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

dimlee 02-07-2016 01:05 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?

By the way, if you look for online sessions...
http://forum.1cpublishing.eu/showthread.php?t=229571

P-38L 02-09-2016 01:22 AM

Bombs floating
 
3 Attachment(s)
Hello DT
I found a little bug when bombing. I am not using any MODS just a clean installation. Sometime I enjoy watching how to enemies fight each other. In this case an airplane is going to attack an airfield using bombs. The case is when the airplane release the bombs some times (not allways) floats in the middle of the air and don't fall, they stay exactly where the airplane release them.
I have three screenshots showing this particular behavior.
.
Attachment 15240

next picture have second later:
Attachment 15241

Next picture:
Attachment 15242

Even some bullets stay flashing in the middle of the air.

I avoid this, I have to re-run the mission and the problem disappear.

Spudkopf 02-09-2016 07:19 AM

I've been playing around with Finnish planes of late, and have noted that in QMB with the Slovakia Winter map selected and using default skins that the B-239, Blemheim and G-50 skins shown setup screens are vastly different to those that actually get loaded, it's almost as if the winter directly for these skins is missing or something, there is no issue with the same aircraft using the Slovakia Summer map.

Could I ask if some kind individual please give it a go and see if they get the same results, this anomaly is most notable on the B-239 which looks like the void is being loaded, it is the same for AI and player aircraft.

Just checked you can add the Hawk 75A-3 to this list of winter anomalies.....

......and M.S 406

Spudkopf 02-09-2016 07:03 PM

Quote:

Originally Posted by Spudkopf (Post 712245)
I've been playing around with Finnish planes of late, and have noted that in QMB with the Slovakia Winter map selected and using default skins that the B-239, Blemheim and G-50 skins shown setup screens are vastly different to those that actually get loaded, it's almost as if the winter directly for these skins is missing or something, there is no issue with the same aircraft using the Slovakia Summer map.

Could I ask if some kind individual please give it a go and see if they get the same results, this anomaly is most notable on the B-239 which looks like the void is being loaded, it is the same for AI and player aircraft.

Just checked you can add the Hawk 75A-3 to this list of winter anomalies.....

......and M.S 406

OK it just so happens I found a 4.10.1m build backup sitting on my work PC, so I loaded up all the above aircraft (except for the Hawk 75A-3, as being not available in this build) on the Slovakia winter map to see what would happen.

In this case the defaults skins as displayed in the setup screens (although these are summer skins) all loaded correctly.

If I can find the time (and energy) I might see if I can reload the game and patch it to 4.12 to see what the go is with that version of the build.

Spudkopf 02-11-2016 08:31 PM

Quote:

Originally Posted by Spudkopf (Post 712248)
OK it just so happens I found a 4.10.1m build backup sitting on my work PC, so I loaded up all the above aircraft (except for the Hawk 75A-3, as being not available in this build) on the Slovakia winter map to see what would happen.

In this case the defaults skins as displayed in the setup screens (although these are summer skins) all loaded correctly.

If I can find the time (and energy) I might see if I can reload the game and patch it to 4.12 to see what the go is with that version of the build.

In this case the defaults skins as displayed in the setup screens (although these are summer skins) all loaded correctly.

If I can find the time (and energy) I might see if I can reload the game and patch it to 4.12 to see what the go is with that version of the build.[/QUOTE]

OK found another backup on a portable drive, turn's out that I've got many, many gigs of hard drive space (and memory sticks) dedicated to IL2 storage.

This build in this case is 4.11.1m and it would appear the same issue as found in the current build also exists here with this one, in that the default winter skins that are displayed in the QMB setup screens are not those that get loaded into the mission (the G.50 and the Blemheim use the same skin for winter or summer but when the Slovakia Winter map is selected these summer skins are not loaded and instead some unrelated skin appears in the mission).

As I said above in build 4.10.1m there are no specific winter skins for the mentioned types, however the default skins that are displayed in the QMB setup are what gets loaded to the mission, so from this I can only deduce that the cause of the issue seems to occur after this build.

Pursuivant 02-18-2016 12:09 AM

This is more of a pro-active 4.13.1 or 4.14 spell-checking nitpick than a 4.13 bug, but here goes.

In the techniques.properties file of the i18n folder, for English localization the word "Vehrmacht" should use the standard German spelling, "Wehrmacht".

It would also be helpful if the armored cars in the Stationary Objects - Artillery section were moved to the "Vehicles" section unless there is some reason why they should be there.

idefix44 02-22-2016 10:47 PM

"Vehicles" section: vehicles are moving objects.
Stationary Objects - Artillery: vehicles are statics objects, but can shoot.

Some vehicles are in the 2 sections...

shelby 02-23-2016 12:44 PM

here is a bug in tb3
http://s26.postimg.org/viodzk789/grab0000.jpg
http://s26.postimg.org/id8vtgdcp/grab0001.jpg

shelby 02-25-2016 09:34 AM

in all ki-45 altimeters a cursor is missing
http://s26.postimg.org/szpdd0yah/grab0001.jpg

Pursuivant 03-20-2016 11:48 PM

Quote:

Originally Posted by shelby (Post 712421)
here is a bug in tb3

That bug is actually a misplaced part, which also makes the DM for that portion of the TB3 incredibly weird.

Pursuivant 03-20-2016 11:53 PM

Current Train AI has it ignoring any object placed on a railroad track and passing right through obstacles which should derail or destroy it.

Obviously, this isn't an issue for a well-designed mission, since who's going to put obstacles on a railroad? But, it could be an issue if an aircraft lands on a railroad track or if the mission builder deliberately places an object on the tracks to make a train destroy itself.

There could be very simple AI that makes trains slow and stop if there is any object on the rails ahead of them out to some distance (perhaps 2 km during the day under clear conditions, less for rain/snow and/or night).

Trains and ground vehicles also ignore bomb craters from bombs which hit roads or railroads. Realistically, a big enough crater should stop or derail a train, or make a vehicle crash if it can't avoid it. The simplest solution to deal with this problem would be to make bombs spawn bomb crater objects when they explode on a railroad track or road section. Bombs that land elsewhere would still spawn the current bomb crater texture.

Currently, the bomb crater object makes ground vehicles do the "bump, back up and turn" collision avoidance routine. Adding simple AI for trains, as described above, would make the bomb crater object into an effective roadblock for railroads as well.

or if bomb behavior was altered so that bombs on roads and railroads spawn bomb crater objects.

Pursuivant 03-21-2016 12:05 AM

No so much a bug report as requests for 4.14 or a later patch.

Currently, it is extremely time-consuming to add "linear" objects to the map in the FMB.

For example, if you want to place a line of telephone poles or fence or pontoon bridge sections, you have to click to place each item on the map and then carefully align them. Even the option of copying a section of fence, etc. is somewhat time consuming.

There are two ways that this problem could be addressed. The simple way is to create a number of "preset" objects, similar to vehicle columns, for certain objects. For example, "500 m line of telephone poles" or "100 m trench section"

The more complex, but more elegant way, would be to give mission builders a "brush" which would allow them to automatically select and place certain objects.

Click on the object, click the magic "repeat and automatically place object" button, set the "spacing between objects" button to 0 m.

Click ctrl-enter to place the first object in the sequence, move the mouse and click ctrl-enter again at the end point for the object sequence.

The FMB will automagically place a line of the desired objects from Point A to Point B, spaced so that they just touch each other (because you set spacing between objects at 0 m).

Suddenly, it becomes a breeze to quickly generate things like tree lines, pontoon bridges, trenches, and military bases made up of uniformly spaced tents or buildings.

Pursuivant 03-21-2016 12:21 AM

Three more FMB requests:

1) Ability to set spawn delay for ground vehicles and objects.

2) Ability to set speed of ground vehicles within broad historical parameters (i.e., up to ~50 kph for trucks, ~100 kph for cars and motorcycles, ~30 kph for armored vehicles, ~120 kph for unarmored trains). This would make for more challenging ground attack missions, and also more realistic ground vehicle behavior that can take weather, road and lighting conditions into account.

3) Ability to apply "destruction brush" to bridges, roads and railroads. Applying the brush to a bridge destroys it. Applying the brush to a road or railroad section makes it vanish.

Spudkopf 03-21-2016 03:01 AM

Quote:

Originally Posted by Pursuivant (Post 712793)
~120 kph for unarmored trains)

120kph..... as far as German trains go that might be a bit of a stretch for anything other than the largest passenger class loco's like the Br 01.

Even a largest freight loco's like the Br 44s, 50s, etc could only manage around 80 kph, while the BR55 that is currently modeled is more likely not be able to push more than about 45kph (correction if it is a later class "Prussian G 8.1" then 55kph).

Pursuivant 03-22-2016 10:36 AM

Quote:

Originally Posted by Spudkopf (Post 712795)
120kph..... as far as German trains go that might be a bit of a stretch for anything other than the largest passenger class loco's like the Br 01.

The numbers I gave are very generalized. The ~120 kph speed would only apply to an express passenger train traveling on very good, straight, tracks in good weather conditions. This would be representative of "high balling" speeds for a US passenger locomotive of the period, or for the fastest UK express trains.

Realistically, local trains and goods/freight trains traveled much slower, especially if there was risk of enemy attack or sabotage, if the roadbed was in poor shape, or if the tracks were on an incline or curved. So, the speeds you gave are far more representative.

But, my idea of letting mission builders set speeds for vehicles at some level less than maximum still holds.

RPS69 03-22-2016 05:27 PM

Trains travel at maximum speeds on straight lines, and have a safety speed when taking turns.
They also have issues with slight climbs nad slgiht descents.

So, asking for that may be better than setting speeds by mission builders.
Still, I'm enormously happy with the vissual differences, I love ground objects that comes to life again. This heartfelt improvement on trains, shows a lot of love from the makers.

Also, tracks implemented in the game, doesn't have turns. They turn at 45°.
So, there is a hell of a job to get this beautys to their true value.

It seems that they have been designed, as all ground vehicles, as a minor decoration set, and there behavior was simplified so as not to tax the system with more calculations. They were like that since 2001.

Putting them to something real, will imply building a whole game on itself.

What you are asking, is that they got more than 2WP, and the possibility to choose speeds in between.

Pursuivant 03-23-2016 01:37 PM

Quote:

Originally Posted by RPS69 (Post 712825)
Still, I'm enormously happy with the vissual differences, I love ground objects that comes to life again. This heartfelt improvement on trains, shows a lot of love from the makers.

Agreed! No complaints with the new ground objects.

Quote:

Originally Posted by RPS69 (Post 712825)
Also, tracks implemented in the game, doesn't have turns. They turn at 45°.

Yeah. That's just weird. It would still be nice to have smooth curves for roads and railroads. I wonder if 45* bends are due to limits to IL2's maps, or due to vehicle AI?

Quote:

Originally Posted by RPS69 (Post 712825)
It seems that they have been designed, as all ground vehicles, as a minor decoration set, and there behavior was simplified so as not to tax the system with more calculations.

But, many calculations, like base speed, cornering speed, braking and acceleration rates, and travel path, can be made when the mission loads. Once "locked in" they shouldn't tax system resources that much during the mission.

Quote:

Originally Posted by RPS69 (Post 712825)
Putting them to something real, will imply building a whole game on itself.

Unfortunately. It's not a matter of improving what's already there, it's a matter of adding an entirely new element to the game. Actual AI programming for ground vehicles would probably be fairly simple if it was already there.

Quote:

Originally Posted by RPS69 (Post 712825)
What you are asking, is that they got more than 2WP, and the possibility to choose speeds in between.

No. Specifying more than two Waypoints isn't necessary, although it would be nice to have. I'm just asking for the ability to set speed to some level less than maximum for the entire run.

For realistic cornering behavior, mission builders could set maximum speed to maximum cornering speed.

No need to mess with the physics of actual ground vehicle movement - like acceleration and deceleration rates, traction, inclines, or centripetal forces during turns.

stovak 03-27-2016 07:07 PM

1 Attachment(s)
A couple of bugs:

In Hurricanes, when you lower the landing flaps the sound effect doesn't stop when the flaps are down. It does stop when your speed falls below 80mph, but will start again if you increase speed above 80mph. It works correctly for the other flap settings.


In the P40C/Tomahawk IIb, when pressing the brake pedal - instead of the pedal moving, the cable attached to it rotates up like a fishing rod. I guess the wrong object was selected when setting the rotation axis. It works correctly in the P40B/Tomahawk IIa models.

stugumby 03-28-2016 03:01 PM

He 111h6 responds with on screen message when using open/close Bombay key.
Il4 ,Pe 2 also have bomb doors opening while carrying only fab 250 under fuselage.

Tolwyn 04-07-2016 06:50 PM

4.13.1 de-bugging
 
This bug affects all the HE-111 aircraft (old and new).
All other planes work fine as in 4.13m RC4

My guess is when you made the new cockpit models, you forgot to lock/change the new camera positions for the bombardier positions in your modelling program. :) Oops!

This bug discovered by Dolphin.

REGARDLESS OF WHICH PLAYER IS HOSTING

COOP MODE
Same Plane
Player 1 is the pilot
Player 2 is the bombadier
The bombsight is all messed up when changing Bombsight Elevation

COOP MODE
Same Plane
Player 2 is the pilot
Player 1 is the bombadier
The bombsight is all messed up when changing Bombsight Elevation

COOP MODE
Different Planes
Player 1 spawns as the bombadier
NO OTHER PLAYERS in PLANE
The bombsight is all messed up when changing Bombsight Elevation

COOP MODE
Different Planes
Player 1 spawns as a GUNNER and THEN switches to bombardier
The bombsight is all messed up when changing Bombsight Elevation

COOP MODE
Different Planes
Player 1 spawns as the PILOT and THEN switches to bombardier
Bombsight works correctly.

COOP MODE
Same Plane
Player 1 is the pilot
Player 2 is any gunner or CO-PILOT
Player 1 switches to bombsight
Bombsight works correctly.

Issue:

The bombsight will be messed up for anyone that doesn't spawn in as the pilot.

http://www.youtube.com/watch?v=fQhaxu_p3bo


http://www.youtube.com/watch?v=oDvFIlD_O2w


http://www.youtube.com/watch?v=xh3s3-zaN7o

Marabekm 04-07-2016 07:20 PM

Italian Squadrons
 
Before 93a Squadrigile, 94a Squadrigile, etc...
Now: 93Z Squadrigile, 94Z etc....
What it needs to be: 93ª, 94ª, etc....

Also seems to affect the Hungarians and any squadron that uses accented letters.

Have a look here on how to do the accented letters(a): http://symbolcodes.tlt.psu.edu/accen...alt.html#using

Pursuivant 04-07-2016 08:54 PM

I'm hoping that some of the DM problems that I pointed out were fixed, even if they weren't advertised in the read me.

Marabekm 04-08-2016 06:57 PM

-Sliding canopy of dorsal gunner in He-111H-2/He-111H-6 variants, thus increasing their firing angles.

What key does this? Gunner multi-function or Open/Close canopy do nothing.

Also with H-6 top gun.... Again I can not open the little canopy thing and so can not move the top gun around. Tried same keys as above. Now once enemy fighters show up, the canopy opens automatically and then I have no problem moving the gun.

In the SM-79, gunner multi-function is used to open hatches, but again this key does nothing on he-111

dimlee 04-08-2016 06:59 PM

Radiator of R-5: 3-4 sec to lower it (that is OK, I think) but less than 1 sec to lift up. Not too fast? It was operated manually, if I'm not mistaken.

Marabekm 04-08-2016 07:11 PM

Ok for the He-111 bombsight issue:

The problem does not affect the BZG bombsight in He-111 H2. (This one worked fine) Just seems to be the Lofte bombsight.(H-11, H-12, H-16) So someone may need to check operation of this bomb sight in Ju-88s as well..

Update: Ju-88 bombsights (A4 and A5 Late) both seem to work ok

stovak 04-08-2016 07:39 PM

Marabekm - The H2 and H6 top/dorsal-gunner canopy opens with the usual open-canopy key. Works for me.

Marabekm 04-08-2016 08:56 PM

Quote:

Originally Posted by stovak (Post 713028)
Marabekm - The H2 and H6 top/dorsal-gunner canopy opens with the usual open-canopy key. Works for me.

Hmmmmm. Wonder what I am doing wrong then? :confused: I tried the Open/Close canopy key. Nothing.

Found it!!!!!

If I enable autopilot in the pilot position and the switch to top gun, can not open canopy. If I do not turn on autopilot and move to top gun, can open canopy just fine.

stugumby 04-09-2016 05:16 AM

some things ive noticed
 
1. He-111, all versions, you can see through the left engine whenever you look back over your left shoulder and then back forward again.

2. Ju88A-17 only has 1 rear gunner enabled, left side, others have 2.
Also ventral gunner not usable on Ju88P-1

3. R-5 has had flares removed from load outs, this causes backwards compatability issues with older missions

4. I-16 type 24 now has historical 4 mg weapons, older missions that player might want the punch of the 2 20mm cannons may be have to be rebuilt as player now has 4 mg, much more difficult to kill half tracks etc while strafing, as well as destroying enemy aircraft in air and on ground.

5. D3a1 will not level bomb as a flight, they go into line astern and dive regardless of target icon being unlinked etc.

Airway 04-09-2016 07:07 AM

German language changed into English in UI although locale=de is set in conf.ini

Marabekm 04-09-2016 10:22 AM

Quote:

Originally Posted by stugumby (Post 713039)
1. He-111, all versions, you can see through the left engine whenever you look back over your left shoulder and then back forward again.

2. Ju88A-17 only has 1 rear gunner enabled, left side, others have 2.
Also ventral gunner not usable on Ju88P-1

3. R-5 has had flares removed from load outs, this causes backwards compatability issues with older missions

4. I-16 type 24 now has historical 4 mg weapons, older missions that player might want the punch of the 2 20mm cannons may be have to be rebuilt as player now has 4 mg, much more difficult to kill half tracks etc while strafing, as well as destroying enemy aircraft in air and on ground.

5. D3a1 will not level bomb as a flight, they go into line astern and dive regardless of target icon being unlinked etc.


Stugumby, in regards to number 5, have you tried setting your ground attack waypoint height to below 1500m and seeing what happens?

ElAurens 04-09-2016 10:54 AM

Have FMB static objects been renumbered?

It would seem that a decade of my mission building is now out the window as all of the ports that I built no longer have their piers, docks, etc...

Noticed this after opening an "all planes" mission I have to update it to the new aircraft. After saving it in the new build I took a tour with the placed static cameras and none of the ports I built along the shore of the Kuban are there anymore.

Glad I have a second install that I will not be patching up till I see what has happened.

Sita 04-09-2016 02:25 PM

Quote:

Originally Posted by ElAurens (Post 713046)
Have FMB static objects been renumbered?

nope

SadoMarxist 04-09-2016 02:36 PM

I- 16 sideslip indicator
 
I guess this is the right thread to post this. New I- 16 cockpits look real nice, but the side-slip indicator appears to move in the wrong direction, that is, when I "step on the ball" it moves further in the same direction. Is this so just for me, or has anyone else noticed it?

TitusFlavius 04-09-2016 09:25 PM

Quote:

Originally Posted by Airway (Post 713040)
German language changed into English in UI although locale=de is set in conf.ini

There will be soon a revised version?

boogabooga 04-09-2016 09:56 PM

I'm using international version in English language. It seems that accented vowels such as umlauts, etc. don't show up properly in menu squadron lists. See for example:

http://www.mission4today.com/index.p...at=10191&pos=0

I did not have this problem before installing the 4.13.1 patch. Is anyone else having this issue, or is something with my system? (Some sort of ASCII issue?)

Also, I was a bit disappointed to see that many special default skins for the He-111H-2 and H-6 are now missing. There are no longer any desert or even winter default skins, except for the H-2. Also, the specialty Romanian and Hungarian default skins with colored tails are missing. :(

TD, you have been doing a wonderful job upgrading the default skins. Please, let's not lose any...

stugumby 04-12-2016 10:42 PM

He-111 reverse instrument panel in He111H6
 
1 Attachment(s)
saw this today..
Attachment 15279

Baddington_VA 04-12-2016 11:16 PM

Quote:

He-111 reverse instrument panel in He111H6

That has always been like that in the He111.
I've always assumed it was to save an extra polygon.

Pursuivant 04-13-2016 07:45 AM

An old bug which doesn't appear to have been fixed yet.

The waist guns in the B-25 aren't "zeroed" correctly, at least when using the zoomed-in view.

On the left side, the "bead" part of the gunsight is off-center with respect to the "ring" portion.

When shooting with either waist gun, the bullets hit low and "ahead" of the gun.

gaunt1 04-13-2016 07:47 AM

Not really a bug, but I think it still needs fixing. All He-111 variants are a little bit too slow. They should be about 20km/h faster.

Flying the H2, I could achieve only 400km/h, while its top speed is around 420-425 according to most sources
For the H6/11/16, its 410 vs 430-435.
Of course, I tried it without any bomb load

Sources:
Manfred Griehl - Heinkel He-111 v2 (Airdoc 007)
Krysztof Janowicz - Heinkel He-111 vol.1 (Kagero Monographs)

Pursuivant 04-13-2016 07:48 AM

Quote:

Originally Posted by boogabooga (Post 713052)
I'm using international version in English language. It seems that accented vowels such as umlauts, etc. don't show up properly in menu squadron lists.

I have this problem as well, using the same version.

Janosch 04-13-2016 09:53 PM

When opening the canopy while inflight, the sound doesn't change, like it did in the previous version. I only tested this with F4U-1D and early Ki-43.

stugumby 04-15-2016 05:53 AM

R-5 load out issue
 
Just had my first R5 load out problem in an older mission, made a mission entitled DE_Belenhino, it was about attacking armored trains etc. The R5 load out was gun pods and 4x fab 100 bombs, now that load out dosnt exist anymore, so when the mission opens, planes fall from the sky and explode. This back wards compatability issue is annoying indeed.

Sita 04-15-2016 06:20 AM

Quote:

Originally Posted by stugumby (Post 713105)
Just had my first R5 load out problem in an older mission, made a mission entitled DE_Belenhino, it was about attacking armored trains etc. The R5 load out was gun pods and 4x fab 100 bombs, now that load out dosnt exist anymore, so when the mission opens, planes fall from the sky and explode. This back wards compatability issue is annoying indeed.

we work om that issue ... thanks for the report...

Pursuivant 04-15-2016 09:36 PM

Damage model bugs with the R-5 family:

* Wheels can be hit by gunfire but can't be broken off.

* Landing gear struts aren't modeled and can't be hit or broken.

* Tail skid doesn't have a damage model and can't be hit or broken.

* Hits to vertical stabilizer cause rudder to break off.

* Rudder is very hard to break off - you need to hit it in a certain spot.

* Rudder is extremely easy to damage - just one bullet triggers the damage textures.

* Certain sections of the rudder (bottom area, below elevators) aren't modeled, so hits to that location have no effect.

* Horizontal and Vertical stabilizers are very hard to break. It's easier to break the rear fuselage!

* Rear fuselage is very easy to break compared to just about any other part of the aircraft.

* Elevators are very hard to break, but ridiculously easy to damage (just 1 bullet triggers damage textures).

* Wing struts don't have a damage model and can't be hit or broken.

* Hits to rear fuselage cause damage to central upper wing section.

* Ailerons can't be damaged or broken off.

* Fatal damage to any section of the upper wing causes the outer section of the wing to break.

* The central upper wing section is very hard to damage and can't be broken.

* Hits to the central upper wing trigger damage textures on rear fuselage.

* The lower wing sections are extremely difficult to break - much harder than the outer upper wing section.

* The lower wings are modeled as single parts so damage textures don't always show up in the correct locations.

* Hits to the fuel tanks easily triggers an explosion, even with just 2-3 non-incendiary bullets.

* The engine seems very tough for a small inline engine. It can absorb as much damage (5-6 .50 caliber bullets) as the DB-605 engine in the Bf-109 or the Merlin engine in the Spitfire before it stops! Realistically, the R-5's engine isn't that much larger than a truck engine, so just 1-2 .50 caliber bullets ought to stop it fairly quickly.

* Destruction of the engine triggers an explosion, which is unrealistic. (This might just be the fatal damage explosion effect).

* The fatal damage/crash explosion effect is probably has more energy than gas in the fuel tanks could realistically provide! It's probably based on the 25 or 50 kg bomb explosion effect, which is too powerful. For small planes like the R-5 or Fi-156, the "fatal damage" explosion effect should be really small, or should just be replaced by an engine fire effect with no explosion.

* On R-5 and SSS the rear guns aren't modeled, they can't be hit or damaged.

Treetop64 04-16-2016 03:26 AM

Quote:

Originally Posted by boogabooga (Post 713052)
I'm using international version in English language. It seems that accented vowels such as umlauts, etc. don't show up properly in menu squadron lists. See for example:

http://www.mission4today.com/index.p...at=10191&pos=0

I did not have this problem before installing the 4.13.1 patch. Is anyone else having this issue, or is something with my system? (Some sort of ASCII issue?)

Yeah, I've seen that, too.

Flying a LW campaign and after reading the briefing, when going to the Arming screen that shows your unit name, instead of "JG 51 Mölders" it now shows "JG 51 M:lders". This only occurred since updating to 4.13.1.

SaQSoN 04-16-2016 05:28 AM

Quote:

Originally Posted by Pursuivant (Post 713115)
Damage model bugs with the R-5 family:

* Landing gear struts aren't modeled and can't be hit or broken.

Not a bug

Quote:

Originally Posted by Pursuivant (Post 713115)
* Tail skid doesn't have a damage model and can't be hit or broken.

Not a bug

Quote:

Originally Posted by Pursuivant (Post 713115)
* Hits to vertical stabilizer cause rudder to break off.

If V.stab is shot off - rudder brakes off. If rudder hinge gets destroyed - rudder brakes off. Not a bug.

Quote:

Originally Posted by Pursuivant (Post 713115)
* Rudder is very hard to break off - you need to hit it in a certain spot.

If rudder hinge gets destroyed - rudder brakes off. Not a bug.

Quote:

Originally Posted by Pursuivant (Post 713115)
* Rudder is extremely easy to damage - just one bullet triggers the damage textures.

Same, as on all other planes. Not a bug.

Quote:

Originally Posted by Pursuivant (Post 713115)
* Certain sections of the rudder (bottom area, below elevators) aren't modeled, so hits to that location have no effect.

Not true. You just do not hit them.

Quote:

Originally Posted by Pursuivant (Post 713115)
* Elevators are very hard to break, but ridiculously easy to damage (just 1 bullet triggers damage textures).

Any hit to any control surface should cause them to switch to D1 state. Control surfaces have only one damage state (D1). So, works, as it should.

Quote:

Originally Posted by Pursuivant (Post 713115)
* Wing struts don't have a damage model and can't be hit or broken.

Not a bug.

Quote:

Originally Posted by Pursuivant (Post 713115)
* Hits to rear fuselage cause damage to central upper wing section.

Hits to the central fuselage part should cause damage to the central top wing section. Much probably this is what happens. Should be double checked.

Quote:

Originally Posted by Pursuivant (Post 713115)
* Fatal damage to any section of the upper wing causes the outer section of the wing to break.

Not a bug.

Quote:

Originally Posted by Pursuivant (Post 713115)
* The central upper wing section is very hard to damage and can't be broken.

Cental wing section is part of the central fuselage. It can not be broken off, but it can be damaged with the central fuselage. This is DM limitation.

Quote:

Originally Posted by Pursuivant (Post 713115)
* Hits to the central upper wing trigger damage textures on rear fuselage.

Hits to central wing section should cause damage to the central fuselage.

Quote:

Originally Posted by Pursuivant (Post 713115)
* The lower wings are modeled as single parts so damage textures don't always show up in the correct locations.

Not a bug.

Quote:

Originally Posted by Pursuivant (Post 713115)
* The engine seems very tough for a small inline engine. It can absorb as much damage (5-6 .50 caliber bullets) as the DB-605 engine in the Bf-109 or the Merlin engine in the Spitfire before it stops! Realistically, the R-5's engine isn't that much larger than a truck engine, so just 1-2 .50 caliber bullets ought to stop it fairly quickly.

The size of the M-17, or BMW-VI engine is very similar to the size of the DB-6XX family, or Merlin family. And definitely much larger, then a truck engine. Their strength isn't much different either. Not a bug.

Pursuivant 04-16-2016 12:44 PM

Quote:

Originally Posted by SaQSoN (Post 713118)
The size of the M-17, or BMW-VI engine is very similar to the size of the DB-6XX family, or Merlin family. And definitely much larger, then a truck engine. Their strength isn't much different either. Not a bug.

Ignoring things like power output, compression ratio, and power-to-mass ratios for a moment, let's look at dry mass and length for the M-17 vs. the DB-605 and Merlin:

540-553 kg, 1,810mm Mikulin M-17

756 kg, 2,158 mm Daimler-Benz DB 605

744 kg, 2250 mm Rolls-Royce Merlin

It's indisputable that the M-17 is 25-30% lighter and 20-25% shorter than the other engines I referenced. That means that any given bullet is going to do relatively more damage to the smaller, lighter engine.

Unless you have better data than I do, which indicates that the M-17 was inherently 20-25% tougher than the larger engines, I'd suggest that the M-17 engines in the game are a bit tougher than they should be.

As to wing struts and landing gear struts not being modeled, that might not be a "bug" but it is bad damage modeling.

If you can blow the fixed landing gear off a Stuka or A6M "Val" then you should be able to do the same thing for the R-5 family or any other plane with a fixed gear.

Likewise, wing struts aren't just there for show, they're critical to preventing the wings of a biplane from coming off. Break a wing strut and the inherent structural stability of all wings on that side of the plane is compromised. They represent just as vital a target as the main spar in a monoplane's wing.

Modeling control surfaces being blown off if they're hit at the hinge is good damage modeling, but having smaller control surfaces like elevators be harder to damage than a relatively large control surface like a rudder doesn't make sense.

Additionally, one .50 caliber bullet is all that's needed to trigger damage textures in the rudder. Realistically, that bullet is going to blow a fist-sized hole in the control surface at best. For a fabric-covered surface, it might just blow through leaving a hole the size of a man's thumb. It's going to take a lot of holes - or a lot of structural damage to the rudder frame - before you lose enough rudder surface that you start to lose significant amounts of rudder authority.

This isn't a problem with the R-5 family, though, it's a problem with many planes in the game. Control surfaces are often far too vulnerable, particularly huge control surfaces which are made entirely of metal, such as those on large bombers.

KG26_Alpha 04-16-2016 09:16 PM

BMW-VI engine is huge :)

Pursuivant 04-18-2016 03:58 PM

Quote:

Originally Posted by KG26_Alpha (Post 713123)
BMW-VI engine is huge :)

Yes, but not as huge - by length or mass - as the other engines I referenced, yet it has about the same capacity to absorb damage.

Perhaps the BMW-VI and its sucessor, the M-17 are somehow 20-25% harder to destroy due to other factors - like reduced HP, outstanding reliability or durability, or unusually large oil and coolant tanks.

Otherwise, it makes most sense to base an engine's ability to absorb damage purely on its mass and volume.

stovak 04-18-2016 07:18 PM

On the R-5 co-pilot's panel, the altimeter can appear broken in the co-pilot view but fixed if you shift to the gunner position.

HBPencil 04-19-2016 10:51 AM

Not so much a bug as an error, the Article XV squadrons of the RAAF (450 to 467 inclusive) and RNZAF (485 to 490 inclusive) are now listed under under the RAAF/RNZAF when they should be under the RAF (like the RCAF Article XV squadrons are). Now if you select one of these squadrons you get Aussie/Kiwi PTO markings instead of the RAF roundels they should have.

Cheers, HBPencil

P.S. The RNZAF XV units will also need their squadron codes added.

P.P.S It'd be worth while removing the squadron crest for 486 (RNZAF) Squadron as they didn't paint it on their aircraft.

Pursuivant 04-19-2016 05:00 PM

Quote:

Originally Posted by HBPencil (Post 713139)
Not so much a bug as an error, the Article XV squadrons of the RAAF (450 to 467 inclusive) and RNZAF (485 to 490 inclusive) are now listed under under the RAAF/RNZAF when they should be under the RAF (like the RCAF Article XV squadrons are). Now if you select one of these squadrons you get Aussie/Kiwi PTO markings instead of the RAF roundels they should have.

Also, the RAAF (NEI) units are listed under the Netherlands.

In all cases, the choice to place the new squadrons where they are gets you the right voice-packs, but not the right default insignia. This appears to be a limitation of the game. Correct markings or correct voice packs, take your choice.

Quote:

Originally Posted by HBPencil (Post 713139)
P.P.S It'd be worth while removing the squadron crest for 486 (RNZAF) Squadron as they didn't paint it on their aircraft.

There are many units where the unit crest is automatically applied to the plane. This is historically accurate in a few cases cases (e.g., early war Luftwaffe), but doesn't make sense in most other cases.

gaunt1 04-20-2016 08:08 AM

Quote:

Originally Posted by gaunt1 (Post 713089)
Not really a bug, but I think it still needs fixing. All He-111 variants are a little bit too slow. They should be about 20km/h faster.

Flying the H2, I could achieve only 400km/h, while its top speed is around 420-425 according to most sources
For the H6/11/16, its 410 vs 430-435.
Of course, I tried it without any bomb load

Sources:
Manfred Griehl - Heinkel He-111 v2 (Airdoc 007)
Krysztof Janowicz - Heinkel He-111 vol.1 (Kagero Monographs)

Another source showing 430 km/h for H16:

http://www.airwar.ru/enc/bww2/he111h.html

The 360km/h at low alt seems to be correct in game however.

HBPencil 04-20-2016 11:02 AM

Quote:

Originally Posted by Pursuivant (Post 713142)
In all cases, the choice to place the new squadrons where they are gets you the right voice-packs, but not the right default insignia. This appears to be a limitation of the game. Correct markings or correct voice packs, take your choice.

I should point out that these aren't new squadrons (at least I know the NZ ones aren't and I strongly suspect the Aus ones as well), rather TD just moved them from the RAF to the RAAF/RNZAF.
It's not much of a choice though, having 24 squadrons rendered pretty much unusable just to use different voice packs seems rather pointless. I feel I should say that as a Kiwi I wasn't bothered by hearing British accents in game rather than my own.

TitusFlavius 04-20-2016 12:29 PM

Quote:

Originally Posted by Airway (Post 713040)
German language changed into English in UI although locale=de is set in conf.ini

There will be soon a revised version or is this in the meanwhile fixed?

Or must the german speaking pilots wait until the next patch?

Request for information. Please.

Sita 04-20-2016 12:58 PM

13.2 is on the horizon

shelby 04-20-2016 01:12 PM

Quote:

Originally Posted by HBPencil (Post 713139)
Not so much a bug as an error, the Article XV squadrons of the RAAF (450 to 467 inclusive) and RNZAF (485 to 490 inclusive) are now listed under under the RAAF/RNZAF when they should be under the RAF (like the RCAF Article XV squadrons are). Now if you select one of these squadrons you get Aussie/Kiwi PTO markings instead of the RAF roundels they should have.

Cheers, HBPencil

P.S. The RNZAF XV units will also need their squadron codes added.

P.P.S It'd be worth while removing the squadron crest for 486 (RNZAF) Squadron as they didn't paint it on their aircraft.

i just start the stock campaign of the RNZAF and i see this bug. it is not only the commands it is and the voice
http://s26.postimg.org/5xx0tp47t/grab0000.jpg

stugumby 04-20-2016 05:53 PM

Truck winter camoflage issues
 
This is not a new bug but an annoying long term hold out.
Opel blitz trucks standard color is panzer grey, they do not change color for desert or winter maps, yet the opel ambulance does. The standard cargo truck gets a winter cover on the back but the skin stays panzer grey.The radio truck is always in 3 color scheme.

Russian fuel tanker and standard truck/ radio truck stay russian green on all maps, gaz trucks and ambulance from later add ons change from green to winter.

TitusFlavius 04-21-2016 11:31 AM

Quote:

Originally Posted by Sita (Post 713152)
13.2 is on the horizon

Thank you for answer.

Will be the 4.13.2 patch a cumulative patch (including 4.13.1) or must you install first the 4.13.1 patch and then the 4.13.2 patch ?

daidalos.team 04-21-2016 07:02 PM

4.13.2 will be incremental patch. (Only few little fixes)

vasyny_kombat 04-23-2016 07:03 PM

Eastern Ave
 
Quote:

Originally Posted by daidalos.team (Post 713167)
4.13.2 will be incremental patch. (Only few little fixes)

Hellо! Will the new patch realeased in Steam game version?

P-38L 04-24-2016 02:42 AM

Open He-111 cockpit
 
Hello to all
How can I open the cockpit for the dorsal gunner in the He-111?
I have been traying all possible ways, even I double check my key combination to check out if they are working properlly and they do on the rest of the airplanes. I used to check this out the B-24 opening cockpit (windows) and hatches. Bu on the He-111 they doesn't work.
I also tried the autopilot and nothing happened
What am I doing wrong?

baball 04-24-2016 02:06 PM

You can open the dorsal gunner's canopy on the He-111 H6 by using the "open canopy" key.

daidalos.team 04-25-2016 04:58 PM

Quote:

Originally Posted by vasyny_kombat (Post 713192)
Hellо! Will the new patch realeased in Steam game version?

Currenty we don't have access to steam account of 1C.
But no need. It suffice download latest steam version 4.12.1.
4.13 RC4 and 4.13.1 files simple copy-paste in steam IL2 root directory.

vasyny_kombat 04-28-2016 04:29 PM

Quote:

Originally Posted by daidalos.team (Post 713167)
4.13.2 will be incremental patch. (Only few little fixes)

Hello! Will you realese a new patch in Steam game version?

Aardvark892 05-07-2016 12:12 AM

Please forgive me if this has already been brought up, but it's the first time I've noticed it and I haven't seen it in other bug posts:

The .ntrk feature seems to be broken. I'm using a stock install with no mods at all, and when I record flights (by using the record button to record .ntrk instead of after flight .trk), the resulting records very quickly turn very bad. The aircraft fly at impossible angles, and often things happen in the video that did not happen in the actual flight. I can record this with a screen capture so you can see what I'm seeing, and I can upload an .ntrk if needed. Please let me know if you need either of those things. Thanks!

dimlee 05-08-2016 10:35 PM

Quote:

Originally Posted by Aardvark892 (Post 713330)
Please forgive me if this has already been brought up, but it's the first time I've noticed it and I haven't seen it in other bug posts:

The .ntrk feature seems to be broken. I'm using a stock install with no mods at all, and when I record flights (by using the record button to record .ntrk instead of after flight .trk), the resulting records very quickly turn very bad. The aircraft fly at impossible angles, and often things happen in the video that did not happen in the actual flight. I can record this with a screen capture so you can see what I'm seeing, and I can upload an .ntrk if needed. Please let me know if you need either of those things. Thanks!

Probably server lags? I record my online adventures on regular basis and while most of tracks are OK, sometimes there are issues as planes flying into stratosphere or under terrain, damages not recorded properly, etc.

idefix44 05-09-2016 04:25 AM

B-25j-1na
 
1 Attachment(s)
Using The 4.13.1m stock Dedicated Server in dogfight mode.

When a player shot down a B-25J-1NA he only got 100 points.
The B-25J-1NA is a twin-engine plane. Whyn't 200 points?

Of course the killer RTB without any problem so he's full scored.

Attached: 2 B-25J-1NA are above Argentan 45 min after the mission beginning.

sniperton 05-09-2016 07:11 PM

Quote:

Originally Posted by Aardvark892 (Post 713330)
The .ntrk feature seems to be broken. I'm using a stock install with no mods at all, and when I record flights (by using the record button to record .ntrk instead of after flight .trk), the resulting records very quickly turn very bad. The aircraft fly at impossible angles, and often things happen in the video that did not happen in the actual flight. I can record this with a screen capture so you can see what I'm seeing, and I can upload an .ntrk if needed. Please let me know if you need either of those things. Thanks!

I reported it a long time ago:
www.youtube.com/watch?v=mutWQBdRkUE

It seems that actions started before starting recording are not recorded correctly. E.g. if you're engaged in a dogfight, and you start recording when you're already shooting at your opponent, it won't be replayed correctly. Workaround: start recording when you engage, start recording before you drop your bombs, etc..

Tolwyn 05-10-2016 02:55 PM

Yup NTRK stands for Network TRK. It's a packet recorder, so it's like a mini network game. In your conf.ini, make sure your rate is set to the LAN setting (or use the game interface to do this). Especially helpful when you make NTRK in SP mode—the network rate still plays a role.

What is captured is any/all events that are flagged to BE captured. Some issues relate to what "STATE" an object is in the game. For example, around 4.09 or so, the Gunsight dimmer was always captured in the wrong initial state. This was fixed...

In 4.13.1, sometimes the bomb bay doors are in the wrong initial state, etc. And most of all the bombsite clutch's initial state is NOT captured correctly. I hope to see this get fixed!!

Objects away from the host don't get the same packet priority, so you'll see some weird warpy-things. Especially noticeable in Multiplayer NTRK recording.'



Quote:

Originally Posted by sniperton (Post 713350)
I reported it a long time ago:
www.youtube.com/watch?v=mutWQBdRkUE

It seems that actions started before starting recording are not recorded correctly. E.g. if you're engaged in a dogfight, and you start recording when you're already shooting at your opponent, it won't be replayed correctly. Workaround: start recording when you engage, start recording before you drop your bombs, etc..


dimlee 05-10-2016 11:02 PM

Right, bomb bay doors wrong position is typical. I cursed myself for not closing them many times until I realised it was just recording glitch. :-)

sniperton 05-11-2016 10:05 AM

Thanks Tolwyn for the explanation! Possibly my workaround is just wishful thinking...

RobN 05-16-2016 02:13 PM

R-5 pilot skins
 
The R-5 pilot skins change from the selected skin to the default when switching view from cockpit to gunner to exterior.

baball 05-16-2016 05:36 PM

The course autopilot doesn't work on the JU-88 A17 and only works like a level stabilizer.

Treetop64 05-17-2016 03:05 PM

When you're leading a bomber formation and your #2 leaves his bomb bay doors open after the bomb run, while everyone else in the formation closes theirs.

It that being addressed?

boogabooga 05-17-2016 06:33 PM

Quote:

Originally Posted by Treetop64 (Post 713386)
When you're leading a bomber formation and your #2 leaves his bomb bay doors open after the bomb run, while everyone else in the formation closes theirs.

It that being addressed?

I kind of like that. Small mistakes make the AI appear more human.

Treetop64 05-19-2016 06:50 PM

Quote:

Originally Posted by boogabooga (Post 713387)
I kind of like that. Small mistakes make the AI appear more human.

Dude...

He does that on every mission, and it's always the number 2 in your flight.

That's neither a small mistake or human-like. Leaving bomb bay doors open for the entire return flight is not some insignificant thing.



More on the bug itself: When you issue the command "Bomb on My Command", and open your bomb bay doors, the rest of the formation opens their bomb bay doors with you, except the #2 in your flight. He will, however, drop his payload on cue (with his doors opening the instant the bombs are dropped), but as stated he will then fail to close his bomb bay doors while the rest of the flight closes theirs.


Thanks.

Tolwyn 05-20-2016 01:57 AM

NTRK Object (Part) states
 
I would love to see TD address:

Capture the state of the bombsight clutch at the start of an NTRK recording. This is essential, cause if it's off, it stays incorrect and makes for watching the NTRK in the bombsight view impossible.



On a lesser note:

The STATUS (pulled or not) of the B24 engine feather designation plungers are not captured in NTRKs.

Treetop64 05-24-2016 09:05 PM

... moved.

stugumby 05-31-2016 08:26 PM

IL4 bomb load bug
 
If you select the bomb load of 1 fab 500/ 2 fab 250/ 1 fab 100 when the bombs drop you get the other bombs but instead of 1 you see 10 fab 100.

HBPencil 06-26-2016 02:26 AM

Quote:

Originally Posted by HBPencil (Post 713139)
Not so much a bug as an error, the Article XV squadrons of the RAAF (450 to 467 inclusive) and RNZAF (485 to 490 inclusive) are now listed under under the RAAF/RNZAF when they should be under the RAF (like the RCAF Article XV squadrons are). Now if you select one of these squadrons you get Aussie/Kiwi PTO markings instead of the RAF roundels they should have.

Cheers, HBPencil

P.S. The RNZAF XV units will also need their squadron codes added.

P.P.S It'd be worth while removing the squadron crest for 486 (RNZAF) Squadron as they didn't paint it on their aircraft.

Just to add to this, the RNZAF Article XV squadrons (but not the regular RNZAF squadrons) now use the Russian voice pack.

dmitry_npi 07-14-2016 05:37 PM

Please improve AI, at least fix bugs
 
Dear Daidalos Team!

From patch to patch you are adding new planes and some "realistic" features.
I'm not a hardcore player, so I would like to complain about some "bugs" that kill joy))

1. Radio commanding. Let's assume I am leading a wing of fighters (1,2,3,4) and enemy fighters comes in. I approach and command "Wing, attack fighters!", and what happens next? Number 3 and 4 just fly away! They reply "Roger!" but they do some maneuvers and then fly away in random direction.
And I am left 2 by 4. My wingman follows me, as expected. I command him to attack on his own, and now we have the same situation: he confirms but doesn't seem as he really wants to attack the enemy. Meanwhile, all 4 enemies are on my tail. I shout "Wingman, cover me!", and he changes course.. but still no result. He can fly following me ignoring the enemy pursuing and shooting at me.

2. Bots have AWACS. When injured enemy crashes down far far away in his side, my bots immediately become aware of this, shouting "I've got one!". How do they know??
The same thing: if I managed to escape from battle, the enemy always know where I am and they fly towards me even if I am tens of miles away. How do the do this?

3. Attacking airfields. Airfields are usually guarded by AA guns. Suppose I'm leading the wing of IL-2's and I command them to "attack the AA guns". Hmm, what to begin with? Of course, they prefer... spotlights! While the AA guns shoot them at close range.

Is it possible to fix this?

arnoritter 08-01-2016 05:44 PM

16 plane formation feature
 
The formation feature got somewhat reworked from 4.12 to 4.13, but i think it still does not work good enough.

Please fix these issues, the feature has a lot of potential but at the moment it's not reliable enough for long bomber missions.

www.youtube.com/watch?v=v6ruK7cJKu4

Pursuivant 08-01-2016 09:43 PM

Bombers in formation shouldn't make serious evasive moves, but should be able to make minor movements as long as they keep their same basic heading and keep their distance from other bombers in the formation.

Single bombers can, did, and should make more extreme evasive maneuvers. (For example, 2LT Charlie Brown vs. Oblt Franz Stigler, Warren Cowan vs. Saburo Sakai)

That said, battle damage, crew panic, and loss of situational awareness sometimes could cause aircraft in formation to collide, particularly if they were flying in poor visibility or in close formation. So, some degree of uncontrolled movement and risk of collision is realistic.

Another oddity about AI bomber formation behavior is that bombers never "close up" when other bombers in the same flight are shot down.

For example, if you have 3 "vics," like this (3, 6, 9 are flight leaders, 9 9 is squadron leader, 2, 5, 7 are assistant flight leaders):

Code:

1  2      4    5
  3          6
      7    8
        9

and they take serious casualties, like this:

Code:

          2    4
      3
          7    8

The flights never regroup to regain better defensive firepower and bomb concentration as they should, like this (3 becomes new squadron leader, 7 is 2nd flight leader):

Code:


    2    4    8
      3    7

Straggling (damaged) bombers also make no efforts to regroup, making them easier pickings for fighters.

arnoritter 08-01-2016 10:46 PM

I agree, so what's the chance to get this fixed?

major.kudo 08-05-2016 12:19 PM

I often came watching airplanes of AI flies repeating bank left and right alternately.
When big bomber performed this is very strange.
I think it wasn't seeing in the old version.
What do you think, everyone?



-



And too exact gun shooting of AI fighters!!!!!
Please, correct this in the next update! Please!!

Reference
http://forum.1cpublishing.eu/showthr...=229400&page=1

Marabekm 08-21-2016 11:55 AM

Russian speaking kiwis
 
Noticed that while playing on a dogfight mission, if I select say RNZAF, and then select squadron 488, When I fly they use the Russian language instead of the New Zealander sound file. This also occurs when flying RAAF and selecting squadron 453.

Janosch 08-26-2016 04:22 PM

When Finnish air force is selected, the serial letter-number combination is sometimes wrong. For Ju-88 A-4, it looks correct (JK-251 and so on). But for other versions of Ju-88, as well as most other planes, it shows MT instead, which should only be for Messerschmitts. For planes that weren't used by Finland at all, at least the letter part should be omitted.

Pursuivant 08-29-2016 06:54 AM

Ordinance Problems with P-39 series

Edit 2: P-400: At Guadacanal, P-400 of the 69th FS carried 100 lb. bombs. Presumably, the P-400 could also carry the same ordinance as the P-39D. Some ex-RAF Airacobra I were used in combat in the USSR, so possibly could have been fitted with Soviet pattern bombs.

P-39D-1 and P-39D-2: Don't have option for Soviet ordinance (possibly FAB-250), although some (~50) were sent to USSR via Lend-Lease. I'm not sure the Lend-Lease planes were ever fitted with bombs, but they should have the capacity to carry them. Soviet P-39 typically had wing guns removed to improve roll rate. This could possibly be modeled as a weapon loadout. US P-39D had provision to carry 250 lb. bomb instead of 500 lb. It's just possible that Lend-Lease RAAF P-39D were fitted with RAF pattern bombs, but I'm still hunting for evidence that this was the case.

Edit: No evidence that RAAF P-39 were ever fitted with RAF pattern bombs. The Aussies didn't use the P-39 in an offensive role, and didn't use enough P-39 for long enough that bombing operations were ever necessary.

Edit 2: US P-39D sent to England were equipped with 168 gallon drop tanks. P-400 sent to Guadacanal were equipped with 100 lb. bombs, so this loadout could be added to the contemporaneous P-39D series.

P-39N-1: There are no American ordinance options for this model, and no drop tanks, although the N variant was used in New Guinea and Italy by the US (later by the Italian Co-Belligerent AF), and it was capable of carrying both 75 gallon and 175 gallon belly tanks. Lend-Lease Soviet versions of this plane often had their wing guns removed, as described above.

P-39Q-1: Soviet P-39 typically had wing guns removed to improve roll rate. No US ordinance loadouts, despite the fact that P-39Q variants were used in Italy (as described above).

P-39Q-10: No US ordinance loadouts, despite the fact that P-39Q variants were used in Italy (as described above). Western Front Q-10 probably retained the .50 caliber wing gun pods of the Q-1.

Edit: The P-39Q-10 was also used in the SW Pacific by the 347th FS flying from Makin Island in 1943. Pictures definitely show US aircraft retaining the wing guns. In 1944 pictures of other US P-39 show them carrying 75 gallon drop tanks. They are also reported to have carried out missions dropping 500 lb. bombs on Japanese positions. So, the same ordinance loadouts for the P-39D series (plus 100 lb. bomb option) should also apply to the N and Q series.

Unspecified "Q" variants of the P-39 were in use by units of the 12th AF in the Mediterranean until June 1944. The "Tuskeegee Airmen" (332nd FG) were initially assigned P-39Q-20 (similar to the Q-10) in February 1944 and practiced skip-bombing using it (unspecified bomb loadouts).

Soviet P-39Q variants were tested with FAB-100 as well as FAB-250 bombs.


Should someone feel like adding more P-39 variants to the game:

P-39K-1: This would be an easy addition. It was basically a P-39D-2 with minor changes to the nose (slightly different skin), a 3-bladed Aeroproducts propeller (possibly slightly different from the Curtiss Electric prop on the D-2), and an Allison V-1710-63 (E6) (1,325 hp/988 kW) engine, and weighed about 800 lb. more than the D-2 version. About 210 were built, 50 were sent to USSR, including one which was Pokryshkin's first Airacobra. Some were also used in New Guinea.

P-39L-1: This was virtually identical to the K-1 variant, except for the use of the the Curtiss Electric prop, and a slightly revised nose wheel. More interestingly, it could be fitted with bazooka type rocket launchers. About 250 were produced and it was used in New Guinea and North Africa in 1943 by the US.

http://i.imgur.com/HdXb44Y.jpg

Edit: Some L models also made it to the USSR.

P-39M-1: This was identical to the L-1 version, but with a larger (11 foot 1 inch diameter) Aeroproducts propeller (a bit smaller than that on the Q versions), and an Allison V-1710-67 (E8 ) which gave improved high-altitude performance at the expense of poorer low-altitude performance. It developed 1200 hp for takeoff and 1125 hp at 15,500 feet, and could fly at 370 mph at 15,000 feet as compared to 360 mph at the same altitude for the P-39L. This variant was used in North Africa. About 250 were built.

Post-War Soviet P-39 were eventually refitted with a 20 mm Berezin B-20 cannon, and 12.7mm Berezin UBS machine guns. It is possible that these were fitted to Soviet planes during WW2, especially since the Soviets preferred the 20mm cannon to the 37mm cannon.

Nil 08-31-2016 08:35 PM

Maybe it has not be said:
I can't control the forward gondola turret of the he111 H6.

baball 08-31-2016 09:37 PM

Quote:

Originally Posted by Nil (Post 713983)
Maybe it has not be said:
I can't control the forward gondola turret of the he111 H6.

I've had this problem before but I found the solution to make it work.
When you control the rear gondola gun you have to put it back on autopilot and then switch to the foward gun and it should work. For some reason letting the rear gun on manual locks the foward gondola gun.

I can't access my computer right now to verify what I did so I'd advise you to play a bit with the autopilot until the foward gun works.

Hope it helps you. ;)

Nil 09-02-2016 10:29 PM

Of course it helps me! thank you baball!
I have tried that and it works! great!;)

nic727 09-10-2016 03:33 AM

Small bug. TB-7 are showing as Pe-8.

idefix44 09-10-2016 08:29 AM

Accordind to https://en.wikipedia.org/wiki/Petlyakov_Pe-8 it's not a bug...

nic727 09-12-2016 09:40 PM

Quote:

Originally Posted by idefix44 (Post 714071)
Accordind to https://en.wikipedia.org/wiki/Petlyakov_Pe-8 it's not a bug...

Thank you.

So maybe fixe the multiplayer leaderboard showing the player selected a TB7, but in the game itself it has the Pe-8 name.

stovak 09-12-2016 11:40 PM

1 Attachment(s)
Quote:

Originally Posted by nic727 (Post 714138)
Thank you.

... the player selected a TB7, but in the game itself it has the Pe-8 name.

There are other similar cases , e.g. you pick a Hawk-81 it will show that in the player list, but the icons label it a P-40. Various marks of Spitfire just say "Spit" in the icons. A.I C-47s and Li2s are both labelled "Douglas", and so on. They are not wrong exactly, but it would be better to be consistent with the naming I think.

While I'm here - I don't usually have full icons but I set them to default to have a look and had all this waypoint info show up. Does everyone else get this or do I have a glitch?

sniperton 09-14-2016 11:54 PM

Icons normally give you info about distance, side (color), plane type, unit. I've never seen mission info like 'T: 103% G: 1.0 STAY_FORMATIONFOLLOW'.

Igo kyu 09-15-2016 01:12 AM

Quote:

Originally Posted by sniperton (Post 714159)
Icons normally give you info about distance, side (color), plane type, unit.

That's what I see, but the plane types are variable, 109 is a Bf 109, but it doesn't tell you which version of 109, "Yak" is any Yak, Yak 1, Yak 3, Yak 9, jet Yak are all just "Yak". MiGs on the other hand you get the number, Mig 3 or Mig 9.

stovak 09-15-2016 04:06 AM

Quote:

Originally Posted by sniperton (Post 714159)
Icons normally give you info about distance, side (color), plane type, unit. I've never seen mission info like 'T: 103% G: 1.0 STAY_FORMATIONFOLLOW'.

Ah, thanks. After playing with some settings, it turned out to be because I'd set arcade=1 in the conf.ini to do some tests. Combined with full icons, that displays interesting extra info - power, Gs and even what the manoeuvres AI is doing (defence/half-loop/hard turn etc).

I don't know if it's a new feature, I'd never seen it before but then I rarely use arcade=1 or icons.

Tolwyn 09-23-2016 04:27 PM

Chocks on Lerch
 
Do not work.
Hasn't worked for a while.

Can this be fixed?


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