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-   -   Bug-Thread for RC1&2 British Engine Hotfix + SLI/Crossfire test & RC2 release (http://forum.fulqrumpublishing.com/showthread.php?t=34743)

Kodoss 10-04-2012 09:31 AM

Bug-Thread for RC1&2 British Engine Hotfix + SLI/Crossfire test & RC2 release
 
1 Attachment(s)
BUG: Launcher crash when you add streets in visual settings.

Repeat this: -start game
-go in visual settings and deactivate streets
-end game to windows and start new
-start free flight over England
-press ESC and go into visual effects, activate streets
-resume to flight >> crash

Quote:

Microsoft Visual C++ Runtime library
Runtime Error!

Program ...../Launcher.exe

This application has requested the Runtime to terminate it in an unusual way.
Please contact the application's support team for more information.

BUG: Green smoke is still present in "Full screen mode" by Ati-card
Using Catalyst 12.9 beta driver

EDIT regarding green smoke bug: I deactivated Crossfire in the control center for another test, but let the profile with TwoWorlds2_DX10.exe stay.
The interesting part is: green smoke is gone, but awful tree/shadow flickering with partial land distortion.
Attachment 10916

Kodoss 10-04-2012 11:09 AM

1 Attachment(s)
Deactivated Crossfire and deleted crossfire profile for CloD. Trees, buildings and railroads are flying above the ground. Flat ground?:confused:

Attachment 10917

Edit: this picture was made in "Pseudo" full screen. Activated Crossfire didn't showed any flat ground in "Pseudo".

JG52Krupi 10-04-2012 11:59 AM

Pseudo disables xfire.

Delete cache and try again.

Also green smoke is removed by starting an offline game and then joining a mulitplayer game thats my "fix"

pstyle 10-04-2012 12:36 PM

Vsync does not appear to be working with SLI enabled.

6BL Bird-Dog 10-04-2012 02:32 PM

Tested in Black Death shadows off .Ok but usual screen hesitations low .
Switched to cross country in Spit first then Blemmy.Was getting video crashes with the screen refusing to work although the rig was still running .
Tried rig unclocked or clocked got the same results .
GPU`s never clocked before so Acivated Overdrive ,temps low (41deg) but set the voltages up and tricked the cards into thinking the fans were at 100%.(None fitted as on Ek waterblocks )did not up clock speeds .Stopped the screen crashes.
Power supply checked and found to be giving correct output even under load .
No log files as the game was stil running.
Regardless of video settings /texture/buildings/trees,still have those pauses at low alts.
Conciderable improvement in performance in X-Fire now ,Good Job ,just need a decent profile from AMD now .
Will check with XFX to see if there have been any relative bios updates for their cards.

*Buzzsaw* 10-04-2012 06:27 PM

Salute

All the WWII Fighters should be capable of Stall turns, hammerhead turns etc.

Rudder effectiveness should be more than sufficient at low speeds.

AbortedMan 10-04-2012 06:53 PM

Green smoke is present if I run in pseudo, but only in online games.

Offline and pseudo, green smoke is not present.

Fullscreen eliminates green smoke altogether. Other than that, performance is fine 50-60 fps constant, just like every other patch (for me).

running intel i5, 8gb RAM, GTX 570x2 (SLI and single, same results), windows 7, Nvidia 304.xx drivers.

Kwiatek 10-04-2012 07:08 PM

Still Merlin engines stops at idle - not fixed

Still British planes are too slow at ab. 20-30 mph at the deck - 100 Octan fuel version at +12 lbs (emergency) reach only speed accurate for IRL 87 Octan fuel at +6 1/4 lbs. The same 109 is too slow ab. 20-30 kph. Not mention high alt perfomacne. I wonder why speed of British fighter some time ago was degrated where it was more accurate then now instead just rise 109 speed. Now Spitfire MK II can't reach even 280 mph at emeregency +12 boost 3000 RPMs - speed which should be reached only at + 9 lbs - nominal power.

Again rudder is less effectivness then should - it is not possible to make good stall turn in fighters becasue of weak rudder. PAtch before at least in 109 rudder was much better and was possible to make quite good stall turn. Su26 is better - it is possible to make good stall turns ( it is need to use only some degree of rudder).

badfinger 10-04-2012 07:20 PM

Sorry to have to ask, but I haven't added the RC patch, yet. Should I do that first, or go straight to the hot fix?

Binky9

41Sqn_Banks 10-04-2012 07:21 PM

Quote:

Originally Posted by baronWastelan (Post 466784)
Hurricanes and Spitfire MkI are OK now for AI scramble. Guess the other Spitfires will get the same fix in the next patch.

The AI problem was not fixed at all. AI didn't have any problems with Spitfire I in the previous patch. Even with hotfix the AI has problems with keeping the engine running in Spitfire Ia, Ia 100 Octane and IIa.

I think the problem is caused by the stopping of the engine at idle throttle.

Jaws2002 10-04-2012 07:23 PM

Quote:

Originally Posted by binky9 (Post 466885)
Sorry to have to ask, but I haven't added the RC patch, yet. Should I do that first, or go straight to the hot fix?

Binky9

By nature, a hot fix is a small patch that goes on top, and fixes a bigger patch, it doesn't replce the former patch.

So instal RC first then drop the hot fix on top of it.

rslot 10-04-2012 09:04 PM

Sorry Luthier, Hurricane still not starting properly with hotfix + RC for me.
Did the usual install verification and cleared cache before applying beta's.

The Bad
Tested offline, Training, first solo flight and as per previous RC the hurricane does not start.
Spent over 10 mins turning engine over on time acceration x 16 until water temp reached ~30'C before it eventually spluttered into life. This needs to be fixed before final release please.

I have also noticed the mixture control lever does not now work via clickable cockpit and i had to bind a key to make it move.

Still getting exhaust glow in the bottom of the cockpit in the British planes.

The Good
The sound is so much better. Compliments to whoever coded the recent update. Merlins sound good and the dopler effect is OK. I have even heard breaking glass when shooting up a hanger as an alternative to the oil/gas storage (in frustration from not being able to start the Hurri).

Thanks for your efforts.

Bounder! 10-05-2012 12:46 AM

Just tried the 100 Oct Hurricane online (ATAG server). Had no problems starting the engine.

Could only use the boost cut out on lean mixture on the deck at rpm 26,000-28,000, using it with auto rich results in bad shaking. This needs fixing.

Hurricane still turns like a brick when it should be the best turn fighter out of the 3 main BoB ac (Hurricane>Spit>>>109).

IvanK 10-05-2012 01:36 AM

When you say the Hurricane still turn likes a brick what exactly do you mean ?

I had a sustained turning engagement on the deck with a well flown BF110. The Hurri easily won the turn fight.

Cataplasma 10-05-2012 02:06 AM

SLI DEFECTIVE

no fps increase but a little decrease (with a default nvidia profile).
There's a good fps increase with AFR or AFR2 modes enabled but a huge amount of stuttering coming out.

RickRuski 10-05-2012 02:48 AM

1 Attachment(s)
Performance about the same for me but with increased stutters.

Have tried different drivers with no change by going back to earlier versions, so it's 306.23 for me. (latest WHQL).

Double reticile at startup just prior to epilitic warning screen.

Have just about got it back to original performance prior to latest patch with some tweeking but can't get rid of increased stutters.

This is what I'm getting in the pre start screen.

*Buzzsaw* 10-05-2012 07:19 AM

Salute

Hurricanes will start, but are VERY slow to warm up, taking three times as long as previously. This can be tricky when enemy are incoming, but better than no start. 109's and Spitfires warm up much faster.

Please fix the problem with Spitfires being unable to climb above 18,000 fit, they bog out, miss and backfire and won't go any higher.

Spitfires must be able to climb higher than enemy bombers, their historical ceiling was 34,000 ft.

BGs_Ricky 10-05-2012 07:34 AM

Quote:

Originally Posted by *Buzzsaw* (Post 467052)
Salute

Hurricanes will start, but are VERY slow to warm up, taking three times as long as previously. This can be tricky when enemy are incoming, but better than no start. 109's and Spitfires warm up much faster.

Please fix the problem with Spitfires being unable to climb above 18,000 fit, they bog out, miss and backfire and won't go any higher.

Spitfires must be able to climb higher than enemy bombers, their historical ceiling was 34,000 ft.

Same experience for me last night, very slow to warm up the Rotol Hurricane. I started without a problem with about 10% power, but even when I reached the correct temperatures the engine would splutter and stop at about 20% power.

I managed to start moving only applying a lot more power, and watching the boost gauge in relation to my throttle position, there seems to to be something is wrong, the boost really comes up when I'm about 70-75% power.

Engine on Hurricanes and Spits still cuts out when at idle position.

DickDastardly 10-05-2012 08:21 AM

I get identical performance with SLI enabled or disabled. Clock speeds and temps on my second card are nowhere near those on my first card when SLI is running in COD.

On an unrelated note, when I've tried running this version of the game with nVidia 3D Vision, the 3D never kicks in and the light on my emitter doesn't get brighter (whereas in all other games 3D works fine).
Cheers,
DD

Winger 10-05-2012 08:53 AM

Sorry i posted this in the patch thread already. But i think here is the right place where it belongs:

My Summary:

SLI works and gives good performancegain with AFR2 enabled.

SLI Produces INSANE unbearable visual tearing.

Visual tearing appears WITH (AFR2) or WITHOUT (FORCE SINGLE) SLI being activated in a manual set up profile.
In order to avoid visual tearing i have to deactivate SLI in the driver itself.

The selected Vsync setting in driverprofile DOES affect Framerate. Thus i get over 100 frames and tearing with AFR2 on and Vsync OFF and 60 Frames with AFR2 on and VSync ON.

Another thing i noted is that clod no longer stretches the picture the the monitorsize. When running 2560x1600 native desktopresolution i get black borders on all sides of the picture when i run the game in 1920x1200 resolution fullscreen set to ON.
So i have to lower desktopresolution to match ingameresolution if i want to avoid playing on something that looks like a postage stamp.

Single GPU performance is OK.

Winger

PS: Oh and the driver i am using is the newest 306.63

trademe900 10-05-2012 09:13 AM

Quote:

Originally Posted by IvanK (Post 466990)
When you say the Hurricane still turn likes a brick what exactly do you mean ?

I had a sustained turning engagement on the deck with a well flown BF110. The Hurri easily won the turn fight.

Anyone can plainly see the hurricane at the moment turns quite similarly to a brick... it's terrible, can't come close to spit or even 109.

IvanK 10-05-2012 11:44 AM

I am not so sure its as simple as that. I went On line with just 10 gallons of fuel. The aim to be as light as possible to test the the effect of reduced weight on relative sustained turn performance. This based on Buzzsaw's weight argument. I took of from Lympne with the aim to turn fight the vulching 109s.

In a sustained lo level turning engagement against a 109 again I easily out turned the 109. We both doing our best. I was bounced by the 109 first seeing him at my 7 O'clock. I turned into him as hard as I could at +6/3000RPM Rad 1/2. Slowly but surely I gained the advantage with him moving progressively forward in the canopy ... a clear indication that my turn was better than his. He was also turning hard so hard he eventually departed ,flicked and spun and hit the ground. The fight lasted 3turns. The Hurri was easily superior. Accepted I was at an exceptionally low weight for a CLOD Hurricane .... but that was the aim of the flight.

I agree with Buzzsaw the Hurricane empty weight is way to high and needs to be reduced. Hopefully if done this will enhance the Hurricanes performance.

recoilfx 10-05-2012 12:01 PM

From my experiences, Hurricane has always been sluggish. It has slight horizontal turn performance advantage at very very low speed against the 109.

But if a 109 follows sustained horizontal turns (1+ turn) , he deserves to be shot down :) 109 should always be doing hi-yoyos and let his roll do the turning at the apex of the yoyo.

Kwiatek 10-05-2012 12:12 PM

I made some FM test and found such bugs:

- ALL Spitfires engines except Spifire MK1 (2-stage prop) stop at idle

- Hurricane Mk1 100 Octan engine smokes like the hell at emergency power +12 lbs and mixture in auto reach position (rearward postion) - if mixture is weak position ( forward) smokes stop

- 109 still is too slow ab. 25-30 kph at the deck

- All British fighters are too slow at the deck ab. 20-30 mph ( ex. Spitfire MKII in CLOD reached at 0 at +9lbs 260 mph/418 kph - so speed accurate for IRL Hurricane MK1 at +6lbs but IRL Spitfire MK II reached at +9lbs 290 mph/466 kph - so it is 48 kph difference)

- high alts performacne - above 15 000 ft is just joke - British engines start to shake at little above 20 000 ft, climb rate is heavy reduced above 15 000 ft

- all fighter planes had reduced ( or too weak) rudder effectivness expecially at slow speed with engine power on - not possible to make correct stall turns


For plus is that now Merlin engines don't overheat and damage so quickly so now is possible to keep more accurate engines settings from manuals.

JTDawg 10-05-2012 12:17 PM

My cross fire worked for a long time now ! avg high 70s to 90s fps, with green smoke but no fps hit , . was getting my normal black screen freeze exe crash ,coming into game then the flying sound stutter screen freeze !with so called hot fix crash , crash crash crash black screen freeze have to un plug pc , crash crash freeze freeze unplug pc , got rid of hot fix an all is back to sub standard, ,good try but once again you missed the mark ,getting tired of my pc asking me to start in safe mode due to a unexpected shut down lol , so still planes wont start ! but thanks for the fast responce to the hot fix as it probably helped some !

Zachariasx 10-05-2012 03:01 PM

engine cut off at idle throttle
 
I don't think it's a bug when the engine cuts out with the throttle lever all the way at idle. You need at least half an inch throttle to keep the engine running at a healthy rev with these engines. For not idling too much, there's even the amber warning button (next to the throttle lever) that will have the alarm sound should you throttle back all the way without having flaps and gear down.

The engine won't cut out with the throttle all the way at idle during landing when you're too fast/high but it doesn't like it. Idling too much als causes spark plugs to foul. Shoud this be implemented here (as it occurs in a real world WWII aircraft) then, you will notice that when that happens, you will not have full power until the plugs are clean again (which can be attained by putting high rev on the engine until it purrs nicely again).

I haven't tested the new patches myself yet, but i'm anxious to try the final release.

As a note: I understand the frustration of some forum members at the status CloD, but then again, what they have to deliver for only like 60 bucks... That's almost what you pay for a A2A Spitfire plus accusim. And there you get just a plane, they don't code a whole sim. And they don't even have to include a detailed damage model for the whle airframe. For me it was the best tutorial for the CloD Spit. But it shows about how it should fly in the end. Amazing what they did with the limited possibilities of FSX.
CloD can really shine one day. It could beat what's out there. However I think we all (or most of us, including devs) underestimated what it takes to live up to a dream... But in time... maybe?

So long,
Zach




Quote:

Originally Posted by Kwiatek (Post 467104)
I made some FM test and found such bugs:

- ALL Spitfires engines except Spifire MK1 (2-stage prop) stop at idle

- Hurricane Mk1 100 Octan engine smokes like the hell at emergency power +12 lbs and mixture in auto reach position (rearward postion) - if mixture is weak position ( forward) smokes stop

- 109 still is too slow ab. 25-30 kph at the deck

- All British fighters are too slow at the deck ab. 20-30 mph ( ex. Spitfire MKII in CLOD reached at 0 at +9lbs 260 mph/418 kph - so speed accurate for IRL Hurricane MK1 at +6lbs but IRL Spitfire MK II reached at +9lbs 290 mph/466 kph - so it is 48 kph difference)

- high alts performacne - above 15 000 ft is just joke - British engines start to shake at little above 20 000 ft, climb rate is heavy reduced above 15 000 ft

- all fighter planes had reduced ( or too weak) rudder effectivness expecially at slow speed with engine power on - not possible to make correct stall turns


For plus is that now Merlin engines don't overheat and damage so quickly so now is possible to keep more accurate engines settings from manuals.


41Sqn_Banks 10-05-2012 04:54 PM

3 Attachment(s)
Quote:

Originally Posted by Zachariasx (Post 467145)
I don't think it's a bug when the engine cuts out with the throttle lever all the way at idle. You need at least half an inch throttle to keep the engine running at a healthy rev with these engines. For not idling too much, there's even the amber warning button (next to the throttle lever) that will have the alarm sound should you throttle back all the way without having flaps and gear down.

The engine won't cut out with the throttle all the way at idle during landing when you're too fast/high but it doesn't like it. Idling too much als causes spark plugs to foul. Shoud this be implemented here (as it occurs in a real world WWII aircraft) then, you will notice that when that happens, you will not have full power until the plugs are clean again (which can be attained by putting high rev on the engine until it purrs nicely again).

The alarm horn is to warn the pilot from a landing attempt without gear down. The following paragraphs are from the Merlin II and III engine manual (A.P. 1590 B, Vol. I). In short: The engine does not stop when throttle is brought to the idle position, in fact a "Slow Running Cut-Out" device was introduced to allow stopping the engine without the need to switch off the fuel (because this method is a bit complicated).

Honestly I don't care about that as long as the AI is able to keep the engine running on the ground ... which is not the case at the moment.

15.Span_Valalo 10-05-2012 06:01 PM

Hi friends... a one question...

aer SLI working now with last patch?????

I have 2 Nvidia GTX 275 and not working SLI...

Any rule to install or make to run SLI???

thanks

SiThSpAwN 10-05-2012 08:47 PM

Quote:

Originally Posted by 15.Span_Valalo (Post 467196)
Hi friends... a one question...

aer SLI working now with last patch?????

I have 2 Nvidia GTX 275 and not working SLI...

Any rule to install or make to run SLI???

thanks


I dont think this patch was to add SLI performance boost, just to stop crashes related to having SLI enabled...

TomcatViP 10-05-2012 09:46 PM

The problem does not come from the Hurri model. It turns well and realistically

It's more the Energy free Spit turns that makes you feel like the hurri is sluglish. The 109 is also over optimistic in the turn.

IMOHO a patch shld temper this and not modify the hurri.

C'mon guys the SPit we hve here outurn a G50!

RickRuski 10-05-2012 10:03 PM

After trying most of the things I could think of, plus others that have been suggested I've abandoned the latest patch and hot fix. It is a major step back in performance for me so I've re-installed beta 18956.

Result: - Better fps, less load on cards, lower temp on cards and most of all far less stutters.
Also I don't have the double reticle at load any more.

Will leave any other patches and hot fixes etc until Nvidia does their thing with Sli driver profile, then will try again.

6BL Bird-Dog 10-06-2012 01:30 AM

Ts overlay
 
Team Speak overlay was preventing game launch not just for me but with other players too.Launching Ts with the game running also caused GUI problems and had to leave ,disable the overlay ,then all was ok again.

BSS_Tintin 10-06-2012 06:11 AM

SLI only utilises one card
 
First of all Luthier, and all the rest of U; thx a lot for all the effort !!
I know this has been a rather steep up-hill battle, don't give up on it just yet, U are getting there, slowly but surely :grin:
I don't have much to add except I experience same issues as other players:
Engine still cut out when going all the way to idle
IMHO spit is too slow...
The Blenheim now can climb in idle with flaps down - had to raise flaps to manage to flare and set her down. (U can leave it in 'cause I can make it back from BERLIN on one damaged engine this way ;) )
The bomb bay doors don't seem to be working in Blenheim, but bombs can be dropped so no big deal.
Now for my more important question, for me anyway:
Game is supposedly supporting SLI only one card is really utilised...
I've tried to add a pic here:
[IMG]C:\Users\Einar\Pictures\CoD SLI usage.jpg[/IMG]
What can i do to utilise both cards, force alternate frame rendering or something?

S!

Tintin

Elizabe55th 10-06-2012 06:22 AM

Rudder effectiveness should be more than sufficient at low speeds.
http://www.qmku.info/0.jpghttp://www.qmku.info/7.jpghttp://www.qmku.info/8.jpghttp://www.qmku.info/9.jpghttp://www.ymeu.info/test5.jpg

Elizabe55th 10-06-2012 06:23 AM

Tested in Black Death shadows off .Ok but usual screen hesitations low .
http://www.qmku.info/0.jpghttp://www.qmku.info/7.jpghttp://www.qmku.info/8.jpghttp://www.qmku.info/9.jpghttp://www.ymeu.info/test5.jpg

Zachariasx 10-06-2012 11:09 AM

good info, thnx!
 
As said, thank you for the info. :) Didn't know that source yet. I will have to check that. Makes perfect sense.

Cheers,
Zach

Quote:

Originally Posted by 41Sqn_Banks (Post 467169)
The alarm horn is to warn the pilot from a landing attempt without gear down. The following paragraphs are from the Merlin II and III engine manual (A.P. 1590 B, Vol. I). In short: The engine does not stop when throttle is brought to the idle position, in fact a "Slow Running Cut-Out" device was introduced to allow stopping the engine without the need to switch off the fuel (because this method is a bit complicated).

Honestly I don't care about that as long as the AI is able to keep the engine running on the ground ... which is not the case at the moment.


senseispcc 10-06-2012 12:04 PM

.
The Spitfire MKIa 100octane has a big problem when it reach 20.000 fts I tried every engine control setting but nothing change it. 19.900 all OK 20.000 all bad and strange the Spitfire MKI does not have this problem at all. Now I am going to try the Spitfire MKII.

Kwiatek 10-06-2012 12:29 PM

Spit MK II has aslo engine problems with 20 000 ft. High alts FM is actually joke in all planes. In steady climb i could reach only 7400m in 109. British fighters are even worse and get engine problems above 20 000 ft.

senseispcc 10-06-2012 02:25 PM

Quote:

Originally Posted by Kwiatek (Post 467434)
Spit MK II has aslo engine problems with 20 000 ft. High alts FM is actually joke in all planes. In steady climb i could reach only 7400m in 109. British fighters are even worse and get engine problems above 20 000 ft.

Strange because before I could reach 27.000 and even 28.000 ft with time and patience now only the Spitfire MKI can do this (I never or nearly never never fly the German planes).

BRIGGBOY 10-06-2012 09:50 PM

with SLI enabled the game wont start at all. and mki spit still wont start.

TUSA/TX-Gunslinger 10-07-2012 07:55 AM

Quote:

Originally Posted by Kwiatek (Post 467434)
High alts FM is actually joke in all planes. In steady climb i could reach only 7400m in 109.

Same results in 109 E4. Regardless of engine settings, can't climb above 7400m. That's the point at which elevator trim deflection is at maximum, and no increase in climb rate is experienced.

For me, this is the most serious issue.


Edit: Forgot to include that contrails no longer appear at 6500 to 7000 meters as they did in previousl versions of the software.

senseispcc 10-07-2012 09:51 AM

Quote:

Originally Posted by BRIGGBOY (Post 467539)
with SLI enabled the game wont start at all. and mki spit still wont start.

Did you install the new correction extra patch?!

senseispcc 10-07-2012 09:54 AM

Quote:

Originally Posted by TUSA/TX-Gunslinger (Post 467590)
Same results in 109 E4. Regardless of engine settings, can't climb above 7400m. That's the point at which elevator trim deflection is at maximum, and no increase in climb rate is experienced.

For me, this is the most serious issue.

OK, now every plane in the game cannot go over +-20.000 feet or +-7000 meters it is a long way to low but if every one is at the same level than why not? The map should also be a little bigger for the future of this game and 1944 campaign! This to the south and East maybe to Aachen and Paris.

BRIGGBOY 10-07-2012 01:29 PM

Quote:

Originally Posted by senseispcc (Post 467603)
Did you install the new correction extra patch?!

no i hadnt then but i have now and yes the game will start now but when i try to spawn at a airfield the game crashes back to desktop.

senseispcc 10-07-2012 04:13 PM

Quote:

Originally Posted by BRIGGBOY (Post 467629)
no i hadnt then but i have now and yes the game will start now but when i try to spawn at a airfield the game crashes back to desktop.

Two thing to do if you use sli :
1/ use the same resolution in the game than the optimal resolution of your monitor.
2/ empty the cache directory in the documents/1c/il2 strumovik then launch the game again.
maybe this can help it did for me.

TUSA/TX-Gunslinger 10-07-2012 05:25 PM

Quote:

Originally Posted by senseispcc (Post 467604)
OK, now every plane in the game cannot go over +-20.000 feet or +-7000 meters it is a long way to low but if every one is at the same level than why not? The map should also be a little bigger for the future of this game and 1944 campaign! This to the south and East maybe to Aachen and Paris.

It's a big deal for a few reasons:

- the typical German level bombing altitude in BoB was 21-24 Kft over England with assembly over france at 15 to 18 Kft. 21 - 24 Kft is unavailable for operations in this sim at this time.

- With He-111/Ju-88/Do-17's at 24 Kft - most properly flown Bf-109 escorts would then operate at 25 to 26 Kft in order to have energy and position for intercept.

- Contrails should initiate on aircraft (they don't in this version of software - but they used to in CoD in earlier versions) at about 22,600 feet. In good VFR weather, these contrails should be visible from below at a great distance. This allows the defenders (RAF) to adjust their intercept altitude accordingly, for successful intercept.

The interplay between all this is currently lost in the sim. The vertical dimension of the airspace is limited to 2/3 of actual, combat is compressed at unaturally lower altitudes and relative fighter strengths and weaknessess can not be used or avoided.

In summary, there should be a significant amount of combat occuring above the maximum altitude that any aircraft can obtain (much less operate at) in the sim now.

Hope that make sense as to why it's an issue for me,

Continu0 10-07-2012 05:32 PM

- online: FPS-drops near enemy planes a little bit worse.

TomcatViP 10-07-2012 05:39 PM

Gun, you hve to know that this an issue and it is not in the same time.

The historical problem is concerning... Yeah tht's true.

However, the maj of player don't like to climb and stay on the deck. Compressing the altitude as you said is a way to improve playability and allow dev to stay away frm the mach effects and engine behavior in their FM. The code is simpler, and the player are (or shld be) more satidfied from their experience.

Obviously (if you don't know me) I don't endorse this "trick". But tht's how it goes in the IL2 world. I thought that you'd be interested to know.

This is also why relatives perf from an a/c to an other is more important that true speed/perfs plots.

~S

41Sqn_Banks 10-07-2012 05:39 PM

GamePlay.gpDrawUserLabel doesn't work, see: http://forum.1cpublishing.eu/showthread.php?t=34676

fruitbat 10-07-2012 06:04 PM

Quote:

Originally Posted by TomcatViP (Post 467649)
Gun, you hve to know that this an issue and it is not in the same time.

The historical problem is concerning... Yeah tht's true.

However, the maj of player don't like to climb and stay on the deck. Compressing the altitude as you said is a way to improve playability and allow dev to stay away frm the mach effects and engine behavior in their FM. The code is simpler, and the player are (or shld be) more satidfied from their experience.

Obviously (if you don't know me) I don't endorse this "trick". But tht's how it goes in the IL2 world. I thought that you'd be interested to know.

This is also why relatives perf from an a/c to an other is more important that true speed/perfs plots.

~S

maybe where you fly, but not everywhere, and i can't stress how much i disagree with the idea of compressing the operational altitudes.

BRIGGBOY 10-07-2012 07:20 PM

Quote:

Originally Posted by senseispcc (Post 467640)
Two thing to do if you use sli :
1/ use the same resolution in the game than the optimal resolution of your monitor.
2/ empty the cache directory in the documents/1c/il2 strumovik then launch the game again.
maybe this can help it did for me.

got it to work by deleting cache and turning off vsync.

RickRuski 10-07-2012 09:53 PM

Check this out, it may help.

http://forum.1cpublishing.eu/showthread.php?t=34810

TomcatViP 10-08-2012 08:03 PM

Quote:

Originally Posted by fruitbat (Post 467658)
maybe where you fly, but not everywhere, and i can't stress how much i disagree with the idea of compressing the operational altitudes.


Ahhhh Fruity. You shld hve read me longer ( two lines further ! )...

I fly and fight high. Much better for your heart rate.

nakedsquirrel 10-09-2012 06:25 PM

Still can't fire rear gun when enemy aircraft is nearby in multiplayer.

Qpassa 10-09-2012 07:17 PM

I cant play if I use TS3!!! It freezes or CTD

edit: the bug is with TS3 Overlay Plugin , I've disabled it and it works flawless (Clod)

ramstein 10-09-2012 07:25 PM

Quote:

Originally Posted by Qpassa (Post 468019)
I cant play if I use TS3!!! It freezes or CTD

edit: the bug is with TS3 Overlay Plugin , I've disabled it and it works flawless (Clod)

I had to give up with TS3 plugin, when I do get it working over the years, a patch breaks it, or it only works correctly with some combat flight sims... in any case, TS3 is always getting patched, and you never know when it gets broken.... then fixed.. then broken,, fixed, broken,, etc..etc..

IMHO

ATAG_Doc 10-09-2012 07:41 PM

I always take a risk that something breaks whenever I update TS. Just don't do it.

Red Dragon-DK 10-10-2012 12:26 PM

5 Attachment(s)
Sometimes I got green smoke and dust as showed in the grafik. Its not effect FPS, but looks wrong and cind of odd.

Drivers GeForce 306.23 Driver WHQL

Cheers

335th_GRDedalos 10-10-2012 01:58 PM

Quote:

Originally Posted by Red Dragon-DK (Post 468178)
Sometimes I got green smoke and dust as showed in the grafik. Its not effect FPS, but looks wrong and cind of odd.

Drivers GeForce 306.23 Driver WHQL

Cheers

Same problem here! Same nvidia drivers!

https://lh3.googleusercontent.com/-n...042/ssaoon.jpg

In the pic you can check the use of each card. All max out!

14./JG5_Roman 10-10-2012 05:18 PM

SLI is not working at all for me; same or worse than with one card. Tried defragging steam cache and deleting document/il2/cache files and playing around with all of the SLI rendering modes. These are the results from the new SLI/hotfix patch:

Black Death run with SLI DISABLED:
average fps:57 without any stuttering
GPU usage erratic 35-85%

Black Death with NORMAL SLI render mode:
average fps:55 FPS with small stuttering
GPU usage on card 1 is around 60% and 1-3% for the second card

Black Death with AFR2:
average FPS is 57, explosions seem a bit smoother with higher FPS
GPU usage is anywhere from 20%-50% on both cards

Black Death with AFR1:
average FPS is 49 with unplayable stutters
didn't bother checking GPU usage in this mode.

Using the 306.23 WHQL driver
Also, getting double reticle on start-up

Continu0 10-10-2012 10:22 PM

Distant Planes: Visability & Zoom - Problem
 
I have the following Problem:

Sometimes I see a enemy plane in the 90°-Focus-of-View.
When I zoom into the 30°-Focus-of-View, I can´t see the enemy plane anymore because the plane itself is not zoomed.

So the enemy plane is actually represented by fewer pixels in the 30° view than in the 90° view.

For tracking enemies, it would be important to fix this!

Thank you!

Stublerone 10-11-2012 09:52 AM

Again: The question is, if the afr1 or 2 method is applicable. Statements that I have read says, that in general , as most games use render-to-texture engines with some additional stuff, the afr option is a wrong, non sufficient way and do not apply to most new games. You only do not see it happen in other games, because the engine do not need that much texture load.

I could be wrong as I not have sli by myself, but afr seems simply not a ggood option in newer games. So they have to tweak otherwise with a profile. These options seems to brinf most benefits in older games or older methods of programming.

Correct me, if I am wrong.

senseispcc 10-12-2012 08:06 AM

.
Yesterday in Europe the new Nvidia drivers did arrive and after installation I tried SLI in COD.
The new drivers make a big improvement and quality is there fps are also but stutters are not.
Maybe this is the solution we where wayting for at last!:grin:

Anders_And 10-12-2012 07:43 PM

109 external sound bug (with video proof)
 
In one of the official patches we got the new engine sounds with sound ALOT better than the planes did when they were released in CLOD ver1.0

However in the of the beta patches the 109 got a weird additional sound in EXTERNAL view. It sounds like a lawn mower.
This happens at least on my computer in exactly 50% of times when you go in external view.
I made two clips of what I mean. Its easiest noticed in flyby view!

Clip one is how it supposed to sound when i go on flyby view. Notice the beautiful sound of the DB601 engine and supercharger!
http://www.youtube.com/watch?v=oZzkYED8hMY&feature=plcp

Now this is the sound in external view WITH the lawn mower bug! This occurs EXACTLY in 50% of the times you go in external view! A flying lawn mower!!
http://www.youtube.com/watch?v=yso_Kaf2UMg&feature=plcp

Has this bug been noticed by Luthier and team??!
I have mentioned it here before but since noone seemed to know what I was talking about I had to add these video clips...

Can someone else do the same test and confirm that you also get exactly in 50% of the times??!

Best regards

Anders_And 10-13-2012 11:22 AM

noone else has this bug?

Flanker35M 10-14-2012 11:41 AM

S!

I rarely use outside view so hard to tell. But sometimes sounds do bug out.

mcFly 10-14-2012 12:22 PM

For me the sound of the propeller isn't audible till 2-3k rpm.

Anders_And 10-14-2012 03:39 PM

Can you guys please test and see if you also have it?? 50% of the times the flybys sound ok and the other 50% is sounds like a lawn mower

CH_RoadDogg 10-14-2012 03:58 PM

I was flying a single player mission in a 109 Shooting down Blens when I got a sound bug the machine gun sound seemed to get stuck on when I stopped firing the shooting sound continued on continuously and shaking plane until I despawned.

Anders_And 10-14-2012 04:12 PM

Grass is loading in patches! Very annoying. Take a look at the video below!

http://www.youtube.com/watch?v=evYNO...ature=youtu.be

SlipBall 10-14-2012 04:25 PM

Latest RC

http://i51.photobucket.com/albums/f3...013_190453.jpg

Nephris 10-14-2012 04:39 PM

FMB:
The "Free Hunt" waypoint is useless, measn has no function anymore and of same meaning as "Normal Flight".
The task attack of "attack fighter/bomber" last just 90 sec after it no AI in any mode is willing to keep staying aggressive.

I doubt it will be a fix issue of interests b4 BoM, but at least it should have been noted several time .... at least for the protocoll.

Troll2k 10-14-2012 04:40 PM

I posted this in another thread.Grass above me.

http://forum.1cpublishing.eu/showthread.php?t=34937

jamesdietz 10-14-2012 05:38 PM

Possibly already mentioned - My trim wheel on Bf-109 no longer works visually ( it doesn't appear to turn,) but trim is definately effected by hitting it with curser.Problem :user has no idea how much the trim has been affectes ,except by hit or miss method.

Alan Grey 10-14-2012 05:49 PM

Bug RC2
 
Bug RC2

http://ento-brouci.ic.cz/il2/Screenshot19767.jpg

http://ento-brouci.ic.cz/il2/Screenshot20899.jpg

http://ento-brouci.ic.cz/il2/Screenshot25744.jpg

http://ento-brouci.ic.cz/il2/Screenshot25784.jpg

Smilinjack 10-14-2012 06:12 PM

May have been reported elsewhere..
On ground start, the mixture control does not work, either clicking in cockpit or key entry.
I tried Hurricanes (DB and Roto).
I recall this was reported for RC1.

ATAG_Bliss 10-14-2012 06:31 PM

This is actually how it's supposed to work. Move your throttle forward and you unlock mixture control only up to your throttle setting. So try moving the throttle to max position without the engine running and your mixture should work fine.

rslot 10-14-2012 07:09 PM

Re Mixture
 
I can confirm that RC2 seems to have fixed it and it now works as i understand it should for British planes. Lever fully back is rich and you can't move it forward without the throttle being pushed pretty much fully forward.
It makes sense and is logical.
I have tested Hurris, Spits and Blen and all seem to be OK now with both cockpit and key mapping.
The readme in the RC2 post confirms the fix.
(With previous RC1 and HF, I experienced the same as Smilinjack in that i couldn't click in cockpit etc.)
Looks like 1c have successfully answered our plea on this as from memory the mixture function was originally the wrong way round!
This is now one bit i am now happy with.

IvanK 10-14-2012 07:55 PM

Quote:

Originally Posted by Smilinjack (Post 469473)
May have been reported elsewhere..
On ground start, the mixture control does not work, either clicking in cockpit or key entry.
I tried Hurricanes (DB and Roto).
I recall this was reported for RC1.

Mixture lever is held back in the AUTO RICH position by the throttle at idle. This is a mechanical link and is Historically correct.

KG26_Alpha 10-14-2012 09:14 PM

Smaller ships still need fixing too low in the water
 
1 Attachment(s)
Tankers are ok

All small craft up to and including fishing boats are still under water.

klem 10-15-2012 12:29 PM

Merlin Engines not operating properly. At various heights, RPMs and Boost settings the engine will run rough and power drops right off.

I tried to test the Spitfire MkIa/100 octane for max speed at altitudes but at the first spot check for higher altitudes (10k and 20k) I was unable to achieve any kind of speed at 3000rpm/6.25lbs (or with BCO off at 10k) due to rough running. They were ok at 1k and 2k.

Please investigate/test and fix the Merlin Engined aircraft. Many more reports in the RC2 release thread, startng here but there are many more on the pages after that:
http://forum.1cpublishing.eu/showthr...t=34902&page=7

Blacksix the RC2 release candidate thread contains many bug reports not listed in this thread.

GF_Mastiff 10-15-2012 02:38 PM

109 E3s ramming spit-fires and not blowing up but just flying away....

phoenix1963 10-15-2012 04:18 PM

Blenheim engine and friction
 
On cold startup, the Blenheim engines run at about -0.5 lbs boost, surely far too high a pressure for an idling engine.
Coupled with reduced ground friction, the aircraft moves unrealistically.

56RAF_phoenix

1337Avi80R 10-15-2012 04:39 PM

I have noticed this, too. Sometimes the 109 would sound like the one in your video.

5./JG27.Farber 10-15-2012 06:38 PM

Z offset working online with statics but not Artillery.

Ailantd 10-15-2012 06:39 PM

I would kike to note a minor "bug" with the restored cloud shadows. Now when you are completely under a cloud there is still a visible hard shadow inside the cockpit, toned down, but still there clearly visible. That feels like you are still under the sun in some way. I hope in the final version hard shadows can be completely toned down till not visible at all when under complete cloud shadow. I hope as well hard shadows dissapear completely when in BOM you fly under a complete overcast cover.

Catseye 10-15-2012 06:42 PM

Blenheims - idle too high?
Blenheims start to move immediately the engines are started up.
Blenheims will not slow down to proper landing speed - approach stays high about 100 - 110 mph. Wheels down, flaps down full, pitch fine, engine throttle cut.

Hans 10-15-2012 08:29 PM

Blenheim bugs
 
1) The Blenheim still won't not load any bombs online until the loadout is saved as default. Just clicking "ok" gives you an empty bomb bay. 2) The only way to slow down and land the Blennie is to shut down the engines on final and glide to touchdown.

GF_Mastiff 10-15-2012 11:41 PM

LOD with-in 600m to 1000m is still wonky.

The single player customization for load outs and skins is not working.

and no skins for the SpitMkIa_100_Oct available in custom load outs or single player.

Single player fuel pressure light is on at air start, and stays on. spitfireIa_100_oct.

Bobb4 10-16-2012 05:59 AM

This just annoys me! It is not a bug; it is just plain lazy programing.
The Fiat g.50 cannot turn off its engine on landing. Moreover, I am guessing the Fiat br.20 suffers the same problem.
How hard would it be to make this work? Maybe two or three lines of code at best.
This has been a problem since day one and for it to have never been fixed is an insult to Italians everywhere. Do the developers automatically assume anyone taking an Italian plane will never need to land and turn their engines off?
Seriously as this is the final release patch before all work is switched to BoM can this tiny yet insulting glitch be fixed?
Italians have the right to complete a mission and be able to sit in their cockpits, turn off their engines and cheer their aerial prowess.
Don't do it for me, do it for Italians everywhere
:)

klem 10-16-2012 06:59 AM

Merlin rough running
 
Ref my earlier post BuzzSaw has posted this excellent report:
http://forum.1cpublishing.eu/showpos...7&postcount=12

GF_Mastiff 10-16-2012 09:14 AM

found a weird one, When flying over the tops of clouds the cockpit gets a shadow response.

Ze-Jamz 10-16-2012 11:45 AM

So what's happened to the E4 then? Overheating seems really easy to do now and has changed massively in this latest RC, max throttle auto pitch and half rad open blows engine when doing a steady shallow climb to 3k with no WEP used...doubt it

Back to being very twitchy again too....

GF_Mastiff 10-16-2012 12:00 PM

Single player Free-flight fuel cock lever stuck on can not turn it off. Spit Ia 100OCT.

David198502 10-16-2012 12:08 PM

Quote:

Originally Posted by Ze-Jamz (Post 469913)
So what's happened to the E4 then? Overheating seems really easy to do now and has changed massively in this latest RC, max throttle auto pitch and half rad open blows engine when doing a steady shallow climb to 3k with no WEP used...doubt it

Back to being very twitchy again too....

yeah true,.....interesting is, that the oil temps are different in the different E versions...E1 and E3 are at a steady 60° while the E4 stays at 80° with the same settings...

Ze-Jamz 10-16-2012 12:24 PM

Quote:

Originally Posted by David198502 (Post 469920)
yeah true,.....interesting is, that the oil temps are different in the different E versions...E1 and E3 are at a steady 60° while the E4 stays at 80° with the same settings...

Has no one else noticed these issues? Enough people fly it

David198502 10-16-2012 12:24 PM

B-Beobachtung ammuntion still lacks explosvie effects, and ignition on surfaces doesnt give any credit of damage except you are lucky and set the plane on fire, which is almost impossible to achieve on a spit...

David198502 10-16-2012 12:25 PM

Quote:

Originally Posted by Ze-Jamz (Post 469924)
Has no one else noticed these issues? Enough people fly it

dont know mate...we noticed it pretty quickly...the question now is, whether its a bug of the gauges, or if indeed different temperatures are rendered ingame.

Ze-Jamz 10-16-2012 01:17 PM

Quote:

Originally Posted by David198502 (Post 469925)
B-Beobachtung ammuntion still lacks explosvie effects, and ignition on surfaces doesnt give any credit of damage except you are lucky and set the plane on fire, which is almost impossible to achieve on a spit...

Haven't checked Beo's yet....pretty sad if it still has no effect in MP, seems like all the love has gone towards red while we now have overheating issues and non working ammo..

David..stability? How you seeing that? To me it seems very twitchy especially at low near stall speeds...ie stall fighting has taken a step backwards now in the 109?

Winger 10-16-2012 02:06 PM

Quote:

Originally Posted by Ze-Jamz (Post 469913)
So what's happened to the E4 then? Overheating seems really easy to do now and has changed massively in this latest RC, max throttle auto pitch and half rad open blows engine when doing a steady shallow climb to 3k with no WEP used...doubt it

Back to being very twitchy again too....

Really? Not for me. Oilradi 50% and water one circle back and everything runs fine under almost all circumstances.

Quote:

Originally Posted by Ze-Jamz (Post 469913)
...seems like all the love has gone towards red...

+1 on that one. But there are simply more red crying around all the time. And in consequence they get all toys they can even imagine (100 oct, better performance, etc. etc. etc.)



Winger


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