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  #381  
Old 08-31-2013, 09:14 AM
SPAD-1949 SPAD-1949 is offline
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I dont know it was mentioned allready
If I create a Mission with the new taxi to start option and want to collect the flight before liftoff, I just set a final "taxi to start" point some 40 or 50m in front of the taxiway inlet on the runway and one last start-> normal point on the End of the runway.
I set a delay of one or more minutes for either the last taxi to start ot the start normal waypoint, but it does not work.
If the lead Aircraft is not the player, it enters the runway advances towards the last taxi to start waypoint and immediately rev up to start.
Only if the player is in the lead it works.

Any workaround or still a bug?
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  #382  
Old 08-31-2013, 04:22 PM
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Aviar Aviar is offline
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Quote:
Originally Posted by SPAD-1949 View Post
I dont know it was mentioned allready
If I create a Mission with the new taxi to start option and want to collect the flight before liftoff, I just set a final "taxi to start" point some 40 or 50m in front of the taxiway inlet on the runway and one last start-> normal point on the End of the runway.
I set a delay of one or more minutes for either the last taxi to start ot the start normal waypoint, but it does not work.
If the lead Aircraft is not the player, it enters the runway advances towards the last taxi to start waypoint and immediately rev up to start.
Only if the player is in the lead it works.

Any workaround or still a bug?
I did post about the Delay option in the Taxi waypoints here:

http://forum.1cpublishing.eu/showthr...t=40272&page=2

I did not get any official answer but I have a feeling that the Delay setting only applies to the first waypoint.

Aviar
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  #383  
Old 09-01-2013, 07:56 PM
KG26_Alpha KG26_Alpha is offline
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Quote:
Originally Posted by Vendigo View Post
What happened to Kates? This mission worked perfectly under 4.11 but after I installed 4.12.1 Kates just won't lose altitude before attack ignoring the waipoints' altitudes!
Can anyone check this and tell me what's wrong this time, thanks
I bought the way points lower and out further but it looks like the AI routine has been changed or affected as the Kates with torps use a shallow dive bomb pattern for some reason instead of as in v4.11 they torpedoed correctly, it could be the new terrain anti collision AI as the Kates torping ships on open water works perfectly ok

AI might need tweaking.

Last edited by KG26_Alpha; 09-01-2013 at 08:23 PM.
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  #384  
Old 09-02-2013, 11:52 AM
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Vendigo Vendigo is offline
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Quote:
Originally Posted by KG26_Alpha View Post
it looks like the AI routine has been changed or affected as the Kates with torps use a shallow dive bomb pattern for some reason instead of as in v4.11 they torpedoed correctly, it could be the new terrain anti collision AI as the Kates torping ships on open water works perfectly ok
AI might need tweaking.
Thank you for the comment on the issue that worries me so much.
4.12 Readme mentioned some "improvements" of B5N2 flight model, so I think it indeed could be that DT added anti terrain collision pattern that now prevents Kates from flying low when attacking Pear Harbour.
I put much effort into building Pearl Harbour attack missions (2 waves) with historical approach routes for Japanese planes, but now the Kates with torps are unable to fly correctly.
I hope that will be fixed in future patches!
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  #385  
Old 09-02-2013, 12:56 PM
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FC99 FC99 is offline
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Quote:
Originally Posted by Vendigo View Post
Thank you for the comment on the issue that worries me so much.
4.12 Readme mentioned some "improvements" of B5N2 flight model, so I think it indeed could be that DT added anti terrain collision pattern that now prevents Kates from flying low when attacking Pear Harbour.
I put much effort into building Pearl Harbour attack missions (2 waves) with historical approach routes for Japanese planes, but now the Kates with torps are unable to fly correctly.
I hope that will be fixed in future patches!
I took a look at it and my first impression is that something is wrong with B5N2 FM, if I use some other torpedo bombers they follow WP correctly but for some reason B5N2 refuse to lose alt when flown by AI. We will do something about it for next patch.
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  #386  
Old 09-02-2013, 01:00 PM
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Vendigo Vendigo is offline
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Originally Posted by FC99 View Post
We will do something about it for next patch.
Great news! Already looking forward to it!
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  #387  
Old 09-03-2013, 10:32 AM
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Ki-43-II and Ki-43-II Kai Navlight bug:



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  #388  
Old 09-08-2013, 04:54 PM
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Some of the Spitfairy mirrors don't block the sun. The bug appears with all Spits that have either rectangular mirrors (F Vb, 1941 and many others) or small circular mirrors (basically F IXc, 1942 and newer). The sun simply shines through the mirror.

Spits that have a big circular mirror (LF VIII and Seafairies) work normally, so that's why I don't suspect it's some weird 3d card issue.
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  #389  
Old 09-10-2013, 04:29 PM
Ventura Ventura is offline
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On the Italy Online map the closest airfield North of the town of Limone has a tree group directly in the path of the NE taxiway.

Also, on the Solomons map (July 1943) the SE airfield on Kolombangara has a treeline (horizontal layers) on the north section of the runway that (AI) Ki-43s on a landing glideslope, seem to consistantly hit/crash. EDIT: tried it with 3 types of Ki-43, 3 type of A6Ms, tail and head wind(3-4km) same result. Aircraft on approach get waved off and then when almost empty of fuel, force land trying to crest the trees but then dropping into trees while attempting to touch down on airfield strip 'mark'. Guess it's seaside approach only.

Last edited by Ventura; 09-10-2013 at 05:48 PM. Reason: further testing Solomons map (7/43)
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  #390  
Old 09-11-2013, 03:37 AM
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Was it possoble to lock the tailwheel from the cockpit in the real-life Hurricane? The reason I'm asking is because the command does not work for any Hurricane model in 4.12.1.

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