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IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games.

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  #81  
Old 04-15-2011, 09:22 AM
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bongodriver bongodriver is offline
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Quote:
Why is there grass on concrete runways?
I wondered the same, maybe they are meant to be PSP, I know Manston was covered in the stuff, you can still find patches of it at the airfield.
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  #82  
Old 04-15-2011, 09:36 AM
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squidgyb squidgyb is offline
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There seem to be some problems with the FM/DM regarding thrust from the engine/prop still being generated when either the prop or engine are damaged - I've had a hurricane lose half a prop blade so that the prop was spinning slowly in the breeze, but the engine was still running, responded to throttle and even generated enough thrust to keep me in the air. There appeared to be no other damage to the plane, but the broken prop did appear to be affecting the FM as there was a lot of buffeting and it felt like there was a lot of drag coming from the broken prop.
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  #83  
Old 04-15-2011, 10:11 AM
Ataros Ataros is offline
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Dedi server crashes every 30-40 minutes no matter what hardware it runs on. See any topic in CoD Multiplayer section for details.
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  #84  
Old 04-15-2011, 11:38 AM
gutibulldog31 gutibulldog31 is offline
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Default Still freezes at 95%

Hi,
I followed the cliffs of dover faq posted here http://forum.1cpublishing.eu/showthread.php?t=19819 and my game still still freezes at 95%.

I took off grass and forest and tried many different setting from low to medium, I also deleted my renders in documents\1C SoftClub\il-2 sturmovik cliffs of dover\cache\shaders folder with no success.

I installed the latest nvidia drivers 270.51 and it doesn´t solve it.
My specs:
dual core E5800 @ 4.0 ghz
4Gb ddr2 @1066 Prime stable 24/24
Win xp xp3 (fresh install)
Gtx 285
Hd old good raptor 74 gb 10000rpm

Prior to any patch I was able to play (toggling off grass) but now it´s a no no.
I´m trying to be constructive but this is getting me mad...
Any suggestions/ideas?
Does anybody encounters this?
Thx for your help
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  #85  
Old 04-15-2011, 03:08 PM
scrope scrope is offline
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Quote:
Originally Posted by bongodriver View Post
I wondered the same, maybe they are meant to be PSP, I know Manston was covered in the stuff, you can still find patches of it at the airfield.
Don't you chaps know ther'es a war on? could'nt get the weed killer don't you know.
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  #86  
Old 04-16-2011, 06:03 PM
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squidgyb squidgyb is offline
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I'd like to suggest that the controller axes might need looking at - I can't really confirm whether the engine takes a higher polling rate and actually delivers that to the controls in flight, but from the look of the in game graphics, and on the "Output" demonstration of the axes in the control options page, it looks like the polling rate is very low.

I suspect this might be to help with performance on lower end machines, or that there's some kind of smoothing algorithm in play - in any case, you can demonstrate it by just moving your controller and looking at the output response or the cockpit controls in game. It shows quite drastically in the controls page when you abruptly change the direction of movement on a controller.

Can we have sliders for polling rate? Or maybe even the option of switching off the smoothing/capture algorithm entirely and mapping the directx axis directly to the game engine? I say this because a lot (if not all) of the high end HOTAS units available on the market have their own response curve configuration software - it would be beneficial if we at least had the option to switch it off or improve the polling rate.

Thanks guys.

e; nearly forgot - as an aside - what with the trees not having damage boxes - neither do a lot of structures; cranes on the Dover docks, the Radar arrays nearby.

Also, the 3D bomb crater models appear to be in front of buildings they should be behind, if you get my meaning. Like if you had a crater the other side of a house/building - out of your line of sight - the crater appears superimposed on the building.

But seriously - the last patch, the details in game, this is amazing work. Loving every minute - even trying to explain to friends why a game that initially appears so broken has so, so, so many amazing positives. It really is like chipping away at a lump of rock, slowly revealing the diamond stuck inside.

Last edited by squidgyb; 04-16-2011 at 06:08 PM.
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  #87  
Old 04-16-2011, 07:11 PM
smink1701 smink1701 is offline
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-Planes want to roll to left or right and aileron trim doesn’t seem to work.

-A great many of the controls seem to be missing like speed bar, toggle views, in-game fps toggle

-Way too much shake when firing guns in 109

-Need an option to create quick missions like in IL2

-Trim wheels in the brit planes don’t seem to be modeled to rotate the way they do in the 109

-Need an easy start/stop engine key like IL2
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  #88  
Old 04-16-2011, 11:10 PM
Devastat Devastat is offline
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Default BUG: Buildings look like big squares

After installing the latest Beta patch, lots of the buildings above the London looks like big squares, like "lego" blocks. It IS very obvious and as you approach them they will pop up like normal buildings. Sometimes even the building just below you will look like big squares.

My Graphics Card is Radeon 6970. Processor i7 920 3ghz and 12GB memory. I have attached a picture of this problem in this thread.
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File Type: jpg shot_.jpg (354.0 KB, 20 views)
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  #89  
Old 04-16-2011, 11:26 PM
smink1701 smink1701 is offline
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Would like to be able to vector to air base like IL2
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  #90  
Old 04-18-2011, 08:46 AM
sg1221 sg1221 is offline
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Quote:
Originally Posted by squidgyb View Post
I'd like to suggest that the controller axes might need looking at - I can't really confirm whether the engine takes a higher polling rate and actually delivers that to the controls in flight, but from the look of the in game graphics, and on the "Output" demonstration of the axes in the control options page, it looks like the polling rate is very low.

I suspect this might be to help with performance on lower end machines, or that there's some kind of smoothing algorithm in play - in any case, you can demonstrate it by just moving your controller and looking at the output response or the cockpit controls in game. It shows quite drastically in the controls page when you abruptly change the direction of movement on a controller.

Can we have sliders for polling rate? Or maybe even the option of switching off the smoothing/capture algorithm entirely and mapping the directx axis directly to the game engine? I say this because a lot (if not all) of the high end HOTAS units available on the market have their own response curve configuration software - it would be beneficial if we at least had the option to switch it off or improve the polling rate.

Thanks guys.

e; nearly forgot - as an aside - what with the trees not having damage boxes - neither do a lot of structures; cranes on the Dover docks, the Radar arrays nearby.

Also, the 3D bomb crater models appear to be in front of buildings they should be behind, if you get my meaning. Like if you had a crater the other side of a house/building - out of your line of sight - the crater appears superimposed on the building.

But seriously - the last patch, the details in game, this is amazing work. Loving every minute - even trying to explain to friends why a game that initially appears so broken has so, so, so many amazing positives. It really is like chipping away at a lump of rock, slowly revealing the diamond stuck inside.

+1
The controller responses just don't look right in the response curve page.

sg
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