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  #311  
Old 08-02-2013, 10:38 AM
Juri_JS Juri_JS is offline
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Quote:
Originally Posted by FC99 View Post
There is no new evasive maneuvers for bombers.
Maybe I am wrong, but I can't remember seeing these strange maneuvers in 4.11.


EDIT - I just tested the heavy bomber behaviour in 4.11.1 and noticed the same problems, so it is an old issue. Nonetheless I think TD should try to fix these unrealistic maneuvers. A number of times I have seen collisions between bombers because of this behaviour.

Last edited by Juri_JS; 08-02-2013 at 12:09 PM.
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  #312  
Old 08-02-2013, 01:06 PM
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Vendigo Vendigo is offline
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While trying out the new “taxiing” feature I have come up with an annoying bug which can be seen even in the demo mission “AI Taxiing” made by DT and included to 4.12.
In that mission you just roll out of the hangar and taxi all the way along the yellow line to the intended take off position where you take off, retract flaps and gear and then turn the autopilot on – and the autopilot will ignore the flight waypoints, it always flies back to the field where it starts flying in circles at almost zero altitude as the player’s aircraft appears still attached to taxi waypoints.
I would appreciate any comments about such AI behavior, thank you!
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  #313  
Old 08-02-2013, 03:05 PM
Stig1207 Stig1207 is offline
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Quote:
Originally Posted by Volksfürsorge View Post
OK. But the response "Roger" from wingman was not in 4.11. Thanks.
Just tested two missions in QMB 4.11 and both times I got the response "roger" from the wingman when I spotted the enemy aircraft and pressed F4, I had never noticed that before.

There is a difference though, in 4.12 your AI wingman immedaitely engage. In 4.11 they stay in formation and only engage if you order them to via comms (eg. tab + 2 +3).
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  #314  
Old 08-02-2013, 03:28 PM
Volksfürsorge Volksfürsorge is offline
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Quote:
Originally Posted by Stig1207 View Post
Just tested two missions in QMB 4.11 and both times I got the response "roger" from the wingman when I spotted the enemy aircraft and pressed F4, I had never noticed that before.

There is a difference though, in 4.12 your AI wingman immedaitely engage. In 4.11 they stay in formation and only engage if you order them to via comms (eg. tab + 2 +3).
It`s TD. They are trying to do the best for this sim.
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  #315  
Old 08-02-2013, 05:42 PM
Stig1207 Stig1207 is offline
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Quote:
Originally Posted by Volksfürsorge View Post
It`s TD. They are trying to do the best for this sim.
+1
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  #316  
Old 08-02-2013, 06:52 PM
II/JG54_Emil II/JG54_Emil is offline
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Quote:
Originally Posted by FC99 View Post
Please, post the miss on where one of the surfaced submarines fire torpedoes.
Looks like all ask subs with the ending _surf(see mission file) can't launch torpedos.
Shuka and TypII are launching torpedoes.
All others dont.

Here is the mission:
Code:
[MAIN]
  MAP NetIslands/load.ini
  TIME 12.0
  CloudType 0
  CloudHeight 1000.0
  army 1
  playerNum 0
[SEASON]
  Year 1940
  Month 6
  Day 15
[WEATHER]
  WindDirection 0.0
  WindSpeed 0.0
  Gust 0
  Turbulence 0
[MDS]
  MDS_Radar_SetRadarToAdvanceMode 0
  MDS_Radar_RefreshInterval 0
  MDS_Radar_DisableVectoring 0
  MDS_Radar_EnableTowerCommunications 1
  MDS_Radar_ShipsAsRadar 0
  MDS_Radar_ShipRadar_MaxRange 100
  MDS_Radar_ShipRadar_MinHeight 100
  MDS_Radar_ShipRadar_MaxHeight 5000
  MDS_Radar_ShipSmallRadar_MaxRange 25
  MDS_Radar_ShipSmallRadar_MinHeight 0
  MDS_Radar_ShipSmallRadar_MaxHeight 2000
  MDS_Radar_ScoutsAsRadar 0
  MDS_Radar_ScoutRadar_MaxRange 2
  MDS_Radar_ScoutRadar_DeltaHeight 1500
  MDS_Radar_HideUnpopulatedAirstripsFromMinimap 0
  MDS_Radar_ScoutGroundObjects_Alpha 5
  MDS_Radar_ScoutCompleteRecon 0
  MDS_Misc_DisableAIRadioChatter 0
  MDS_Misc_DespawnAIPlanesAfterLanding 1
  MDS_Misc_HidePlayersCountOnHomeBase 0
  MDS_Misc_BombsCat1_CratersVisibilityMultiplier 1.0
  MDS_Misc_BombsCat2_CratersVisibilityMultiplier 1.0
  MDS_Misc_BombsCat3_CratersVisibilityMultiplier 1.0
[RespawnTime]
  Bigship 1800
  Ship 1800
  Aeroanchored 1800
  Artillery 1800
  Searchlight 1800
[Chiefs]
  0_Chief Ships.Shuka 1 0 2 1.0
  1_Chief Ships.USSGreenlingSS213_Srf 1 0 2 1.0
  2_Chief Ships.USSGatoSS212_Srf 1 0 2 1.0
  3_Chief Ships.Submarine 1 0 2 1.0
  4_Chief Ships.SubTypeVIIC_Srf 1 0 2 1.0
  5_Chief Ships.SubTypeVIIB_Srf 1 0 2 1.0
  6_Chief Ships.SubTypeIXB_Srf 1 0 2 1.0
[0_Chief_Road]
  21989.58 30000.13 120.00 0 2 1.1111111640930176
  21999.95 30000.04 120.00
[1_Chief_Road]
  21978.43 29970.67 120.00 0 2 4.1666669845581055
  21999.81 29970.66 120.00
[2_Chief_Road]
  21972.17 29901.56 120.00 0 2 5.208749771118164
  21998.97 29901.98 120.00
[3_Chief_Road]
  21969.65 29844.98 120.00 0 2 4.1666669845581055
  21998.97 29845.40 120.00
[4_Chief_Road]
  21962.11 29801.83 120.00 0 2 3.8888890743255615
  21999.39 29799.74 120.00
[5_Chief_Road]
  21962.95 29758.68 120.00 0 2 4.372777938842773
  21999.81 29756.17 120.00
[6_Chief_Road]
  21959.59 29699.61 120.00 0 2 4.115555763244629
  21999.81 29699.19 120.00
[NStationary]
  2_Static ships.Ship$RwyCon 2 22402.62 29838.82 630.00 0.0 0 2 1.0
  0_Static ships.Ship$RwyCon 2 22400.84 29997.42 630.00 0.0 0 2 1.0
  1_Static ships.Ship$RwyCon 2 22399.59 29904.70 630.00 0.0 0 2 1.0
  3_Static ships.Ship$RwyCon 2 22401.44 29795.43 630.00 0.0 0 2 1.0
  4_Static ships.Ship$RwyCon 2 22399.59 29749.14 630.00 0.0 0 2 1.0
  5_Static ships.Ship$RwyCon 2 22397.74 29704.69 630.00 0.0 0 2 1.0
  6_Static ships.Ship$RwyCon 2 22398.83 29975.25 630.00 0.0 0 2 1.0
[Buildings]
[StaticCamera]
  21892 29848 5 0
[Bridge]
[House]

Last edited by II/JG54_Emil; 08-03-2013 at 07:08 AM.
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  #317  
Old 08-03-2013, 10:16 AM
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Monty_Thrud Monty_Thrud is offline
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Main bug for me so far is the take off bug...

In a mission i built on the Burma map at Imphal airfield, 3 flights of 4 Blenheims in Line take off formation, bombing supply dumps, of the 12 A/C between 2 to 4 A/C crash just after take off, engine speed drops whilst climbing and plummets into the ground, sometimes they recover, most times they don't. I've tried different skill levels of the pilots from average to veteran, no difference.

Also Paired take off of the escorting Hurricanes sometimes (but much less often) 1 or two will crash into ground or each other.

This is common with most of the A/C i've tried and on different maps.

Also, on occasion i find some fighters whilst in a dogfight will fire at nothing at all.

Thanks for your continuing support of these forgotten aircraft.
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Last edited by Monty_Thrud; 08-03-2013 at 10:27 AM. Reason: added
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  #318  
Old 08-04-2013, 03:40 AM
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chn6 chn6 is offline
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Ntrk BUG:

can't Manual View Control:

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www.dof.cn
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  #319  
Old 08-04-2013, 08:14 PM
Baddington_VA Baddington_VA is offline
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Quote:
Originally Posted by KU_Rigamortis View Post
I doubt this is a bug, probably my lack of knowledge regarding FMB.

- Online dogfight mission.
- Solomon's map

- I created 3 home bases at Henderson, fighter 1, and fighter 2. Each base has a combination of AI taxiing to take off combined with static planes available for players to fly.

- The radius of each base does not overlap another.
- There are static aircraft at each field that cover every player spawnable aircraft, even for planes that are not available at those fields.

So here is the issue. I spawn a P40B at Henderson. It spawns in at the location of a static aircraft as anticipated. I take off and fly to fighter 1 airfield and land. That airfield has static P-40B aircraft, and can also spawn unlimited P-40B aircraft. However, if I hit refly and choose a different aircraft to fly' the P-40B that I just landed is still sitting on the runway where I despawned.

I also replicated this on the Marianas map. The home base options to "use stationary planes" and "return static aircraft to original position" properties are checked.
In the FMB, select the homebase and check if you have ticked the box for returning aircraft to original spawning position after landing.
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  #320  
Old 08-05-2013, 07:15 AM
KU_Rigamortis KU_Rigamortis is offline
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yes, it is checked. I eliminated the problem by making 1 home base cover all 3 fields at Henderson. I still find it odd that a player AC launched from Henderson and landed at Fighter 1 would remain parked on the runway at the despawn point; but my workaround suffices.
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