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-   -   4.09 - Support & Bug Reporting (http://forum.fulqrumpublishing.com/showthread.php?t=10278)

Viikate 07-20-2010 05:23 AM

Quote:

Originally Posted by WTE_Galway (Post 170616)
The Dunlop triple brake pressure gauge functions correctly on the Avia B534 but is not enabled on aircraft introduced earlier the J8A. Any chance of getting the gauge functional on older aircraft at some point.

From the same readme that Caspar quoted under "Other fixes & improvements:", line 14 out of 62:

"Gladiator/J8A fixes. (revi reticle, spinning wooden prop texture, ski behavior, inclinometer & brake pressure gauge corrections, openable canopy)"

So we've done quite lots of this kind of small fixes & improvements that were requested on different forums.

WTE_Galway 07-20-2010 06:08 AM

Quote:

Originally Posted by Viikate (Post 170785)
From the same readme that Caspar quoted under "Other fixes & improvements:", line 14 out of 62:

"Gladiator/J8A fixes. (revi reticle, spinning wooden prop texture, ski behavior, inclinometer & brake pressure gauge corrections, openable canopy)"

So we've done quite lots of this kind of small fixes & improvements that were requested on different forums.

awesome stuff .. well done :D

Fafnir_6 07-20-2010 07:29 AM

Quote:

Originally Posted by Romanator21 (Post 160035)
I did some more testing yesterday, and I was able to make a safe separation. However, I noticed that there is a large tendency for the FW to pitch up, and I noticed that the elevators are deflected fully upward without input from my stick.

The other thing to point out in regards to the Mistel is that the "camera shake" feature seems much stronger in the Mistel than in a normal FW-190. Just try the single missions which give you a normal takeoff scenario to see the effect.

EDIT:

I don't know if this has been reported, but in the QMB under "Coral Sea" when selecting a flight of Zeros in the first "enemy" slot, they spawn in the water, and their usual carrier seems to be missing.

I didn't see a response to this anywhere...

The pitching of the Fw190A-8 Mistel is due to the default pitch trim level for that plane on startup. Just reset pitch trim (Shift+Up arrow or down arrow - I can't remember) after separation and the Mistel Fw190A-8 will fly like the stock Fw190A-8. This has been the case since the Mistel was released.

Cheers,

Fafnir_6

bugmenot 07-30-2010 06:00 PM

Quote:

Originally Posted by WTE_Galway (Post 170616)
Only if you choose ACE for the AI gunners. ACE is meant to be insane, just choose Veteran AI for the enemy bomber flights instead.

Hum, I'd like, but no.

I've just tried in Veteran and Average, it's the same. Always those hyper-accurate bombers' gunners.

Maybe not a real "bug" as we understand it, but I do think some tweaks should be made. That's not even funny.

I don't even want to imagine in Ace, that must be pointless and totally surrealistic.

Aviar 07-30-2010 06:18 PM

Quote:

Originally Posted by bugmenot (Post 170097)
Two annoying bugs that have been here for a pretty long time :

When you start airborne with the YP-80 the engine does not work at all and you can't start it. So all you can do is land somewhere on the ground (if there's ground of course).

Voilà.

I'm sorry, but I've made and hosted plenty of YP-80 airstart coop missions and I've never once had this problem nor have I heard it mentioned before.

May I respectfully suggest it may be a problem on your end?

Aviar

Blackdog_kt 07-30-2010 08:04 PM

Quote:

Originally Posted by bugmenot (Post 172738)
Hum, I'd like, but no.

I've just tried in Veteran and Average, it's the same. Always those hyper-accurate bombers' gunners.

Maybe not a real "bug" as we understand it, but I do think some tweaks should be made. That's not even funny.

I don't even want to imagine in Ace, that must be pointless and totally surrealistic.


The gunners are super-accurate in some cases and totally inaccurate, even downright unrealistic, in others.

The short story is this: if their guns are pointing your way when you make your attack run then prepare to get accurately peppered by their fire, but if you are a bit outside of their direct cone of fire then they just shoot into empty air.

This seems a lot like the way the AI uses fighters too...they can pull of some amazing snapshots and yet, they can't hit you when they're saddled up on your 6 if you make as much as a gentle, low-G turn.

I've spent a lot of time flying QMB scenarios against bombers and i've used pretty much everything, from German cannon armed fighters against B17s to Spitfires against He111s and with varying enemy AI levels.

The thing is, as long as you are pulling a moderate amount of G the gunners will miss most of the time. You can try this on QMB with a flight of 4 AI B17s. Get on their high 6 and dive below them, as you approach them start pulling up behind them. This will either give you a shot at their belly, or a snapshot at their 6 o'clock.
The trick is to never center the stick, but always keep some pressure applied on the controls. So, this is not a tracking shot but just a snapshot, as you are constantly changing your trajectory. This is the trick to the gunners missing, flying your plane in a changing trajectory. It doesn't have to be wild maneuvering, just apply some moderate G (maybe between 2.5-4.5 G?).
This makes the gunners miss more, but also makes it harder for you to aim and score kills. It's well suited against soft bombers or when you are flying a heavily armed plane, for example a Fw190 with Mk108s only needs 2-4 hits on a B-17 to put it out of aciton.

The other attack profile makes it easier to aim both for you and for the enemy gunners, but relies on minimizing your exposure time to them. It involves flying segments of almost-straight lines or slight curves, with the aim of putting you in a position to execute an attack from the bomber's front quarter (not directly head-on, usually you come in from the bomber's 10/2 o'clock).
Fly parallel to the bombers outside their gun range and when they are at your 9 and a half o'clock (or 2 and a half if they are to your right), start turning towards them.
You can increase/decrease your bank and turn rate to keep the bomber's silhouette steady in reference to a fixed point on your aircraft (for example, a bit to the side of a canopy frame), which is effectively putting you in a collision course with it, if you go on like this you will crash into the bomber. The trick is that as you close the distance you make a final correction turn, momentarily increasing your bank and pulling back on the stick and then levelling off.
Now you are no longer on a collision course, you are on a course that will have you flying on one side of the bomber, crossing its frontal quarter and exiting your attack run behind its tail (eg, starting on the bomber's 10 o'clock and exiting on its 4 o'clock). The gunners have an easier time tracking you at this final segment of the attack run because you are levelled off, but closing speeds are high and you won't take a lot of hits. Even better, you are alinged with the target's geometrical plane of motion and the target will move through your gunsight from nose to tail: congratulations, you just raked the bomber from end to end with gunfire!

Most of all, this sets you up for taking advantage of one of the biggest glitches in AI gunners: rotating turrets (like the B17's top turret) tend to get stuck facing the direction of the last attack. So, if you attack from its left frontal quarter and exit to its right rear quarter, the turret will be facing to the bomber's 10 o'clock or so. Since you exited to the bomber's right however, you set up your next attack from its right side. When you attack, the top turret will probably be facing the wrong way and won't be able to rotate in time to track you. By the time they have turned and started firing you'll be exiting your attack run to the opposite quarter, the turret will again get stuck facing opposite from you, so rinse and repeat until you bring him down. That's why a lot of times you see AI bombers shooting tracers wildly into empty sky towards the place you were 2 seconds ago.

Hope it helps. I would upload some tracks but i'm in a bit of a hurry :grin:

Fafnir_6 07-30-2010 09:18 PM

Quote:

Originally Posted by bugmenot
Hum, I'd like, but no.

I've just tried in Veteran and Average, it's the same. Always those hyper-accurate bombers' gunners.

Maybe not a real "bug" as we understand it, but I do think some tweaks should be made. That's not even funny.

I don't even want to imagine in Ace, that must be pointless and totally surrealistic.

Hello,

It sounds like you may not be choosing the most effective attack approach when you are fighting bombers. Closing from dead astern is a poor strategy since you are almost a stationary target for the even the n00best gunners. I'd suggest an approach with a 400-600m height advantage or so (maybe more??). When you are directly above the bomber you wish to kill, roll over and dive straight down on the bomber. Keep your reticle a little bit ahead of the bomber and shoot when the bomber gets big in your sight (you can get good at this with practice). This approach makes it very difficult for the bomber gunners to hit you and you have a ton of speed when you are closest to the bombers, which you can then use to zoom climb back to where you were before your attack. Difficult angles for the gunners, high speed when you are close to the bombers (and most vulnerable) and the ability to hit the wide faces of the wingtips more easily (saves ammo)are all working in your favour this way. I think the AI gunners are not uber.

I hope this helps,

Fafnir_6

bugmenot 07-30-2010 09:22 PM

Quote:

Originally Posted by Aviar (Post 172741)
I'm sorry, but I've made and hosted plenty of YP-80 airstart coop missions and I've never once had this problem nor have I heard it mentioned before.

May I respectfully suggest it may be a problem on your end?

Aviar

I tried again, you're right. It works well. In fact, the problem appears when I lower the engine's power to a certain level. When it's too low, the engine stops and I can't restart it. :-)

I should try in a online game, since the last time I played with the YP-80 on the Internet, I don't remember I faced this issue...

Aviar 07-30-2010 09:36 PM

Engine flame-out on the YP-80 is quite common. However, we can usually restart the engine a good 90% of the time.

Next time, try to increase the throttle setting before you attempt to restart the engine. A higher setting seems to work better.

My personal tip to prevent flame-outs is to set the throttle to 90% and leave it there. Even moving the throttle in very slow increments will sometimes kill the engine...it's very frustrating.

Aviar

Diga 08-02-2010 08:58 AM

please help to choose
 
hi

i need a help with v4.09
i have il2 platinum collection(russian version 4.07) and want to download the v4.09
which version should i choose from all the patches of 4.09?which russian version?any?

thanks


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