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I've read this but i didn't understand this change!
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The compass in the 109 and most other planes is just that, a compass, there is no Direction Finding ability. You use the compass to mark headings where you came from, where you're going, where the target is etc. It's there for manual navigation, like "pilotage". To home in on an NDB beacon you need to use the DF instruments, which are described in the 4.10 guide. The waypoints are just markings on a map, they don't represent anything real that you can home in on. The best guide I can suggest is look up NDB navigation, or pick up a copy of "from the ground up" (recommend for everyone, this will answer all your engine/prop/navigation questions, excellent book!) and read the navigation section. It's not difficult per say, it just takes practice. Some aircraft like the Ju-88 and Bf-110 have a direction finding compass that homes to a beacon, but I suggest learning to home to the crosshairs first.
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No, I don't mean the unit badge (if you mean a squad emblem or the like). I mean the national insignia/markings (like the Russian red star) on the wings and the flight number on the fuselage. The rest of the Italian squads do have them, that is, the same planes flying for another squad do feature the fasces on the upper wing surface and a red flight number on both sides of the fuselage. So do other planes (like Mc.200) even when 356squadriglia is used. That is, SOME planes in conjunction with ONE particular squad do not have something that others have. And this is a change from 4.10. Please check in the QMB with the planes and squads I referred to. (G.50 / Mc.200, and i01 / 356squadriglia). Four combinations to look at. |
Ah, I understand what you mean. The red fuselage number will appear in the next patch, that was a simple fix. But:
The national markings for italy on the Fiat Cr.42 and Fiat G.50 are in both cases part of the default aircraft texture. As such there is no overlay for the game to put its own fasci marking onto the plane. This was changed in 4.09 by Maddox Games as requested by italian players. Then both types got a new default skin for Italy ... so the situation ATM is as it should be. If you use custom skins for Italy on either the Cr.42 or the G.50 you need to use skins which contain national markings. |
Here is a possible bug I just found:
Light type (1, 2, 3, 4) do not show up on a Dogfight map. I'm not talking about the 'Activate runway lights' command (which also doesn't work). I'm talking about the lights themselves which should be lit all the time. Neither 'Red', 'Blue' nor 'None' Army lights will appear on a Dogfight map. However, they work fine in Single-player and coop missions. EDIT: Just to amend my bug report, it's not the Dogfight map that seems to be the issue. Rather, it's the Home Base itself. In further testing, I found that the lights WILL work on a Dogfight map, but only if they are not located within a Home Base area. If the lights are located within the radius of a Home Base area, they don't work at all......they are never seen. *Since a 'Home Base' is almost exclusively used on Dogfight maps, I initially thought the map itself was to blame. Aviar |
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I presume "as it should be" applies then to all Italian plane types, doesn't it? Thanks for the info! :) |
Ammo counter in He-162 doesn't work.
Wheels don't roll at slow speeds. |
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Hello Team Daidalos,
thank you very much for so much work in your spare time ! I'd like to report that on my computer since 4.10 the standard gauge for indicated airspeed in the Me 262 does not move anymore, its fixed to ca. 340km/h whereas the yellow pointer for the true airspeed moves correctly. Please test and confirm or reject, thank you. Greetings Jörg |
I just ran into a little issue:
Bf-109F-2 - In the campaign arming screen, the option for the "MG151/20 Field Mod" no longer appears, it only shows the options from before 4.10m. It shows up in the QMB as well as the FMB, but if you try to change it in the FMB and then run the mission, it still doesn't show up and will set the armament to "Empty". |
I don't know if it has been mentioned (too many threads) but Fuel gauge don't work on Hurricanes.
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Damaged guages on some planes still show working needles. I don't remember exactly, maybe it was the IAR 80, or something else, but when the vertical airspeed indicator and the turn and slip indicator were busted (black hole with wires and a spring) the needles and slip-ball were still "floating" in space and moving.
@SEE are you looking at the fuel quantity or fuel pressure? They are not obviously marked, and lots have confused them. |
Thats what comes of not reading the aircraft guide........:(:oops:
many thanks....... |
I am trying to get the MGFF 20mm field mod working in the dgen campaigns but its not available for the 109F2, all other options are. You can get the option in QMB
Woops crusiclancer has reported this all ready |
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Since Dgen doesn't use the new date & wind features in the FMB (in fact it doesn't show up in the .mis file for the Dgen missions at all), you have fix the date in the FMB before you play the mission. It's kind of a hassle, as you have to wait for Dgen to generate a mission before you can edit it, but at least you would only have to do it until you switched to the F-4. |
Its a pain in the bum, & hpoefully it will be rectified by TD, one would think 109F2 `s would have been field modded by Invasion Barbarossa 1941
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2 about ships:
1. Destroyer_USSR_Type7 and Destroyer_USSR_Type7_44 Their "strengthBasedOnThisSection" are "strength_HullHuge". It is too strong like Battleship. to be "strength_HullLarge". 2. Battleship Tirpitz. When I make a mission with Tirpitz, and run Dedicated Server with IL2 Server Commander... IL2 Server Commander shows red text error about Tirpitz. DS runs well, but IL2SC is disable to control DS. |
one more, sorry.
It's not serious but I found. Ship's armament, IJN gun_25_Type96x3 (MachineGunJA_25_Type96x3). It seems bullet counts x4? |
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http://www.lowengrin.com/download.php?list.3 It's possible that he might have worked the date and wind features into his program by now, or perhaps working on it. |
Haven't seen this posted anywhere yet. The sun position in the FMB is no longer the same as it is in the actual game. The in-game sun position appears to have something to do with the date (I believe I remember that being programmed in) but the programming changes aren't reflected in the FMB.
I found it out when a map that should have been sunny was actually quite dark :) |
Here's something funny I just noticed:
http://upload.wikimedia.org/wikipedi...0_PICT0021.JPG http://mig3.sovietwarplanes.com/il10...w2/il10f1r.jpg http://i984.photobucket.com/albums/a...2-53-47-15.jpg As you can see the landing gear of the Il-10 in the game are quite long. Also, it may just be me, but the nose looks smaller and less "beastly" than that of the real-life counterpart. http://www.repulomuzeum.hu/ARCHFOTO/IL-10_08.jpg Also, note that there is no antenna visible from within the cockpit: http://i984.photobucket.com/albums/a...2-47-51-35.jpg Cheers :) |
Another one guys...
The AI cannot land Go-229s. They set up the approach fine, but when they flare, they do not stop pitching up. Eventually they go vertically upwards to 10,000 meters (!), stall and then dive uncontrollably and crash. |
I think I found two little bugs the first is the lack of wheel movement on the 109 F2 and secondly the ai doesn't like the blue home base on the Slovakia Summer map I had a whole wing of undamaged planes fly into the hill on approach.
sorry if these have already made it on already also I can't save my QM on my steam version of il46 |
Your new transmiting stations or at least the one on the Moscow winter map in Qmb (axis base) is visible from about 25km, the hut that is but not the 100m aerial on it's roof! Don't know if it's a bug but I can see it way before anything else at the base flying at 1km height. Considering factories disappear beyond about 5km this seems a bit odd. Somekind of oversight?
More humble pie for me, returning to land I could see this black square and decided to fly straight for it and check it out, expecting to see the hut but instead found two trees standing close together. Which makes me wonder what is it with trees? Why are appearing and then disappearing? and why are these two visible so far away? My conf.ini: forest=2. |
Noticed last night Bf109G-6 compass on the dash doesn't read quite the same as the vector given in the lower left corner, not out by a lot, about 2.5 degrees. Kept wondering why I was a fair way out at the destination using cockpit compass.
It is your transmitter object visible at 25km. The distance lod is huge and then gets slightly smaller at 5km, directly overhead it's tiny! It would not be visible at that distance, fix please! |
a first i would like to thnak you for those wonderful mods you did, but i discovered a little bug with the video capturing/playing function.
I do some kind of dogfight analysation after the most of my flights and as i flew with a Hs129B-2/Wa (B-3) to find out what an effect this tiny canon has on a B-29, I destroyed it completly. As I watched the Video, the B-29 remained undamaged and my plan did what I actually did (Left turn etc.) But then it crashed into ground what I defentliy didn't. Same Problem with the Hs 129 B-2. I recognized this problem with no other plane at this moment. PS: This is my first post in your forum and please excuse my english, I am an german pupil. |
The "loiter here" radio command doesn't have any effect on AI wingmen anymore.
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Hi TD, getting a similar problem trying to edit some campaign videos. When watching back a 'Quick recording' of a mission that worked perfectly well, moving tank and vehicle columns, plus static ships, behave in an absolutely bonkers manner. Vehicles leapfrog through each other at insane speeds; then stop abruptly; then a vehicle will pass through the one in front of it as though its transparent, and the whole column will set off again at about 80 mph. Their wayfinding is completely kaput so they bounce off other objects in thier mad lurches. I have a static tanker set up which sinks via a plane spawing in it. In the replay the plane simply passes through the tanker, which remains intact. I also had some Ki-27s taking off from a patch of ground (no test runway - just found a level area where the takeoff command works) which works fine in the mission. In the recording of the mission the a/c spend half of their takeoff bouncing along the ground upright at 90 degrees on their prop hubs. Insania! It is as if the damage, wayfinding, and collision models are disrupted. I stress this only happens when i record a track....when i 'save track' it plays back fine. However, i have noticed that looking in the respective ntrk/trk files in wordpad the 'recorded' tracks are in that crazy video code, while 'saved' tracks are in plain .mis file language. Ie. the problem seems to lie with the 'record video' function/code rather than 'save track'. I've done alot of testing with this - i've cleaned out my caches, removed all other user created content from the game folders; recorded QMB tracks (with the same result - try recording the transport column at the allied airfield on Pacific islands on 'Scramble')....i've even re-installed and re-patched the damn thing twice to no avail. Old tracks, such as "The Black Death" (which also has moving vehicle columns) do not exhibit this behaviour. If you need me to, i'll make a new recording of this behaviour and PM it to you. |
Dear TD,
I'm not sure if this is a bug or whether it's a remnant bit of programming from the non-MDS versions of IL2 (pre-4.10), either way I've found a potential "cheat" in completing the "Destroy Ground" objective. Try this: 1. Create a moving dogfight map with an area of water (Pacific Islands for example). 2. Place a "Destroy Ground" Primary Objective over an area of water, increase the radius of the circle to max and set Destruction percentage to 100%. 3. Place a moving or static ship inside the "Destroy Ground" objective circle. 4. Place a test runway and a red homebase outside the target circle, make it an airstart at 300m toward the target circle. 5. Save the map, create a new multiplayer game and spawn at the airstart airfield. 6. Fly toward the ship and enter the area of the target circle, descending and levelling off at wavetop height. 7. Press Ctrl+E to bail out. 8. The moment your pilot hits the water, bingo, MISSION COMPLETE. Here's what I think is happening: a) The "Destroy Ground" target circle recognises one ship inside it's effective radius at the start of the map so it needs only one target to count destroyed for the objective to be complete. b) When you bail out at wavetop height, your pilot doesnt have enough height to deploy his chute. c) The instant the pilot hits the water, he becomes a USpilot 1 or 2 object (effectively a "Stationary Ship" object) and is immediately killed because he hit the water too fast. d) The "Stationary Ship" US pilot is destroyed and the target circle counts that one object toward it's total. Has anyone in the TD team seen this effect before and if so, is there any way to counter it? Your feedback here would be appreciated, thanks in advance, |
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We're having a problem with the UK-Dedicated1 server and I'm wondering if it's a bug that has cropped up with the release of 4.10 or 4.10.1. We've only really narrowed down the possible cause recently but I believe this may have been happening the whole time.
A little preface: When I say narrowing down the cause... I mean there appears to be correlation but I've not been able to determine anything else. The problem is that many users are complaining of periodic stutters or screen freezes while playing on the server. This does not appear to affect them offline. We're not sure if it affects them on other servers or not. Although people have been having problems for a while now I've only just recently noticed the problem myself. I've not yet had a screen freeze but I have seen my FPS decrease and periodic stuttering appear. The only connection we can see is a series of error messages that seem to appear at random (from our perspective) in the IL-2 console. Code:
[15:56:27] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2Code:
[16:26:15] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2Code:
NTERNAL ERROR: HierMesh: Can't find chunk 'NullPart_D0'We are running FBDj (1.5 I THINK) on the server and it is a dedicated server. The scenarios we run sometimes have MDS elements in them such as moving ships, vehicles or AI aircraft. Other times they don't and the problem still crops up. The one where my frame rate was decreased had no MDS elements on it at all. No moving ships, vehicles, AI or anything of the sort. Just static objects only like an old style dogfight server scenario. Why it was cropping up there I have no idea. Finally it doesn't appear to affect all players at the same time. I had one error, someone else had a different error (in the same session) and others reported no errors at all. Which leads one to think it's a client side problem. It is being reported by a confirmed 5+ people in our mini-community alone with more casual players on the server also reporting similar problems. I'm starting to post this message around in a few different places to see if anyone knows what is happening and if this is a bug or a glitch (with 4.10/4.10.1) or something specific to our server... if it is... any clues as to what is going on? |
Do you have a track from when this is happening? I wonder if the error is there in the track as well.
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I hadn't thought to do this. Next time it comes up I'll record one...
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2 winter online maps are unusable
Hello,
many thanks for your continuous improvement of IL2 46. I'm really keen of course to discover the next 4.11 issue. I identified two online maps : - online 2 winter - online 10b winter in which the ground texture is reduced to flat white everywhere and even the airfields are not visible. It should be not a big effort to render these maps with better frames and visible airfields or even to reuse their slots with more interesting maps.:rolleyes: Tx for all. |
escape to game screen bug during online play
There is a bug for online play. Your are flying along then it is like someone presses the escape key and the game screen comes up and you can't get back into the cockpit, but your plane keeps on flying and you usually die from crash if you don't disconnect or hope it goes back to normal. It could be a cheat or someone running the server being an azz, I really don't know. Maybe others can confirm. :evil:
This was on a 4.101 server |
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Changing maps breaks compatibility with missions that are run online and offline using these maps. BTW: Online10 was made by Oleg's team on specific request for a dogfight map with no terrain features. |
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[15:56:27] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2Code:
INTERNAL ERROR: HierMesh: Can't find chunk 'NullPart_D0' |
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If you have seen the 'mission loading' screen, then this is a well known issue. Its the biggest bug since ages and still not solved. We are hunting it. |
Bug for LA7 (3*b20) DM/FM
I was flying the above fighter & had my rudder shreded by a flak burst, on externals you could see the skeleton of the rudder (framework & internal supports) but the covering had been vapourised so air would pass through the rudder & it would be ineffective, However the rudder control of the plane was not effected at all. Normally when you get damage to your wings or plane in general the overall FM degrades, as they would in real life. This was not the case here |
That applies to most other planes as well. A riddled rudder almost never affects the plane, it's only when the control cable is destroyed or the rudder is completely shot off where you will loose control
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JG52Karaya
Thanks for the info, I have never noticed this before. Generally when you take hits in the wings the planes performance degrades, but hits in the tail area unless they disable controls or blow the rudder or elevator off are mainly cosmetic in appearance? Is that a limit of the IL2 game engine? (must be) |
Its rather that the amount of damage is not really aligned to the visual effects.
The area of damage is indeed correct (if the rudder is hit, the damage is displayed visually right there), but the amount of damage not. This is in most cases based on the style of the artist, who made the default skins and the damage layers. All along the game this is very incoherent. So better not to trust the visual effects. |
I found that in complete dark nights the lights for airport are less bright than in nights with moon... at least at Solomon maps.
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Hi everybody!
My apologies if this has been posted before or this isnt the correct thread. I found a mistake in the fuel consumption, or the ammount of supplied fuel, for the P-51D-20NA. I did a lot of testing in that direction today and found out the following. All tests have been done with beeing static on the runway, Manifold Pressure at ~51" and rpm at ~2600. Through all the tests I found the auxiliary tank aft of the cockpit to be the most reliable, so I will use that one as reference. According the the Pilot Training Manual of 1945, the P-51 had an 85gal auxiliary tank aft the cockpit and one 92gal tank in each wing, giving it a total caapacity of 269gal without any drop tanks. In my tests the aft tank was always emptied in ~50 minutes, giving it a consuption of ~1,7gal/min. With 100% Fuel and no drop tanks the main wing tanks were emptied in ~90 minutes, giving them a combined in game capacity of ~153gal. That makes them lack ~15,5gal each compared to the real plane. Moreso the drop tanks consistently emptied within ~57 minutes, making a combined capacity of 96,9gal. The arming screen claims its 2 x 75gal what makes a difference of another ~53,1gal. In total, with 100% fuel and 2 x 75gal drop tanks selected, the in game P-51 is actually short of ~84,1gal fuel. That's an entire auxiliary fuel tank! Some may now say its a minor issue, i'd call 84gal not minor. That's an entire auxiliary fuel tank! Though i have no idea if its a limitation of the game engine or just incorrectly modeled, but it would be great if it could be fixed. And as a side note, I'd love to see the 110gal drop tanks and the wing hardpoints getting a little more pretty and also permanent, like those of the P-47. ^^ Thanks to all who were willing to read this rather long post !!! If more information from those tests would be required, i wrote it all down, just ask. Greetings to all -=MadCat=- |
Hi, I have very strange and annoying bug. At first I suspected it was because of mods (HSFX 5.1).
I have only 2 options when cycling through radiator settings, those are: Radiator: Open, and Radiator: Closed/Auto. Can't access other positions at all. Even the planes which don't have automatic radiator control have Open and Closed/Auto positions only. However I uninstalled game through control panel then deleted game folder with any remaining files. After that I ran setup again and updated game to 4.101. I picked up quick mission with BF109 E-4 to test what happens and problem still persists (no mods). I did not change any controls at all, everything was set to default. I'm really becoming desperate because no matter how many times I try to reinstall problem stays there. |
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prop pitch auto-manual
When i assign eng 1 prop pitch to an axis and press the key to prop auto, and again prop manual, the pitch does not retain the last info from the axis, it goes to 100% or were it was left with the keys imput. When axis is assigned to prop pitch (general, that serves one or more engines) it works ok.
Sorry to bring such a minor question, and i dont know if it has been posted before... it does not make real difference to me, but, i tought it could be easy to solve and decided to post. Thanks a lot Team Daidalos. |
As danjama pointed out to me over on the ubi forums, and I confirmed myself last night, the He-111's bombsight seems to have been replaced with a Norden bombsight.
This may have been already addressed, but I couldn't find reference to it in this thread... |
Re 2000
The RE 2000 seems very susceptible to excessive bounce while attempting take off. Even with a full fuel load it is very "tender" and feels like it's going over a washboard road.
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I found a bug in the camapaign blog in the U.S. camapign fighter pilot squadron documents tab and when I went to the Awards section in the Squadron Documents, it shows two events squeeze together on one line I'll put a screenshot of it soon.
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Ship modelling Damage bug patch 4.10.1
Dear TD,
I believe I have found a bug with the damage modelling of the Japanese Kagero (earliest model) destroyer. There appears to be a centre section of the hull that is completely immune to skip bombed 1000lb'ers. Skip bombing the ship well fore or aft of the centre section sinks it but hitting it right smack in the middle gets it to smoke but never destroys it. I'm very confident with my skip bombing and I saw flame explosions on multiple occasions with no residual effect. I conducted in excess of 50 attempts from a P40M loaded with a 1000lb'er. This effect may be present on other ships, I am not aware whether that is the case, I will continue testing. For your consideration. |
I can't confirm this, I've just sunk a Kagero with a single 1000lb bomb to the middle. It is difficult to hit the hull, not some superstructure, though. A hit on the superstructure will only cause smoke.
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This is only my opinion, but from my playing experience, the center section of larger ships are 'stronger' than the end sections. So, the observations from above do not surprise me at all. Personally, I think it's a feature and not a bug.
Aviar |
Thanks Gents, but I can confirm that a good majority of hits were to the hull, not the superstructure. In one particular test, the Kagero took five 1000lber's to the hull centre section and only smoked after the fifth hit.
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I just tried a quick test myself. I skip-bombed the Kagero with an A-20G using a 1000lb bomb. I hit the hull (not superstructure) right below the rear smokestack, which is basically the center of the ship. The Kagero sunk immediately. *This was the Kagero from the 'Ship' category, not the 'Stationary Ship' category. I just thought I would post this info because the original poster of this bug report did not specify the specific category that was being tested. Aviar |
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1st pic: Bomb about to hit the hull.
2nd pic: Bomb hitting hull. 3rd pic: Ship destroyed. Aviar |
Hmmm... interesting. The problem with making a track is that you don't see where the bomb hits, it goes invisible once released!
Since you guys cannot reproduce it, then the problem must be on my end. I've got a vanilla 4.10.1 installation and the same effect has been reported by two other squadmates. We'll cast doubt on our conclusion and do some more testing. Thanks for your feedback gents. |
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I know this for a fact because one of the track recordings I made for the Storm Clouds campaign tracks the bombs as they are dropped from the bomb bay of a Mosquito. It works quite well :) |
As IceFire stated, bombs do not disappear after release...track or no track. You can clearly see the bomb about to hit the hull in my first pic from earlier. I took that screenshot from the track I recorded of my test mission. You can see the clock timer in the lower right corner.
If your bombs are disappearing, that may be part of your problem. Possibly some corrupt files? I would think about a fresh re-install of IL-2. Aviar |
Maybe you're right, my installation has somehow become corrupt. Thanks for your help, I retract this bug report.
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This may have been mentioned, but I think there's an online bug in which bailing out after a kill still awards the player with the full 100 points, rather than half. Is there a reason for this, or is it indeed a bug?
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NDB's visible on RADAR
cant't find anything on this so sorry if asked before
I know NDB' are visible on the Map, but when i turn on the RADAR, they also show up on the green radar scope , and secondly, if i enable "no map icons", then the radar does not work anymore What can i do to let the NDB's dissapear from radar scope? Any help apreciate Thanks |
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both radial and frontal scopes.this on is from radial radar:put two NDB's on the map and they are shown on radar as well
http://i287.photobucket.com/albums/l...grab0000-1.jpg |
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That radar is from some mod pack. You should ask the author for support.
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seems to be an UP 3.0 matter indeed
thanks for your reply |
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Hey fellas. I noticed that if the Swordfish is loaded with the 500lb bomb and flares (AI use only) the flares are dropped on contact with the enemy, however they cause a massive white-out in daytime, kind of like the mistel explosion. Screen shots attached.
The white out remains until the flares hit the earth. Looks great at night but odd during the day. |
In the controls section, there is some confusion on Autopilot Automation
It's mis-labeld as Toggle Level Autopilot which is different than: Level Stabalizer This is confusing. |
Me210Zerstörer cannon convergence.
There seems to be something wrong with it over 500m. If you fire at a target at 700-1000m the projectile goes somewhere right/low. Me410 BK5 The BK can only be fired in connection with the MGs and can't be triggered separately. Kinda sux when you use it as Tankbuster. Not really sure whether the BK5 uses MG convergence or cannon. |
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Please don't confuse it. |
rgr, reported at UP. thx.
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Radio Object doesn't work.
Radio_Roma
doesn't work in any circumstance. 4.10 and 4.10.1 I have, technically, all the MP3 encoded WAV riff-header stuff (no problem)... But this station doesn't work. |
I think i found an errata in the 4.10 Guide, when explaining how to use the Fritx it say to use bombsight velocity keys to move the bomb aup/down, when i tried on the sim i found myself using the bombsight altitude keys to do that.
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Not confirmed. In fact it is working for us. Did you try to use the same WAV files, that are working with other radio stations? |
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Very small bug, the damaged state wing of a P-51B turns into the wing of a P-51D, see the three .50 cals below. Probably been in the game for years.
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Yes. Same WAV. But maybe you can help me with this...
The army is BLUE for both the plane and the tower; however, must the plane nationality be specific? Quote:
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