![]() |
#771
|
|||
|
|||
![]()
i'm interested in flatter modeled effect with this update.particularly for yak family. for early versions flatter starts on 550km/h and does not depend on altitude.on 650km/h plane crashes.it is not right since it should depend on altitude and can not be lower than max horizontal speed. if yak has 580km/h top speed at altitude-flatter should start at least at 600km/h at same altitude.
as far as i understand. so i consider this as bug!? thanks fo attention! |
#772
|
|||
|
|||
![]() Quote:
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 |
#773
|
|||
|
|||
![]()
S~:
For those of you that enjoy bombing bridges to either stop an opponents advance or to cut off the enemy supply lines there is a bug that has been discovered that is in the IL2 game engine. We discovered this bug in an SEOW campaign that some participants were reporting that bridges were not registering destruction properly. Each bridge in a map (both Road Bridges and Railway bridges) is assigned a unique number in the IL2 game. The bridge #'s start with zero (0 to whatever number the game assigns). Many of the maps especially large maps have more than 255 bridges (bridges numbered 0-255). If an AI plane or Client plane bombs and destroys any bridge# 0-255, the bridge destruction is visually displayed correctly in the IL2 game and the eventlog accurately reflects the correct bridge# destroyed. Therefore when the SEOW DCS analyzes the eventlog those events are accurately captured in the SEOW Mission Planner and stats pages. The problem occurs when a client player (human) bombs a bridge that has a bridge # greater than 255, for example bridge # 256 this bridge will not be destroyed in the IL2 game. Visually it will be undamaged however bridge # 0 will be destroyed. Bridge # 0 will be in a totally different location, this is recorded in the eventlog. So when this is analyzed with the SEOW DCS it records the event and a destroyed bridge at the location according to the eventlog which is not correct. This only occurs with a client player (human), the AI planes will destroy the bridge #256 and the correct bridge # will be displayed destroyed visually in the IL2 game and the eventlog will show bridge # 256 destroyed. A host human that is playing as the host (not using the host seat) will be able to bomb bridge 256 and the eventlog will show bridge 256 destroyed just as the AI plane does. So the problem is any client that bombs bridges # > 255, the bridge # that will appear destroyed both in the eventlog and visually in the IL2 game will be that (bridge# - 256). As you can see this is a serious problem. I hope members of Team Daidalos will look into this an try an fix this problem with the eventlog. Thanks S~ JG26_Badger |
#774
|
|||
|
|||
![]()
Hi,
I've made a post about bridges yesterady, but it never appear here. So, i can only confirm what Badger wrote ![]() ~S~ |
#775
|
|||
|
|||
![]()
one more bug
![]() |
#776
|
||||
|
||||
![]()
After a Windows important update, the yellow cursor in the menu selector disappears when the mouse is moved, therefore the game can not be started.
Also after I install my Razer Tartarus gamepad the Throttle is not seen in the game. If I remove the stick then the throttle is seen. Any help and suggestions are appreciated. System is: Windows 8.1 Pro gpu=EVGA Geforce GTX 760 Respectfully Gregory Lee WIlliams |
#777
|
||||
|
||||
![]()
For whatever reason, I have to go back to the "Windows Desktop" to get control over the IL-2 mouse at the il2fb.exe startup. Always have to do so twice (2 times). First time gives me the full screen GUI, with the mouse centered, but no control, then second gives me control over the mouse. This started many updates ago.
Don't think it's a bug strictly speaking, more to the age of the programs. Anyway, this work around is quick and easy, maybe it will help.
__________________
Get DigitalEngine's, CH HOTAS files from Mission4Today. Also I'm at; DigitalEngine at Special Aircraft Service ; DigitalEngine at IL-2 Sturmovik: Battle of Stalingrad DigitalEngine at 242 Squadron ; DigitalEngine at The CH Hanger |
#778
|
|||
|
|||
![]() Quote:
|
#779
|
||||
|
||||
![]()
If a player has a blank callsign, then their aircraft isn't shown in an online ntrk film at all. During playback, they can't be viewed or seen, neither internal or external views.
|
#780
|
|||
|
|||
![]() Quote:
Also see here: http://forum.1cpublishing.eu/showthread.php?t=229015 |
![]() |
|
|