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Old 08-08-2013, 05:56 PM
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FC99 FC99 is offline
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Quote:
Originally Posted by Vendigo View Post
While trying out the new “taxiing” feature I have come up with an annoying bug

In that mission you just roll out of the hangar and taxi all the way along the yellow line to the intended take off position where you take off, retract flaps and gear and then turn the autopilot on – and the autopilot will ignore the flight waypoints, it always flies back to the field where it starts flying in circles at almost zero altitude as the player’s aircraft appears still attached to taxi waypoints.
We will do something about it in next patch.

Quote:
Originally Posted by II/JG54_Emil View Post
Looks like all ask subs with the ending _surf(see mission file) can't launch torpedos.
Shuka and TypII are launching torpedoes.
All others dont.
It is not as simple as I hoped, this will require some changes in 3d model but chances are that we will enable torpedoes for surfaced submarines too in next patch.

Quote:
Originally Posted by Monty_Thrud View Post
Main bug for me so far is the take off bug...

In a mission i built on the Burma map at Imphal airfield, 3 flights of 4 Blenheims in Line take off formation, bombing supply dumps, of the 12 A/C between 2 to 4 A/C crash just after take off, engine speed drops whilst climbing and plummets into the ground, sometimes they recover, most times they don't. I've tried different skill levels of the pilots from average to veteran, no difference.
Post the mission, please.

Quote:
Originally Posted by JG27_PapaFly View Post
There are two things I don't like about it:

1) The impact explosion puffs when hitting other planes with 20mm/30mm guns (only tested with MG151, MG/FF and MK10 are gone. Now one hardly notices the impacts. Guncam footage from the era shows very visible explosions/flashes. Impact explosions were perfectly fine in 4.11 and previous versions.

2) The FW190 D9 models now overrev even more easily than in 4.11 while on AUTO pitch. This leads to a dead engine without warning. Don't you guys think it's BS to have the one plane overrev that had automatic prop pitch control inbuilt from the very beginning, while one can dive essentially any other plane in game at full throttle and 100% prop pitch without killing the engine? Please have a look at that.
1-Explosion puffs are still there as far as I can see but they are less visible than before.
2. AFAIK nothing has changed and automatic control doesn't equal foolproof control.

Quote:
Originally Posted by Tolwyn View Post
I'm not a fan of the padlock automatically sending AI. I think the Bandits command is enough. Sometimes I want to padlock something WITHOUT my flight immediately engaging.
Can this duplication be removed?
Yes.

Quote:
Originally Posted by Tolwyn View Post
I'm coop testing. And something is really messed up with this patch and COOP gameplay.

Including waypoint re-writing, escort stuff, AI Bomber engine start/taxiing, etc.
This is goofed up a bit!

Here's the COOP mission (server should take the BIS, otherwise, just server take #2 and your buddy take #1 of the russian bombers). Humans take 1 and 2 russian bomber. Have AI as #3. YOU GUYS try to get #3 to start its engine. Good luck with that.
From 411 Readme:
Quote:
Stationary plane spawning

This features enables the usage of stationary planes as human player spawn points in all mission types. AI planes are supported only in single player mission, but the positioning of AI planes is critical since they do not know how to taxi to runway. They will just simply take off to the direction they spawn. Feature always requires additional editing of old missions, so it is not automatically enabled to old missions.
I don't think that is changed in 4.12 so if you want to have mixed flight than you can't use spawning from stationary plane. In your mission you don't really need spawning from stationary planes. You can set flight to start taxiing from the parking space and set spacing parameter in FMB. You will get planes spawned in line to the left or right of the leader (-spacing=left).
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