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-   -   4.101 RC - List of fixes (http://forum.fulqrumpublishing.com/showthread.php?t=18367)

daidalos.team 01-24-2011 08:32 PM

4.101 RC - List of fixes
 
Dear IL-2 fans,

First of all, thank you for your testing and bug reporting of patch 4.10. Even though we did not have enough time to respond to each individual post, we have been reading your reports and comments carefully. As we speak, we are in a process of internal testing of patch 4.101 Release Candidate which will address most of the issues you have found in 4.10.

One of the most commented features of 4.10 has been the 2s bomb arming delay. We have listened to your feedback and spent a lot of time and energy reviewing and discussing this feature inside our team. In 4.101 we have removed arming delay from ampoule loadouts only. In 4.11 - we will rework the arming delay for each individual bomb based on available historical references and within limitations of IL-2 code. Plus we will make this feature optional either via an existing or a new difficulty switch.

Now, we would like to take this opportunity and review with you publically the list of fixes which are already included in our latest 4.101 version. In case we have forgotten or overlooked a bug you have already reported, please remind us in this thread. Keep your reports 4.10 specific, please. No old bugs or "wish list" here.

Again, we want to say thank you to those who provided a constructive feedback to us on several IL-2 forums and/or our email address. We really appreciate it.

Daidalos Team.

Fixes already INCLUDED in 4.101 RC we are testing:

1. Problem with class compiling causes problems with online & check runtime.

2. Finding a free space for plane spawning on carrier deck is overloading dedicated server too much which can cause temporary warping. No problem for normal player hosting.

3. "Data corrupt" error message appearing from some QMB missions.

4. Saved Quick Mission Files from 4.09m do not work correctly anymore when they are loaded.

5. Destroyed ships are reported as bridges at the stats page.

6. Transparent runways on tracks are visible with red tint.

7. Several issues with MDS recon (blue side recon planes not recognized, no AI planes available in recon planes list, all ground units are not indentified).

8. Entries for "Countries" in the home base MDS screen are not loaded correctly when mission is opened in FMB. Saving after this erases the countries list.

9. In dogfight missions, clients are not able to ground spawn from the test runways. The old narrow transparent runway should stays as airspawn only, but the two new transparent should be ground spawnable.

10. Fulmar unable to take off from ground airfields because of wrong tail wheel rotation.

11. Bf-109 G-6 Mk 108 cannons don't work.

12. Bf-109 G-6 Finnish version cannot use the Wfr.Gr.21 rockets.

13. S-80 torpedo boat rear gun alignment is invalid.

14. "Late" Mk13 & Type91 torpedos are missing. Late variants were added to all those planes that carried the old "non-late" torp. except Swordfish torp was changed to British Mark XII.

15. Ju-88 with empty loadout causes exception.

16. AI planes on DF maps not flyable from external view.

17. Ju-88 A4-torp FM has dive brakes.

18. P.11 FM version is old.

19. Spitfire Mk.IXc 1942 - when 2x250lb bombs loadout selected, only one (left-side) bomb is shown under wings in loadout screen and in game.

20. Do-217 (both version) are missing one clip from right wing, so wingtip goes through ground.

21. Ghost landing gears on Hs 129 when it gets ripped away.

22. Wrong amount of ammo in Bf-109F-4 2xMG151 pods.

23. CW-21 cockpit warning lights not functioning. Added lights for following functions (up to down in panel):
-fuel pressure
-oil pressure
-fuel valve closed (lights when fuel is just about to ran out)
-low/poor mixture
-prop RPM low
-supercharger high
-flaps down
-gears up

24. Magnetic compass in Ju-87 pits show wrong value. Also the pits show the old black horizontal lines and red line in repeater compass.

25. Wind above 5m/s affects AI planes (fighters) spawning in a bad way.

26. Selecting the Enemy frequency from the communications menu results in the Friendly frequency being selected. That is, both the Enemy selection and the Friendly selection result in the radio being set to friendly.

27. Yak-9UT default loadout changed to 2X B-20 + NS-23. Additional 2X B-20 + NS-37 loadout added.

28. CantZ.1007 made more prone to fuel tank fire.

29. Magnetic compass in Arado jet is showing wrong indications.

30. Nav indicator (NDB) in TB-3 works opposite to red type indicators in all other soviet planes.

31. AI skins in MDS mission are not saved in NTRK.

32. Even with AI radio turned off in MDS scenarios, the ground control still uses radio during landing.

33. Java exception in DF mission when checking player's loadout. No effect on gameplay, just visible in log.

34. Hs 129 canopy doesn't close completely when jumping from external view to cockpit view just when the canopy is closing.

35. MDS aircraft limits cause problems for hosting player when homebase is out of aircrafts.

36. Yak-9B/D should not show homing instrument in realistic nav. mode.

37. Max distance to request runway lights should be bigger (increased to 10km).

38. N1K auto flaps bug, When turned On/Off/On fast switch to last position.

39. Me-163 Komet cannot take off under player's autopilot control.

40. Do 335 V13 repeater compass does not work correctly.

41. Ar-234 doesn't show anything in HUD when repeater compass heading is adjusted.

42. (Promoted to red. Basically same issues as 39.) Player with autopilot on during takeoff will causes engine fire with certain jets. Autopilot slams the throttle(s) forward too fast.

43. Hs 129 bomb loadout with 250kg & 2x50kg drops in wrong sequence.

44. Hs 129 compass rotates to wrong direction in the old nav mode.

45. Fixed Hs 129 pit disappearing engine instrument bug in certain damage conditions.

46. Players complain that hearing/understanding Morse code is too difficult. Added "learning mode" and ability to show Morse code as text & conf.ini parameters to enable it.
Client side can enable this feature with showMorseAsText=1 (under GAME) and server side can disable this online with allowMorseAsText=0 (under NET)

47. Wrong emblems for 279 & 281 squadriglia.

48. Aiming point for the Bk3.7 on the Bf 110 G-2 is below the center of Revi circle.

49. He-111 gunners change to killed 3D mesh from the first hit. Appears as if dead gunners are shooting.

50. Some textures for Solomon maps appear as too bright.

51. Small texture bug in He-111H-12, Hs-129 and Do-217 skins. Missing nav lights.

52. I-15 cockpit has few wrong materials and old texture. Appears as dark spot around the tube sight & window.

53. When Re-2000 bombs are released, they jump up a little before falling.

54. Wrong localization of He-111H-6 bombs (other languages than english).

55. No default skin folders or void skins for new spits.

56. Erg_JG26 has invalid gruppe number 5.

57. Glidepath of AAF IAS should be finetuned better to match typical runway length. Now the landing following instrument precisely falls short.

58. B-25 blind landing instrument should be much more sensitive in horizontal level. 3.5 dec for full deflection according to manual.

59. Various spelling mistakes in CW-21 cockpit.

60. No prop pitch HUD printout when changing pitch for engines. When engine #1 & #2 pitch is mapped, only #2 shows the HUD text.

61. On the Ground Control page of the communications menu there is no customary blank line between the last option and the '0.Back' option.

62. He-111 H-2 & H-6 top gunners use a part from H-12 which leaves a visible gap when zoomed out.

63. Static version of the old P-47 and new Spitfires missing.

64. "Torpedo failed to enter the water" message renamed to "Torpedo failed".

65. Typo in FMB Properties tab.

66. Solomons Aug 42 Map - wrong forrest tile in the ocean.

67. Wrong Spitfire Mk.Vc cockpit position. Also several Spit pits have bad texture mapping at canopy frame.

68. Bf-110G-2 external tail gun barrel is visible when in gunner's pit.

69. Dead R-5 gunner switching positions.

70. In french localized version, the prop pitch display is wrong. "Pas dhelice {0}%"

71. Ju-88A-17 D2 LOD bug.

72. Night is sometimes too dark and instruments cannot be seen very well.

73. Aligning GUI buttons on subsequent screens in QMB.

74. Smolensk map, QMB - "Smolenk" typo in Czech localization.

75. Slightly reduced maximum impact speed for Italian torpedo.

76. Radio communication ([TAB] commands) sometimes can also activate the key that is mapped to same numeric key that TAB command uses.

77. Bf-110G - the lights for the gear EIN/AUS are the wrong way around. (i.e. in wrong place).

78. AFN-2 gauge doesn't have a working night illumination on Stuka D and G versions.

79. D3A1 cockpit airspeed gauge shows wrong indications.

80. He-111 H-6 tail stinger changed to MG17.

81. Me-210 PaK40 changed to Bofors40.

82. Added: Ampoule loadouts have no arming delay and no safe jettison

Known issues that are fixed but didn't make it to the RC build:

- If user loads a mission in FMB which has AI planes assigned as recon planes, AI planes are not loaded into the list and next save causes them not to be saved.

- If player's side FoW spotter/radar gets destroyed, player might still see the icons on minimap as if the unit was still alive.

swiss 01-24-2011 08:53 PM

Aiming point of all guns on the Ki84 is below the center of Revi circle.

Tempest123 01-24-2011 09:04 PM

Hmm, looks pretty comprehensive. The morse code training option is nice.

rakinroll 01-24-2011 09:30 PM

Thank you guys, S!

Majo 01-24-2011 09:37 PM

Fantastic work.
 
:grin:
Thank you very much.
So good to be here, so long to go on...

Salutes Majo.

Sven 01-24-2011 09:58 PM

Thank you, much appreciated! I see that my bug is in there, looking good :)

[URU]BlackFox 01-24-2011 10:04 PM

Great news!

Some static small ships respawn right after they are destroyed (landing craft, pilots, for example). Maybe it's included in numer 4, but just to be sure. Thank you.

Aviar 01-24-2011 10:15 PM

Bug 1:

As reported by [URU]BlackFox on the 1C forum, there is a respawn bug in 4.10 concerning SOME Stationary Ships. The ships are respawning almost immediately after sinking. I have confirmed this on my computer.

*A bug report was sent to Daidalos on Jan. 8, 2011.


Bug 2:

This is an easy 4.10 bug to verify. It is one of the default missions that came with IL-2. The exact same mission works fine in 4.09m. However, in 4.10m it is unplayable.

Open Il-2 and click on:

-Multiplay.
-Create New Server
-Create
-Game Type ---> Dogfight
-Mission Type ---> 4
-Missions ---> DOGFIGHT 13

Pick any base and take any plane. When you spawn, your AAA will kill you instantly.

I looked at this mission in the FMB. Both 4.09 and 4.10 mission are identical. However, the AAA will shoot you on your own base in 4.10.

*A bug report was sent to Daidalos on Dec. 28, 2010.
--------------------------------------------------------------------


**Just one question. The word 'ampoule' was used twice in the first post by daidalos.team. --->

"In 4.101 we have removed arming delay from ampoule loadouts only."
"82. Added: Ampoule loadouts have no arming delay and no safe jettison."


I have never seen that word before. I looked it up online and got this definition:

--------------------
ampoule or esp ( US ) ampule (ˈæmpuːl, -pjuːl)

— n
med a small glass vessel in which liquids for injection are hermetically sealed

--------------------

Any comment?


Aviar

mazex 01-24-2011 10:18 PM

Sounds great - but for me as a non-native english speaker, what the heck is an "ampoule loadout"? Externally carried bombs?

IceFire 01-24-2011 10:24 PM

Thanks for the update! Some great fixes there... even some long standing ones!

Curious if the realistic armament options (bomb arming, torpedo drop height/speed) have been moved to a distinct difficulty setting. That's a feature that the UK-Dedicated servers I think would like to take advantage of depending on which server the player is on.

438_Martin_591 01-25-2011 01:06 AM

1 Attachment(s)
Nice list of found and solved bugs!

But, it have always one who rest, the Canadian squadrons who have not the right designation.
By example, the 438 is a fighter-bomber squadron, but designed like a simple fighter squadron.

If you want, you can take the mod i made with redko about the canadian squadron.

All is in attachment (this is my final and corrected version, never published). That inclued also the crests. This is my tribute to the courageous Canadian pilots who fought for us.

Sorry about my english, i am a little rusted...

1.JaVA_Sjonnie 01-25-2011 01:13 AM

TD, hats off to you. This looks quite comprehensive.

Patiently awaiting the fixes. Thanks guys!!:cool:

ElAurens 01-25-2011 02:00 AM

Well done gentlemen.

Romanator21 01-25-2011 03:27 AM

I think ampoules are the same thing as "bomblets", or the multitude of grenade-like thing that IL-2s and other planes can drop.

Very comprehensive list DT, I will be looking forward to the changes.

There are a couple other bugs I added recently - maybe they won't make it into 4.101, but here they are again, just in case:

Quote:

There is a bug regarding the Re.2000 gunsight. When damaged, the iron pipper comes down as it should, but it or the player "camera" is not centered properly over the rings on the glass. As a result, all of the bullets fly far below the aiming point, never reaching it.

Another problem occurs when pressing F2, then F1. The camera position changes for some reason and the bullets fly too high. Pressing ShiftF1 once returns the view to default (not centered on the sight) and pressing it again returns the view to the sight-centered position (where again the bullets fly too low). In effect there are three sight-views possible, none of which are useful.

I don't know if this is an issue with other Italian planes that have this sight.

EDIT: I don't know how old this bug is, but my Polish pilots sometimes speak Japanese.
Quote:

I was messing around some more, and I've noticed that there are a lot more aircraft with the "ghost-prop" since 4.09. It's not a big deal, but it's now impossible to prop-munch the guys in my formation

There is also clipping with the Hs-129 wheels and terrain.(not a huge problem)
Quote:

- In the Bf-109 G-6 the gun blisters now obstruct my field of view. It's as if they are bigger than before, at least from the cockpit view. (Maybe this is a feature, and not a bug)
- The Ju-88 Torp (and maybe others) behaves strangely upon entering the water. If I try to ditch, it pops up like a cork and somersaults in the air at some 20-30 meters! Then it falls and sinks rapidly enough to kill my pilot instantly.

Bearcat 01-25-2011 03:42 AM

It looks like you guys covered most of what I was beefing about with 4.10.. at least that you can cover...

smokincrater 01-25-2011 04:40 AM

TD should appluded for a fix that has been done in quick time. Professional Software companies take note. the only little grip I have is the night darkness is okay. it is very chanellaging to fly on instruments with no outside ques. But hey were here to have fun.

WTE_Galway 01-25-2011 05:21 AM

Ampoules were the Soviet phosphorus/incendiary or sometimes napalm-like ordinance used in Soviet infantry grenade launchers.

In aircraft use great batches of these same ampoules were dropped in canisters in the same way that the US used napalm.

csThor 01-25-2011 05:24 AM

Quote:

Originally Posted by 438_Martin_591 (Post 216244)
Nice list of found and solved bugs!

But, it have always one who rest, the Canadian squadrons who have not the right designation.
By example, the 438 is a fighter-bomber squadron, but designed like a simple fighter squadron.

If you want, you can take the mod i made with redko about the canadian squadron.

All is in attachment (this is my final and corrected version, never published). That inclued also the crests. This is my tribute to the courageous Canadian pilots who fought for us.

Sorry about my english, i am a little rusted...

I had to refer to web sources for accurate naming of the squadrons. If some are wrong please list them here and I'll try to fix them. Using other files than those already in 4.10 is not an option.

swiss 01-25-2011 06:45 AM

Quote:

Originally Posted by WTE_Galway (Post 216283)
Ampoules were the Soviet phosphorus/incendiary or sometimes napalm-like ordinance used in Soviet infantry grenade launchers.

In aircraft use great batches of these same ampoules were dropped in canisters in the same way that the US used napalm.

That means what? The IL2 is relieved from from fusing, everything else stays the same?

albx 01-25-2011 06:53 AM

Thank you TD for your work, i think IL-2 will be better and better with you guys :)

Romanator21 01-25-2011 07:05 AM

Quote:

That means what? The IL2 is relieved from from fusing, everything else stays the same?
No, ampoules are relieved from fusing. Everything else stays the same...for now.

swiss 01-25-2011 07:15 AM

I still don't get - Is there a IL2 name for these mysterious "ampoules".


But then again I dont really care anymore.

rollnloop 01-25-2011 07:54 AM

Ampoules=VAP-250

KG26_Alpha 01-25-2011 08:09 AM

TD

Firstly well done once again for attending to the IL2 1946 series so quickly with the little patch :)


Quote:

Originally Posted by daidalos.team (Post 216163)
Dear IL-2 fans

One of the most commented features of 4.10 has been the 2s bomb arming delay. We have listened to your feedback and spent a lot of time and energy reviewing and discussing this feature inside our team. In 4.101 we have removed arming delay from ampoule loadouts only. In 4.11 - we will rework the arming delay for each individual bomb based on available historical references and within limitations of IL-2 code. Plus we will make this feature optional either via an existing or a new difficulty switch.
.


Will you make available (transparent) the source for your new "fusing" data please, I would be interested in seeing this for my own references and compare with data I have rather than a "closed shop" procedure, it could help to have external data provided by others.

Regards

bolox 01-25-2011 08:50 AM

just a reminder about lack of new torp control box in nose gunner position on ju88 torps (post338 in bug thread)

basola 01-25-2011 08:55 AM

i've posted in bug section, i post here too.

with a multi engine throttle control (4 throttles and 4 pitchs)all work except pict for engine 1!
pitch value is not showed in game (but it work on planes).

all throttle works ok, i don't know if pitch 4 work (no planes for test it :D)

Eldur 01-25-2011 10:03 AM

Veeeeery old bug, don't know how long we have it already... maybe since Il-2 Demo 1? :D
When neither climbing nor descending, variometers always show like -1.2m/s. Best seen on the ground and with altitude AP when flying bombers.

Azimech 01-25-2011 10:54 AM

Thank you very much TD!

I'm especially waiting for the new torps for my online carrier defenders mission.

But ehm... night sometimes too dark? I usually fly mid december with a moonless night, and I feel they even could be darker. I have no problem with reading my instruments. Maybe my gamma is too high? I don't even know where to adjust it in the game if possible. Too bad the stars aren't visible though. Anyway I can imagine there were situations where the ground was indistinguishable from the sky, especially with cockpit lights on. Currently we don't have that. Too bad the game engine doesn't support HDR and I know it never will.


Flying on instruments only is VERY cool.

One small bug which probably wasn't reported: already at dusk the AI AA and ship gunners can't hit anything.
At night without enemy search lights, you can even land on an enemy airfield with navigation and/or landing lights on, and they can't find you. I did multiple landings and take offs from that field and the AA only fires roughly in my general direction.

150GCT_Veltro 01-25-2011 01:15 PM

Quote:

1. Problem with class compiling causes problems with online & check runtime.
Maybe this is related also with 4.09 class files?

438_Martin_591 01-25-2011 01:21 PM

Quote:

Originally Posted by csThor (Post 216285)
I had to refer to web sources for accurate naming of the squadrons. If some are wrong please list them here and I'll try to fix them. Using other files than those already in 4.10 is not an option.

If you want it like that. The 438 to 440 are Fighter-Bomber, but they are designed like fighter in your patch.

Source:
http://www.airforce.forces.gc.ca/v2/...eng.asp?id=658
http://www.rcaf.com/Squadrons/squadr...38-Squadron-94
http://www.manitobamilitaryaviationm.../Spotlight.htm

And for add the crest, i imagine is in the 4.11 i need to talk?

csThor 01-25-2011 01:38 PM

Actually the (FB) designation in the dropdown list is meant for squadrons who flew types like Mosquito or Beaufighter on strike missions. Units operating in the fighter-bomber role with single-engined fighters are kept under the (F) label. ;)

And squadron emblems are pointless IMO since they're also shown on the aircraft (if they're present) which is not correct. Unfortunately removing them completely is not going to work, either. :(

438_Martin_591 01-25-2011 02:06 PM

Strange logic.
The 438 fight on Typhoon, who was the fighter-bomber by excellence and a really bad fighter...

So, if i refer to your logic, the russian unit who oppered on the il-2, single engine, was fighter?
The American who oppered on SBD-5 and Helldiver was fighter?
The german who oppered on Stuka was fighter?
The japanese who oppered on B5N2 and D3A was fighter?

Yep, strange logic...

About the crest, so, i can forgot that if i have understand?
If it's true that isn't all squadron who put the crest on their plane, some made it, like the 438 or the 421.
But, please, look this: http://www.forceaerienne.forces.gc.c...pitfirea27.jpg

But for the demand of add the rest of the Canadian squadron who was forgotten, it's correct? Or maybe because they was bomber squadron?
You know, some oppered on liberator and B-25 Mitchell.
Source: http://www.forceaerienne.forces.gc.c...erator-eng.asp
http://www.forceaerienne.forces.gc.c...tchell-eng.asp
And the Liberator make a good fake for the Halifax also.

csThor 01-25-2011 02:16 PM

No, it's a system I devised for 4.10. I wanted to give players without the in-depth historical knowledge (in this case I'm one of them) at least a bit of hint what types these units flew in WW2. I wanted to use the term "Strike" but that proved to be too long for the drop-down list. :(

It's not meant to demonstrate what kind of operations these units flew since that goes far beyond the scope of such a system. I could easily remove all (F), (FB), (TB), (B) and (T) from the list but then a not-so-informed player doesn't know what this or that unit did in WW2. Most thoughtless of the RAF and its sister air forces not to include some kind of hint as to what a squadron did. Couldn't they have taken a hint and done it like the Luftwaffe or the VVS? ;)

EDIT: I left out the night-bomber units on purpose since there are no aircraft for them in the game so far. I had to draw a line WRT workload somewhere. Sorry.

BadAim 01-25-2011 02:21 PM

Quote:

Originally Posted by Azimech (Post 216350)
Thank you very much TD!

One small bug which probably wasn't reported: already at dusk the AI AA and ship gunners can't hit anything.
At night without enemy search lights, you can even land on an enemy airfield with navigation and/or landing lights on, and they can't find you. I did multiple landings and take offs from that field and the AA only fires roughly in my general direction.

Actually, I should think the main problem the AI AA would have in these situations would be seeing their own sights, not seeing your aircraft, so this behavior might not be so far off.

rodger44 01-25-2011 05:09 PM

Hi all!
Someone make a muddle of captions on migs landing gear signal: "опущено" mean, that landing gears down, and "поднято" - landings gears up, but signal lights show quite the contrary.

Fenrir 01-25-2011 05:50 PM

Quote:

Originally Posted by csThor (Post 216431)
And squadron emblems are pointless IMO since they're also shown on the aircraft (if they're present) which is not correct. Unfortunately removing them completely is not going to work, either.

I used MAT Manager to sort out the squadron badges I didn't want - in the old days, however it's been a long time neglected and doesn't work for all.

Could you not make the RAF regiment TGAs plain transparent? I like the badges in the briefing but would sacrifice them to not have them present on the a/c.


Quote:

Originally Posted by csThor (Post 216431)
No, it's a system I devised for 4.10. I wanted to give players without the in-depth historical knowledge (in this case I'm one of them) at least a bit of hint what types these units flew in WW2. I wanted to use the term "Strike" but that proved to be too long for the drop-down list. :(

It's not meant to demonstrate what kind of operations these units flew since that goes far beyond the scope of such a system. I could easily remove all (F), (FB), (TB), (B) and (T) from the list but then a not-so-informed player doesn't know what this or that unit did in WW2. Most thoughtless of the RAF and its sister air forces not to include some kind of hint as to what a squadron did. Couldn't they have taken a hint and done it like the Luftwaffe or the VVS? ;)

EDIT: I left out the night-bomber units on purpose since there are no aircraft for them in the game so far. I had to draw a line WRT workload somewhere. Sorry.

Personally, even with my knowledge of the more famous RAF squads I find this feature really helpful Thor; thanks!

A little note for correction - my 601 squadron in game still has the 602 lettering - 'LO' - and badge bug from old. The codes should be 'UF'.

JG52Karaya 01-25-2011 06:16 PM

Havent found my bug in the list so I'm posting it again:

When having B-24s in a mission (QMB, FMB,...) with Bat bomb loadouts, the following console error is logged

Quote:

[7:12:14 PM] Hook '_ExternalBomb02' NOT found in mesh of class com.maddox.il2.objects.air.B_24J100
[7:12:14 PM] Hook '_ExternalBomb02' NOT found in mesh of class com.maddox.il2.objects.air.B_24J100
And another thing:

I'm getting the following stuff in the logfile as well

Quote:

[7:11:40 PM] INI: HotKey 'LOG' is unknown
[7:11:40 PM] INI: HotKey 'LOGTIME' is unknown
[7:11:40 PM] INI: HotKey 'LOGFILE' is unknown
[7:11:40 PM] INI: HotKey 'LOGKEEP' is unknown
[7:11:46 PM] SectFile load failed: null
[7:11:46 PM] java.io.FileNotFoundException
[7:11:46 PM] at com.maddox.rts.SFSInputStream.<init>(SFSInputStrea m.java:65)
[7:11:46 PM] at com.maddox.rts.SFSReader.<init>(SFSReader.java:19)
[7:11:46 PM] at com.maddox.rts.SectFile.loadFile(SectFile.java:157 )
[7:11:46 PM] at com.maddox.rts.SectFile.loadFile(SectFile.java:136 )
[7:11:46 PM] at com.maddox.rts.SectFile.<init>(SectFile.java:108)
[7:11:46 PM] at com.maddox.rts.SectFile.<init>(SectFile.java:68)
[7:11:46 PM] at com.maddox.il2.gui.GUIQuick.checkCustomAirIni(GUIQ uick.java:1339)
[7:11:46 PM] at com.maddox.il2.gui.GUIQuick.<init>(GUIQuick.java:1 477)
[7:11:46 PM] at com.maddox.il2.gui.GUI.create(GUI.java:158)
[7:11:46 PM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:70 0)
[7:11:46 PM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:35 7)
[7:11:46 PM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.j ava:211)
[7:11:46 PM] at com.maddox.il2.game.Main.exec(Main.java:420)
[7:11:46 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java: 235)
Both are with 4.10 stock!

JG52Karaya 01-25-2011 06:29 PM

Forgot to mention that I also get this in the console at the start of a stock 4.10 QMB mission

Quote:

[7:28:02 PM] SectFile load failed: null
[7:28:02 PM] java.io.FileNotFoundException
[7:28:02 PM] at com.maddox.rts.SFSInputStream.<init>(SFSInputStrea m.java:65)
[7:28:02 PM] at com.maddox.rts.SFSReader.<init>(SFSReader.java:19)
[7:28:02 PM] at com.maddox.rts.SectFile.loadFile(SectFile.java:157 )
[7:28:02 PM] at com.maddox.rts.SectFile.loadFile(SectFile.java:136 )
[7:28:02 PM] at com.maddox.rts.SectFile.<init>(SectFile.java:108)
[7:28:02 PM] at com.maddox.rts.SectFile.<init>(SectFile.java:68)
[7:28:02 PM] at com.maddox.il2.gui.GUIQuick.checkCustomAirIni(GUIQ uick.java:1339)
[7:28:02 PM] at com.maddox.il2.gui.GUIQuick.<init>(GUIQuick.java:1 477)
[7:28:02 PM] at com.maddox.il2.gui.GUI.create(GUI.java:158)
[7:28:02 PM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:70 0)
[7:28:02 PM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:35 7)
[7:28:02 PM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.j ava:211)
[7:28:02 PM] at com.maddox.il2.game.Main.exec(Main.java:420)
[7:28:02 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java: 235)

JG53Frankyboy 01-25-2011 06:31 PM

actually, im still wondering what "ampoule loadouts" are.
also a non native english speaker here , but perhaps i missed it ?!? :(

KG26_Alpha 01-25-2011 06:39 PM

Quote:

Originally Posted by JG53Frankyboy (Post 216516)
actually, im still wondering what "ampoule loadouts" are.
also a non native english speaker here , but perhaps i missed it ?!? :(

"Ample loadouts"
Were what an old girlfriend of mine had :)

But seriously its a bad translation meaning "bomblets"

JtD 01-25-2011 07:40 PM

Quote:

Originally Posted by KG26_Alpha (Post 216519)
But seriously its a bad translation meaning "bomblets"

No, it's actually a perfect translation. If you don't know what an ampoule/ampule/ampulla is, try wiki. It's what the AJ-2 cassettes drop in Il-2.

Roblex 01-25-2011 08:15 PM

Thankyou for allowing a pilot to request landing lights from further out but have you extended the range at which the lights actually turn on?

I tested the B25 blind landing mission repeatedly and the lights never switched on until I was within 1000m of the threshold and by that point the threshold was invisible under the nose when performing a level descent as you must do when doing an ILS approach and unable to see the ground.

Fenice_1965 01-25-2011 08:28 PM

What about the issue of country limit missed anytime you open the mission in FMB ?

KG26_Alpha 01-25-2011 08:43 PM

Quote:

Originally Posted by JtD (Post 216530)
No, it's actually a perfect translation. If you don't know what an ampoule/ampule/ampulla is, try wiki. It's what the AJ-2 cassettes drop in Il-2.

Bad translation in respect of what it means to its application in IL2 1946

The word to have used could have been ampoules :)

As I said above..............bomblet.

JtD 01-25-2011 08:51 PM

Quote:

Originally Posted by KG26_Alpha (Post 216566)
Bad translation in respect of what it means to its application in IL2 1946

Hardly. If you think AJ-2 drop bomblets, that's your problem. They drop ampoules.

Bomblets will still have the arming time.

Edit: I see you're into semantics now, have it your way. I can live with bombs and bomb loadouts just like I can live with ampoules and ampoule loadouts. However, ampoules are not the same as bomblets, which is what you claimed. You can thank me later for educating you.

KG26_Alpha 01-25-2011 08:54 PM

Yes ampoules is correct as I said above.

Ok you drop those and I'll drop mine :)

EJGr.Ost_Caspar 01-25-2011 09:24 PM

Geeez, I guess, you both need some ampoules with a special brewing, hm? ;-)

JHartikka 01-25-2011 09:25 PM

Three Cases On Behalf of Reality
 
5 Attachment(s)
Quote:

Originally Posted by daidalos.team (Post 216163)
....
In case we have forgotten or overlooked a bug you have already reported, please remind us in this thread.
....

Hi!

Thank you a lot for your active work for developing this extraordinarily truthfull historical flight simulator! When I was a young boy reading everything I could get in my hands about aircraft I could only dream about seeing some of these classical planes and now with this sim - a miracle! - I can set my hands on their controls right on my desk to take them to a virtual test flight myself! :o

In my life I have since my boyhood studied and collected knowledge about military history and especially from the field of aviation. Later this hobby contributed to my profession related to firearms and special ballistics product development. In this environment I met devoted old veterans and air force and army and industry weaponry experts and listened closely to their fascinating experiences. However, not until with this online IL2 sim I got personally check the old pilots' tales about how to fly a bomber or recon plane under threat of intercepting human piloted enemy planes!

Surprisingly, I ended to make very similar maneuvers with this sim as those veteran pilots frequently had told about, like making 'scissor turns' agains aggressive opponents or hiding in clouds or diving down to treetops. Only now after personally flying with and against experienced IL sim virtual pilots I have really come to understand what those old veterans exactly meant with these maneuvers! So it really appears to me that the planes and their properties as well as the environment of this IL sim closely resemble those of the originals during war!


Almost Realistic But Not Quite..!

Here are a couple of minor cases related to proper realistic IL sim bomber work I may have not remembered to lucidly enough report earlier:

1. Bomb SALVO settings.
2. Fuse settings.
3. Missing bomb damage after pilot hit.

Nr 1 means that this otherways truthful sim has a queer property of dropping bombs as pairs. I guess that we are rather unanimous that back in those days bomb effect was with all efforts maximized. It would have been unprecedentedly foolish to waste bomb effect by dropping bombs as pairs into the same spot! Luckily, there already is a fix available for this IL sim 'idiot pairs of bombs' dilemma so it should not be very difficult to set correct with some future patch, I hope! :)

Nr 2 means of course that for every mission bombs were funished with a fuse best suited for that particular mission. Again, bombs were never carried to be wasted in those days! It was crew's choice to say the last word about fuse that would be best for the mission. Pilot select should be the case with this sim, too, if we wish to further keep the sim historically accurate instead of becoming just another fancy game?

Nr 3 is the IL sim curious feature that bombs released before but exploding after flak or enemy interceptor has hit the bomber pilot do not cause any damage. In reality, bombs of course were quite as dangerous even after the aircraft that dropped them was hit - I guess we all agree about this?



Best regards,

- J. Hartikka -

Finland


Wartime Photo Appendix: Previously unpublished pics from the 1941-1944 Finnish - Carelian front that I scanned from a Finnish artillery sergeant-major veteran's photo album. There was also a wartime finding pic in the album about unknown Soviet people gathered around a table in Karelo-Finskoi SSR.

I have put wartime photo copies about aircraft earlier to threads:
http://forum.1cpublishing.eu/showthr...d=1#post210220
http://forum.1cpublishing.eu/showthr...782#post213782

IceFire 01-25-2011 09:52 PM

Quote:

Originally Posted by KG26_Alpha (Post 216573)
Yes ampoules is correct as I said above.

Ok you drop those and I'll drop mine :)

Please don't. This is a family forum! :D

MrBaato 01-25-2011 10:28 PM

My cockpit position has moved forward alot in all machi's (mc202/205)
after installing 4.10m

When looking in front, only the top instruments can be read even in wide-view

1.JaVA_Sjonnie 01-25-2011 11:11 PM

Quote:

Originally Posted by MrBaato (Post 216597)
My cockpit position has moved forward alot in all machi's (mc202/205)
after installing 4.10m

When looking in front, only the top instruments can be read even in wide-view

Have you tried the controls increase / decrease FOV? looks like you have, maybe the interpretaion of the resolution is different? Hadn't noticed this one yet btw.

Romanator21 01-26-2011 01:05 AM

I noticed a change as well, but it hasn't been a major problem for me.

5AF_8FS_Doc 01-26-2011 01:23 AM

Has anyone happened to mention the fact that the supercharger in the P47D does not engage?

Didn't read the whole thread, so sorry if its been mentioned. It is a huge problem for any jug driver.

Azimech 01-26-2011 01:58 AM

The P47 uses a Turbocharger.

Tempest123 01-26-2011 03:35 AM

Quote:

Originally Posted by 5AF_8FS_Doc (Post 216633)
Has anyone happened to mention the fact that the supercharger in the P47D does not engage?

Didn't read the whole thread, so sorry if its been mentioned. It is a huge problem for any jug driver.

Its turbo-supercharged, a large exhaust driven turbocharger behind the cockpit delivers air to the intake manifold, that's why the jug is shaped the way it is. Notice in the cockpit the gauge marked "turbo rpm", that is the RPM of the turbocharger turbine supplying forced air to to the engine.
The system is designed to hold a certain manifold pressure constant for a wide range of altitude, i.e you set your manifold pressure via your throttle, and the turbo-supercharger automatically adjusts the amount of forced air going into the engine to hold that pressure constant. Its a genius system, because a P-47 can hold sea level like manifold pressure at very high altitudes.

IceFire 01-26-2011 04:03 AM

Quote:

Originally Posted by 5AF_8FS_Doc (Post 216633)
Has anyone happened to mention the fact that the supercharger in the P47D does not engage?

Didn't read the whole thread, so sorry if its been mentioned. It is a huge problem for any jug driver.

Tempest has explained the details very nicely. I just wanted to ask if you've ever flown the P-47 at high altitudes? Up at 9000 meters it's like a rocket... only the Ta152H-1 has the same kind of feeling. It makes most other fighters look like they are standing still. The sim models it's turbo-supercharger reasonably well actually and there isn't anything to fix in this particular aspect.

Blackdog_kt 01-26-2011 04:43 AM

Quote:

Originally Posted by Tempest123 (Post 216646)
Its turbo-supercharged, a large exhaust driven turbocharger behind the cockpit delivers air to the intake manifold, that's why the jug is shaped the way it is. Notice in the cockpit the gauge marked "turbo rpm", that is the RPM of the turbocharger turbine supplying forced air to to the engine.
The system is designed to hold a certain manifold pressure constant for a wide range of altitude, i.e you set your manifold pressure via your throttle, and the turbo-supercharger automatically adjusts the amount of forced air going into the engine to hold that pressure constant. Its a genius system, because a P-47 can hold sea level like manifold pressure at very high altitudes.

Actually, this is partially correct. The Jug did have a turbo-supercharger but i think it was not automatic. In fact, there was a separate "throttle" lever for it.

The way it worked is that you didn't touch it until you reached 8000ft. From that point on you could use it to overboost the engine (it could take more than 30 inches of MP, which is around what the ambient air pressure on sea level is), but taking care not to overdo it and break the engine.

As you went higher, there came a point where the throttle alone was not sufficient to maintain useful MP. From that point onwards, the pilot would leave the throttle at full (which would only generate maybe 20-25 inches of MP due to the high altitude) and only use the turbo lever control for setting the MP. In IL2, the way it works is that a single slider/throttle control on our joysticks controls both of them, the actual throttle up to a certain MP value and the turbo lever from that point on. This is not a problem, it's just a clever interface decision.

What IL2 doesn't model which made the P-47 complicated to fly was turbo lag. The way it worked is that when pushing the turbo lever forward, a couple of waste-gates on the exhausts would gradually close, not letting the exhaust gas escape but sending it to a set of tubes that went to the turbo-supercharger. The more you closed the waste-gates, the more exhaust gas was fed to the turbo-supercharger and the higher RPM it reached. However, this was not instantaneous because the fans in a turbo take time to spool up and down due to inertia, just like a jet engine. I've spent some time with A2A simulations' P-47 payware add-on in FSX and it's almost impossible to get the exact MP value you want on the first try, it requires you to advance the lever first and then fine-tune it a couple of times, plus it's not an option not to because you can't just slam it to full and expect the engine not to break.

Also, just because the turbo can give you a certain boost and the engine can take the extra MP doesn't mean the turbo can maintain it at all altitudes. The higher you go, the harder it is for the turbo to maintain a certain amount of pressure. This translates to higher turbo RPMs for a given MP value and these RPMs come with their own limits that are not to be exceeded.

Combine this with the lack of any penalty (apart from a simplified overheat which is a resettable trigger with no engine damage if you don't stay at overheat for more than 5 minutes) for exceeding the engine's maximum MP limits, the fact that we can run any RPM we want without any issues, that the water injection is automatic (it was only semi-automatic in reality, you had to turn it on before it went to auto mode), the lack of mixture control (it was also semi-automatic and not full auto with four positions: cut-off,auto-lean,auto-rich and full rich), plus the lack of intercooler and oil cooler controls and it's obvious that the P-47 we have is way simpler to operate than it should be and gives too much "free" performance for too little workload.

In a single boom and zoom attack involving a dive of more than 5000ft you would have to:

1) Reduce power by adjusting manifold pressure and RPMs before the dive in order not to pick up excessive speed, keeping turbo lag in mind at high altitudes.
2) Close the cowl flaps in order not to damage them, while keeping an eye on your cylinder head temps. It would be ok mostly, since power has been reduced and temps would fall, so you could get away with closed cowl flaps in the dive.
3) Start diving towards the target.
4) Check your carb temps: on one hand they tend to go lower due to reduced power and increased speed, on the other hand you are descending and the air is warmer at lower altitudes. Too low a carb temp means low power due to icing, too high a carb temp rarifies the air in the carbs and it's like running at too rich a mixture, ie power loss again. Use your intercoolers to manage carb temps.
5) Check your oil temps. These are affected mostly by power settings just like the cylinder head temps, but change at a much slower rate. This would just be a momentary check, since i seem to remember that the Jug had automatic oil cooler flaps.
6) Acquire your target and make your attack.
7) Start pulling up into the zoom climb while adding power by adjusting MP and RPM again. At high altitudes turbo lag is present, plus you also need to take care not to overspeed the turbo.
8 ) Monitor oil, cylinder and carb temps again, reversing your previous actions with regards to intercoolers, cowl flaps etc.
9) Level off.

Of course, most of this is outside the scope of IL2's game engine, but i can't wait to see what happens when CoD starts modeling those late war hot-rods in a few years time.

So why do i mention it? Well, it's a pet peeve of mine that a lot of people think just because an aircraft was a top performer it was also easy to fly. This can't be further from the truth for many late war fighters and having them modeled in a simplified way makes them better than they actually were, because the pilot gets all the performance for free.

5AF_8FS_Doc 01-26-2011 05:01 AM

Good posts.

Why then does the p47 D have a supercharger lever in the throttle quadrant that never moves?

I have flown the jug at high altitude a ton... just tonight I was at 35k feet and was not able to attain anymore than 30 inches of MP. That was with a leaned pitch setting to about 80%. I even tried it at max RPM and it didnt help.

S~

JtD 01-26-2011 05:58 AM

Quote:

Originally Posted by EJGr.Ost_Caspar (Post 216587)
Geeez, I guess, you both need some ampoules with a special brewing, hm? ;-)

That would be for me, he's going to have a bomblet instead. :D

JtD 01-26-2011 05:58 AM

Quote:

Originally Posted by 5AF_8FS_Doc (Post 216660)
Why then does the p47 D have a supercharger lever in the throttle quadrant that never moves?

Because not everything is animated.

Azimech 01-26-2011 07:41 AM

Quote:

Originally Posted by 5AF_8FS_Doc (Post 216660)
Good posts.

Why then does the p47 D have a supercharger lever in the throttle quadrant that never moves?

I have flown the jug at high altitude a ton... just tonight I was at 35k feet and was not able to attain anymore than 30 inches of MP. That was with a leaned pitch setting to about 80%. I even tried it at max RPM and it didnt help.

S~

That's IL2's way of simulating that the turbo has reached it's maximum RPM and therefore the aircraft's critical altitude.

Brain32 01-26-2011 12:17 PM

Speaking of P-47...AFAIK it's still the only prop plane in the game that can actually brake Mach 1 in a dive, that's a bit silly and should also be fixed.
The ThunderSabre lol

KG26_Alpha 01-26-2011 02:43 PM

Quote:

Originally Posted by EJGr.Ost_Caspar (Post 216587)
Geeez, I guess, you both need some ampoules with a special brewing, hm? ;-)

Quote:

Originally Posted by JtD (Post 216666)
That would be for me, he's going to have a bomblet instead. :D

Some of the stuff served in the pubs here can be comparable :)

Blackdog_kt 01-26-2011 03:44 PM

Quote:

Originally Posted by 5AF_8FS_Doc (Post 216660)
Good posts.

Why then does the p47 D have a supercharger lever in the throttle quadrant that never moves?

I have flown the jug at high altitude a ton... just tonight I was at 35k feet and was not able to attain anymore than 30 inches of MP. That was with a leaned pitch setting to about 80%. I even tried it at max RPM and it didnt help.

S~

That's more or less how it works actually. You were getting sea-level manifold pressure at 35k feet, so it's not bad at all ;)
I think this is the so called critical altitude, an altitude that when exceeding it the engine can't maintain sea-level pressure values anymore.

Edit: Seems Azimech beat me to it :grin:

Quote:

Originally Posted by Azimech (Post 216679)
That's IL2's way of simulating that the turbo has reached it's maximum RPM and therefore the aircraft's critical altitude.


5AF_8FS_Doc 01-26-2011 05:27 PM

Quote:

Originally Posted by Brain32 (Post 216762)
Speaking of P-47...AFAIK it's still the only prop plane in the game that can actually brake Mach 1 in a dive, that's a bit silly and should also be fixed.
The ThunderSabre lol

AFAIK I have never reached over 700 MPH at sea level in a jug. Even at a 90 degree dive angle I have never reached 600 MPH w/o breaking pieces of the aircraft off... Vital pieces.

The fastest you can go in a jug in a dive is about 550 IAS, which should be around 650 or so in TAS which is still short of mach 1 at sea level. Just last night a freaking 190D-9 was able to follow me in this dive w/o breaking up. Therefore, the jug is not the only plane that can dive consistently at that speed.

OrangeYoshi 01-26-2011 07:17 PM

A question for DT:

As has been said before, pilots had the last say in what kind of bomb delay they flew with, yes? Just like the bomb delay settings we already have in our arming screen, could bomb arming time be made an option that goes right next it?

I know there's the separate thread on this topic, but I figure asking here would get a better chance of a response.

JtD 01-26-2011 07:37 PM

Pilots hardly got to say which delay they wanted. This was decided on a higher level and then the pilots were instructed how to use the bombs they got. However, they'd hardly be getting bombs with a very long arming time if they were going to do treetop level attacks.

Nicholaiovitch 01-26-2011 07:47 PM

Great to hear that you are so far advanced with the patch.

Ref. this entry below:-

9. In dogfight missions, clients are not able to ground spawn from the test runways. The old narrow transparent runway should stays as airspawn only, but the two new transparent should be ground spawnable.

Will the spawn points be one behind the other near centre of runway....or will there be individual spawn points. If the latter, could we have a diagram issued so that airfields can be built without interfering with the spawn points?

Many thanks for all your efforts.

Nicholaiovitch:)

bf-110 01-26-2011 09:25 PM

Not sure if was told,but,any idea to when this will be released?

Brain32 01-26-2011 09:37 PM

Quote:

Originally Posted by 5AF_8FS_Doc (Post 216905)
AFAIK I have never reached over 700 MPH at sea level in a jug. Even at a 90 degree dive angle I have never reached 600 MPH w/o breaking pieces of the aircraft off... Vital pieces.

The fastest you can go in a jug in a dive is about 550 IAS, which should be around 650 or so in TAS which is still short of mach 1 at sea level. Just last night a freaking 190D-9 was able to follow me in this dive w/o breaking up. Therefore, the jug is not the only plane that can dive consistently at that speed.

Well I dived a few planes on Crimea map from 10 000m strait down to see what's maximum TAS.
Now since I don't know exactly at which altitude and what speed in kmh mach is reached I took 1224kmh as that is equal to Mach 1 at SeaLevel just to be totally sure, the only plane that got over 1200kmh TAS was P-47D(I managed 1250 before brake-up) they all broke up at roughly 3000m.
I tried with P-51D, 190D9,109k4, MkIX and P-47 ofcourse, several time.

However since all of them went past 1100 it's possible all of them are very close or even over Mach 1 but P-47 was like I said the only one to pass 1200kmh.

All in all I kinda remember TD mentioned something on compression effects and max mach numbers so I'll refrase my wish to:
"Fix insane dive speed ability in game on all planes - please"

I hope that one sounds better :)

Tempest123 01-27-2011 12:09 AM

Confirmed, I just took the jug (p-47D) from 10 000m to near sea level and reached just above 1200km/h TAS before breaking up, so I think dives may be a little out of whack. I don't know if this is because there is no compressibility modeled, but AFAIK the in-game p-38 suffers from this.

P-38L 01-27-2011 12:37 AM

Lights
 
Hello. Perhaps I don't know how to use it but lights on airfield doesn't work for me when I request the lights on. I've using all ways, no enemy, assing lights to "red" to an airfield "red" and my airple is "red" and of course "at night"; and still doesn't turn on for me. If someone know what I am doing wrong.. please help!.

dflion 01-27-2011 01:36 AM

A couple of small problems?
 
Just a couple of small problems that I have noticed while upgrading some of my campaigns to ver. 4.10.

1. In the FMB when altering the 'configure area' - weather conditions, date, time etc. after pressing save, then checking if it has actually saved, it hasn't. You have to put it all in again before getting a permanent save. It seems very 'flakey' here?

2. In the Fw190D-9 cockpit at certain angles the front corner fuselage (RHS), where it meets the cockpit frame, a small triangular 'clear area' appears. Will try and capture a pic of this for you.

3. This is an old problem with the Fw190D-9 - AI aircraft at certain distances develop a large hole in the back rear fuselage (you can see straight through them!).

4. While on the Fw190D-9's, I will have to throw-in this old chestnut. The D-9 requires alternative MG and bomb loadouts + a type 'D' droptank.

Thanks again for all your painstaking work.

DFLion

DKoor 01-27-2011 02:35 AM

WARNING!
This is whine/request!

Quote:

Originally Posted by Tempest123 (Post 217051)
Confirmed, I just took the jug (p-47D) from 10 000m to near sea level and reached just above 1200km/h TAS before breaking up, so I think dives may be a little out of whack. I don't know if this is because there is no compressibility modeled, but AFAIK the in-game p-38 suffers from this.

Conclusion is clear... finally can we have a fix for P-38, please?

Please get rid of the ridiculous compressibility for P-38, either that (which is minor fix I think) or please put all others on compress list too... as it is now it is not fair.

My only request.:cry:

ElAurens 01-27-2011 02:47 AM

Not to mention proper climb performance for P-38s.

OrangeYoshi 01-27-2011 05:16 AM

Quote:

Originally Posted by JtD (Post 216954)
Pilots hardly got to say which delay they wanted. This was decided on a higher level and then the pilots were instructed how to use the bombs they got. However, they'd hardly be getting bombs with a very long arming time if they were going to do treetop level attacks.

Aye, but we have to abstract it for the game. Wouldn't a setting in the arming screen make sense?

JtD 01-27-2011 05:29 AM

It would.

Masi67 01-27-2011 06:42 AM

If I remeber it right, P38 suffered from this control compressibility until version with dive flaps came out. At somecase you could recover from dive with trim or by the help of denser air in lower altitude, but anyway steep dives were not prohibeted on P38. After 1943 problem was removed with dive flaps, if I recall.

Quote:

Originally Posted by DKoor (Post 217073)
WARNING!
This is whine/request!


Conclusion is clear... finally can we have a fix for P-38, please?

Please get rid of the ridiculous compressibility for P-38, either that (which is minor fix I think) or please put all others on compress list too... as it is now it is not fair.

My only request.:cry:


Azimech 01-27-2011 08:29 AM

Quote:

Originally Posted by bf-110 (Post 217003)
Not sure if was told,but,any idea to when this will be released?

Ven idz reddi :-P

Ala13_Kokakolo 01-27-2011 09:08 AM

Please please please, check what's wrong with dual throttle saitex x65f and il2, the right throttle does not work correctly, whatever settings you use. It works in other games but it looks like il2 treats it like a two ways switcher instead of an axis.

F19_Klunk 01-27-2011 09:44 AM

Quote:

Originally Posted by Masi67 (Post 217120)
If I remeber it right, P38 suffered from this control compressibility until version with dive flaps came out. At somecase you could recover from dive with trim or by the help of denser air in lower altitude, but anyway steep dives were not prohibeted on P38. After 1943 problem was removed with dive flaps, if I recall.

http://www.youtube.com/watch?v=5J0lEHyKInw

swiss 01-27-2011 10:08 AM

Quote:

Originally Posted by DKoor (Post 217073)
WARNING!
This is whine/request!


Conclusion is clear... finally can we have a fix for P-38, please?

Please get rid of the ridiculous compressibility for P-38, either that (which is minor fix I think) or please put all others on compress list too... as it is now it is not fair.

My only request.:cry:

http://upload.wikimedia.org/wikipedi...ibility010.png

Where is it ingame?

vparez 01-27-2011 10:17 AM

TD, will you please do something about the Spitfire roll trim?

I think changing the defaultailerontrim back to 0.015 will be enough.

Even when I fly according to the pilot's manual: trimmed out at IAS 170mph to 200mph, I still get a roll into right. Why?

Oktoberfest 01-27-2011 11:52 AM

Quote:

Originally Posted by csThor (Post 216431)
No, it's a system I devised for 4.10. I wanted to give players without the in-depth historical knowledge (in this case I'm one of them) at least a bit of hint what types these units flew in WW2. I wanted to use the term "Strike" but that proved to be too long for the drop-down list. :(

It's not meant to demonstrate what kind of operations these units flew since that goes far beyond the scope of such a system. I could easily remove all (F), (FB), (TB), (B) and (T) from the list but then a not-so-informed player doesn't know what this or that unit did in WW2. Most thoughtless of the RAF and its sister air forces not to include some kind of hint as to what a squadron did. Couldn't they have taken a hint and done it like the Luftwaffe or the VVS? ;)

EDIT: I left out the night-bomber units on purpose since there are no aircraft for them in the game so far. I had to draw a line WRT workload somewhere. Sorry.


AHHH ! That's why the ZG76 crest disappeared from my 110 !

5AF_8FS_Doc 01-27-2011 10:09 PM

I just noticed something that really needs to be either added or fixed.

When you fly the 38 with the dual throttle/pitch controls and try to adjust the radiator it only opens up on engine one and not engine two. In order to get the radiator to open up on engine two you actually have to select engine two to get the setting to adjust correctly.

What this will cause is one engine with a wide open radiator while engine two will have a closed radiator causing single engine overheat status.

Either add a new radiator command for engine two or tie the radiators together somehow... it is frustrating to try and select engine two while micro managing your radiator, pitch and such with both engines.

S~

csThor 01-28-2011 04:55 AM

Quote:

Originally Posted by Oktoberfest (Post 217250)
AHHH ! That's why the ZG76 crest disappeared from my 110 !

Come again? :confused:

SaQSoN 01-28-2011 05:28 AM

Quote:

Originally Posted by 5AF_8FS_Doc (Post 217640)
it is frustrating to try and select engine two while micro managing your radiator, pitch and such with both engines.

There is a key in standard key set called "Select all engines" for that.

5AF_8FS_Doc 01-28-2011 03:46 PM

I know that - the point is that even with "select all" used, this problem still exists because you are using two separate axis' of control to control the 38's dual engines.

Basically, the radiator does not change unless the specific engine has been selected.

Also... any word on increasing the difficulty of complex engine management? Adding manual mixture control? Allowing most planes to overrev if flown incorrectly by the pilot?

S~

Azimech 01-28-2011 03:53 PM

Not in this patch.

Maybe in 4.11? Who knows.

Romanator21 01-29-2011 01:32 AM

Currently over-revving exists, but it seems much too difficult to do, and it's practically idiot proof. You really have to TRY to break your engine. :)

Regarding radiators, I would like it a lot if DT allowed key combinations to open and close them. Right now, I have "R" set for rad flaps, and I have to tap repeatedly to cycle them. It would be nice to simply press R+ and R- to open and close them incrementally.

Secondly, it would be nice to have an option of manual mixture control. Currently pitch can be controlled by Shift+ and Shift- with Shift0 toggling auto/manual pitch. I use Ctrl+ and Ctrl- for mix, and it would be nice to be able to toggle auto/manual mix with Ctrl0. Finer mixture adjustments would be nice too, but I don't think the game will ever be able to model EGT to get a good "rich of peak" setting for cruise, etc.

Blackdog_kt 01-29-2011 04:44 PM

Not all planes had totally manual mixture control, for example most US aircraft usually had semi-automatic.
They had full rich for emergencies and start-up when the lever was all the way forward, cut-off to shut the engine down when the lever was all the way back and two intermediate settings: auto lean and auto rich.
In flight, auto lean was mainly used for cruise and fuel economy and auto rich for combat and climbing (richer mixture cools the engine, a good thing to have in prolonged climbs or when using high power settings, even if it costs a bit of performance).

However, not a lot had totally manual control, instead they would just choose between auto rich and auto lean and the engine systems would do the rest.

As for the rest of the aircraft that did have fully manual mixture, it's true that the increments of 20% we currently are not really precise. Leaning properly wouldn't be much trouble even without an exhaust gas temp gauge if the rest of the instruments gave you proper feedback.

If you watch the video in the other thread about prop pitch, you'll see that a constant speed propeller takes a little while to adjust to a new power setting: when you apply more power, the RPMs will rise a little before the prop governor adjusts the pitch to bring them back down, if you reduce power then the RPMs will momentarily drop before the governor brings them back up.

Using that knowledge one can lean the engine by simply watching the RPM gauge. You can lean until the leanest mixture that causes the RPM needle to momentarily jump up. If you go past that into too lean a mixture, power will be less and the RPM will drop a bit, you just enrich a little until it jumps back up again. Essentially, you over-lean once to see what's the peak RPM before the governor can correct it, let it stabilize, then enrich until you reach that momentary peak RPM value again. Also, with a bit of practice it's possible to do it by ear and as previously discussed in a Friday update, it's also possible to judge it from the color of exhaust flames if they are visible.

It's obvious however that for all this to work, we would need some kind of revamp in the way IL2 handles instrument feedback, its sounds and possibly the entire engine model. I don't know how much work that would be and most importantly, with CoD around the corner and the rumors about its improved engine model i'm not sure how much sense it makes to introduce "competing" features in the older series.

Don't get me wrong, i'd really like to have the features you propose, i just don't know if it's possible ;)

Aviar 01-29-2011 06:04 PM

Quote:

Originally Posted by 5AF_8FS_Doc (Post 217999)
I know that - the point is that even with "select all" used, this problem still exists because you are using two separate axis' of control to control the 38's dual engines.

Basically, the radiator does not change unless the specific engine has been selected.

I'm not sure what your issue is. There are no seperate radiator controls for each engine.

Aviar

mmaruda 01-29-2011 10:01 PM

Regarding the whole mixture and engine management discussion... Personally I don't care much for all those features since I fly almost exclusively offline and since the AI cheats in that matter I often fly with complex engine management off. However, I think that adding any new features to the sim is basically a bad idea. The main focus should be fixing what is broken at this point. I recently played the old Forgotten Battles (1.02 version I think) and it seemed like the most polished version of Il-2 I can think off. The AI does not do any dumb barrel rolls as soon as you get within firing range, the P-47 does not go supersonic (fall apart at around 850 km/h), the AI does not outrun faster planes and basically the whole experience seemed deprived of any bugs that you can encounter with 1946 version.

I get the impression that the game began to get broken with Pacific Fighters - it was an incomplete addon IMO (lack of planes and ships, boring missions etc) and started a trend for the series when adding new stuff seemed to be more important than polishing what was already there. The last patch took quite long to develop and though it has some awesome features, the bug list it introduced is quite large.

So, please Dear Developers, focus on bug fixes rather than adding new planes and options. The AI needs some serious work, especially with new bombing procedures and such. Let's face it Il-2 is an old game and CoD is coming out in 2 months time (hopefully) - the best thing to do is to bring Sturmovik to bug-free state. Sure, the game still has huge potential, but maybe exploring this potential should be left to modders and official developers would be better off with just fixing this game once and for all.

dflion 01-29-2011 10:21 PM

Fw190D-9 cockpit problem
 
1 Attachment(s)
Attached is a jpeg showing a small triangular clear area on the RHS cockpit frame - as I reported on an earlier post.

DFLion

Ernst 01-30-2011 01:58 PM

Quote:

Originally Posted by Romanator21 (Post 218297)
Currently over-revving exists, but it seems much too difficult to do, and it's practically idiot proof. You really have to TRY to break your engine. :)

Regarding radiators, I would like it a lot if DT allowed key combinations to open and close them. Right now, I have "R" set for rad flaps, and I have to tap repeatedly to cycle them. It would be nice to simply press R+ and R- to open and close them incrementally.

Secondly, it would be nice to have an option of manual mixture control. Currently pitch can be controlled by Shift+ and Shift- with Shift0 toggling auto/manual pitch. I use Ctrl+ and Ctrl- for mix, and it would be nice to be able to toggle auto/manual mix with Ctrl0. Finer mixture adjustments would be nice too, but I don't think the game will ever be able to model EGT to get a good "rich of peak" setting for cruise, etc.

Not difficult at all. At least in some aircraft like the 109, use the auto prop and overrev just for few seconds (5 seconds or less) and the engine ll broke. The engine brokes very fast. Use auto prop in 190 and go for a dive in new 4.10, see what happens. When you just think to reduce pitch the engine already gone.

PhilHL 02-01-2011 08:40 PM

...

11. Bf-109 G-6 Mk 108 cannons don't work.

12. Bf-109 G-6 Finnish version cannot use the Wfr.Gr.21 rockets.
...

15. Ju-88 with empty loadout causes exception.

...

Did you realy tested your patch intensively? Months over months testing .. and this kind of bugs??! You are the "official" ?! This kind of problems never happened in "official" ic maddox patches...

maybe if you do work more with the community then you would not have such a long list of bug fixes...

maybe open beta before release of the patch..

thumbs up for you that you will learn from this.

IceFire 02-01-2011 09:32 PM

Quote:

Originally Posted by PhilHL (Post 219445)
...

11. Bf-109 G-6 Mk 108 cannons don't work.

12. Bf-109 G-6 Finnish version cannot use the Wfr.Gr.21 rockets.
...

15. Ju-88 with empty loadout causes exception.

...

Did you realy tested your patch intensively? Months over months testing .. and this kind of bugs??! You are the "official" ?! This kind of problems never happened in "official" ic maddox patches...

maybe if you do work more with the community then you would not have such a long list of bug fixes...

maybe open beta before release of the patch..

thumbs up for you that you will learn from this.

These kinds of problems didn't happen? You have to be kidding me... you don't remember when one of the IL-2 patches broke the rudder on some 109 models? Or when Pacific Fighters came out and the Ki-61 flew like it had lead weights attached to it? Sometimes errors happen.

silverliu 02-02-2011 04:23 PM

Aiming point of all guns on the FW190A8 FW190A9 is below the center of Revi circle.


FW190A4 FW190A6 are OK.

By the way, if the records could provide wingtip smoke for aircraft , that would be better to review the quick records of fight.

_1SMV_Gitano 02-02-2011 08:01 PM

Quote:

Originally Posted by PhilHL (Post 219445)
Did you realy tested your patch intensively? Months over months testing .. and this kind of bugs??! You are the "official" ?! This kind of problems never happened in "official" ic maddox patches...

LOL...

Maybe you were playing other games when the IL-2 946 DVD came out. It added to FB+AEP+PF 4.04 the "three russian add-ons" in one go, to version 4.07, definitely a lot of content and new features. Well, even then a hotfix (4.071) patch was needed to cure some bugs.

Oktoberfest 02-02-2011 09:06 PM

Quote:

Originally Posted by csThor (Post 217733)
Come again? :confused:

Yep, I/ZG76 emblem was on my 110 for years. Now it's not anymore.


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