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  #251  
Old 07-21-2013, 04:12 PM
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FC99 FC99 is offline
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Quote:
Originally Posted by Blackjack View Post
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), one time in the campaign my flaps retracted while landing , very funny
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.
Now this is a funny one i tried it and it really happens. Can you do me a favor and test what happens if you fly with gears down instead of flaps down?

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Originally Posted by Baddington_VA View Post
The mission was flown via 'Single missions' when the wrong heading was given.
Aviar correctly identified the problem. AI gives heading on waypoints correctly but when you stray away from the flight AI leader warns you and gives reciprocal heading. Code for this is ancient and there is no any comments with explanations why they done it that way. I guess that calling real altitude and heading would be the best.

Quote:
Originally Posted by KU_Rigamortis View Post
I have a problem with FMB.

I've made a few missions using numerous AI and while the mission runs fine either running from FMB (play) or creating an online server and playing it in that mode. After exiting from the mission IL2FB.EXE crashes.
Post the mission please.

Quote:
Originally Posted by 76.IAP-Blackbird View Post
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?!
This is old thing, I tried it in 4.05 and the behavior is the same. I'll see what can be done about it.
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  #252  
Old 07-21-2013, 10:12 PM
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wheelsup_cavu wheelsup_cavu is offline
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Quote:
Originally Posted by 76.IAP-Blackbird View Post
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?!
Quote:
Originally Posted by FC99 View Post

This is old thing, I tried it in 4.05 and the behavior is the same. I'll see what can be done about it.
When Pacific Fighters (v3.0) was released the planes landed on the deck and locked the chocks and then folded their wings before despawning. I never understood why they removed that feature with one of the subsequent patches. I recently installed Pacific Fighters again and did not add any of the patches to confirm this was correct.

If you do change the routine, if it is at all possible, I would like to see you have the planes pull forward before locking their chocks far enough to allow another plane or planes to land while there are some planes that are still on the deck. As it is now it takes forever for multiple planes to land and despawn.


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  #253  
Old 07-22-2013, 05:40 PM
Rodwonder Rodwonder is offline
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Has anyone else noticed that whole AI flights are ramming into each other on the way to missions? I think I've seen a post on this not long ago but search didn't bring it up.
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  #254  
Old 07-22-2013, 06:10 PM
Wolkenbeisser Wolkenbeisser is offline
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Quote:
Originally Posted by Wolkenbeisser View Post
The New bomloadout of p-51's ist selectable in dogfight Missions, Even if the missionbuilder defines only "Standard" as possible loadout for p-51's.
I forgot to add: it destroys the balancing of Dozens of my Missions i made for my squadron. So, for me it's Not just Peanuts. i Need to correct all the Missions Affekted now

Hope this will be corrected with 4.12.1m
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  #255  
Old 07-23-2013, 09:23 AM
II/JG54_Emil II/JG54_Emil is offline
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Has Daidalos Team taken note of?:
Quote:
Originally Posted by II/JG54_Emil View Post
Typ VIIC surfaced, Type VIIB surfaced and TypIX surfaced U-Boots/submarines don´t fire torpedos.
This important be functional for missions and SEOW campaigns.
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  #256  
Old 07-24-2013, 01:42 PM
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Quote:
Originally Posted by II/JG54_Emil View Post
Has Daidalos Team taken note of?:


This important be functional for missions and SEOW campaigns.
Is there are any of the surfaced submarines that fires them?
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  #257  
Old 07-24-2013, 02:05 PM
II/JG54_Emil II/JG54_Emil is offline
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Quote:
Originally Posted by FC99 View Post
Is there are any of the surfaced submarines that fires them?
All surfaced subs fire torpedos, apart from those 3 named above.
This was also part of their tactics, to attack convoys when surfaced.
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  #258  
Old 07-24-2013, 02:48 PM
Art-J Art-J is offline
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Uh, a bit late to the party, just discovered the 4.12 today! Anyway, patch installed, testing continues, love it so far, one thing bothers me though - when starting an ordinary, non-dedicated server, I can also see non-flyable planes on the list of the ones to chose from. Obviously, when I click them and choose "fly", the game puts me somewhere on the map, sitting in the middle of "nothing". Not a big deal when you remember exactly which planes are flyable and which are not, but with soooo many of them, I kinda lost the track of it. Thus, the questions are:

a) Is the issue related to 4.12, or maybe there was something wrong with my stock 4.11 backup copy I used to get to the newest version today?

b) is there any easy "edit-with-notepad" way to clean up the multiplayer plane list and put only the flyable ones on it?
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  #259  
Old 07-24-2013, 04:00 PM
JtD JtD is offline
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You can use the AI planes from external if you fly a "normal" plane first. The changed list is essentially a feature of 4.11.
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  #260  
Old 07-24-2013, 04:44 PM
76.IAP-Blackbird 76.IAP-Blackbird is offline
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@FC99

Thanks for reply
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