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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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  #171  
Old 05-19-2011, 07:11 AM
Tiger27 Tiger27 is offline
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Quote:
Originally Posted by anavas44 View Post
Thanks mate! I still had hope to see the plane selection/loadout changes fixed. I guess we'll have to wait a bit more then
For the first time in both qmb and online I had tracers for my Spitfire, so it looks like it may be fixed.
  #172  
Old 05-19-2011, 07:12 AM
Wolf_Rider Wolf_Rider is offline
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the Loadouts/ Serial number/ Weatherings/ Banding Colours etc do work in the FMB (though I'm not sure about the number of Kill stamp), just not the QMB
Attached Images
File Type: jpg Tracers in Spit MKIIa.jpg (573.5 KB, 45 views)
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  #173  
Old 05-19-2011, 07:14 AM
JG14_Jagr JG14_Jagr is offline
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Originally Posted by Redroach View Post
In short, clear words: Nothing, nothing at all is working from the "plane" menu point downwards, except for maybe in FMB. No fancy recipe of saving different things in a certain order changed that. The menu is just facade.

I've found this rather shocking, to be honest. The forums report, moan about, whine for (take your pick) major issues for quite some time (since release, actually) and you aren't even aware of it? Sorry, that takes some time to digest.
Get some reading comprehension skills..

Quote:
Originally Posted by ReconNZ
Are you able to comment on the plane loadouts not working in the QMB and the external weathering and serial numbers etc not working at all?

posted by Luthier 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.
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  #174  
Old 05-19-2011, 07:15 AM
JG14_Jagr JG14_Jagr is offline
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Originally Posted by Tiger27 View Post
For the first time in both qmb and online I had tracers for my Spitfire, so it looks like it may be fixed.
I think they changed the default loadout because no one could understand they were not supposed to have tracers Spits often did not use them, they were attacking fighters and many pilots felt tracers just warned the guy you were shooting at..
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  #175  
Old 05-19-2011, 07:19 AM
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Redroach Redroach is offline
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that post came after luthier suggesting normal procedure to change loadout. So... yes, reading comprehension skills and such.
Furthermore, loadout options 'working and saving' but not showing up in missions doesn't really help...
  #176  
Old 05-19-2011, 07:24 AM
Yvetette Yvetette is offline
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Gentlemen!
Thank you very much for the update. Since the shadows seem to be a big performance killer (at least in my comp) I suggest the following video options for them:
1. cockpit shadows on/off 2. shadows of clouds on/off 3. shadows of trees on/off 4. shadows of buildings on/off 5. shadows of other objects on/off. This way every pilot can better optimize the game to best suit his own taste and equipment.
  #177  
Old 05-19-2011, 07:33 AM
Flashman Flashman is offline
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Quote:
Originally Posted by FG28_Kodiak View Post
Problem with Propitch Selector in a Bf109.
It should functionate like follow:

After increasing or decreasing RPM it should go automatically in neutral position.

German Description:
Betätigung wie bei Gashebel sinngemäß:
Schalter aufwärts- bzw. vorwärtsdrücken:
"Drehzahl größer!"
Schalter abwärts bzw. zurückdrücken:
"Drehzahl kleiner!"
Luftschraube verstellt, solange Schalter betätigt wird. Bei Loslassen springt Schalter in Mittelstellung zurück, Verstellmotor ist ausgeschaltet.
(From Book: Technik für den Flugzeugführer 1942)

Translation:
Operation as in throttle accordingly:
Switch forward or push-up:
"RPM increase!"
Switch back down and push-down:
"RPM ​​decrease!"
Propeller adjusted as long as switch is pressed. When released, switch jump back to intermediate position (adjustment motor is turned off).

Looking at that picture it would suggest that the game version works backwards. I have an axis mapped to it (which works fine, the centre position is large enough not to cause issues with it being either up or down) and when I push it forward, i.e. to increase RPM the RPM does increade BUT the lever in the cockpit moves down.

If the lever in the cockpit is indeed supposed to be the same as in the picture (it has the same markings) above then it operates wrong in game. Moving the lever down should decrease the RPM.

Its not a problem to have your actual axis match that on screen (juct tick invert) but if you do that it will work the opposite to every other plane and cause endless confusion!

I am happy that this issue has been addressed as Im all for realistic controls, however please 1C chaps have a look and ensure that it is working as it should.

Cheers!
  #178  
Old 05-19-2011, 07:37 AM
anavas44 anavas44 is offline
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Quote:
Originally Posted by ARGH View Post
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.
Although I'm only an end user I can give you some answers mate:

1] Propeller IS visible indeed. It's as visible as in RL (we are used to props on movies and videos, which are substantially more visible than in RL)

2] There are no tracers on the Spitfire due to historical accuracy. If you want tracers, make a custom loadout on the loadout screen

3] As far as I know since early april all rendering work (i.e. loading textures, etc) is distributed between all the cores of your CPU (in a multicore CPU obviously)

4] I know nothing about the G940, so I can't be of any help here. Please note that FF has been activated in this patch though so not all is lost

5] IMHO tree collission is not the highest priority right now. Luthier team should focus on other most important things that are yet to be fixed

6] Yeah, you are right. AA doesn't work for me neither ATM

7] According to Luthier they are working right now on this. Im sure it will be fixed on the next beta patch

Cheers,
  #179  
Old 05-19-2011, 07:42 AM
41Sqn_Stormcrow
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Quick return:

Unfortunately NOT the slightest vertical g-impact on head movement any longer. A small amount should have been preseved.

Did anybody now with the 109 reach the 450 kpm at sea level that we at least could get before? If so how do you manage your engine? I now only seem to get 430 kpm.
  #180  
Old 05-19-2011, 07:50 AM
Tiger27 Tiger27 is offline
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Quote:
Originally Posted by IvanK View Post
Prop Pitch bug on DB601 advised to Devs directly, hopefully for immediate attention.
Hi Ivan, glad too see they have you involved, good stuff.

As for the prop pitch, I have mine on a slider and if I move it forward it will wind all the way up but if you move it back to center it stops where you want it, it's good in one way as it used to roll on after you adjusted the pitch whereas if you watch the dial, you can now stop it at whatever position you want, so not sure if it's a bug or a feature?
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