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-   -   4.11 General debugging (http://forum.fulqrumpublishing.com/showthread.php?t=29042)

Tolwyn 01-17-2012 09:09 PM

Sea planes (AI) do have an issue with spawning on a static sea plane.
However, the CANT AI plane has issues that the Zero-N plane does not.

jermin 01-18-2012 04:08 AM

Quote:

Originally Posted by Janosch (Post 381115)
Was it a cold or hot engine? Was it level flight, steep or moderate climb? I just tried out the Bf 109 G-10, default armament but only 60% fuel load, radiator fully open. I wanted to use the MW50 to take off and climb. The overheat message popped up roughly 2min 30 seconds after setting throttle to 110%, which I did shortly after the plane started to move. I didn't climb optimally, but I made it to about 3200m altitude.

I was testing late-war bf-109s in a duel quick mission setup. I started midair on Cremia at 1000 meters. Immediately after spawning, I pulled back the throttle and enabled MW50 and then pushed forward to maximum 110%. (The radiator was set to automatic by default.) I then did a shallow dive to about 500 meters when I met the enemy aircraft. Then I started dogfighting with him. I did it mostly in the vertical plane. When I pulled up from the dive, I got the overheating message. It was merely 53 seconds into flight. If I continued dogfighting with full throttle, the engine would be cooked up within 4 minutes. (you can tell it from the oil blotch spilled onto the windscreen and the over-revolution engine sound.)

Then I did another test with 500 km/h level flight with the same power setup. (no enemy aircrafts) The engine was still damaged within 5 minutes.

MW50 boost was not supposed to be used for take off and climb in history. So your data is not compatible.

eduzk 01-18-2012 06:05 PM

First: Excellent work! I had almost given up hope that some day there will be a fair AI.

Some things I noticed:
- Fiat G.50 cockpit compass shows some incorrect numbers: "W...27...21...S...18...15...E". Also, the "N" looks glitchy.
- In winter Moscow or winter Leningrad maps, at about 7:30 a.m. the ground looks very bright when compared to the sky.

Ventura 01-19-2012 02:52 AM

SBD-3 default skin
 
SBD-3 default skin is the same regardless of year on Coral Sea Map (Haven't tried others).

The early 1942 versions had the red ball within the white star (as in the TBD-1 and F4F-3)


ALSO The I-153P's wheels have a ground shadow that shows them wobbling badly.

IceFire 01-19-2012 03:01 AM

Quote:

Originally Posted by Ventura (Post 381715)
SBD-3 default skin is the same regardless of year on Coral Sea Map (Haven't tried others).

The early 1942 versions had the red ball within the white star (as in the TBD-1 and F4F-3)

Something I'd very much like to see change in the future... SBD models served a great deal of the war. It'd be nice to see the markings change a bit as time goes on.

Actually there were four significant changes to markings and three basic camo schemes used. Might be nice to see all of these...but I dream big :)

Uzin 01-19-2012 09:32 AM

Change missions for QMB in 4.11?
 
Does anybody tried to create or change missions for QMB in 4.11?
In my experience, you can build new QMB missions with a full editor - FMB only at the default maps, not at added ones, their name appears in QMB , but they can not run. Even at default maps, you cannot change QMB missions using new take off options - Pairs or Line, because in QMB the planes are wildly scattered around the airfield.
Did anybody mention this weird behaviour, please ?

FC99 01-19-2012 10:57 AM

Quote:

Originally Posted by Uzin (Post 381764)
Does anybody tried to create or change missions for QMB in 4.11?
In my experience, you can build new QMB missions with a full editor - FMB only at the default maps, not at added ones, their name appears in QMB , but they can not run. Even at default maps, you cannot change QMB missions using new take off options - Pairs or Line, because in QMB the planes are wildly scattered around the airfield.
Did anybody mention this weird behaviour, please ?

It is normal that you can't made missions for maps that are not included in 4.11. If you are using mods and they are installed correctly you should not have problems to create QMB missions for these maps and use them in your modded install.

As far as Line and Pair take off are concerned you have to understand that QMB have built in parser for mission templates( that's what you create in FMB). Actual mission,one you play after you hit "FLY" in QMB is combination of mission template and the settings read from QMB menus.

Problem for you is that parser doesn't know how to read new take off parameters. My only question is , is it really important to have this in QMB, you can play such missions as single missions, you can play them from FMB so is it justified to spend lot of time on tweaking QMB just for that or it would be better to spend that time on things that are more critical.

FC

Uzin 01-19-2012 12:08 PM

Quote:

Originally Posted by FC99 (Post 381783)
It is normal that you can't made missions for maps that are not included in 4.11. If you are using mods and they are installed correctly you should not have problems to create QMB missions for these maps and use them in your modded install.

Missions made in FMB on newly added maps run well in FMB, but not in QMB.
New maps are, obviouly, installed correctly.
Quote:

Originally Posted by FC99 (Post 381783)
As far as Line and Pair take off are concerned you have to understand that QMB have built in parser for mission templates( that's what you create in FMB). Actual mission,one you play after you hit "FLY" in QMB is combination of mission template and the settings read from QMB menus.

Problem for you is that parser doesn't know how to read new take off parameters. My only question is , is it really important to have this in QMB, you can play such missions as single missions, you can play them from FMB so is it justified to spend lot of time on tweaking QMB just for that or it would be better to spend that time on things that are more critical.
FC

I think QMB possibilities should be consistent with those of FMB, just my 2pence.

Another inconsistency, in FMB: with Normal option in take off you must, as earlier, position the waypoint which is next to the first one, away from the runway, while with new options - Pairs and Line - you must position that next waypoint over the runway, to its opposite end. Why not to remove this inconsisteny, please ?
Thank you for your time you devoted also to these small bugs on the beauty face of 4.11.

EDIT:
As an offliner, I am used to record my flights frequently. Anf I have never met so much wrong records, differring essentially from the situation that was in the flight, as now with 4.11+Hotfix .
I am sorry for being so negative, but I have seen better programming work as this.

martinistripes 01-19-2012 03:03 PM

Anti-Aliasing with CCC 11.12
 
I don't know if this is a game issue or AMD driver issue. But at the moment I can't apply any anti-aliasing without the ground textures flickering and becoming unstable.

This is with the Radeon HD 6990M and CCC 11.12.

JG26_EZ 01-19-2012 04:18 PM

I have also experienced what Alpha and Phabius have mentioned with the clouds. When I am above the clouds, they look like they belong, but when I am at cloud level or below, they go dark.

The dark clouds at sunset, I have seen before the v4.11 patch, but they were dark at any altitude you looked at them from.


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