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  #491  
Old 01-05-2011, 08:51 AM
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TheGrunch TheGrunch is offline
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Quote:
Originally Posted by Wutz View Post
You forgot the British counterpart:

We certainly received some strange aircraft via lend-lease.

Has anyone else experienced frankly dreadful performance of the Me-262A-1a with the R4M rockets loaded? I couldn't get it to climb above 25,000ft with the rocket loadout. I don't know whether it's a 4.10 issue or not but I still thought it was strange how much they affected performance.
  #492  
Old 01-05-2011, 09:01 AM
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Azimech Azimech is offline
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Quote:
Originally Posted by Pavloun View Post
Hello,

Many thanks for the great improvements of 4.10, TD. You`re moving the game a great way closer to the reality.

I noticed night enviroment had been reworked as I flew the ILS test mission few times. Now night is much darker then before 4.10, but it seems to be achieveded by overall reduction of brightness.
1.
As it was mentioned in a post before, nav-lights and runway lights are very difficult to see in distance of just few kilometers during darkness, much harder then during daylight. Especially when using wide FOV.
Even though it should be the opposit, during clear night you can see aircraft nav-lighys in 20 km at least, landing lights or runway approach lights even more (just quick estimate).
2.
Cockpit instruments are VERY dim and hard to read even if lit during night.
3.
On-screen messages (throttle, flaps, etc.) tend to blind you with their brightness when the rest of the environment and cockpit is dark.
4.
Even though night is really dark and clear, stars are hard to see.

And the last and maybe least important.
I`d like to ask if B-25 could have woking landing lights.

Sorry for my English
I agree on this one, I request an increase of viewable distance for Light Emitting Objects like fires, search lights, runway lights, but also smoke, independent of viewable distance of objects like buildings. The searchlights reflecting in the clouds are a nice feature, Imagine large fires doing that.
I remember a game called "Driver" where you would race around town, and you spotted cars in the distance approaching you, then at a distance of less than 200 meters suddenly the headlights faded on. Always hated that.

Another curious detail was when flying high alt and passing a bomber, that after reaching a certain distance between myself and the bomber, the condensation stripes disappeared totally as they were switched off by the program. It eats less cpu cycles, that's true, but I wish it could be different.

I have no problem reading my instruments at night. But some planes did have a knob to regulate the power of the UV light. I can imagine such a thing too complex and too much work to be implemented.

Landing lights are a tricky thing though. At one point I scrambled while runway lights and landing lights switched on. My AC started rolling but because the landing light is a fixed texture, didn't see the runway surface change. I became disoriented because I thought my brakes were on, and drove off the runway. My fault, I scramble without them now, they're called LANDING lights anyway.

Something else: I request a feature if not already done so: In loadout options of you AC, let people fix their own standard trimming options for every flight and every type like pilots did on the ground. Let them figure out their preferences through trial and error. Don't make an option for saving preferences, let them write them down (it's only three small variables anyway). If you want the trim discussion to stop, this is your ticket
  #493  
Old 01-05-2011, 09:07 AM
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TheGrunch TheGrunch is offline
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The main thing that I would say about the landing lights on the actual aircraft is that they don't really seem to actually light anything up except the side of your aircraft, making them utterly pointless. There's currently not much use for them even in pitch darkness other than to make your position very obvious. You can see this simply by sitting on the runway in darkness and turning on the landing lights. No visible effect on the lighting of the terrain can be seen. Not really an issue in pre 4.10 versions, but now that we have real dark nights it would be nice to have lights that actually light up terrain.

Last edited by TheGrunch; 01-05-2011 at 10:49 AM.
  #494  
Old 01-05-2011, 10:16 AM
PE_Tigar PE_Tigar is offline
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My last 2 cents on landing lights - they do have some effect in Il-2, but much smaller than in RL. In real airplanes landing without a working landing light in the night is considered an emergency procedure, and in anything faster and less sturdy then a small piston airplane it is very tricky (unless you have radar altimeter, that can be useful). Frankly, in B-25 mission I practiced over and over, the bigger problem were the invisible runway lights. You do need some visibility even for precision approaches nowadays, CAT I (which is basically what we have for B-25s) calls for 200 feet vertical and 550m RVR/800m visibility. Though if I had an option to either risk it and follow an imperfect GS all the way to the ground, or ditch in the South Pacific, I would take my chances with the approach .

Also, I can't remember anyone answering the questions I had in the beginning - what is the glideslope angle used and how far from the runway I need to be for the "tower" to activate the runway lights (and if this value can somehow be changed by mission builders)?
  #495  
Old 01-05-2011, 11:37 AM
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Tempest123 Tempest123 is offline
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Quote:
Originally Posted by Azimech View Post
I agree on this one, I request an increase of viewable distance for Light Emitting Objects like fires, search lights, runway lights, but also smoke, independent of viewable distance of objects like buildings. The searchlights reflecting in the clouds are a nice feature, Imagine large fires doing that.
I remember a game called "Driver" where you would race around town, and you spotted cars in the distance approaching you, then at a distance of less than 200 meters suddenly the headlights faded on. Always hated that.

Another curious detail was when flying high alt and passing a bomber, that after reaching a certain distance between myself and the bomber, the condensation stripes disappeared totally as they were switched off by the program. It eats less cpu cycles, that's true, but I wish it could be different.

I have no problem reading my instruments at night. But some planes did have a knob to regulate the power of the UV light. I can imagine such a thing too complex and too much work to be implemented.

Landing lights are a tricky thing though. At one point I scrambled while runway lights and landing lights switched on. My AC started rolling but because the landing light is a fixed texture, didn't see the runway surface change. I became disoriented because I thought my brakes were on, and drove off the runway. My fault, I scramble without them now, they're called LANDING lights anyway.

Something else: I request a feature if not already done so: In loadout options of you AC, let people fix their own standard trimming options for every flight and every type like pilots did on the ground. Let them figure out their preferences through trial and error. Don't make an option for saving preferences, let them write them down (it's only three small variables anyway). If you want the trim discussion to stop, this is your ticket
+1 for these ideas, excellent. Yes the visibility distance for night lights needs to be increased, and that pre-trimming idea is a good one. And yes, the landing light in Il2 will actually have to work now and illuminate the ground for the pilot prior to landing, not just be a shiny texture.
  #496  
Old 01-05-2011, 01:46 PM
A.Fokker A.Fokker is offline
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4.10, installed over a working 4.09 just won`t start.
I have no idea what is going on.
4.07 works
4.08 works
4.09 works
4.10 does not work
?

I do have the No-CD thingie.
Anybody in the know or is this a bug?
Always the same error

[Jan 5, 2011 2:40:38 PM] ------------ BEGIN log session -------------
[2:40:38 PM] OpenGL provider: Opengl32.dll
[2:40:39 PM] OpenGL library:
[2:40:39 PM] Vendor: ATI Technologies Inc.
[2:40:39 PM] Render: ATI Mobility Radeon HD 2400
[2:40:39 PM] Version: 3.3.10071 Compatibility Profile Context
[2:40:39 PM] Extensions: GL_AMDX_debug_output GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_draw_buffers_blend GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_sample_positions GL_AMD_shader_stencil_export GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_snorm GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_meminfo GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_buffer GL_EXT_copy_texture GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_histogram GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_buffer_object_rgb32 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_explicit_multisample GL_NV_float_buffer GL_NV_half_float GL_NV_primitive_restart GL_NV_texgen_reflection GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control
[2:40:39 PM] Size: 1024x768
[2:40:39 PM] ColorBits: 32
[2:40:39 PM] DepthBits: 24
[2:40:39 PM] StencilBits: 8
[2:40:39 PM] isDoubleBuffered: true
[2:40:39 PM]
[2:40:39 PM] *** Looking for Advanced CPU Instructions...
[2:40:39 PM] [x] PentiumPro
[2:40:39 PM] [x] Multimedia (MMX)
[2:40:39 PM] [x] 3D (SSE)
[2:40:39 PM] [x] 3D (SSE2)
[2:40:39 PM] [-] 3D (3DNow)
[2:40:39 PM] ColourBits 32, ABits 8, ZBits 24
[2:40:39 PM]
[2:40:39 PM] *** Looking for Render API Extensions ...
[2:40:39 PM] [-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[2:40:39 PM] [-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[2:40:39 PM] [-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[2:40:39 PM] [x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[2:40:39 PM] [x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[2:40:39 PM] [x] 'GL_ARB_multitexture' extension - Multitexturing.
[2:40:39 PM] [x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[2:40:39 PM] [-] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[2:40:39 PM] [x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[2:40:39 PM] [-] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[2:40:39 PM] [-] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[2:40:39 PM] [x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[2:40:39 PM] [x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
[2:40:39 PM]
[2:40:39 PM] Maximum texture size : 8192
[2:40:39 PM] Maximum simultaneous textures :8
[2:40:39 PM] MaxAnisotropic (1.0 = none) : 16.000000
[2:40:41 PM] SectFile load failed: null
[2:40:41 PM] java.io.FileNotFoundException
[2:40:41 PM] at com.maddox.rts.SFSInputStream.<init>(SFSInputStrea m.java:65)
[2:40:41 PM] at com.maddox.rts.SFSReader.<init>(SFSReader.java:19)
[2:40:41 PM] at com.maddox.rts.SectFile.loadFile(SectFile.java:157 )
[2:40:41 PM] at com.maddox.rts.SectFile.loadFile(SectFile.java:136 )
[2:40:41 PM] at com.maddox.rts.SectFile.<init>(SectFile.java:10
[2:40:41 PM] at com.maddox.rts.SectFile.<init>(SectFile.java:6
[2:40:41 PM] at com.maddox.il2.gui.GUIQuick.checkCustomAirIni(GUIQ uick.java:1339)
[2:40:41 PM] at com.maddox.il2.gui.GUIQuick.<init>(GUIQuick.java:1 477)
[2:40:41 PM] at com.maddox.il2.gui.GUI.create(GUI.java:15
[2:40:41 PM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:70 0)
[2:40:41 PM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:35 7)
[2:40:41 PM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.j ava:211)
[2:40:41 PM] at com.maddox.il2.game.Main.exec(Main.java:420)
[2:40:41 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java: 235)
[2:40:42 PM] Main begin: n must be positive
[2:40:42 PM] java.lang.IllegalArgumentException: n must be positive
[2:40:42 PM] at java.util.Random.nextInt(Unknown Source)
[2:40:42 PM] at com.maddox.il2.gui.GUIQuick.mapChanged(GUIQuick.ja va:960)
[2:40:42 PM] at com.maddox.il2.gui.GUIQuick.<init>(GUIQuick.java:1 682)
[2:40:42 PM] at com.maddox.il2.gui.GUI.create(GUI.java:15
[2:40:42 PM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:70 0)
[2:40:42 PM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:35 7)
[2:40:42 PM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.j ava:211)
[2:40:42 PM] at com.maddox.il2.game.Main.exec(Main.java:420)
[2:40:42 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java: 235)
[Jan 5, 2011 2:40:42 PM] -------------- END log session -------------

Edit: solved by downloading again!

Last edited by A.Fokker; 01-05-2011 at 04:00 PM. Reason: Problem solved
  #497  
Old 01-05-2011, 05:58 PM
ataribaby ataribaby is offline
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Another 4.10 bug with me-163 komet. Player AP is unable to take off. it constantly on/off engine and just ride on ground. in 4.09 all ok. AI AP is ok.
  #498  
Old 01-05-2011, 06:34 PM
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Tempest123 Tempest123 is offline
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Does anyone have a problem with german jets catching fire prior to takeoff in 4.10?
  #499  
Old 01-05-2011, 06:51 PM
Wutz Wutz is offline
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Quote:
Originally Posted by Tempest123 View Post
Does anyone have a problem with german jets catching fire prior to takeoff in 4.10?
That happened in 4.09 also if you moved the throttel too fast ahead. If that is the issue you are talking about, that is right the way it is, as those early jet engines could only excellorate very slowly compared to modern jet engines.
  #500  
Old 01-05-2011, 07:02 PM
Sven Sven is offline
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Quote:
Originally Posted by Wutz View Post
That happened in 4.09 also if you moved the throttel too fast ahead. If that is the issue you are talking about, that is right the way it is, as those early jet engines could only excellorate very slowly compared to modern jet engines.
Nah I think he means something which has been mentioned many times before in this thread, that is when you switch to AI or something that the engines will catch fire.
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