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

shc_04 01-14-2012 03:36 PM

Quote:

Originally Posted by IceFire (Post 379604)
Are you certain? Russian fuel gauges aren't done in 100%. It's measured in litres and the fuel tank is often bigger than the gauge. So you only see the needle move after you've expended some of your fuel.

Thank you for the answer. You are right, fuel gauge shows full tanks after 30% fuel (pointer on the full right, outer ring 12). This means i have 1200 liters of fuel? And that means i have total 4000l/2850 kg fuel capacity? Seems resonable for 11300 kg MTOW.

I am grateful and don't have right to complain since this patches are freeware but i wish TD would provide more reference information about il-4.

daidalos.team 01-14-2012 04:50 PM

4.11 beta hotfix released
 
The link to the beta hotfix patch is at the bottom of the first post in 4.11 Official Release thread:
http://forum.1cpublishing.eu/showthread.php?t=29039

Everyone is strongly advised to download it.

Tolwyn 01-14-2012 05:15 PM

The russian fuel guages have been in discussion on and off for over 10 years. Same guage, same behavior.

Quote:

Originally Posted by shc_04 (Post 379666)
Thank you for the answer. You are right, fuel gauge shows full tanks after 30% fuel (pointer on the full right, outer ring 12). This means i have 1200 liters of fuel? And that means i have total 4000l/2850 kg fuel capacity? Seems resonable for 11300 kg MTOW.

I am grateful and don't have right to complain since this patches are freeware but i wish TD would provide more reference information about il-4.


pupo162 01-14-2012 06:16 PM

im having some lags when looking at cities. never had them before. did you guys do anything to cities?

Aviar 01-14-2012 07:17 PM

In testing the new Italian Autoblindo (Vehicle) and the Italian L/6-40 (Armor), I found a strange behavior. If an enemy plane passes overhead, they try to engage it and actually shoot at it. However, since their turrets do not elevate, the shells just travel at near ground-level. Very strange to see that action, as no other IL-2 vehicle does that.

Either the turrets are not elevating correctly OR if they are not supposed to elevate that much, they should not be firing at airborn targets. Either way, there is a programming error in one of those two actions.

Aviar

char_aznable 01-14-2012 07:56 PM

Quote:

Originally Posted by Aviar (Post 379797)
In testing the new Italian Autoblindo (Vehicle) and the Italian L/6-40 (Armor), I found a strange behavior. If an enemy plane passes overhead, they try to engage it and actually shoot at it. However, since their turrets do not elevate, the shells just travel at near ground-level. Very strange to see that action, as no other IL-2 vehicle does that.

Either the turrets are not elevating correctly OR if they are not supposed to elevate that much, they should not be firing at airborn targets. Either way, there is a programming error in one of those two actions.

Aviar

I haven't been involved in their development, but L6/40 armament was also intended for anti-aircraft purpose, although its turret elevation angle wasn't enough, so this feature should have been reproduced in game. Autoblindo AB41 shared the same turret.

102nd-YU-mornar 01-14-2012 08:54 PM

Hi all, great work people!

So far, I noticed only one (for me and my friends from 102nd-YU Squadron) - MAJOR mistake:wink:. IK3 plane is on AXIS list of planes.
IK3 was part of Royal Yugoslav Air Force who fought AGAINST German Luftwaffe in April War on 1941 in Kingdom of Yugoslavia, and that was its only combat engagement. They were all destroyed during and after April War. That makes it very much an ALLIED plane.:D

So, would you, please, fix it, and put IK3 among the ALLIED planes, where it belongs.:smile:

Thank you, and sorry for my bad english.:oops:

Airway 01-14-2012 09:06 PM

First post and I first want to thank Team Daidalos for their ongoing support of this great and unrivalled game!
Awesome job you are all doing there!

Here's a bug I found in QMB :

When choosing the Pe-8 in QMB on Slovakia summer map, start set to "scramble" (Alarmstart) from the ground, the plane crashes because it doesn't fit into the hangar where it spawns.

I hope this was helpful and hasn't been posted before.

Here's a screenshot.

http://www.abload.de/thumb/grab00007xygm.jpg

Treetop64 01-14-2012 09:11 PM

Quote:

Originally Posted by Airway (Post 379878)
First pisrt and I first want to thank Team Daidalos for their ongoing support of this great and unrivalled game!
Awesome job you are all doing there!

Here's a bug I found in QMB :

When choosing the Pe-8 in QMB on Slovakia summer map, start set to "scramble" (Alarmstart) from the ground, the plane crashes because it doesn't fit into the hangar where it spawns.

I hope this was helpful and hasn't been posted before.

Here's a screenshot.

http://www.abload.de/thumb/grab00007xygm.jpg

It's not a bug.

The Pe-8 is just too big to fit in the hangar, that's all. ;)

Blackjack 01-14-2012 09:41 PM

trk files
 
Something strange happened after a QMB flight in PE8:

I landed and saved a trk file, when I tried to load it, an error message poped up (something like "can load /../../paratrooper") and in the console there where many "cant finalize object" messages, but after closing the game and loading the trk file it loaded normal :confused:

First thing akward for me so far , CTD gone with the new dll, and normal AI fighters are a real nightmare when flying a bomber now :evil:

Airway 01-14-2012 09:42 PM

Quote:

Originally Posted by Treetop64 (Post 379882)
It's not a bug.

The Pe-8 is just too big to fit in the hangar, that's all. ;)

Then it shouldn't spawn there. Thats the bug :)

EJGr.Ost_Caspar 01-14-2012 10:08 PM

Quote:

Originally Posted by Airway (Post 379894)
Then it shouldn't spawn there. Thats the bug :)

If it shall not spawn there, you either have to change the plane, the airfield or the map. You cannot have everything together. :D

IceFire 01-14-2012 10:25 PM

Quote:

Originally Posted by Airway (Post 379894)
Then it shouldn't spawn there. Thats the bug :)

The IL-2 engine doesn't really work that way. I imagine there are a number of other types of aircraft that will also not spawn inside that hangar. The map makers designed it with the types of aircraft used in the Slovakia theater...and they are all smaller.

Airway 01-14-2012 11:14 PM

Quote:

Originally Posted by EJGr.Ost_Caspar (Post 379904)
If it shall not spawn there, you either have to change the plane, the airfield or the map. You cannot have everything together. :D

I cannot change the airfield on a map in the QMB GUI, can I?

Anyways, it was just a thing I experienced and I thought I should mention it.
If it's not recognized as bug, ok.

Cheers!

JimmyBlonde 01-14-2012 11:53 PM

Just posting to confirm that the hotfix has solved the CTD issues I was having, thanks again for your diligence.

Feathered_IV 01-14-2012 11:56 PM

I get a very large FPS hit when in the Hs 129's cockpit. I loose about 25-30 frames when looking forward, and about 20 when looking to the sides. This generally means I'm down in the mid 20's while trying to play. Not ideal for ground pounding!

Currently using a Q6600, 4gb and an overclocked 1gb 450GTS.

Fenrir 01-15-2012 12:49 AM

Can anybody else no longer open Quick Mission editor after hotfix?

I just get my background screen and my game seems to hangs up - Esc key does not take me back to Main Menu and game has to be killed with Task Manager.

IvanK 01-15-2012 03:42 AM

Try deleting your last Quick mission.

IceFire 01-15-2012 03:50 AM

Quote:

Originally Posted by Feathered_IV (Post 379954)
I get a very large FPS hit when in the Hs 129's cockpit. I loose about 25-30 frames when looking forward, and about 20 when looking to the sides. This generally means I'm down in the mid 20's while trying to play. Not ideal for ground pounding!

Currently using a Q6600, 4gb and an overclocked 1gb 450GTS.

Can't recreate this... very strange. Any other cockpits cause this hit?

MR_G 01-15-2012 04:58 AM

New guy here. Long time IL2 player (from original game to 4.11)

Things work well with the hotfix patch.

I've noticed that the CantZ 506B seems grossly underpowered. With a few bombs, and a full tank of gas, the AC can't get more than 10 feet off the water. With no bombs, and 50% fuel, it climbs extremely slow, but does reach proper altitude, but without bombs, the AC isn't much use.
One other thing, that probably can't be changed for a while....In the real world, this AC was able to carry a torpedo.

Thank you.

Feathered_IV 01-15-2012 05:28 AM

Quote:

Originally Posted by IceFire (Post 379989)
Can't recreate this... very strange. Any other cockpits cause this hit?

No Sir. Just the 129 it seems. I noticed it in 4.0 originally.

talonite 01-15-2012 08:29 AM

Quote:

Originally Posted by talonite (Post 379578)
Suffering from the same CTDs as already mentioned by others I noticed something else:

With the new bomb fuse settings Stuka bombing has become impossible.

SC500, SC250 and SC70 all have a minimum arming time of 5.6 seconds with instant detonator (oV). Historically Stuka dive usually was initiated from ~3000m with release altitude of ~500m. In 4.11 this doesn't give the bombs enough arming time. And I'm pretty sure they didn't use time delayed bombs on the Ju-87.

After further testing and reading the release notes I have to correct myself. Bombs released from too low altitude go off anyway, but with long delay. That's why I didn't notice the explosion during first tests.
From Release Notes:
Electric fuze circuits work so that if the fuze fails to arm on instant or short delay mode, it
automatically reverts to long delay mode which needs lower arming time.
This however means we can't have impact explosion with release altitudes lower than ~700m while dive-bombing. Historically Stuka pilots went much lower, though:
When the aircraft was reasonably close to the target, a light on the contact altimeter came on to indicate the bomb-release point, usually at a minimum height of 450 m (1,500 ft).
http://www.enotes.com/topic/Junkers_Ju_87

Also can someone explain what the second electric fuse setting (Elek. See) is for? SC500 this way has arming time 14s (oV) opposed to 5.6s (oV) with normal electric fuse.

JtD 01-15-2012 08:50 AM

Quote:

Originally Posted by talonite (Post 380046)
Also can someone explain what the second electric fuse setting (Elek. See) is for? SC500 this way has arming time 14s (oV) opposed to 5.6s (oV) with normal electric fuse.

The standard German fuse is the ElAZ 25.
The "See" fuse is the ElAZ 38, which simply had these longer arming times.

talonite 01-15-2012 09:08 AM

Quote:

Originally Posted by JtD (Post 380053)
The standard German fuse is the ElAZ 25.
The "See" fuse is the ElAZ 38, which simply had these longer arming times.

Ok, but what is the EIAZ 38 used for then? "See" indicates use against naval targets, but why is the arming time needed that long?

6S.Maraz 01-15-2012 09:16 AM

Quote:

Originally Posted by MR_G (Post 380002)

(...)

but without bombs, the AC isn't much use.
One other thing, that probably can't be changed for a while....In the real world, this AC was able to carry a torpedo.

Hi,
while by design it could in theory carry a torpedo, the Cant Z.506Bs actually delivered to Regia Aeronautica never carried one.

They were used as level bombers for few weeks at the beginning of the war (some bombing missions in France and Tunisia and against naval targets) then moved to the roles of search and rescue and maritime reconnaissance.

Of course we will check the FM of this aircraft.

Bye
Maraz

JtD 01-15-2012 09:27 AM

Quote:

Originally Posted by talonite (Post 380059)
Ok, but what is the EIAZ 38 used for then? "See" indicates use against naval targets, but why is the arming time needed that long?

It was supposed to be used for horizontal bombing against merchant shipping. For horizontal bombing attacks, arming times hardly matter...

The 0.05 delay was intended for drops above 1000m, 0.2 for below 1000m and 5.0 for low level attack. The different delays were supposed to achieve the optimal penetration into water to achieve the best results against light naval targets. If you drop from 1000m, the ideal free falling object needs 14 seconds to reach the surface, so why bother with shorter arming times.

talonite 01-15-2012 09:45 AM

Quote:

Originally Posted by JtD (Post 380069)
It was supposed to be used for horizontal bombing against merchant shipping. For horizontal bombing attacks, arming times hardly matter...

The 0.05 delay was intended for drops above 1000m, 0.2 for below 1000m and 5.0 for low level attack. The different delays were supposed to achieve the optimal penetration into water to achieve the best results against light naval targets. If you drop from 1000m, the ideal free falling object needs 14 seconds to reach the surface, so why bother with shorter arming times.

Makes sense. Thanks for your explanation.

JtD 01-15-2012 10:30 AM

You're welcome. :)

Fenrir 01-15-2012 11:17 AM

Quote:

Originally Posted by IvanK (Post 379987)
Try deleting your last Quick mission.

Thanks IvanK, worked a treat.

Alas, another bug to report; tried to open in FMB the map 'Solomons January 1944'; this resulted in another hangup.

EJGr.Ost_Caspar 01-15-2012 12:30 PM

Quote:

Originally Posted by Fenrir (Post 380105)
Alas, another bug to report; tried to open in FMB the map 'Solomons January 1944'; this resulted in another hangup.

Works well here. How much did you try? What kind of hangup? PC specs?
Solomons map are very large, with '44 one to be the most populated.
So it takes quite some time to load (20sec on my system).

MR_G 01-15-2012 01:23 PM

Quote:

Originally Posted by 6S.Maraz (Post 380064)
Hi,
while by design it could in theory carry a torpedo, the Cant Z.506Bs actually delivered to Regia Aeronautica never carried one.

They were used as level bombers for few weeks at the beginning of the war (some bombing missions in France and Tunisia and against naval targets) then moved to the roles of search and rescue and maritime reconnaissance.

Of course we will check the FM of this aircraft.

Bye
Maraz

I found the torpedo information at Wikipedia

"The Airone saw more than 20 years of service. [6] The Z.506B was first used as a reconnaissance aircraft and torpedo bomber in the Spanish Civil War.On the evening of 17 June, four 506Bs from 31° Stormo attacked targets in Northern French Africa, each dropping two 250 kg and three 100 kg bombs.[8] The type also took part in the Battle of Calabria. In the war against Greece it was used against coastal targets and the Corinth canal.

I see the torpedos were only used pre-WWII.

slm 01-15-2012 02:53 PM

Not sure if this is a bug or not:
I was flying a 2 engine plane and one engine had stopped working from enemy firing.
It was difficult to keep the plane level using just one engine.
BUG:
I switched on autopilot and suddenly the plane was flying totally level as if both engines were still working.

RaptorRage 01-15-2012 03:01 PM

What is the proper syntax for the skins folder name for the Mosquito FB Mk XVIII Tse Tse?

Phabius 01-15-2012 03:40 PM

Clouds color
 
I've noticed a strange behavior of the clouds color when flying in Dawn or Dusk times. Clouds suddenly turn from white to black color...

KG26_Alpha 01-15-2012 03:47 PM

Quote:

Originally Posted by Phabius (Post 380209)
I've noticed a strange behavior of the clouds color when flying in Dawn or Dusk times. Clouds suddenly turn from white to black color...

I've reported this already :)

Time of day has become strange with green sunsets white clouds at night and other weird textures.

http://forum.1cpublishing.eu/showpos...2&postcount=56

.

Janosch 01-15-2012 04:10 PM

Quote:

Originally Posted by rickster (Post 379387)
I like this patch,especially with all the new planes,etc,but have one problem.I can't see the skins for the Fw190A4 1.42ATA.I made new folders but none of them work.What would the skins folder be labeled?Thanks.

Ah, so I'm not the only one with this problem. I found out by trying. A FMB test mission I made gave me the clue.
Fw-190A-4FR
That is it. Get cracking, skinners and customizers! :) I'll probably decorate a customized skin with a Jiang Shi.

I have posted some bug reports on m4t earlier. Here are list of bugs that still remain in 4.11. I could only test some of them on this version, as some were discovered in earlier version(s) and are hard to replicate. If some of you aren't experiencing the following bugs, then it may have something to do with my installation (old hsfx/up, but playing stock 4.11 with jsgme workaround, online works fine as I'm writing this. Also I have the hotfix installed).

Unfixed:
- Tail gunner and pilot skins swap depending on player control.
- Bf-110's ammo indicators don't work when carrying BK 3.7.
- MiG-3 2xUB and MiG-3 ShVAK have too modern look cockpit view glass canopies. Compare with MiG-3 and MiG-3U.
- Il-2 cockpit model engine top doesn't change colours depending on plane skin, since it seems to be a part of the cockpit
model rather than the external model.
- When pressing toggle gunsight cover, it gives a sound effect even if there's no gunsight cover on the plane.
- Weapons aren't displayed if wings are folded. e.g. rockets on a Corsair.
- Default F4U-C (cannon version) skin looks funny, it shows machine gun openings in the wings.
- Using airbrake when on ground as a F4U gives the default airbrakes extended/retracted message.
- If player selects a loadout with Mk101 or Mk103 cannon for the Hs-129 B-2, the cannon isn't displayed in the 3d model (pre)view. /nitpick

Not tested for 4.11:
- If a plane, e.g. a Hurricane loses a wingtip, the navigation light still works.
- Plane, when taxiing out of a ponton to e.g. grass, jumps madly, despite low speed.
- If flaps get jammed, the wind sound may be caught in an infinite loop even if player lands.
- On rare occasions, tailhook doesn't catch a wire no matter what. This is possibly related to attempting to land on a carrier which isn't designated as player's home carrier.
- Chat window may get "stuck" when e.g. a coop mission starts, if chat window was activated before mission start. Note: I think re-activating chat window always fixes this, as you can then either type normally or close it.
- Inflight map may get stuck when used in conjunction with chat window.

EJGr.Ost_Caspar 01-15-2012 04:10 PM

Quote:

Originally Posted by RaptorRage (Post 380189)
What is the proper syntax for the skins folder name for the Mosquito FB Mk XVIII Tse Tse?

MosquitoMkXVIII

EJGr.Ost_Caspar 01-15-2012 04:16 PM

Quote:

Originally Posted by Janosch (Post 380227)
- If player selects a loadout with Mk101 or Mk103 cannon for the Hs-129 B-2, the cannon isn't displayed in the 3d model (pre)view. /nitpick

This is a feature, since the guns and gonodals are part of the skin. Due to a game shortcoming, its not posible to show them then. As long as they work in the mission later its not considered as a bug.

As for the other points, thanks! Most of them I wasn't aware of.

jerrykraut 01-15-2012 04:23 PM

CTD in 4.11m WITH hotfix still there
 
:(
Unexpected Signal : EXCEPTION_ACCESS_VIOLATION occurred at PC=0x6d4386f1
Function name=(N/A)
Library=G:\IL2Sturmovik1946\bin\hotspot\jvm.dll

NOTE: We are unable to locate the function name symbol for the error
just occurred. Please refer to release documentation for possible
reason and solutions.



Current Java thread:
at com.maddox.il2.ai.air.Pilot.doFighterDefense(Nativ e Method)
at com.maddox.il2.ai.air.Pilot.fighterDefence(Pilot.j ava:1103)
at com.maddox.il2.ai.air.Pilot.setManeuverByTask(Pilo t.java:551)
at com.maddox.il2.ai.air.Pilot.setTaskAndManeuver(Pil ot.java:409)
at com.maddox.il2.ai.air.Pilot.update(Pilot.java:185)
at com.maddox.il2.fm.FlightModelMain.tick(FlightModel Main.java:1023)
at com.maddox.il2.engine.Interpolators.tick(Interpola tors.java:222)
at com.maddox.il2.engine.Actor.interpolateTick(Actor. java:434)
at com.maddox.il2.engine.InterpolateAdapter.msgTimeOu t(InterpolateAdapter.java:174)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOu t.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1 191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.ja va:131)
at com.maddox.il2.game.Main.exec(Main.java:439)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java: 235)

Dynamic libraries:
0x00400000 - 0x00C07000 G:\IL2Sturmovik1946\il2fb.exe
0x7C910000 - 0x7C9C9000 C:\WINDOWS\system32\ntdll.dll
0x7C800000 - 0x7C908000 C:\WINDOWS\system32\kernel32.dll
0x7E360000 - 0x7E3F1000 C:\WINDOWS\system32\USER32.dll
0x77EF0000 - 0x77F39000 C:\WINDOWS\system32\GDI32.dll
0x77DA0000 - 0x77E4A000 C:\WINDOWS\system32\ADVAPI32.dll
0x77E50000 - 0x77EE3000 C:\WINDOWS\system32\RPCRT4.dll
0x77FC0000 - 0x77FD1000 C:\WINDOWS\system32\Secur32.dll
0x76AF0000 - 0x76B1E000 C:\WINDOWS\system32\WINMM.dll
0x76330000 - 0x7634D000 C:\WINDOWS\system32\IMM32.dll
0x72210000 - 0x7223B000 C:\WINDOWS\system32\DINPUT.dll
0x77BE0000 - 0x77C38000 C:\WINDOWS\system32\msvcrt.dll
0x7E670000 - 0x7EE91000 C:\WINDOWS\system32\SHELL32.dll
0x77F40000 - 0x77FB6000 C:\WINDOWS\system32\SHLWAPI.dll
0x71A30000 - 0x71A3A000 C:\WINDOWS\system32\WSOCK32.dll
0x71A10000 - 0x71A27000 C:\WINDOWS\system32\WS2_32.dll
0x71A00000 - 0x71A08000 C:\WINDOWS\system32\WS2HELP.dll
0x77BD0000 - 0x77BD8000 C:\WINDOWS\system32\VERSION.dll
0x773A0000 - 0x774A3000 C:\WINDOWS\WinSxS\x86_Microsoft.Windows.Common-Controls_6595b64144ccf1df_6.0.2600.6028_x-ww_61e65202\comctl32.dll
0x5D450000 - 0x5D4EA000 C:\WINDOWS\system32\comctl32.dll
0x76D20000 - 0x76D39000 C:\WINDOWS\system32\IPHLPAPI.dll
0x4FD50000 - 0x4FEF6000 C:\WINDOWS\system32\d3d9.dll
0x6DE80000 - 0x6DE86000 C:\WINDOWS\system32\d3d8thk.dll
0x76D00000 - 0x76D18000 C:\WINDOWS\system32\MPRAPI.dll
0x77C90000 - 0x77CC2000 C:\WINDOWS\system32\ACTIVEDS.dll
0x76DD0000 - 0x76DF5000 C:\WINDOWS\system32\adsldpc.dll
0x597D0000 - 0x59825000 C:\WINDOWS\system32\NETAPI32.dll
0x76F20000 - 0x76F4D000 C:\WINDOWS\system32\WLDAP32.dll
0x76AD0000 - 0x76AE1000 C:\WINDOWS\system32\ATL.DLL
0x774B0000 - 0x775EE000 C:\WINDOWS\system32\ole32.dll
0x770F0000 - 0x7717B000 C:\WINDOWS\system32\OLEAUT32.dll
0x76E40000 - 0x76E4E000 C:\WINDOWS\system32\rtutils.dll
0x71B70000 - 0x71B83000 C:\WINDOWS\system32\SAMLIB.dll
0x778F0000 - 0x779E4000 C:\WINDOWS\system32\SETUPAPI.dll
0x6D420000 - 0x6D4EF000 G:\IL2Sturmovik1946\bin\hotspot\jvm.dll
0x6D220000 - 0x6D227000 G:\IL2Sturmovik1946\bin\hpi.dll
0x6D3B0000 - 0x6D3BD000 G:\IL2Sturmovik1946\bin\verify.dll
0x6D250000 - 0x6D266000 G:\IL2Sturmovik1946\bin\java.dll
0x6D3C0000 - 0x6D3CD000 G:\IL2Sturmovik1946\bin\zip.dll
0x6CB80000 - 0x6CB94000 G:\IL2Sturmovik1946\DT.dll
0x10000000 - 0x1000A000 G:\IL2Sturmovik1946\pathfind.dll
0x10010000 - 0x12EEA000 G:\IL2Sturmovik1946\il2_corep4.dll
0x7C340000 - 0x7C396000 G:\IL2Sturmovik1946\MSVCR71.dll
0x02660000 - 0x02683000 G:\IL2Sturmovik1946\jgl.dll
0x026A0000 - 0x026DA000 G:\IL2Sturmovik1946\il2_usgs2.dll
0x0EA60000 - 0x0EAD7000 G:\IL2Sturmovik1946\mg_snd_sse.dll
0x6D2F0000 - 0x6D329000 C:\WINDOWS\system32\dinput8.dll
0x68D90000 - 0x68D99000 C:\WINDOWS\system32\HID.DLL
0x76BF0000 - 0x76C1E000 C:\WINDOWS\system32\WINTRUST.dll
0x77A50000 - 0x77AE6000 C:\WINDOWS\system32\CRYPT32.dll
0x77AF0000 - 0x77B02000 C:\WINDOWS\system32\MSASN1.dll
0x76C50000 - 0x76C78000 C:\WINDOWS\system32\IMAGEHLP.dll
0x6D340000 - 0x6D348000 G:\IL2Sturmovik1946\bin\net.dll
0x719B0000 - 0x719F0000 C:\WINDOWS\System32\mswsock.dll
0x76EE0000 - 0x76F07000 C:\WINDOWS\system32\DNSAPI.dll
0x76F70000 - 0x76F78000 C:\WINDOWS\System32\winrnr.dll
0x5F0D0000 - 0x5F19C000 C:\WINDOWS\system32\Opengl32.dll
0x68FC0000 - 0x68FE0000 C:\WINDOWS\system32\GLU32.dll
0x736D0000 - 0x7371B000 C:\WINDOWS\system32\DDRAW.dll
0x73B30000 - 0x73B36000 C:\WINDOWS\system32\DCIMAN32.dll
0x0FC30000 - 0x0FDB4000 C:\Programme\NVIDIA Corporation\nView\nview.dll
0x76BB0000 - 0x76BBB000 C:\WINDOWS\system32\PSAPI.DLL
0x77660000 - 0x77681000 C:\WINDOWS\system32\NTMARTA.DLL
0x0FE80000 - 0x0FECB000 C:\Programme\NVIDIA Corporation\nView\NVWRSDE.DLL
0x746A0000 - 0x746EC000 C:\WINDOWS\system32\MSCTF.dll
0x75250000 - 0x7527E000 C:\WINDOWS\system32\msctfime.ime
0x69500000 - 0x6A473000 C:\WINDOWS\system32\nvoglnt.dll
0x73E70000 - 0x73ECC000 C:\WINDOWS\system32\dsound.dll
0x72C90000 - 0x72C99000 C:\WINDOWS\system32\wdmaud.drv
0x72C80000 - 0x72C88000 C:\WINDOWS\system32\msacm32.drv
0x77BB0000 - 0x77BC5000 C:\WINDOWS\system32\MSACM32.dll
0x77BA0000 - 0x77BA7000 C:\WINDOWS\system32\midimap.dll
0x73E40000 - 0x73E44000 C:\WINDOWS\system32\KsUser.dll
0x59DD0000 - 0x59E71000 C:\WINDOWS\system32\DBGHELP.dll

Local Time = Sun Jan 15 18:18:16 2012
Elapsed Time = 750
#
# HotSpot Virtual Machine Error : EXCEPTION_ACCESS_VIOLATION
# Error ID : 4F530E43505002CC
# Please report this error at
# http://java.sun.com/cgi-bin/bugreport.cgi
#
# Java VM: Java HotSpot(TM) Client VM (1.3.1-b24 compiled mode)
#

hraban#35 01-15-2012 04:35 PM

Problems with Mosquito Mk.XVIII TseTse
 
Hello DT

If you spawned with Mousquito Mk.XVIII TseTse without ammo, you joined in an pink plane anywhere on the map.
Looks like a bug.

Nuke 01-15-2012 04:57 PM

Re.2000 Bombs missing
 
Probable bug, you can not equip the layout 2x100 kg bombs on the Re.2000 when having Hungary (Axis) selected as air force. Works with any other country, and it works in 4.10.1.

Huge thanks to DT for the amazing work by the way.
Nuke

mmaruda 01-15-2012 05:09 PM

Quote:

Originally Posted by Janosch (Post 380227)
A
- On rare occasions, tailhook doesn't catch a wire no matter what. This is possibly related to attempting to land on a carrier which isn't designated as player's home carrier.

Confirmed. It's still there.

Fenrir 01-15-2012 05:13 PM

Quote:

Originally Posted by EJGr.Ost_Caspar (Post 380140)
Works well here. How much did you try? What kind of hangup? PC specs?
Solomons map are very large, with '44 one to be the most populated.
So it takes quite some time to load (20sec on my system).

Phenom X4 II 3.20GB
8GB 1333DDR3 RAM
Nvidia GTS280

Roger that Casper. Loads up the October '43 in a similar time that you suggest. However, after about 5 secs attempting to load the '44 i get a windows cursor appear as well as the Il-2 GUI cursor and if I alt-tab, the game crashes out and I get the windows 'this program has encountered an error and is closing' message.

Reinstall patch and hotfix?

EJGr.Ost_Caspar 01-15-2012 05:41 PM

Yes, better try a reinstall (redownload too)... shouldn't harm at least. You could also look, if there is something in the error log.

6S.Maraz 01-15-2012 05:52 PM

Quote:

Originally Posted by MR_G (Post 380169)
I see the torpedos were only used pre-WWII.

Please don't trust too much on Wikipedia !
According to my sources (Ali D'Italia n.5), Cant Z.506 was used in Spain only for reconnaissance and SAR missions.

Experiences with torpedoes by Regia Aeronautica were initially made with SM.81 bombers, then with SM.79, that were used operationally from 1940, but there was no operational torpedo unit in Italy during the SCW period (let alone equipped of Cant Z.506).

About the few operational missions of Cant Z.506 as a Bomber, I am well aware of those, because during one of these missions against Bizerte died a cousin of my father in law, he was a gunner onboard a Cant Z.506B that fell in the sea shortly after it had left Sicily.

Maraz

6S.Maraz 01-15-2012 06:11 PM

Quote:

Originally Posted by Nuke (Post 380260)
Probable bug, you can not equip the layout 2x100 kg bombs on the Re.2000 when having Hungary (Axis) selected as air force. Works with any other country, and it works in 4.10.1.

Bug acknowledged, will be fixed, thanks!
Maraz

batistadk 01-15-2012 06:34 PM

Starting Problems
 
Hi Team Daidalos, thanks for the new content.

I have experienced that crash two or three times, but nothing that bad. When I saw the Hotfix, I dowloaded and installed it, last night. I started the game normally, and enjoyed as much as I wanted. Then, today, the game simply can't start. I click the icon, the DVD on the drive is running, but nothing happens.

What's is happening? Could be related to the Hotfix, or is something exclusively with my computer?

Thanks in advenace guys.

batistadk

Sita 01-15-2012 08:29 PM

1 Attachment(s)
http://www.sukhoi.ru/forum/showthrea...=1#post1769869 ...

Il4

MR_G 01-15-2012 08:42 PM

Quote:

Originally Posted by 6S.Maraz (Post 380286)
Please don't trust too much on Wikipedia !
According to my sources (Ali D'Italia n.5), Cant Z.506 was used in Spain only for reconnaissance and SAR missions.

Experiences with torpedoes by Regia Aeronautica were initially made with SM.81 bombers, then with SM.79, that were used operationally from 1940, but there was no operational torpedo unit in Italy during the SCW period (let alone equipped of Cant Z.506).

About the few operational missions of Cant Z.506 as a Bomber, I am well aware of those, because during one of these missions against Bizerte died a cousin of my father in law, he was a gunner onboard a Cant Z.506B that fell in the sea shortly after it had left Sicily.

Maraz



Oh well, better a non-torp Cantz 506b, than no Cantz 506b.

Too bad we didn't get the He-115
.
.

jermin 01-16-2012 03:19 AM

If accelerating has been used during the game play, its trk will have a high possibility of disorder. The player's plane will fly away to the original route and start shooting at nothing.

I didn't have this problem in 4.10.1.

ElAurens 01-16-2012 11:30 AM

It seems that the Pe8 may be having a brake sticking while undertaking ground movements.

Kind of feels like the old He 111 on the ground.

Taxi out of your spawn point and use the brake to turn onto runway and the plane spins around the main gear wheel that had the brake applied and no ammount of correction with rudder or application of opposite brake will couinteract it.

All you can do is pull back on power and wait for it to stop spinning, then try again.

The IL-4 does not behave this way.

Did not see this in testing.

Jack_Aubrey 01-16-2012 01:15 PM

In Midway i found no palm ... there were only trees

P-38L 01-16-2012 04:37 PM

Control surface transferred over network
 
Hello Team

Thank you for your great job about the best flight simulator of all times.
I've been waiting for your new option that include the control surface and head movement over network, finally is here. (I am using LAN connection).

BUT, I recently notice that when a player use a twin engine airplane the prop doesn't show the same movement over the netwowrk. e.g:
1 Start only one engine, the other player see no movement.
2 Start the other engine, now the other player see both props moving.
3 When the airplane is airborne and turn off only one engine, the other player see both engines off.

For the rest of the surface movement and the head I am completely grateful.

Now we have to wait to have Rearm/Refuel/Repair options, but I am sure you will soon have that option included in the next update.

Thank you very much.

Это самый лучший симулятор полетов всех времен.

Fenrir 01-16-2012 05:28 PM

Quote:

Originally Posted by Fenrir (Post 380274)
Phenom X4 II 3.20GB
8GB 1333DDR3 RAM
Nvidia GTS280

Roger that Casper. Loads up the October '43 in a similar time that you suggest. However, after about 5 secs attempting to load the '44 i get a windows cursor appear as well as the Il-2 GUI cursor and if I alt-tab, the game crashes out and I get the windows 'this program has encountered an error and is closing' message.

Reinstall patch and hotfix?


A re-downlod of 4.10, 4.11+ Hotfix and reapplying these over the installation fixed the map loading problem nicely peeps - might be worth a shot if you are encountering similar issues.

6BL Bird-Dog 01-16-2012 06:11 PM

Same problem as seen by Alpha and a large group playing on-line.
See thread :http://forum.1cpublishing.eu/showpos...2&postcount=56
Also could left to right movement in 6dof be increased as it seems limited with TiR 5.

Phabius 01-16-2012 06:36 PM

In Midway i found no palm ... there were only trees

Same problem here, no palms!

...and trees have no shadows at all in all maps with GeForce GTX550Ti

Aviar 01-16-2012 07:09 PM

Quote:

Originally Posted by Phabius (Post 380663)
In Midway i found no palm ... there were only trees

Same problem here, no palms!

...and trees have no shadows at all in all maps with GeForce GTX550Ti

That is normal...there are no palm trees on the Midway map. It looks exactly the same in 4.10.

Aviar

EJGr.Ost_Caspar 01-16-2012 07:09 PM

@Fenrir: thanks for the feedback!

Phabius 01-16-2012 11:40 PM

Maybe I've had hallucinations under the sun and saw palms before... Everybody does after a while in the island. :)

But still I have no shadows for standard or FMB inserted Trees (all maps)...
Is it my videocard? I've seen it somewhere...

Cattail 01-16-2012 11:45 PM

Fw 190 a*
 
Two FW 190's do not have WEP. The A9 and the A6, can't get the wep to activate. It works on the A8 and the D9's.

Another item, the tracer fire in 4.101 was a step back from the previous version. I was hoping that they would be more visible in 4.11..............not so, they are even harder to see now. Please keep in mind that most of the people flying this sim are old enough that we can't see like we used too. In this current version the tracers are unusable.

Rant over.

Flip 01-17-2012 12:10 AM

Quote:

Originally Posted by Cattail (Post 380774)
Another item, the tracer fire in 4.101 was a step back from the previous version. I was hoping that they would be more visible in 4.11...

100 % agree . A tracer overhaul would be really nice. Imho they should be way less saturated and more bright. Or were the .50 cal tracers really that (dark) red in ww2? I dont know...

Sometimes when I fire the BK-3.7 I think: "I cant really see where im shooting at because of this little red tracer".

The tracers that are already bright yellow are okay though...

Greetings

IvanK 01-17-2012 12:39 AM

Quote:

Originally Posted by Cattail (Post 380774)
Two FW 190's do not have WEP. The A9 and the A6, can't get the wep to activate. It works on the A8 and the D9's.
Rant over.


From the 4.11 Guide

http://i40.photobucket.com/albums/e2...FWguide411.jpg

In the case of the A9 Full throttle gives you 1.6ATA/2700 RPM, thats the same as the A8 with WEP,
A8 non wep is 1.4ATA, with WEP 1.6ATA

Cattail 01-17-2012 01:36 AM

Ivan, Thankyou for the quick response on the 190's and I'm sorry you guys did what you did......another nerf. Now how about those tracers? What's the backstory on them?

Kittle 01-17-2012 01:43 AM

I had a CTD at the end of a campaign mission.

Log Text:



Unexpected Signal : EXCEPTION_ACCESS_VIOLATION occurred at PC=0x6d4386f1
Function name=(N/A)
Library=C:\Users\rac\Desktop\IL-2 Sturmovik 1946\bin\hotspot\jvm.dll

NOTE: We are unable to locate the function name symbol for the error
just occurred. Please refer to release documentation for possible
reason and solutions.



Current Java thread:
at com.maddox.il2.ai.air.Pilot.doFighterDefense(Nativ e Method)
at com.maddox.il2.ai.air.Pilot.fighterDefence(Pilot.j ava:1103)
at com.maddox.il2.ai.air.Pilot.setManeuverByTask(Pilo t.java:551)
at com.maddox.il2.ai.air.Pilot.setTaskAndManeuver(Pil ot.java:409)
at com.maddox.il2.ai.air.Pilot.update(Pilot.java:185)
at com.maddox.il2.fm.FlightModelMain.tick(FlightModel Main.java:1023)
at com.maddox.il2.engine.Interpolators.tick(Interpola tors.java:222)
at com.maddox.il2.engine.Actor.interpolateTick(Actor. java:434)
at com.maddox.il2.engine.InterpolateAdapter.msgTimeOu t(InterpolateAdapter.java:174)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOu t.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1 191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.ja va:131)
at com.maddox.il2.game.Main.exec(Main.java:439)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java: 235)

Dynamic libraries:
0x00400000 - 0x0049A000 C:\Users\rac\Desktop\IL-2 Sturmovik 1946\il2fb.exe
0x77810000 - 0x77938000 C:\Windows\system32\ntdll.dll
0x76C70000 - 0x76D4C000 C:\Windows\system32\kernel32.dll
0x76A80000 - 0x76B1D000 C:\Windows\system32\USER32.dll
0x77200000 - 0x7724B000 C:\Windows\system32\GDI32.dll
0x76D50000 - 0x76E16000 C:\Windows\system32\ADVAPI32.dll
0x76960000 - 0x76A23000 C:\Windows\system32\RPCRT4.dll
0x738B0000 - 0x738E2000 C:\Windows\system32\WINMM.dll
0x76E20000 - 0x76ECA000 C:\Windows\system32\msvcrt.dll
0x76B20000 - 0x76C65000 C:\Windows\system32\ole32.dll
0x76820000 - 0x768AD000 C:\Windows\system32\OLEAUT32.dll
0x73870000 - 0x738A9000 C:\Windows\system32\OLEACC.dll
0x77960000 - 0x7797E000 C:\Windows\system32\IMM32.dll
0x766F0000 - 0x767B8000 C:\Windows\system32\MSCTF.dll
0x773E0000 - 0x77404000 C:\Windows\system32\DINPUT.dll
0x77940000 - 0x77949000 C:\Windows\system32\LPK.DLL
0x759C0000 - 0x75A3D000 C:\Windows\system32\USP10.dll
0x6D420000 - 0x6D4EF000 C:\Users\rac\Desktop\IL-2 Sturmovik 1946\bin\hotspot\jvm.dll
0x756C0000 - 0x756EC000 C:\Windows\system32\apphelp.dll
0x6D220000 - 0x6D227000 C:\Users\rac\Desktop\IL-2 Sturmovik 1946\bin\hpi.dll
0x6D3B0000 - 0x6D3BD000 C:\Users\rac\Desktop\IL-2 Sturmovik 1946\bin\verify.dll
0x6D250000 - 0x6D266000 C:\Users\rac\Desktop\IL-2 Sturmovik 1946\bin\java.dll
0x6D3C0000 - 0x6D3CD000 C:\Users\rac\Desktop\IL-2 Sturmovik 1946\bin\zip.dll
0x6CB80000 - 0x6CB94000 C:\Users\rac\Desktop\IL-2 Sturmovik 1946\DT.dll
0x10000000 - 0x1000A000 C:\Users\rac\Desktop\IL-2 Sturmovik 1946\pathfind.dll
0x0CC30000 - 0x0FAF6000 C:\Users\rac\Desktop\IL-2 Sturmovik 1946\il2_core.dll
0x7C340000 - 0x7C396000 C:\Users\rac\Desktop\IL-2 Sturmovik 1946\MSVCR71.dll
0x017D0000 - 0x017F3000 C:\Users\rac\Desktop\IL-2 Sturmovik 1946\jgl.dll
0x0FC00000 - 0x0FC3A000 C:\Users\rac\Desktop\IL-2 Sturmovik 1946\il2_usgs2.dll
0x77180000 - 0x771AD000 C:\Windows\system32\WS2_32.dll
0x77170000 - 0x77176000 C:\Windows\system32\NSI.dll
0x10720000 - 0x10797000 C:\Users\rac\Desktop\IL-2 Sturmovik 1946\mg_snd_sse.dll
0x6C820000 - 0x6C853000 C:\Windows\system32\dinput8.dll
0x74330000 - 0x74339000 C:\Windows\system32\HID.DLL
0x76560000 - 0x766EA000 C:\Windows\system32\SETUPAPI.DLL
0x74950000 - 0x7497D000 C:\Windows\system32\WINTRUST.dll
0x75190000 - 0x75282000 C:\Windows\system32\CRYPT32.dll
0x752F0000 - 0x75302000 C:\Windows\system32\MSASN1.dll
0x75740000 - 0x7575E000 C:\Windows\system32\USERENV.dll
0x75720000 - 0x75734000 C:\Windows\system32\Secur32.dll
0x76930000 - 0x76959000 C:\Windows\system32\imagehlp.dll
0x74750000 - 0x7478F000 C:\Windows\system32\uxtheme.dll
0x6D340000 - 0x6D348000 C:\Users\rac\Desktop\IL-2 Sturmovik 1946\bin\net.dll
0x6F9B0000 - 0x6F9B7000 C:\Windows\system32\WSOCK32.dll
0x74380000 - 0x7438F000 C:\Windows\system32\NLAapi.dll
0x750F0000 - 0x75109000 C:\Windows\system32\IPHLPAPI.DLL
0x750B0000 - 0x750E5000 C:\Windows\system32\dhcpcsvc.DLL
0x75330000 - 0x7535C000 C:\Windows\system32\DNSAPI.dll
0x750A0000 - 0x750A7000 C:\Windows\system32\WINNSI.DLL
0x75070000 - 0x75092000 C:\Windows\system32\dhcpcsvc6.DLL
0x713A0000 - 0x713AF000 C:\Windows\system32\napinsp.dll
0x71150000 - 0x71162000 C:\Windows\system32\pnrpnsp.dll
0x74E90000 - 0x74ECB000 C:\Windows\System32\mswsock.dll
0x71390000 - 0x71398000 C:\Windows\System32\winrnr.dll
0x76A30000 - 0x76A79000 C:\Windows\system32\WLDAP32.dll
0x75880000 - 0x75887000 C:\Windows\system32\PSAPI.DLL
0x6DAB0000 - 0x6DB7B000 C:\Windows\system32\Opengl32.dll
0x779A0000 - 0x779C3000 C:\Windows\system32\GLU32.dll
0x6DE80000 - 0x6DF65000 C:\Windows\system32\DDRAW.dll
0x779D0000 - 0x779D6000 C:\Windows\system32\DCIMAN32.dll
0x74B80000 - 0x74B8C000 C:\Windows\system32\dwmapi.dll
0x713B0000 - 0x713B6000 C:\Windows\system32\IconCodecService.dll
0x73600000 - 0x736B3000 C:\Windows\system32\WindowsCodecs.dll
0x63570000 - 0x635BB000 C:\Fraps\FRAPS32.DLL
0x12210000 - 0x1227F000 C:\PROGRA~1\WI371A~1\Datamngr\ToolBar\searchquband .dll
0x75A40000 - 0x76551000 C:\Windows\system32\SHELL32.dll
0x767C0000 - 0x76819000 C:\Windows\system32\SHLWAPI.dll
0x76ED0000 - 0x76FFA000 C:\Windows\system32\urlmon.dll
0x75890000 - 0x758D5000 C:\Windows\system32\iertutil.dll
0x758E0000 - 0x759B1000 C:\Windows\system32\WININET.dll
0x77950000 - 0x77953000 C:\Windows\system32\Normaliz.dll
0x747B0000 - 0x7494E000 C:\Windows\WinSxS\x86_microsoft.windows.common-controls_6595b64144ccf1df_6.0.6002.18305_none_5cb7 2f2a088b0ed3\comctl32.dll
0x58320000 - 0x59545000 C:\Windows\system32\nvoglv32.dll
0x74B70000 - 0x74B78000 C:\Windows\system32\VERSION.dll
0x70420000 - 0x70490000 C:\Windows\system32\dsound.dll
0x74B90000 - 0x74BAA000 C:\Windows\system32\POWRPROF.dll
0x77000000 - 0x77084000 C:\Windows\system32\CLBCatQ.DLL
0x74720000 - 0x74748000 C:\Windows\System32\MMDevApi.dll
0x73790000 - 0x737B1000 C:\Windows\system32\AUDIOSES.DLL
0x73720000 - 0x73786000 C:\Windows\system32\audioeng.dll
0x74390000 - 0x74397000 C:\Windows\system32\AVRT.dll
0x6D020000 - 0x6D128000 C:\Users\rac\Desktop\IL-2 Sturmovik 1946\bin\awt.dll
0x74AA0000 - 0x74AE2000 C:\Windows\system32\WINSPOOL.DRV
0x6D2C0000 - 0x6D2DB000 C:\Users\rac\Desktop\IL-2 Sturmovik 1946\bin\jpeg.dll
0x6D900000 - 0x6D9DC000 C:\Windows\system32\dbghelp.dll

Local Time = Sat Jan 14 09:17:15 2012
Elapsed Time = 700
#
# HotSpot Virtual Machine Error : EXCEPTION_ACCESS_VIOLATION
# Error ID : 4F530E43505002CC
# Please report this error at
# http://java.sun.com/cgi-bin/bugreport.cgi
#
# Java VM: Java HotSpot(TM) Client VM (1.3.1-b24 compiled mode)
#

GF_Mastiff 01-17-2012 03:27 AM

@kittle did you apply the hot fix?
last entry on the first post.
http://forum.1cpublishing.eu/showthread.php?t=29039

Kittle 01-17-2012 04:13 AM

My mistake, meant to post that. This is with the hotfix applied.

IvanK 01-17-2012 04:50 AM

Quote:

Originally Posted by Cattail (Post 380810)
Ivan, Thankyou for the quick response on the 190's and I'm sorry you guys did what you did......another nerf. Now how about those tracers? What's the backstory on them?


No not a nerf at all

jermin 01-17-2012 04:58 AM

Engines with MW50 enabled overheat way too fast.

Historically, MW50 can be used continuously for 10 mins. After that, the engine needs to rest for at least 5 mins before enabling MW50 boost again. But in 4.11, the engine will overheat about 53 seconds after enabling MW50. Well within 3 minutes, the engine will be cooked up.

GF_Mastiff 01-17-2012 05:39 AM

Quote:

Originally Posted by Kittle (Post 380842)
My mistake, meant to post that. This is with the hotfix applied.

ok thanks cause thats the same error before the hot fix your campaign might be corrupted.

have you updated your java latley?

MicroWave 01-17-2012 09:13 AM

@Kittle

Can you clarify what do you mean by this:
"I had a CTD at the end of a campaign mission."
Did you click stop mission when it happened?
Can you confirm that there was some fighting going on with AI involved anywhere on the map?
And last but not least, are you sure that this is the correct error log, cause it states that it is dated:
Local Time = Sat Jan 14 09:17:15 2012
Was hotfix even published before that?

FC99 01-17-2012 10:44 AM

Quote:

Originally Posted by Kittle (Post 380812)
I had a CTD at the end of a campaign mission.

Hi,
thanks for report and support of the game.

Can you answer few questions please?
1. I'd like to know more details about what was going on when game CTD. Apparently some fight was going on so it would help if you can describe circumstances more thoroughly.

2. Did you have CTD's before hotfix and if yes were they more frequent than now, in short, does it feels that hotfix helped in any way?

Aardvark892 01-17-2012 11:34 AM

Quote:

Originally Posted by Aardvark892 (Post 379067)
Soviet AAA with name changes (such as the Soviet 37mm AA Gun M1939 61-K) still fires at enemy aircraft in QMB missions when the Defense option is set to None. Tested this in Smolensk, both with Scramble and Target:Airbase missions.

EDIT: US AAA operates as advertised, but German AAA also fires when AAA is turned off. I've checked most stock QMB maps, as well as all of the ones I've created, and those are the only nationalities I've found so far that this happens to.

Thank you, otherwise, for a Wonderful product!

I just realized that I'd forgotten that turning the AAA off in Scramble missions only turns off ENEMY AAA, not friendlies. My post about the AAA was wrong. It's working as it is supposed to. My BIGGEST apologies to TD if I caused them extra work for nothing!!

Aardvark892 01-17-2012 12:48 PM

IL4 cockpit view error Non6DOF
 
1 Attachment(s)
There are two strange triangular objects that can be seen from the cockpit of the IL4 (very well done cockpit BTW) that seem to pop in and out erratically. See photo.

Kittle 01-17-2012 03:29 PM

Quote:

Originally Posted by MicroWave (Post 380924)
@Kittle

Can you clarify what do you mean by this:
"I had a CTD at the end of a campaign mission."
Did you click stop mission when it happened?
Can you confirm that there was some fighting going on with AI involved anywhere on the map?
And last but not least, are you sure that this is the correct error log, cause it states that it is dated:
Local Time = Sat Jan 14 09:17:15 2012
Was hotfix even published before that?

Ok, the date thing is odd, but the error seems right. It was in the De-brief screen after a mission. I had two logs in my IL2 file, eventlog and hs_err_pid7892. The text I posted was from the latter.

In the mission, there was fighting with the AI. I do not think the hotfix was published prior to that, it is possible I had the wrong file. I am pretty sure it was when I clicked on apply at the end of mission that it CTD.

MicroWave 01-17-2012 04:51 PM

Quote:

Originally Posted by Kittle (Post 381018)
Ok, the date thing is odd, but the error seems right. It was in the De-brief screen after a mission. I had two logs in my IL2 file, eventlog and hs_err_pid7892. The text I posted was from the latter.

In the mission, there was fighting with the AI. I do not think the hotfix was published prior to that, it is possible I had the wrong file. I am pretty sure it was when I clicked on apply at the end of mission that it CTD.

Was it a DGEN campaign or scripted?
Was there a log.lst file generated (filesize could have been 0)?

Try this:
Code:

LOG=1
LOGTIME=0
LOGFILE=log.lst
LOGKEEP=1

in [Console] section of your conf.ini to generate and keep the log.lst file.
You might want to delete this file from time to time if it grows to large.

Kittle 01-17-2012 06:08 PM

It was a DGEN campaign. Here is the eventlog.lst file that was created.


[Jan 17, 2012 2:28:59 AM] Mission: campaign/de/DGen_C_Rzhev42doe3/21230.mis is Playing
10:45:00 Mission BEGIN
10:45:00 II_JG54001(0) seat occupied by Player at 33262.945 72234.586
10:45:00 II_JG54001 loaded weapons 'default' fuel 100%
10:45:00 II_JG54001 in flight at 33284.09 72199.55
10:57:10 296IAP011(0) was wounded at 46299.49 72372.9
10:57:10 296IAP011 damaged on the ground at 46299.49 72372.9
10:57:10 296IAP011(0) was killed by II_JG54000 at 46299.49 72372.9
10:57:27 296IAP010 damaged on the ground at 48685.582 71940.91
10:57:27 296IAP010(0) was killed by II_JG54001 at 48685.582 71940.91
10:57:38 296IAP011 shot down by II_JG54002 at 45619.98 74680.22
10:57:52 296IAP010 shot down by II_JG54001 at 48487.125 71040.23
11:00:20 g01000 landed at 33096.383 73270.81
11:02:36 34BAP001 damaged on the ground at 42663.426 87380.07
11:02:36 34BAP001 damaged by II_JG54001 at 42663.426 87380.07
11:02:41 34BAP001(0) bailed out at 42689.414 86997.3
11:02:42 34BAP001(1) bailed out at 42701.605 86888.18
11:02:42 34BAP001(1) was killed in his chute by 34BAP001 at 42707.61 86841.73
11:02:42 34BAP001(0) was killed in his chute by 34BAP001 at 42705.793 86850.38
11:02:42 34BAP001 shot down by II_JG54001 at 42707.914 86838.72
11:05:05 34BAP011(1) was killed by II_JG54001 at 43597.44 78548.836
11:05:06 II_JG54001 damaged by 34BAP010 at 43552.016 78563.45
11:05:09 Mission END


I figured this was just the things that took place in the mission. The actual CTD took place in the debrief screen, after the mission had ended, but only a few seconds after.

Will add this to my conf.ini to see if I can catch any future errors. Thx!

Janosch 01-17-2012 06:42 PM

Quote:

Originally Posted by jermin (Post 380850)
Engines with MW50 enabled overheat way too fast.

Historically, MW50 can be used continuously for 10 mins. After that, the engine needs to rest for at least 5 mins before enabling MW50 boost again. But in 4.11, the engine will overheat about 53 seconds after enabling MW50. Well within 3 minutes, the engine will be cooked up.

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

[URU]BlackFox 01-17-2012 06:53 PM

Actually, now that the gauges work ok, could someone teel us at which temperature each engine model starts taking damage or has a chance to? That info would be awesome. By now, all we are talking about is perception...

Tolwyn 01-17-2012 08:33 PM

CantZ506B AI Plane Behavior
 
The new CantZ506B AI plane ignore static spawn assignment, and also doesn't seem to want to follow waypoints.

Using Takeoff options:

Normal or
Pair or
Line

And trying with static spawn assignment. You'll need to use external views to watch, but here's a test mission:

Code:

[MAIN]
  MAP NetIslands/load.ini
  TIME 12.0
  CloudType 0
  CloudHeight 1000.0
  army 1
  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
  g0101
[g0100]
  Planes 1
  Skill 1
  Class air.CantZ506B
  Fuel 100
  weapons default
[g0100_Way]
  TAKEOFF 1994.08 49802.89 0 0 &0
  NORMFLY 1972.39 45570.47 500.00 280.00 &0
  NORMFLY 1931.30 38872.55 800.00 290.00 &0
  NORMFLY 13765.65 29503.69 900.00 300.00 &0
[g0101]
  Planes 1
  Skill 1
  Class air.CantZ506B
  Fuel 100
  weapons default
  spawn0 0_Static
[g0101_Way]
  TAKEOFF 2531.74 49813.24 0 0 &0
  NORMFLY 2793.77 45424.11 300.00 250.00 &0
  NORMFLY 2856.55 39020.41 400.00 290.00 &0
  NORMFLY 14157.21 30074.06 900.00 290.00 &0
[NStationary]
  0_Static vehicles.planes.Plane$CantZ506B 2 2276.93 49867.23 449.10 0.0 null 1
[Buildings]
[Bridge]
[House]


blackjack04 01-17-2012 09:06 PM

Also had CTD after hotfix applied. Flying RAF single mission and was just lining up on my victim when crash happened. Also noticed that screen resolution of desktop had resized from normal 1920x1200 to something way lower.
BJ

Unexpected Signal : EXCEPTION_ACCESS_VIOLATION occurred at PC=0x6d4386f1
Function name=(N/A)
Library=C:\Program Files (x86)\Ubisoft\IL-2 Sturmovik 1946\bin\hotspot\jvm.dll

NOTE: We are unable to locate the function name symbol for the error
just occurred. Please refer to release documentation for possible
reason and solutions.



Current Java thread:
at com.maddox.il2.ai.air.Pilot.doFighterDefense(Nativ e Method)
at com.maddox.il2.ai.air.Pilot.fighterDefence(Pilot.j ava:1103)
at com.maddox.il2.ai.air.Pilot.setManeuverByTask(Pilo t.java:551)
at com.maddox.il2.ai.air.Pilot.setTaskAndManeuver(Pil ot.java:409)
at com.maddox.il2.ai.air.Pilot.update(Pilot.java:185)
at com.maddox.il2.fm.FlightModelMain.tick(FlightModel Main.java:1023)
at com.maddox.il2.engine.Interpolators.tick(Interpola tors.java:222)
at com.maddox.il2.engine.Actor.interpolateTick(Actor. java:434)
at com.maddox.il2.engine.InterpolateAdapter.msgTimeOu t(InterpolateAdapter.java:174)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOu t.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1 191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.ja va:131)
at com.maddox.il2.game.Main.exec(Main.java:439)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java: 235)

Dynamic libraries:
0x00400000 - 0x01EA3000 C:\Program Files (x86)\Ubisoft\IL-2 Sturmovik 1946\il2fb.exe
0x77BF0000 - 0x77D70000 C:\Windows\SysWOW64\ntdll.dll
0x76E50000 - 0x76F60000 C:\Windows\syswow64\kernel32.dll
0x75470000 - 0x754B6000 C:\Windows\syswow64\KERNELBASE.dll
0x76DB0000 - 0x76E50000 C:\Windows\syswow64\ADVAPI32.dll
0x77280000 - 0x7732C000 C:\Windows\syswow64\msvcrt.dll
0x76950000 - 0x76969000 C:\Windows\SysWOW64\sechost.dll
0x756A0000 - 0x75790000 C:\Windows\syswow64\RPCRT4.dll
0x752D0000 - 0x75330000 C:\Windows\syswow64\SspiCli.dll
0x752C0000 - 0x752CC000 C:\Windows\syswow64\CRYPTBASE.dll
0x6DC80000 - 0x6DCA5000 C:\Windows\system32\DINPUT.dll
0x77180000 - 0x77280000 C:\Windows\syswow64\USER32.dll
0x75340000 - 0x753D0000 C:\Windows\syswow64\GDI32.dll
0x75330000 - 0x7533A000 C:\Windows\syswow64\LPK.dll
0x754F0000 - 0x7558D000 C:\Windows\syswow64\USP10.dll
0x72E20000 - 0x72E52000 C:\Windows\system32\WINMM.dll
0x75620000 - 0x75680000 C:\Windows\syswow64\IMM32.dll
0x76980000 - 0x76A4C000 C:\Windows\syswow64\MSCTF.dll
0x6D420000 - 0x6D4EF000 C:\Program Files (x86)\Ubisoft\IL-2 Sturmovik 1946\bin\hotspot\jvm.dll
0x71220000 - 0x7126C000 C:\Windows\system32\apphelp.dll
0x6D220000 - 0x6D227000 C:\Program Files (x86)\Ubisoft\IL-2 Sturmovik 1946\bin\hpi.dll
0x6D3B0000 - 0x6D3BD000 C:\Program Files (x86)\Ubisoft\IL-2 Sturmovik 1946\bin\verify.dll
0x6D250000 - 0x6D266000 C:\Program Files (x86)\Ubisoft\IL-2 Sturmovik 1946\bin\java.dll
0x6D3C0000 - 0x6D3CD000 C:\Program Files (x86)\Ubisoft\IL-2 Sturmovik 1946\bin\zip.dll
0x6CB80000 - 0x6CB94000 C:\Program Files (x86)\Ubisoft\IL-2 Sturmovik 1946\DT.dll
0x10000000 - 0x1000A000 C:\Program Files (x86)\Ubisoft\IL-2 Sturmovik 1946\pathfind.dll
0x10010000 - 0x12EEA000 C:\Program Files (x86)\Ubisoft\IL-2 Sturmovik 1946\il2_corep4.dll
0x7C340000 - 0x7C396000 C:\Program Files (x86)\Ubisoft\IL-2 Sturmovik 1946\MSVCR71.dll
0x0F7F0000 - 0x0F813000 C:\Program Files (x86)\Ubisoft\IL-2 Sturmovik 1946\jgl.dll
0x13300000 - 0x1333A000 C:\Program Files (x86)\Ubisoft\IL-2 Sturmovik 1946\il2_usgs2.dll
0x770E0000 - 0x77115000 C:\Windows\syswow64\WS2_32.dll
0x76820000 - 0x76826000 C:\Windows\syswow64\NSI.dll
0x13D60000 - 0x13DD7000 C:\Program Files (x86)\Ubisoft\IL-2 Sturmovik 1946\mg_snd_sse.dll
0x6DCB0000 - 0x6DCE0000 C:\Windows\system32\dinput8.dll
0x74050000 - 0x74059000 C:\Windows\system32\HID.DLL
0x75790000 - 0x7592D000 C:\Windows\syswow64\SETUPAPI.DLL
0x770B0000 - 0x770D7000 C:\Windows\syswow64\CFGMGR32.dll
0x75590000 - 0x7561F000 C:\Windows\syswow64\OLEAUT32.dll
0x759E0000 - 0x75B3C000 C:\Windows\syswow64\ole32.dll
0x75680000 - 0x75692000 C:\Windows\syswow64\DEVOBJ.dll
0x77080000 - 0x770AD000 C:\Windows\syswow64\WINTRUST.dll
0x76F60000 - 0x7707D000 C:\Windows\syswow64\CRYPT32.dll
0x753D0000 - 0x753DC000 C:\Windows\syswow64\MSASN1.dll
0x713E0000 - 0x71460000 C:\Windows\system32\uxtheme.dll
0x6D340000 - 0x6D348000 C:\Program Files (x86)\Ubisoft\IL-2 Sturmovik 1946\bin\net.dll
0x72420000 - 0x72427000 C:\Windows\system32\WSOCK32.dll
0x71A80000 - 0x71A90000 C:\Windows\system32\NLAapi.dll
0x71340000 - 0x71350000 C:\Windows\system32\napinsp.dll
0x6FAF0000 - 0x6FB02000 C:\Windows\system32\pnrpnsp.dll
0x71270000 - 0x7127D000 C:\Windows\system32\wshbth.dll
0x72810000 - 0x7284C000 C:\Windows\System32\mswsock.dll
0x71D70000 - 0x71DB4000 C:\Windows\system32\DNSAPI.dll
0x6FAE0000 - 0x6FAE8000 C:\Windows\System32\winrnr.dll
0x715A0000 - 0x715C1000 C:\Program Files (x86)\Bonjour\mdnsNSP.dll
0x71C60000 - 0x71C7C000 C:\Windows\system32\Iphlpapi.DLL
0x71C50000 - 0x71C57000 C:\Windows\system32\WINNSI.DLL
0x6B010000 - 0x6B0D8000 C:\Windows\system32\Opengl32.dll
0x6DC50000 - 0x6DC72000 C:\Windows\system32\GLU32.dll
0x6EA30000 - 0x6EB17000 C:\Windows\system32\DDRAW.dll
0x6FAA0000 - 0x6FAA6000 C:\Windows\system32\DCIMAN32.dll
0x713A0000 - 0x713B3000 C:\Windows\system32\dwmapi.dll
0x677C0000 - 0x689E5000 C:\Windows\system32\nvoglv32.DLL
0x75BD0000 - 0x7681A000 C:\Windows\syswow64\SHELL32.dll
0x77120000 - 0x77177000 C:\Windows\syswow64\SHLWAPI.dll
0x751F0000 - 0x751F9000 C:\Windows\system32\VERSION.dll
0x16550000 - 0x165C2000 C:\Windows\system32\dsound.dll
0x15200000 - 0x15225000 C:\Windows\system32\POWRPROF.dll
0x75B40000 - 0x75BC3000 C:\Windows\syswow64\CLBCatQ.DLL
0x6DFC0000 - 0x6DFF9000 C:\Windows\System32\MMDevApi.dll
0x73EF0000 - 0x73FE5000 C:\Windows\System32\PROPSYS.dll
0x6DF80000 - 0x6DFB6000 C:\Windows\system32\AUDIOSES.DLL
0x1B3A0000 - 0x1B3C0000 C:\Windows\system32\Sai2FFB5.dll
0x6DE00000 - 0x6DE07000 C:\Windows\system32\avrt.dll
0x754C0000 - 0x754EA000 C:\Windows\syswow64\imagehlp.dll
0x6E3C0000 - 0x6E4AB000 C:\Windows\syswow64\dbghelp.dll
0x77BC0000 - 0x77BC5000 C:\Windows\syswow64\PSAPI.DLL

Local Time = Wed Jan 18 07:16:47 2012
Elapsed Time = 888
#
# HotSpot Virtual Machine Error : EXCEPTION_ACCESS_VIOLATION
# Error ID : 4F530E43505002CC
# Please report this error at
# http://java.sun.com/cgi-bin/bugreport.cgi
#
# Java VM: Java HotSpot(TM) Client VM (1.3.1-b24 compiled mode)
#

Tolwyn 01-17-2012 09:09 PM

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

jermin 01-18-2012 04:08 AM

Quote:

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

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

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

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

eduzk 01-18-2012 06:05 PM

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

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

Ventura 01-19-2012 02:52 AM

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

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


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

IceFire 01-19-2012 03:01 AM

Quote:

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

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

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

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

Uzin 01-19-2012 09:32 AM

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

FC99 01-19-2012 10:57 AM

Quote:

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

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

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

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

FC

Uzin 01-19-2012 12:08 PM

Quote:

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

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

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

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

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

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

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

martinistripes 01-19-2012 03:03 PM

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

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

JG26_EZ 01-19-2012 04:18 PM

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

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

Tolwyn 01-19-2012 05:38 PM

1946 Yak 15 Overheat on DF (Default Friction)
 
If you create a DF map with the Yak 15 (1946) and you use default friction (maybe even without)...

You just can't take off when you start the plane in a parked spot (using static planes).

Please download and find the mission and NTRK file here:

http://files.tolwyn.com/df_yak_overheat.zip

I've tried several times. This overheat thing is a bit... over the top.

(and yes, I realize I spelled the mission incorrectly)

Tolwyn 01-19-2012 05:56 PM

Ok, Friction didn't seem to matter. So I guess I put this in your guys' court.

Do you really expect Yak-15 to have to take off like this:

http://files.tolwyn.com/yak15_takeoff.ntrk

Takes... FOREVER! (but is possible).

Tolwyn 01-19-2012 06:09 PM

This is not an inconsistency.

Normal means you need to place the LIFT OFF point takeoff icon on the end of the runway.

The other options allow you the FLEXIBILITY off putting the takeoff icon where YOU want it to be, with the proceeding waypoint dictating the takeoff direction.

This is by design. Changing it will screw things up.

Quote:

Originally Posted by Uzin (Post 381797)
Another inconsistency, in FMB: with Normal option in take off you must, as earlier, position the waypoint which is next to the first one, away from the runway, while with new options - Pairs and Line - you must position that next waypoint over the runway, to its opposite end. Why not to remove this inconsisteny, please ?


spdr109 01-20-2012 02:29 AM

When placing takeoff waypoints, if you try to place more than one squadron on a runway

icon when using the “line” or “pairs” options, the squadrons spawn on top of one another

destroying all the aircraft in both squadrons. When using the “normal” option, additional

squadrons line up behind the previous ones as was done in previous game versions.

Uzin 01-20-2012 07:17 AM

Quote:

Originally Posted by Tolwyn (Post 381928)
This is not an inconsistency.
.

There are three options in take off waypoint setting. In one of them you must place the waypoint on one end of the runway, while in two others - on the opposite end.
If you do not call this feature " inconsistency", it s, at least, user unfriendly, indicating that the programmer does not care of users.

II/JG54_Emil 01-20-2012 10:50 AM

I´m not sure if it has been mentioned or not, but there is no gear and no flap sound un dthe Focke Wulf 190 A4 versions(and probably others).

MicroWave 01-20-2012 11:37 AM

Quote:

Originally Posted by Uzin (Post 382104)
There are three options in take off waypoint setting. In one of them you must place the waypoint on one end of the runway, while in two others - on the opposite end.
If you do not call this feature " inconsistency", it s, at least, user unfriendly, indicating that the programmer does not care of users.

I'm sorry, but I disagree with your point of view.
It is clearly stated in the manual that PAIR and LINE work as off runway take-off. Off runway take-off has been in Il2 for ages and it works exactly the same as before with added bonus to place the starting planes in pairs or line. It will also not automatically snap your starting position to the runway if you are close by.
If anything, extra care was taken not to change the previous mechanics to make it easier for the mission builder.

This also answers spdr109 problems. No change there. Mission builder has to take care of placing the flights, so they don't collide.

Uzin 01-20-2012 12:08 PM

Quote:

Originally Posted by MicroWave (Post 382192)
If anything, extra care was taken not to change the previous mechanics to make it easier for the mission builder.

As a mission builder I would say that the programmer did not made it easier, but much worse.
I do not like if anybode else says what is better for me.

eduzk 01-20-2012 01:02 PM

Moon phase bug: dark side faces the Sun, at least a few times on Leningrad winter.
(Also, a rotating starfield instead of static would be nice... ;) )

76.IAP-Blackbird 01-20-2012 03:00 PM

Its a flight simd and not a space sim, you wouldn even notice if the stars are rotating or not :confused:


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