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-   -   4.13.3m Debugging (http://forum.fulqrumpublishing.com/showthread.php?t=229920)

Tolwyn 02-02-2017 07:24 PM

4.13.3m Debugging
 
1 Attachment(s)
[PERHAPS A BUG]

Flying the U2 VS LMB. With 2 Cargo Parachutes attached.

If you release 1 (bomb mode single) you will be thrown into a violent flat spin.


Either:

1. This is awesome I love it (and I agree here).

or

2. Oops. Is this a bug?

That is all.

Sita 02-02-2017 07:32 PM

not really ... try to drop one of two fab 250 on R5 ... will get some similar effect

Tolwyn 02-02-2017 07:34 PM

I get it. I think it's AWESOME and realistic. Hence the way I put my post in. :) I love it.

Quote:

Originally Posted by Sita (Post 715172)
not really ... try to drop one of two fab 250 on R5 ... will get some similar effect


Sita 02-02-2017 08:33 PM

hm.. that is odd... just saw your track .... need to check why is that...

HBPencil 02-02-2017 11:32 PM

- Visual bug on the SB 2M-103 series 96. From the cockpit the player can see an aerial mast and wire mounted on the windscreen frame, but it is not visible in the external view.

http://i925.photobucket.com/albums/a...psfwad9nhh.jpg
http://i925.photobucket.com/albums/a...psn9w33wfa.jpg

- Also, the SB 2M-103 series 201 and 221, external view does not show the aerial wire running from the mast to the tail.

- Maybe a bug. Destruction of the player's aircraft when hitting the ground is now tied to the Realistic Landing difficulty setting rather than the Vulnerability setting as it previously was.

- Maybe a bug. Now no longer able to break the aircraft (wings break off) by exceeding max airspeed limits. Can only be done by applying lots of G-force with G-Force limits on in difficulty settings.

gaunt1 02-03-2017 10:57 AM

Sadly I have to report a bug.

Something is terribly wrong with the Bf-110D FM! The plane is extremely sluggish, particularly during take off. I highly doubt this was the case in RL.

I even did a small test. I compared the Bf-110D with default loadout to a ridiculously heavily loaded He-111H11 (2x 1800kg bombs + 100% fuel), and I actually found taking off with the Heinkel much easier, even without using flaps! The Bf-110 needed almost the whole runway, while the 111 needed around 2/3 only. After dropping the bombs, it also turned far better then the 110.

Sita 02-03-2017 11:08 AM

Quote:

Originally Posted by gaunt1 (Post 715196)
Sadly I have to report a bug.

Something is terribly wrong with the Bf-110D FM! The plane is extremely sluggish, particularly during take off. I highly doubt this was the case in RL.

I even did a small test. I compared the Bf-110D with default loadout to a ridiculously heavily loaded He-111H11 (2x 1800kg bombs + 100% fuel), and I actually found taking off with the Heinkel much easier, even without using flaps! The Bf-110 needed almost the whole runway, while the 111 needed around 2/3 only. After dropping the bombs, it also turned far better then the 110.

it's a challenge to takeoff with full loadout fuel and bombs ... and in our test session we make it ... there huge fuel tank ...

stugumby 02-03-2017 09:09 PM

have found the following issues, maybe not bugs but I thought it was worth mentioning:
1, U2VS has lost its flare load outs, this means any older missions made before 413.3 will now have an empty default U2VS in the mission, so no flares. U2LNB has that load out so the simple short term fix is for the mission builder/user to use FMB to change the planes name in the mission and problem solved. perhaps this can be reintroduced in an upcoming hot fix etc.
2. U2Vs has skis based on using a winter map, quite nice if your on a snowy runway but on a long concrete runway it is not needed.
U2LNB does not have skies so no problems there.

I have also noticed this with the new Bf110 planes; there is a load out for the C4B variant that has AB 250 cluster bombs, none of the Bf110E and F planes has them, yet they have a quite varied load out of other types of bombs.

SB series, if a mission was made using the earlier SB with oval engines it had underwing racks, now that it does not, any older missions made carrying cluster bomb pods etc will have to be re done.

ddr 02-04-2017 09:08 AM

Hello, not a bug, maybe only a refuse (or possibly I'm wrong):
in I-153M63 skin folder there is a custtomization file with cecksum references, but not skin, nor a void

btw, thank you for new default skins in mig, I-153 ecc... :)

Tolwyn 02-04-2017 05:25 PM

I think it's either just missing the Void.bmp skin, or you can use the other I-153 void for this one. the customization file is there for the internalized skins in the *.sfs file and should be there.

Quote:

Originally Posted by ddr (Post 715207)
Hello, not a bug, maybe only a refuse (or possibly I'm wrong):
in I-153M63 skin folder there is a custtomization file with cecksum references, but not skin, nor a void

btw, thank you for new default skins in mig, I-153 ecc... :)


Tolwyn 02-04-2017 05:31 PM

Chocks on Lerche still not functioning
 
So if you create a mission with a TestRunway* and a Lerch targeting the runway you can not unchock your plane. It is stuck there.

*also, applies to ships. Don't judge if a mission builder wants to make a Lerche mission taking off from a boat, please, that's beside the point. ;) Let's focus on the chock issue not the mission.

stugumby 02-04-2017 06:30 PM

well, just for kicks i put the u2vs with skies on a frozen lake bed attached to stationary runway 4, spawned with a high nose up skis hanging in the air, hit chocks and bammo it fell into the other plane tucked in behind it. got rid of the stationary runway and it works fine except as always wingman isnt behind you as there is no runway.

i also tried an improvised field using just the runway grass sections in the objects menu, for a single player it will work great, for a pair or more not going to work as planes spawn away from each other, use stationary runway 4 and acts as aircraft carrier so landing planes will de spawn. was wanting to create rough partisan built strip etc, problem is ai wont land on them as no white runway marker to link them to it. single player one plane no problem. not a bug but a fmb tweak, perhaps a short version of stationary runway 4 cut in half would work fine.

Tolwyn 02-04-2017 07:13 PM

For your mission, I think you want to use the Static Aircraft spawn, with taxi-to-takeoff icons (even if just one or two). Give me a second to post an example mission you can use.

You can use the static aircraft spawn points to place the aircraft in any configuration. I'll post a couple different varieties.

Try this one first (no testrunway needed)
Code:

[MAIN]
  MAP Net2Winter/load.ini
  TIME 12.0
  CloudType 0
  CloudHeight 1000.0
  player r0100
  army 1
  playerNum 0
[SEASON]
  Year 1940
  Month 6
  Day 15
[WEATHER]
  WindDirection 0.0
  WindSpeed 0.0
  Gust 0
  Turbulence 0
[MDS]
  MDS_Radar_SetRadarToAdvanceMode 0
  MDS_Radar_RefreshInterval 0
  MDS_Radar_DisableVectoring 0
  MDS_Radar_EnableTowerCommunications 1
  MDS_Radar_ShipsAsRadar 0
  MDS_Radar_ShipRadar_MaxRange 100
  MDS_Radar_ShipRadar_MinHeight 100
  MDS_Radar_ShipRadar_MaxHeight 5000
  MDS_Radar_ShipSmallRadar_MaxRange 25
  MDS_Radar_ShipSmallRadar_MinHeight 0
  MDS_Radar_ShipSmallRadar_MaxHeight 2000
  MDS_Radar_ScoutsAsRadar 0
  MDS_Radar_ScoutRadar_MaxRange 2
  MDS_Radar_ScoutRadar_DeltaHeight 1500
  MDS_Radar_HideUnpopulatedAirstripsFromMinimap 0
  MDS_Radar_ScoutGroundObjects_Alpha 5
  MDS_Radar_ScoutCompleteRecon 0
  MDS_Misc_DisableAIRadioChatter 0
  MDS_Misc_DespawnAIPlanesAfterLanding 1
  MDS_Misc_HidePlayersCountOnHomeBase 0
  MDS_Misc_BombsCat1_CratersVisibilityMultiplier 1.0
  MDS_Misc_BombsCat2_CratersVisibilityMultiplier 1.0
  MDS_Misc_BombsCat3_CratersVisibilityMultiplier 1.0
[RespawnTime]
  Bigship 1800
  Ship 1800
  Aeroanchored 1800
  Artillery 1800
  Searchlight 1800
[Wing]
  r0100
[r0100]
  Planes 3
  Skill 1
  Class air.U_2VS
  Fuel 65
  weapons default
  spawn0 1_Static
  spawn1 2_Static
  spawn2 0_Static
[r0100_Way]
  TAKEOFF_005 24615.66 15875.12 0 0 &0
  TRIGGERS 0 0 20 0
  TAKEOFF_005 24614.47 15907.22 0 0 &0
  TRIGGERS 0 0 20 0
  TAKEOFF 24546.78 16399.13 0 0 &0
  NORMFLY 24469.57 21675.51 500.00 120.00 &0
  NORMFLY 22785.32 19361.80 500.00 120.00 &0
  NORMFLY 24673.72 17898.72 200.00 110.00 &0
  LANDING_104 24739.97 16810.40 0 0 &0
[NStationary]
  0_Static vehicles.planes.Plane$U_2VS 1 24563.22 15817.90 300.00 0.0 null 1 1.0 null 1
  1_Static vehicles.planes.Plane$U_2VS 1 24621.53 15799.54 270.00 0.0 null 1 1.0 null 1
  2_Static vehicles.planes.Plane$U_2VS 1 24666.71 15825.38 255.00 0.0 null 1 1.0 null 1
[Buildings]
[Bridge]
[House]

Quote:

Originally Posted by stugumby (Post 715216)
well, just for kicks i put the u2vs with skies on a frozen lake bed attached to stationary runway 4, spawned with a high nose up skis hanging in the air, hit chocks and bammo it fell into the other plane tucked in behind it. got rid of the stationary runway and it works fine except as always wingman isnt behind you as there is no runway.

i also tried an improvised field using just the runway grass sections in the objects menu, for a single player it will work great, for a pair or more not going to work as planes spawn away from each other, use stationary runway 4 and acts as aircraft carrier so landing planes will de spawn. was wanting to create rough partisan built strip etc, problem is ai wont land on them as no white runway marker to link them to it. single player one plane no problem. not a bug but a fmb tweak, perhaps a short version of stationary runway 4 cut in half would work fine.


Tolwyn 02-04-2017 07:34 PM

The second example utilizes the testrunway.
I've found you need the testrunway to landing properly and despawn of AI craft (you certainly don't need this for all HUMAN flights):

(the testrunway is one of the AREA-based runways, not one that has a raised cement or whatever). They show up as a red-colored area).

Code:

[MAIN]
  MAP Net2Winter/load.ini
  TIME 12.0
  CloudType 0
  CloudHeight 1000.0
  player r0100
  army 1
  playerNum 0
[SEASON]
  Year 1940
  Month 6
  Day 15
[WEATHER]
  WindDirection 0.0
  WindSpeed 0.0
  Gust 0
  Turbulence 0
[MDS]
  MDS_Radar_SetRadarToAdvanceMode 0
  MDS_Radar_RefreshInterval 0
  MDS_Radar_DisableVectoring 0
  MDS_Radar_EnableTowerCommunications 1
  MDS_Radar_ShipsAsRadar 0
  MDS_Radar_ShipRadar_MaxRange 100
  MDS_Radar_ShipRadar_MinHeight 100
  MDS_Radar_ShipRadar_MaxHeight 5000
  MDS_Radar_ShipSmallRadar_MaxRange 25
  MDS_Radar_ShipSmallRadar_MinHeight 0
  MDS_Radar_ShipSmallRadar_MaxHeight 2000
  MDS_Radar_ScoutsAsRadar 0
  MDS_Radar_ScoutRadar_MaxRange 2
  MDS_Radar_ScoutRadar_DeltaHeight 1500
  MDS_Radar_HideUnpopulatedAirstripsFromMinimap 0
  MDS_Radar_ScoutGroundObjects_Alpha 5
  MDS_Radar_ScoutCompleteRecon 0
  MDS_Misc_DisableAIRadioChatter 0
  MDS_Misc_DespawnAIPlanesAfterLanding 1
  MDS_Misc_HidePlayersCountOnHomeBase 0
  MDS_Misc_BombsCat1_CratersVisibilityMultiplier 1.0
  MDS_Misc_BombsCat2_CratersVisibilityMultiplier 1.0
  MDS_Misc_BombsCat3_CratersVisibilityMultiplier 1.0
[RespawnTime]
  Bigship 1800
  Ship 1800
  Aeroanchored 1800
  Artillery 1800
  Searchlight 1800
[Wing]
  r0100
[r0100]
  Planes 3
  Skill 1
  Class air.U_2VS
  Fuel 65
  weapons default
  spawn0 1_Static
  spawn1 2_Static
  spawn2 0_Static
[r0100_Way]
  TAKEOFF_005 21028.16 19406.25 0 0 &0
  TRIGGERS 0 0 20 0
  TAKEOFF 19944.79 19398.64 0 0 &0
  NORMFLY 17603.50 19387.74 500.00 120.00 &0
  NORMFLY 19490.34 23023.14 500.00 120.00 &0
  NORMFLY 23811.19 19389.30 500.00 110.00 &0
  LANDING_104 21370.38 19407.00 0 0 3_Static 0 &0
[NStationary]
  0_Static vehicles.planes.Plane$U_2VS 1 21126.08 19406.10 180.00 0.0 null 1 1.0 null 1
  1_Static vehicles.planes.Plane$U_2VS 1 21072.81 19407.09 180.00 0.0 null 1 1.0 null 1
  2_Static vehicles.planes.Plane$U_2VS 1 21098.46 19406.79 180.00 0.0 null 1 1.0 null 1
  3_Static ships.Ship$RwyTranspWide 1 20503.96 19401.40 540.00 0.0 0 2 1.0
[Buildings]
[Bridge]
[House]


Tolwyn 02-04-2017 08:24 PM

One More
 
Here's an object-built runway in the middle of a bunch of real runways on a map.

You must use the testrunway object.
(the testrunway is one of the AREA-based runways, not one that has a raised cement or whatever). They show up as a red-colored area).


AND REMEMBER:

When you intially place a testrunway object, the landing pattern is runway 9 (EAST) so you must rotate the testrunway in order to allow landing on runway 18, 27, and 36 (and all runways in between).

Code:

[MAIN]
  MAP Empty4b/load.ini
  TIME 12.0
  CloudType 0
  CloudHeight 1000.0
  player g0100
  army 2
  playerNum 1
[SEASON]
  Year 1940
  Month 6
  Day 15
[WEATHER]
  WindDirection 0.0
  WindSpeed 0.0
  Gust 0
  Turbulence 0
[MDS]
  MDS_Radar_SetRadarToAdvanceMode 0
  MDS_Radar_RefreshInterval 0
  MDS_Radar_DisableVectoring 0
  MDS_Radar_EnableTowerCommunications 1
  MDS_Radar_ShipsAsRadar 0
  MDS_Radar_ShipRadar_MaxRange 100
  MDS_Radar_ShipRadar_MinHeight 100
  MDS_Radar_ShipRadar_MaxHeight 5000
  MDS_Radar_ShipSmallRadar_MaxRange 25
  MDS_Radar_ShipSmallRadar_MinHeight 0
  MDS_Radar_ShipSmallRadar_MaxHeight 2000
  MDS_Radar_ScoutsAsRadar 0
  MDS_Radar_ScoutRadar_MaxRange 2
  MDS_Radar_ScoutRadar_DeltaHeight 1500
  MDS_Radar_HideUnpopulatedAirstripsFromMinimap 0
  MDS_Radar_ScoutGroundObjects_Alpha 5
  MDS_Radar_ScoutCompleteRecon 0
  MDS_Misc_DisableAIRadioChatter 0
  MDS_Misc_DespawnAIPlanesAfterLanding 1
  MDS_Misc_HidePlayersCountOnHomeBase 0
  MDS_Misc_BombsCat1_CratersVisibilityMultiplier 1.0
  MDS_Misc_BombsCat2_CratersVisibilityMultiplier 1.0
  MDS_Misc_BombsCat3_CratersVisibilityMultiplier 1.0
[RespawnTime]
  Bigship 1800
  Ship 1800
  Aeroanchored 1800
  Artillery 1800
  Searchlight 1800
[Wing]
  g0100
[g0100]
  Planes 3
  Skill 1
  Class air.BF_110F2
  Fuel 50
  weapons default
  spawn0 1_Static
  spawn1 2_Static
  spawn2 3_Static
[g0100_Way]
  TAKEOFF_005 27802.35 31659.10 0 0 &0
  TRIGGERS 0 0 20 0
  TAKEOFF_005 27714.01 31703.02 0 0 &0
  TRIGGERS 0 0 20 0
  TAKEOFF_005 27712.27 31789.91 0 0 &0
  TRIGGERS 0 0 20 0
  TAKEOFF_005 27646.23 31860.82 0 0 &0
  TRIGGERS 0 0 20 0
  TAKEOFF_005 27612.86 31866.73 0 0 &0
  TRIGGERS 0 0 20 0
  TAKEOFF_005 27612.67 31825.37 0 0 &0
  TRIGGERS 0 0 20 0
  TAKEOFF 27617.12 29958.74 0 0 &0
  NORMFLY 27528.04 21808.78 500.00 250.00 &0
  NORMFLY 16370.03 26649.38 700.00 300.00 &0
  NORMFLY 18544.20 40083.01 700.00 300.00 &0
  NORMFLY 27569.06 39959.94 500.00 300.00 &0
  LANDING 27567.48 35001.00 0 0 0_Static 0 &0
[NStationary]
  0_Static ships.Ship$RwyTranspSqr 2 27610.78 31338.26 450.00 0.0 0 2 1.0
  1_Static vehicles.planes.Plane$BF_110F2 2 27811.51 31586.18 255.00 0.0 null 1 1.0 null 1
  2_Static vehicles.planes.Plane$BF_110F2 2 27845.48 31561.49 255.00 0.0 null 1 1.0 null 1
  3_Static vehicles.planes.Plane$BF_110F2 2 27776.74 31561.53 270.00 0.0 null 1 1.0 null 1
[Buildings]
  0_bld Plate$NGNBGroundRunwayLong 1 27632.00 30592.00 360.00
  1_bld Plate$NGNBGroundRunwayLong 1 27632.00 30784.00 360.00
  2_bld Plate$NGNBGroundRunwayLong 1 27632.00 30976.00 360.00
  3_bld Plate$NGNBGroundRunwayLong 1 27632.00 31168.00 360.00
  4_bld Plate$NGNBGroundRunwayLong 1 27632.00 31360.00 360.00
  5_bld Plate$NGNBGroundRunwayLong 1 27632.00 31552.00 360.00
  6_bld Plate$NGNBGroundRunwayLong 1 27632.00 31744.00 360.00
  7_bld Plate$NGNBGroundRunwayLong 1 27632.00 31936.00 360.00
  8_bld Plate$NGNBGroundRunwayEnd 1 27591.66 32156.18 630.00
  9_bld Plate$NGNBGroundRunwayEnd 1 27632.51 30572.16 450.00
  10_bld Plate$NGNBGroundTurn 1 27629.22 31856.35 540.00
  11_bld Plate$NGNBGroundParkingLarge 1 27703.01 31741.26 540.00
  12_bld Plate$NGNBGroundParking 1 27408.00 31904.00 540.00
  13_bld Plate$NGNBGroundParking 1 27408.00 31872.00 540.00
  14_bld Plate$NGNBGroundParking 1 27408.00 31840.00 540.00
  15_bld Plate$NGNBGroundParking 1 27408.00 31808.00 540.00
  16_bld Plate$NGNBGroundParking 1 27440.00 31904.00 540.00
  17_bld Plate$NGNBGroundParking 1 27440.00 31872.00 540.00
  18_bld Plate$NGNBGroundParking 1 27440.00 31840.00 540.00
  19_bld Plate$NGNBGroundParking 1 27440.00 31808.00 540.00
  20_bld Plate$NGNBGroundTaxi 1 27568.00 31856.00 540.00
  21_bld Plate$NGNBGroundTaxi 1 27536.00 31856.00 540.00
  22_bld Plate$NGNBGroundTaxi 1 27504.00 31856.00 540.00
  23_bld Plate$NGNBGroundTaxi 1 27472.00 31856.00 540.00
  24_bld Plate$NGNBGroundTaxi 1 27643.21 31850.45 585.00
  25_bld Plate$NGNBGroundTaxi 1 27671.02 31821.95 585.00
  26_bld Plate$NGNBGroundTurn 1 27698.47 31793.44 585.00
  27_bld Plate$NGNBGroundTaxi 1 27724.15 31741.01 450.00
  28_bld Plate$NGNBGroundTurn 1 27643.41 30968.73 675.00
  29_bld Plate$NGNBGroundTurn 1 27649.76 30982.27 630.00
  30_bld Plate$NGNBGroundTaxiLong 1 27670.52 30981.93 360.00
  31_bld Plate$NGNBGroundTaxiLong 1 27671.05 31182.18 360.00
  32_bld Plate$NGNBGroundTaxiLong 1 27670.42 31381.78 360.00
  33_bld Plate$NGNBGroundTaxi 1 27669.18 31659.10 360.00
  34_bld Plate$NGNBGroundTaxi 1 27708.98 31659.10 360.00
  35_bld Plate$NGNBGroundTurn 1 27670.24 31581.47 450.00
  36_bld Plate$NGNBGroundTurn 1 27675.94 31595.24 495.00
  37_bld Plate$NGNBGroundTaxi 1 27730.07 31620.40 360.00
[Bridge]
[House]


Jure_502 02-05-2017 08:29 AM

Hi! I have an issue with U-2, engine sound is very weak at start and after ~60% power it disappears completely. In external view you can hear it very weakly but in cockpit complete silence.
Are there any sound files I can check, download and replace? I'm using Javier's sounds, can this be a problem? New 110's sounds are working, but flying U-2 in complete silence is frustrating.

Sita 02-05-2017 08:38 AM

in no mod version with U2 sounds everything ok ...

Jure_502 02-05-2017 12:55 PM

Quote:

Originally Posted by Sita (Post 715224)
in no mod version with U2 sounds everything ok ...

Problem solved, I deleted my files in my_presets and my_samples and now I can hear the engines clearly.

TomVolume4 02-06-2017 11:41 PM

Hi guys.

After patch installation all I get is the splash screen and then the game crashes to desktop.
Help please.

Tolwyn 02-07-2017 10:01 PM

FMB Patrol Waypoints BUG
 
If you look towards the bottom of the first post in this thread:
http://forum.1cpublishing.eu/showpos...41&postcount=1

I have a discussion on the Patrol waypoint introduced in 4.11m.

Icons on the minimap, in COOP mode, will magically appear for the wrong army when the enemy hits their patrol waypoint.

Tolwyn 02-08-2017 02:17 PM

FMB Memory Issue? BF 109 E4
 
Sluggish performance when working with waypoints for the BF 109 E4:

Create a waypoint or two in the FMB of a BF 109 G2 for starters.

Change that plane to the BF 109 E4.

Select different waypoints and try to move them around.

I get a 2 second delay when selecting waypoints or when trying to move them; seems to affect switching to the BF 109 E4.

Pursuivant 02-08-2017 07:56 PM

Quote:

Originally Posted by gaunt1 (Post 715196)
Something is terribly wrong with the Bf-110D FM! The plane is extremely sluggish, particularly during take off. I highly doubt this was the case in RL.

I even did a small test. I compared the Bf-110D with default loadout to a ridiculously heavily loaded He-111H11 (2x 1800kg bombs + 100% fuel), and I actually found taking off with the Heinkel much easier, even without using flaps! The Bf-110 needed almost the whole runway, while the 111 needed around 2/3 only. After dropping the bombs, it also turned far better then the 110.

Remember, the He-111 was designed as a medium bomber, so with maximum normal combat load of fuel and ordinance it should still take off and fly reasonably well.

By contrast, the Bf-110 was designed as a heavy fighter, with smaller wing area and higher wing loading, so turning it into a long-range strike/convoy escort fighter by attaching a huge drag-inducing fuel tank to its belly and loading up with bombs is going to seriously impair its handling.

More importantly, most of the He-111H series had more powerful engines than the early Bf-110s (2 x 1,300 HP engines vs. 2 x 1,085 HP for the Bf-110). As you observed, the extra HP really come in handy on take-off and landing.

baball 02-08-2017 08:35 PM

Hello TD. I don't know if someone has already reported it but the BK 3.7 pod on the bf-110 G2 is aiming half a notch too low no matter how the gun convergence is set.

Verdun1916 02-09-2017 12:59 AM

I have to report a bug! I have a problem with the U2VS (LNB). When I tried out the game after downloading and installing the game I tried the U2VS (LNB) out with the diffrent skins inkluded and everythhing worked fine. But now ,from my second game session since updating only the default skin works. If I choose any of the other skins the entire aircraft appears completely white, both in game and in the arming window.

Spudkopf 02-09-2017 04:28 AM

Quote:

Originally Posted by Verdun1916 (Post 715268)
I have to report a bug! I have a problem with the U2VS (LNB). When I tried out the game after downloading and installing the game I tried the U2VS (LNB) out with the diffrent skins inkluded and everythhing worked fine. But now ,from my second game session since updating only the default skin works. If I choose any of the other skins the entire aircraft appears completely white, both in game and in the arming window.

I have had the same problem, are you using a custom 24 bit skin by any chance (its also possible that one or more of the new custom skins for the U2 loaded by TD is a 24 bit), reducing the skin to the older lower bit format will stop this problem from happening, I have already posted this issue with at the TD beta forum, but at least I now know it is not only me that this is affecting.

By the way even though it is blank in the arming screen, if you proceed to the mission the skin you have picked will load correctly.

Edit..... OK just checked, and it would appear that the U2SLNB - Summer 45, Summer 44 and the all the U2 voids are all 24 bit, if you avoid choosing those then you should be able to see the skin you've selected in the arming screen, you may have to launch a mission and go back before it resets though.

Storebror 02-09-2017 08:21 AM

This doesn't seem to be a general issue, see video of the same sequence without issues here:
www.youtube.com/watch?v=hV1DFOOngTQ

Best regards - Mike

boogabooga 02-09-2017 10:34 AM

It seems that the landing light has been deleted from the Bf-110G-2.

Spudkopf 02-09-2017 11:25 AM

Quote:

Originally Posted by Storebror (Post 715271)
This doesn't seem to be a general issue, see video of the same sequence without issues here:
www.youtube.com/watch?v=hV1DFOOngTQ

Best regards - Mike



G'day Mike

For me it only happens if you re-enter the arming screen before or after a mission, the is no problem with the skin in the mission just in the arming screen.

My sequence to make the issue occur 100% of the time:

1. Load sim
2. Open QMB
3. Select U-2VS (LNB) 1942 (nation or side does not make a differnce)
4. Enter arming screen
5. Select skin summer44.bmp select (skin displays correctly in spin window), select apply.
6. After returning to main setup screen re-enter the arming screen, when arming screen opens the aircraft is in the spin window but now is devoid of any skin (with the exception that the game generated markings and pilot skins, machine gun and the cockpit interior seem to be unaffected as seen below).

http://i94.photobucket.com/albums/l116/305th/blank.jpg

PS. Check PM log file sent.

Storebror 02-09-2017 01:41 PM

Thanks Spudkopf, we're getting closer.
You have reply to your PM ;)

Best regards - Mike

KG26_Alpha 02-16-2017 09:35 PM

Quote:

Originally Posted by TomVolume4 (Post 715239)
Hi guys.

After patch installation all I get is the splash screen and then the game crashes to desktop.
Help please.

Can we have some more details please.

stugumby 02-16-2017 11:05 PM

U2 rocket carrier AI behavior
 
AI planes carrying rockets are ignoring a linked to it truck convoy, they just circle about and go home, if commanded to attack vehicles they just go home. if the target is a town full of stationary vehicles they will attack, but for a convoy they will ignore it. Also making a low level bomb run from 350m on a truck convoy they go far lower and plonk into the ground while carrying fab 50 bombs.

Treetop64 02-17-2017 06:00 PM

Quote:

Originally Posted by ddr (Post 715207)
btw, thank you for new default skins in mig, I-153 ecc... :)

The new default skins that have come out in recent patches deserve their own special praise. They are very well done.

Beebop 02-19-2017 01:36 AM

Quote:

Originally Posted by Tolwyn (Post 715257)
Sluggish performance when working with waypoints for the BF 109 E4:

Create a waypoint or two in the FMB of a BF 109 G2 for starters.

Change that plane to the BF 109 E4.

Select different waypoints and try to move them around.

I get a 2 second delay when selecting waypoints or when trying to move them; seems to affect switching to the BF 109 E4.

Any ideas on this?
I am having the same problem but with all Aircraft including Stationary Planes on all maps.
When placing waypoints for flying aircraft there is a delay with each waypoint placed. Same as Tolwyn for moving waypoints although after the delay, as long as I still have the waypoint selected, I can move it around.
Placing Stationary Planes also results in a 2+ second delay before placement/choosing Properties/selection of skin and release of the cursor.

This problem does not occur with Ships/Stationary Ships/Vehicles/Trains or Stationary Objects.

TIA

stugumby 02-22-2017 06:41 PM

U2 Fm or mission building error?
 
4 Attachment(s)
I have noticed the u2 wingman has a bad habit of simply falling out of formation and donking into the grund. set on waypoints of 500-700m at 100-110 kph, 60& fuel and 6 fab 50 or a set of cluster bombs. if set to gatk on a moving target of a fuel convoy it will fly past it circle around and try to attack, but quite often it becomes a kamikaze or a donk into the grund, rocket armed plane will also not engage. Acting as single player you can easily do your own thing but the wingman acts funny, wont drop or donks into the ground.

stugumby 02-22-2017 06:44 PM

heres the mission
 
Code:

[MAIN]
  MAP Net1Winter/load.ini
  TIME 4.0
  CloudType 0
  CloudHeight 2300.0
  player r0100
  army 1
  playerNum 0
[SEASON]
  Year 1941
  Month 12
  Day 19
[WEATHER]
  WindDirection 0.0
  WindSpeed 0.0
  Gust 0
  Turbulence 0
[MDS]
  MDS_Radar_SetRadarToAdvanceMode 0
  MDS_Radar_RefreshInterval 0
  MDS_Radar_DisableVectoring 0
  MDS_Radar_EnableTowerCommunications 1
  MDS_Radar_ShipsAsRadar 0
  MDS_Radar_ShipRadar_MaxRange 100
  MDS_Radar_ShipRadar_MinHeight 100
  MDS_Radar_ShipRadar_MaxHeight 5000
  MDS_Radar_ShipSmallRadar_MaxRange 25
  MDS_Radar_ShipSmallRadar_MinHeight 0
  MDS_Radar_ShipSmallRadar_MaxHeight 2000
  MDS_Radar_ScoutsAsRadar 0
  MDS_Radar_ScoutRadar_MaxRange 2
  MDS_Radar_ScoutRadar_DeltaHeight 1500
  MDS_Radar_HideUnpopulatedAirstripsFromMinimap 0
  MDS_Radar_ScoutGroundObjects_Alpha 5
  MDS_Radar_ScoutCompleteRecon 0
  MDS_Misc_DisableAIRadioChatter 0
  MDS_Misc_DespawnAIPlanesAfterLanding 1
  MDS_Misc_HidePlayersCountOnHomeBase 0
  MDS_Misc_BombsCat1_CratersVisibilityMultiplier 1.0
  MDS_Misc_BombsCat2_CratersVisibilityMultiplier 1.0
  MDS_Misc_BombsCat3_CratersVisibilityMultiplier 1.0
[RespawnTime]
  Bigship 1800
  Ship 1800
  Aeroanchored 1800
  Artillery 1800
  Searchlight 1800
[Wing]
  r0100
  g0100
  r0101
[r0100]
  Planes 2
  Skill 2
  Class air.U_2VSLNB
  Fuel 60
  weapons 2xabkp2
[r0100_Way]
  TAKEOFF 20216.13 17645.10 0 0 &0
  NORMFLY 22337.53 18445.72 500.00 100.00 &0
  NORMFLY 26174.13 15062.93 500.00 100.00 &0
  NORMFLY 29939.89 11464.64 500.00 100.00 &0
  GATTACK 30632.83 8697.64 500.00 100.00 5_Chief 6 &0
  NORMFLY 24898.31 14326.97 500.00 100.00 &0
  NORMFLY 21904.80 17178.78 500.00 100.00 &0
  LANDING 20216.13 17645.10 0 0 &0
[g0100]
  Planes 3
  Skill 1
  Class air.JU_52_3MG4E
  Fuel 50
  weapons default
[g0100_Way]
  TAKEOFF 45283.56 8468.88 0 0 &0
  NORMFLY 40325.28 8413.17 500.00 250.00 &0
  NORMFLY 11692.30 7060.52 500.00 250.00 &0
  NORMFLY 8818.16 11472.19 500.00 250.00 &0
  LANDING 7339.27 13754.83 0 0 &0
[r0101]
  Planes 2
  Skill 1
  Class air.U_2VSLNB
  Fuel 60
  weapons 6xfab50
[r0101_Way]
  NORMFLY 23699.37 18688.11 700.00 100.00 &0
  NORMFLY 27829.18 20206.98 700.00 100.00 &0
  NORMFLY 35522.06 11893.80 700.00 100.00 &0
  GATTACK 35585.88 8408.70 700.00 100.00 &0
  NORMFLY 35592.67 7062.92 700.00 100.00 &0
  NORMFLY 26209.39 14575.11 500.00 100.00 &0
  NORMFLY 22119.56 18267.86 500.00 100.00 &0
  LANDING 20216.13 17645.10 0 0 &0
[Chiefs]
  0_Chief Armor.4-T34 1
  1_Chief Armor.4-T34 1
  2_Chief Armor.4-T34 1
  3_Chief Armor.3-T70M 1
  4_Chief Armor.3-T70M 1
  5_Chief Vehicles.GrKolonne 2
  6_Chief Armor.T70M_Cpy 1
  7_Chief Armor.2-PzVIE 2
[0_Chief_Road]
  48533.32 8692.62 120.00 0 2 1.9444445371627808
  46883.75 8626.11 120.00 0 2 1.9444445371627808
  46111.45 8592.79 120.00 0 2 1.9444445371627808
  44650.51 8542.62 120.00
[1_Chief_Road]
  48597.48 8434.84 120.00 0 2 1.9444445371627808
  47651.18 8409.06 120.00 0 2 1.9444445371627808
  46699.78 8371.75 120.00 0 2 1.9444445371627808
  45911.59 8335.94 120.00
[2_Chief_Road]
  48754.41 8253.43 120.00 0 2 1.9444445371627808
  47933.11 8216.85 120.00 0 2 1.9444445371627808
  47043.36 8225.55 120.00 0 2 1.9444445371627808
  46216.06 8198.64 120.00 0 2 1.9444445371627808
  44964.04 8168.67 120.00
[3_Chief_Road]
  46903.70 9269.39 120.00 0 2 1.9444445371627808
  46744.19 8830.59 120.00 0 2 1.9444445371627808
  46675.49 8575.44 120.00 0 2 1.9444445371627808
  46577.36 8294.12 120.00
[4_Chief_Road]
  46767.09 9288.55 120.00 0 2 1.9444445371627808
  46518.48 8810.96 120.00 0 2 1.9444445371627808
  46407.26 8483.85 120.00 0 2 1.9444445371627808
  46332.02 8130.57 120.00
[5_Chief_Road]
  34908.36 8393.26 120.00 0 2 3.055555582046509
  34701.29 8299.95 120.00 0 2 3.055555582046509
  34301.51 8299.23 120.00 0 5 3.055555582046509
  34100.00 8500.00 20.00
  33700.00 8900.00 20.00
  32300.00 8900.00 20.00
  32099.43 8898.29 120.00 0 2 3.055555582046509
  31903.34 8702.21 120.00 0 2 3.055555582046509
  31414.86 8696.87 120.00 0 4 3.055555582046509
  31300.00 8700.00 20.00
  30900.00 8700.00 20.00
  30674.16 8698.51 120.00 0 14 3.055555582046509
  30500.00 8700.00 20.00
  30300.00 8700.00 20.00
  30100.00 8500.00 20.00
  29100.00 8500.00 20.00
  28900.00 8300.00 20.00
  26900.00 8300.00 20.00
  26700.00 8100.00 20.00
  23700.00 8100.00 20.00
  23500.00 7900.00 20.00
  23100.00 7900.00 20.00
  22900.00 7700.00 20.00
  22300.00 7700.00 20.00
  22074.28 7700.64 120.00
[6_Chief_Road]
  37254.63 10257.89 120.00 0 10 1.9444445371627808
  37100.00 10100.00 20.00
  36900.00 9900.00 20.00
  36900.00 9500.00 20.00
  36300.00 8900.00 20.00
  35700.00 8900.00 20.00
  35100.00 8300.00 20.00
  34300.00 8300.00 20.00
  34100.00 8500.00 20.00
  34067.41 8715.60 120.00
[7_Chief_Road]
  35449.04 8651.29 120.00 0 2 2.0833334922790527
  35697.71 8904.79 120.00 0 4 2.0833334922790527
  35900.00 8900.00 20.00
  36100.00 8900.00 20.00
  36298.51 8860.19 120.00
[NStationary]
  9_Static vehicles.planes.Plane$FW_200C3U4 2 45453.52 8198.43 360.00 0.0 null 0 1.0 null 1
  14_Static vehicles.planes.Plane$HE_111H2 2 45409.88 8258.36 360.00 0.0 null 1 1.0 null 1
  15_Static vehicles.planes.Plane$HE_111H2 2 45438.47 8286.99 360.00 0.0 null 0 1.0 null 1
  18_Static vehicles.artillery.Artillery$Flak18_88mm 2 46946.57 8736.89 360.00 0.0 0 1 1
  19_Static vehicles.artillery.Artillery$Flak18_88mm 2 45273.47 8152.06 360.00 0.0 0 1 1
  20_Static vehicles.stationary.Stationary$VW82t 2 45587.94 8611.71 360.00 0.0
  21_Static vehicles.stationary.Stationary$OpelBlitz6700A_fuel 2 45517.66 8610.16 360.00 0.0
  22_Static vehicles.stationary.Stationary$OpelBlitz6700A_fuel 2 46515.71 8632.24 360.00 0.0
  23_Static vehicles.stationary.Stationary$OpelBlitz6700A_radio 2 46045.94 8422.31 630.00 0.0
  24_Static vehicles.stationary.Stationary$OpelBlitz6700A_medic 2 46060.84 8421.36 630.00 0.0
  25_Static vehicles.stationary.Stationary$OpelBlitz6700A_medic 2 45452.44 8243.69 360.00 0.0
  26_Static vehicles.stationary.Stationary$ZIS5_radio 1 41471.97 41915.72 480.00 0.0
  27_Static vehicles.stationary.Stationary$ZIS5_medic 1 41448.29 41925.53 480.00 0.0
  28_Static vehicles.stationary.Stationary$ZIS6_fuel 1 40874.59 41782.65 480.00 0.0
  29_Static vehicles.stationary.Stationary$ZIS6_fuel 1 41641.47 41531.53 480.00 0.0
  30_Static vehicles.planes.Plane$IL_4_DB3M 1 41178.87 42353.27 480.00 0.0 null 2 1.0 null 0
  31_Static vehicles.planes.Plane$IL_4_DB3M 1 41251.29 42319.03 480.00 0.0 null 2 1.0 null 0
  32_Static vehicles.planes.Plane$IL_4_DB3M 1 41301.34 42298.33 480.00 0.0 null 2 1.0 null 0
  33_Static vehicles.planes.Plane$IL_4_DB3M 1 41343.12 42279.52 480.00 0.0 null 2 1.0 null 0
  34_Static vehicles.planes.Plane$I_153P 1 41390.91 42264.09 480.00 0.0 null 2 1.0 null 0
  35_Static vehicles.planes.Plane$I_153P 1 41421.02 42252.04 480.00 0.0 null 2 1.0 null 0
  36_Static vehicles.planes.Plane$I_153P 1 41454.89 42208.39 480.00 0.0 null 2 1.0 null 0
  37_Static vehicles.planes.Plane$IL_2_1940Late 1 41154.57 42299.46 480.00 0.0 null 2 1.0 null 0
  38_Static vehicles.planes.Plane$IL_2_1940Late 1 41181.66 42282.15 480.00 0.0 null 2 1.0 null 0
  39_Static vehicles.planes.Plane$IL_2_1940Late 1 41216.66 42258.06 480.00 0.0 null 2 1.0 null 0
  40_Static vehicles.planes.Plane$MIG_3UD 1 41251.66 42239.62 480.00 0.0 null 2 1.0 null 0
  41_Static vehicles.planes.Plane$PE_2SERIES1 1 41287.42 42222.69 480.00 0.0 null 2 1.0 null 0
  42_Static vehicles.planes.Plane$PE_2SERIES1 1 41337.47 42207.26 480.00 0.0 null 2 1.0 null 0
  43_Static vehicles.planes.Plane$PE_2SERIES1 1 41394.30 42173.01 480.00 0.0 null 2 1.0 null 0
  44_Static vehicles.planes.Plane$PE_2SERIES1 1 41795.43 41938.23 524.10 0.0 null 2 1.0 null 0
  45_Static vehicles.planes.Plane$PE_2SERIES1 1 41812.66 41899.54 524.10 0.0 null 2 1.0 null 0
  46_Static vehicles.planes.Plane$SB_2M103 1 41769.85 42008.39 524.10 0.0 null 2 1.0 null 0
  47_Static vehicles.planes.Plane$SB_2M103 1 41785.70 41977.79 524.10 0.0 null 2 1.0 null 0
  48_Static vehicles.planes.Plane$TB_3_4M_34R 1 41298.47 41639.48 255.00 0.0 null 2 1.0 null 0
  49_Static vehicles.planes.Plane$TB_3_4M_34R 1 41319.33 41562.28 240.00 0.0 null 2 1.0 null 0
  50_Static vehicles.planes.Plane$TB_3_4M_34R 1 41405.28 42207.95 480.00 0.0 null 2 1.0 null 0
  51_Static vehicles.planes.Plane$TB_3_4M_34R 1 41200.64 42312.30 480.00 0.0 null 2 1.0 null 0
  52_Static vehicles.artillery.Artillery$Maxime4 1 41748.44 41773.43 615.00 0.0 0 1 1
  53_Static vehicles.artillery.Artillery$Maxime4 1 41059.89 42217.24 615.00 0.0 0 1 1
  54_Static vehicles.artillery.Artillery$Zenit61K 1 40507.11 42008.09 615.00 0.0 0 1 1
  55_Static vehicles.artillery.Artillery$Zenit61K 1 40877.41 42436.65 615.00 0.0 0 1 1
  56_Static vehicles.artillery.Artillery$Zenit61K 1 42286.70 41622.07 510.00 0.0 0 1 1
  57_Static vehicles.artillery.Artillery$Zenit61K 1 41955.10 41232.80 615.00 0.0 0 1 1
  58_Static vehicles.artillery.Artillery$Maxime4 1 41404.96 41602.67 615.00 0.0 0 1 1
  17_Static vehicles.artillery.Artillery$Flak18_37mm 2 46930.88 8136.06 360.00 0.0 0 1 1
  62_Static vehicles.lights.Searchlight$SL_ManualBlue 0 46078.10 8662.17 360.00 0.0
  63_Static vehicles.lights.Searchlight$SL_ManualBlue 0 46079.43 8283.23 360.00 0.0
  59_Static vehicles.stationary.Smoke$Smoke15 1 42093.93 41392.13 480.00 96.00
  60_Static vehicles.stationary.Smoke$Smoke15 1 42125.87 41443.60 480.00 96.00
  61_Static vehicles.stationary.Smoke$Smoke15 1 41943.68 41542.42 480.00 96.00
  64_Static vehicles.stationary.Smoke$Smoke15 1 41917.43 41499.18 480.00 96.00
  65_Static vehicles.stationary.Smoke$Smoke15 1 41644.14 41650.50 480.00 96.00
  66_Static vehicles.stationary.Smoke$Smoke15 1 41673.48 41704.40 480.00 96.00
  68_Static vehicles.stationary.Smoke$Smoke15 1 41289.02 41857.39 480.00 96.00
  69_Static vehicles.stationary.Smoke$Smoke15 1 40992.57 42092.08 480.00 96.00
  70_Static vehicles.stationary.Smoke$Smoke15 1 40963.24 42045.76 480.00 96.00
  71_Static vehicles.stationary.Smoke$Smoke15 1 40773.33 42156.93 480.00 96.00
  72_Static vehicles.stationary.Smoke$Smoke15 1 40801.12 42209.29 480.00 96.00
  73_Static vehicles.stationary.Smoke$Smoke15 1 40723.92 42212.51 480.00 96.00
  74_Static vehicles.stationary.Smoke$Smoke15 1 42227.91 41347.87 480.00 96.00
  75_Static vehicles.stationary.Smoke$Smoke15 1 42141.44 41364.86 480.00 96.00
  76_Static vehicles.stationary.Smoke$Smoke15 1 42176.82 41412.72 480.00 96.00
  77_Static vehicles.stationary.Smoke$Smoke15 1 41336.08 41954.53 480.00 96.00
  16_Static vehicles.artillery.Artillery$Flak38_4x20mm 2 45226.75 8662.12 360.00 0.0 0 1 1
  7_Static vehicles.planes.Plane$HE_111Z 2 46503.69 8639.21 449.10 0.0 null 1 1.0 null 1
  12_Static vehicles.planes.Plane$JU_52_3MG4E 2 45648.03 8606.74 449.10 0.0 null 1 1.0 null 1
  11_Static vehicles.planes.Plane$JU_52_3MG4E 2 45512.90 8606.16 449.10 0.0 null 1 1.0 null 1
  10_Static vehicles.planes.Plane$JU_52_3MG4E 2 45450.97 8603.97 449.10 0.0 null 1 1.0 null 1
  8_Static vehicles.planes.Plane$ME_321 2 45547.15 8130.18 270.00 0.0 null 0 1.0 null 1
  13_Static vehicles.planes.Plane$HE_111Z 2 45546.25 8157.99 270.00 0.0 null 1 1.0 null 1
  67_Static vehicles.planes.Plane$ME_321 2 45548.58 8207.00 270.00 0.0 null 1 1.0 null 1
  78_Static vehicles.planes.Plane$HE_111Z 2 45548.58 8234.71 270.00 0.0 null 1 1.0 null 1
  4_Static vehicles.planes.Plane$BF_110F2 2 45444.12 8320.27 360.00 0.0 null 1 1.0 null 1
  6_Static vehicles.planes.Plane$BF_110F2 2 45433.85 8155.87 360.00 0.0 null 1 1.0 null 1
  5_Static vehicles.planes.Plane$FW_189A2 2 45436.11 8110.68 360.00 0.0 null 1 1.0 null 1
  2_Static vehicles.planes.Plane$BF_109G2 2 45414.03 8611.12 449.10 0.0 null 1 1.0 null 1
  0_Static vehicles.planes.Plane$BF_109G2 2 45487.34 8606.39 449.10 0.0 null 1 1.0 null 1
  3_Static vehicles.planes.Plane$BF_110F2 2 45562.22 8606.89 449.10 0.0 null 1 1.0 null 1
  1_Static vehicles.planes.Plane$HS_129B2 2 45604.85 8608.07 449.10 0.0 null 1 1.0 null 1
  79_Static vehicles.radios.Beacon$RadioBeaconLowVis 2 45800.64 8297.23 360.00 0.0
  80_Static vehicles.radios.Beacon$LorenzBLBeacon 2 45226.48 8437.84 540.00 0.0
  81_Static vehicles.artillery.Artillery$PaK38 2 36479.56 9100.47 675.00 0.0 0 1 1
  82_Static vehicles.artillery.Artillery$PaK38 2 36896.21 9479.97 645.00 0.0 0 1 1
  83_Static vehicles.artillery.Artillery$DemagFlak 2 36359.74 6913.03 660.00 0.0 0 1 1
  84_Static vehicles.artillery.Artillery$DemagFlak 2 26929.40 8328.05 660.00 0.0 0 1 1
  85_Static vehicles.stationary.Stationary$VW82t 2 35498.67 8511.98 660.00 0.0
  86_Static vehicles.stationary.Stationary$VW82t 2 35508.43 8508.03 660.00 0.0
  87_Static vehicles.stationary.Stationary$OpelBlitz6700A_medic 2 35095.23 8477.31 660.00 0.0
  88_Static vehicles.stationary.Stationary$OpelBlitz6700A_medic 2 35094.61 8469.69 660.00 0.0
  90_Static vehicles.stationary.Stationary$DemagD7 2 34862.48 8285.34 630.00 0.0
  89_Static vehicles.stationary.Stationary$DemagD7 2 34866.82 8285.25 630.00 0.0
  91_Static vehicles.artillery.Artillery$DemagFlak 2 35243.12 8029.90 540.00 0.0 0 1 1
  92_Static vehicles.artillery.Artillery$Zenit25mm_1940 1 18299.14 17180.92 540.00 0.0 0 1 1
  93_Static vehicles.artillery.Artillery$Zenit25mm_1940 1 20700.86 17787.04 540.00 0.0 0 1 1
  94_Static vehicles.artillery.Artillery$MaximeGAZ 1 19492.82 17379.03 540.00 0.0 0 1 1
  95_Static vehicles.planes.Plane$U_2VS 1 18823.74 17373.37 434.10 0.0 null 0 1.0 null 1
  96_Static vehicles.planes.Plane$U_2VS 1 18861.66 17385.27 434.10 0.0 null 1 1.0 null 1
  97_Static vehicles.planes.Plane$U_2VS 1 18930.11 17374.78 434.10 0.0 null 1 1.0 null 1
  98_Static vehicles.planes.Plane$U_2VS 1 19080.21 17389.42 434.10 0.0 null 1 1.0 null 1
  99_Static vehicles.planes.Plane$U_2VS 1 18986.08 17257.62 255.00 0.0 null 1 1.0 null 1
  100_Static vehicles.planes.Plane$U_2VS 1 20105.34 17678.54 434.10 0.0 null 1 1.0 null 1
  101_Static vehicles.stationary.Stationary$GAZ_Bus 1 20126.85 17583.70 600.00 0.0
  102_Static vehicles.stationary.Stationary$GAZ_AA 1 20138.63 17588.60 600.00 0.0
  103_Static vehicles.stationary.Stationary$GAZ67 1 18778.97 17352.22 420.00 0.0
  104_Static vehicles.stationary.Stationary$GAZ_AAA 1 18974.95 17252.04 615.00 0.0
  105_Static vehicles.stationary.Stationary$GAZ_AAA 1 19161.43 17311.62 615.00 0.0
  106_Static vehicles.stationary.Stationary$GAZ_AAA 1 19788.54 17475.31 615.00 0.0
  107_Static vehicles.stationary.Stationary$GAZ_AAA 1 20068.20 17693.99 615.00 0.0
  108_Static vehicles.stationary.Stationary$OpelBlitzMaultier 2 35584.93 8393.35 540.00 0.0
  109_Static vehicles.stationary.Stationary$OpelBlitzMaultier 2 35583.29 8385.21 540.00 0.0
  110_Static vehicles.stationary.Stationary$OpelBlitzMaultier 2 35527.16 8392.28 540.00 0.0
  111_Static vehicles.stationary.Stationary$OpelBlitzMaultier 2 35538.04 8456.94 540.00 0.0
  112_Static vehicles.stationary.Stationary$OpelBlitzMaultier 2 35577.52 8455.39 540.00 0.0
  114_Static vehicles.artillery.Artillery$BM82_1937 1 30401.58 8690.55 360.00 0.0 0 1 1
  115_Static vehicles.artillery.Artillery$Maxime 1 30403.30 8708.97 360.00 0.0 0 1 1
[Buildings]
  0_bld House$FurnitureSandbags_Round 1 45226.24 8662.17 360.00
  1_bld House$FurnitureSandbags_Round 1 45272.08 8152.34 360.00
  2_bld House$FurnitureSandbags_Round 1 46929.93 8135.96 360.00
  3_bld House$FurnitureSandbags_Round 1 46945.07 8736.94 360.00
  4_bld House$46BoxCoverBig 1 46698.43 8654.69 360.00
  5_bld House$46BoxCoverBig 1 46674.75 8655.64 360.00
  6_bld House$46BoxCoverBig 1 46016.50 8427.38 360.00
  7_bld House$46BoxCoverBig 1 45405.60 8102.52 360.00
  8_bld House$46BoxCoverBig 1 45405.60 8134.72 360.00
  9_bld House$46BoxCoverBig 1 45406.54 8164.08 360.00
  10_bld House$46BoxCoverBig 1 45591.23 8089.26 360.00
  11_bld House$46BoxCoverBig 1 45584.61 8111.99 360.00
  12_bld House$46BoxCoverBig 1 45455.80 8084.52 360.00
  13_bld House$46BoxCoverBig 1 45487.10 8083.57 360.00
  14_bld House$46BoxCoverBig 1 45425.49 8365.82 360.00
  15_bld House$46BoxCoverBig 1 45425.19 8189.67 360.00
  16_bld House$46BoxCoverBig 1 45426.32 8177.84 360.00
  17_bld House$46Bomb2 1 45437.63 8284.29 360.00
  18_bld House$46Bomb2 1 45438.16 8280.28 360.00
  19_bld House$46Bomb2 1 45439.68 8292.27 360.00
  20_bld House$46Bomb2 1 45449.19 8186.65 360.00
  21_bld House$46Bomb2 1 45446.58 8212.22 360.00
  22_bld House$46Bomb2 1 45427.13 8085.74 360.00
  23_bld House$46Bomb2 1 45434.10 8084.35 360.00
  24_bld House$46Bomb2 1 45418.96 8210.36 360.00
  25_bld House$46Bomb2 1 45418.96 8216.23 360.00
  26_bld House$46Bomb2 1 45419.29 8223.41 360.00
  27_bld House$46Bomb2 1 45445.58 8607.69 360.00
  28_bld House$46Bomb2 1 45445.74 8609.15 360.00
  29_bld House$46Bomb2 1 45445.74 8611.58 360.00
  30_bld House$46GRBoxes 1 45406.70 8602.75 360.00
  31_bld House$46GRBoxes 1 45407.67 8591.42 360.00
  32_bld House$46GRBoxes 1 45509.73 8611.18 360.00
  33_bld House$46GRBoxes 1 45454.00 8608.26 360.00
  34_bld House$46GRBoxes 1 45640.38 8611.24 360.00
  35_bld House$46GRBoxes 1 45420.90 8361.13 360.00
  36_bld House$46GRBoxes 1 45419.90 8373.18 360.00
  37_bld House$46GRBoxes 1 45612.25 8349.07 360.00
  38_bld House$46GRBoxes 1 45605.72 8346.56 360.00
  39_bld House$46GRBoxes 1 45608.74 8316.43 360.00
  40_bld House$46GRBoxes 1 45440.42 8315.94 360.00
  41_bld House$46GRBoxes 1 45608.24 8223.01 360.00
  42_bld House$46GRBoxes 1 45609.24 8253.15 360.00
  43_bld House$46GRBoxes 1 45418.39 8230.05 360.00
  44_bld House$46GRBoxes 1 45417.39 8239.59 360.00
  45_bld House$46LWBoxes 1 45609.74 8163.75 360.00
  46_bld House$46LWBoxes 1 45608.74 8194.39 360.00
  47_bld House$46LWBoxes 1 45594.67 8366.65 360.00
  48_bld House$46LWBoxes 1 45595.18 8356.10 360.00
  49_bld House$46LWBoxes 1 45595.18 8345.56 360.00
  50_bld House$46LWBoxes 1 45595.18 8334.51 360.00
  51_bld House$46LWBoxes 1 46455.88 8624.31 360.00
  52_bld House$46LWBoxes 1 46457.17 8640.10 360.00
  53_bld House$46LWBoxes 1 46455.88 8605.06 360.00
  54_bld House$FurnitureSandbags_Round 1 41955.25 41232.19 614.10
  55_bld House$FurnitureSandbags_Round 1 42287.20 41622.26 524.10
  56_bld House$FurnitureSandbags_Round 1 41748.95 41773.14 524.10
  57_bld House$FurnitureSandbags_Round 1 41405.57 41602.56 524.10
  58_bld House$FurnitureSandbags_Round 1 40876.87 42436.41 704.10
  59_bld House$FurnitureSandbags_Round 1 40506.80 42008.99 434.10
  60_bld House$FurnitureSandbags_Round 1 41059.61 42217.28 389.10
  61_bld House$46Bomb2 1 41801.66 41934.94 389.10
  62_bld House$46Bomb2 1 41792.88 41974.54 389.10
  63_bld House$46Bomb2 1 41776.51 42006.78 389.10
  64_bld House$46Bomb2 1 41695.80 42008.20 389.10
  65_bld House$46Bomb2 1 41701.93 42007.87 389.10
  66_bld House$46Bomb2 1 41156.67 42298.08 389.10
  67_bld House$46Bomb2 1 41183.80 42280.90 389.10
  68_bld House$46Bomb2 1 41221.14 42254.46 389.10
  69_bld House$46Bomb2 1 41291.45 42220.96 389.10
  70_bld House$46BoxCoverMed 1 41261.61 42074.65 389.10
  71_bld House$46BoxCoverMed 1 41310.11 42215.66 389.10
  72_bld House$46BoxCoverMed 1 41262.37 42240.21 389.10
  73_bld House$46BoxCoverMed 1 41225.83 42260.76 389.10
  74_bld House$46BoxCoverMed 1 41165.81 42302.06 389.10
  75_bld House$46Bomb2 1 41293.14 42224.95 389.10
  76_bld House$46Bomb2 1 41342.28 42204.10 389.10
  77_bld House$46Bomb2 1 41338.93 42211.92 389.10
  78_bld House$46BoxCoverMed 1 41255.54 42072.14 389.10
  79_bld House$46BoxCoverMed 1 41249.22 42067.67 389.10
  80_bld House$FurnitureSandbags_Round 1 46078.05 8661.83 360.00
  81_bld House$FurnitureSandbags_Round 1 46079.21 8282.95 360.00
  82_bld House$AirdromeFuelTankW 1 35153.35 8083.17 540.00
  83_bld House$AirdromeFuelTankW 1 35161.55 8075.22 540.00
  84_bld House$AirdromeFuelTankW 1 35171.11 8064.90 540.00
  85_bld House$AirdromeMaskingnetW 1 34754.59 8269.51 630.00
  86_bld House$AirdromeMaskingnetW 1 34793.15 8275.48 630.00
  87_bld House$AirdromeBarrelBlock2W 1 34754.87 8270.63 630.00
  88_bld House$AirdromeBarrelBlock2W 1 34789.60 8275.49 630.00
  89_bld House$AirdromeBarrelBlock2W 1 34790.23 8258.86 630.00
  90_bld House$AirdromeBarrelBlock2W 1 34763.30 8253.76 630.00
  91_bld House$AirdromeBarrelBlock2W 1 35200.81 8062.83 630.00
  92_bld House$AirdromeBarrelBlock2W 1 35124.11 8159.34 630.00
  93_bld House$AirdromeBarrelBlock2W 1 35174.86 8243.70 630.00
  94_bld House$AirdromeBarrelBlock2W 1 35156.64 8325.96 630.00
  95_bld House$AirdromeMaskingnetW 1 35157.20 8326.19 570.00
  96_bld House$AirdromeBarrelBlock2W 1 35132.30 8280.40 570.00
  97_bld House$AirdromeMaskingnetW 1 35133.22 8280.63 555.00
  98_bld House$AirdromeMaskingnetW 1 35123.67 8161.17 540.00
  99_bld House$46BoxCoverBigW 1 35114.11 8252.97 540.00
  100_bld House$46BoxCoverBigW 1 35114.15 8232.43 540.00
  101_bld House$46BoxCoverBigW 1 35115.88 8125.81 540.00
  102_bld House$46BoxCoverBigW 1 35128.72 8100.24 540.00
  103_bld House$46BoxCoverBigW 1 34933.17 8285.75 540.00
  104_bld House$46BoxCoverBigW 1 34948.72 8285.75 540.00
  105_bld House$46BoxCoverBigW 1 35528.44 8438.46 540.00
  106_bld House$46BoxCoverBigW 1 35531.45 8413.49 540.00
  107_bld House$46BoxCoverBigW 1 35528.44 8381.21 540.00
  108_bld House$46BoxCoverBigW 1 35531.88 8351.51 540.00
  109_bld House$46BoxCoverBigW 1 35544.36 8438.46 540.00
  110_bld House$46BoxCoverBigW 1 35610.69 8423.88 540.00
  111_bld House$46BoxCoverBigW 1 35546.95 8369.59 540.00
  112_bld House$46BoxCoverBigW 1 35552.11 8351.08 540.00
  113_bld House$46GunCover1W 1 35548.19 8383.37 540.00
  114_bld House$46GunCover1W 1 35528.63 8427.73 540.00
  115_bld House$46GunCover1W 1 35528.14 8368.75 540.00
  116_bld House$46GunCover1W 1 35587.29 8321.41 540.00
  117_bld House$46GunCover1W 1 35526.57 8341.92 540.00
  118_bld House$46GunCover1W 1 35531.35 8400.40 540.00
  119_bld House$AirdromeBarrelBlock2W 1 35558.26 8536.83 540.00
  120_bld House$AirdromeBarrelBlock2W 1 35707.67 8346.54 540.00
  121_bld House$AirdromeBarrelBlock2W 1 35586.30 8341.26 540.00
  122_bld House$AirdromeBarrelBlock2W 1 35589.22 8352.67 495.00
  123_bld House$AirdromeBarrelBlock2W 1 35437.70 8268.73 540.00
  124_bld House$AirdromeBarrelBlock2W 1 35445.83 8268.30 540.00
  125_bld House$AirdromeBarrelBlock2W 1 35221.02 8405.63 540.00
  126_bld House$AirdromeBarrelBlock2W 1 35236.85 8419.73 540.00
  127_bld House$AirdromeMaskingnetW 1 35222.87 8404.11 585.00
  128_bld House$AirdromeMaskingnetW 1 35239.49 8424.27 585.00
  129_bld House$AirdromeMaskingnetMidW 1 35586.33 8414.08 540.00
  130_bld House$Tent_HQW_US 1 34872.68 8284.54 630.00
  131_bld House$Tent_HQW_US 1 34731.57 8270.49 630.00
  132_bld House$Tent_HQW_US 1 34777.74 8277.39 630.00
  133_bld House$Tent_PyramidW_US 1 35173.84 8203.26 630.00
  134_bld House$Tent_PyramidW_US 1 35172.63 8192.66 630.00
  135_bld House$Tent_PyramidW_US 1 35172.02 8181.76 630.00
  136_bld House$Tent_PyramidW_US 1 35172.17 8172.53 630.00
  137_bld House$Tent_PyramidW_US 1 35196.38 8206.59 630.00
  138_bld House$Tent_PyramidW_US 1 35196.55 8192.21 630.00
  139_bld House$Tent_PyramidW_US 1 35196.27 8179.03 630.00
  140_bld House$Tent_PyramidW_US 1 35195.83 8169.02 630.00
  141_bld House$46FTankDEW 1 35191.83 8215.82 540.00
  142_bld House$KitchenDE 1 35190.16 8220.20 540.00
  143_bld House$Tent_HQW_US 1 20144.98 17590.75 600.00
  144_bld House$46Furniture 1 20134.56 17590.88 600.00
  145_bld House$46Radio 1 20142.97 17592.94 420.00
  146_bld House$46Furniture 1 18771.77 17351.89 420.00
  147_bld House$46BoxCoverMedW 1 18797.35 17365.31 420.00
  148_bld House$46BoxCoverMedW 1 18776.18 17366.57 420.00
  149_bld House$46BoxCoverMedW 1 18730.26 17347.70 420.00
  150_bld House$46FTankRUW 1 18764.85 17352.31 420.00
  151_bld House$KitchenRU 1 18761.74 17349.57 420.00
  152_bld House$Tent_PupW_US 1 18772.43 17358.06 420.00
  153_bld House$Tent_PupW_US 1 18956.22 17413.27 420.00
  154_bld House$Tent_PupW_US 1 18960.67 17414.88 420.00
  155_bld House$AirdromeMaskingnetMidW 1 35592.06 8348.08 360.00
  156_bld House$46BoxCoverBigW 1 35610.14 8384.60 360.00
  157_bld House$46BoxCoverBigW 1 35611.04 8322.89 360.00
  158_bld House$AirdromeBarrelBlock2W 1 35582.90 8420.24 660.00
  159_bld House$AirdromeBarrelBlock2W 1 35590.35 8407.02 465.00
  160_bld House$AirdromeBarrelBlock2W 1 35584.39 8412.78 660.00
  161_bld House$AirdromeBarrelBlock2W 1 35595.22 8344.13 375.00
  162_bld House$BannerSR 1 20242.73 17662.18 420.00
  163_bld House$BannerSR 1 20247.55 17644.35 420.00
  164_bld House$BannerSR 1 18665.95 17240.71 420.00
  165_bld House$BannerSR 1 18671.73 17218.07 420.00
[Target]
  3 1 1 45 500 20002 17584 200
  1 0 0 0 250 30668 8658 250
[StaticCamera]
  46487 8418 250 0
  30433 8705 100 0
[Bridge]
[House]
[FrontMarker]
  FrontMarker0 5580.15 19173.66 1
  FrontMarker1 18933.64 16354.41 1
  FrontMarker2 35379.78 28558.59 1
  FrontMarker3 49063.24 36571.43 1
  FrontMarker4 2739.24 14467.05 2
  FrontMarker5 22843.26 9011.11 2
  FrontMarker6 40600.83 21214.54 2
  FrontMarker7 49843.98 36160.51 2
  FrontMarker8 12473.36 4082.00 2
  FrontMarker9 13812.14 19396.33 1


stugumby 02-23-2017 07:35 PM

Donk or bayonet charge with U2
 
3 Attachment(s)
prepare to charge, was set to attack waypoint on a train at 700m at 100kph..for some reason the U2 will not attack properly after acquiring the target, it simply goes low and rams it. if over a small town etc it will drop as icon directs if unlinked via gatk waypoint. if linked it will dive and donk or simply ignore target etc. almost acts as if its FM was that of a swordfish and its trying to torpedo???

stugumby 02-23-2017 09:27 PM

heres the mission U2 nite terror
 
Code:

[MAIN]
  MAP Stgrad/sload.ini
  TIME 19.0
  CloudType 0
  CloudHeight 2800.0
  player r0101
  army 1
  playerNum 0
[SEASON]
  Year 1942
  Month 8
  Day 15
[WEATHER]
  WindDirection 0.0
  WindSpeed 0.0
  Gust 0
  Turbulence 0
[MDS]
  MDS_Radar_SetRadarToAdvanceMode 0
  MDS_Radar_RefreshInterval 0
  MDS_Radar_DisableVectoring 0
  MDS_Radar_EnableTowerCommunications 1
  MDS_Radar_ShipsAsRadar 0
  MDS_Radar_ShipRadar_MaxRange 100
  MDS_Radar_ShipRadar_MinHeight 100
  MDS_Radar_ShipRadar_MaxHeight 5000
  MDS_Radar_ShipSmallRadar_MaxRange 25
  MDS_Radar_ShipSmallRadar_MinHeight 0
  MDS_Radar_ShipSmallRadar_MaxHeight 2000
  MDS_Radar_ScoutsAsRadar 0
  MDS_Radar_ScoutRadar_MaxRange 2
  MDS_Radar_ScoutRadar_DeltaHeight 1500
  MDS_Radar_HideUnpopulatedAirstripsFromMinimap 0
  MDS_Radar_ScoutGroundObjects_Alpha 5
  MDS_Radar_ScoutCompleteRecon 0
  MDS_Misc_DisableAIRadioChatter 0
  MDS_Misc_DespawnAIPlanesAfterLanding 1
  MDS_Misc_HidePlayersCountOnHomeBase 0
  MDS_Misc_BombsCat1_CratersVisibilityMultiplier 1.0
  MDS_Misc_BombsCat2_CratersVisibilityMultiplier 1.0
  MDS_Misc_BombsCat3_CratersVisibilityMultiplier 1.0
[RespawnTime]
  Bigship 1800
  Ship 1800
  Aeroanchored 1800
  Artillery 1800
  Searchlight 1800
[Wing]
  r0100
  r0101
[r0100]
  Planes 2
  Skill 1
  Class air.U_2VSLNB
  Fuel 60
  weapons 2xabkp2
[r0100_Way]
  TAKEOFF 141665.42 124654.58 0 0 &0
  NORMFLY 131865.87 128822.92 500.00 100.00 &0
  NORMFLY 105873.22 139257.46 700.00 100.00 &0
  NORMFLY 96278.81 142881.22 700.00 100.00 &0
  GATTACK 94099.59 141998.80 700.00 100.00 &0
  NORMFLY 92380.14 141283.91 700.00 100.00 &0
  NORMFLY 107169.33 134988.31 700.00 100.00 &0
  NORMFLY 122939.58 129583.27 700.00 100.00 &0
  NORMFLY 137250.11 125326.73 700.00 100.00 &0
  LANDING 141683.03 124648.43 0 0 &0
[r0101]
  Planes 2
  Skill 1
  Class air.U_2VSLNB
  Fuel 60
  weapons 6xfab50
[r0101_Way]
  NORMFLY 125135.56 155093.15 700.00 100.00 &0
  NORMFLY 98937.34 156050.67 700.00 100.00 &0
  NORMFLY 84416.59 156600.01 700.00 100.00 &0
  GATTACK 78684.72 156874.13 700.00 100.00 2_Chief 0 &0
  NORMFLY 98727.46 147477.84 700.00 100.00 &0
  NORMFLY 125306.06 134539.38 700.00 100.00 &0
  NORMFLY 138718.85 127971.74 700.00 100.00 &0
  LANDING 141683.29 124649.06 0 0 &0
[Chiefs]
  0_Chief Vehicles.KlKolonne 2
  1_Chief Vehicles.KlKolonne 2
  2_Chief Trains.Germany_CargoTrainA/AA 2
[0_Chief_Road]
  103986.29 128817.77 120.00 0 20 3.055555582046509
  104700.00 128900.00 20.00
  104900.00 129100.00 20.00
  104900.00 129300.00 20.00
  105100.00 129500.00 20.00
  105100.00 129900.00 20.00
  105300.00 130100.00 20.00
  105300.00 130500.00 20.00
  105500.00 130700.00 20.00
  105500.00 131500.00 20.00
  105300.00 131700.00 20.00
  105300.00 132500.00 20.00
  105100.00 132700.00 20.00
  105100.00 132900.00 20.00
  104900.00 133100.00 20.00
  104900.00 133900.00 20.00
  104700.00 134100.00 20.00
  104700.00 134500.00 20.00
  104500.00 134700.00 20.00
  104394.47 134787.59 120.00 0 22 3.055555582046509
  104300.00 134900.00 20.00
  103900.00 135300.00 20.00
  101900.00 135300.00 120.00
  101700.00 135300.00 20.00
  100100.00 135300.00 20.00
  99900.00 135500.00 20.00
  99700.00 135500.00 20.00
  99500.00 135700.00 20.00
  99100.00 135700.00 20.00
  98900.00 135900.00 20.00
  98500.00 135900.00 20.00
  98300.00 136100.00 20.00
  98100.00 136100.00 20.00
  97900.00 136300.00 20.00
  97700.00 136300.00 20.00
  97500.00 136500.00 20.00
  96900.00 136500.00 20.00
  96700.00 136700.00 20.00
  95900.00 136700.00 20.00
  95700.00 136900.00 20.00
  95449.87 137115.64 120.00
[1_Chief_Road]
  90299.30 148997.94 120.00 0 19 3.055555582046509
  90300.00 148300.00 20.00
  90300.00 147500.00 20.00
  90500.00 147300.00 20.00
  90500.00 146900.00 20.00
  91100.00 146300.00 20.00
  91100.00 146100.00 20.00
  91500.00 145700.00 20.00
  91500.00 145500.00 20.00
  91700.00 145300.00 20.00
  91700.00 145100.00 20.00
  93100.00 143700.00 20.00
  93300.00 143700.00 20.00
  93700.00 143300.00 20.00
  93900.00 143100.00 -160.00
  94300.00 142700.00 -160.00
  94500.00 142500.00 20.00
  94700.00 142300.00 20.00
  94701.46 142101.28 120.00 0 4 3.055555582046509
  94900.00 141900.00 20.00
  95700.00 141100.00 20.00
  95930.27 141081.16 120.00
[2_Chief_Road]
  85500.00 162100.00 20.00 10 27 5.555555820465088
  85300.00 161900.00 20.00
  85100.00 161900.00 20.00
  84700.00 161500.00 20.00
  84500.00 161500.00 20.00
  84300.00 161300.00 20.00
  84100.00 161300.00 20.00
  73500.00 150700.00 20.00
  73500.00 150500.00 20.00
  72900.00 149900.00 20.00
  72900.00 149700.00 20.00
  72300.00 149100.00 20.00
  72300.00 148900.00 20.00
  72100.00 148700.00 -157.00
  71700.00 148300.00 -157.00
  71500.00 148100.00 20.00
  70900.00 147500.00 20.00
  70900.00 147100.00 20.00
  70300.00 146500.00 20.00
  70300.00 146300.00 20.00
  70100.00 146100.00 20.00
  70100.00 145100.00 20.00
  69900.00 144900.00 20.00
  69900.00 144100.00 20.00
  69700.00 143900.00 20.00
  69700.00 142900.00 20.00
  69300.00 142500.00 20.00
[NStationary]
  0_Static vehicles.stationary.Stationary$VW82 2 94086.26 141987.49 630.00 0.0
  1_Static vehicles.stationary.Stationary$OpelBlitz36S 2 94109.50 141965.81 540.00 0.0
  2_Static vehicles.stationary.Stationary$OpelBlitz36S 2 94124.76 141929.39 630.00 0.0
  3_Static vehicles.stationary.Stationary$OpelBlitz36S 2 94130.62 141929.80 630.00 0.0
  4_Static vehicles.stationary.Stationary$DemagD7 2 94187.12 141951.85 630.00 0.0
  5_Static vehicles.stationary.Stationary$DemagD7 2 94195.07 141953.52 630.00 0.0
  6_Static vehicles.planes.Plane$I_16TYPE28 1 141862.51 124644.29 495.00 0.0 null 1 1.0 null 1
  7_Static vehicles.planes.Plane$I_16TYPE28 1 141896.25 124621.26 495.00 0.0 null 1 1.0 null 1
  8_Static vehicles.planes.Plane$I_16TYPE28 1 141929.56 124597.99 495.00 0.0 null 1 1.0 null 1
  9_Static vehicles.planes.Plane$I_16TYPE28 1 142022.44 124480.96 495.00 0.0 null 1 1.0 null 1
  10_Static vehicles.planes.Plane$I_16TYPE28 1 142174.00 124375.29 495.00 0.0 null 1 1.0 null 1
  11_Static vehicles.planes.Plane$IL_2_1941Early 1 141925.82 124560.03 495.00 0.0 null 1 1.0 null 1
  12_Static vehicles.planes.Plane$IL_2_1941Early 1 141808.65 124452.57 315.00 0.0 null 1 1.0 null 1
  13_Static vehicles.planes.Plane$IL_2_1941Early 1 141938.59 124355.11 315.00 0.0 null 1 1.0 null 1
  14_Static vehicles.planes.Plane$LI_2 1 142478.74 123993.95 315.00 0.0 null 1 1.0 null 1
  15_Static vehicles.planes.Plane$LI_2 1 142598.58 124137.56 480.00 0.0 null 1 1.0 null 1
  16_Static vehicles.planes.Plane$CCC 1 142759.73 123791.05 315.00 0.0 null 1 1.0 null 1
  17_Static vehicles.planes.Plane$CCC 1 142545.71 123949.01 315.00 0.0 null 1 1.0 null 1
  18_Static vehicles.artillery.Artillery$Zenit61K 1 141471.63 124823.02 675.00 0.0 0 1 1
  19_Static vehicles.artillery.Artillery$Zenit61K 1 143239.41 123597.38 675.00 0.0 0 1 1
  20_Static vehicles.artillery.Artillery$Zenit3K 1 142095.61 124157.98 675.00 0.0 0 1 1
  21_Static vehicles.lights.Searchlight$SL_ManualBlue 1 142069.07 124163.22 675.00 0.0
  22_Static vehicles.stationary.Stationary$GAZ_55 1 142871.07 123773.85 675.00 0.0
  23_Static vehicles.stationary.Stationary$GAZ_Bus 1 142857.52 123781.36 615.00 0.0
  24_Static vehicles.stationary.Stationary$GAZ_AAA 1 142759.12 123798.75 585.00 0.0
  25_Static vehicles.stationary.Stationary$GAZ_AAA 1 142468.83 123993.90 585.00 0.0
  26_Static vehicles.stationary.Stationary$GAZ_AAA 1 142595.34 124147.47 585.00 0.0
  27_Static vehicles.stationary.Stationary$GAZ_AAA 1 141850.96 124421.39 675.00 0.0
  28_Static vehicles.stationary.Stationary$GAZ_AAA 1 141898.22 124367.56 675.00 0.0
  29_Static vehicles.stationary.Stationary$GAZ_AAA 1 141954.70 124543.43 675.00 0.0
  30_Static vehicles.stationary.Stationary$GAZ_AAA 1 141928.59 124525.81 480.00 0.0
  31_Static vehicles.stationary.Stationary$FAIM 1 141628.84 124784.40 480.00 0.0
  32_Static vehicles.artillery.Artillery$PzBfWg 2 94165.40 142013.39 405.00 0.0 0 1 1
  33_Static vehicles.artillery.Artillery$PzIIIJ 2 94128.80 142069.84 570.00 0.0 0 1 1
  34_Static vehicles.artillery.Artillery$PzIIIJ 2 94154.63 142051.64 570.00 0.0 0 1 1
  35_Static vehicles.stationary.Smoke$Smoke13 1 142974.71 123724.03 485.00 60.00
  36_Static vehicles.stationary.Smoke$Smoke13 1 142984.52 123737.37 485.00 60.00
  37_Static vehicles.stationary.Smoke$Smoke13 1 142994.13 123749.09 485.00 60.00
  38_Static vehicles.stationary.Smoke$Smoke13 1 142697.55 123934.95 485.00 60.00
  39_Static vehicles.stationary.Smoke$Smoke13 1 142361.31 124171.63 485.00 60.00
  40_Static vehicles.stationary.Smoke$Smoke13 1 142120.52 124341.81 485.00 60.00
  41_Static vehicles.stationary.Smoke$Smoke13 1 141860.30 124524.21 485.00 60.00
  42_Static vehicles.stationary.Smoke$Smoke13 1 141648.31 124655.03 485.00 60.00
  43_Static vehicles.stationary.Smoke$Smoke13 1 141655.45 124665.34 485.00 60.00
  44_Static vehicles.stationary.Smoke$Smoke13 1 141663.51 124677.63 485.00 60.00
  45_Static vehicles.planes.Plane$U_2VSLNB 1 141880.39 124633.09 485.00 0.0 null 1 1.0 null 1
  46_Static vehicles.planes.Plane$U_2VSLNB 1 141891.16 124581.27 485.00 0.0 null 1 1.0 null 1
  47_Static vehicles.planes.Plane$U_2VSLNB 1 141946.10 124586.92 485.00 0.0 null 1 1.0 null 1
  48_Static vehicles.planes.Plane$U_2VSLNB 1 141912.51 124610.46 485.00 0.0 null 1 1.0 null 1
  49_Static vehicles.planes.Plane$U_2VSLNB 1 141853.57 124637.65 485.00 0.0 null 1 1.0 null 1
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  0_bld House$Tent_Pup_US 1 94091.34 142021.22 360.00
  1_bld House$Tent_Pup_US 1 94091.05 142017.30 360.00
  2_bld House$Tent_Pup_US 1 94090.83 142012.74 360.00
  3_bld House$Tent_Pup_US 1 94090.83 142008.80 360.00
  4_bld House$Tent_Pup_US 1 94090.74 142003.93 360.00
  5_bld House$Tent_Pup_US 1 94090.70 141998.74 360.00
  6_bld House$Tent_Pup_US 1 94090.65 141993.33 360.00
  7_bld House$Tent_Pup_US 1 94097.90 142020.10 360.00
  8_bld House$Tent_Pup_US 1 94097.97 142017.78 360.00
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  14_bld House$Tent_HQ_US 1 94093.23 141987.55 360.00
  15_bld House$46FTankDE 1 94102.22 142027.25 360.00
  16_bld House$46FTankDE 1 94115.05 141965.59 540.00
  17_bld House$46Radio 1 94096.75 141987.36 540.00
  18_bld House$Misc_05 1 94110.74 142014.21 540.00
  19_bld House$Misc_05 1 94109.67 142000.61 540.00
  20_bld House$KitchenDE 1 94114.81 141961.22 360.00
  21_bld House$46TRBoxes 1 94118.28 141967.98 360.00
  22_bld House$46TRBoxes 1 94119.08 141963.73 360.00
  23_bld House$46TRBoxes 1 94105.20 141991.19 360.00
  24_bld House$46TRBoxes 1 94104.78 141986.72 360.00
  25_bld House$46MCycle 1 94093.91 141984.54 360.00
  26_bld House$80mm_Mortar 1 94065.30 141988.28 360.00
  27_bld House$pillbox1 1 94366.66 142683.50 360.00
  28_bld House$pillbox1 1 93859.20 143075.01 360.00
  29_bld House$AirdromeBarrelBlock1 1 142609.49 124139.89 480.00
  30_bld House$AirdromeBarrelBlock1 1 142924.00 123927.71 480.00
  31_bld House$AirdromeMaskingnet 1 142250.16 124101.65 675.00
  32_bld House$AirdromeMaskingnet 1 141990.27 124330.00 675.00
  33_bld House$AirdromeMaskingnet 1 141853.87 124421.57 675.00
  34_bld House$AirdromeMaskingnet 1 142022.57 124480.47 675.00
  35_bld House$AirdromeMaskingnet 1 141651.73 124565.96 675.00
  36_bld House$AirdromeMaskingnet 1 141749.76 124685.64 675.00
  37_bld House$AirdromeMaskingnetMid 1 142344.76 124277.13 675.00
  38_bld House$AirdromeMaskingnetMid 1 142720.76 124044.11 675.00
  39_bld House$AirdromeMaskingnetMid 1 142344.76 123892.30 675.00
  40_bld House$AirdromeMaskingnetMid 1 142464.80 123805.80 675.00
  41_bld House$Tent_HQ_US 1 142863.15 123781.81 675.00
  42_bld House$46FTankRU 1 142612.96 123936.32 570.00
  43_bld House$46Furniture 1 142613.27 123940.99 570.00
  44_bld House$KitchenRU 1 142610.09 123934.37 570.00
  45_bld House$46FTankRU 1 141812.77 124648.18 570.00
  46_bld House$46Radio 1 141810.85 124645.26 570.00
  47_bld House$46Radio 1 142865.28 123784.29 570.00
  48_bld House$46PlaneCover1 1 141728.64 124489.57 495.00
  49_bld House$46PlaneCover1 1 142085.88 124449.59 495.00
  50_bld House$46PlaneCover1 1 142128.49 124421.60 495.00
  51_bld House$46MCycle 1 142015.03 124480.47 495.00
  52_bld House$46MCycle 1 141809.80 124643.55 555.00
  53_bld House$Tent_HQ_US 1 141805.93 124647.41 480.00
  54_bld House$46BoxCoverMed 1 141720.69 124497.10 675.00
  55_bld House$46BoxCoverMed 1 141715.77 124488.16 675.00
  56_bld House$46BoxCoverMed 1 141852.59 124656.25 675.00
  57_bld House$46BoxCoverMed 1 141850.04 124650.42 675.00
  58_bld House$46BoxCoverMed 1 141943.69 124526.89 675.00
  59_bld House$46BoxCoverMed 1 142039.44 124307.14 675.00
  60_bld House$46BoxCoverMed 1 142054.70 124296.96 675.00
  61_bld House$46BoxCoverMed 1 142733.92 124026.04 675.00
  62_bld House$46BoxCoverMed 1 142822.32 123751.30 675.00
  63_bld House$46BoxCoverMed 1 142831.86 123739.85 675.00
  64_bld House$46BoxCoverMed 1 142945.07 123922.37 675.00
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  66_bld House$46BoxCoverMed 1 142917.72 123919.83 675.00
  67_bld House$46BoxCoverMed 1 94155.73 142017.47 570.00
  68_bld House$46BoxCoverMed 1 94159.26 142014.61 570.00
  69_bld House$46BoxCoverMed 1 94156.68 142054.52 660.00
  70_bld House$46BoxCoverMed 1 94131.01 142072.76 660.00
  71_bld House$AirdromeMaskingnet 1 94154.70 142106.85 390.00
  72_bld House$AirdromeBarrelBlock2 1 94153.09 142105.06 690.00
  73_bld House$AirdromeBarrelBlock2 1 94157.16 142110.61 690.00
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  75_bld House$46Ponton 1 94142.14 142785.79 690.00
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  79_bld House$46PtnPandus 1 93984.13 142964.66 600.00
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  87_bld House$Human_03 1 94088.78 142002.70 465.00
  88_bld House$Human_04 1 94164.74 142012.02 660.00
  89_bld House$Human_04 1 94132.53 142072.49 540.00
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  91_bld House$ToiletS_01 1 94072.04 142031.30 540.00
  92_bld House$ToiletS_01 1 94071.82 142028.89 540.00
  93_bld House$BannerSW 1 141656.58 124676.14 480.00
  94_bld House$BannerSW 1 141647.89 124659.14 480.00
  95_bld House$BannerSW 1 141857.81 124526.29 575.00
  96_bld House$BannerSW 1 142117.12 124344.36 575.00
  97_bld House$BannerSW 1 142694.56 123937.17 580.00
  98_bld House$BannerSW 1 142358.44 124173.83 575.00
  99_bld House$BannerSW 1 142985.73 123726.73 675.00
  100_bld House$BannerSW 1 142994.10 123737.87 485.00
[Target]
  3 0 1 0 501 142272 124221 750
  0 0 0 0 500 85165 160028 0 0 2_Chief 85500 162100
[Bridge]
[House]
[FrontMarker]
  FrontMarker0 192348.89 66197.18 1
  FrontMarker1 -694.38 135456.29 2
  FrontMarker2 114708.35 97009.69 1
  FrontMarker3 116101.40 51137.13 1
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  FrontMarker18 136356.91 153525.37 1


wheelsup_cavu 03-15-2017 12:39 AM

Quote:

Originally Posted by Storebror (Post 715275)
Thanks Spudkopf, we're getting closer.
You have reply to your PM ;)

Best regards - Mike

Glad to hear it.
Hopefully it won't cause too many more headaches to figure out. :cool:


Wheels

baball 03-16-2017 09:01 AM

I've recenlty noticed that the U2's water reflection only shows the damaged LOD of the plane. There is also a problem with the new P-40 M-105 where rockets are impossible to aim correctly because they fire way too low and are completely hidden by the nose.

nic727 03-17-2017 12:20 AM

Quote:

Originally Posted by TomVolume4 (Post 715239)
Hi guys.

After patch installation all I get is the splash screen and then the game crashes to desktop.
Help please.

Maybe you missed a patch during installation. It happened to me lol. Had to reinstall everything.

wheelsup_cavu 03-18-2017 09:07 PM

Quote:

Originally Posted by TomVolume4 (Post 715239)
Hi guys.

After patch installation all I get is the splash screen and then the game crashes to desktop.
Help please.

Look at this patching guide and see if you missed installing one of the patches.
IL-2 1946 Installation and Patching Guide: http://www.mission4today.com/index.p...p=show&kid=584


Wheels

stugumby 05-07-2017 01:10 AM

I-16/29 markings
 
Been having some issues with my I-16/29 not havi9ng any stars, I can see them in the window of FMB and in the customization section when i hit play i can see them but when it opens, no stars. Also the 2 I-16 with skis have a new default skin on winter map of dark green instead of winter white etc. anyone else having these or similar issues?

stugumby 05-25-2017 04:56 PM

He111h11 bomb bug
 
when selecting 3x sc 500 bombs as a load you actually get 2x sc 250 and 1x sc 500.

Music 08-01-2017 05:27 PM

3.14.4, maybe longer

I noticed that if you switch teams online, you can not external the players from team you left.

stugumby 08-01-2017 09:58 PM

Also the Ki-27 series of fighters only displays markings in default skin, none of the camo or solid color skins will show the markings, red sun balls etc

stugumby 08-23-2017 06:26 PM

Along standing and highly annoying bug
 
Presently on all of the I-15/I-16 series these planes will not start on the ground unless you are on a coded in airfield. If a fmb home made airfield or grass patch is used the planes will not start, but you get engine idle noise. This is an old bug and needs to be addressed. Example, you want to have i15 bis ski plane take off from alongside a frozen creek, even if you put down runway plates as objects linked together you will simply spawn where you wanted but cant start your engine. Only current solution is to use stationary runway 4 for ski planes or reg planes. Fortunately the U2 and SSS series dont have this issue. can you guys address this as well as the green default skins on winter maps for I16 type 5 and 6 ski planes??

stugumby 08-26-2017 01:15 AM

Skins by date?
 
Was just building a mission on the Crimea map and when i first started the mission i had a july 1941 date, many of the Russian plane had colored cowlings etc. Changed date to oct 41 and now i get all green fighters no more green and black etc. Is there a chart existing that has the colors schemes change dates?

SaQSoN 08-26-2017 05:55 AM

Quote:

Originally Posted by stugumby (Post 716681)
you will simply spawn where you wanted but cant start your engine.

This is an old feature, introduced in early release of FB. I-15 and I-16 engines IRL had electric and hand crank starter. Many VVS units would, however, remove accumulators from the plane to save weight, so the only way to start the engine was either truck starter, or manual cranking the inertial starter. Both ways would require additional hands, so the I-15 and I-16 in game can not be started outside of an airfield.

PS There is an anecdotal reference, that a skilled, strong and nimble pilot could start the M-25 family engine without someone elses's help, but since this couldn't be done by everyone, things were done the way, it is now.

stugumby 08-26-2017 03:21 PM

Then is it possible to allow a fmb user to install the airfield spawn spot icon? I believe its hard coded into the map already?

wheelsup_cavu 08-29-2017 10:51 PM

Quote:

Originally Posted by stugumby (Post 716691)
Then is it possible to allow a fmb user to install the airfield spawn spot icon? I believe its hard coded into the map already?

The stationary aircraft > Generic Spawn Point can be used inside a HomeBase circle and the Player will spawn in that location when "Use Stationary planes as spawn points" is utilized.
Stationary Aircraft Spawn Points: http://www.mission4today.com/index.p...wtopic&t=21646


Wheels

stugumby 08-30-2017 02:27 AM

I will try it but what about landings etc by AI? examp[le is the new guinea map using the buna airstrip, its on the ground but has no index point to link take off or landings to.

wheelsup_cavu 08-31-2017 02:55 AM

Quote:

Originally Posted by stugumby (Post 716707)
I will try it but what about landings etc by AI? examp[le is the new guinea map using the buna airstrip, its on the ground but has no index point to link take off or landings to.

The Generic Spawn point is for dogfight missions only. It is used by the Player and not AI aircraft.
You can use the taxi to takeoff feature to get AI aircraft to taxi along the taxiways and takeoff using the runway when there are no takeoff icons. You can not get them to land and follow those same taxiways though.


Wheels

stugumby 08-31-2017 08:26 PM

Yes,hence my frustrations with using u2 and i15,16 series from on skis etc. doesn't help to build everything from scratch then can't land where you want ai to go. New Guinea maps could use a revisit and have landing and takeoff points inserted in. Buns especially as well as gasmata and salamua.

stugumby 10-11-2017 04:41 PM

How does AI sense altitude at higher altitudes?
 
If a flight is set to say 500m at 300 kph and there is a small hill they will climb over it to avoid crashing into it, but i noticed at 4000m at 300 kph bombers will climb a bit whenever they are over huge hills, then dip at coast line etc. is this a bug or just a normal waypoint thing, this is where it seems to happen most. Do they sense the hill top as the altitude or the flat ground? I guess a radio altimiter would show it as it changes?

dimlee 10-16-2017 05:08 PM

Quote:

Originally Posted by stugumby (Post 716849)
If a flight is set to say 500m at 300 kph and there is a small hill they will climb over it to avoid crashing into it, but i noticed at 4000m at 300 kph bombers will climb a bit whenever they are over huge hills, then dip at coast line etc. is this a bug or just a normal waypoint thing, this is where it seems to happen most. Do they sense the hill top as the altitude or the flat ground? I guess a radio altimiter would show it as it changes?

Interesting observation... I confirm that I saw it occasionally. Just wonder is it common for all situations or just for some combinations of true altitude/above ground level and speed.

Marabekm 11-12-2017 11:19 AM

For the B-24D:
From the co-pilots seat, the 4 green prop limit lights are not visible. (Do not turn green when either the upper or lower RPM limits are reached)

The ball turret --- If I select ball turret and spawn in there at mission beginning, I have no access to the wingspan and range controls for the gun sight. I have to switch to a different station, and then switch back to ball to get these controls. (Difficult to do in the rare cases where the plane is fully crewed.)

For the pilots forward firing 50 caliber machine gun --- To fire the gun, its the weapon 2 key, (cannon). To get the visual of the ammo belt moving, seen from bombardier position, its the weapon 1 key(machine guns). Can we assign both to one weapon key?

For the bombardiers panel: If 12 1000 pound bombs are selected, the panel shows 11 green lights, (10 on the 1000 pound bomb section, and 1 on the 2000 pound bomb section). When selecting 2000 lb bombs, the four lights do not show in right section.

This is version 4.13.4.

saldy 02-06-2018 10:53 PM

Japanese bombsight bug
 
text is not displayed for all planes with japanese bombsight (Betty, Kate and Val) ver 4.13.4

http://www.sturmovik1946.estranky.cz.../2308/bug1.jpg

http://www.sturmovik1946.estranky.cz.../2309/bug2.jpg

Marabekm 02-17-2018 12:31 AM

We were flying a co-operative mission this afternoon. The version was 4.13.4

All aircraft were taken by real players, twelve of us total. Eight Tomahawk IIb and four Bf-109E7/B. I was the lead Tomahawk. What's strange is, when the Bf109s showed up, I got an AI radio call about fighters, at whatever o'clock. As stated, there were no AI, as all the planes were being flown by humans. So how did a nonexistent AI make a call about bandits? I could see if anyone was flying a multiple crew plane, and there were AI gunners or observers. But both the Tomahawk and the 109s are single seaters.

dimlee 02-17-2018 09:02 AM

Quote:

Originally Posted by Marabekm (Post 717338)
We were flying a co-operative mission this afternoon. The version was 4.13.4

All aircraft were taken by real players, twelve of us total. Eight Tomahawk IIb and four Bf-109E7/B. I was the lead Tomahawk. What's strange is, when the Bf109s showed up, I got an AI radio call about fighters, at whatever o'clock. As stated, there were no AI, as all the planes were being flown by humans. So how did AI make a call about bandits?

Interesting. "Invisible" AI? Friendly spirits? :)

I fly multiplayer mostly on maps with AI. And I also find radio calls confusing sometimes, but for different reason. I can not distinguish between AI "radio" and my gunner(s) on intercom. Say, "enemy fighters, 12 o'clock, high". It could be either my gunner spotted someone or just friendly AI far away.

stugumby 03-14-2018 05:20 PM

Black Sea map bug
 
2 Attachment(s)
In the southern part of krasnodar there is a railroad bridge, just past the bridge there are houses on the tracks and the track disappears. heres a screen shot

shelby 03-14-2018 07:23 PM

Quote:

Originally Posted by stugumby (Post 717422)
In the southern part of krasnodar there is a railroad bridge, just past the bridge there are houses on the tracks and the track disappears. heres a screen shot

Map?

stugumby 03-14-2018 08:16 PM

oops, sorry i was in a hurry, its on the Black sea map, in south krasnodar at the river crossing.

shelby 03-14-2018 09:14 PM

Quote:

Originally Posted by stugumby (Post 717425)
oops, sorry i was in a hurry, its on the Black sea map, in south krasnodar at the river crossing.

ok i confirmed and i reported it

stugumby 03-17-2018 12:12 AM

BF109e7z Why no drop tanks
 
Just curious as to why the 1097z has no bomb rack or drop tank hook ups?

shelby 03-18-2018 05:01 PM

Quote:

Originally Posted by stugumby (Post 717446)
Just curious as to why the 1097z has no bomb rack or drop tank hook ups?

Because it was the export version for Romania

stugumby 03-30-2018 12:57 AM

Airfield bug on Black Sea map
 
1 Attachment(s)
on the southern end of the grass field at Ryazanskaya map ref CG 24 there is a large gap in the runway plates, appears field is not level there, plane at end of group may flip over etc.

stugumby 06-18-2018 09:12 PM

Bomb bay opens for torpedo dropping?
 
Was attacking some shipping in the Black sea in a IL-4 and observed the bomb bays open for dropping the under belly carry torpedo. This also happens with the Pe-2 with 4 fab 250 bombs, the engine nacelle bay doors will open as well as the un needed belly doors. Not so much a 413 series problem as it is long existing.

saldy 06-22-2018 09:34 PM

Quote:

Originally Posted by saldy (Post 717297)
text is not displayed for all planes with japanese bombsight (Betty, Kate and Val) ver 4.13.4

http://www.sturmovik1946.estranky.cz.../2308/bug1.jpg

http://www.sturmovik1946.estranky.cz.../2309/bug2.jpg


Same problem for bombsight in Pe-8, TB-7. International version, cz language.

Sita 06-22-2018 09:55 PM

thanks... right about time)

saldy 06-22-2018 11:10 PM

Quote:

Originally Posted by Sita (Post 717794)
thanks... right about time)

I tested now all others bombsights, still He 111H-2 is wrong, dont show height and speed.

Marabekm 06-22-2018 11:52 PM

Quote:

Originally Posted by saldy (Post 717795)
I tested now all others bombsights, still He 111H-2 is wrong, dont show height and speed.

That's because the He-111 H-2 doesn't have height and speed inputs.

BZG-2 operation:
• Establish course to target. Pilot can use the old compass/course heading plus & minus keys
to set needed course to the Patin compass and “kurskreisel”. When course autopilot is
engaged, the plane will turn to selected course and maintain it. This is also very convenient for
navigation.
• Look through the bombsight optics as bombardier. Bombardier can use the new bombsight
keys “course left” and “course right” keys to make very small and accurate corrections to
plane's course. “Course ahead” key is just for convenience and it will set the Patin/kurskreisel
course immediately to current heading. It should be only used before engaging the course
autopilot.
• Eliminate wind drift with bomb sight drift keys if needed. There should be no sideways
movement.
• Keep steady speed and take following measurement to find correct drop angle.
• Adjust bombsight elevation angle so that the dual triangle mark (1) points to correct alt
reading (values at the inner ring). 30 means 3000 meters. In the screenshot below the
elevation angle is set to 3000m.
• Wait until a suitable fixed landmark appears at the reticle. This landmark cannot be your
actual target because this procedure needs to be made well before you reach your actual
target. Landmark should be selected from near sea level to have most precise measurement.
For example shorelines are good landmarks.
• When the center of crosshair drifts over usable landmark, turn on the bombsight
automation (with the old key you should have already mapped).
• When the bombsight automation is turned on, you should see the hollow triangle (4)
moving clockwise. It shows the drop angle you need to use and it will keep on moving until the
bombsight automation is turned off.
• Start reducing the elevation angle so that the dual triangle mark (1) moves clockwise.
Reduce the angle until it reaches the fixed black triangle (2) at the end of the altitude scale.
Alternatively this whole process can be made at the shorter secondary scale (at 6 o'clock of the
reticle) using larger elevation angles. In this case you need to reduce the elevation angle until
the mark (1) meets the fixed black triangle (3).
• When you have reduced the elevation angle so that triangle mark (1) is at the correct end
marker (2) or (3), you just need to wait until the very same landmark you selected is under
and center of the crosshair again. When this happens, turn off the bombsight automation to
stop the drop angle marker (4) movement.
• Now you have established the correct drop angle for your current speed & alt. Adjust the
elevation angle so that markers (1) and (4) meet and your bombsight is set to the correct drop
angle.
• Drop bombs manually when the target appears at the center of the crosshair.

JacksonsGhost 08-21-2018 05:09 PM

I don't know if this is new or intended, but I've noticed AI fighter aircraft don't attack Artillery category targets such as a 150mm Howitzer if they only have machine gun armament remaining, even if set to GATTACK and with the Artillery specified as their set target.

They will bomb them, and follow up with strafing runs on trucks, but then break off as soon as only the Howitzers are left. In comparison, cannon armed fighters will bomb and then follow up with strafing runs targeting the Howitzers as well.

It's not that the machine guns can't destroy this kind of artillery in game. They certainly can, but the AI don't even try. And it's not that the AI thinks all items in the Artillery category are armoured, because Katyusha trucks still get strafed.

And I don't see why this would be intended behaviour either. After all, in real life MG armed fighters on strike missions would follow up with strafing runs on non-armoured artillery positions specified as their target just as readily as cannon armed fighters I'm sure. Just having a gunshield isn't going to be enough to deter an aerial MG attack. An aircraft can choose it's attack direction and take out a gun crew with relative ease, so it should still be considered as a 'soft' target worthy of a strafing run at least as much as a truck is.

Whatever the cause, it would be great if this can be fixed.

Marabekm 08-21-2018 09:45 PM

Is anyone else having problems with the U2-LNB? Specifically when dropping bombs, despite being above the minimun altitude, they still do not explode.

Tried with 6xfab50s. Used an instant fuse first time, instant. Another player was using 2xfab100_2xfab50 bombs unknown fuse. Third player was using the 2xabkp3, again don't know which fuse setting. No one could get bombs to explode.

Sita 08-21-2018 10:40 PM

Quote:

Originally Posted by Marabekm (Post 718016)
Is anyone else having problems with the U2-LNB? Specifically when dropping bombs, despite being above the minimun altitude, they still have a 95% chance of not exploding>

with what type of fuse? in fact i heard something about it recently..

i suppose speed of u-2 is too low to armed fuse...

stugumby 08-21-2018 11:16 PM

I posted something about this with pics awhile back, if you link the U-2 to the target they go in way to low, like almost wheels on the ground low and the bombs cant arm or they blow themselves up if you selected instant as flight leader. For mission building purposes the best way to use U2 is as a 700-1200m level bomber, unlinked to its target. Linking leads to almost 10m or lower approach and disaster. Best overall weapon is for 6x fab 50 in pairs from 800m, or attacking trucks from rear in shallow dive dropping in pairs. AI does its own thing and usually kills itself. Unlinked it will drop over intersection, town etc and usually survives as its high enough. Tell it to attack vehicles and usually ends in plonking into the ground.

baball 08-22-2018 10:46 AM

Quote:

Originally Posted by Marabekm (Post 718016)
Is anyone else having problems with the U2-LNB? Specifically when dropping bombs, despite being above the minimun altitude, they still have a 95% chance of not exploding>

I also have this problem with bombs but it is not exclusive to the U-2. Since the new fuze system has been put in place I have a lot of duds when dropping bombs from a low altitude. I have done some tests and the culprit seems to be the bombs' arming time which is way too long after dropping them.

For example, flying an IL-2 between 20 m and 30 m, and 4 Fab-50 with low fuze at 160 km/h may result in a dud. Flying at the same altitude and 270 km/h will result in an explosion. I have also noticed that bombs start whistling one they are armed but it doesn't work every time.

Marabekm 08-22-2018 11:20 AM

Now you got me curious Sita. What does speed have to do with arming of fuse? I get the altitude part. The bomb needs time to arm and its a safe guard so you don't blow yourself up. But speed?

stugumby 08-22-2018 05:17 PM

heres some U2 Ai donks
 
5 Attachment(s)
These show AI U2 attacking and hitting ground or way to low. These were all linked to their targets with bomb icon and linked. grab 30 is a mistake will link and send another pic.

stugumby 08-22-2018 05:21 PM

More Donks
 
2 Attachment(s)
more AI quirks and low smashes

stovak 08-22-2018 06:20 PM

Quote:

Originally Posted by Marabekm (Post 718023)
What does speed have to do with arming of fuse?

The bomb has a vane which rotates in the air. When it rotates a certain number of times, the bomb will be armed. If it is released at a higher speed, it will 'unwind' faster. From the same altitude, the bomb does of course take the same amount of time to hit the ground but it is also following a longer trajectory through the air so there will be more turns of the vane in the same time.

Marabekm 08-22-2018 09:09 PM

Quote:

Originally Posted by stugumby (Post 718024)
These show AI U2 attacking and hitting ground or way to low. These were all linked to their targets with bomb icon and linked. grab 30 is a mistake will link and send another pic.

When you link a bomber to a target, that's mission builder speak to dive bomb. For level bombers, just set a ground attack waypoint, and put it over where you want the bombs dropped. At least that's what I thought and the guide says.
I had no idea about the vanes. And since the U2 is such a speed demon, is there a workaround? Would coming in at a higher altitude work?


Update:
Did some really quick testing in the QMB and 6xFAB50s with instant fuse. It appears the cutoff altitude for instant fuse bombs is around 400 meters. All bombs dropped when the altimeter was above this exploded. Bombs dropped below the 400 meter mark were all duds and failed to explode. If I was to press tab key, the listed value for minimum drop is 89 meters.

stugumby 08-22-2018 09:57 PM

Not quite: IL-2 can be linked and attack in strafing rocket/bomb runs. Diving while linked applies to stuka and val,ju88 and Pe-2 for the most part. The U2 AI is kind of quirky, even when set to unlinked its quite usual for the wingman to dive away at a start point, circle around etc. Almost acts as if its related to the swordfish for its behavior?

Tolwyn 08-23-2018 03:35 PM

The U2 AI behavior is that of a level bomber, so the SET TARGET on the GATTack waypoint won't work.

Quote:

Originally Posted by stugumby (Post 718028)
Not quite: IL-2 can be linked and attack in strafing rocket/bomb runs. Diving while linked applies to stuka and val,ju88 and Pe-2 for the most part. The U2 AI is kind of quirky, even when set to unlinked its quite usual for the wingman to dive away at a start point, circle around etc. Almost acts as if its related to the swordfish for its behavior?


stugumby 08-25-2018 01:54 PM

Exactly my point, Ai cant execute the task of attacking a moving target. Good as level bomber over intersection, town etc.

stugumby 09-13-2018 10:15 PM

Black Sea map bug
 
In map square BJ-25 on the Black sea map there is an unusual town called Ueunlar, it has 3 chimneys, no bldgs to be next to the chimney but blank spaces and a road running through where the bldgs should be.

JacksonsGhost 09-24-2018 02:47 PM

Quote:

Originally Posted by stugumby (Post 715389)
I have noticed the u2 wingman has a bad habit of simply falling out of formation and donking into the grund.

I've noticed this still appears to be a major issue for the U-2 in 4.13.4, though hopefully it may have already been addressed by now in the 4.14 Beta.

If you want a perfect example just take a look at what happens to the two U-2VS wings in the stock TB-3 mission. It seems only the lead aircraft of each wing are able to fly for very long without crashing. The other four aircraft usually, if not always, just peel off and do descending spirals like they're trying to reach a point under the ground until the terrain avoidance fails and they crash.

JacksonsGhost 02-16-2019 11:00 AM

Aircraft not being credited as destroyed
 
I’ve noticed that the CANT Z.506 will often not be credited as destroyed even when it clearly has been. Even when it has broken up in mid air in plain view of attacking fighters and is left with just the fuselage bobbing in the water it is still not credited as destroyed. This can be very frustrating. In my own mission design “Wildcat Ace over the Norwegian Sea” mission success is dependent on the destruction of the CANT and yet far too often the CANT is simply not credited as destroyed, resulting in the “Target Failed” message appearing when it clearly should be “Target Complete”.

I think this does happen with other aircraft also but I’ve mainly noticed it with the CANT.


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