some things need to change..
The whole actual Gui remind me something from 1999 Microsoft CFS , over shy, over small , big txt , over framed , over use of shadows etc.. Do not be shy to show aircraft in big ( skinners will be happy ) and really ovoid the stamp effects of pictures and txt. Here a quick made sample idea... that goes for map view, missions etc.. Gozr's ( aircrat can rotate to all directions limited zoom in and out, great tool view for Skinners ) http://i426.photobucket.com/albums/p...35-18-57-2.jpg .VS Original http://i426.photobucket.com/albums/p...1-47-20-74.jpg Edited: CloD original http://i426.photobucket.com/albums/p...0-34-21-06.jpg .vs http://i426.photobucket.com/albums/p...uncher--57.jpg --- Now look at the pilot i made for il2 ( low poly ).... This is IL2 http://i426.photobucket.com/albums/p...7-21-48-67.jpg http://i426.photobucket.com/albums/p...1-50-08-09.jpg http://i426.photobucket.com/albums/p...1-50-40-77.jpg IL2 CloD http://i426.photobucket.com/albums/p...ZR/il2cod1.jpg http://i426.photobucket.com/albums/p...OZR/il2cod.jpghttp://i426.photobucket.com/albums/p...1-44-51-33.jpg The CloD English pilot look weird ! |
Not sure if this is the right thread or not but I have noticed something with Launcher crashes. I am lucky in that I have rarely gotten them since original release and I have only gotten them in two situations since the latest official patch.
I am currently flying the Eagle Day LW campaign (downloadable from the missions section on this site). In mission 4 and 11, I got constant crashes each time I tried to fly them or I got the plane stuck in an invisible spider web thing where my plane just hangs in midair. In both missions I had to eventually just forget about trying to play them and move on to the next mission in the campaign. I don't get any other crash issues in any of the other downloaded single/campaign missions (so far) or QMB missions. Perhaps someone who understands what is in the mission files (I have no idea about that sort of thing unfortunately) might be able to see something common to those two missions which are not in the rest (eg a ground object/use of weather ... or something like that)? ... perhaps it might give some indication of at least one cause of crashes? Perhaps the Devs could have a look at some stage. Just an idea. :) |
Make the DropBombs command working from any position on the plane!
Luthier, this is a serious "bug" and it should be "LowEffort/HighImpact" (very easy to fix) so please added to your immediate "ToDos" for the next patch:
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~S~ |
Spitfire 1 & 1a FM's still way out of sync with Spitfire II. Both the 1 & 1a have far too low cruising speeds at coarse propeller pitch.
Shadows from clouds/explosions and similar effects have awful flickering. Plus the usual 'increase performance' stuff. Stutter is far worse with the latest retail patch. :grin: |
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Some of the smoke effects in FMB seem to have nuclear furnaces at their heart, although I'm not sure if this is a bug or a card thing. See screenshot.
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Found something weird...
In the BR.20M bombsight, the altitude settings can only go as far as 2800 meters. You can't bomb at higher alt than that... Also, it seems almost impossible to open the bomb bay. Cheers |
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That's a VOTE btw. |
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