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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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  #131  
Old 05-19-2011, 01:36 AM
ARGH ARGH is offline
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biggest issues;

1] propellar not visible due to stupid epilepsy rules. we need a visible prop. its an immersion-killer without it. if you cannot get around this then quietely release a backdoor fix so the end-user can enable it through config tweaks.

2] all this time i thought invisible tracers on spits was a bug. you should change the default loadout to have tracers so common players won't be confused.

3] you promised the rendering thread getting its own dedicated core and it will double fps. we really need this but have not heard anything since.

4] G940 flight stick not fully compatible with game, sticky fire button, throttle sensitivities not accurate, and what appears to be some input lag. i assume joystick issues spill to other FFB brands as well.

5] we need some form of tree / forest collisions. maybe you can insert invisible building meshes with physics enabled on top of the visible trees or something.

6] AA not working properly / not applied on every object.

7] allow default loadouts to be changed and some input settings do not appear to work. rear view camera on spit appears bugged as well.
  #132  
Old 05-19-2011, 01:40 AM
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JumpingHubert JumpingHubert is offline
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Quote:
Originally Posted by cheyennepilot View Post
Sorry I forgot to say:

* AA working nice
* Full screen working nice (and I use ATI)
* vsync working.

The IQ is more than satisfying for me now.
do you see a difference between 2xAA and 8xAA ingame?
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  #133  
Old 05-19-2011, 01:41 AM
Gollum Gollum is offline
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Quote:
Originally Posted by luthier View Post
Mmm I'm not sure if having two unconnected cards has any kind of effect on performance, I'll need to ask our graphics guys when they get in.

Regarding Aero, here are the steps:

1. Brose to the main install flder for Cliffs of Dover. By default it is
(Program Files)\Steam\steamapps\common\il-2 sturmovik cliffs of dover
where (Program Files) is the actual physical location that can vary for your individual
machine.

2. Find a file called Launcher.exe in the folder
(it may simply be Launcher, if you have disabled the display of file extensions in
Windows)

3. Right-click the file and select Properties.

4. Select the Compatibility tab in the window that appears.

5. Make sure "Disable desktop composition" checkbox in the Compatiblity tab is UNchecked and press OK.



No worries. You are right to be angry if the game is failing to meet your expectations. Thanks for actually sticking with us through all this. We're working very hard to get there.
Sorry luthier but this was unchecked. Thats not the problem. All items were as you stated should be.

Full screen
All settings on high
8X AA
no Anti E filter
V sync on
and that SAAO thing was on
no Crossfire

Played both offline and online. Game seems less smooth and AA seemed to be horrid for both my buddy and I. as stated previously, he couldnt fillow me because wings were disapearing and reapearing (i'm assuming AA problems) as well as planes at distances and sometimes close. We built the same computers and he had same new problems as I.

Please let me know if I'm missing something.

-Gollum
  #134  
Old 05-19-2011, 01:43 AM
Blackdog_kt Blackdog_kt is offline
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Quote:
Originally Posted by cheyennepilot View Post
My pp is working fine in the 109 E3 ¿maybe because I have it mapped to an analogue axis?
Exactly.
Post-patch it should work like a spring loaded switch with a continuous effect when it's not centered (which would also give much better control via keys/buttons) but after the first time you use it, it snaps to one of the two extreme positions.

Interestingly enough, if it worked as intended it would be hard to use it with a slider: any position except the slider being centered should give a constant pitch change.

Quote:
Originally Posted by Gollum View Post
Not sure if its a bug. 3 positions. (not sure how accurate historically).

1) up - fines prop
2) middle - Prop fixed at position
3) down - coursens prop.

I'm still mad though.== see post above
It's true there are three positions but for the switch, not the prop.

The top position of the switch makes pitch finer and increases RPM for as long as you press it, when you let it go it should snap back to center and no pitch changes should occur (bear in mind that pitch changes are not the same as RPM changes, RPM could still change for a given pitch if your airspeed or throttle inputs change).

The same should happen for the lower position, coarsening pitch for as long as it's pressed.

Meaning, it shouldn't behave like an axis but like a switch that changes pitch while it is deflected and then automatically returns to center and stops changing anything.

This is much like the water radiator controls or the manual flaps on the 109, as long as you keep the button pressed something happens, when you stop pressing it stops changing position.

What currently happens is that any pitch change will lock it into an extreme position and since any off-center position results in a continuous input, it will keep changing the pitch on its own.

I hope i'm making sense.




Quote:
Originally Posted by luthier View Post
This is unintended. Someone is getting murdered tomorrow morning, hot fix is coming right up.

For now please unbind the prop pitch from an axis and bind it to a pushkey, which is not all that unrealistic. Sorry about that!
Thanks for the prompt replies. Actually the people who have problems are the ones who use keys, it works fine for people who bind it to a slider.

The problem comes from the fact that once you give it any command it snaps to the extreme position instead of coming back to center when you release the key.

As long as it's off center, the prop pitch "motors" keep running: you either end up with a prop that wants to run max RPM all the time, or one that tries to feather all the time.

I hope i'm clear enough in the explanation.


Apart from that, performance is indeed improved on my two year old PC:
Asus P6T deluxe motherboard
i7 920 @ 2.7 Ghz (no overcloking)
Msi Cyclone Ati 4890 1GB
and only 3GB of RAM

I run 1680x1050 on mostly medium settings, aircraft models and land shading on high, grass on, roads on, shadows on, vsync on, SSAO off and it flies really smooth.

So it's not all bad, in fact the only negative thing on this patch for me was the prop pitch bug. There's still a lot to fix, but at least the amount of things improving is more than those that get broken, so we're gradually getting there

P.S.

I've done a lot of testing in regards to controls and so on, if you guys need a list of gameplay related issues (instruments not working in certain aircraft, reversed controls in certain turrets, etc) shoot me a PM and i'll send you what i've found.

It's a couple of issues that affect the bombers mostly, plus some weird control logic in the way the engine controls work in a couple of aircraft (DH-prop Hurricane, Tiger Moth) and the carb heat levers not responding to a continuous keypress (you need to tap them repeatedly instead of holding them down).

I've already posted numerous times on the relevant threads but it does tend to get lost amid the other issues.
  #135  
Old 05-19-2011, 01:44 AM
IvanK IvanK is offline
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It needs to work with both methods Both axis and or push key, though push key in the case of the DB601 system makes more sense imo. To replicate the actual DB601 switch mechanisation any axis assignment would need to be a Spring loaded or return to centre axis would it not ?

Last edited by IvanK; 05-19-2011 at 01:59 AM.
  #136  
Old 05-19-2011, 01:49 AM
Blackdog_kt Blackdog_kt is offline
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Sure it does, i just think i wouldn't use an axis if i need to recenter it to keep the pitch steady.

Unless you mean that they tried to make the same control function work as a return-to-center function when using keypresses and as an analog slider when using, well, a slider ( ) at the same time, in which case it would explain why things got mixed up.
  #137  
Old 05-19-2011, 01:50 AM
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SG1_Lud SG1_Lud is offline
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Quote:
Originally Posted by JumpingHubert View Post
do you see a difference between 2xAA and 8xAA ingame?
To answer precisely that I need some time tomorrow to make tests. All I can tell you is that I am overriding app setting with CCC settings, and the IQ for me is good.
  #138  
Old 05-19-2011, 01:55 AM
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JumpingHubert JumpingHubert is offline
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made a small test with 2xAA and 8xAA. No difference in external view to plane. Tried all combinatons of nvidia control panel settings, newest driver...nothing changed related to AA since release of the game (for me).
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  #139  
Old 05-19-2011, 01:59 AM
ReconNZ ReconNZ is offline
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Quote:
Originally Posted by luthier View Post
We are indeed aware. They are working and saving, it's just the game fails to read them when loading a mission file.

The programmer who can fix it is also our network programmer, and he was so deep in the trenches fixing the net code we had to call the Chilean mine rescue team to get him out. Those loadout options are actually exactly what he's working on next.
lol, Luthier you are a star.

Thanks to you and your team for all your hard work. Its much appreciated and you have a real fan base out here who will continue to support you and your team in your endeavours. We wish you the best of luck and look forward to supporting you and your future releases. Personally I'm more than happy to purchase a second copy of CloD to show my support.

Recon.
  #140  
Old 05-19-2011, 02:01 AM
Stanger Stanger is offline
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Quote:
Originally Posted by ReconNZ View Post
lol, Luthier you are a star.

Thanks to you and your team for all your hard work. Its much appreciated and you have a real fan base out here who will continue to support you and your team in your endeavours. We wish you the best of luck and look forward to supporting you and your future releases. Personally I'm more than happy to purchase a second copy of CloD to show my support.

Recon.
Yes I will be purchasing a second copy when the USA comes out. need it on DVD.
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