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-   IL-2 Sturmovik: Cliffs of Dover (http://forum.fulqrumpublishing.com/forumdisplay.php?f=189)
-   -   Patch v1.02.14821 Bug thread (http://forum.fulqrumpublishing.com/showthread.php?t=24077)

FG28_Kodiak 06-29-2011 10:02 AM

Do you have cleaned your cache folder and steam checked the files?

If you have a Ati card, rename or delete the Ubi Logo and use the pseudo fullscreen mode. With that i 've 10fps more without stutter.

JG52Krupi 06-29-2011 10:09 AM

I'm actually surprised I get 40 - 50 fps online with pseudo full screen (no crossfire) can only imagine what I will get when crossfire is sorted for my 5970.

Kankkis 06-29-2011 10:14 AM

Quote:

Originally Posted by rakinroll (Post 303766)
After the last patch:
I still got freezes and this time much more, new problem for me is the game crashing, sound cut problem is still here and fps is lower then ever.

I got more freezes with latest patch too if there is AI planes, in solo its very smooth.

Kankkis 06-29-2011 10:16 AM

Quote:

Originally Posted by JG52Krupi (Post 303784)
I'm actually surprised I get 40 - 50 fps online with pseudo full screen (no crossfire) can only imagine what I will get when crossfire is sorted for my 5970.

But with pseudo there is no possibility put vsync on of course, i cannot look that tearing.

JG52Krupi 06-29-2011 10:37 AM

Quote:

Originally Posted by Kankkis (Post 303788)
But with pseudo there is no possibility put vsync on of course, i cannot look that tearing.

Haven't seen any screen tearing myself... odd

Kankkis 06-29-2011 10:42 AM

Quote:

Originally Posted by JG52Krupi (Post 303803)
Haven't seen any screen tearing myself... odd

When turning your head with tir, check cockpit windowframes, they are tearing really badly

Of course its not cod only problem, all sims what i play tears really badly without vsync, A-10 and RoF.

Just try it with fullscreen and vsync on and off then you see what i mean.

TheEnlightenedFlorist 06-29-2011 11:01 AM

In multiplayer maps, at spawn points, if you try to create a flight of 3 or greater, the flight is automatically reduced by one. In other words, if I try to create a flight of 4 JU-88s, I get 3. If I try to create a flight of 3 HE-111s, I get 2. This only seems to happen at blue spawn points and is not dependent on the type of aircraft.

Also, the wheel brakes in the Stuka do not work.

albx 06-29-2011 11:01 AM

1 Attachment(s)
ok, i'll post here also

ATI 6950 catalyst 11.6 (tested with 11.5 and is the same)
windows 7 x64

Purg 06-29-2011 01:54 PM

Quote:

Originally Posted by Kankkis (Post 303807)
When turning your head with tir, check cockpit windowframes, they are tearing really badly

Of course its not cod only problem, all sims what i play tears really badly without vsync, A-10 and RoF.

Just try it with fullscreen and vsync on and off then you see what i mean.

That's the point of vsync - to stop the tearing. It's not the game, it's the monitor.

TheEditor 06-29-2011 02:16 PM

Quote:

Originally Posted by slm (Post 302455)
I was flying one of the quick missions. My Hurricane collided in air with an enemy fighter and the whole nose part of the plane fell down (see the screenshot). Despite this huge crash it seems no damage was done to the pilot. I could fly normally, like engine switched off.

I would think:
-the pilot would be in pretty bad shape
-controlling the plane with such huge and heavy (the engine) piece missing would be very difficult

You think that's bad, what about oil spraying your windshield and your engine is gone just like your screenshot!

JG52Krupi 06-29-2011 02:32 PM

Quote:

Originally Posted by Kankkis (Post 303807)
When turning your head with tir, check cockpit windowframes, they are tearing really badly

Of course its not cod only problem, all sims what i play tears really badly without vsync, A-10 and RoF.

Just try it with fullscreen and vsync on and off then you see what i mean.

Fulscreen reduces my fps online due to poor crossfire performance.

I will have look at full screen, is that online, offline of both?

JG52Krupi 06-29-2011 02:33 PM

Quote:

Originally Posted by Purg (Post 303856)
That's the point of vsync - to stop the tearing. It's not the game, it's the monitor.

Lol he known that :D but v sync is causing some ppl problems.

Fps is better for 5970 in pseudo but you can't access v sync.

But you are right it could be his monitor.

furbs 06-29-2011 09:22 PM

For what its worth...heres another.

Spit 1a not using any fuel online.

whoarmongar 06-29-2011 09:43 PM

Quote:

Originally Posted by furbs (Post 304018)
For what its worth...heres another.

Spit 1a not using any fuel online.


Yes it is, try flying a long time. The guage only shows your reserve tank, there should be a button to press to read the other tank but im not sure its in this sim.
But trust me you are using fuel. I have landed with only 7 gallons left in the tank

furbs 06-29-2011 09:57 PM

Ok thanks...i will check it.

kakkola 06-29-2011 11:37 PM

No AA working!!!!

Win 7
phenom x4 965 3.4 OC at 3.61ghz
gtx 570 1280 mb

Warhound 06-30-2011 12:07 AM

Copy/paste from another thread so it get's more chance of being read.

Quote:

I can confirm the Ju-88 bombbaydoors act strange, fully open them manually (either by cockpit or keys) and after a single bomb they will close again. Would make more sense if dropping the bombs didn't automatically open and close the doors so we had full control over the process. Dropping many in very quick succession forces them open as long as your distributor delay is set 0.
The salvo quantity indeed does not react, either to clicking in cockpit or mapped keys.

On a similar note the He-111 P2's 2nd magneto is unclickable, it does work via keymapings though and also works in cockpit in the He-111 H2.

And a few more error messages that show up during gameplay(mostly online).
CLOD files were checked before posting and they come back as "all files successfully validated" on Steam

-Load bridges
LongBridge: wrong width. (3)

-Spawn.get( Armor.custom_chief47 ) NOT FOUND

Quote:

=================================================
System.NullReferenceException: Object reference not set to an instance of an object.
at WcaIP9YS22kpMXbKbQv.SsJ7fhYG50d5Vf0ggli..ctor(IMes h , String )
at 5a3Rsr703dI81NSmcbh.NQ7Ouv7BLjDDVsemqWx.L8A7loXgNW E(lGJR0AHDGyN9d8lUfKG , String , Double , Double )
at ZwCNuLYK1XFC4Ym8QXT.rTfS1lY7qYXD9ZSrXnK.yhE5PPwTjR k()
at 4T1rvpiZsAEQS0I4ofE.CPlB15iewFGZm6jEi30.HnQONHe7T1 i(HOufZ19q7UOT8rjaAFF )
at 4T1rvpiZsAEQS0I4ofE.CPlB15iewFGZm6jEi30.netInput(H OufZ19q7UOT8rjaAFF )
at 7uVsgGGRMQ1vm7up5IS.eIqU8XGETeyfQgpLViK.5nrvlpiQd8 4(HOufZ19q7UOT8rjaAFF )
=================================================

=================================================
System.NullReferenceException: Object reference not set to an instance of an object.
at 5xbYH83KUkjpPZSQLkI.BeUUfW375eeacr7PlmL.ambpsgZcol U()
at 5xbYH83KUkjpPZSQLkI.BeUUfW375eeacr7PlmL.GdKpsUcO83 E(String )
at 5xbYH83KUkjpPZSQLkI.BeUUfW375eeacr7PlmL.mJlpsAEO6h S(uTsm1b3k9TnJdqJApc9 )
at 5xbYH83KUkjpPZSQLkI.BeUUfW375eeacr7PlmL.TlDp99tDJ8 J(CPlB15iewFGZm6jEi30 )
at XZmlFsbJ6gIQMfdFbeY.pcUMPGbdkovZjoRTbLH.objwqHz1iZ m6DBTY6nm(Object , Object )
at XZmlFsbJ6gIQMfdFbeY.pcUMPGbdkovZjoRTbLH.leave()
at bhCNdaL7U0fHcvvLDp3.wiyPawL48rdbR2c5Lbi.leave()
at 4T1rvpiZsAEQS0I4ofE.CPlB15iewFGZm6jEi30.destroy()
at nj9eaRIaB7lQPjHstDe.4niqsmIVKFlqyjtWDYQ.kdXnoIoQJ0 4RAsiAmdGe(Object )
at nj9eaRIaB7lQPjHstDe.4niqsmIVKFlqyjtWDYQ.6UBpTiTbja D(eIqU8XGETeyfQgpLViK )
=================================================

=================================================
System.Exception: Network: Channel is destroyed.
at nj9eaRIaB7lQPjHstDe.4niqsmIVKFlqyjtWDYQ.lkLvN7PR7A H(wmdsRToiLvuBJdSMEcq , Boolean )
at 7uVsgGGRMQ1vm7up5IS.eIqU8XGETeyfQgpLViK.rYOVK6KHmD (4niqsmIVKFlqyjtWDYQ , wmdsRToiLvuBJdSMEcq )
at 4T1rvpiZsAEQS0I4ofE.CPlB15iewFGZm6jEi30.DvFON6l3in N(Boolean )
at AWswTSqgAeh1dfAiT2a.FRrGnNqbLvOG5wEcba9.j0gfTrMGI9 eGBK8GHvmV(Object , Boolean )
at AWswTSqgAeh1dfAiT2a.FRrGnNqbLvOG5wEcba9.k9oOw4cp2m 3(CPlB15iewFGZm6jEi30 )
at AWswTSqgAeh1dfAiT2a.FRrGnNqbLvOG5wEcba9.ERGUNYMGsx fJQ96rO5Fs(Object )
at AWswTSqgAeh1dfAiT2a.FRrGnNqbLvOG5wEcba9.tTbOwMd9ij M(GameEventId , Object , Object , Int32 )
=================================================

=================================================
System.IO.FileNotFoundException: Could not find file 'C:\Users\Stan\Documents\1C SoftClub\il-2 sturmovik cliffs of dover\missions\Single\Free Hunt LG.jpg'.
File name: 'C:\Users\Stan\Documents\1C SoftClub\il-2 sturmovik cliffs of dover\missions\Single\Free Hunt LG.jpg'
at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy, Boolean useLongPath)
at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share)
at System.Windows.Media.Imaging.BitmapDecoder.SetupDe coderFromUriOrStream(Uri uri, Stream stream, BitmapCacheOption cacheOption, Guid& clsId, Boolean& isOriginalWritable, Stream& uriStream, UnmanagedMemoryStream& unmanagedMemoryStream, SafeFileHandle& safeFilehandle)
at System.Windows.Media.Imaging.BitmapDecoder.CreateF romUriOrStream(Uri baseUri, Uri uri, Stream stream, BitmapCreateOptions createOptions, BitmapCacheOption cacheOption, RequestCachePolicy uriCachePolicy, Boolean insertInDecoderCache)
at System.Windows.Media.Imaging.BitmapImage.FinalizeC reation()
at System.Windows.Media.Imaging.BitmapImage.EndInit()
at qecImmTPlGd3fGa4fLS.hjRDnuTraLBfn8s8tLi.rwtvyDRSYF P(TdALLdTIjbkyBKxiIc4 )
=================================================

=================================================
System.InvalidOperationException: Specified element is already the logical child of another element. Disconnect it first.
at System.Windows.FrameworkElement.ChangeLogicalParen t(DependencyObject newParent)
at System.Windows.FrameworkElement.AddLogicalChild(Ob ject child)
at System.Windows.Controls.ContentControl.OnContentCh anged(Object oldContent, Object newContent)
at System.Windows.Controls.ContentControl.OnContentCh anged(DependencyObject d, DependencyPropertyChangedEventArgs e)
at System.Windows.DependencyObject.OnPropertyChanged( DependencyPropertyChangedEventArgs e)
at System.Windows.FrameworkElement.OnPropertyChanged( DependencyPropertyChangedEventArgs e)
at System.Windows.DependencyObject.NotifyPropertyChan ge(DependencyPropertyChangedEventArgs args)
at System.Windows.DependencyObject.UpdateEffectiveVal ue(EntryIndex entryIndex, DependencyProperty dp, PropertyMetadata metadata, EffectiveValueEntry oldEntry, EffectiveValueEntry& newEntry, Boolean coerceWithDeferredReference, Boolean coerceWithCurrentValue, OperationType operationType)
at System.Windows.DependencyObject.InvalidateProperty (DependencyProperty dp)
at System.Windows.Data.BindingExpressionBase.Invalida te(Boolean isASubPropertyChange)
at System.Windows.Data.BindingExpression.TransferValu e(Object newValue, Boolean isASubPropertyChange)
at System.Windows.Data.BindingExpression.ScheduleTran sfer(Boolean isASubPropertyChange)
at MS.Internal.Data.ClrBindingWorker.NewValueAvailabl e(Boolean dependencySourcesChanged, Boolean initialValue, Boolean isASubPropertyChange)
at MS.Internal.Data.PropertyPathWorker.UpdateSourceVa lueState(Int32 k, ICollectionView collectionView, Object newValue, Boolean isASubPropertyChange)
at MS.Internal.Data.PropertyPathWorker.OnDependencyPr opertyChanged(DependencyObject d, DependencyProperty dp, Boolean isASubPropertyChange)
at MS.Internal.Data.ClrBindingWorker.OnSourceInvalida tion(DependencyObject d, DependencyProperty dp, Boolean isASubPropertyChange)
at System.Windows.Data.BindingExpression.HandleProper tyInvalidation(DependencyObject d, DependencyPropertyChangedEventArgs args)
at System.Windows.Data.BindingExpressionBase.OnProper tyInvalidation(DependencyObject d, DependencyPropertyChangedEventArgs args)
at System.Windows.Data.BindingExpression.OnPropertyIn validation(DependencyObject d, DependencyPropertyChangedEventArgs args)
at System.Windows.DependentList.InvalidateDependents( DependencyObject source, DependencyPropertyChangedEventArgs sourceArgs)
at System.Windows.DependencyObject.NotifyPropertyChan ge(DependencyPropertyChangedEventArgs args)
at System.Windows.DependencyObject.UpdateEffectiveVal ue(EntryIndex entryIndex, DependencyProperty dp, PropertyMetadata metadata, EffectiveValueEntry oldEntry, EffectiveValueEntry& newEntry, Boolean coerceWithDeferredReference, Boolean coerceWithCurrentValue, OperationType operationType)
at System.Windows.DependencyObject.SetValueCommon(Dep endencyProperty dp, Object value, PropertyMetadata metadata, Boolean coerceWithDeferredReference, Boolean coerceWithCurrentValue, OperationType operationType, Boolean isInternal)
at System.Windows.DependencyObject.SetValue(Dependenc yProperty dp, Object value)
at System.Windows.Controls.ToolTipService.SetToolTip( DependencyObject element, Object value)
at YkTybcT7yCQI8PQMvsx.5fBov6T43EtZLiFiFVJ.ZdipxWdfUQ N()
at m1fffIF8NpDBcmLTXFi.KlNOTtF0PpmYF0bW4wk.EvhVt5kWL6 6()
at sdyjEu08bhugRy6np0w.obJCBq00F1LYX5m0ks4.WB1OAhNTdw x(Boolean , Boolean )
=================================================

Kankkis 06-30-2011 01:18 AM

Quote:

Originally Posted by JG52Krupi (Post 303871)
Fulscreen reduces my fps online due to poor crossfire performance.

I will have look at full screen, is that online, offline of both?

Of course it is 30\60 fps because it sync your monitor, if you have 120hz
, then you can get 60fps with vsync

Sory but drunk, but i see it, i have 60hz, so 60/30 is your fps wit vsync

Blackdog_kt 06-30-2011 04:15 AM

Quote:

Originally Posted by Warhound (Post 304089)
Copy/paste from another thread so it get's more chance of being read.

Quote:
I can confirm the Ju-88 bombbaydoors act strange, fully open them manually (either by cockpit or keys) and after a single bomb they will close again. Would make more sense if dropping the bombs didn't automatically open and close the doors so we had full control over the process. Dropping many in very quick succession forces them open as long as your distributor delay is set 0.
The salvo quantity indeed does not react, either to clicking in cockpit or mapped keys.

On a similar note the He-111 P2's 2nd magneto is unclickable, it does work via keymapings though and also works in cockpit in the He-111 H2.



Not sure if it's been changed in the last patch but it worked fine for me last time i tested the 88, even though the bomb distributor controls need mapped keys to function (it's the clicking that didn't work for me, but then again some of the controls are not easily visible to click on, while the 111 has an easier to use layout).

Herbs107 06-30-2011 04:41 AM

Since the patch, my wife has left me, the dishwasher crapped itself, and my dog ran away. Anyone else getting these bugs.:rolleyes:

klem 06-30-2011 06:27 AM

Quote:

Originally Posted by Herbs107 (Post 304133)
Since the patch, my wife has left me, the dishwasher crapped itself, and my dog ran away. Anyone else getting these bugs.:rolleyes:

Please define 'bug'. ;)

kakkola 06-30-2011 08:09 PM

Since the patch, my wife has left me, the dishwasher crapped itself, and my dog ran away. Anyone else getting these bugs.

A bug?dead wrong,that`s an improvement!!!!!

senseispcc 07-01-2011 10:23 AM

I still have this type of error; a big blue square on the ground behind and seemingly attached to a plane.
http://s3.postimage.org/q6y8gwke0/sh...630_135040.png

It does not happen often but North east of London it does!
There are two big square ore rectangles of Blue on the ground;
One at the North East of London;
http://s1.postimage.org/d4dl5673g/No..._of_London.png
And one at the North West of the same city;
http://s1.postimage.org/9krsdz5t3/No..._of_London.png
I hope this pictures cane help.
It is outside the game map, but…!

:confused:

SYN_Jed 07-01-2011 11:42 AM

Since the patch my dog has crapped in the dishwasher and my wife has run away with Oleg....surely someone can get Luthier to give us an answer??? :-x:-x

Tree_UK 07-01-2011 01:21 PM

Quote:

Originally Posted by senseispcc (Post 304503)
I still have this type of error; a big blue square on the ground behind and seemingly attached to a plane.
http://s3.postimage.org/q6y8gwke0/sh...630_135040.png

It does not happen often but North east of London it does!
There are two big square ore rectangles of Blue on the ground;
One at the North East of London;
http://s1.postimage.org/d4dl5673g/No..._of_London.png
And one at the North West of the same city;
http://s1.postimage.org/9krsdz5t3/No..._of_London.png
I hope this pictures cane help.
It is outside the game map, but…!

:confused:

They seem to crop up randomly, Ive seen these big expanses of rectangle water in France also, just shove it on the never ending list, hopefully Luthier will address the problem soon.

addman 07-01-2011 01:43 PM

Yup, also seen the big blue squares in the northern parts of the France part of the map. Surely they know about it already because it's been there since release, it'll probably get fixed in the next patch.

senseispcc 07-01-2011 01:49 PM

Quote:

Originally Posted by addman (Post 304553)
Yup, also seen the big blue squares in the northern parts of the France part of the map. Surely they know about it already because it's been there since release, it'll probably get fixed in the next patch.

Some at the east of the British isle have already been corrected.

313_Paegas 07-01-2011 08:14 PM

Visible arm of jacket. (if you choose brown jacket)
It is not after last patch, it is from beginning :-)
http://jiri.foltyn77.sweb.cz/Bug_visible-arm.jpg

slm 07-03-2011 06:44 PM

This was really a user error, so "bug" removed.

Strike 07-04-2011 03:12 PM

Quote:

Originally Posted by Blackdog_kt (Post 302186)
The gunsight view corresponds to tightened straps (there is less head shake in that view), that's why we can't look around too much.

It's a long time coming, but since we're all here to learn more I think I want to debate this very feature as a potential bug/misunderstanding.

I think you're wrong about the "tighten straps". Because the way I interpret it (and I'm drawing from RL experience working on the ACES II crew escape seat from the F-16) you wish to loosen straps in order to move freely around (for instance bend your body forwards to look at certain instruments or get a better look outside the aircraft) and when entering dogfights you want to tighten the straps so that you cannot move your body. You would want to sit in an upright position when manouvering hard to avoid pulling so many g's your body can't keep itself straight. So "Tighten straps" should be when sitting upright with your head against the headrest. Whilst loosen straps should be so that you can lean forwards to the gunsight!

That said, if we assume the straps we're talking about are the ones over the pilots shoulders, I think the game models this all wrong. When leaning forwards, you become even more prone to headbobbing from turbulence and G-forces because you're now bent so that your spine doesn't support your torso anymore. I think in real life, you would only lean forwards when trying to aim at bombers/fighters going straight and level or doing gentle manouvers. The second you start pulling deflection shots in combat manouvering you would have your head between your knees if you didn't sit straight. Which is why you would lean back and then lock (tighten) the straps. Ever tried leaning your head forwards in a rollercoaster loop? The mild G-forces we experience there is enough to overcome the strength in your neck so you can't look up anymore.

So the way I think it should be modeled is that when doing combat manouvers you should have your head upright and resting against the back of the seat to avoid strain on the neck, whilst when chasing planes straight and level wanting to pull off a perfect shot you could position your head close to the gunsight, just like you would do with a firearm. I think it's perfectly fine to use now (if you have Track IR) but I agree you should be able to set and save a default or preset head position for non-track IR users!

Sorry for being picky ;) But we're a picky community ain't we?

klem 07-04-2011 03:44 PM

Strike, I think you have a point and I've always mistrusted the whole CoD 'straps tightened' thing because it doesn't make sense.

Anyone who has sat strapped tight in a cockpit knows they can see more than 90 degrees either side due to peripheral vision so that's wrong for a start. Also, in a combat situation no-one is going to have their eye that close to the gunsight. The straps would have to be loose to do that and as you say that is no way to enter combat.

Personally I think the whole 'gunsight' concept is pointless and superfluous. A 'Straps Tight' is fine to reduce headshake and limit the view to some degree, say +/- 130 degrees, but keeping the head the same distance from the gunsight. Of course to give that some value, the 'straps loose' setting should have us bouncing round the cockpit and suffering injury according to G forces so that everyone is forced to use 'straps tight' in combat and suffer the same visual restrictions.

Then of course there's the whole 109 gunsight alignment question which is actually a separate matter. I think trying to solve that has dragged us into the unreal 'gunsight view' situation.

skouras 07-04-2011 03:53 PM

personally i like this feature [even is not close to the RL]
if they going to change it i don't have a problem as is stays more realistic compare to original IL2

Bloblast 07-04-2011 06:21 PM

Found this, small graphic failure of the shadow:

http://i8.photobucket.com/albums/a23...7-04_00001.jpg

jimbop 07-04-2011 09:44 PM

I have always treated the view commands as toggles on a HAT so haven't paid much attention to the terminology of command since it works fine anyway. It should certainly be Loosen Straps to view the gunsight which is logical. From the manual:

"Loosen Shoulder Straps. This command simulates the pilot loosening his
harness and leaning towards gunsight. Repeated commands cycle between
the Gunsight and normal camera positions."

klem 07-04-2011 10:22 PM

Quote:

Originally Posted by jimbop (Post 305661)
I have always treated the view commands as toggles on a HAT so haven't paid much attention to the terminology of command since it works fine anyway. It should certainly be Loosen Straps to view the gunsight which is logical. From the manual:

"Loosen Shoulder Straps. This command simulates the pilot loosening his
harness and leaning towards gunsight. Repeated commands cycle between
the Gunsight and normal camera positions."

But why would we? Leaning towards the gunsight implies combat. Why else would we do it (not that we would)? You wouldn't loosen straps in combat you'd tighten them. Its just a daft gamey idea.

jimbop 07-04-2011 10:33 PM

Quote:

Originally Posted by klem (Post 305670)
But why would we? Leaning towards the gunsight implies combat. Why else would we do it (not that we would)? You wouldn't loosen straps in combat you'd tighten them. Its just a daft gamey idea.

Sorry, I understand your point now and tend to agree with you. I have no idea how realistic loosening straps during combat would be but my initial thought is 'not very'! I guess you would have to experience it to know for sure, though. Also depends how easy it was to loosen and tighten the straps as well. Probably took both hands to do for a start?

The other consideration, however, is that the virtual pilot already suffers from lack of situational awareness due to lack of, for example, peripheral vision etc even with FT/TrackIR. Perhaps this is a valid concession although not realistic.

nearmiss 07-05-2011 12:33 AM

Quote:

Originally Posted by Tree_UK (Post 303711)
Guys dont waste your time posting bugs, luthier hasnt logged on since the 24th, its clear he isn't reading this.

That isn't true. You don't have to log in to read the forums. Oleg used to drop in all the time like that. Also, you should be aware the devs have several admin accounts and they share them.

Soooo... private eyes watching you.

http://www.youtube.com/watch?v=anLfoy2XsFw

jimbop 07-05-2011 12:47 AM

Quote:

Originally Posted by nearmiss (Post 305687)
That isn't true. You don't have to log in to read the forums. Oleg used to drop in all the time like that. Also, you should be aware the devs have several admin accounts and they share them.

Soooo... private eyes watching you.

Good to know but why can't they post something, especially in the bug threads! Would be good to know it is not a waste of time. It's just discouraging at the moment - see Insuber's monster thread but not a single reply so how can we know whether to bother?

jimbop 07-05-2011 12:59 AM

So no point posting bugs or suggestions here then presumably...

nearmiss 07-05-2011 02:13 AM

You want to get your message out there. Just post on some of the sticky threads related to patches, etc.

Believe this... the devs need input from the community, but they rarely will discuss it there and then.

Mysticpuma 07-06-2011 12:07 AM

Tried to go online but no servers or lobbies listed. Running this patch...blimey, no MP at-all, tragic!

Codex 07-06-2011 01:11 AM

Quote:

Originally Posted by Thee_oddball (Post 302718)
Problem signature:
Problem Event Name: CLR20r3
Problem Signature 01: launcher.exe
Problem Signature 02: 1.0.0.0
Problem Signature 03: 4d6e3d08
Problem Signature 04: core
Problem Signature 05: 1.0.0.0
Problem Signature 06: 4e047eee
Problem Signature 07: ba3
Problem Signature 08: 18
Problem Signature 09: System.AccessViolationException

An access violation occurs in unmanaged or unsafe code when it attempts to read or write to memory that has not been allocated, or to which it does not have access. Not all reads or writes through bad pointers lead to access violations, so an access violation usually indicates that several reads or writes have occurred through bad pointers, and that memory might be corrupted.


do u have a way to test your memory?

There is most likely nothing wrong with his memory chips. This error is most likely a coding problem. An unmamaged object was called from a managed environment (.net) and it violated a memory address somewhere.

Now for the bug I'm noticing ... Sound chanels are reversed when using surround sound. Most noticabely the Left and Right chanels are reversed, only tested on the Me110 at this stage. Going back to IL-2 1946 in the mean time :P

MD_Titus 07-06-2011 11:23 AM

Played once after patch, then later that day persistent launcher failed to respond crashes. Rebooting etc failed to resolve.

MD_Titus 07-06-2011 11:25 AM

Quote:

Originally Posted by Mysticpuma (Post 305978)
Tried to go online but no servers or lobbies listed. Running this patch...blimey, no MP at-all, tragic!

Also this. Squadmate on ventrilo at the time could see servers listed though

Strike 07-06-2011 11:46 AM

Quote:

Originally Posted by MD_Titus (Post 306094)
Also this. Squadmate on ventrilo at the time could see servers listed though

sounds like some port-forwarding or NAT issues perhaps? Have you checked firewall etc etc? I have ALWAYS seen and been able to connect to servers and I've never been dropped :p

albx 07-06-2011 12:31 PM

Windows 7 x64
ATI 6950 Catalyst 11.6

I found this graphic bug in the spit, mirror=off. If you look around in a damaged cockpit, another cockpit appear, like one over another... it's ugly.

http://i56.tinypic.com/2num9w2.gif

and of course this also...

http://i53.tinypic.com/a2dgs0.jpg

http://i52.tinypic.com/w6qob5.jpg

http://i56.tinypic.com/swthxs.jpg

http://i51.tinypic.com/206j0ua.jpg

Thee_oddball 07-06-2011 01:07 PM

Quote:

Originally Posted by cheesehawk (Post 305692)
Remember, they have another forum they also have to respond to, the Russian forum, sukov.ru or something. I'm sure its much easier to read the same things screamed over and over in their native language.

If I were part of their staff, I'd automatically filter out all messages containing keywords: octane, tracers, sound, fps, colors, performance.


hmmm Вы могли бы быть правы :)

S!

RE77ACTION 07-07-2011 07:32 PM

While playing the latest version of this sim I've found a few things that are worth mentioning. Most things will probably mentioned already but it gets hard to follow what's said and what's not.

My list:

- Taxiing the plane over grass while looking backwards into your own dust leads to a very low frame rate.
- Parked planes often won't keep standing still.
- Some keyboard shortcuts won't work on the Tigermoth while these items do work in the clickable cockpit. Like: leading edge slats, magnetos (outside the hull)
- Wingmen (AI) keep formation while I land my airplane and land/crash with me. I've not found an option in the menu to break formation. The only thing that works, is waiting on my turn when landing but that's not always possible or desired.
- From great height and distance, rivers transform to ultra wide rivers.
- Fuel selector, fuel indicator and empty tank lights don't correspond to each other in BF110.
- English Command menu issues like "copy" and "do not copy" are reversed (at least compared to speech). And "damaged" translates into "wounded".
- Windmills on the ground (to pump water, mill grain, etc) turn around in the wrong direction.
- AI pilots are often sleeping while returning to base after a fight.
- Pitch control in BF109 is reversed (slider on joystick works in opposite direction of the handle in the cockpit).
- I would prefer a thinner border around the flight map.
- I would like it if the flight map size would be remembered (now it's only location).
- I would prefer if some calculations on core1 (for programmers core0) of the CPU could be moved to other cores. Core1 is always fully utilized while other cores are wasting cycles. In some cases this leads to ineffective usage of my video cards GPU. For example, when flying offline with 100 AI planes, my GPU usage drops often from 100% usage to only about 50% usage because the CPU doesn't deliver enough data to it. It would be nice if AI calculations where moved to another core. Of course I don't know of this is doable programming wise.

Thank you! ;)

Codex 07-08-2011 03:04 AM

Quote:

Originally Posted by RE77ACTION (Post 306559)
- I would prefer if some calculations on core1 (for programmers core0) of the CPU could be moved to other cores. Core1 is always fully utilized while other cores are wasting cycles. In some cases this leads to ineffective usage of my video cards GPU. For example, when flying offline with 100 AI planes, my GPU usage drops often from 100% usage to only about 50% usage because the CPU doesn't deliver enough data to it. It would be nice if AI calculations where moved to another core. Of course I don't know of this is doable programming wise.

Anything is do-able, it all comes down to how much time, money and people your willing to throw at it :cool:. The problem is CoD is way under cooked, even now. I would have been happy to wait longer before buying it, because I feel like I'm wasting my time flying in it, IL-2 1946 is still filling the void for me at the moment.

Orpheus 07-08-2011 03:39 AM

He's right though, my machine runs the first core at almost 100% but the other cores barely registering around 30%.

Fingers crossed more optimisation will come... :rolleyes:

MD_Titus 07-08-2011 07:30 AM

Quote:

Originally Posted by Strike (Post 306099)
sounds like some port-forwarding or NAT issues perhaps? Have you checked firewall etc etc? I have ALWAYS seen and been able to connect to servers and I've never been dropped :p

I get no problems using other online games (rise of flight, world of tanks, hyperlobby) so i'd assume it's not something like firewall settings or ports. Not to say it couldn't be that of course, but would be peculiar if only clod affected, right?
Quote:

Originally Posted by Codex (Post 306608)
Anything is do-able, it all comes down to how much time, money and people your willing to throw at it :cool:. The problem is CoD is way under cooked, even now. I would have been happy to wait longer before buying it, because I feel like I'm wasting my time flying in it, IL-2 1946 is still filling the void for me at the moment.

The complaining about delayed release would've been astounding. As it is, the complaining about early release...
Meh. I'm keeping the faith, but I am also playing other games more than I anticipated. The real bugger is the recent appearance, for me, of the launcher crashes which have rendered the game quite literally unplayable. I had been having short blasts of amusement in the quick missions up to that point.

adonys 07-09-2011 10:13 AM

A few annoying bugs I've encountered:

- sometimes the plane is stopping dead into the air (I think it might be correlated with me firing the cannons, which is a command set by me and composed from a sequence of two joystick buttons). the plane remains hanged in there, engine running and so on, no matter what (switching the control to AI and back has no effect) dunno if anyone else encountered this, but it happens on a constant basis to me. this should be a critical bug to fix!

- some buttons/command are not working from the first push (for example the prop pitch down in a newly spawned Bf-109 it NEVER works from the first press, but only after a release and a second try, then it works normally)

- player's airplane markings are that of a Schwarm leader, even if he's on 4th position. this might be related with the fact that AI almost never considers the player as being part of his Schwarm (when the player is the leader, the AI planes are "detached" and act as an independent Schwarm of their own, and ignore all leader's commands)


requests:

- add Ground Attack target area option for a Waypoint (instead of a single target)


requests already passed (via russian forum) to programmers:

- add a Wait (an ammount of time, for another AirGroup) option for a Waypoint
- add CustomSayToAirgroup function (so that we need to can put text in mouth of existent actors (AiAircraft or AiCart), or general (for control tower / radar / etc. speaking), also it would be very useful to can also optionally assign an audio file

RE77ACTION 07-09-2011 11:18 AM

Quote:

Originally Posted by adonys (Post 307087)
- sometimes the plane is stopping dead into the air (I think it might be correlated with me firing the cannons, which is a command set by me and composed from a sequence of two joystick buttons). the plane remains hanged in there, engine running and so on, no matter what (switching the control to AI and back has no effect) dunno if anyone else encountered this, but it happens on a constant basis to me. this should be a critical bug to fix!

You're not alone here. Lately it happened to me too (till now always BF109, official Germain campaign). Before last week I never encountered this problem and now 3 times this week. The plane starts hanging still in the air just when you press the fire button. It's just like you're hanging in a sort of temporal time flux or something (too much Star Trek ;)) because the rest of the world including all other planes keep running and moving like nothing changed. Really strange and there is no way out of this anomaly as far as I found. The only way is restarting the mission. I've tried clearing my cache but it didn't resolve anything.

EDIT: Indeed, the engine keeps running and the prop keeps spinning but you can't change any engine or airplane settings although the clicks of some button still sound through the speakers. You still can look around and the game menus keep responding like they should. And as mentioned, the dogfights continue without me as happens when hanging in a parachute.

badfinger 07-10-2011 04:45 AM

Tonight, playing the CoD Campaign (with the Spitfire in the later missions), I starting seeing the RPM drop from ~3500 to ~2100 w/o me moving my throttle. This would seem to happen right after I had taken off from Manston, and as I crossed the coast. I couldn't find anything to get it to go up again.

Then, the ASI started acting funny. It would show a speed much lower than I knew it could be. Finally, with full power in a Spitfire IIA, what my throttle should should be full on was really showing ~2100 with an airspeed >70. I rapidly mused into the water.

I have been using the latest patch and, until now, had good luck with it.

binky9

klem 07-10-2011 06:29 AM

Quote:

Originally Posted by binky9 (Post 307322)
Tonight, playing the CoD Campaign (with the Spitfire in the later missions), I starting seeing the RPM drop from ~3500 to ~2100 w/o me moving my throttle. This would seem to happen right after I had taken off from Manston, and as I crossed the coast. I couldn't find anything to get it to go up again.

Then, the ASI started acting funny. It would show a speed much lower than I knew it could be. Finally, with full power in a Spitfire IIA, what my throttle should should be full on was really showing ~2100 with an airspeed >70. I rapidly mused into the water.

I have been using the latest patch and, until now, had good luck with it.

binky9

Try checking:-

Oil and Engine Temps
Rad open
Running too long on max RPM even with the Rad open

I'm assuming Complex Engine Managenment is on.
You shouldn't run the RPM at max all the time and the max rated RPM for the Merlin is around 3,000. 3,500 is far too high.

Take off on max but immediately climb is established reduce RPM to around 2600 (actully you can get away with as much as 2800). Also do not run boost at +6 for too long - there are full figures elsewhere but these should get you sorted. I usually reduce to around 4.7 max for climbout.

oho 07-10-2011 08:46 AM

Don't know if it's posted already here, but the Motor of Spitfire and Hurricane is still running (or at least they sound like that) even in steep dive-forward, although it should stutter because it doesn't get any fuel. One could even make an forward inverse looping with these planes.
Please fix the Anti-Aliassing so that I can turn 16x AA on.

klem 07-10-2011 09:02 AM

Quote:

Originally Posted by oho (Post 307347)
Don't know if it's posted already here, but the Motor of Spitfire and Hurricane is still running (or at least they sound like that) even in steep dive-forward, although it should stutter because it doesn't get any fuel. One could even make an forward inverse looping with these planes.
Please fix the Anti-Aliassing so that I can turn 16x AA on.

Doesn't happen for me - do you have complex engine management turned on?

Kankkis 07-10-2011 09:05 AM

Quote:

Originally Posted by oho (Post 307347)
Don't know if it's posted already here, but the Motor of Spitfire and Hurricane is still running (or at least they sound like that) even in steep dive-forward, although it should stutter because it doesn't get any fuel. One could even make an forward inverse looping with these planes.
Please fix the Anti-Aliassing so that I can turn 16x AA on.

There is no even difference on 2x and 8x settings. Switching from off to 2x is even very minimal difference, you see little better result only very close.

AA is messed totally in this game.

badfinger 07-11-2011 02:23 PM

Quote:

Originally Posted by klem (Post 307331)
Try checking:-

Oil and Engine Temps
Rad open
Running too long on max RPM even with the Rad open

I'm assuming Complex Engine Managenment is on.
You shouldn't run the RPM at max all the time and the max rated RPM for the Merlin is around 3,000. 3,500 is far too high.

Take off on max but immediately climb is established reduce RPM to around 2600 (actully you can get away with as much as 2800). Also do not run boost at +6 for too long - there are full figures elsewhere but these should get you sorted. I usually reduce to around 4.7 max for climbout.

I should have mentioned that CEM was not on.

binky9

klem 07-11-2011 10:24 PM

Quote:

Originally Posted by binky9 (Post 307742)
I should have mentioned that CEM was not on.

binky9

Ah, sorry, that's a place I haven't been.

But wouldn't that be correct if CEM isn't being modelled?

Good luck with it anyway.

skouras 07-12-2011 01:46 PM

Quote:

Originally Posted by Kankkis (Post 307353)
There is no even difference on 2x and 8x settings. Switching from off to 2x is even very minimal difference, you see little better result only very close.

AA is messed totally in this game.

second to that
at least make a supersampling option like ROF did with the same problem..

louisv 07-12-2011 03:33 PM

Quote:

Originally Posted by skouras (Post 308040)
second to that
at least make a supersampling option like ROF did with the same problem..

Did you try it ?

It brings my computer to its knees...

Kankkis 07-12-2011 03:38 PM

Quote:

Originally Posted by louisv (Post 308076)
Did you try it ?

It brings my computer to its knees...

Works fine on my comp. Be sure you dont put AA over 2x with it. Try even AA off.
Great new graphics feature on RoF. No shimmering anymore at all.
I have crossfirecard, maybe it is reason whyit is working for me?

oho 07-12-2011 09:05 PM

I didn't have turned CEM on. Will give it a try, thx.
What I noticed too is the AI is not reacting when on their way returning home.

slm 07-14-2011 09:42 AM

After playing a mission the game shows mission summary which shows planes destroyed, damaged etc.

************ the bug ****************
In this summary sometimes a plane which is listed in Planes destroyed is also listed in Planes damaged.
***************************

For example, in a mission I recently played enemy had 2 Bf-109 flying escort.
Both were eventually shot down and listed in Planes destroyed.
But in Planes damaged one of these planes was also listed.

skouras 07-14-2011 01:56 PM

Quote:

Originally Posted by louisv (Post 308076)
Did you try it ?

It brings my computer to its knees...

yeap no problem
if you experience fps hit lower a little the aa
personally i have it at maximmum
i've got a hit only on the ground but still very playable

Buzpilot 07-21-2011 08:35 AM

Whats really annoying, is that online Spitfire only can fly in fine pitch mode, every server exclude MkII because it's too realistic.
If you run without CEM, the Spitfire MkI +a both go to second pitch for climbing, so logically this should be a almost fine pitch setting, but instead of doing the logically, the developers put second pitch to the max extended rotol setting. Is there any documentation for this? Really?:confused:
I asume there has to be documentation for this, since this should be a relative easy to fix, so can Luthier or some official confirm this is documented and really how it was?

IvanK 07-21-2011 11:15 PM

The Reality is that for "2 Pitch" Spits the prop control was in fact a push pull cable and not a lever on the quadrant. It was also possible by slow methodical movement to in effect set any desired RPM rather than be forced to fly in only Coarse or Fine. so to represent this correctly both 3D cockpit modelling and logic modelling is required.

It is also a fact that by the time the battle commenced ALL operational/front line Spitfires were equipped with Constant Speed props.

The Devs are aware of this.

Rattlehead 07-21-2011 11:23 PM

Quote:

Originally Posted by avicena (Post 302272)
I wonder if any of you, guys, has found this problem (or bug?): when flying the Bf-109 (any of them) I can't extend the flaps with the assigned key (V), even though this key works perfectly in other planes.

This may have been answered before (sorry, I can't trawl through the whole thread to check) but it's no bug. The 109's landing flaps deploy extremely slowly. Just keep holding down the V key and you'll see that they do deploy eventually.

robtek 07-22-2011 05:57 AM

It helps to watch the trim wheel, on the left side of the cockpit, to see how it works.

roadczar 07-22-2011 02:24 PM

UBI Logo slowdown bug
 
UBI Logo slowdown

Dusted off the game after couple of weeks (not playing it until fixed) and run couple of tests using a portion of The Black Death.trk.

Results:
With logo current: 50, average: 44, maximum: 64, minimum: 7
Without logo current: 55, average: 51, maximum: 69, minimum: 10

Buzpilot 07-23-2011 12:04 PM

Quote:

Originally Posted by IvanK (Post 312922)
The Reality is that for "2 Pitch" Spits the prop control was in fact a push pull cable and not a lever on the quadrant. It was also possible by slow methodical movement to in effect set any desired RPM rather than be forced to fly in only Coarse or Fine. so to represent this correctly both 3D cockpit modelling and logic modelling is required.

It is also a fact that by the time the battle commenced ALL operational/front line Spitfires were equipped with Constant Speed props.

The Devs are aware of this.

If Devs are aware of this. Why ignore it, and us?
And also, are you sure the Coarse end was that much Coarse it is now?

Blackdog_kt 07-23-2011 12:49 PM

Just because we don't see an immediate fix doesn't mean it's ignored. There could be other things to fix before that, or they could be waiting until they can fix all aircraft-related control mismatches before rolling them up in a nice patch.

Believe me, there are more than the prop pitch on the Spit and some make certain aircraft unusable in their intended roles, at least the Spit can still fly and fight even with the two position propeller.

In any case, last time IvanK said the developers were aware of an issue it was patched away in the next update (he's a member of Team Daidalos and is probably in contact with them), so i tend to believe him.

Das Attorney 07-23-2011 01:27 PM

Quote:

Originally Posted by Buzpilot (Post 312567)
Whats really annoying, is that online Spitfire only can fly in fine pitch mode, every server exclude MkII because it's too realistic.
If you run without CEM, the Spitfire MkI +a both go to second pitch for climbing, so logically this should be a almost fine pitch setting, but instead of doing the logically, the developers put second pitch to the max extended rotol setting. Is there any documentation for this? Really?:confused:
I asume there has to be documentation for this, since this should be a relative easy to fix, so can Luthier or some official confirm this is documented and really how it was?

The coarse setting does work online, but not as expected....

You need to be over approx 8000 - 10000 ft and then put it into coarse setting. If you are any lower, then it does the juddering thing. When you are at about 15000 ft +, the engine runs nicely at 2600 rpm.

It's still well off the mark though.

At 17000 ft with coarse pitch set in level flight, the plane flys at 240 mph IAS. (315 mph TAS). Way too slow and not worth bothering with yet.

Obv, at lower altitudes, you are stuck in fine pitch. The best I could get out of the Spit Ia in level flight @6000 ft was 200 mph IAS (225 mph TAS).

I might just stick to Luftwaffe planes online as the Spit is not worth flying at this point IMO.

Oh and the boost is broken on all the Spits online (doesn't activate - boost stays at +6) :(

Blackdog_kt 07-23-2011 07:31 PM

May i ask, have you confirmed this by sound and acceleration/speed changes or just by looking at the instruments?

The reason i'm asking is that if my memory is not deceiving me, none of the RAF aircraft that use a boost cut-out have an instrument properly calibrated to display the over-boosted values.

For example, i mainly fly offline while testing things out and whenever i would engage the cut-out in the Hurricane the instrument wouldn't read the over-boosted value (the scale doesn't go that far and the needle is just stuck at its maximum value), but i did get a considerable increase in performance and a corresponding change of engine sound so it seemed to work fine.

Das Attorney 07-23-2011 10:10 PM

Good question sir - please see following explanation. (this is for the Spits. Not sure about Hurricane)

Let's assume the throttle slider is at 100% to begin with.

OFFLINE:

Depress the boost cut-out key

Nothing happens at first - need to jiggle the throttle to activate boost (maybe there's a bug where it doesn't activate until an input on the throttle is registered)

Boost dial increases from 6 up to 8. Noticeable change in pitch from engine - speed increases correspondingly.

ONLINE:

Depress the boost cut-out key

Nothing happens - does not matter if I wiggle the throttle or not. No change in the boost dial and no change in engine pitch or speed.

I would post a little video, but I can't get Fraps to work since the last patch. If you need evidence, I'll film it on my camera phone and post it up on YT. :)

I would have done it tonight for you, but it's pretty late and I've been out for beers.... hic

Blackdog_kt 07-24-2011 04:11 AM

No worries, i'm not disputing anything :grin:

Just thought it a bit weird that it is specifically tied to MP and had a "what if" thought ;-)

Heliocon 07-24-2011 04:36 AM

ugh, when is the next patch/beta patch? This is getting really frustrating that there is such a long gap between patches in addition to 0 comunity communication!

Buzpilot 07-24-2011 09:16 AM

Quote:

at least the Spit can still fly and fight even with the two position propeller.
You mean it can fly and defend itself, try use it to catch up with bombers?:rolleyes:

Buzpilot 07-24-2011 05:17 PM

Quote:

Originally Posted by cheesehawk (Post 314056)
I haven't found a bomber I couldn't catch yet, once you get high enough. Trying to chase while climbing still is a bit futile in either Spit or 109 (Haven't tried the Hurri yet, but doubt its any better).

Yeah, if you spend 15min climbing first, not exactly how interception was supposed to be. Beats me why developers fixed the 109 first, when they know the Mk2 is not used online, and this was known from the beginning,:confused:
Not exacly the best move before USA sales.

Blackdog_kt 07-25-2011 07:23 PM

I don't thing they fixed any FM's yet, they just changed how the 109's prop pitch controls work (the control logic, not the actual propeller type, it's still fully manual). I mean, all aircraft are still slow compared to their real life figures and the only one that comes close is the Spit Mk.II, hence why most servers don't use it.

As for the Mk.Ia check the similarly named thread, i posted a few links about CEM that might help people get a bit more performance out of it. I rarely fly Spits and i yet have no trouble getting a Spit with the two-speed propeller to 250mph IAS or more at more than 10000ft (and as a result, an even higher TAS) with very moderate power settings.

Buzpilot 07-26-2011 08:11 AM

Quote:

Originally Posted by Blackdog_kt (Post 314617)
I don't thing they fixed any FM's yet, they just changed how the 109's prop pitch controls work (the control logic, not the actual propeller type, it's still fully manual). I mean, all aircraft are still slow compared to their real life figures and the only one that comes close is the Spit Mk.II, hence why most servers don't use it.

As for the Mk.Ia check the similarly named thread, i posted a few links about CEM that might help people get a bit more performance out of it. I rarely fly Spits and i yet have no trouble getting a Spit with the two-speed propeller to 250mph IAS or more at more than 10000ft (and as a result, an even higher TAS) with very moderate power settings.

If it's ok above 10,000 feet, why don't they simply lock the second stage until that hight then if you run it without CEM?
Now it automaticly shift to second pitch right after takeoff, and only option is to run with CEM activated.
Or is it too complicated to fix?
But the main question was this; Is the second pitch angle real? I mean, it sure don't feel real.
Quote:

, the developers put second pitch to the max extended rotol setting. Is there any documentation for this? Really?

Tree_UK 07-26-2011 12:18 PM

Can still fly hurricane with a wing missing :(

Blackdog_kt 07-26-2011 06:25 PM

Quote:

Originally Posted by Buzpilot (Post 314847)
If it's ok above 10,000 feet, why don't they simply lock the second stage until that hight then if you run it without CEM?
Now it automaticly shift to second pitch right after takeoff, and only option is to run with CEM activated.
Or is it too complicated to fix?
But the main question was this; Is the second pitch angle real? I mean, it sure don't feel real.

When flying with CEM off it's like giving control of the CEM to the AI autopilot. This one probably follows the recommended manual procedures and that's why it sticks to high pitch/low RPM setting. Strange as it may sound, that's how these planes were meant to be flown according to the pilot's operating handbook (it's the same in the Blenheim Mk.IV).

The problem comes from the fact that the AI doesn't change back to low pitch/high RPM when your speed gets too low, which is what a real pilot would do to accelerate and then switch back to high pitch/low RPM setting.

It's like gears in a car, high RPM to start and accelerate, low RPM for fuel economy in cruise and higher top speeds. The problem is that once you start maneuvering and bleed off some speed you need to vary the pitch setting to get back the speed you lost and the AI doesn't do it for you.

It could be fixed for sure (it's just a simple trigger to the tune of "go to high RPM when speed falls below X mph, go to low RPM when speed climbs above X mph), but it would also create one more problem even if it did do it automatically: boost levels rise and fall with the change in RPM, so even if the AI helper was correctly manipulating pitch with CEM off, you would still need to be on your toes and vary the throttle appropriately during the changes.

In the meantime, i think it's no biggie flying them with CEM on, it only has two settings and if you disable temp effects (which takes care of the radiator) you get all the control you need for minimal hassle.

Buzpilot 07-27-2011 02:06 PM

Quote:

In the meantime, i think it's no biggie flying them with CEM on, it only has two settings and if you disable temp effects (which takes care of the radiator) you get all the control you need for minimal hassle.
Comments like this, only make developers not taking this problem serious, I fly with CEM too, but If they think all newcomers do,or this is a healthy buisiness model, I think they are serious wrong IMO.

Blackdog_kt 07-27-2011 11:26 PM

Quote:

Originally Posted by Buzpilot (Post 315700)
Comments like this, only make developers not taking this problem serious, I fly with CEM too, but If they think all newcomers do,or this is a healthy buisiness model, I think they are serious wrong IMO.

Actually, comments like this are intended to let people who face problems have some fun until the developers fix things, instead of simply having to wait it out while doing nothing. I choose to focus on what is under my direct control to improve my entertainment factor and help others do the same, how the developers will interpret it is not my concern because what they decide to do is definitely not under my control.

In layman's terms, we can either fly or speculate in the forums, but not both at the same time. I like to help people fly ;-)


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