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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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Thread Tools | Display Modes |
#1
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Please post your patch errors here.
also please post your specs and any error logs -Sticky-??
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Furbs, Tree and Falstaff...The COD killers... ![]() |
#2
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Have posted it above, but I`ll paste it in here too:
snip: I haven`t tested in a while (read: the last patch). Low fps over industrial areas seems to be fixed. Around 30 to 40 fps over the city in the German channel free flight. However I noticed, when buildings are set to unlimited, groups of buildings are popping in and out, doesn`t happen when set to high. Can`t set convergence and fuel load either. Even with the fps being okay, the game still stutters. |
#3
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weapon and fuel loadouts still not working in single player.
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Furbs, Tree and Falstaff...The COD killers... ![]() |
#4
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Sound drop out bug still occurs when a group of AI planes spawn.
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#5
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Hooves, have you tested that 100%? if so maybe servers can stop AI from spawning?
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Furbs, Tree and Falstaff...The COD killers... ![]() |
#6
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Important:
Like previously mentioned, singleplayer loadouts non-working, but skin selection and weathering does. Bugs: -Completely removed the ambient reflections on aircraft (e.g no lit borders on fuselage etc to represent ambient light being reflected on the aircraft paint). Even matte camouflage paint does this if viewed from the right angle. -The german prop-pitch is now at a better degrees/second rate, but the slider is still reversed in comparison to the majority of other planes. (tested in 110 and 109). Requests: -If the sound can be temporarily fixed to NOT disappear in MP like so many constantly complain about, it would greatly improve my forum experience. -Spreading aircraft fires can cause fuel-tank fires (the medium sized flames that stretch like 10 meters behind the fuel tank). It would be nice to see the fuel tanks actually catching fire if the fire spreads to them. -Re-implementation of PARTS of the exhaust stack effects to other/AI aircraft. I know this is resource heavy, but what about ONLY introducing the piston misfire effect due to engine damage? That would be a nice indication that the enemy's engine is struggling, and would only require the resources of rendering damaged engines, not ALL engines. Those points would make us all happy I think ![]() |
#7
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This...
Also, this from the fixed-list.... Quote:
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#8
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Bug(s):
Channel Map - coordinates 188,35 - 62,7 There is a small glitch in the landscape at the coordinates (to the northeast of the crossroads north of Lillebonne), like a step in the landscape running roughly north/south. It's not tall, maybe 50cm but it causes vehicles to bounce and disappear. It's barely visible but when playing with the FMB I happened to stumble across it. Requests: 1.) Remove 8-vehicle limit from custom columns. It's pointless and can be circumvented by editing the mission file with an editor, anyway. 2.) Allow user-defined spacing for columns (i.e. 10m, 50, 100m etc). Allow for user-defined speed for columns (that would greatly harmonize columns and allow for combination of several columns). 3.) Add "space" object to insert into column so the user can define a larger gap between certain parts of a column. Make the gap either user-defined with certain values or add several "space" objects with different gaps (i.e. 10m, 50, 100m etc). 4.) Fix detection range by ground AI and give weapons their true historical range (specifically the german howitzer which had a range of 10,675km). 5.) Add "target area" box and allow artillery to specifically target this area via the "Assign Target" button. This way artillery can shell distant targets without needing a direct line of sight. Last edited by csThor; 06-25-2011 at 11:43 AM. |
#9
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FRAPS stop working in fullscreen and pseudo. NVIDIA 560 Ti here, W7 x64.
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#10
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fix the bad hole in the map!!!!!!!
see picture: |
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