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  #1  
Old 12-22-2013, 06:58 PM
ImpalerNL ImpalerNL is offline
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After a few QMB dogfights i see that the AI pilot doesnt bail out of his burning aircraft and keeps maneuvering.

Last edited by ImpalerNL; 12-22-2013 at 07:01 PM.
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  #2  
Old 12-22-2013, 07:54 PM
Notorious M.i.G. Notorious M.i.G. is offline
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The Fulmar can fire its guns with wings folded. Also, artillery that requires a spotter will continue to fire on targets after the spotter aircraft is shot down.
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  #3  
Old 12-22-2013, 07:59 PM
baball baball is offline
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B-29's rear gunner's head disapears when he's killed.
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  #4  
Old 12-23-2013, 11:16 AM
gaunt1 gaunt1 is offline
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Quote:
Originally Posted by baball View Post
B-29's rear gunner's head disapears when he's killed.
No it doesnt disappear. Its behind the body. I think it should not be fixed. Quite cool
Anyway, I think a 20mm, maybe even a 12.7mm should be able to to decapitate the gunner.
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  #5  
Old 12-23-2013, 09:37 PM
Baddington_VA Baddington_VA is offline
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Post Bridges destroyed offline, cannot be destroyed online

Setting Bridges as targets for an online mission.

Tested in IL2 multiplay the bridge is destroyed by 2 x 1000lb bombs, the target is closed.

When tested online with the same loadout, the bridge cannot be destroyed.
The target cannot be closed.

This has been tested over several days with no change in the result.
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  #6  
Old 12-23-2013, 10:12 PM
idefix44's Avatar
idefix44 idefix44 is offline
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Quote:
Originally Posted by Baddington_VA View Post
Setting Bridges as targets for an online mission.

Tested in IL2 multiplay the bridge is destroyed by 2 x 1000lb bombs, the target is closed.

When tested online with the same loadout, the bridge cannot be destroyed.
The target cannot be closed.

This has been tested over several days with no change in the result.
It works fine for me. Using IL2 Dedicated Server 4.12.2m.

Merry XMas all.
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  #7  
Old 01-08-2014, 06:02 PM
Wolkenbeisser Wolkenbeisser is offline
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Thanks for the great work TD . Enjoing IL-2 since it's first hour (more than 10 years ago).

In MDS (hosted dogfight Mission with 4 - 10 players) the position of a moving carrier is not on the same place for all players. It seems that the position is not synchronized on the clients. I can regularly see planes spawning (and take off or land) from an invisible deck appearing some hundred meters behind or in front of the carrier (it moves with it). For the Client which takes off, everything looks normal, but on the other machines the carrier is not on the same position.

The Problem exists already since carriers can move in df-missions (afaik). I thought it's not a bad Moment to report it now. I hope it can be fixed with one of the next patches.

Has anyone seen the same Problem so far? I don't think I'm the only one with this Problem, am I?
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  #8  
Old 03-12-2015, 07:45 AM
=VARP=Thor =VARP=Thor is offline
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Quote:
Originally Posted by Baddington_VA View Post
Setting Bridges as targets for an online mission.

Tested in IL2 multiplay the bridge is destroyed by 2 x 1000lb bombs, the target is closed.

When tested online with the same loadout, the bridge cannot be destroyed.
The target cannot be closed.

This has been tested over several days with no change in the result.
Hi all,
We all know that bridges in the game have some numbers. Numbers are going from* #0 to some number which depends on how many bridges some map have. All maps which have less or equal #255 bridges are ok and will not have any errors. Maps with >#256* bridges have this error.

Error example: Human is attacking bridge #256 and eventlog says he has* destroyed bridge #0 with coordinates of actual bridge #0.
Few more examples: attacked #257** destroyed #1
************************************** attacked #302** destroyed #46
************************************** attacked #533** destroyed #21

Error is the same in stock game and HSFX and changes of il2fb.exe to Ivan's 1GB doesn't help also.

After many test performed by CountZero, JG26/Badger and me, here is conclusion:
Error happens ONLY when human is connected to server and human is making that attack. If host attack the bridge everything is fine and any bridge destroyed on any map is reported correctly. Also if AI plane is performing the attack, everything is just fine. Regardless the bridge number it will be reported correctly in eventlog. SEOW bridge destruction by engineer doesn't cout because it is a SEOW internal process.

So,we have mystical pattern of 256. For bridges with higher numbers it repeat itself (#533-256-256=#21). At first we thought it is some visual thing where some players cant see bridge destruction. Then we thought they were lost and destroyed wrong bridges in our SEOW campaign. Now we know how this is happening. You can try to put a camera using this pattern and you will see destruction of the bridge in area where there in no one near and while you are attacking bridge on the other part of the map.
I have no idea why is this 256 pattern happening or how to fix this but my wild guess is that server knows what he is doing and what AI is doing,but some information he is reciving from human clients is wrong. Like i said just a guess.

Cheers,

Thor
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  #9  
Old 06-01-2015, 09:33 PM
Tolwyn Tolwyn is offline
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Default Track Playback Issue 4.12.2

No MODS (I promiose).

Ok. Pick a PE8. Any mission.
Sit on the tarmac.

Record.

Have a smoke.

Open bomb bay doors.
Close bomb bay doors.

Have some vodka.

Stop record.

Replay NTRK.

Kinda works okay. When you give the open command, they open... but then kinda close again right away. Then you give the close command, they open and then close again.

Um...

Ok.

Now...

PLAYBACK that track and start a NEW NTRK while playing that one back.

It gets ALL MESSED UP.

Open (they close).
Close (they open).

Ugh.

I know... Weird... but still!
Attached Files
File Type: zip pe8_bombaydoors.zip (270.9 KB, 1 views)
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