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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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#1
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I was getting CTD with ATI CAT. 11.9 drivers, so I switched to CAT. 11.10 preview drivers and no more CTD. fps 17-32ish all sets to high-(BomberIntercept London). And another discovery with Radeon Pro the graphic bug is gone from the GUI/game, much to my surprise its working now.
edit: Disregard: I have started getting CTD at will, dont understand why, to cut it short. I reinstalled the game/patches and damned if it just dont fly with it making my Desk top part of the mission. "Real Life Bummer"
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MSI R9 280X 6GB x2 AMD FX 4170 Bulldozer 4core CPU /RAM Kingston HyperX FURY 16GB ASUS M5A99FX PRO R2.0 Mobo Windows 8.1 64bit WD 1TB HDD Corsair RM 1000WATT PSU ![]() Last edited by BravoFxTrt; 10-11-2011 at 03:35 AM. |
#2
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Two bugs;
First; looking at a mission from the outside I did see 3 planes stop in midair over an airfield during a strafing attack they did never move again! Second; if you land last during a mission all the planes that land before you and disappear from the game before you land are counted has destroyed! Strange is it not. It is a nice game. ![]() My PC; ![]() Win7 x64. Asus p6x58d. I7 975 3.75Ghz. System & game HDD 256Gb 10.000rpm. 12 Gb (6*2Gb) ddr3 1333Mhz memory. Geforce gtx580 1.5Gb. Trackir 5. Logitech G940. Last edited by senseispcc; 10-09-2011 at 05:21 PM. |
#3
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I think the Supercharger is working just fine. DB601A Full throttle height is around 5000m according to most sources. Propeller Pitch in AUTO is a function of throttle lever position. As to RPM and ATA the 2 are effectively the same below Full throttle height as in general terms Throttle position determines or is directly linked to ATA and therefore RPM . Above Full throttle height that is obviously no longer the case as ATA reduces since the supercharger has reached its max output. Here is a burst from "Schwarzeman" who has restored a number of DB engines and knows these things inside out He is a pilot as well. Its DB605 specific but the principal is the same: "High altitude- above rated altitude(5.7km/605A) the ATA will reduce in relation to further climb, the U/min will stay the same (until the throttle is moved) and the prop clock will stay the same (until the TAS is changed)" So what happens in COD at the moment ? Start at 4800m Max ATA Prop AUTO 1.34ATA at say 250KMH then climb. I see ATA start to reduce at 4800m indicating Full throttle height (Supercharger at max output). As I continue to climb ATA is reducing but RPM remains 2300RPM. I continued the climb to 6000m ATA reduces to 1.1 but RPM is still steady at 2300RPM. As I climb at constant IAS (increasing TAS) I see the Prop clock fining (slight clockwise movement) to maintain the 2300RPM. So that to me indicates Throttle position is determining RPM in COD. This behaviour looks correct to me and replicates what Schwarzeman states pretty well, though I haven't documented the relationship of ATA drop off with Altitude above Full Throttle Height. (I will test this though ![]() EDIT: ATA DROP OFF ABOVE FTH 1.34 ATA 4800m 1.2 ATA 5400m 1.1 ATA 5950m 1.0 ATA 6550m 0.9 ATA 7100m So ATA reduction above FTH is around 0.1ATA per 500m That agrees reasonably well with the RAE test data from AVIA 6/9352 "Performance tests on a Me 110 and a Me 109E (DB601 engines) ![]() Last edited by IvanK; 10-09-2011 at 10:51 PM. |
#4
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Edited my first reply with the ATA v altitude drop off data.
The supercharger in the DB601A was continuous type thing through a fluid coupling (as I recall which means its output was continous up to FTH). At Sea level its doing very little work but as you climb it works progressively harder maintain the ATA. However it can only work so hard eventually it gets to its max output that becomes Full throttle height thats around the 5000m. That is exactly what I am seeing. The Flight test I did was on the Steppe map Full throttle Prop pitch AUTO max ATA (non WEP). The numbers recorded exactly as shown on the climb. So the indications look good to me. What we dont know is the Power output going to the FM. Cheesehawk you said: "After this point, the ATA quickly drops to about 0.8 at 6k, and the prop pitch coarsens to about 1500rpm." I am not seeing anything remotely like this I have done it 3 times with identical results. I suggest you repeat the flight test exactly as I did it and see what Attached file is the single mission I was using for the test. Has you starting at 5000m. Test offline in a dedicted test environment. Who knows what has gone on previously On line. .... You might have thrashed your engine getting to 5000m ![]() You also said: "From my understanding, the AutoPP would adjust the prop based on throttle position, so it shouldn't have been coarsening the pitch when the air pressure dropped." Its a function of TAS. Thats why in MANUAL or in the E3 in a constant IAS Climb at constant ATA you need to vary the prop to hold the RPM. Above FTH the throttle is firewalled the only variables in the climb are ATA and TAS . Last edited by IvanK; 10-09-2011 at 11:17 PM. |
#5
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Cheesehawk you said:
"Seems though, that the supercharger effect is disappearing too quickly after 5.5k or so" Its dropping off in the Sim at the same rate as the RAE Test data. Once you get to Full Throttle height the supercharger is effectively out of the loop in terms of maintaining any further impact on Boost drop off. Its done its job in maintaining the boost at sea level values up to FTH, after that it cant do any more....its running at 100% output. The rate of ATA/BOOST drop off is then pretty much constant ... at a similar rate to a non supercharged engine as it climbs above Sea level. To get higher still with Sea Level ATA you would need stepped supercharger with a different set of ratios/speeds etc. Like in the later Merlins with MS and FS gears requiring a manual shift at MS gear FTH. Or the BMW801 that shifted itself via Kommandgerate output. The DB601A was variable speed but only single stage. (I am pretty sure ![]() Good discussion makes us get into the books and references ![]() Try the Test file I uploaded and see how you get on. Last edited by IvanK; 10-10-2011 at 12:06 AM. |
#6
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the last beta patch genenate many color artefacts ( red and yellows dots) at cockpit gauges borders and this beta2 generate the same bug at all cockpit and aircraft parts like a decals and gears .......my videocard is a geforce460 and i use windows7 64bits using last nvidia driver.
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#7
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how can i play this.cockpit.jpg
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#8
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AMD Phenom II X4 965BE OC@3.8ghz DDR3 G.Skill eco 4gb ATI Asus EAH6950 2GB shaders unlocked Asus Xonar DX Asrock 870 extreme3 Windows7 x64 Ultimate Saitek X52pro (stick modded) - Saitek rudder pedals - SteelSeries Siberia V2 headset Freetrack ps3eye Samsung 23" SyncMaster XL2370 |
#9
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Getting Launcher crashes afte like half an hour of gameplay....
Winger |
#10
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unsticky this thread and stick current version bug thread
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