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-   -   4.13.2 de-bugging (http://forum.fulqrumpublishing.com/showthread.php?t=229299)

Tolwyn 06-19-2015 09:26 PM

Perhaps it's a TRAIN RELEASE BUG?
 
1 Attachment(s)
In COOP MODE.

Player1 (Server) and Bombardier
Player2 Pilot

It was suggested to me that the 4.11m conf.ini command UseSmartAxis=1 (found under RTS) be set to 1.

So, ensure that this is set to 1.
Originally this was for split throttles only, but maybe this has changed.

Anyways.

In COOP bombing, we seem to be making SOME progress, althought it's 75/25 success to failure. I was able to control the bomber.

I also need explicit confirmation by TD: The BOMBER commands C1 Autopilot (Course Autopilot), NOT the pilot, correct?

I've had mixed results with commands being mis-matched or not passed to the bombardier if the PILOT commands Course Autopilot. But I have had GREAT success if the bombardier commands it.

Anyways.

I would like to suggest the following as grounds for further testing:

Let's assume the B24 in this test.
Let's assume a loadout of 8 bombs or more
Let's assume the bombardier has configured the sight correctly for TAS/Altitude/etc.
I'm encountering a consistent issue when using TRAIN MODE when bombs are less the full bomb amount (2 bombs, 3, 4, etc.).

So... with 16 bombs.
Let's assume I set TRAIN mode but I have two targets to destroy.
In the first run, I want to release 8 in TRAIN mode, 500ms each.

And the second run, I want to release the balance of my bomb load.

Here's what happens every time:

the first set release as expected.

THEN

The second set just release without being commanded.
They just drop out of the aircraft.
At first I thought this was just a problem with the 16x20 Fragmentation Bombs (see this thread). But I continued to encounter this bug with other bombloads.

THIS ONLY HAPPENS IN COOP MODE.

Here's some tracks, and I guess you have to take my word for it that each time the second TRAIN of bombs drop, NO ONE is touching ANYTHING.


So maybe it's a train release mode bug in COOP?

Music 06-22-2015 05:57 AM

Don't know if it's been mentioned, but if you chose the second third, ect plane in the flight in QMB, and you don't have a plane in that place, you will get the "Horizion" Would think it would reset when less planes in flight, It won't let you chose a plane that's not there.

Just my fifteen minutes of terror there for ya. Great job so far.

Also, the new icons, maybe we don't need to see the enemies throttle, that's too easy, and maybe a second selector, so it can run those icons with out the Pk cartoon bubbles, I would like to keep the arrows though.

Happy Hunting ~S~

DuxCorvan 06-23-2015 10:54 PM

Italian decals are still not visible in CR.42 (except for those included with the default skin).

Baddington_VA 06-24-2015 12:04 AM

Target altitude above sea level?
 
Was the ability to see the target altitude on the map included in this release?
:confused:
I haven't been able to see any altitude or find any setting to enable it in the .mis files

Marabekm 06-24-2015 12:51 AM

Quote:

Originally Posted by Baddington_VA (Post 710189)
Was the ability to see the target altitude on the map included in this release?
:confused:
I haven't been able to see any altitude or find any setting to enable it in the .mis files

Yes but only if you have your waypoint path enabled on your mini map. In flight pull up your mini map. Go to target waypoint and zoom in. You should see TrgH or something like that. Note that it is in meters so don't forget to convert to feet if you need to.
Now I don't think it works with just putting a target icon over something. You have to have waypoints and a set target. So won't work on dogfight servers I don't think.

Baddington_VA 06-24-2015 05:21 AM

Me 323 problem
 
Stationary aircraft / Me 323 floats above ground with a nose down attitude.
I tried to get a screenshot, but just ended up with a file that wont open.:???:



Quote:

Yes but only if you have your waypoint path enabled on your mini map. In flight pull up your mini map. Go to target waypoint and zoom in. You should see TrgH or something like that. Note that it is in meters so don't forget to convert to feet if you need to.
Now I don't think it works with just putting a target icon over something. You have to have waypoints and a set target. So won't work on dogfight servers I don't think.
Thanks, I've been trying to find the altitude in multiplayer mode.

Fall_Pink? 06-24-2015 12:58 PM

An old AI error seems to be back. A fighter that carries X4 missiles and is on auto pilot, behaves like a bomber. It avoids fights and just carries on.

robday 06-24-2015 01:43 PM

Quote:

Originally Posted by DuxCorvan (Post 710187)
Italian decals are still not visible in CR.42 (except for those included with the default skin).

The "Wellington B.Mk III" has no fuselage side markings (roundels or sqdn. codes). This has been so since it's initial inclusion in 4.12.

stugumby 06-24-2015 09:38 PM

No fuse settings for Italian bombs?
 
Was just converting some missions to 413 and found my Italian planes bomb fuse settings are all instant, except cr-42 when equipped with German sc 50 and 70 bombs. is this a new feature/bug or something old ive always missed??

Baddington_VA 06-25-2015 12:05 AM

Quote:

Was just converting some missions to 413 and found my Italian planes bomb fuse settings are all instant, except cr-42 when equipped with German sc 50 and 70 bombs. is this a new feature/bug or something old ive always missed??
4122
The CR42 in 4122 had only instant with the 50 and 100 kg Italian bombs, with fuses up to 0.3 seconds.
The SM79 in 4122 had instant or low level with fuses up to 60 seconds.



Update
Interesting to find on two 4.122 missions the SM79 has the same available load out, but one mission only allows Instant fuses up to 0.3 and the other Instant and low level fuses up to 60 seconds.
Could it be the date at which the mission is set? Or the originating version of IL2?

idefix44 06-25-2015 08:31 AM

Is it possible to get the official list (from the Daidalos Team) of the missing folders in the \PaintSchemes\Skins folder for all the new planes listed in the Guide_413.pdf?

New AI planes
• Aichi E13A floatplane
• He-177 A-3
• Ju 88 A-1
• Ju 88 A-5
• Ju 88 A-6
• Ju 88 C-2
New Flyable Planes
• B-24D-140-CO
• IK-3
• Ju 88 A-5 Late
• Ju 88 P-1
• N1K1-J
• N1K1-Ja
• N1K1-Jb
• SB 2M-103
New plane external models
• P-40E (with 17 default skins)
• P-40E M-105 field mod.

Thanks.

BoloG 06-25-2015 02:19 PM

Ju-88s, B-24D, new P-40s missing description text in view object mode.
 
All Ju-88s, B-24D and all new P-40s don t have description text in Object Viewer.

Regards.

stugumby 06-28-2015 05:52 PM

B-24 group landings??
 
wierdest thing, 2 flights of b-24 all set to land straight in did exactly that, but as a group, nose to tail, intermingled by flights and collided on runway shortly after, shouldnt the other aircraft circle and then land individually or by setting straight in was this the cause??




[IMG]http://i9.photobucket.com/albums/a66...grab0001_2.jpg[/IMG]

[IMG]http://i9.photobucket.com/albums/a66...grab0002_1.jpg[/IMG]

SkyFan 06-30-2015 08:52 PM

Wrong visualisation of humah death in 4.13
 
Dear DT members, first of all, thank you for the great job during creation of new 4.13 Patch.
However, each baby suffers from child diseases sometimes, so Patch 4.13 isn't exclusion. I mean wrong visualisation of human death whitch you can see at te image below when B-24 gunner is shooting people around:
http://forum.aviaskins.com/attachmen...5&d=1435696598
Corresponding ntrk record could be downloaded here: http://forum.aviaskins.com/showpost....&postcount=172
The same problem took place in early 4.12. That time you fixed it successfully, so I hope our favorite 4.13 will also became healthy with your kind help.
Thank you in advance.
Best regards.

=VARP=Thor 07-03-2015 07:28 PM

Guys, big thanks for fixing 255+ limit for bridge destruction!;)
Cheers,
Thor

Baddington_VA 07-04-2015 12:59 AM

Bridges missing
 
There are no road or rail bridges on the Slovakia Autumn map.

cacha 07-05-2015 02:38 AM

In the third mission of the Khalkhin Gol campaign, my squadmates keep crashing one into another. The second plane of the first flight (number 2) usually crashes with the third plane of the second flight (number 7). It think it's because we are using the "finger four" formation. The only way to prevent this from happening is changing formation at every waypoint.

Treetop64 07-05-2015 04:05 AM

Quote:

Originally Posted by cacha (Post 710287)
In the third mission of the Khalkhin Gol campaign, my squadmates keep crashing one into another. The second plane of the first flight (number 2) usually crashes with the third plane of the second flight (number 7). It think it's because we are using the "finger four" formation. The only way to prevent this from happening is changing formation at every waypoint.

Frankly, that campaign should have never shipped with the new patch. There are a number of issues with it...

cacha 07-05-2015 09:05 AM

Quote:

Originally Posted by Treetop64 (Post 710288)
Frankly, that campaign should have never shipped with the new patch. There are a number of issues with it...

I think this problem could be solved by increasing the default distance between the flights. Is this a general AI bug or the problem is on the mission itself?

Several planes are missing their markings. I'm not sure if it's really a bug or if it's supposed to be like that.

Tolwyn 07-06-2015 09:11 PM

Wanted to be clear on the FOV and Bombsite issue with 4.13.

The command is "Toggle FOV"

It works as expected with 4.12.2.

Kinda gets "stuck" with 4.13 RC4.

If you use other FOV commands (HOTAS axis, or explicit FOV commands) they might work... but the Toggle FOV command doesn't work right.

Jack_Aubrey 07-09-2015 03:38 PM

I'm trying to build a G940 led ligths control (for learning, i know that Mikkowl did this already) and i found a bug with the command 164 (get gear up/down and it return a float)as it change from 0.00 to 1.00 at the moment you push the buton where you mapped the gear up/down and it only show a variation of the returned value when its a manual gear up or down.

Tolwyn 07-12-2015 03:42 PM

Chocks Command doesn't work for Lerche
 
This becomes an issue where you might choose to use static runways (From the Ships objects), or carriers (if you so desired to make such a mission).

Since you can't "unchock" you won't be able to take off.

AI Lerches in this position can take off fine. Coop mode or single player.

Just wanted to ask if the chock command could be added for this aircraft.

Test mission:
Code:

[MAIN]
  MAP Empty4b/load.ini
  TIME 12.0
  CloudType 0
  CloudHeight 1000.0
  army 1
  player g0100
  playerNum 0
[SEASON]
  Year 1940
  Month 6
  Day 15
[WEATHER]
  WindDirection 0.0
  WindSpeed 0.0
  Gust 0
  Turbulence 0
[MDS]
  MDS_Radar_SetRadarToAdvanceMode 0
  MDS_Radar_RefreshInterval 0
  MDS_Radar_DisableVectoring 0
  MDS_Radar_EnableTowerCommunications 1
  MDS_Radar_ShipsAsRadar 0
  MDS_Radar_ShipRadar_MaxRange 100
  MDS_Radar_ShipRadar_MinHeight 100
  MDS_Radar_ShipRadar_MaxHeight 5000
  MDS_Radar_ShipSmallRadar_MaxRange 25
  MDS_Radar_ShipSmallRadar_MinHeight 0
  MDS_Radar_ShipSmallRadar_MaxHeight 2000
  MDS_Radar_ScoutsAsRadar 0
  MDS_Radar_ScoutRadar_MaxRange 2
  MDS_Radar_ScoutRadar_DeltaHeight 1500
  MDS_Radar_HideUnpopulatedAirstripsFromMinimap 0
  MDS_Radar_ScoutGroundObjects_Alpha 5
  MDS_Radar_ScoutCompleteRecon 0
  MDS_Misc_DisableAIRadioChatter 0
  MDS_Misc_DespawnAIPlanesAfterLanding 1
  MDS_Misc_HidePlayersCountOnHomeBase 0
  MDS_Misc_BombsCat1_CratersVisibilityMultiplier 1.0
  MDS_Misc_BombsCat2_CratersVisibilityMultiplier 1.0
  MDS_Misc_BombsCat3_CratersVisibilityMultiplier 1.0
[RespawnTime]
  Bigship 1800
  Ship 1800
  Aeroanchored 1800
  Artillery 1800
  Searchlight 1800
[Wing]
  g0100
[g0100]
  Planes 2
  Skill 1
  Class air.HE_LERCHE3
  Fuel 50
  weapons default
[g0100_Way]
  TAKEOFF 27769.20 24455.04 0 0 0_Static 0 &0
  NORMFLY 29760.33 24282.62 500.00 300.00 &0
[NStationary]
  0_Static ships.Ship$RwySteel 2 27922.68 24289.45 360.00 0.0 0 2 1.0
[Buildings]
[Bridge]
[House]


_352FG_PZ_X 07-20-2015 02:37 PM

Found brake problem:
 
I tried to taxi FW 190 using my old twist grip for rudder, and applied brakes, instead of getting wheel brakes, both brakes go on.

Tolwyn 07-23-2015 05:07 PM

Copilot Privilege Message won't disappear
 
In coop mode, I gave full control to co-pilot, but the message:

Co-pilot Axis Controls Only (or whatever it is)

Was big and yellow and wouldn't disappear from the center of the screen.

Can that be moved to the bottom (side) text and not persistent?

Vendigo 07-31-2015 09:39 AM

"Player taxing bug with autopilot" still persists from time to time (especially with big planes like Pe-8 ), although it is obviously improved in 4.13 compared with 4.12 ;)

Tolwyn 07-31-2015 06:21 PM

Odd Pilot Head and Control Surface Movement
 
This occured in the B25 after I had landed and occupied the dorsal gunner position.

The pilot head and elevator and rudder control surfaces were going crazy (I wasn't touching my HOTAS, just the mouse to control the gunner).

It was a COOP mission, 4.13RC4.

The track can be found in this post in this thread:

http://forum.1cpublishing.eu/showpos...43&postcount=1

Janosch 08-02-2015 06:19 PM

Here comes the sun: In the Corsair I, the sun shines through the canopy frames, namely through the ones in the part that slides back when canopy is opened. The windshield frames block the sun properly. The sun shines through the top part of the mirror, too.

baball 08-02-2015 07:45 PM

I've recently noticed that the arresting hook of the B5N2 doesn't work anymore and that numerals on the hawk 81 get fliped when selecting any AVG pursuit groups.

Marabekm 08-03-2015 07:54 PM

Quote:

Originally Posted by baball (Post 710475)
I've recently noticed that the arresting hook of the B5N2 doesn't work anymore and that numerals on the hawk 81 get fliped when selecting any AVG pursuit groups.

Haven't had any problems with carrier landing in B5N2. Well, been one or two times when the hook didn't catch but that was more of an error on my part. The hooks in the Japanese planes are very short. You have to get a near perfect 3 point landing or you will miss the wires.

Tolwyn 08-03-2015 08:25 PM

V1 Rockets need increased Client NET messages
 
The V1 rocket is a ground object. Even when it's in the air.

Strange, but that's the way the code is.

This object needs a HUGE overhaul in client net messages to indicate it's state as it relates to its position in coop missions, NTRK track recording, etc.

It's an invisible ghost most of the time in track playback.

Can this be addressed or put on the list?

Jumpy 08-04-2015 06:25 AM

As Time Passes...
 
I know this is probably not the correct page, but I thought people might be interested.
http://www.bbc.com/news/world-asia-33769486

The last member, a pilot of 617Sqn., RAF has died aged 96years.

falconilia 08-24-2015 11:39 AM

FWs DM
 
4 Attachment(s)
I believe you can never set fire on FWs engine with any weapon.
Also you can never cut its wing with 0.50s cal.
One hit from 20mm is enough but xxx number of 0.50s you see only a max damage.
This was also on 4.12 so i dont know if someone has ever report it.

Marabekm 08-24-2015 04:15 PM

CVE Carriers
 
Hello all. I am having trouble making a co-op mission with CVE aircraft carriers. I set up a flight of 4 FM-2s and set them to take off from carrier ( USS Kitkun Bay) When I launch the mission the little blue box comes up in the middle and says mission loading. Once it gets to 100% it disappears and nothing happens. If I have the FM-2s start airborne I can get the mission to load but when I go to select aircraft screen there is nothing there. All of my other coop missions seem to work fine.

Any ideas?

Update: It appears not to be caused by the escort carrier. But instead by the squadron name. For the escort carrier mission I assigned the squadron VC-5 fighting flight to the FM-2s. I also made another mission based on the raids on Ballale airfield on Sept 16, 1943. This time using F6Fs and assigning squadron VF-40. Had the same thing happen. But when I went in a changed the squadrons back to "none" the missions loaded fine. Also had a flight of F4Us assigned to VMF-214. This worked both times. (VMF-214 squadron has been in game and not added in 4.13)

Tennie 08-25-2015 02:07 PM

I've been having a problem with the intervalometer settings on the bombers equipped with them:

Although I've tried several different hotkey settings, when I try to use them, they don't seem to work. Not only do I not get a popup message showing the new settings, but the dials on the intervalometer don't seem to move. And yet, in some 4.13 videos that I've watched, both things are shown to happen.

Keep in mind that I already have the basic bombsight controls (altitude, speed, up/down angle, left/right angle) already set.

Is there something that I'm missing here? If so, I would appreciate it if you could help me with it!:)

Monguse 08-26-2015 08:29 AM

When you host your mission make sure to enable Realistic Bombing.

Tennie 08-26-2015 05:57 PM

Quote:

Originally Posted by Monguse (Post 710704)
When you host your mission make sure to enable Realistic Bombing.

I've tried it with both Realistic Bombing and Limited Ammo turned on at the same time. No dice whatsoever.

Monguse 08-26-2015 10:30 PM

Well I can tell you we fly 413 coops (and one dogfight) every night in Hypperlobby. We are on Eastern US time. If you have the time, drop in and look for us.

Marabekm 08-27-2015 12:56 AM

Quote:

Originally Posted by Tennie (Post 710697)
I've been having a problem with the intervalometer settings on the bombers equipped with them:

Although I've tried several different hotkey settings, when I try to use them, they don't seem to work. Not only do I not get a popup message showing the new settings, but the dials on the intervalometer don't seem to move. And yet, in some 4.13 videos that I've watched, both things are shown to happen.

Keep in mind that I already have the basic bombsight controls (altitude, speed, up/down angle, left/right angle) already set.

Is there something that I'm missing here? If so, I would appreciate it if you could help me with it!:)

Ok so you said you have realistic bombing enabled. Now this may seem like a stupid question but when you try and adjust the intervelometer settings are you in the bombardier's seat? You must be hear and not in the nose gun or pilots seat. Otherwise nothing will happen and you won't get any messages.

Tennie 08-27-2015 02:31 PM

Quote:

Originally Posted by Marabekm (Post 710712)
Ok so you said you have realistic bombing enabled. Now this may seem like a stupid question but when you try and adjust the intervelometer settings are you in the bombardier's seat? You must be hear and not in the nose gun or pilots seat. Otherwise nothing will happen and you won't get any messages.

I've been using the bombardier's seat. I've basically been trying everything that I think I actually need: I have hotkeys for the basic bombsight input settings, but not for the more complex/heavily involved stuff for the Norden bombsight (e.g. clutch movement). I'm starting to wonder if that is necessary to get it to work (Though, logically, I don't think it should matter, unless there's something in the programming that disables it unless all the bombsight controls have been given hotkeys--which I hope actually isn't the case!).

Tolwyn 08-27-2015 03:50 PM

My first best guess is you're forgetting the Course Autopilot key.

What plane are you flying.
What map.

Fill out this form (edit it for yourself):
http://files.tolwyn.com/il2_keycommands.doc

Obviously you know of these keys:
Increase Sight Distance
Decrease Sight Distance
Increase Sight Altitude
Decrease Sight Altitude
Increase Sight Velocity
Decrease Sight Velocity



HOWEVER YOU MUST have a key bound to Course Autopilot (Mine is Z in the doc above) if you wish to control the plane in the bomber position. This is the only way (aside from rudder trim) that you can take advantage of the new features and the new bomber autopilot.

It is my STRONGEST recommendation that you ONLY engage or disengage the Course Autopilot command FROM THE BOMBER POSITION. NEVER from the PILOT position. You as the BOMBER are COMMANDING the Course Autopilot.

ONCE this is finished, depending upon the plane and if Realistic Bombing is on... the other keys you MUST have for guiding the plane are:
(depending upon the plane):
Toggle Bombsight Clutch (this is pointing the sight to a point on the ground with it DISENGAGED and then when engaged, it "flies" the plane to that point. So:
Toggle Bombsight Clutch

Sight / PDI / Course LEFT
Sight / PDI / Course CENTER
Sight / PDI / Course RIGHT

Obviously:
Open Bombay Doors
Toggle Bomb Release Mode (single, pair, (others), train)
Toggle Bomb Train Amount
Toggle Bomb Train Delay

Some planes you can command the compass COURSE with the clutch DISENGAGED and once the Clutch is ENGAGED, it will turn the plane to follow that course.

This needs the following keys:
Compass/Course Heading +
Compass/Course Heading -



Quote:

Originally Posted by Tennie (Post 710722)
I've been using the bombardier's seat. I've basically been trying everything that I think I actually need: I have hotkeys for the basic bombsight input settings, but not for the more complex/heavily involved stuff for the Norden bombsight (e.g. clutch movement). I'm starting to wonder if that is necessary to get it to work (Though, logically, I don't think it should matter, unless there's something in the programming that disables it unless all the bombsight controls have been given hotkeys--which I hope actually isn't the case!).


Soldier_Fortune 08-28-2015 05:21 PM

Bombsight BZG-2
 
Hi all!

First of all: Thanks TD by your great work, and warm congratulations!:cool:

I've found a problem about the bombsight BZG-2 (it's not a bug).

What if a player needs to perform a recallibration of the bombsight before his bomber reaches the target?


Actually there is not a way to do it after the command "Bombsight Automation" is turned ON by the first time within the mission; and many things could happen: sinking of the plane, changes of TAS, miss of the chosen landmark by clouds, etc.

The Bombsight Automation of the BZG-2 works like a stopwatch; the elapsed time between the ON/OFF switching is computed together the input Altitude to solve the TAS internally, and finally we get the Drop Angle as output. Right?

Well... IMHO we would need a command "Reset Bombsight" to restart the BS callibration as many times as the player needs. By now, the only way to do it is... reflying the mission.:?

Tolwyn 08-28-2015 07:18 PM

1 Attachment(s)
You can reset the sight without a reset command.
POST UPDATED WITH NEW INFORMATION: See the proposed solution here.

What you need to do is follow the PDF for the FIRST angle, right?

And after your first run, you need to realize that YOU have to reset the bombsight yourself.

I've had the best success with the following

  1. CLOSE your bombay doors.
  2. Turn ON bombsight automation again until the hollow triangle (4) has made it's way counter-clockwise and stops. Wait a couple of seconds
  3. Turn OFF bombsight automation. UPDATED: NO! See the proposed solution. Do NOT turn off bombsight automation. It will turn itself off.
  4. Follow the INITIAL procedure as outlined in the PDF.
  5. Make sure you remember to open the Bombay Doors again.

HOWEVER, I've had mixed success with this. Normally if I "re-do" the procedure no matter what the bombsight angle is off by about 15 degrees and bombs almost always land 100-200m LONG of the target.

I'm posting a track for the developers to confirm. Maybe *I* am doing something wrong.



Quote:

Originally Posted by Soldier_Fortune (Post 710730)
Hi all!

First of all: Thanks TD by your great work, and warm congratulations!:cool:

I've found a problem about the bombsight BZG-2 (it's not a bug).

What if a player needs to perform a recallibration of the bombsight before his bomber reaches the target?


Actually there is not a way to do it after the command "Bombsight Automation" is turned ON by the first time within the mission; and many things could happen: sinking of the plane, changes of TAS, miss of the chosen landmark by clouds, etc.

The Bombsight Automation of the BZG-2 works like a stopwatch; the elapsed time between the ON/OFF switching is computed together the input Altitude to solve the TAS internally, and finally we get the Drop Angle as output. Right?

Well... IMHO we would need a command "Reset Bombsight" to restart the BS callibration as many times as the player needs. By now, the only way to do it is... reflying the mission.:?


Tennie 08-28-2015 07:40 PM

Quote:

Originally Posted by Tolwyn (Post 710723)
*Snip*

I found that, once I put in the Course Autopilot hotkey, the intervalometer became usable. That little suggestion helped me a lot, thanks!:)

Soldier_Fortune 08-29-2015 07:57 AM

Quote:

Originally Posted by Tolwyn (Post 710731)
You can reset the sight without a reset command.

What you need to do is follow the PDF for the FIRST angle, right?

And after your first run, you need to realize that YOU have to reset the bombsight yourself.

I've had the best success with the following

  1. CLOSE your bombay doors.
  2. Turn ON bombsight automation again until the hollow triangle (4) has made it's way counter-clockwise and stops. Wait a couple of seconds
  3. Turn OFF bombsight automation.
  4. Follow the INITIAL procedure as outlined in the PDF.
  5. Make sure you remember to open the Bombay Doors again.

HOWEVER, I've had mixed success with this. Normally if I "re-do" the procedure no matter what the bombsight angle is off by about 15 degrees and bombs almost always land 100-200m LONG of the target.

I'm posting a track for the developers to confirm. Maybe *I* am doing something wrong.


Hi Tolwyn!

Thanks by your advise: I've tested your method, and it works fine. 8-)

About your "red" comment, I'll test it also for to watch the outcomes by myself. But let me ask you: What was your altitude? Were you flying with wind or without it?

Tolwyn 08-29-2015 02:28 PM

Mission attached.

Code:

[MAIN]
  MAP Net3Summer/load.ini
  TIME 12.0
  CloudType 0
  CloudHeight 1000.0
  player g0100
  army 2
  playerNum 0
[SEASON]
  Year 1940
  Month 6
  Day 15
[WEATHER]
  WindDirection 0.0
  WindSpeed 0.0
  Gust 0
  Turbulence 0
[MDS]
  MDS_Radar_SetRadarToAdvanceMode 0
  MDS_Radar_RefreshInterval 0
  MDS_Radar_DisableVectoring 0
  MDS_Radar_EnableTowerCommunications 1
  MDS_Radar_ShipsAsRadar 0
  MDS_Radar_ShipRadar_MaxRange 100
  MDS_Radar_ShipRadar_MinHeight 100
  MDS_Radar_ShipRadar_MaxHeight 5000
  MDS_Radar_ShipSmallRadar_MaxRange 25
  MDS_Radar_ShipSmallRadar_MinHeight 0
  MDS_Radar_ShipSmallRadar_MaxHeight 2000
  MDS_Radar_ScoutsAsRadar 0
  MDS_Radar_ScoutRadar_MaxRange 2
  MDS_Radar_ScoutRadar_DeltaHeight 1500
  MDS_Radar_HideUnpopulatedAirstripsFromMinimap 0
  MDS_Radar_ScoutGroundObjects_Alpha 5
  MDS_Radar_ScoutCompleteRecon 0
  MDS_Misc_DisableAIRadioChatter 0
  MDS_Misc_DespawnAIPlanesAfterLanding 1
  MDS_Misc_HidePlayersCountOnHomeBase 0
  MDS_Misc_BombsCat1_CratersVisibilityMultiplier 1.0
  MDS_Misc_BombsCat2_CratersVisibilityMultiplier 1.0
  MDS_Misc_BombsCat3_CratersVisibilityMultiplier 1.0
[RespawnTime]
  Bigship 1800
  Ship 1800
  Aeroanchored 1800
  Artillery 1800
  Searchlight 1800
[Wing]
  g0100
[g0100]
  Planes 1
  Skill 1
  Class air.HE_111H2
  Fuel 40
  weapons 8xSC250
[g0100_Way]
  NORMFLY 15145.09 11494.06 4000.00 340.00 &0
  NORMFLY 35228.80 28308.23 4000.00 300.00 &0
  NORMFLY 36197.48 34953.23 4000.00 300.00 &0
  LANDING 13389.31 29569.14 0 0 &0
[NStationary]
[Buildings]
  0_bld House$DBmbTargetRing 1 35231.60 28321.12 440.00
  1_bld House$DBmbTargetRing 1 35951.46 29063.56 450.00
  2_bld House$DBmbTargetRing 1 36703.34 29695.65 435.00
[Bridge]
[House]

Quote:

Originally Posted by Soldier_Fortune (Post 710741)
Hi Tolwyn!

Thanks by your advise: I've tested your method, and it works fine. 8-)

About your "red" comment, I'll test it also for to watch the outcomes by myself. But let me ask you: What was your altitude? Were you flying with wind or without it?


Soldier_Fortune 08-29-2015 07:43 PM

Quote:

Originally Posted by Tolwyn (Post 710731)
HOWEVER, I've had mixed success with this. Normally if I "re-do" the procedure no matter what the bombsight angle is off by about 15 degrees and bombs almost always land 100-200m LONG of the target.

I'm posting a track for the developers to confirm. Maybe *I* am doing something wrong.


I've been testing this and my outcomes are quite similar than the yours... it seems the BZG-2 actually admits one callibration per mission only.:-|


After the first callibration, I followed your procedure for a second one. But I included the #2 action indicated below:

1) Close bombay doors.
2) Set BS elevation to 0.
3) Switch BS automation ON. (The hollow triangle turns counter-clockwise to its starting position)
4) Switch BS automation OFF once the hollow triangle stops.
5) Look for a new landmark, and restart the callibration following the manual's procedure.

... And always the output is a smaller BS angle than the first, no matter if the BS angle was 0 before the second try or any other value. So, the bombs fall LONG.

My tests were done with 4 x SC250 bombs, 100% fuel load, and steady TAS and altitude along the whole pad.

I'll repeat my tests with your mission data. But surely I'll not get better accuracy than you.

Tolwyn 08-30-2015 04:20 PM

1 Attachment(s)
Ok. I had another post here, and I deleted it in favor of this one.

I believe I have this one solved. My mistake was assuming that when resetting the (4) Hollow Triangle back (refer to the readme PDF) to its original position, you should manually turn Bombsight Automation OFF again. YOU DO NOT. It automatically turns itself off. So, after you send the triangle back to its starting position with the Bombsight Automation ON command, DO NOTHING. It'll turn itself off.

There is a NTRK recording attached to prove that this is indeed CONFIRMED.

So, the updated procedure is:
  1. Calculate the angle as outlined in the PDF for your first run.
  2. Drop Bombs.
  3. At your discretion, close your bombay doors.
  4. Toggle Bombsight Automation ON until the hollow triangle (4) has made it's way counter-clockwise to its initial starting position and stops. Bombsight Automation will turn OFF automatically (you don't need to do anything).
  5. Calculate the angle as outlined in the PDF for the next drop
  6. Repeat for any subsequent drops.

Soldier_Fortune 08-31-2015 08:27 AM

Quote:

Originally Posted by Tolwyn (Post 710763)
Ok. I had another post here, and I deleted it in favor of this one.

I believe I have this one solved. My mistake was assuming that when resetting the (4) Hollow Triangle back (refer to the readme PDF) to its original position, you should manually turn Bombsight Automation OFF again. YOU DO NOT. It automatically turns itself off. So, after you send the triangle back to its starting position with the Bombsight Automation ON command, DO NOTHING. It'll turn itself off.

There is a NTRK recording attached to prove that this is indeed CONFIRMED.

So, the updated procedure is:
  1. Calculate the angle as outlined in the PDF for your first run.
  2. Drop Bombs.
  3. At your discretion, close your bombay doors.
  4. Toggle Bombsight Automation ON until the hollow triangle (4) has made it's way counter-clockwise to its initial starting position and stops. Bombsight Automation will turn OFF automatically (you don't need to do anything).
  5. Calculate the angle as outlined in the PDF for the next drop
  6. Repeat for any subsequent drops.


Yes! That works!;)

I was a bit confused because when the hollow triangle stops after the reset, the sound of the little motor of the BS can be heard yet. So I thought it was necessary to switch the BS Automation to OFF. But we only need to wait few seconds and the device will switch OFF itself.


Thanks by your research! :cool:

Tolwyn 08-31-2015 05:40 PM

Yup. Me too. I'm glad we got it figured out and that it's not a bug or anything. Maybe just a documentation addendum.

Tennie 09-12-2015 06:30 PM

I'm not sure if it's ever been brought up, but here are a couple of bugs that I've taken note of, and that have been in existence from at least 4.07 (the first version of IL-2 that I bought/played):

First, there seems to be an issue with a couple of the loadouts on the B-29. When set to 12x1600lb bombs, when they're dropped only 6 bombs are released and after that the bomb bay is empty. I'm wondering if the 6x1600lb loadout was simply duplicated without actually doubling the number of bombs.

Additionally, when set to 20x1000lb bombs, the bombers will only drop 10 bombs (half the loadout), but the bomb bay will still have the remaining half. A second ground attack waypoint, located at least a few kilometers away, is needed to get these other bombs to be dropped. However, when using other 20xX loadouts (e.g. 20x500lb), the full loadout is dropped without need for a second ground attack waypoint.

Another issue that I've encountered is in the QMB: I've noticed that, for whatever reason, the Ta-152C and the Ta-183, when loaded with X-4s or R4Ms, will simply continue to fly their routes without attacking, even when the opposing (player's side, specifically) planes are entirely bombers/transports. This same problem also affects A6Ms equipped with bomb-rockets.

I'm not sure if any of these have ever been brought to your attention, but I figured that I should do so just in case.

Pursuivant 09-19-2015 03:39 PM

Aboard the B-24D, and all other planes with turrets, it is currently possible to shoot off parts of your own plane.

Historically, almost all turrets, certainly all U.S. turrets, had automatic fire cutoff switches which prevented the guns from firing when they were pointed in certain directions.

http://www.ibiblio.org/hyperwar/USN/.../TURRETS5.html

Janosch 09-21-2015 08:35 PM

Maybe some kind of "Fw 190 sticking in the mud" bug exists after all! Apparently on some servers, it's simply impossible to steer the 190 to the right while on the ground. It's probably some error on the mission setting, as it's still possible to steer normally in a quick mission. I tried to replicate the bug using a rudimentary test dogfight mission to no avail. I wasn't even using the differential brake functions, only a combination of rudder and brakes. More testing needed definately

Baddington_VA 09-21-2015 09:01 PM

I found the B24D has sometimes been unable to taxi a right turn.
It just stuck itself in a left turn, regardless of rudders and braking.

I have found wind can sometimes disable aircraft on the ground.

Marabekm 09-23-2015 09:52 AM

Ghost pilot
 
Last night I was flying coop with some other guys. There where four of us in a B-24 as well as a few in P-38s and some in zeroes. In the bomber one was pilot, one was tail gunner, flight engineer, and myself the bombardier.
B-24D
Pilot ------- Player P
Co-Pilot
Bombardier/Nose Gunner ----- Player D
Navigator/ Nose Gunner
Flight Enginerr/ Top Gunner ----- Player C
Waist Gunners
Ball Gunner
Rear Gunner----- Player M
Player P having some trouble so enables dual controls and Player M shifts to Co-Pilot to help out. Player P moves to gunner station. Not sure which one, tail gun I think.
Pilot
Co-pilot ----- Player M
Bombardier/ Nose Gunner ----- Player D
Navigator/ Nose Gunner
Flight Engineer/Top Gunner ----- Player C
Waist Gunners
Ball Gunner
Rear gunner ----- Player P
Japanese zero attacks, killing pilot and wounds navigator as well. (he does not survive mission) Player P can not go back to pilot seat, because pilot is dead. But since he enabled dual control Player M can still fly plane. This is good.
However now from whichever gunner seat player P is in, he can also still control plane.

CzechTexan 09-23-2015 05:31 PM

I'm don't know if this issue has been covered so forgive me. My problem is missing bridges on the Slovakia_Autumn map. The area I noticed this was in the southeast corner of the map. The other Slovakia maps have bridges there but not on the new Autumn map.

Baddington_VA 09-24-2015 03:15 AM

Quote:

I'm don't know if this issue has been covered so forgive me. My problem is missing bridges on the Slovakia_Autumn map.
The area I noticed this was in the southeast corner of the map. The other Slovakia maps have bridges there but not on the new Autumn map.
I have made a posting about the missing bridges.
The same thing occurred on the Slovakia maps when 412 was released.
The bridges were returned when the next 412 patch came out.
So there is much hope that this is a temporary map problem that will be resolved in the next patch as before.

CzechTexan 09-24-2015 03:15 PM

Thanks for the message Baddington. I remember that there was a patch for the bridges before so I'm sure it'll be fixed. In the meantime we'll have to work around it.

Pursuivant 09-28-2015 07:20 AM

HE fragments from the Breda-Safat 12.7mm are capable of causing damage to aircraft many meters away from the blast site. Very impressive for a shell that contained just 0.8 grams of PETN!

I haven't tested it, but the Soviet UB 12.7mm and other 12.7mm MG might also have blast radii which are too big.

While it is possible for shrapnel fragments to travel a great distance, due to their small size and poor aerodynamics they quickly lose velocity, making it incredibly unlikely that they'd retain enough force to inflict damage on an aircraft more than a few meters from the blast.

Edit: Realistically, using a blast radius calculator found here:

http://www.un.org/disarmament/un-saf...ngery-bulmash/

the Breda-Safat 12.7mm HE round (.8 g PETN filler) should have an effective blast radius of a little over 1 meter, since that's the maximum range at which you get 14 kPa of overpressure. Maybe 2 m maximum blast radius to model fragments.

By contrast, the 30mm minengeschoss Ausf.C round with 72 grams of PETN should have an effective blast radius of about 4.5 meters, perhaps doubled to 9 m. The MG 131 13mm HEI-T round, with 1.4 g of PETN should have an effective blast radius of about 2.7 m, perhaps doubled to 5.4 m.

gaunt1 09-28-2015 09:02 AM

I simply cant understand why this site is so ignored...
http://www.quarryhs.co.uk/WW2guneffect.htm

Pursuivant 09-29-2015 12:15 AM

Quote:

Originally Posted by gaunt1 (Post 711043)
I simply cant understand why this site is so ignored...
http://www.quarryhs.co.uk/WW2guneffect.htm

It's been used many times before as a reference in gun debates. It's an excellent site.

Pursuivant 09-29-2015 01:08 PM

Left side waist MG on the S.M.79 isn't properly "zeroed" - bullets fired from the weapon strike slightly to the left of where it is aimed.

Not a big deal at close ranges, but makes it hard to hit distant targets.

JacksonsGhost 10-08-2015 10:55 AM

AI nose-over in start positions when fired on if using taxi-to-takeoff option, even if they're not actually hit. It seems that this problem is mostly fixed if the taxiing flight is set to a skill level of Rookie, although I still had one nose over after many trial runs. It appears that the AI might have their brakes set to ON during the delay period of taxi-to-takeoff but still attempt to apply power when shot at (unless they're a Rookie). Unfortunately setting the skill level to Rookie is a most unsatisfactory work-around in many cases.

For further discussion on this see M4T thread:
http://www.mission4today.com/index.p...wtopic&t=20404

AND ... if the lead aircraft is disabled the other aircraft in the flight just sit there, even when set up for a line-abreast takeoff where the lead aircraft is no obstacle.

JacksonsGhost 10-16-2015 03:46 AM

I wrote a full bug report over a week ago but it hasn't been posted for some reason so here's the short version:

AI aircraft nose-over in start positions when fired on if using a taxi-to-takeoff waypoint. Rarely occurs if target aircraft skill is set to Rookie, but that is a very unsatisfactory work-around.

Also, if the lead aircraft in the flight is disabled the other aircraft will just sit there doing nothing even if the lead aircraft is not blocking their path.

It seems we're not meant to use taxi to takeoff in a combat zone!

Janosch 10-25-2015 06:26 PM

Black sun is rising. Here are some more cockpit internal model oversights that I found:

In the early Ki-43 models, the sun shines through the pilot's headrest, except when blocked by the rear canopy frames. Also, the sun shines through the frontmost vertical canopy frames (between which the gunsight is) on all Ki-43 models.

The early Ki-43s and the D3A have gunsight covers. Their covers don't block the sun when closed. I also tested this with the Fokker D.XXI, and its gunsight cover does block the sun. But there's more: in Fokker, Ki-43 and D3A, the sun shines through the closed cover if you look "through" the scope using the gunsight view. This is a minor annoyance however, as there's usually no reason to attempt to look through the telescopic gunsight if the cover is closed.

Pursuivant 10-26-2015 03:22 AM

AI aircraft don't recognize static game objects (armor, vehicles, planes, ships, buildings, V-1 rails) when taxiing or taking off. They plow right into them rather than attempting to avoid them.

Static game objects seem to be immune to the effects of aircraft running into them during taxiing or takeoff. Even if the AI plane blows up, the object is undamaged - this applies to any static thing in the game, not just static objects.

Tolwyn 10-26-2015 03:28 PM

Yup. You don't want them to have to take up game CPU cycles attempting to adjust for decorations.

Best bet is as mission designer, understand the limitations of the taxi to takeoff usage and don't put stuff in their way.


Quote:

Originally Posted by Pursuivant (Post 711355)
AI aircraft don't recognize static game objects (armor, vehicles, planes, ships, buildings, V-1 rails) when taxiing or taking off. They plow right into them rather than attempting to avoid them.

Static game objects seem to be immune to the effects of aircraft running into them during taxiing or takeoff. Even if the AI plane blows up, the object is undamaged - this applies to any static thing in the game, not just static objects.


Pursuivant 10-26-2015 04:42 PM

Quote:

Originally Posted by Tolwyn (Post 711356)
Yup. You don't want them to have to take up game CPU cycles attempting to adjust for decorations.

Best bet is as mission designer, understand the limitations of the taxi to takeoff usage and don't put stuff in their way.

I mostly agree. The only time the AI's inability to recognize static objects would be legitimate factor is if you're trying to to create an odd mission where AI would have to taxi around an object before it can take off. Or where you're deliberately trying to block off a certain runway so that AI aircraft won't take off or land there.

In both cases, the workaround is to use a mobile game object instead.

But, I have to wonder if flying AI planes "know" to avoid ground objects. For example, will they swerve to avoid collisions with radio towers or barrage balloons?

The fact that static game objects don't take damage due to collisions with aircraft is the more serious problem.

Tolwyn 10-26-2015 06:26 PM

They won't try to avoid those objects. It would be yet another "chief" (what this game calls them) that would have to report position, (even static) and have the AI realize it's there.

Mobile object (moving chief) with timeout is probably the best bet, or to be creative.

In reality, planes didn't have to worry about objects to taxi around. In addition, they had spotters (sometimes sitting on their wings) to help them (for nose-high tail draggers).

I know what you're saying... but we just have to be creative as mission designers to "fool" the player's reality.

Radio towers and Barrage Baloons are static (decorative). So, no. They'd plough right into them.

Quote:

Originally Posted by Pursuivant (Post 711358)
I mostly agree. The only time the AI's inability to recognize static objects would be legitimate factor is if you're trying to to create an odd mission where AI would have to taxi around an object before it can take off. Or where you're deliberately trying to block off a certain runway so that AI aircraft won't take off or land there.

In both cases, the workaround is to use a mobile game object instead.

But, I have to wonder if flying AI planes "know" to avoid ground objects. For example, will they swerve to avoid collisions with radio towers or barrage balloons?

The fact that static game objects don't take damage due to collisions with aircraft is the more serious problem.


baball 10-30-2015 01:45 PM

3 Attachment(s)
I've recently found that the TB3's rudder still works even if the vertical stabilizer is shot. This bug has occured while i was flying the m34-r version and i haven tested with the other one. It's not really visible but I had rudder full right in this case.
Attachment 15161

Furthermore, there is a problem where two SBDs (most of the time #4 and #5) collide into eachother when two formations of four planes fly together.
Sorry for the bad quality.
Attachment 15163

It also happens with F4Fs when they are at the second waypoint before the objective (also #4 and #5).
Attachment 15164

Lucas_From_Hell 11-01-2015 04:17 PM

Sorry if it's been mentioned before, but the Il-2 aircraft are missing their tail numbers. All Il-2 only have stars now when markings are on.

Great patch by the way!

major.kudo 11-02-2015 11:39 PM

1 Attachment(s)
Ki-27's air speed gauge.
Knot is wrong, kilometer is right.

batistadk 11-04-2015 09:11 PM

Ki-45 cannon issues
 
Hey folks!

I don't know if it is a 4.12 persistent bug, but, AFAIK, AI are not able to use any cannon armament in all Ki-45 versions, except the Schrage Musik installation. Is it a confirmed bug? After some tests, the Kai Tei model uses its nose cannon against smaller targets (they have a horrible aim, I must say), and the Schrage Musik installation against heavies.

Thanks in advance,

batistadk

Pursuivant 11-07-2015 02:36 AM

In the single mission section, missions for the P-40B are listed under missions for the USN, when they should be in the USAAF folder. Single missions for the A6M2 are listed under missions for the IJA, when they should be in the IJN folder.

Marabekm 11-07-2015 06:23 PM

A lot of new squadrons where added in 4.13.
So right now if I create a quick mission (quick mission builder) of lets say Wildcats of VF-71 vs A6M2-Ns of the Yokohama Kokutai everything works fine.
But when I go to load anything other than the quick mission builder with any of the new squadrons, it does not work.

Nil 11-18-2015 01:33 PM

Here is a little bug I spotted, normaly easy to fix
when we open the canopy,
We can hear the wind.
When we close it, we could not hear the wing anymore.
This is the normal behavior

The problem is that when we go to a gunner posision (like in the d3a or b5n) we hear the wind (normal), but, when we come back to the pilot position, we can still hear the wind even if the canopy is closed.
to stop the noise of the wind, we have to open and close the canopy.

Janosch 11-18-2015 07:49 PM

On occasion, a particularly funny thing can happen on online servers. What follows is a combination of theory and observations: apparently player aircraft that should be removed (e.g. after landing & hitting refly) can somehow leave an unoccupied static plane behind (!). It's not just a graphic bug, these ghost planes, although rare, are very real and solid.

I landed a MC200 on an airfield, hit refly, and flew a 109 sortie instead. I took off using a taxiway, so I didn't notice the MC200 then...
As I landed, I did see an unoccupied (no friend icon) MC200 in the middle of the runway, but I thought it was a non-corporeal ghost. I had seen them before, probably "left behind" by other players. But, this one took my wing off - I tried to dodge just to be safe, but there wasn't enough room. On the resulting .ntrk film, the plane is nowhere to be seen, but my wing comes off - my 109 collides with an invisible object! Eventlog.lst says that I collided with something called 54_Static.
Also, on the airfield that this happened, MC200 can't be spawned as far as I know - they're on another airfield.

I hope it got removed for good after I disconnected. Ghosts, I tell you!

Baddington_VA 11-22-2015 04:06 AM

Quote:

On occasion, a particularly funny thing can happen on online servers. What follows is a combination of theory and observations: apparently player aircraft that should be removed (e.g. after landing & hitting refly) can somehow leave an unoccupied static plane behind (!). It's not just a graphic bug, these ghost planes, although rare, are very real and solid.
It does happen when the online mission allows spawning from static aircraft.
If you land at a field that is not the one you took off from, a static plane remains where you landed.
It's good practice to get off the runway before hitting refly.

It also happens that if you take for example an A20 from airfield A
And land at airfield B which also happens to spawn A20s, a static plane will be left where you finished. But then you can spawn at airfield B in an A20, and
it will spawn you where your previously flown A20 was standing as a static aircraft.

It's not so much a bug as a useful tool
All these static aircraft disappear once the mission ends.

Pursuivant 11-22-2015 05:14 AM

Quote:

Originally Posted by Baddington_VA (Post 711586)
It's not so much a bug as a useful tool

Could someone else at Airfield B then spawn using a plane that a previous player left behind? (Assuming you can spawn that sort of plane at Airfield B)

If so, what's the fuel, ammo and damage state of that aircraft? If the new player gets an undamaged, fully fueled and armed airplane, this seems like a "backdoor" method of instant Rearm, Refuel, Repair.

In any case, it seems like there should be an option for server admins to "despawn player aircraft after landing". That is, making player-controlled aircraft vanish some number of seconds after they land and the engine is turned off. That would get rid of the "collisions with static planes" bug/feature.

Music 11-23-2015 12:04 AM

I don't know if this is a 4.13 thing, a server thing, or my connection, but yesterday I spawned beside myself
http://i1099.photobucket.com/albums/...psyyy68vlm.jpg

I have had a wretchedly bad connection this month for some reason, :oops:, So bad that I have been unable to play, :( ,so that may be the cause?, but I have never seen that happen before.

(Sorry SVK, congrats =irss=drawer65) :o

Janosch said "apparently player aircraft that should be removed (e.g. after landing & hitting refly) can somehow leave an unoccupied static plane behind (!). It's not just a graphic bug, these ghost planes, although rare, are very real and solid".

We noticed that on the SkiesofFire server, and found if when landed, the player puts chocks on, it solves the problem, or seems to.

**edited to add Janosch's quote and observation/solution**

Marabekm 11-23-2015 06:27 PM

2 Attachment(s)
Noticed this while looking through my rear mirror. In the first picture I am in an F4F-4 sitting on runway. Next picture is of same plane sitting in same spot. Note the rear mirror. The runway is missing.

IceFire 11-24-2015 01:00 AM

Quote:

Originally Posted by Marabekm (Post 711604)
Noticed this while looking through my rear mirror. In the first picture I am in an F4F-4 sitting on runway. Next picture is of same plane sitting in same spot. Note the rear mirror. The runway is missing.

Normal. Toggle the mirror a couple more times until it appears. There are three mirror modes: 'Off', 'Partial Render' and 'Full Render'. Remember, IL-2 1946 is a very old game and even a small mirror rendering behind the plane could cause performance issues back in 2002.

Marabekm 11-27-2015 07:22 PM

Thanks Icefire, that fixed it. All this time playing and still learning new things about this game.:rolleyes:

Baddington_VA 11-28-2015 12:02 PM

Quote:

Could someone else at Airfield B then spawn using a plane that a previous player left behind? (Assuming you can spawn that sort of plane at Airfield B)

There are a set of conditions required in the mission that causes the plane to remain at airfield B.
It's been a while, so I've forgotten the setup for online missions that do it.
But I had been planning to make an online test mission (running on dedicated server) to allow pilots to deliver aircraft to front line fields.
IL2 doesn't have enough online players these days to justify putting in the time to experiment, so it's gone on the back burner.

KG26_Alpha 11-28-2015 09:25 PM

Quote:

Originally Posted by Baddington_VA (Post 711652)
IL2 doesn't have enough online players these days to justify putting in the time to experiment, so it's gone on the back burner.

Depends on your time zone.

I fly with at least one other Kiwi and some Aussies in CooP's @ 22:00 GMT in Hyperlobby.

Marabekm 12-01-2015 09:50 AM

Russian speaking Dutch
 
Ok so I am playing around with a Singapore mission and noticed that if I fly as the Dutch, (NL airforce in game), and select the squadron 2-VI.G-5, they speak Russian. Now if I select None or any of the other squadrons from list, they speak correctly.

shelby 12-02-2015 07:45 PM

missing numbers in new p40 in zoom out view
http://s26.postimg.org/j3zy9xlw9/grab0001.jpg

Tolwyn 12-03-2015 05:58 PM

Question (Concerns) with 4.13 and older 4.12 features (bomb loadouts)
 
Questions and Concerns with 4.13 and older 4.12 features (bomb loadouts)

The Razon Guided Bomb.
Can this bomb be added to the flyable B24 in-game?
Currently, I'm not sure how to implement this aside from "dumb bomb" level bombing for the AI B24.

But having the Razon on the flyable B24 would be awesome for Bridge busting missions.


More Importantly:

The Bat Bomb (SWOD Mark 9)
From the 4.12 readme:
"After being dropped it glided toward the target on a preset course using a gyro-stabilizer system to keep it on track."

However, when equipping this bomb to AI flown F4U-4 Corsair, they dive bomb.
There's no way to get AI F4U-4 Corsair planes to deploy this bomb correctly.

I will say that this feature IL2 really got right. Not even sure how they did it. If you equip the Bat Bomb to an AI B24, make sure Army is Red AND you select US Navy; otherwise it is unavailable. Set date => 1946 for coops.

From an altitude of about 5000 meters, and a distance of around 10km, just put the Ground Attack Waypoint. There's no need to select a target (unless you want to). Works great.

Just would love this option on the Human Flyable B24 and a way to get the Corsair to deliver properly.

Jeremiah_Weed 12-09-2015 07:47 AM

B-24 nose art bug
 
Howdy. Just getting back into the game after a long absence. No, not in prison, just VERY busy. :-D Anyway, figured I'd download the newest version, 4.13, and check out the new bombsights. First, just want to say, AWESOME job, TD! Wish these had been in the game sooner. I like a slightly more technical and historically accurate game. Keeps the grey matter working.

Unfortunately, I noticed a bug pretty much right away...but quite by accident. If you add or look at ANY nose art, even if you don't apply it, you're stuck with it. And not only on the bomber you were in, but any other bomber that uses nose art. You can change it to another one, you can even have one on top of another one (by applying one on top of the one you didn't apply), but you can't get rid of it. The only way to get rid of it is to exit the game entirely.

I even checked the settings.ini file where the last loadout info is stored. It deletes the entry like it's supposed to, but the nose art remains.

Haven't been back playing long enough to notice anything else...other than the Betty cowling flaps and the outside air temp gauges still don't work :-( But overall, it's still an awesome game.

daidalos.team 12-10-2015 07:38 PM

Quote:

Originally Posted by Jeremiah_Weed (Post 711711)
Howdy. Just getting back into the game after a long absence. No, not in prison, just VERY busy. :-D Anyway, figured I'd download the newest version, 4.13, and check out the new bombsights. First, just want to say, AWESOME job, TD! Wish these had been in the game sooner. I like a slightly more technical and historically accurate game. Keeps the grey matter working.

Unfortunately, I noticed a bug pretty much right away...but quite by accident. If you add or look at ANY nose art, even if you don't apply it, you're stuck with it. And not only on the bomber you were in, but any other bomber that uses nose art. You can change it to another one, you can even have one on top of another one (by applying one on top of the one you didn't apply), but you can't get rid of it. The only way to get rid of it is to exit the game entirely.

I even checked the settings.ini file where the last loadout info is stored. It deletes the entry like it's supposed to, but the nose art remains.

Haven't been back playing long enough to notice anything else...other than the Betty cowling flaps and the outside air temp gauges still don't work :-( But overall, it's still an awesome game.

Not confirmed. Works ok.

Jeremiah_Weed 12-11-2015 06:39 AM

Bug that wasn't a bug
 
Thanks for looking at that, DT. After I posted that, I started reading some of the other "bugs" that were being reported. Maybe I'm wrong, but many seem to be a corrupt download patch file, failing or corrupted GPU drivers, failing memory sectors in RAM, and maybe a few other things. Odds were good that I may be experiencing similar. I figured I'd try to download another 4.13 patch and see if it gives me better results.

Jeremiah_Weed 12-12-2015 06:30 PM

More on Bug that wasn't a bug
 
Just FYI, I traced my "bug" all the way back to the original installation of 4.07 from the game CD. I keep that version on my hard drive so I don't have to reinstall from the CD should I need to. Anyway, I uninstalled it and then re-installed it and the "bug" persists. My optical drives are fairly new and top line drives, so I'm going to assume the problem is in the game CD itself. So I've ordered a new one. :mad:

ColHut 12-23-2015 04:07 AM

12.7mm AAMG engaging targets at 3100m altitude
 
As above in 4.13. Even the Soviet staff study only gave 1800m as the maximum altitude to engage enemy aircraft, and that in the context of massed fire.

The 25mm AA gun does not engage At this height (but 37mm and above do).

I Assume this is a bug?

Regards

acepilot1 01-03-2016 03:14 PM

Found bug ...
 
When i made a mission in full mission builder and using the SBD-3 as your aircraft to fly , and change the REGIMENT , the button Arming dos noth work , when the mission start. The only way to work with the button is choose none as regiment , than the button activate and works fine.
Ith seems there is a bug in wan of the patches , probebly the last wan 4.13 ...

Hope they fix ith in the next patch ...

Marabekm 01-07-2016 03:43 AM

Has this already been reported?

If I start a coop in the B-24 ball turret, they keys for adjusting target wingspan (bombsight drift left and right keys) do not work unless I switch to bombardier position and then back to ball turret.

Update: Found another small issue. (Names have been changed to protect the innocent)
Mario is flying a B-24D. Luigi is sitting in bombardier seat. Normally, how many points Luigi gets by destroying ground targets would also be given to Mario. And this works. However yesterday while flying a mission to high level bomb an enemy airfield, which at the same time, was being attacked by a flight of P-47s at low level, led by Bowser. Luigi's aim was good and scored hits on parked aircraft resulting in 125 points for both Mario and him. But since Bowser was strafing these aircraft at the exact time, he to was destroyed by raining 1000 pound bombs. Which resulted in - 300 points. However the negative points was not applied to Luigi's points, only Mario's. Apparently the positive points apply to both, but negative points only apply to person in pilot seat.

In the end:
Mario - 175
Luigi 125
Bowser KIA

What I should be:
Mario -175
Luigi -175
Bowser KIA

Marabekm 01-08-2016 12:54 PM

Quote:

Originally Posted by acepilot1 (Post 711926)
When i made a mission in full mission builder and using the SBD-3 as your aircraft to fly , and change the REGIMENT , the button Arming dos noth work , when the mission start. The only way to work with the button is choose none as regiment , than the button activate and works fine.
Ith seems there is a bug in wan of the patches , probebly the last wan 4.13 ...

Hope they fix ith in the next patch ...

Not true, well sort of. You can use any regiment as long as it has been in the game BEFORE 4.13. In 4.13 a lot of new regiments were added. If you try to use full mission builder with any of these new regiments, it will not work properly :-( Now I have not had any issues running QMB with the new regiments, only when using the FMB. So until they fix this, load up a 4.12.2 game and see what regiments are available there. Use these only in FMB of 4.13 and you should have no issues. This applies to all countries.

For example if I set the regiment to lets say VB-11 USS Hornet CV-12 (an old regiment) the mission will load no problem, but if I try to use VB-7 USS wasp CV-7 (added in 4.13) the mission will not work properly.

Tolwyn 01-11-2016 02:02 AM

NTRK Recording—Bombsight Clutch State
 
When starting a recording of an NTRK in coop mode, (for example, in the B24), the NTRK packet recorder does not capture the correct "state" of the bombsight clutch.

So, in playback, turning right and left using the C-1 autopilot can result in the bombsite in playback looking left and right instead of being "engaged" ahead; ruining the playback view.

resolution:

Capture the state of the clutch on NTRK initiation—whether it's engaged or disengaged.

JacksonsGhost 02-04-2016 01:20 PM

Quote:

Originally Posted by Baddington_VA (Post 711652)
IL2 doesn't have enough online players these days

I'm not an online player but I may be sometime soon so I'm curious; where have all the online players gone to? I mean, which WWII flight sim seems to be getting the players these days?

dimlee 02-04-2016 03:17 PM

Quote:

Originally Posted by JacksonsGhost (Post 712189)
I'm not an online player but I may be sometime soon so I'm curious; where have all the online players gone to? I mean, which WWII flight sim seems to be getting the players these days?

My assumption: "hardcore" players went to Cliffs of Dover and Battle of Stalingrad/Moscow, "arcade" boys - to War Thunder. Those who are versatile fly everywhere.
But true connoisseurs remain with IL2 ! :cool:

dimlee 02-04-2016 03:27 PM

Bug: engine gauges remain visible after the engine has been destroyed.
Ju88A-17. Online.
See grey oval in the centre of this screenshot.

https://i.imgsafe.org/b44a786.jpg

Spudkopf 02-06-2016 12:52 AM

Not sure if these ones have already been reported:

In QMB, if you use the position in flight option the player selected skin is also used on the flight leaders plane.

The position in flight option does not reset and remains at that last chosen, so if you decide to fly on you own on your next hop, attempting to launch a flight is this condition makes weird shit happen, no interior view and no view controls work, sounds of engines starting (even though you are alone), graphics all glitched out, etc.

Needless to say I was confused for several minutes, tried numerous launches in different theaters and with different planes, restarted the sim more than once and also rebooted the PC, was beginning to think that I had a corrupted files or something, then I noticed that position in flight was still set at 4 from my last flight.

As it lives on page to of the QMB setup screen I did not notice until I did a side by side setup with my lap top and my desktop.

Once 1 is re-selected everything works fine, the button behavior is also correct only letting you select a position from those available in your flight.


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