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

pixelbaron 01-27-2012 04:58 AM

Yeah, the lights are inside a homebase.

Aviar 01-27-2012 09:43 AM

1 Attachment(s)
pixelbaron,

Please consider posting the mission if you really want us to help you with this issue. Being able to view/test the mission itself makes all the difference in the world.

In the meantime, I created a quick test mission which illustrates how to set up runway lights that are able to be turned on by request. See the attached mission.

Aviar

FC99 01-27-2012 12:59 PM

Quote:

Originally Posted by Luno13 (Post 383320)
AI have trouble taking off the carriers in some situations:

Please,provide more info about the problem, more details you provide , easier is for us to solve the problem.

GF_Mastiff 01-27-2012 01:52 PM

Some times my wing man and AI squadron will not rejoin after a fight.

hafu1939 01-27-2012 04:56 PM

The new behavior of the settings.ini file in the user folder
 
Before the 4.11 patch last rows looked in the user’s settings.ini file e. g. so:
[skin]
A/Ctype1=skin1.bmp
A/Ctype2=skin2.bmp
A/Ctype3=skin3.bmp
Now, after closing the game, look these rows so:
[skin]
__A/Ctype1=skin1.bmp
__A/Ctype2=skin2.bmp
__A/Ctype3=skin3.bmp
The difference is in two spaces at beginning of every row defining aircraft and skin. In the old form the game “reads” user-defined skins and uses this for user’s aircraft. In the new form the player has to define his own skin every time again, the game does not “read” the definition from the settings.ini file. If the player manually overwrites the settings.ini file to the old form, all skins will be accepted by the game, but only till the end of session, when the game overwrites the settings.ini file to the “new” form.
I cannot judge, if this is a bug or it is made intentionally. This new behavior of the settings.ini file is in any case more uncomfortable for the player then the older one.
If this “new” behavior can guarantee originally supposed user-defined skins for playing of older records, no matter which skin the player has defined last, I understand this as a new feature and I agree with it. Please, can I get some information?
And many thanks and all my respect to the DT for their amazing work! :grin:

MR_G 01-28-2012 12:54 AM

I've looked through this entire thread, but couldn't find any mention of this small bug.
I've found that when a TBD-1 rear gunner is killed, he grows an extra head. One head drops down to his chest (as it should), but there is also a "live" head in it's normal position. This is no big deal, but I thought that I would mention it.
If someone else has mentioned this, you can delete this.

RaptorRage 01-28-2012 01:05 AM

Are there plans for a followup 4.11.1 patch in the near term or are reported bugfixes from the 4.11 release planned for the full 4.12 patch?

MicroWave 01-28-2012 09:58 PM

Quote:

Originally Posted by Aviar (Post 384585)
I wanted to add another thought to Patrol waypoints. It appears that the 'Radio Silence' setting does not affect the 'added' Patrol waypoints.

As you know, when an AI flight reaches a waypoint, they will call out their altitude and heading. Personally, I use the Radio Silence setting for many AI flight waypoints so these many radio messages do not clutter up the mission.

However, this does not appear to work on Patrol waypoints. It still works on the 'original' waypoint but once the flight starts it's Patrol, it starts calling out each waypoint. (Depending on the settings, this could be a lot of waypoints.)

If you have 4 or 5 AI flights flying Patrol, that could be a LOT of radio calls. Is there any way this issue might be addressed?

Aviar

Confirmed. That was a bug.

EJGr.Ost_Caspar 01-29-2012 03:25 PM

Quote:

Originally Posted by RaptorRage (Post 385422)
Are there plans for a followup 4.11.1 patch in the near term or are reported bugfixes from the 4.11 release planned for the full 4.12 patch?

Yes, we are currently working on a bugfix patch, similar to 4.10.1 which will be released before we start work on a the brand new content patch 4.12.

swiss 01-29-2012 04:39 PM

Quote:

Originally Posted by swiss (Post 384725)
TA152 C overrevs in a dive ~2900rpm, engine temp ok.

ntrk: http://www.mediafire.com/?9b4asyzzt25uyyz

Still waiting for a reply.:confused:
Is it a bug, or...?
one more: http://www.mediafire.com/?1gfyt3tydrjj9gn


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