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-   -   4.10 Support & Bug Reporting (http://forum.fulqrumpublishing.com/showthread.php?t=17766)

Wutz 12-25-2010 08:10 PM

Quote:

Originally Posted by Aviar (Post 206803)
From the 4.10 Guide:

--------------------
Bomb Fusing

Real life bombs have generally an electrical or mechanical time fuse to avoid premature explosion in case of mishap (e.g. a bomb detaching from the aircraft while still on the runway, or a bomb hitting the bomb rack due to turbulence).

This has been implemented in IL-2, so that bombs now have a 2 seconds time fusing. If the bomb hits the target before that time, the fuse does not activate and the bomb does not explode. This means that in level flight bomb must be dropped from a minimum altitude of about 25 meters to explode.

If the bomb is dropped in a dive the altitude must be proportionally greater.This also applies to skip bombing: the bomb must be dropped from at least 25m and must not hit the ship before 2
seconds.
--------------------

You are correct in that the 'classical' (4.09m) skip bombing is no more. However, I tried the new version and skip-bombing is still possible. You will simply need to adjust to the new parameters.

Generally speaking, release the bombs above 50m and at an earlier point than in the past. It's harder, but in a strange way seems more realistic in the actual implementation.


*Note: Where it states "If the bomb hits the target before that time (2 seconds), the fuse does not activate and the bomb does not explode"...be aware that '...hits the target...' actually pertains to the initial contact with the ground or water, and may not be the actual 'target' (for instance, a ship, if you are skip-bombing).

So, if you are skip bombing a ship, the bombs must fall all least 2 seconds before they make contact with the water. If not, they will not arm.


Aviar

Thank you, I used to work as a EOD speciallist, so I am familiar with real bombs, and yes the main ones I helped defuse where WWII ones.
That a certain rpm has to be reached to arm the bomb is one thing, but how is the bomb to "know" how high she is? No there are no censors of any kind on the casing at all, just a max. of three detonators depending on the bomb.
Meaning normally if your bomb has the speed, and enough time before the detonator hits, mark you the detonator not the casing, height should not matter.
But good this is a game and some things differ. Will have to get used to that. I missed the bit with the 25m.....my fault usually I am down to about 10m or lower as to use other ships for cover.

28_Condor 12-25-2010 08:56 PM

S!

Quote:

Originally Posted by Moreman (Post 206550)
Add line in server.cmd

difficulty GLimits 1
difficulty Reliability 1
difficulty RealisticPilotVulnerability 1
difficulty RealisticNavigationInstruments 1
difficulty NoPlayerIcon 1
difficulty NoFogOfWarIcons 1

These limits are not working well in our server.

Even editing the server.cmd file, after type directly over server this is returned:

Quote:

13>difficulty GLimits 1
SeparateEStart 1
ComplexEManagement1
EngineOverheat 1
TorqueGyroEffects 1
FlutterEffect 1
WindTurbulence 1
StallsSpins 1
Vulnerability 1
BlackoutsRedouts 1
RealisticGunnery 1
LimitedAmmo 1
LimitedFuel 1
CockpitAlwaysOn 1
NoOutsideViews 1
HeadShake 1
NoIcons 0
NoPadlock 1
Clouds 1
NoInstantSuccess 1
TakeoffLanding 1
RealisticLandings 1
NoMapIcons 1
NoMinimapPath 0
NoSpeedBar 0
Reliability 0
GLimits 0
RealisticPilotVulnerability 0
RealisticNavigationInstruments 0
NoPlayerIcon 0
NoFogOfWarIcons 0
There are another way of make work these new limits?

Thanks!

FC99 12-25-2010 10:12 PM

Quote:

Originally Posted by kampfjager31 (Post 206772)
G- INDICATOR on the invisible cockpit not working. I took a 109 to 10,000 and dived to the ground, made a track, while diving, the G's by speed bar came on, when reviewing track with the invisible cockpit the circle with the0.0, G indicator did not work, remain 0.0

G variable is not saved in tracks so there is nothing for G indicator to show.

Aviar 12-26-2010 12:29 AM

Quote:

Originally Posted by Wutz (Post 206809)
Thank you, I used to work as a EOD speciallist, so I am familiar with real bombs, and yes the main ones I helped defuse where WWII ones.
That a certain rpm has to be reached to arm the bomb is one thing, but how is the bomb to "know" how high she is? No there are no censors of any kind on the casing at all, just a max. of three detonators depending on the bomb.
Meaning normally if your bomb has the speed, and enough time before the detonator hits, mark you the detonator not the casing, height should not matter.
But good this is a game and some things differ. Will have to get used to that. I missed the bit with the 25m.....my fault usually I am down to about 10m or lower as to use other ships for cover.

I think you are misinterpreting the part about "If the bomb is dropped in a dive the altitude must be proportionally greater."

Of course the bomb has no altitude sensors. However, this is simple physics. If you are in a dive, not only will the bombs be released at a steeper angle, but your speed will be much greater (as well as the speed of the bombs on release).

So, now you have the bombs traveling at a higher rate of speed as well as a much steeper angle (as compared to releasing the bombs on a skip-bombing run).

In other words, the bombs will travel a greater distance in 2 seconds if released in a steep dive. Thus, the need to release them from a higher altitude. I hope that clears it up for you.

Aviar

Aardvark892 12-26-2010 04:51 AM

Lagg-3 RD takeoff burning up
 
Team D!

Thank You for 4.10! I've found that if I hit autopilot on the ground before taking off in the LaGG-3 RD, it runs for about a minute and then explodes. I tried this with the "reliability" difficulty switch off and on. My wingman had no problems. I did not see the throttle advance, but I could hear the engine spooling up. I tried this on three different maps, as well as in the QMB.

Thank you.

EDIT: Apparently this happens to many of the jet engine types. I watched the throttle while the AI perfomed takeoff prep. and it really slammed forward the throttle way too fast. I hope this extra info helps

Grams79 12-26-2010 05:20 AM

Installing 4.10 ???
 
1 Attachment(s)
I've notice that a few people (including myself) are in need of an installation section to instruct us on the correct procedures to install 4.10.

Some of us have mods such as UP 2.01.
Some of us have patch 4.09 installed.
And some have nothing but a DVD yet.

Now I'm not a person to complain... but there should be a sticky.
How about installation instructions right on the 4.10 Official Release post.

Let us say we have a clean install of the DVD.
Is it patch 4.08, then 4.09, then 4.10? or simply right to 4.10?

IvanK 12-26-2010 05:35 AM

From the DVD get your install to 4.09M then install 4.10.

11th~Frog 12-26-2010 07:06 AM

Communications menu bugs.
 
#1) Selecting the Enemy frequency from the communications menu results in the Friendly frequency being selected. That is, both the Enemy selection and the Friendly selection result in the radio being set to friendly.

#2) On the Ground Control page of the communications menu there is no customary blank line between the last option and the '0.Back' option.

_RAAF_Furball 12-26-2010 08:56 AM

Quote:

Originally Posted by wildwillie (Post 206452)
I have setup a 410m dedicated server (CRT=2), but when I connect I am getting a Timeout = 1 error.

If I set CRT=0 then I can connect without any problems.

Thanks,
WildWillie

I also have a 410m dedicated server set to CRT=2 in confs.ini and no-one can connect - they also receive the Timeout = 1 error.

CRT=1 won't allow them to connect either.

Azimech 12-26-2010 09:41 AM

I had problems too to connect to a certain 4.10 server. But the funny thing is, the server was populated. I was able to connect to different 4.10 servers.

When flying a two-engined aircraft, I get HUD notification when I change power to engine 1 and 2, I get proppitch notification when changing proppitch on #1, but I don't get proppitch notification when changing #2. Not a very big deal for me since I use Saitek throttles and have the lever for #1 next to it, but I thought nothing wrong with mentioning it.


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