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4.13.3m Debugging
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[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. |
not really ... try to drop one of two fab 250 on R5 ... will get some similar effect
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I get it. I think it's AWESOME and realistic. Hence the way I put my post in. :) I love it.
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hm.. that is odd... just saw your track .... need to check why is that...
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- 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. |
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. |
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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. |
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... :) |
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.
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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. |
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. |
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:
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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:
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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:
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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. |
in no mod version with U2 sounds everything ok ...
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Hi guys.
After patch installation all I get is the splash screen and then the game crashes to desktop. Help please. |
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. |
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. |
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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. |
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.
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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.
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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. |
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 |
It seems that the landing light has been deleted from the Bf-110G-2.
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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. |
Thanks Spudkopf, we're getting closer.
You have reply to your PM ;) Best regards - Mike |
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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.
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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 |
U2 Fm or mission building error?
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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.
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heres the mission
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Donk or bayonet charge with U2
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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???
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heres the mission U2 nite terror
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Hopefully it won't cause too many more headaches to figure out. :cool: Wheels |
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.
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IL-2 1946 Installation and Patching Guide: http://www.mission4today.com/index.p...p=show&kid=584 Wheels |
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?
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He111h11 bomb bug
when selecting 3x sc 500 bombs as a load you actually get 2x sc 250 and 1x sc 500.
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3.14.4, maybe longer
I noticed that if you switch teams online, you can not external the players from team you left. |
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
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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??
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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?
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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. |
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?
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Stationary Aircraft Spawn Points: http://www.mission4today.com/index.p...wtopic&t=21646 Wheels |
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.
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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 |
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.
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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?
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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. |
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 |
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. |
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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. |
Black Sea map bug
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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
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oops, sorry i was in a hurry, its on the Black sea map, in south krasnodar at the river crossing.
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BF109e7z Why no drop tanks
Just curious as to why the 1097z has no bomb rack or drop tank hook ups?
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Airfield bug on Black Sea map
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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.
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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.
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Same problem for bombsight in Pe-8, TB-7. International version, cz language. |
thanks... right about time)
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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. |
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. |
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. |
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i suppose speed of u-2 is too low to armed fuse... |
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.
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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. |
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?
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heres some U2 Ai donks
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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.
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More Donks
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more AI quirks and low smashes
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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. |
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?
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The U2 AI behavior is that of a level bomber, so the SET TARGET on the GATTack waypoint won't work.
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Exactly my point, Ai cant execute the task of attacking a moving target. Good as level bomber over intersection, town etc.
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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.
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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. |
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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