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-   -   Priority bugs & other issues that need to be looked into (http://forum.fulqrumpublishing.com/showthread.php?t=23405)

Insuber 06-04-2011 09:30 AM

Quote:

Originally Posted by 335th_GRAthos (Post 293257)
And thank you Insuber for keeping up to your commitment sorting out the work and updating the list!

:)

~S~


PS. for those with the sound bug, Ataros posted a sugestion in the other thead and it sees likeit solved the problem (volunteers to test required):


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

furbs 06-04-2011 11:24 AM

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.

335th_GRAthos 06-04-2011 11:55 AM

Quote:

Originally Posted by furbs (Post 293309)
This...still...needs....to....be....stickied....th is is prob one of the most important threads, if not the most important here and it needs to be a sticky.

+1 but it seems the moderators are immitating Luthier's habits.... (incomunicado...) :D

klem 06-04-2011 02:41 PM

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.

Danelov 06-04-2011 02:50 PM

Gunners as gunners at the german bombers and not as passengers for a ride over Britain.

Insuber 06-04-2011 03:39 PM

Quote:

Originally Posted by klem (Post 293373)
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.

Klem, I tried to understand your suggestions and modified the wording accordingly. But ... There are bugs in my bug list ! :)

Blackdog_kt 06-04-2011 05:40 PM

Quote:

Originally Posted by Insuber (Post 293386)
Klem, I tried to understand your suggestions and modified the wording accordingly. But ... There are bugs in my bug list ! :)

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.

furbs 06-04-2011 06:07 PM

Thank you MODS. :) now lets hope Luthier keeps a eye on it too :)

raaaid 06-04-2011 09:51 PM

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 :)

MB_Avro_UK 06-04-2011 09:52 PM

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

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.

Insuber 06-06-2011 08:18 AM

Quote:

Originally Posted by klem (Post 293988)
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.

Thank you! To everyone: I would appreciate if you summarise your issues in one simple sentence, if possible, to facilitate the analysis process. Cheers!

Insuber 06-06-2011 08:21 AM

PS: I will spend this week in India, but I will try to update the bug parade ... if not, be patient please!

Rattlehead 06-06-2011 08:36 AM

Have a good trip.

Is the Br.20 still freezing in mid-air? I can't check it now as I'm at work.

Moggy 06-06-2011 09:14 AM

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.

klem 06-06-2011 09:29 AM

Quote:

Originally Posted by Insuber (Post 294074)
Thank you! To everyone: I would appreciate if you summarise your issues in one simple sentence, if possible, to facilitate the analysis process. Cheers!

Old English Saying: Why use one word when four will do? :)

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!

klem 06-06-2011 09:35 AM

Quote:

Originally Posted by Moggy (Post 294096)
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.

Sorry Moggy but that's not so. Done best part of 200 hours in the Rotol Hurricane now and we always start on the main tank (I have also started on the reserve tank).

Did you crack the throttle?

roadczar 06-06-2011 11:46 AM

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:!:

timholt 06-06-2011 12:07 PM

Cannot sink boats and small ships with mg or cannon fire despite evidence of numerous canon hits.

Moggy 06-06-2011 12:42 PM

Quote:

Originally Posted by klem (Post 294107)
Sorry Moggy but that's not so. Done best part of 200 hours in the Rotol Hurricane now and we always start on the main tank (I have also started on the reserve tank).

Did you crack the throttle?

Klem, I've never flown a Hurricane and probably never will. My information comes from the pilot and A.T.A. notes for the Hurricane Mk.I. I know the system was changed for the Hurricane Mk.II.
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!

Blackdog_kt 06-06-2011 01:07 PM

Quote:

Originally Posted by klem (Post 294107)
Sorry Moggy but that's not so. Done best part of 200 hours in the Rotol Hurricane now and we always start on the main tank (I have also started on the reserve tank).

Did you crack the throttle?

He most probably means the real Hurricane couldn't start on the main tank while the in-game one can but shouldn't: no engine running=no fuel pumps running=no start.

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:

Originally Posted by Moggy (Post 294162)
Klem, I've never flown a Hurricane and probably never will. My information comes from the pilot and A.T.A. notes for the Hurricane Mk.I. I know the system was changed for the Hurricane Mk.II.
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!

Ok, now i'm confused. Is Clem talking about 200 real-life hours in a Hurricane, or the sim one? :-P

Moggy 06-06-2011 02:02 PM

I think I've got myself confused too, oh well Klem probably meant the Hurri in game.

z0ttel 06-06-2011 06:06 PM

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 ;)

Strike 06-06-2011 06:49 PM

Quote:

Originally Posted by z0ttel (Post 294249)
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 ;)

+1

GOZR 06-06-2011 07:05 PM

Quote:

Originally Posted by roadczar (Post 294148)
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:!:


Roadczar +1

old friend ;)

klem 06-06-2011 07:32 PM

Quote:

Originally Posted by Moggy (Post 294183)
I think I've got myself confused too, oh well Klem probably meant the Hurri in game.

Yes, I thought you meant the in-game Hurricane. And yes, that's where my '200 hours' are.

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.

JimmyBlonde 06-06-2011 07:48 PM

Planes that look like 1:72 scale plastic Revel kits.

Gollum 06-06-2011 08:04 PM

Priority

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

shabir 06-06-2011 09:29 PM

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

LcSummers 06-07-2011 06:55 AM

Quote:

Originally Posted by Gollum (Post 294316)
Priority

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



Hi Gollum,

same opinion and problems like you have.

+100

ptisinge 06-07-2011 07:51 AM

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

Moggy 06-07-2011 02:20 PM

Quote:

Originally Posted by klem (Post 294295)
Yes, I thought you meant the in-game Hurricane. And yes, that's where my '200 hours' are.

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.

We did indeed meet Peter and he's a lovely chap. The museum is coming along nicely, everytime I go there it seems something new has been added. It's a shame about the projector but it didn't spoil my enjoyment of the experience whatsoever...oh and I landed her in 1 piece back at Tangmere. ;)

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

CharveL 06-07-2011 02:53 PM

Quote:

Originally Posted by z0ttel (Post 294249)
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 ;)

+2

Affe 06-07-2011 08:08 PM

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.

klem 06-07-2011 08:55 PM

Quote:

Originally Posted by z0ttel (Post 294249)
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 ;)

Its an idea but those aircraft did have different systems. I would prefer to have the option to just use '109' type braking. It may not be realistic in the sense that a lever doesn't have to be pulled but the effect would be the same as the RL aircraft.

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.

Frequent_Flyer 06-08-2011 03:23 AM

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?

Orpheus 06-08-2011 04:34 AM

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. ;)

klem 06-08-2011 07:33 AM

Quote:

Originally Posted by Moggy (Post 294594)
...oh and I landed her in 1 piece back at Tangmere. ;)

............... 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).

You didn't say how many bounces ;)

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.

Moggy 06-08-2011 09:54 AM

Quote:

Originally Posted by klem (Post 294855)
You didn't say how many bounces ;)

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.

No bounces from me old chap, just settled her down nicely on the runway. Another TP'er who shall remain nameless to hide his shame (Bunny) tried to land somewhere on the Isle of Wight at about 500 knots. He did manage to land safely and then was promptly asked by a lady nearby, "are you a real pilot?" which had the rest of the TP contingent in stitches.

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.

Brainless 06-08-2011 11:34 AM

Quote:

Originally Posted by Orpheus (Post 294832)
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
After every mission I need to restart the game for best performance.

z0ttel 06-08-2011 04:40 PM

Quote:

Originally Posted by klem (Post 294734)
Its an idea but those aircraft did have different systems. I would prefer to have the option to just use '109' type braking. It may not be realistic in the sense that a lever doesn't have to be pulled but the effect would be the same as the RL aircraft.

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.

Didn't know that - thanks for sharing :)

Wolf_Rider 06-08-2011 05:35 PM

turning Shadows off does stop all the stuttering when flying close to the ground

TheEditor 06-08-2011 06:16 PM

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.

6BL Bird-Dog 06-08-2011 07:33 PM

Quote:

Originally Posted by Dutch_851 (Post 292543)
Not sure if anyone's mentioned the poor decapitated AA gunner in the black death track. :(

+1 and the hovering Hurricane wreck.....
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.

xpupx 06-09-2011 09:25 AM

CO-OP! Fix or refund

Faustnik 06-09-2011 08:24 PM

The launcher.exe will not start. :confused:

335th_GRAthos 06-09-2011 08:32 PM

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

TheEnlightenedFlorist 06-10-2011 09:07 AM

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.

raaaid 06-10-2011 01:26 PM

hey thats a cool name

yes brakes dont work in sync with the ruuder as the old il2 did :)

335th_GRAthos 06-10-2011 06:41 PM

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...)

Qpassa 06-10-2011 09:06 PM

Bug with Spanish Translation:
http://forum.1cpublishing.eu/showthread.php?t=23711

jg27_mc 06-11-2011 12:43 PM

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).

Blackdog_kt 06-11-2011 05:38 PM

Quote:

Originally Posted by TheEnlightenedFlorist (Post 295663)
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.

Unless you mean they don't work at all, i assume you mean they don't work in differential braking.

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:

TheEnlightenedFlorist 06-11-2011 10:59 PM

Quote:

Originally Posted by Blackdog_kt (Post 296125)
Unless you mean they don't work at all, i assume you mean they don't work in differential braking.

Hi Blackdog, I meant that they don't work at all. :grin:

klem 06-12-2011 11:11 AM

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

Thee_oddball 06-12-2011 04:54 PM

Quote:

Originally Posted by jg27_mc (Post 296061)
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).

any word from steam on this issue?

335th_GRAthos 06-12-2011 06:20 PM

Quote:

Originally Posted by Thee_oddball (Post 296404)
any word from steam on this issue?

Sorry Oddball, this is the "bucket list" (and Insuber the "volunteer") and not 1C's help-line... ;)

Only wishes on this thread... in order to keep it as short as possible.

~S~

z0ttel 06-13-2011 08:06 PM

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?

Tbag 06-13-2011 08:51 PM

Very good point Z0ttel, I experienced the same annoying behaviour.

JG52Krupi 06-13-2011 11:36 PM

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.

Orpheus 06-14-2011 12:06 AM

Quote:

Originally Posted by JG52Krupi (Post 296958)
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.

There have been quite a few posts to this effect:

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 :(

klem 06-15-2011 07:23 AM

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.

Sauf 06-16-2011 12:31 PM

Dedicated server looses connection with steam every 1-2 hours that surprisingly causes all players to disconnect from a server somehow

+1 for me

ReconNZ 06-16-2011 12:50 PM

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!

jojovtx 06-16-2011 01:42 PM

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.

JG53Frankyboy 06-16-2011 04:39 PM

no, 110 and 109 have similar slatsystem.

robtek 06-16-2011 05:03 PM

And that is NOT spring loaded!!!
When the aoa is large enough the aerodynamic pressure-difference pulls the slats out.

W32Blaster 06-16-2011 05:50 PM

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

Blackdog_kt 06-16-2011 11:18 PM

Quote:

Originally Posted by jojovtx (Post 298066)
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.

For the first two issues you mention:
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.

jojovtx 06-16-2011 11:34 PM

Quote:

Originally Posted by Blackdog_kt (Post 298257)
For the first two issues you mention:
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.

Thanks for taking the time to respond to my post.

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.

jojovtx 06-16-2011 11:38 PM

Quote:

Originally Posted by cheesehawk (Post 298112)
I thought the 110 was equipped with the Handley Page slats, which were controlled from in the cockpit, not the automatic ones of the 109?

One in the same my friend. To my knowledge at least. To put it simply there is really only to types of leading edge airfoils. Slots and Slats. Slots are permanently fixed for low speed high lift aircraft that specialize in VSTOL for example. Slats are what we find on our beloved warbirds respectively. Nowadays some of the modern jet airliners have slats controlled from the cockpit and even still I think that is more of a on/off thing.

jojovtx 06-16-2011 11:41 PM

Quote:

Originally Posted by robtek (Post 298127)
And that is NOT spring loaded!!!
When the aoa is large enough the aerodynamic pressure-difference pulls the slats out.

I want to disagree with you because this is the first I've ever heard of this. I know wikipedia is notorious for being as incorrect as it is correct at times but this is what I found to support my long held belief that slats are spring operated.

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.

Bobb4 06-17-2011 10:30 AM

Quote:

Originally Posted by Sauf (Post 298034)
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 for me

jimbop 06-17-2011 04:40 PM

Control input lag reported by numerous people here and here.

csThor 06-19-2011 06:57 AM

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. :-?

klem 06-19-2011 05:31 PM

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.

Vengeanze 06-19-2011 07:18 PM

Quote:

Originally Posted by klem (Post 299367)
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.

Not sure I follow u all the way but I always thought that the sliding of the plane was a tourque thing and u countermeasure it with rudder trim (as aileron trim didn't exist).
But perhaps you're talking about a difficulty setting.

klem 06-19-2011 08:28 PM

Quote:

Originally Posted by Vengeanze (Post 299386)
Not sure I follow u all the way but I always thought that the sliding of the plane was a tourque thing and u countermeasure it with rudder trim (as aileron trim didn't exist).
But perhaps you're talking about a difficulty setting.

You're basically right but the wings could only be level under one particular set of circumstances when the torque is perfectly counteracted by rudder alone. Under other conditions one wing will be low as the rudder cannot perfectly offset the torque under all conditions.

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.

Vengeanze 06-19-2011 08:33 PM

Quote:

Originally Posted by klem (Post 299398)
You're basically right but the wings could only be level under one particular set of circumstances when the torque is perfectly counteracted by rudder alone. Under other conditions one wing will be low as the rudder cannot perfectly offset the torque under all conditions.

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.

Friggin kewl! I want it. :-D

Thee_oddball 06-19-2011 09:49 PM

Quote:

Originally Posted by Sauf
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

VO101_Tom 06-20-2011 12:52 AM

Quote:

Originally Posted by Sauf (Post 298034)
Dedicated server looses connection with steam every 1-2 hours that surprisingly causes all players to disconnect from a server somehow

+1 for me

I experienced this, but only on servers, where there are complex scripts (moving front for example). All the same what kind of map (Small map or La-Manche), everywhere throws out. But we flew until hours on the Repka DGW server, without an any kind of net problem. That is dedicated server too, but very few, simple scripts running on it.

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?

Strike 06-20-2011 04:42 PM

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)

Plt Off JRB Meaker 06-28-2011 08:37 AM

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.

ATAG_Dutch 06-28-2011 10:35 AM

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

GOZR 06-30-2011 06:53 AM

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 !

naz 06-30-2011 08:01 AM

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. :)

335th_GRAthos 07-01-2011 08:26 AM

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:

Quote:

JG53Frankyboy
...one of the very 'smart' decissions of 1C was that the shortcutcommand "release bombs" is not working from the bombarider position , only from pilot position.
In the Blenheim and Br.20 you have to use the mouse to activate the 3D cockpit lever/button, in the Heinkel and Junkers you are depending on the automatik bombrelease function of their bombsight.
Make the DropBombs command working from any position on the plane!


~S~

Orpheus 07-02-2011 11:05 PM

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:

ATAG_Dutch 07-03-2011 02:35 AM

1 Attachment(s)
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.

Rickusty 07-03-2011 07:20 AM

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

klem 07-03-2011 08:17 AM

Quote:

Originally Posted by cheesehawk (Post 305084)
We need working slats on the 109s...

No you don't. Not until we get the Rotol Spit :)

That's a VOTE btw.


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