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Bombers, twin-engined and multi-crewed aircraft: Issues and suggestions.
After posting about this topic in the recent update thread and getting positive feedback from various members, i decided to continue the relevant discussion here.
This thread aims to serves a few specific purposes: 1) To discuss all these issues in a single thread, without derailing other threads. 2) To collect and consolidate information from multiple sources and players who are willing to test things out. For example, i know quite a bit about the Blenheim because i researched it a lot, and thanks to a group of other players we got 1c's ear and they improved it quite a bit in the recent test patch. However, i don't know much about the Br.20 and most people i know don't either. Maybe someone else does and this thread will encourage them to come in and contribute their knowledge. 3) To ensure a bit more exposure for issues relating to bombers and multi-engine/multi-crew aicraft without having to "compete" for forum space with other more popular fixes, like FMs of fighters and graphical improvements. There are two reasons for bringing this up at this point in time. The sim's performance optimization is nearing completion and the fighter FMs are getting looked at. This means that what mostly bothers a lot of players is nearing a complete status, so we can move on to other areas that need attention. Also, now that there is a bit of scripting background and the community's mission builders have some experience under their belts, having the ability to properly operate bombers will help create much more immersive and challenging scenarios, both offline and online. For example, think of a script that tracks fuel levels in your airfield's fuel dump. If the main fuel dump is standing, you can spawn in 100 octane versions of Spits and Hurricanes, but if the enemy bombs them you are restricted by the script to use the 87 octane versions. As you can see, having properly modeled bombers will add a lot in terms of tactical and even strategic planning, while also bringing all the other features together in a way that creates real incentives for the players to fly in an objective-based manner. The way this thread will work is simple. I will start with a list of known issues in the next post. From that point on, anyone can come in and post their findings. Once every few days and depending on the amount of free time i've got, i'll be coming in and appending all the information supplied into the list of issues. For this to happen though i need your cooperation. This will take quite a bit of time to keep updated, so i need the following posts to be easy to understand and to the point. What i mean is, please keep off-topic talk to a minimum, flaming/trolling to zero (i can't stress this enough, this is a collaborative testing effort and disruptions will result in offending posts disappearing) and use a specific posting format. In other words, let's play engineer and fix our bombers ;) Reports should have the following format: Type: Suggestion, bug report (when something is implemented but doesn't work correctly or at all) or modeling error (can apply to 3d modeling, aircraft systems modeling, reversed control animations, wrong labels, etc). In some cases the boundaries between bug report and modeling error can be hard to judge, so it's ok to include both in this field. Aircraft: State the aircraft type that the report applies to. Can contain more than one aircraft types, eg "all luftwaffe twin engined bombers" or better yet "Ju88 and He111" which explicitly states the types involved. Description: Clearly describe the bug/issue, modeling error or suggestion. In case of bugs and modeling errors, provide some reference (eg, aircraft manual, website, etc) if at all possible. If you don't have any sources to quote it's ok, just say why you think there's a problem. Eg, "i heard it from another user on the forums", "i saw it on a manual but can't find the link now" or "it seems reasonable to me that..." are acceptable. It's not possible for many of us to have all the technical manuals and i don't want to limit the amount of reports by forcing users to reference sources. Better report something and have someone chip in with more information so that we can all decide if it's a bug/error or not, than not reporting it at all. In the case of a suggestion, start by stating your reasons for thinking that it would make a useful addition to the sim. Tested: Possible answers are Yes, No, N/A. If yes, describe the steps you took to replicate the problem. In case of a suggestion, this field should be N/A. Workarounds: If there is a way to circumvent a bug, or get the kind of functionality that your suggestion aims to achieve, state so here and clearly describe the steps you take to achieve it. Otherwise, state "not tested" or "none found". This lets other players know if you tested for workarounds or not, before deciding that nothing can be done on their end and waiting for a patch. It also lets users get to flying in case there is a workaround. Additional Information: If you have anything to include that doesn't apply to the above fields, you need to add some clarification or you want to ask other users for their input, do so here. For example, after reporting a bug you could fill this field in with more verbose information, eg "i haven't tested this in the latest beta patch, but someone told me that this and this changed, is this correct?". Finally, if you want to add a bit of information to a preceding report or answer another user's question you don't have to post using the above format, as long as you quote his original report in your post so that we all know what you are referring to. So, let's get testing and thank you all for your participation :cool: P.S. Report template, so that you can copy-paste it into your posts and fill it in. Type: Aircraft: Description: Tested: Workarounds: Additional Information: |
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Reserved for list of issues and suggestions - part 2
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Reserved for list of issues and suggestions - part 3
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Reserved parts 1-3:confused:...I hope it dos'nt go on that far
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It depends on how much text we need to describe each issue. There's a limit of 10000 characters per post, if some bugs need a lengthy post to describe what happens it might be easy to reach the limit of one post.
So i reserved 3 posts at the top of the thread just to be on the safe side, instead of having to start another list in another page. Just to keep things tidy and readable ;) |
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For the Ju 88 and the BR20 I would talk to MajorBorris who I think is still part of the ATAG squad.
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Kodoss - Thanks for the feedback, i'll try to compile them into the list in the next couple of days.
Doggles - I've also posted links to this thread on the ATAG and simHQ forums. Let's see if we can gather up some more help. Everyone else - Shameless bump. I can sticky my own thread if i want to, but it's lacking in taste/manners a bit i think :-P So just tell everyone you know that flies bombers about this thread and let's get to identifying everything that needs fixing. If we do get enough interest, i'll sticky and maybe move it to a more appropriate section. Thanks for your help everyone. |
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Looks like 4 groups of Bf 110 and one group of Bf 109 had DB 601N engines. I will try to translate the according text and post it in the Bf 110 Bug fest threat. With that I hope to keep your threat as clean as possible. :rolleyes: |
Type: Bug report
Aircraft: Br.20 Description: Only magnetic compas is working Tested: Yes, but in a previous version Workarounds: N/A |
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Type: Suggestion
Aircraft: every bombers Description: currently, players flying bomber have to do the workload of at least two people: pilot and navigator, in certain situations bombadier, gunners, spotters and flight engineer as well. IRL, multi-crew bombers enjoyed the team work of the whole crew. Tested: N/A Workarounds: Simulating the working environment inside the bomber by adding certain commands for the crew. For example: - Bombadier: turning on/off the running commentary function, which automatically activates within 10km from the target (visual range). Bombardier will constantly tell the skipper to steer left or right, or keep height and airspeed when these two vary too much. Also bombadier will comfirm the effect of impacts. - Navigator: commands to inform pilot of 1. current position, 2. direction to the next waypoint, 3. time to the next waypoint, 4. maximal flying time left - Gunner: commands to scan the sky or the ground. Also commands to track the movement of the closest contact (like: fighter, unidentified, 6 o'clock, closing). All commands should be able to be given to individual gunner. All information should not be always correct. For example, gunner can lose contact of enemy fighter hiding under the fuselage, or navigator can make wrong calculations. Additional Information: Modders already did this in IL-2 |
rga: Great idea, i just added it to the list.
Kodoss: i haven't forgotten about your 110 research, i'm just running a bit low on time at the moment to format and add them all. The reason i need some more time is because i want to sit down and do all of the 110 reports together, so that they appear in sequence in the list. Keep the feedback coming everyone ;) |
all this thinks are realy nessesary.thx Blackdog for post.
i hope they see this . S! |
Twin's
Great thread Blackdog and as you said with the FM's and major performance issues aside it's time to bring these twins to the front of the line for "maintenance"
Br. 20 information is hard to come by and I have yet to find the engine limits or flight procedures from the internet. We need a flight manual ;) More to come... |
Type: Flight/Engine modelling
Aircraft: Blenheim Description: New Blenheim model is extremely slow to accelerate on the ground and in the air, even with minimal fuel load. Aileron response is far more sluggish than previous model, whilst rudder/elevator response and rudder/elevator trim response is extremely sensitive. This adds to the control issues when bombing from altitude, needing quite violent stick control for ailerons but extremely delicate rudder/elevator control. This is not easy from the bomb-aimer's chair when looking through the sight. General stability of the model is far worse than previously. Once trimmed, the old model was very steady where the new model needs constant stick/trim and rudder/trim input. Tested: Yes, my own offline bombing practice mission conducted in both patched and unpatched game from 5000ft. Full Biggin Hill runway required for take-off with 50% fuel and 20% flap with patched game. Approximately 2/3 that for unpatched game with 50% fuel and no flaps. This is without emergency boost engaged in both cases. Workarounds: Ensure fine pitch and weak mixture setting. Weak mixture setting gives a few more revs for taxi and take-off. Increasing aileron control sensitivity whilst reducing elevator/rudder sensitivity helps with control, however this then needs to be changed for each individual a/c. Additional Information: I have seperate rudder pedals and have minimised rudder/trim sensitivity since the patch, but rudder/trim control still seems highly sensitive in all RAF FMs in the patched game. Not so pre-patch. |
do the bombbaydoors of the Ju88 still open/close automaticly and dont do that in the Blenheim?
just in case because i dont bother these betas/alphas...... |
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Ju88: fix forward MG15
would be a nice feature the front gunner was able to fix his MG15 and gave so the pilot the firing control, aiming through his Revi. Most CoD Ju88 pilots might have this gun removed for better visibility, but anyway.......... btw, not touched the game since months, but if i remember correctly , the instrument panel lightning of the right side (engine instruments) is some kind of lacking/missing. |
Ju88, fuel storrage.
espacially this plane needs loadoutoptions for fueltanks in its bombbays! without these additional tanks it had a laughable range. Sure , load such a tank in the bay, you cant load SC50s in it anymore ;) Ju 88 Tanks outer wings2x425=850l inner wings 2x415=830l =1680l front bombbay 1220l (!) rear bombbay 680l Total: * *3580l = only wingbombs possible the similar issue have the Do17s (most times one of its two bombbays was loaded with a fueltank, reducing the bombload to 500kg), but as it is not flyable........ |
Type: bug report
Aircraft: He111 Description: When another pilots the A/C and a second uses the sight - any adjustments to the site causes pauses for the pilot ONLY for about 5-10 seconds for each adjustment. Up/Down/Left/Right/Alt - anything. I adjusted sight from its default alt to 3000m and this caused a very long freeze for the pilot he was eventually disconnected and I was able to switch from bombardier to pilots spot and take over the A/C. Tested: I can reproduce this problem anytime. Workarounds: Unknown Additional Information: None |
Type: Bug report
Aircraft: Any A/C with gunner station Description: Guns do not work when other A/C and lined up for shooting - the guns don't work no matter what you do the bandit sits there and shoots you. You cannot shoot back. Tested: Yes, happens all the time getting old. Workarounds: None Additional Information: None |
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Player controlled gunner shoots 1 bullet at a time
Type:Bug/performance... critical to game play
Aircraft:All Bombers. Description: Intermitent gunner operation/player controled gunners fire in 1 shot burst while holding fire button down and other times the gun will fire in rapid fire but thats rare. This mostly happens when enemy fighters on 6. Tested: Online, every time a spit gets on my six. Workarounds:None. Additional Information: Frame rates decrease when enemy fighters close in on the 6 as well. |
lol sorry Blackdog. Delete one of these post.
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Ju 88 Pilot"s Notes
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http://theairtacticalassaultgroup.co...Pilot-s-Note-s |
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Might be the No. 1 issue that affects gameplay |
so MG has the choice between a manual and CSP....... :D
but the ingame cockpit looks like a manual propeller equipted Ju88A-1 IMO. |
Type:Historical Immersion
Aircraft:Ju88 Description: Pitot heater light and autpilot light are mixed up on the cockpit panel. Tested:Online Workarounds:The cursor highlights the ingame function in cockpit Additional Information: Does not effect gameplay, just immersion. |
Pitot Heater
Type: Feature
Aircraft:Ju88 Description: Pitot tube/heater/Icing conditions not modeled. Tested:Online Workarounds: Pretend it works and turn pitot heat on when icing condition expected. Additional Information: Need confirmation *Edit per Robtek ; ) |
Manual gear down/up
Type:Missing Feature
Aircraft:Ju88 Description:Have not seen or been able to actuate the emergency gear up or down. Tested:Online Workarounds: Belly landing Additional Information: Can anyone confirm? |
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At 0°C the humidity is usually too low for ice to build up. Pitot heat IS needed when the cold airframe descends into warmer, more humid air, as with carb. heat. Afaik |
Type:Missing Feature
Aircraft:Ju88 Description:Fuel dumping switch is not a in game feature. Tested:Online Workarounds: Additional Information: Emergency engine management is half the fun. |
Icing/Pitot tube
Hey Robtek,
0 degrees was for the wing heat, oops. Is that to say that the conditions online would never have icing? Or is icing just not modeled. I have flown through alot of clouds and no pitot tube icing yet. |
Top 3
Top 3 things that need to be fixed on the bombers ASAP are.
1) Autopilot/Nav instruments 2) Bombardier calculations 3) Gunners (Br20 top gun too) As the sim matures I would love to see it be as accurate as possible and add more engine/aircraft management but the three items above effect game play considerably and must be fixed ASAP:!: Warning: lots of info below... Critical for COD: Making the multiplayer mission editor work for dynamic scenarios, the guys making missions need to be able to link supply lines to objectives (cars, boats, trains, on roads, rivers, or rail to airfields, factories, rail yards, etc) without the mission going fubar. Objective's like airfields/factories/rail yards, Ports, cities etc need to be destructible, "Manston Airfield has been Destroyed!" (That’s what bombers were made for..) and repairable from cars , trains, ships, etc. These objectives need to produce planes, ammo, fuel, pilots etc and be vital to the war effort. Also, a [B]scoring system [/B]that gives points to bombers for destroying objects like static buildings or planes, fuel dumps, trains, etc is critical! and must be on the net stats! Net Stats Scoring system: Fighters: 100 points for a kill and landing safely in friendly territory. 10 points for a kill and not landing in friendly teratory. Bombers: 100 points for large ground targets (factories should require multiple bombs) and landing in friendly territory. 10 points for large ground targets and not landing in friendly territory. 25-10 points for small targets, static planes/vehicles/artillery. 2.5-1 points for small targets, and not landing in friendly territory. GOAL: Creating a scenario where the virtual pilots are rewarded for teamwork and realistic goals (returning safely to base with massive damage to the enemies war effort) Missions that are layered with strategy and require coordination from determined squads will do wonders for Cliffs of Dover! *Blackdog, sorry if this post is off format but I hope the devs see it |
Bomber speeds too low
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And of course window-icing in clouds :D Type: Performance Aircraft: Ju88, HE111 Description: All those planes don't reach the speeds fully loaded as in the documents here http://www.beim-zeugmeister.de/zeugm....php?id=44&L=1 Tested:Online Workarounds: none Additional Information: none |
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Normal Landing on friendly airfield = 100% of the points achieved. Forced Landing in friendly territory = 75% of the points achieved. Bail-out over friendly territory = 25% of the points achieved. KIA, MIA, POW = Zero, nada, niente ... no points. What for? That pilot doesn't need them anymore (and disconnects count towards MIA so that those lazy SOBs who disconnect just to avoid having to fly back and land get a penalty). As for the point values I am no fan of such large point values for an object. I very much prefer something I had seen with the Squad Select Series on Warbirds a while back. 1.) Fighter / Fighter-bomber = 1 point 2.) Tactical Bomber / Ground-Attack Aircraft = 2 points 3.) Recon / Transport = 2 points 4.) Heavy Bomber = 3 points (not applicable, yet) 5.) Soft-Skinned Vehicles = 0.25 points 6.) Artillery / AT-Guns = 0.25 points 7.) Tanks = 0.5 points 8.) warship = 5 points 9.) cargo ship = 3 points 10.) small ship = 1 point As for area targets I am not really sure how to value those. Maybe a certain point value for hitting within a certain radius? No idea ... |
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+1 Thats just the kind of input I wanted:) I like that even better:cool: 8 points for a battle ship? Those would make great Net Stats! |
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I'd even go so far to decrease the points for aircraft and/or increase the points for ground targets. Ground targets is what air warfare is all about, fighters are merely there to ensure/prevent that. |
Beowulf,
that is really too hard on the typical fighterpilots ego, after all they are the majority on the usual servers, taking themselves much too much important. :D :D :D |
Escorts
To bad fighters cant recieve points for successful escort :-P
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The problem with area targets in general is that they'd need to have a function so that damaging or destroying them would have a direct impact on certain aspects of gameplay. But for that a full-blown supply system would have to be programmed and that is a beast to do right. :-? |
Type:Bug
Aircraft:Ju88 Description:Low FPS when in cockpit. Tested:Online Workarounds:Lower graphics settings helps a little. Additional Information: When panning the view in cockpit of a Ju88 while the engines are running, severe fps hit when looking at the engine especialy when parked. |
Can we all agree that things like scoring or "destructible airfields" (lol?) are currently at the other end of the universe?
I hope this thread rouses itself back up regarding bomber bugs... |
Redroach's universe
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Thank you Redroach for your honesty but I must ask, are you doing anything to help the bombers on this side of the universe? |
I wrote/inquired about numerous bugs, bomber and non-bomber, over a year ago. Still pending, though.
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Some updates for you
I did some more test flights for you Blackdog. The BR. 20 bug is solvable by returning to the pilot and toggling the brake since the AI engages it while it's trying to take off. Some new glitches that I found while flying: the BR 20's instruments go to low resolution if you crash land and survive which is just an annoyance factor rather than a true bug, the Ju 87 when crash landed as well, has double examples of certain things, and finally the Ju 88's gunners have glitched trigger fingers where it won't shoot at once and there is no reload animation for it.
Sorry for not putting it into proper form but I didn't have much time to write this up in order to do such since I have to get things prepared for a service project that I am going off to for a week. Eagle |
As long as the tangent discussions
1) stay relevant to the use of bombers in the sim and 2) don't outnumber the bug reporting posts( if they do, then there is enough interest to have their own thread) i'm fine with it. I just haven't had the time to edit everything into the list yet, i hope i'll be able to do it during the weekend. Keep up the good work everyone :cool: |
I flew the 109E-4 on ATAG tonight and noticed that the auto prop pitch didn't work properly. I had to put it in manual for take-off and only engage auto when up high and at speed and then it worked ok. Also, the arming panel for the bombs seemed to not work any longer: no switch to toggle with mouse.
Before the patch there was no problem with either auto pitch or bomb arming in the E-4. Do anyone have the same issues? - Sorry if this has already been mentioned. |
you read the topic title ?
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Italian Bombs and Fuzes by Col. A.D. Merriman Royal Engineers |
Bomber Bug
http://www.youtube.com/watch?v=PKpKXbzBKFQ
UPDATE This may not be a problem that everyone has it seems only one person has this happen to them. It still does after a fresh install of CoD and C++ Runtime. =============Start of pilot POV error============= The last portion of the Server Error received: ================================================ ================================================= System.NullReferenceException: Object reference not set to an instance of an object. at BZSyaNxgjfZp08OCvcJ.9g95pmxnwb28fiJPfj5.aXpUCkfgpc f(HBt28AfLi2G20GlEytH ) at BZSyaNxgjfZp08OCvcJ.9g95pmxnwb28fiJPfj5.Rk8UCcwhHw d(HBt28AfLi2G20GlEytH , Boolean ) at BZSyaNxgjfZp08OCvcJ.9g95pmxnwb28fiJPfj5.UjvUCQj2O4 1(HBt28AfLi2G20GlEytH ) at BZSyaNxgjfZp08OCvcJ.9g95pmxnwb28fiJPfj5.netInput(H Bt28AfLi2G20GlEytH ) at DZ3MkDLyqkoSRbIWKZ1.nF8oorLxQacHLoC8WtL.X86TzObcaG 2(Object ) at nDeOCZY7V2odj1TpXSs.n4ql3MYmM3KHLiwqlLZ.hV0jC0empy (Object ) ================================================= ================================================= System.NullReferenceException: Object reference not set to an instance of an object. at BZSyaNxgjfZp08OCvcJ.9g95pmxnwb28fiJPfj5.aXpUCkfgpc f(HBt28AfLi2G20GlEytH ) at BZSyaNxgjfZp08OCvcJ.9g95pmxnwb28fiJPfj5.Rk8UCcwhHw d(HBt28AfLi2G20GlEytH , Boolean ) at BZSyaNxgjfZp08OCvcJ.9g95pmxnwb28fiJPfj5.UjvUCQj2O4 1(HBt28AfLi2G20GlEytH ) at BZSyaNxgjfZp08OCvcJ.9g95pmxnwb28fiJPfj5.netInput(H Bt28AfLi2G20GlEytH ) at DZ3MkDLyqkoSRbIWKZ1.nF8oorLxQacHLoC8WtL.X86TzObcaG 2(Object ) at nDeOCZY7V2odj1TpXSs.n4ql3MYmM3KHLiwqlLZ.hV0jC0empy (Object ) ================================================= ================================================= System.NullReferenceException: Object reference not set to an instance of an object. at BZSyaNxgjfZp08OCvcJ.9g95pmxnwb28fiJPfj5.aXpUCkfgpc f(HBt28AfLi2G20GlEytH ) at BZSyaNxgjfZp08OCvcJ.9g95pmxnwb28fiJPfj5.Rk8UCcwhHw d(HBt28AfLi2G20GlEytH , Boolean ) at BZSyaNxgjfZp08OCvcJ.9g95pmxnwb28fiJPfj5.UjvUCQj2O4 1(HBt28AfLi2G20GlEytH ) at BZSyaNxgjfZp08OCvcJ.9g95pmxnwb28fiJPfj5.netInput(H Bt28AfLi2G20GlEytH ) at DZ3MkDLyqkoSRbIWKZ1.nF8oorLxQacHLoC8WtL.X86TzObcaG 2(Object ) at nDeOCZY7V2odj1TpXSs.n4ql3MYmM3KHLiwqlLZ.hV0jC0empy (Object ) ================================================= ================================================= System.NullReferenceException: Object reference not set to an instance of an object. at BZSyaNxgjfZp08OCvcJ.9g95pmxnwb28fiJPfj5.aXpUCkfgpc f(HBt28AfLi2G20GlEytH ) at BZSyaNxgjfZp08OCvcJ.9g95pmxnwb28fiJPfj5.Rk8UCcwhHw d(HBt28AfLi2G20GlEytH , Boolean ) at BZSyaNxgjfZp08OCvcJ.9g95pmxnwb28fiJPfj5.UjvUCQj2O4 1(HBt28AfLi2G20GlEytH ) at BZSyaNxgjfZp08OCvcJ.9g95pmxnwb28fiJPfj5.netInput(H Bt28AfLi2G20GlEytH ) at DZ3MkDLyqkoSRbIWKZ1.nF8oorLxQacHLoC8WtL.X86TzObcaG 2(Object ) at nDeOCZY7V2odj1TpXSs.n4ql3MYmM3KHLiwqlLZ.hV0jC0empy (Object ) ================================================= |
Great job Doc. I remember you were discussing this on TS today, great to have a video report of it.
Once the update threads quiet down a bit and i can take a break from moderating and testing the patch, i will update this thread and possibly sticky it. If anyone has a video of the beta patch bombsight bug to post, it would also be very helpful to post here. Again, sorry for not keeping tabs on this thread as much as i'd like to, i'll try to tidy things up in the following days. Keep up the good work everyone ;) |
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