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

KG26_Alpha 05-02-2010 10:53 AM

Quote:

Originally Posted by KG26_Alpha (Post 155663)
Hi

A long standing bug now from several patches back has been the gliders and towing them.

Online its now not possible to use the tow planes for human pilots:

He111
Bf110

Can this function be restored and if so please add a release button for the glider release cable, also a better AI release point to target a drop/trlease point on the map.

There are many small features about IL2 1946 that make the sim unique and this was one of them. :)

Regards

Also please fix the FW/Mistel combo.

It no longer works correctly as Human controlled or AI

All you need to do is test it quickly to see the problems.

Thxz

private_lewis 05-18-2010 12:59 AM

I don't know if this is a bug or not, please help.
On the SM.79, the flaps lower automatically (usually under 190km/h). Can someone please tell me if this is a bug or one of the SM.79's 'features'?:confused: Thanks!

nzwilliam 05-18-2010 01:33 AM

I believe it's a feature, not unlike the Ju88's raising automatically above around 250kph.

AndyJWest 05-18-2010 01:38 AM

Quote:

Originally Posted by private_lewis (Post 159522)
I don't know if this is a bug or not, please help.
On the SM.79, the flaps lower automatically (usually under 190km/h). Can someone please tell me if this is a bug or one of the SM.79's 'features'?:confused: Thanks!

Nope, it's a feature. From 4.09_Guide.pdf:
Quote:

Flaps: SM.79 has completely automated flaps/slats. These are automatically and gradually deployed (via hydraulic actuators) when the aircraft IAS falls below 210km/h. Maximum extension is reached when IAS drops to 140km/h. Retraction is also automated, at the same speeds. Ailerons also act as flaps (flaperons) by deflection downwards with the automated mechanism.
I'd suggest downloading this file if you don't have it (from wherever you got the 4.09m patch, or try Mission4Today - http://www.mission4today.com/index.p...etails&id=3742). You also need to understand the unusual propeller pitch control. The SM 79 is a nice plane to fly once you get used to its quirks, but it helps to read the manual!

private_lewis 05-19-2010 01:01 AM

Quote:

Originally Posted by nzwilliam (Post 159527)
I believe it's a feature, not unlike the Ju88's raising automatically above around 250kph.

Quote:

Originally Posted by AndyJWest (Post 159528)
Nope, it's a feature. From 4.09_Guide.pdf:


I'd suggest downloading this file if you don't have it (from wherever you got the 4.09m patch, or try Mission4Today - http://www.mission4today.com/index.p...etails&id=3742). You also need to understand the unusual propeller pitch control. The SM 79 is a nice plane to fly once you get used to its quirks, but it helps to read the manual!

Thanks for the info and support!

Romanator21 05-19-2010 07:09 PM

Quote:

Also please fix the FW/Mistel combo.

It no longer works correctly as Human controlled or AI

All you need to do is test it quickly to see the problems.
I can vouch for this :) Every time we separate, no matter the speed or attitude, the fighter will spin and collide with the Mistel. It's practically impossible to make a safe separation.

Viikate 05-20-2010 01:51 PM

Quote:

Originally Posted by Romanator21 (Post 159860)
I can vouch for this :) Every time we separate, no matter the speed or attitude, the fighter will spin and collide with the Mistel. It's practically impossible to make a safe separation.

Strange... I have no problem with Mistel.

Romanator21 05-20-2010 04:02 PM

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.

ovrucm 05-22-2010 02:57 AM

Mistel
 
Quote:

Originally Posted by Romanator21 (Post 159860)
I can vouch for this :) Every time we separate, no matter the speed or attitude, the fighter will spin and collide with the Mistel. It's practically impossible to make a safe separation.

I have the same problem. The autopilot does not work for the Mistel combination, it just spins to the ground.

Tempest123 06-16-2010 05:21 PM

DXXI Bug
 
Just noticed that is you do a quick mission and its air start with no target selected, your Fokker Dxxi (either version) will have iron sights (sight tube), yet if you select a target or scramble mission your aircraft will have a reflector sight instead.

AndyJWest 06-16-2010 06:14 PM

Quote:

Originally Posted by Tempest123 (Post 164838)
Just noticed that is you do a quick mission and its air start with no target selected, your Fokker Dxxi (either version) will have iron sights (sight tube), yet if you select a target or scramble mission your aircraft will have a reflector sight instead.

From the 4.09 Guide:
Quote:

Note: Gun sights randomization

Both Goertz tube sight and Revi 3a were used in Finnish Series 3 Fokkers. About 40% of all planes had
Revi. Therefore a virtual pilot in game has a 40% chance to get Revi when default skin is selected. With user skins (BMP) the sight is Goertz by default but can be certain skins can be bind to Revi with Customization.ini file in skin folder.

Tempest123 06-16-2010 07:29 PM

Thanks for that, I didn't know that but its pretty cool, and the revi is soo much better.

bugmenot 07-16-2010 11:12 AM

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).

On the Slovakia Map if you play a Scramble mission for the axis your own AAA starts shooting at you, not very nice. :D

Voilà.

bugmenot 07-16-2010 12:57 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).

On the Slovakia Map if you play a Scramble mission for the axis your own AAA starts shooting at you, not very nice. :D

Voilà.

Oh, could it be possible to tweak a little bit the bombers' gunners? I mean they're wayyyy too accurate, it's insane. They can put a bullet in your head at 750 meters. And they shred your plane to pieces in 15 seconds (when you need twice the time to down the bombers)... ^^

mohaha 07-16-2010 09:07 PM

I have problem... Hmm... I installed Il-2 Sturmovik: 1946 (v4.07m) then I installed 4.08m patch and it worked fine but after the 4.09m patch installation the game woudn't start. I can see the process in task manager but it disappears after few seconds. Can you help me? :confused:

PS. Sorry for my bad english...

WTE_Galway 07-19-2010 09:11 AM

Quote:

Originally Posted by bugmenot (Post 170152)
Oh, could it be possible to tweak a little bit the bombers' gunners? I mean they're wayyyy too accurate, it's insane. They can put a bullet in your head at 750 meters. And they shred your plane to pieces in 15 seconds (when you need twice the time to down the bombers)... ^^

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.




The following is more an observation than a bug report:

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.

EJGr.Ost_Caspar 07-19-2010 09:32 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.

Well, many gauges on older models doesn't work proper way, but most of them are less important (like a brake air pressure gauge).
It would mean quite some large ammount of work to fix them all.

However, we pay attention to our new creations regarding this aspect, but reworking older once will not happen too soon. Maybe in 2020, when we have no more new ideas. :grin::rolleyes:

EDIT: I have to correct myself... for the new navigation features, it was necessary to rework some of the compass gauges. So we DO rework older gauges, but nethertheless, it was in a bigger context.

robtek 07-19-2010 02:51 PM

So there is still hope that the wrong speed gauge of the g4m gets fixed??
Remember, the scale is meant to indicate knots per hour but the needle indicates km per hour -> the needle is always pegged at full speed in level flight.

EJGr.Ost_Caspar 07-19-2010 06:39 PM

Quote:

Originally Posted by robtek (Post 170668)
So there is still hope that the wrong speed gauge of the g4m gets fixed??
Remember, the scale is meant to indicate knots per hour but the needle indicates km per hour -> the needle is always pegged at full speed in level flight.

From 4.10-readme-beta:

Quote:

Betty airspeed gauge unit fix
:D

robtek 07-19-2010 10:02 PM

Word!

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

SaQSoN 08-02-2010 09:10 AM

Quote:

Originally Posted by Diga (Post 173159)
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

You need to install 4.08 first. Download from here:

http://files.games.1c.ru/perl_harbor...es/408m_ru.exe

Next, install 4.09, download from here:

http://files.games.1c.ru/il2_platinu...te/409m_ru.exe

You can ask questions in Russian on the official Russian forum here:

http://forums.games.1c.ru/index.php?type=topics&gid=32

Diga 08-02-2010 09:23 AM

Quote:

Originally Posted by SaQSoN (Post 173162)
You need to install 4.08 first. Download from here:

http://files.games.1c.ru/perl_harbor...es/408m_ru.exe

Next, install 4.09, download from here:

http://files.games.1c.ru/il2_platinu...te/409m_ru.exe

You can ask questions in Russian on the official Russian forum here:

http://forums.games.1c.ru/index.php?type=topics&gid=32




thanks saqson

koivis 08-11-2010 02:42 PM

Bug with G4M1 range
 
I found this bug while testing some plane's endurances for air racing. I set up a mission on FMB using the Crimea map and the airfield next to Sevastopol. After testing some short range fighters (like Me 163:rolleyes:) I switched to G4M1-11, and instead of 25% fuel picked only 2%.

Method is simple, take off with full power, start timer, fuel out, stop timer. Then I imported the data to Calc sheet, and got the following figures:

Fuel loadout: 2%
Endurance: 2 min 8 s
Calculated 100% fuel endurance: 1 hour 47 minutes

Which is WAY too low. Yes, I know that you don't get maximum range with full power, but let me explain. The plane's total horsepower is 3060 (2x1530), and if we assume that the specific fuel consumption of the engine is ~0,25 kg/hp/h, the total consumption is 765 kg/h. Now, according to this source, G4M1-11 had 4900 liter fuel capacity. This means ~3500 kg of fuel, and the with that amount the corresponding endurance is 4 hours 36 minutes. Of course, to get the 6000 km range, you would need to lower the engine settings, and cruise for almost 20 hours!

Now the Betty's range is only ~1/3 of its real range, which means that either the fuel capacity or consumption rate is modelled wrong. If it's too late for 4.10, I'd like to see this fixed in 4.11. I can do some more tests with other planes to see if they're ok.

robtek 08-11-2010 02:49 PM

specific weight of petrol is 1,12 so 4900l equals to approx. 4.375,00 kg.

koivis 08-11-2010 03:11 PM

Quote:

Originally Posted by robtek (Post 174598)
specific weight of petrol is 1,12 so 4900l equals to approx. 4.375,00 kg.

Are you sure? Anyway, if specific weight of something is 1,12, 4900 liters of that can't weigh 4375 kg...
I used a value of 0,718, this is my source: http://www-static.shell.com/static/a..._100ll_pds.pdf

Also corrected a small error on previous post, wrote 2500 liters when I meant 3500. Doesn't affect the calculation, only a typo when writing the post.

swiss 08-11-2010 04:24 PM

I guess the standard German B4 Fuel is more like Avgas 80/87 so you can use even lower density figures, I think it was 690kg/m3

robtek 08-12-2010 02:36 PM

Ok, i stand corrected, AVGAS 80 has a specific weight of 0,73 - 0,78 kg/l that would indicate a weight of 3285 to 3510 kg.

Tempest123 08-23-2010 05:19 PM

Just a couple of bugs: The Manifold pressure gauge is non-functional in the Macchi 202 (series VII), and when the cockpit instrument lights are put on, the fuel gauge is overlayed by an image of another instrument.

EJGr.Ost_Caspar 08-23-2010 09:51 PM

Quote:

Originally Posted by Tempest123 (Post 176565)
Just a couple of bugs: The Manifold pressure gauge is non-functional in the Macchi 202 (series VII), and when the cockpit instrument lights are put on, the fuel gauge is overlayed by an image of another instrument.

Acknowledged. Thanks!

69th_GenSwat 08-24-2010 11:29 AM

Quote:

Originally Posted by Lazarus (Post 110444)
I know that many don't think highly of the 185, but it seems that something has definitely changed. It does nothing but stall. The MC205 also seems a lot more unstable.

Could it be stick settings? I have always used Crazy Ivans stick settings. Would this, some how, be different in 4.09?

Is your "yet" a polite indicator that recent FM changes have Maddox finger prints on them?:o It is what it is.....it's ok if the FM has been changed, but I would like to know before I go ripping into my stick configurations.

i185: 4 of them made, 2 crashed during testing, the other 2 on standby in hangers. What a mythical plane. Personally I think it is the most over modeled A/C in this game to date... can sustain a Climb on a 44 Fw190 D9 no stalls or wing overs... Can get to 7k meters in no time flat... mater of fact. I have yet to see a max service ceiling for this plane... you could orbit the moon and then some in my experiences with it...

sermen 08-28-2010 08:45 AM

Dear DT I have found two bugs.
1. Cockpit in Yak-3P should be moved backward as it is in Yak-3 VK-107 (all blueprints of Yak-3P have this position of cockpit).
2. (the most important for me :) ) The wings of Yak-3 VK-107 :evil: They should have the same shape and area as Yak-3 wings not Yak-9U!!! It is not a very difficult operation to replace the correct wings from Yak-3 3d model I guess?? The other thing is wrong armament of Yak-3 VK-107 it shoult consist of two B-20 canons.

Why J2M3 maximum speed is 640 km/h at altitude 5000m and J2M5 696 km/h at altitude 9200m? All known data of this types show maximum speed 586-612km/h at altitude 5000m. I'm not sure about J2M5 because it has additional supercharger stage.
I've tested those speeds in Crimea map with 25% of fuel and without ammo.

Tempest123 09-07-2010 01:32 PM

Another small bug, for the Mosquito FB VI, when you are hit and the instrument panel displays bullet holes, the RPM guages and Boost guages become blank (i.e the needles disappear) and do not show damage textures.

ImpalerNL 09-08-2010 10:10 AM

SM.79 bomber
 
Ive found out that the SM.79 bomber doesnt stall with a full bombload+100%fuel, when doing a minimum radius turn, with max nose up trim.

Tempest123 09-19-2010 04:28 PM

And another one, lol. The Hellcat in RL has dive brakes that use the landing gear as the F4U foes, the gear can be lowered for dive brakes up to 350 kts. Below I think 135 kts or so the gear will lock in place for landing. The Hellcat also had automatic combat flaps.

ImpalerNL 09-24-2010 05:45 PM

Ive found a major bug.
Just kidding.:grin:

Fuel pressure problem for the bf109G10? (Dont know if this applies to the other bf109's too.)
If you look at the fuel pressure gauge, the pressure is almost at minimum, at full power (110%).
If the engine is running very lean at full power, it will destroy the engine in real live.

ImpalerNL 09-25-2010 09:07 AM

I have also tested it in a FW190A8, and in a BF109G6 and its the same bug.
I think all BF109s and all FW190s have this bug.

Tempest123 09-26-2010 03:39 PM

The mark on the airspeed indicator for 400Km/h on the yak-9M, and possibly other yaks too is in the wrong place, the needle passes the 400Km/h mark at 350km/h IAS. The airspeed indicator changes scale by 50% to larger increments at 300km/h, but the needle doesn't take this into effect until 400km/h, causing a 50 km/h difference in IAS. Hope I'm making sense here!

nzwilliam 10-13-2010 06:34 PM

Quote:

Originally Posted by Tempest123 (Post 184832)
The mark on the airspeed indicator for 400Km/h on the yak-9M, and possibly other yaks too is in the wrong place, the needle passes the 400Km/h mark at 350km/h IAS. The airspeed indicator changes scale by 50% to larger increments at 300km/h, but the needle doesn't take this into effect until 400km/h, causing a 50 km/h difference in IAS. Hope I'm making sense here!

As far as I know IAS (Indicated Air Speed) and TAS (True Air Speed) really only ever overlap values at certain altitude due to air pressure. TAS is calculated based on IAS and air pressure...or something like that, maybe there's other variables.

The cockpit speedometer and speed displayed in the bottom left of the screen (if enabled) are IAS and if you go to no-cockpit view the speed in the HUD is in TAS. If this is the "bug" you're referring to...it's probably not such a bug as it is a feature from reality.

dduff442 10-13-2010 07:08 PM

A good approximation for TAS is to add 2% per 1000ft of altitude to your IAS.

dduff

Blackdog_kt 10-13-2010 10:03 PM

I'm not sure but my understanding is that Tempest is referring to the actual cockpit instruments and not discrepancies between cockpit (IAS) and no-cockpit (TAS) airspeed gauges.

Talking about cockpit gauges that display IAS, it's not rare to see airspeed indicators calibrated in a non-linear scale. So for example, there are tick marks every 20 degrees around the gauge's face for low speeds to provide more accurate readings/better scale resolution where it's possible to encounter a stall, but then the tick marks are placed every 10 degrees for the high speed range in order to save up on the amount of instrument space needed. If the same high resolution scale of 20 degrees per tick mark was used for the high speed range as well, we might need an airspeed gauge that functions in more than 360 degrees (like the ones found in the RAF aircraft for example). Shortening the distance between tick marks in the high speed range means that we can have instruments that display a bigger speed range without having to use a dual inner/outer speed read-out ring like the British indicators, just at the expense of reduced scale resolution at high speeds.

However, this means that the needle also has to move in a non linear way to ensure an accurate change over from one scale to the next.
If the needle's movement keeps linear when the scale of the gauge isn't, then the result is inaccurate readings at high speeds.

I could still be wrong, but that's the way i interpreted Tempest's post.

Tempest123 10-14-2010 12:39 AM

Yeah, thanks Blackdog, I am referring to a discrepency between IAS values on the instruments and on the speedbar, not the TAS shown in the wonder woman view. The airspeed indicator is accurate at all other speeds except between 350km/h and 400km/h where the tick mark is misdrawn. This is an easy bug to test, just go fly a yak-9m with the speedbar on and get her up to 350 km/h IAS on the speedbar, then look at the airspeed indicator, it will read 400 km/h IAS. It's just a misdrawn texture on the guage.

JtD 10-18-2010 02:06 PM

Quote:

Originally Posted by Tempest123 (Post 190734)
Another bug, the fuel gauge in the Buffalo Mk.1 moves with manifold pressure, and doesn't show the amount of fuel.

I think you're looking at the fuel pressure gauge, and while I'm not sure how the Buffalo actually worked, it might be correct that the fuel pressure is related to manifold pressure.

The fuel quantity gauge is on the right side of the cockpit, and it does not move with the manifold pressure. I think it shows the contents.

Tempest123 10-18-2010 03:44 PM

Correct, my mistake, post deleted.

rollnloop 10-21-2010 08:59 AM

AI D3A1 val don't catch the wire on aircraft carrier Zuikaku, Shokaku and IJN generic, they land 3 points short of wires, then bounce to horizontal attitude, thus hook is too high. They do OK on Akagi, most probably because there's a wire closer to landing area. Maybe try do offset touchdown area on the other carriers ?
It seems to be weather dependent too, with rough weather they tend to catch the wires better !

Tempest123 10-29-2010 03:50 PM

A small bug, the left wing on the P-51B turns into a P-51D wing when damaged (i.e it gets 3 MG sticking out of the wing instead of the 2 that where there before damage).

Blackdog_kt 10-29-2010 05:14 PM

Quote:

Originally Posted by JtD (Post 190739)
I think you're looking at the fuel pressure gauge, and while I'm not sure how the Buffalo actually worked, it might be correct that the fuel pressure is related to manifold pressure.

The fuel quantity gauge is on the right side of the cockpit, and it does not move with the manifold pressure. I think it shows the contents.

That's correct to a certain extent. At very low throttle settings the fuel pressure drops, but stabilizes to the correct value once above that threshold. Meaning, it's ok for fuel pressure to drop with low MP but moving the throttle forward just a bit should stablize it...it will then remain steady no matter the changes in throttle, as long as it is above that critical point.

It's usually why checklists state things like "idle at 1000 RPM", the closed throttle position actually gives lower RPM than that but fuel (and in some cases oil) pressure are too low for proper operation, plus the spark plugs can get dirty if running too low a MP setting for long.

That's also part of the reason real world pilots do an engine run-up prior to take-off...increasing throttle to check magneto RPM drops and exercise the propellers (moving the pitch lever back and forth to pump warm oil into the governor and ensure smooth pitch control) has the positive side effect that residue on the spark plugs gets burned off and they are clean and ready for take-off.

Sita 10-30-2010 07:26 PM

1 Attachment(s)
find a bug...
A20g ...
look at AG ...

can DT fix it?

Aviar 10-30-2010 08:29 PM

Quote:

Originally Posted by Sita (Post 194052)
find a bug...
A20g ...
look at AG ...

can DT fix it?


What is the bug?

Aviar

Sita 10-30-2010 08:41 PM

i think than in texture of AG2 (or AG4 - avia Horizon ) alpha channel isn't cut ...

try to launch A20g ... look to AG and do some Maneuver

Aviar 10-31-2010 02:45 AM

I guess you're talking about the black square texture that surrounds the gauge. It spins along with the horizon indicator.

The A-20C does not have this black square texture so you're saying the A-20G gauge has a graphical bug. Is that correct?

Aviar

Sita 10-31-2010 08:23 AM

exactly! )

(sorry for my bad English )

Romanator21 11-10-2010 07:51 AM

I did a little flying with the PZL.11 to better appreciate the changes that are to come with this bird. I noticed that the Polish speech-pack has be substituted with the Japanese one. Is there a chance of fixing this?

JtD 11-10-2010 01:41 PM

With my 4.09 installation, if I fly the P.11 for Poland, I'm getting the Polish speech pack. I don't think there's anything wrong with the game.


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