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  #61  
Old 06-22-2011, 04:22 PM
z0ttel z0ttel is offline
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Don't know if this has been already posted, but with the beta patch, there are no more engine sounds in the Black Death track.

Also, some stationary objects are still present, but are not visible any more (trucks, tents, artillery).

Game performance didn't change on my system.
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  #62  
Old 06-22-2011, 04:42 PM
Blackdog_kt Blackdog_kt is offline
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Quote:
Originally Posted by Stefem View Post
  • G.50 engine temperature indicator show constantly 0°C.
It has been this way since the first release but it's not a bug, you just need to turn on the gauge.

There's a cockpit switch that you can use to monitor each cylinder head's temperature separately. It's switched off when you spawn (that's why you get 0 degrees showing), but clicking on it will cycle the "sensor" through all available cylinders and you will get a proper readout.


As for the people getting graphical glitches on the black death track, this was not uncommon in IL2 either. A track is actually a set of commands for all units and the sim reflies the mission when you play it back.

For this reason if you play back a track recorded with a previous version while running a newer one, changes made to the sim will affect how the track plays out.

For example, if the terrain elevation has been changed in the patch you could get ground units appearing stuck inside the terrain or above it. In a similar fashion, if the flight model is changed it will affect how a dogfight is played back. I remember making some tracks of me practicing bomber busting in IL2:1946 and when i installed a patch the track was messed up for this reason.

All the track does is tell the aircraft "give this and this control inputs at moment X, fire guns at moment Z" etc, so if the FM has changed the effect of the control inputs will change to. In my case, i had shot down all four bombers on my QMB practice mission but when i played back the track under a newer version every single attack run i made would show me going wide of the target and missing completely.

This is a necessary compromise that has been around since the previous series and it's a trade-off: by making tracks essentially be a text file of control inputs matched to certain points in time and then having the sim refly the mission with these instructions, we are able to get a lot of playback time without using up much disk space.

If they wanted to do away with this issue the could do so, but it might result in a larger file size per minute of track recorded.
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  #63  
Old 06-22-2011, 04:52 PM
Tree_UK
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Bug: A massive rectangle lake in the middle of France, just south of St Pol, does not show on map and looks terrible.
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  #64  
Old 06-22-2011, 05:19 PM
Blackrat Blackrat is offline
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Multiplayer on beta server

Attacking formation of AI, on fourth pass screen froze, no sound, no CPU activity. ESC to exit to desktop with no game running or error message

Server log was this

[17:09:42] Server: Pilot of a Do 17 Z-1 () (AI) was killed.
[17:09:42] Server: Ventral Gunner of a Do 17 Z-1 () (AI) was killed.
[17:09:42] Server: Top Gunner of a Do 17 Z-1 () (AI) was killed.
[17:09:42] Server: Nose Gunner of a Do 17 Z-1 () (AI) was killed.
[17:09:42] Server: Do 17 Z-1 () (AI) was destroyed by SYN_Blackrat’s Hurricane (Rotol) ().
[17:13:04] Server: SYN_Blackrat has left the server.
[17:13:09] SteamServer: onP2PSessionConnectFail:76561198039725327
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  #65  
Old 06-22-2011, 05:56 PM
baronWastelan baronWastelan is offline
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Quote:
Originally Posted by csThor View Post
Not exactly new, either, but any kind of AI flown fighter (even your own aircraft if you activate autopilot) has a messed-up aiming point for the weapons. I've tried this with Hurricanes, Spitfires, 109s and 110s and all of them are aiming slightly above the target -and that means without deflection and with deflection. In the latter case the AI pulls too much lead and frequently misses its target. This way hits become the product of coincidence.
There are different skill levels configurable for AI. Believe it or not it's a feature. Start a thread in Gameplay subforum with your usage questions rather than in a bug reporting thread, please!
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  #66  
Old 06-22-2011, 06:45 PM
csThor csThor is offline
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Quote:
Originally Posted by baronWastelan View Post
There are different skill levels configurable for AI. Believe it or not it's a feature. Start a thread in Gameplay subforum with your usage questions rather than in a bug reporting thread, please!
I am quite aware that the AI can be configured, thank you very much.

My statement stands - even set to Ace with insane shooting skills the AI will aim too high (and often enough above the wingtip) and waste so much ammunition that it ain't fun. A rookie who wouldn't hit a barn from the inside, yes and well, but an ace?
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  #67  
Old 06-22-2011, 07:04 PM
AARPRazorbacks AARPRazorbacks is offline
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campaign gb Campaign3









MOBO- Gigabyte GA-EP45_UD3P.
CPU-Intel core Duo E8600 @ 3.33GHz.
Ram 4GB.
PSU-(Duel power supply.
500 and 550 watt on the GPU.
550 watt on MOBO.
500 watt on HD and CD/DVD player)
GPU-Video card GTX 470 1280 MB GDDR5.
Internal HD-Seagate Barracuda SATA 1TB/TO 32MB 7200RPM.
External HD-Seagate USB2.00 500 GB 7200RPM.
OS-(Duel partition on Internal HD.
Windows XP Pro 32bit.
Windows 7 PRO 64 bit.)
CFS3 and Expansions on XP 32 bit
CLoD, FSX and RoF in W-7 Pro 64 bit.
MSWFF Pro 2.
2 saitek x52 throttles.
Saitek Pro Flight PZ35 Rudder Pedals
Monitor- HP-19, HP-24 or a VIZIO 42in screen.
Turtle Beach Gaming Headset and Mic.
TIR5.
Fraps.

Last edited by AARPRazorbacks; 06-22-2011 at 07:11 PM.
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  #68  
Old 06-22-2011, 07:21 PM
baronWastelan baronWastelan is offline
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@csThor: your subjective observation is not a V.14762 BETA Error. Please stop spamming this thread.

Back ON TOPIC:

I agree with Cpt Farrel on the new aircraft reflections. Even though I understand it is probably "by design", the problem is that the "shinyness" appears to be constant regardless of the amount of weathering. Ideally the "shinyness" would be reduced as the weathering is increased; if that isn't feasable, then I would prefer the new look to be abandoned for now, in favor of the previous look.
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  #69  
Old 06-22-2011, 07:31 PM
csThor csThor is offline
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Thumbs down

You can stow your accusations of spamming. This is a valid issue that needs to be sorted, regardless if it is connected with the current BETA or the gamecode itself. And who gave you any authority here? Thought police, or what?
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  #70  
Old 06-22-2011, 08:06 PM
Warhound Warhound is offline
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While making a loadout for the 109 online I got disconnected from the server, server seems to have crashed but came back up a minute later. (unlike what happens with steamdisconnects)
Server involved was Repka #3 ,running the betapatch..maybe they can see something in their logs as well.
Went from 35 players online, then didn't show up in the server broswer for a bit and came back with 0 players so it probably wasen't just my client. (feels like this error did crash the server though, client itself suffered no ill-effects except the timeout)
Had this happen yesterday aswell while making a Hurricane loadout online but didn't have logging on yet.

=================================================
System.IndexOutOfRangeException: Index was outside the bounds of the array.
at PD7pLiwU31I86oQ8DLX.ewpLPVwYMb11uPaoUAn.JJxxZcO8nV (pXrsIrQNSt2tWhCbUl8 , NamedDamageTypes , Boolean )
at eGO4TWgLuyqoGyLMcGF.O7k1Yngcj49WjgHbHgG.x8rbICQxJR q(Int32 , q8ED9uQZD4plHYEWcOm , Boolean )
at eGO4TWgLuyqoGyLMcGF.O7k1Yngcj49WjgHbHgG.J5obInB2KO H(q8ED9uQZD4plHYEWcOm , Boolean )
at eGO4TWgLuyqoGyLMcGF.O7k1Yngcj49WjgHbHgG.netInputCr eating(q8ED9uQZD4plHYEWcOm )
at Gn29k6uluyod0LqiQ93.9haiLSubEsl41GImpky.RclsgC5Lp8 CGJOtvXi7F(Object , Object )
at Gn29k6uluyod0LqiQ93.9haiLSubEsl41GImpky.IkMBaSUbm5 h(Object )
at 7yp7UY3sEG9gWR5p59B.boFt5D3V0yysA9HgxUl.wRNEMNhCjd bjbFg6UwQ(Object , Object )
at 7yp7UY3sEG9gWR5p59B.boFt5D3V0yysA9HgxUl.QWq3nF9WKA (Object )
=================================================

Edit : A nearly identical errormsg was repeated 11 more times but now without servercrashes.
Note the lack of 'Creating' after netinput on line 6, and the difference in the lines directly before and after it.

System.IndexOutOfRangeException: Index was outside the bounds of the array.
at PD7pLiwU31I86oQ8DLX.ewpLPVwYMb11uPaoUAn.JJxxZcO8nV (pXrsIrQNSt2tWhCbUl8 , NamedDamageTypes , Boolean )
at eGO4TWgLuyqoGyLMcGF.O7k1Yngcj49WjgHbHgG.x8rbICQxJR q(Int32 , q8ED9uQZD4plHYEWcOm , Boolean )
at eGO4TWgLuyqoGyLMcGF.O7k1Yngcj49WjgHbHgG.J5obInB2KO H(q8ED9uQZD4plHYEWcOm , Boolean )
at eGO4TWgLuyqoGyLMcGF.O7k1Yngcj49WjgHbHgG.LC6bIMgGif P(q8ED9uQZD4plHYEWcOm )
at eGO4TWgLuyqoGyLMcGF.O7k1Yngcj49WjgHbHgG.netInput(q 8ED9uQZD4plHYEWcOm )
at Gn29k6uluyod0LqiQ93.9haiLSubEsl41GImpky.IkMBaSUbm5 h(Object )
at 7yp7UY3sEG9gWR5p59B.boFt5D3V0yysA9HgxUl.wRNEMNhCjd bjbFg6UwQ(Object , Object )
at 7yp7UY3sEG9gWR5p59B.boFt5D3V0yysA9HgxUl.QWq3nF9WKA (Object )


And these showed up after extended play aswell :

ERROR: HierMesh: Can't find chunk 'UC2'

System.Runtime.InteropServices.SEHException (0x80004005): External component has thrown an exception.
at corelib.CoreERROR(SByte* )
at maddox.core.WHMesh.SetCurChunkByName(String name)
at oCkgPj2Q1I5tDhkbKQb.I1XxBF2yXVOXERkE3tD.innmlMhp7R t(String )
at uXP2wFTr2VdymEGZhcU.yife3YTLnA7YBX0RyIn.ngQHSi2CZS R(UmJVtCTExgs1XOEL1Wm )
at uXP2wFTr2VdymEGZhcU.yife3YTLnA7YBX0RyIn.YrqHSEbxS0 P(JR6hAFTfq3FE38jrpaS , LimbNames )
at PD7pLiwU31I86oQ8DLX.ewpLPVwYMb11uPaoUAn.CxLx3NfI1Y (pXrsIrQNSt2tWhCbUl8 , LimbNames , Double , Boolean )
at eGO4TWgLuyqoGyLMcGF.O7k1Yngcj49WjgHbHgG.fKR8YKjZZS 3q8JC08Op4(Object , Object , LimbNames , Double , Boolean )
at eGO4TWgLuyqoGyLMcGF.O7k1Yngcj49WjgHbHgG.x8rbICQxJR q(Int32 , q8ED9uQZD4plHYEWcOm , Boolean )
at eGO4TWgLuyqoGyLMcGF.O7k1Yngcj49WjgHbHgG.J5obInB2KO H(q8ED9uQZD4plHYEWcOm , Boolean )
at eGO4TWgLuyqoGyLMcGF.O7k1Yngcj49WjgHbHgG.LC6bIMgGif P(q8ED9uQZD4plHYEWcOm )
at eGO4TWgLuyqoGyLMcGF.O7k1Yngcj49WjgHbHgG.netInput(q 8ED9uQZD4plHYEWcOm )
at Gn29k6uluyod0LqiQ93.9haiLSubEsl41GImpky.IkMBaSUbm5 h(Object )
at 7yp7UY3sEG9gWR5p59B.boFt5D3V0yysA9HgxUl.wRNEMNhCjd bjbFg6UwQ(Object , Object )
at 7yp7UY3sEG9gWR5p59B.boFt5D3V0yysA9HgxUl.QWq3nF9WKA (Object )

soundbug showed up aswell,same errorcode as yesterday : [11036] ERROR [SOUND] Sample $bob/speech/gb/Actor1/Feet.wav not found

Last edited by Warhound; 06-22-2011 at 10:13 PM.
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