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  #211  
Old 07-06-2013, 11:22 PM
FatBug FatBug is offline
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Quote:
Originally Posted by EJGr.Ost_Caspar View Post
Not confirmed. Check gunsight brightness!
Hi Caspar!
Thank you for response. I must apologize for false alarm. After discovering that also on many other planes reticles are missing, at first I tought about corrupted download, but that was not the case. TexFlags.UseAlpha=1 was the culprit.

Salute!
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  #212  
Old 07-07-2013, 02:36 AM
KU_Rigamortis KU_Rigamortis is offline
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Default A6m3

A6M3 has no tail hook. Perhaps I'm overlooking some specification, but I thought it deployed on carriers and kept the hook regardless of being shore based or not.

Wonderful job on 4.12, it's a fantastic addition to the best flight sim, and I am really enjoying the new features. Thank you so much for the dedication, sacrifice, and hard work by all at DT who brought 4.12 to life.

S!
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  #213  
Old 07-07-2013, 04:42 AM
Pursuivant Pursuivant is offline
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Originally Posted by KU_Rigamortis View Post
A6M3 has no tail hook. Perhaps I'm overlooking some specification, but I thought it deployed on carriers and kept the hook regardless of being shore based or not.
There were several different versions of the A6M3, some of which had the tailhook removed to save weight. Also, in some cases the additional weight made it unsuitable for carrier operations.

The A6M3 was a shorter-ranged, land-based version. The A6M3a (AKA A6M3 Model 32, AKA HAMP) restored the range and the tailhook and slightly modified by wings by removing the folding wingtips. Sadly, that version isn't the game.

Lots of tasty information here:

http://rwebs.net/avhistory/history/zeke32.htm

This model of the Zeke would be a welcome addition to the game, and pretty easy to create, but that's a topic for a different thread.
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  #214  
Old 07-07-2013, 07:48 AM
KU_Rigamortis KU_Rigamortis is offline
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Thanks for the answer.

S!
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  #215  
Old 07-07-2013, 02:19 PM
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chn6 chn6 is offline
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Kuban MAP K11 airfield No.9 born point have BUG, born in air and Crash.





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  #216  
Old 07-07-2013, 03:02 PM
IceFire IceFire is offline
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Quote:
Originally Posted by Pursuivant View Post
There were several different versions of the A6M3, some of which had the tailhook removed to save weight. Also, in some cases the additional weight made it unsuitable for carrier operations.

The A6M3 was a shorter-ranged, land-based version. The A6M3a (AKA A6M3 Model 32, AKA HAMP) restored the range and the tailhook and slightly modified by wings by removing the folding wingtips. Sadly, that version isn't the game.

Lots of tasty information here:

http://rwebs.net/avhistory/history/zeke32.htm

This model of the Zeke would be a welcome addition to the game, and pretty easy to create, but that's a topic for a different thread.
I'd very much like to have that version modelled into the stock game. It's an important type for the Solomons air battles.
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  #217  
Old 07-08-2013, 04:39 PM
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Genosse Genosse is offline
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Red face National markings in QMB + AI behaviour

First of all I'd like to say that you've a stunning job on the 4.12 patch. Thanks a lot for your efforts TD!

Here are some points I came across ...

After returning to the QMB the national markings are messed up: once set up enemy USAAF aircraft appears to be VVS after getting back into QMB.

Another thing is the behaviour of the AI planes on takeoff in the QMB. In the attached QMB mission I assigned another P-38 to take off as my wingman in order to interecept incoming Japanese aerial forces. After spooling up all engines my AI wingman seemed to bounce up and down with the result that he bent his props. Maybe you can re-experience this situation flying this QMB mission.

Thank you in advance,

Genosse
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  #218  
Old 07-08-2013, 05:02 PM
KG26_Alpha KG26_Alpha is offline
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Quote:
Originally Posted by Genosse View Post
First of all I'd like to say that you've a stunning job on the 4.12 patch. Thanks a lot for your efforts TD!

Here are some points I came across ...

After returning to the QMB the national markings are messed up: once set up enemy USAAF aircraft appears to be VVS after getting back into QMB.

Another thing is the behaviour of the AI planes on takeoff in the QMB. In the attached QMB mission I assigned another P-38 to take off as my wingman in order to interecept incoming Japanese aerial forces. After spooling up all engines my AI wingman seemed to bounce up and down with the result that he bent his props. Maybe you can re-experience this situation flying this QMB mission.

Thank you in advance,

Genosse
Just tested

Results

A bit random >>>

Sometimes there's a bounce and a prop is damaged

Sometimes he only starts the port (left) engine.

This usually happens if you start both the engines quickly to scramble whilst the AI behind you is still in the engine start procedure.

?






.

Last edited by KG26_Alpha; 07-08-2013 at 05:32 PM.
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  #219  
Old 07-08-2013, 10:00 PM
Soldier_Fortune Soldier_Fortune is offline
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First of all: Thanks TD for your great effort mantaining this amazing sim alive.

Second: a minor bug in the Go 229... its AFN-2 instrument doesn't work.

S!
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  #220  
Old 07-09-2013, 01:56 AM
Baddington_VA Baddington_VA is offline
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Unhappy Reciprocal course given by AI leaders

Maybe somebody mentioned this already.

Took off on a mission, course was 270.
But all the time the AI flight leader announced vector 090.
I noticed this throughout the mission, that the vectors given
were the reciprocal of the intended.

This is a mission I built in FMB.
So I am certain of what the true course vectors are.
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