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  #321  
Old 08-06-2013, 05:06 PM
JG27_PapaFly JG27_PapaFly is offline
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Thanks for the patch guys, great stuff!

There are two things I don't like about it:

1) The impact explosion puffs when hitting other planes with 20mm/30mm guns (only tested with MG151, MG/FF and MK10 are gone. Now one hardly notices the impacts. Guncam footage from the era shows very visible explosions/flashes. Impact explosions were perfectly fine in 4.11 and previous versions.

2) The FW190 D9 models now overrev even more easily than in 4.11 while on AUTO pitch. This leads to a dead engine without warning. Don't you guys think it's BS to have the one plane overrev that had automatic prop pitch control inbuilt from the very beginning, while one can dive essentially any other plane in game at full throttle and 100% prop pitch without killing the engine? Please have a look at that.

S!
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  #322  
Old 08-06-2013, 06:13 PM
Tolwyn Tolwyn is offline
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I'm not a fan of the padlock automatically sending AI. I think the Bandits command is enough. Sometimes I want to padlock something WITHOUT my flight immediately engaging.

Can this duplication be removed?
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  #323  
Old 08-06-2013, 10:50 PM
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secretone secretone is offline
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Default Model Airplane Needs A Touch of Paint

Sorry in case this was mentioned by someone else earlier.

The Sturmovik with the 37mm cannon has a skin error. The left machine gun is uncolored. It looks a bit like an unpainted piece of plastic on a model airplane.

Had a lot of fun with it shooting up the new coastal steamer though.
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  #324  
Old 08-08-2013, 01:27 AM
Tolwyn Tolwyn is offline
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Unhappy No. This is Wrong

I'm coop testing. And something is really messed up with this patch and COOP gameplay.

Including waypoint re-writing, escort stuff, AI Bomber engine start/taxiing, etc.
This is goofed up a bit!

Here's the COOP mission (server should take the BIS, otherwise, just server take #2 and your buddy take #1 of the russian bombers). Humans take 1 and 2 russian bomber. Have AI as #3. YOU GUYS try to get #3 to start its engine. Good luck with that.

Code:
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  MAP Balaton/load_w.ini
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  CloudHeight 1000.0
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  MDS_Misc_BombsCat1_CratersVisibilityMultiplier 1.0
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  MDS_Misc_BombsCat3_CratersVisibilityMultiplier 1.0
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  Bigship 1800
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  r0100
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[r0100]
  Planes 3
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  TAKEOFF_005 54063.95 128144.34 0 0 &0
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  NORMFLY 113924.67 106565.66 3000.00 320.00 &0
  NORMFLY 133900.83 89384.82 3000.00 320.00 &0 F5
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  NORMFLY 153102.38 103380.86 3000.00 320.00 &0
  NORMFLY 118119.73 128133.87 1800.00 320.00 &0
  NORMFLY 86041.85 140384.08 1200.00 320.00 &0
  NORMFLY 65203.86 133185.50 500.00 300.00 &0
  LANDING_104 55301.98 128813.08 0 0 &0
[r0120]
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  Fuel 90
  weapons default
[r0120_Way]
  TAKEOFF_001 55301.98 128813.08 0 0 &0
  TRIGGERS 0 1 20 0
  NORMFLY 62469.11 131592.42 500.00 270.00 r0100 15 &0
  NORMFLY_401 69923.50 131837.11 800.00 300.00 r0100 7 &0
  TRIGGERS 0 1 0 4 0
  NORMFLY 99642.86 120085.67 2600.00 320.00 r0100 8 &0
  NORMFLY 115275.31 106287.29 2000.00 320.00 r0100 9 &0
  NORMFLY 135201.42 90003.61 3000.00 320.00 r0100 10 &0
  NORMFLY 146602.39 92119.02 3000.00 320.00 r0100 11 &0
  NORMFLY 152204.26 103716.35 3000.00 320.00 r0100 12 &0
  NORMFLY 117603.43 126576.51 1800.00 320.00 r0100 13 &0
  NORMFLY 86074.85 139106.15 1800.00 280.00 &0
  NORMFLY 60261.18 131352.63 700.00 270.00 &0
  LANDING 55301.98 128813.08 0 0 &0
[r0133]
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[r0133_Way]
  TAKEOFF_001 55299.62 128817.46 0 0 &1
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[g0100]
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  NORMFLY 116811.02 76747.28 3100.00 350.00 &0
  NORMFLY_401 116814.21 109217.52 3100.00 350.00 r0100 9 &0
  TRIGGERS 0 10 45 5 500
  NORMFLY 102394.53 88930.32 2000.00 350.00 &0
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[Chiefs]
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[NStationary]
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  1_Static vehicles.stationary.Stationary$VW82t 2 146001.11 91550.24 360.00 0.0
  8_Static vehicles.planes.Plane$SB_2M103 1 54006.70 128160.65 345.00 0.0 null 1 1.0 null 1
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  17_Static vehicles.stationary.Campfire$CampfireAirfield 0 55341.10 128807.39 510.00 0.0
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[Buildings]
[Bridge]
[House]
[FrontMarker]
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  FrontMarker6 187662.60 127597.86 1
  FrontMarker7 126704.56 108841.54 1
I16s will not escort properly. They simply lose interest. won't or cant keep up...
#3 AI bomber will not start even with the start engine command. We left him on the apron.
Waypoints get all fubar in the mission (see screenshot).

How much was COOP multiplayer tested?

I did upload the files. The files were fine according to this forum's guidelines. Got a database error when trying to upload the NTRK.

But I recommend DT check out COOP gameplay. Something is not right.
Attached Images
File Type: jpg foobar.jpg (399.9 KB, 24 views)

Last edited by Tolwyn; 08-08-2013 at 01:40 AM.
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  #325  
Old 08-08-2013, 07:23 AM
Volksfürsorge Volksfürsorge is offline
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Posts: 55
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Quote:
Originally Posted by Tolwyn View Post
I'm not a fan of the padlock automatically sending AI. I think the Bandits command is enough. Sometimes I want to padlock something WITHOUT my flight immediately engaging.

Can this duplication be removed?
I could abstain from it too.
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  #326  
Old 08-08-2013, 05:56 PM
FC99's Avatar
FC99 FC99 is offline
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Posts: 249
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Quote:
Originally Posted by Vendigo View Post
While trying out the new “taxiing” feature I have come up with an annoying bug

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.
We will do something about it in next patch.

Quote:
Originally Posted by II/JG54_Emil View Post
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.
It is not as simple as I hoped, this will require some changes in 3d model but chances are that we will enable torpedoes for surfaced submarines too in next patch.

Quote:
Originally Posted by Monty_Thrud View Post
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.
Post the mission, please.

Quote:
Originally Posted by JG27_PapaFly View Post
There are two things I don't like about it:

1) The impact explosion puffs when hitting other planes with 20mm/30mm guns (only tested with MG151, MG/FF and MK10 are gone. Now one hardly notices the impacts. Guncam footage from the era shows very visible explosions/flashes. Impact explosions were perfectly fine in 4.11 and previous versions.

2) The FW190 D9 models now overrev even more easily than in 4.11 while on AUTO pitch. This leads to a dead engine without warning. Don't you guys think it's BS to have the one plane overrev that had automatic prop pitch control inbuilt from the very beginning, while one can dive essentially any other plane in game at full throttle and 100% prop pitch without killing the engine? Please have a look at that.
1-Explosion puffs are still there as far as I can see but they are less visible than before.
2. AFAIK nothing has changed and automatic control doesn't equal foolproof control.

Quote:
Originally Posted by Tolwyn View Post
I'm not a fan of the padlock automatically sending AI. I think the Bandits command is enough. Sometimes I want to padlock something WITHOUT my flight immediately engaging.
Can this duplication be removed?
Yes.

Quote:
Originally Posted by Tolwyn View Post
I'm coop testing. And something is really messed up with this patch and COOP gameplay.

Including waypoint re-writing, escort stuff, AI Bomber engine start/taxiing, etc.
This is goofed up a bit!

Here's the COOP mission (server should take the BIS, otherwise, just server take #2 and your buddy take #1 of the russian bombers). Humans take 1 and 2 russian bomber. Have AI as #3. YOU GUYS try to get #3 to start its engine. Good luck with that.
From 411 Readme:
Quote:
Stationary plane spawning

This features enables the usage of stationary planes as human player spawn points in all mission types. AI planes are supported only in single player mission, but the positioning of AI planes is critical since they do not know how to taxi to runway. They will just simply take off to the direction they spawn. Feature always requires additional editing of old missions, so it is not automatically enabled to old missions.
I don't think that is changed in 4.12 so if you want to have mixed flight than you can't use spawning from stationary plane. In your mission you don't really need spawning from stationary planes. You can set flight to start taxiing from the parking space and set spacing parameter in FMB. You will get planes spawned in line to the left or right of the leader (-spacing=left).
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  #327  
Old 08-08-2013, 06:14 PM
Novice Novice is offline
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There is one problem with the patch 4.12 and 4.12.1. I don't know, wrote about it or not, but when I fly online and kill the player sitting in the bomber for the gunner, murdered player just goes in-game menu (via the menu item "new trial"), but kill is not counted.
It's a bug, and some players are actively using it.

Last edited by Novice; 08-09-2013 at 07:14 AM.
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  #328  
Old 08-08-2013, 06:35 PM
Juri_JS Juri_JS is offline
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Some time ago I had reported that AI A6M carrying Type3 air-to-air rockets will not attack enemy planes. My further tests have shown that the same issue affects FW-190 and Bf-109 armed with Wfr. Gr. 21 rockets and aircraft equipped with X-4 rockets.

Last edited by Juri_JS; 08-08-2013 at 07:01 PM.
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  #329  
Old 08-08-2013, 07:06 PM
76.IAP-Blackbird 76.IAP-Blackbird is offline
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@ TD please check the rudder from the Float Zero, if you move the rudder, left right you can see a object sticking straight out of the vertail, maybe a non animated part of the damage model. It`s green and looks like a stinger.
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  #330  
Old 08-08-2013, 07:53 PM
Tolwyn Tolwyn is offline
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Quote:
Originally Posted by FC99 View Post
From 411 Readme:

I don't think that is changed in 4.12 so if you want to have mixed flight than you can't use spawning from stationary plane. In your mission you don't really need spawning from stationary planes. You can set flight to start taxiing from the parking space and set spacing parameter in FMB. You will get planes spawned in line to the left or right of the leader (-spacing=left).
You need to use spawning from stationary aircraft, even in coop mode so the planes don't spawn into a building, etc. I'm not sure I'm following you on this one.

Taxi to take off doesn't work in COOP?
Or doesn't work for AI in COOP?

I'm confused by the wording in the readme, then. I'll create some test missions in both modes and test.

But what about the waypoint icons in my screenshot above? Why did that happen? The I16s followed us bombers for a long while, but then would not or could not engage them (they were supposed to be escorting us).

I'm just asking to make sure to have someone test the new features in cooperative mode as well. Something seems off.
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