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#81
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Said mission will 'load to 100%' when playing it, but the Briefing/Fly screen never appears. The previous screen (the one with the 'load' button on it) stays current. Assigning the unit in the FMB in a new mission, to a flight is quite possible, but if you save that mission, you cannot reload it (map may appear, but the 'Stand by: Mission Loading' message will be shown endlessly, pressing the x right top will close that message, but mission does not get loaded at all.)
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![]() Last edited by FoolTrottel; 12-25-2010 at 04:42 PM. |
#82
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The BK 3.7 on the BF110 fires in an angle downwards, both AI and me can't hit anything with it. In 4.09 there's no problem.
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#83
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G- INDICATOR on the invisible cockpit not working. I took a 109 to 10,000 and dived to the ground, made a track, while diving, the G's by speed bar came on, when reviewing track with the invisible cockpit the circle with the0.0, G indicator did not work, remain 0.0
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#84
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Classical skip bombing seems to be a no go now with 4.10.
If the bomb touches with its side the water and then hits its target, the effect is like you never released a bomb. Tried it using various loadouts using the G4M1 and even though ever single bomb hit its target, not one exploded. Only on dive attacks did the bombs explode. |
#85
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Yes, confirmed. Damned typo in the definition file. ![]() |
#86
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FMB won't save the mission if you have over 72 planes flying on the same side
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#87
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Hello,
In french localized version, the prop pitch display is wrong. I get "Pas dhelice {0}%" whatever the real value is. With locale=en, the value for prop pitch is correctly displayed. Happy Christmas. |
#88
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During your skip bombing, did your bomb fall for about 2 seconds before it hit the water?
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#89
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As normally on the real ones the casing had nothing to do with the fuse. |
#90
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-------------------- Bomb Fusing Real life bombs have generally an electrical or mechanical time fuse to avoid premature explosion in case of mishap (e.g. a bomb detaching from the aircraft while still on the runway, or a bomb hitting the bomb rack due to turbulence). This has been implemented in IL-2, so that bombs now have a 2 seconds time fusing. If the bomb hits the target before that time, the fuse does not activate and the bomb does not explode. This means that in level flight bomb must be dropped from a minimum altitude of about 25 meters to explode. If the bomb is dropped in a dive the altitude must be proportionally greater.This also applies to skip bombing: the bomb must be dropped from at least 25m and must not hit the ship before 2 seconds. -------------------- You are correct in that the 'classical' (4.09m) skip bombing is no more. However, I tried the new version and skip-bombing is still possible. You will simply need to adjust to the new parameters. Generally speaking, release the bombs above 50m and at an earlier point than in the past. It's harder, but in a strange way seems more realistic in the actual implementation. *Note: Where it states "If the bomb hits the target before that time (2 seconds), the fuse does not activate and the bomb does not explode"...be aware that '...hits the target...' actually pertains to the initial contact with the ground or water, and may not be the actual 'target' (for instance, a ship, if you are skip-bombing). So, if you are skip bombing a ship, the bombs must fall all least 2 seconds before they make contact with the water. If not, they will not arm. Aviar
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Intel i7-4790 4-Core @3.60GHz Asus Z97-C Motherboard 16GB DDR-3 1600 SDRAM @800 MHz NVIDIA GTX 760 - 2GB Creative SB ZX SBX Logitech X-530 5.1 Speakers 27" AOC LED - 2752 Logitech G15 Gaming Keyboard CH FighterStick-Pro Throttle-Pro Pedals Logitech G13 Gameboard GoFlight GF-T8 Module WIN 8.1 Last edited by Aviar; 12-25-2010 at 07:41 PM. |
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