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#221
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I've had the same issue in the Hawk 75 Campaign.
Radio directions do not match course at all.
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![]() Personally speaking, the P-40 could contend on an equal footing with all the types of Messerschmitts, almost to the end of 1943. ~Nikolay Gerasimovitch Golodnikov |
#222
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On several occasions when firing at right hand engine on Beaufort II, the undercarriage will fall away leaving the covers in closed position.
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#223
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#224
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I've spent a good two hours figuring out the following bug(that's existed since the introduction of beacons in 4.10 AFAIK):
When a carrier with a YE(Hayrake) beacon(USS Carrier Generic, etc..) is added to a mission, any player aircraft on that team without an appropriate receiver("Only USN, USAF, RN and RAAF planes carry ZB receivers") can no longer jump from "beacon: None" to the last beacon in the list. I.E. wraparound scrolling is broken, but only in reverse. When going down the list using the "beacon next" key, it simply skips over the YE beacon to "Beacon: None". When using the "beacon previous" key, it's still possible to go back in the list after using "beacon next", but it gets stuck on "Beacon: None" when you reach the start instead of going through the list in reverse order. |
#225
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The P40-M now has mixture control, where you can set the mixture at 100% or 120% However, switching it to 120% even at sea level stalls the engine. Is this a bug?
Other US planes with mixture control like the F4U can fly with 120% mixture to an altitude of a couple hundred metres or so, so can Zeros, Soviet planes usually reach 1500m at 120% mixture before their engines start to smoke. |
#226
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Bug, fix ready for 4.12.1
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#227
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Would be nice if we could get the rest of the mixture stands from 0 to 99% too for the P40 as well as other planes.
Maybe in a future update? ~S~ |
#228
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Guys, I have found a bug by casual testing the QMB.
I have set a 4 x 4 planes on my side, some Vals, Zeros, Ki-21 and some more Vals with the mission to attack something above the waves. The initial attack was absolutly bugfree, but after I have ordered the whole bunch of planes to return to base. The wired things started. The Zeros were landbased types and the Ki-21 was never planed to be carrier capable. So they start to land their bellys on the deck of the japanese carriers that were floating around. The Zeros had no problem to land without the Tailhook, all was fine and they disapeared as they should. The Ki-21 landed also save on the decks and disapeared, only one broke his neck as the plane hit the deck a bit harder than the others did. But also the result was satisfing. Now the Vals, the carrier plane of this mixed flight. Had serious problems to keep the gear on the deck of the carriers after landing, they all start to roll of the deck to the right side and explode. Just slip to the right. There is a bug with the Val, havent tested it with other planes but I would like to share it with you guys. Maybe leave the "choks" activated after landing or dont let the planes slip from the deck?! |
#229
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1.)
On any 2 engine airplane with auto/manual prop pitch, deselecting one engine and switching to manual prop pitch also switches the other engine (this in itself is correct? a limitation of il2?), but enabling auto pitch again only affects the current selected engine, so the unselected engine could quickly become unusable , pretty bad when one engine is damaged , you put it in lower power and control the other one , then switching to manual prop pitch then auto again will most likely kill it. Planes affected: only bf110 and bf109z come to mind (I lost all overview) 2.) There still seems to be an issue with using the autopilot for your own plane and AI airplanes (I reported this 2002 directly to oleg and he blamed dinput, but now so many parts of my system have changed , nothing is the same , only the bug!), so maybe someone from AI coding can finally look at this: Create a quick mission with maximum number of airplanes, preferably ones that will drop flaps while turn and burning (some bf109 and or yaks will do), now enable autopilot for one second, after disabling it , drop flaps 1 notch (combat), try not to get shot , simply fly some manoeuvres around all the AI and let them fight. At some point you will notice that your plane will probably yank around (while pulling a constant turn) and/or you flaps will retract automagically (no , not f4f style ![]() ![]() I suspect some commands override your own control , this happens only if there are many AI , or the effect is more pronounced / more frequent, it maybe happen synchronously while another plane retracts flaps, but I couldn't be exactly sure watching the tracks. This also happens when using the black screen skip autopilot 1 time in campaign with many AI planes in the mission as it uses autopilot and time compression. (track shows simple pre combat , I enable/disable the autopilot and drop flaps 1 notch , as soon as AI call out enemy planes they retract, no axis mapping for flaps and no hud message for retracted flaps!) |
#230
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Can't find it via search but the Super 2 setting actually gives you better Power in both the Corsair and Hellcat at low alts.
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