Official Fulqrum Publishing forum

Official Fulqrum Publishing forum (http://forum.fulqrumpublishing.com/index.php)
-   Daidalos Team discussions (http://forum.fulqrumpublishing.com/forumdisplay.php?f=202)
-   -   4.11 General debugging (http://forum.fulqrumpublishing.com/showthread.php?t=29042)

benson 01-20-2012 04:09 PM

My apologies if I'm missing something obvious with the Patch, ( which incidently I am enjoying greatly ) but I don't have playable B17s B24s and some Russian heavy bombers.

Uzin 01-20-2012 04:16 PM

Again and again, end of the record of the QMB Scramble mission on Bessarabia map does not correspond what was flown in the mission. Have 4.11 +Hotfix, nothing else.

76.IAP-Blackbird 01-20-2012 05:14 PM

Quote:

Originally Posted by benson (Post 382334)
My apologies if I'm missing something obvious with the Patch, ( which incidently I am enjoying greatly ) but I don't have playable B17s B24s and some Russian heavy bombers.

:lol::lol::lol::lol::lol::lol::lol::lol::lol::lol: :lol::lol::lol::lol::lol::lol::lol::lol:

are you serious with your posting?!

Aviar 01-20-2012 05:21 PM

2 Attachment(s)
Quote:

Originally Posted by spdr109 (Post 382061)
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.


When using 'Pairs' or 'Line', your flights will spawn exactly where you place the Takeoff waypoint. Check my attached screenshots to see an example of how to place the waypoints.

Aviar

benson 01-20-2012 06:13 PM

Quote:

Originally Posted by 76.IAP-Blackbird (Post 382368)
:lol::lol::lol::lol::lol::lol::lol::lol::lol::lol: :lol::lol::lol::lol::lol::lol::lol::lol:

are you serious with your posting?!

"No of course not" he said.(Lying through his teeth)

76.IAP-Blackbird 01-20-2012 08:23 PM

my post was refering to yours and the infos inside this il2 forum. If you take just 3 mins and read the info about the B-17 and 24 .. you wouldnt ask such a question ... have you read the readme pdf? 4.11?

there is sometimes a hint what is in and what not ;)

http://forum.1cpublishing.eu/showthread.php?t=24281

the PDF you can find by yourself

Tolwyn 01-20-2012 09:01 PM

DO-335 Mission with Static Spawn Won't Work.
 
Not sure if this is a bug, but doing a road runway takeoff, I can't get static spawn to work.

Code:

[MAIN]
  MAP Berlin/load.ini
  TIME 12.0
  CloudType 1
  CloudHeight 1000.0
  player g0100
  army 2
  playerNum 0
[SEASON]
  Year 1940
  Month 4
  Day 15
[WEATHER]
  WindDirection 0.0
  WindSpeed 0.0
  Gust 0
  Turbulence 0
[MDS]
  MDS_Radar_SetRadarToAdvanceMode 0
  MDS_Radar_RefreshInterval 0
  MDS_Radar_DisableVectoring 0
  MDS_Radar_EnableTowerCommunications 1
  MDS_Radar_ShipsAsRadar 0
  MDS_Radar_ShipRadar_MaxRange 100
  MDS_Radar_ShipRadar_MinHeight 100
  MDS_Radar_ShipRadar_MaxHeight 5000
  MDS_Radar_ShipSmallRadar_MaxRange 25
  MDS_Radar_ShipSmallRadar_MinHeight 0
  MDS_Radar_ShipSmallRadar_MaxHeight 2000
  MDS_Radar_ScoutsAsRadar 0
  MDS_Radar_ScoutRadar_MaxRange 2
  MDS_Radar_ScoutRadar_DeltaHeight 1500
  MDS_Radar_HideUnpopulatedAirstripsFromMinimap 0
  MDS_Radar_ScoutGroundObjects_Alpha 5
  MDS_Radar_ScoutCompleteRecon 0
  MDS_Misc_DisableAIRadioChatter 0
  MDS_Misc_DespawnAIPlanesAfterLanding 1
  MDS_Misc_HidePlayersCountOnHomeBase 0
  MDS_Misc_BombsCat1_CratersVisibilityMultiplier 1.0
  MDS_Misc_BombsCat2_CratersVisibilityMultiplier 1.0
  MDS_Misc_BombsCat3_CratersVisibilityMultiplier 1.0
[RespawnTime]
  Bigship 1800
  Ship 1800
  Aeroanchored 1800
  Artillery 1800
  Searchlight 1800
[Wing]
  g0100
[g0100]
  Planes 1
  Skill 1
  Class air.DO_335A0
  Fuel 100
  weapons default
  spawn0 0_Static
[g0100_Way]
  TAKEOFF_002 24412.42 39700.24 0 0 &0
  TRIGGERS 0 0 20 0
  NORMFLY 27620.35 39699.96 500.00 300.00 &0
[NStationary]
  0_Static vehicles.planes.Plane$DO_335A0 2 24358.78 40067.28 450.02 0.0 null 1
[Buildings]
[Bridge]
[House]


spdr109 01-20-2012 10:42 PM

Quote:

Originally Posted by MicroWave (Post 382192)
It will also not automatically snap your starting position to the runway if you are close by.

That right there is the key to it all!

When I changed the waypoint from a "regular" one to a "takeoff" one, it DID snap to the nearest runway icon. It was then that I changed the properties from normal to line (or pairs). Now I know that with that change, I can then move that takeoff icon ANYWHERE!

YOU GUYS ARE SO EFFIN AWESOME !!!

This change and the addition of the different landing patterns creates almost
limitless possibilities in more realistic airfield operations.

Thank you sooo much!

Airfields are kinda my "thing".

Do us a HUGE favor though and explain this a little more clearly in the readme, ok?

Aviar 01-21-2012 07:43 AM

Quote:

Originally Posted by Tolwyn (Post 382473)
Not sure if this is a bug, but doing a road runway takeoff, I can't get static spawn to work.

Code:

[MAIN]
  MAP Berlin/load.ini
  TIME 12.0
  CloudType 1
  CloudHeight 1000.0
  player g0100
  army 2
  playerNum 0
[SEASON]
  Year 1940
  Month 4
  Day 15
[WEATHER]
  WindDirection 0.0
  WindSpeed 0.0
  Gust 0
  Turbulence 0
[MDS]
  MDS_Radar_SetRadarToAdvanceMode 0
  MDS_Radar_RefreshInterval 0
  MDS_Radar_DisableVectoring 0
  MDS_Radar_EnableTowerCommunications 1
  MDS_Radar_ShipsAsRadar 0
  MDS_Radar_ShipRadar_MaxRange 100
  MDS_Radar_ShipRadar_MinHeight 100
  MDS_Radar_ShipRadar_MaxHeight 5000
  MDS_Radar_ShipSmallRadar_MaxRange 25
  MDS_Radar_ShipSmallRadar_MinHeight 0
  MDS_Radar_ShipSmallRadar_MaxHeight 2000
  MDS_Radar_ScoutsAsRadar 0
  MDS_Radar_ScoutRadar_MaxRange 2
  MDS_Radar_ScoutRadar_DeltaHeight 1500
  MDS_Radar_HideUnpopulatedAirstripsFromMinimap 0
  MDS_Radar_ScoutGroundObjects_Alpha 5
  MDS_Radar_ScoutCompleteRecon 0
  MDS_Misc_DisableAIRadioChatter 0
  MDS_Misc_DespawnAIPlanesAfterLanding 1
  MDS_Misc_HidePlayersCountOnHomeBase 0
  MDS_Misc_BombsCat1_CratersVisibilityMultiplier 1.0
  MDS_Misc_BombsCat2_CratersVisibilityMultiplier 1.0
  MDS_Misc_BombsCat3_CratersVisibilityMultiplier 1.0
[RespawnTime]
  Bigship 1800
  Ship 1800
  Aeroanchored 1800
  Artillery 1800
  Searchlight 1800
[Wing]
  g0100
[g0100]
  Planes 1
  Skill 1
  Class air.DO_335A0
  Fuel 100
  weapons default
  spawn0 0_Static
[g0100_Way]
  TAKEOFF_002 24412.42 39700.24 0 0 &0
  TRIGGERS 0 0 20 0
  NORMFLY 27620.35 39699.96 500.00 300.00 &0
[NStationary]
  0_Static vehicles.planes.Plane$DO_335A0 2 24358.78 40067.28 450.02 0.0 null 1
[Buildings]
[Bridge]
[House]


I tested your mission. The 335 spawned on the road just fine. I took off with no problems. Not sure what issue you may have.

Aviar

Tolwyn 01-21-2012 10:44 PM

Quote:

Originally Posted by Aviar (Post 382603)
I tested your mission. The 335 spawned on the road just fine. I took off with no problems. Not sure what issue you may have.

Aviar

It's not SUPPOSED to spawn on the road. It's supposed to spawn on the stationary aircraft. :D

That is the bug.

Aviar 01-22-2012 03:22 AM

1 Attachment(s)
Quote:

Originally Posted by Tolwyn (Post 382942)
It's not SUPPOSED to spawn on the road. It's supposed to spawn on the stationary aircraft. :D

That is the bug.

Look, if you want to put an aircraft carrier on the Berlin map, it's your mission.....:rolleyes:

However, you may want to take another look, since there is no actual aircraft carrier in the mission. There is only a stationary plane and your flight spawning on a road....see the screenshot of the FMB.

Aviar

Jure_502 01-22-2012 08:26 AM

I played again the Bf-110 night landing single mission and it seems like night is more brighter then mission from 4.10 patch?

http://shrani.si/f/3p/lK/2or3KSBt/night.jpg

Pursuivant 01-22-2012 01:24 PM

CTD during QMB mission (5000 m, Bessarabia Map) 1 v. 1 Ace Bf-109E-4 v. Ace IK-3.

I'd set my plane to autopilot to observe the Ace AI in action, so I was panning around in exterior view (F2).

Firefox web browser open in the background.

And, yes, I have the hotfix installed.

Error log here:

Code:


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(Native Method)
        at com.maddox.il2.ai.air.Pilot.fighterDefence(Pilot.java:1103)
        at com.maddox.il2.ai.air.Pilot.setManeuverByTask(Pilot.java:551)
        at com.maddox.il2.ai.air.Pilot.setTaskAndManeuver(Pilot.java:409)
        at com.maddox.il2.ai.air.Pilot.update(Pilot.java:185)
        at com.maddox.il2.fm.FlightModelMain.tick(FlightModelMain.java:1023)
        at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
        at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
        at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
        at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
        at com.maddox.rts.Message._send(Message.java:1217)
        at com.maddox.rts.Message.sendToObject(Message.java:1191)
        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.java: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
0x775A0000 - 0x77720000        C:\Windows\SysWOW64\ntdll.dll
0x76530000 - 0x76640000        C:\Windows\syswow64\kernel32.dll
0x767E0000 - 0x76826000        C:\Windows\syswow64\KERNELBASE.dll
0x769E0000 - 0x76A80000        C:\Windows\syswow64\ADVAPI32.dll
0x74CE0000 - 0x74D8C000        C:\Windows\syswow64\msvcrt.dll
0x74DF0000 - 0x74E09000        C:\Windows\SysWOW64\sechost.dll
0x750E0000 - 0x751D0000        C:\Windows\syswow64\RPCRT4.dll
0x74C80000 - 0x74CE0000        C:\Windows\syswow64\SspiCli.dll
0x74C70000 - 0x74C7C000        C:\Windows\syswow64\CRYPTBASE.dll
0x71900000 - 0x71925000        C:\Windows\system32\DINPUT.dll
0x76200000 - 0x76300000        C:\Windows\syswow64\USER32.dll
0x76300000 - 0x76390000        C:\Windows\syswow64\GDI32.dll
0x75E80000 - 0x75E8A000        C:\Windows\syswow64\LPK.dll
0x76940000 - 0x769DD000        C:\Windows\syswow64\USP10.dll
0x718C0000 - 0x718F2000        C:\Windows\system32\WINMM.dll
0x74D90000 - 0x74DF0000        C:\Windows\syswow64\IMM32.dll
0x76130000 - 0x761FC000        C:\Windows\syswow64\MSCTF.dll
0x6D420000 - 0x6D4EF000        C:\Program Files (x86)\Ubisoft\IL-2 Sturmovik 1946\bin\hotspot\jvm.dll
0x72320000 - 0x7236C000        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 - 0x12ED6000        C:\Program Files (x86)\Ubisoft\IL-2 Sturmovik 1946\il2_core.dll
0x7C340000 - 0x7C396000        C:\Program Files (x86)\Ubisoft\IL-2 Sturmovik 1946\MSVCR71.dll
0x0F480000 - 0x0F4A3000        C:\Program Files (x86)\Ubisoft\IL-2 Sturmovik 1946\jgl.dll
0x12FA0000 - 0x12FDA000        C:\Program Files (x86)\Ubisoft\IL-2 Sturmovik 1946\il2_usgs2.dll
0x74E10000 - 0x74E45000        C:\Windows\syswow64\WS2_32.dll
0x74E50000 - 0x74E56000        C:\Windows\syswow64\NSI.dll
0x12FE0000 - 0x13057000        C:\Program Files (x86)\Ubisoft\IL-2 Sturmovik 1946\mg_snd_sse.dll
0x74150000 - 0x74180000        C:\Windows\system32\dinput8.dll
0x742A0000 - 0x742A9000        C:\Windows\system32\HID.DLL
0x76390000 - 0x7652D000        C:\Windows\syswow64\SETUPAPI.DLL
0x76640000 - 0x76667000        C:\Windows\syswow64\CFGMGR32.dll
0x76C00000 - 0x76C8F000        C:\Windows\syswow64\OLEAUT32.dll
0x76670000 - 0x767CC000        C:\Windows\syswow64\ole32.dll
0x75FE0000 - 0x75FF2000        C:\Windows\syswow64\DEVOBJ.dll
0x74EF0000 - 0x74F1D000        C:\Windows\syswow64\WINTRUST.dll
0x75E90000 - 0x75FAD000        C:\Windows\syswow64\CRYPT32.dll
0x76120000 - 0x7612C000        C:\Windows\syswow64\MSASN1.dll
0x6D340000 - 0x6D348000        C:\Program Files (x86)\Ubisoft\IL-2 Sturmovik 1946\bin\net.dll
0x741A0000 - 0x741A7000        C:\Windows\system32\WSOCK32.dll
0x74330000 - 0x74340000        C:\Windows\system32\NLAapi.dll
0x74190000 - 0x741A0000        C:\Windows\system32\napinsp.dll
0x740C0000 - 0x740D2000        C:\Windows\system32\pnrpnsp.dll
0x711B0000 - 0x711D7000        C:\Program Files (x86)\Common Files\Microsoft Shared\Windows Live\WLIDNSP.DLL
0x767D0000 - 0x767D5000        C:\Windows\syswow64\PSAPI.DLL
0x76A80000 - 0x76AD7000        C:\Windows\syswow64\SHLWAPI.dll
0x71B80000 - 0x71BBC000        C:\Windows\System32\mswsock.dll
0x71BC0000 - 0x71C04000        C:\Windows\system32\DNSAPI.dll
0x74180000 - 0x74188000        C:\Windows\System32\winrnr.dll
0x73B50000 - 0x73C18000        C:\Windows\system32\Opengl32.dll
0x73D90000 - 0x73DB2000        C:\Windows\system32\GLU32.dll
0x712A0000 - 0x71387000        C:\Windows\system32\DDRAW.dll
0x74140000 - 0x74146000        C:\Windows\system32\DCIMAN32.dll
0x749C0000 - 0x749D3000        C:\Windows\system32\dwmapi.dll
0x74E60000 - 0x74EE3000        C:\Windows\syswow64\CLBCatQ.DLL
0x69500000 - 0x6A37A000        C:\Windows\system32\nvoglv32.DLL
0x16250000 - 0x1626F000        C:\Program Files (x86)\Abbequerque Inc\FaceTrackNoIR\NPClient.dll
0x73D10000 - 0x73D82000        C:\Windows\system32\dsound.dll
0x72AA0000 - 0x72AC5000        C:\Windows\system32\POWRPROF.dll
0x71260000 - 0x71299000        C:\Windows\System32\MMDevApi.dll
0x726C0000 - 0x727B5000        C:\Windows\System32\PROPSYS.dll
0x71220000 - 0x71256000        C:\Windows\system32\AUDIOSES.DLL
0x74130000 - 0x74137000        C:\Windows\system32\avrt.dll
0x75FB0000 - 0x75FDA000        C:\Windows\syswow64\imagehlp.dll
0x73280000 - 0x7336B000        C:\Windows\syswow64\dbghelp.dll

Local Time = Sun Jan 22 09:17:13 2012
Elapsed Time = 2144
#
# HotSpot Virtual Machine Error : EXCEPTION_ACCESS_VIOLATION


lightf1ning 01-22-2012 03:09 PM

Beaufighter cockpit
 
2 Attachment(s)
Two shots from Beaufighter cockpit one from 4.101 and second from 4.11, anybody else got this problem

FC99 01-22-2012 03:21 PM

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.

There is nothing in QMB that would prevent missions work on any map, assuming that missions are made correctly.

Take off in pairs or in line in QMB Scramble missions is ready for the next patch.

CzechTexan 01-22-2012 05:08 PM

I've had 4.11 (clean install) for a week now. Today while editing missions in the FMB, I loaded a new mission and it was almost blank - no waypoints, no objects, hardly anything showing but the green waypoint select lines were showing in several places.

I loaded other missions from other folders with the same results.

For the past week I've been editing missions and everything worked fine, til now.

I read a few days ago (on M4T I think) that this happened to someone else.

Aviar 01-22-2012 05:23 PM

Quote:

Originally Posted by CzechTexan (Post 383170)
I've had 4.11 (clean install) for a week now. Today while editing missions in the FMB, I loaded a new mission and it was almost blank - no waypoints, no objects, hardly anything showing but the green waypoint select lines were showing in several places.

I loaded other missions from other folders with the same results.

For the past week I've been editing missions and everything worked fine, til now.

I read a few days ago (on M4T I think) that this happened to someone else.

In the FMB, click on View/Display Filter and make sure you have everything checked.

Aviar

Tolwyn 01-22-2012 06:56 PM

What? I said Stationary AIRCRAFT.

Stationary Aircraft Object. Not Carrier.

4.11 feature. Have you read the read me?



Quote:

Originally Posted by Aviar (Post 383011)
Look, if you want to put an aircraft carrier on the Berlin map, it's your mission.....:rolleyes:

However, you may want to take another look, since there is no actual aircraft carrier in the mission. There is only a stationary plane and your flight spawning on a road....see the screenshot of the FMB.

Aviar


102nd-YU-Matori 01-22-2012 07:07 PM

My problem is same at demage Beaufighter cockpit.

Tolwyn 01-22-2012 07:28 PM

Good grief I hope so. Utilizing the black-out effect as a substitute for "night" was IMHO horrible.

Quote:

Originally Posted by Jure_502 (Post 383045)
I played again the Bf-110 night landing single mission and it seems like night is more brighter then mission from 4.10 patch?

http://shrani.si/f/3p/lK/2or3KSBt/night.jpg


Spinnetti 01-22-2012 08:30 PM

Observations..
 
First, thanks for the great patch!

Some observations, not sure if intentional or not....

> .50 cal seem to be more powerful than before against planes (or weaker rufes?)?
>Time setting on some old missions is later? - i.e. Light in 4.10, Dark in 4.11 - have to go into FMB and resave
> Track save: Even if not touching time speed up, the mission doesn't replay the same as it was flown - too many variables now?
> Some stationary objects (e.g. Am6 "Rufe") take a LOT of bullets to destroy - strangely, on my map, some did, some didn't.
> Some ground objects take a LOT of bullets to destroy - not sure of the object, but its a ground machine gun. Before, a quick blast of quad .50's was it, this time, 4 passes and still firing.
> Some small ground emplacements that destroyed easily before with .50s, I can't destroy at all now
> What happened to my 20mm in the FW? Just me or do they hit like .303s now?

Thanks!

Aviar 01-22-2012 08:47 PM

Quote:

Originally Posted by Spinnetti (Post 383239)
First, thanks for the great patch!

Some observations, not sure if intentional or not....

>Time setting on some old missions is later? - i.e. Light in 4.10, Dark in 4.11 - have to go into FMB and resave
Thanks!

Recently reported here: http://forum.1cpublishing.eu/showthread.php?t=29267

Aviar

Spinnetti 01-22-2012 09:09 PM

[QUOTE=KG26_Alpha;379172]No crashes yet............

But there some strange time of day graphics going on.

Italy map time 19:00 to 19:20

[MAIN]
MAP Italy_DF/load.ini
TIME 19.0
CloudType 1
CloudHeight 1500.0

1/2/3 are v4.11 3/5 are v4.101 the time of day is too dark too quickly
Also
Seems like some textures have got mixed up pic 2 gets lighter then flashes to a dark night texture like a light switch going off.
QUOTE]

I confirmed same, ATI 4850 right around 1830 on 4.10 was still light, on 4.11 dark. transition between light and dark was abrupt in mission when I played with time.

Spinnetti 01-22-2012 09:26 PM

Quote:

Originally Posted by Aviar (Post 383242)

Ah, it wasn't my imagination then :) Not thrilling to have to go edit a bunch of missions, but not big deal either :)

Luno13 01-23-2012 02:47 AM

AI have trouble taking off the carriers in some situations:

http://i984.photobucket.com/albums/a...grab0000-1.jpg

Beaufighter has wrong damage textures:

http://i984.photobucket.com/albums/a...-28-00-554.jpg

I can confirm that the Ki-45 has reversed aileron animation.

I was wondering if arresting cable tension, or "stopping power" could be looked at. It seems to be too elastic, at least in comparison to war-time footage.

CzechTexan 01-23-2012 06:36 PM

Quote:

Originally Posted by Aviar (Post 383178)
In the FMB, click on View/Display Filter and make sure you have everything checked.

Aviar

Thank you Aviar! It worked when I checked "all". Just strange because this has never happened to me before and i don't know how it got unchecked.
This may or may not be a bug. I dunno.

EJGr.Ost_Caspar 01-23-2012 07:42 PM

Just wanted to push a 'Thank you!' through the rooms. Due to all your reports many small and some larger issues had been found and are fixed by now already. So just keep it up! ;)

Pfeil 01-23-2012 09:48 PM

This could be a known bug, but I think it's worth mentioning as it still occurs in the latest patch:

When selecting one or multiple engines, some changes made to one engine will carry over to any and all engines selected afterward.

As a practical example, in an aircraft with running engines, select #1 and set the magneto's to off, effectively stopping the engine.
If the #2 engine is then selected, the magneto's for this engine will also be set to off, killing this engine as well.

This "carryover" happens with a number of controls. I've tested it with Magneto's and radiator settings(Open/Closed).

Prop pitch has a similar issue: Set #1 prop pitch to 20%, switch to #2 which is at 100% and decrease prop pitch.
Rather then decreasing to 95% as it should, it will switch to 15%. So the value it decreases from is the one last set.
I'm assuming Mixture will have the same problem.

There are exceptions however: Prop feathering and fire extinguishers do not exhibit this behavior.


My conclusion is that the problem occurs only with incremental controls, I.E. controls with more than two settings.
A possible cause for this is the system reading the variable that was last changed, rather than the one for the currently selected engine.

IceFire 01-23-2012 10:36 PM

Two bugs that I did spot recently...

Ki-27 Ko and Otsu
http://i1121.photobucket.com/albums/...27gunsight.jpg
Part of the engine cowling appears in the gunsight and is clipped.

Ki-43-Ia/Ki-43-Ib/Ki-43-Ic
http://i1121.photobucket.com/albums/...43gunsight.jpg
The prop disc appears to intersect with the camera at times creating some clipping. It's particularly irritating when at full throttle as the flickering does get intense.

Apparently not all can see this. I'm running at a customized 1920x1200 resolution. SaveAspect is set to 0. Not sure if that may be relevant.

Pfeil 01-23-2012 11:25 PM

I've checked, both the Ki-27 and Ki-43 bugs occur at 1600x1200(default aspect ratio) as well.

Luno13 01-24-2012 12:05 AM

Ah, you beat me to the Ki-27 :D

Here's another bug though. Note the front of the tube sight:

http://i984.photobucket.com/albums/a...grab0001-1.jpg

Here's another weird one. The bullet hole is disappearing behind the nose and appears to move with head position:

http://i984.photobucket.com/albums/a...k/grab0002.jpg

http://i984.photobucket.com/albums/a...k/grab0003.jpg

Jumoschwanz 01-24-2012 02:26 PM

Quote:

Originally Posted by Uzin (Post 382339)
Again and again, end of the record of the QMB Scramble mission on Bessarabia map does not correspond what was flown in the mission. Have 4.11 +Hotfix, nothing else.

Yep, I have the same problem. When I watch tracks with automatic view control they play just fine, but if I use manual view control and watch the tracks from outside the aircraft I was flying then anything can happen.

I have seen this before in years past when new patches came out. I remember in the original IL2 the training tracks quit working and the aircraft in them would crash, sort of amusing to watch while the commentary kept going on about what was supposed to be happening.

And I have seen it in other patches too. Seems like sometimes they change the flight models of the aircraft but the simulation has not been notified of it so it tries to fly them according to the way they flew in the last patch and it does not work out. My ideas might be simplistic and even wrong, but it is an actual problem in some patches whatever the reason for it....

EJGr.Ost_Caspar 01-24-2012 03:26 PM

In fact the 'old' track format isn't able to cope with all new features, especially not with those, that include some randomly made calculations. Track is rather an automatic 'play again', than a true record (which ntrack is instead). We tried to avoid the problems with it as much as we could, but it isn't possible 100%, as longs as we want to give you the new features. So in the end its just a sick horse, that we are pulling with us.
Personally I expect, that we will soon declare it as obsolete and completely stop support of it (means we will ignore it during development). Users are always recommended to use Ntrack format instead, even if its larger.

Sapper 01-24-2012 06:37 PM

I-15bis iron sight option no longer works.

CzechTexan 01-24-2012 06:56 PM

Country names are still not showing in the FMB squadron dropdown list.
Names were eliminated with the 4.10 patch and i thought they'd be fixed in 4.11

-=MadCat=- 01-24-2012 09:43 PM

On the right side of the engines of the TB-7, the cowl flaps "open" further inwards as you open the radiator. Both left side cowl flaps work ok, opening to the outside.

Btw, thank you all for this great patch!!!

Tbolt 01-24-2012 09:52 PM

I'm sure this problem must have been mentioned before, though I've had a look around and can't see anything but when flying a single mission (original or one built with the full mission builder) or campaign the skin on the players aircraft is whatever skin has been selected in the quick mission builder no matter what has been selected in the mission.

Is there a fix for this or is it a bug waiting to be fixed?

CzechTexan 01-25-2012 02:57 AM

Quote:

Originally Posted by Tbolt (Post 384094)
I'm sure this problem must have been mentioned before, though I've had a look around and can't see anything but when flying a single mission (original or one built with the full mission builder) or campaign the skin on the players aircraft is whatever skin has been selected in the quick mission builder no matter what has been selected in the mission.

Is there a fix for this or is it a bug waiting to be fixed?

It has always been that way. The skin that shows up is always the previous skin that the player chose for that aircraft, QMB, single, campaign or otherwise. You just need to change it before the mission.

Tbolt 01-25-2012 07:28 AM

Quote:

Originally Posted by CzechTexan (Post 384147)
It has always been that way. The skin that shows up is always the previous skin that the player chose for that aircraft, QMB, single, campaign or otherwise. You just need to change it before the mission.

But shouldn't it be designed to default to whatever skin has been selected during the mission build and then you can change it before the mission if you want something different?

In the early days of IL-2 I guess it didn't matter much when you had only 1 or 2 skins per aircraft but now there's a lot more especially if you added a lot of skins - going through a long list of skins trying to work out which skin is correct to match your flight of aircraft before each mission isn't exactly my idea of fun.

I'm surprised no one has asked for this before. I'll stick it in the requests thread.

Aviar 01-25-2012 09:01 PM

2 Attachment(s)
Can someone confirm a bug in the Patrol Type selections? When I select Random, in the missions themselves, the only patrol type I get is a Triangle Patrol with 500m legs. (See screenshot 1)

I would assume that 'Random' would randomize the patrol from the present list...Triangle, Square, Pentagon, Hexagon. (See screenshot 2)

*The waypoint 'legs' are also incorrect. They should be 5km for that particular mission (the default setting).

Aviar

MicroWave 01-25-2012 09:35 PM

Hi Aviar,
The problem might be the random generator. With every mission it starts from the same seed and hence you get the same sequence of numbers. I usually place my plane somewhere on the map and fire my guns. This 'breaks' the sequence.
So, in your example you should fire your guns before you reach the waypoint where random pattern is generated. The pattern will probably be different then.

IceFire 01-26-2012 02:35 AM

Here's a new and obscure one.

When using the Italy Online map the new default skins for the Bf109s painted in Italian specific markings do not appear. They do appear on East and West front maps but not on the Italy Online map... judging from the other aircraft it is set up as a MTO map but these skins do not correspond with the MTO. I should have caught this one earlier.

Aviar 01-26-2012 07:43 AM

Quote:

Originally Posted by MicroWave (Post 384482)
Hi Aviar,
The problem might be the random generator. With every mission it starts from the same seed and hence you get the same sequence of numbers. I usually place my plane somewhere on the map and fire my guns. This 'breaks' the sequence.
So, in your example you should fire your guns before you reach the waypoint where random pattern is generated. The pattern will probably be different then.

So what you are saying is 'DO NOT USE THE RANDOM SETTING FOR AN AI FLIGHT'...;)

Thankfully, I only have a couple of missions that I have to go back and correct. Thanks.

Aviar

MicroWave 01-26-2012 08:24 AM

Quote:

Originally Posted by Aviar (Post 384571)
So what you are saying is 'DO NOT USE THE RANDOM SETTING FOR AN AI FLIGHT'...;)

Thankfully, I only have a couple of missions that I have to go back and correct. Thanks.

Aviar

It's perfectly fine for AI flights to have random pattern. You just need some player input to break the random sequence. I fire the guns, because I know that this does the trick; maybe some other input also does the trick.
The only thing is that it would be hard to see what pattern was chosen for AI flight, cause you can't see it on the minimap. But player doesn't need to be part of the AI flight.

Aviar 01-26-2012 08:34 AM

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

pixelbaron 01-26-2012 02:42 PM

Lights don't seem to extinguish if you assign them to a specific team. I've placed a bunch of lights along a runway and assigned them to Blue and they pretty much stay on 24/7 and thus the command "Request Runway Lights" doesn't appear to work at all in game.

Herra Tohtori 01-26-2012 03:33 PM

I spotted something that, to my eye, looks a bit anomalous with the Fiat G.55 Sottoserie 0 / Sottoserie 0 Late.

Specifically, the flight model for these planes seems to have something wrong in them, regarding their turn performance with take-off flaps on.

This graph is produced with 4.101 FM data (available in http://www.flightsimtesting.com/IL2Compare.aspx), but I also checked with 4.11 FM data on IL-2Compare on my own PC and the results are similar if not the same:

http://img193.imageshack.us/img193/1...comparison.png

To explain the graph briefly: The two curves for each aircraft are for no flaps, and take-off flaps setting. With the G.55 Serie I Late (Red) you see the high performance turn rate with no flaps, and with take-off flaps engaged, the overall turn time increases while turn rate decreases, but improves it at low speeds compared to turning at slow speed with no flaps. This is to be expected, and seems to be correctly modeled in the flight model.

However, when you look at the Sottoserie 0's corresponding curves in blue, you can notice that take-off flaps actually reduce turn time significantly, at even higher speed than with no flaps, and turn rate shoots sky high, over 30 degrees per second which is apparently more than the designers of this graph expected.

Basically, with the Sottoserie 0, using take-off flaps moves the turn performance curve to the opposite direction than happens with the Serie I (and pretty much all the other aircraft in the sim). Curiously, the same behaviour plagues both the Sottoserie 0, and Sottoserie 0 Late, while Serie I and Serie I Late seem to be normal.

Granted, the take-off flaps will not actually give that much of a performance increase in my opinion, considering that they will jam and slow you down if you use them to turn around in 11 seconds at 320 km/h (plus your plane will disintegrate from the g-forces), but regardless it seems clearly anomalous behaviour that should be sorted out and fixed.


To my amateur eyes it looks almost as if there's a flipped sign somewhere in the FM code for the Sottoserie planes, which makes the performance curves with take-off flaps setting to move in the opposite direction than they should... but I have no idea at all how the FM's work in this game and what actually causes this behaviour.


EDIT: Just to clarify: I know this is not technically a flyable aircraft, but I think the FM still shouldn't be broken... who knows what shenanigans the AI can get up to with this kind of flight model.

swiss 01-26-2012 03:40 PM

TA152 C overrevs in a dive ~2900rpm, engine temp ok.

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

Pfeil 01-26-2012 06:10 PM

Quote:

Originally Posted by pixelbaron (Post 384705)
Lights don't seem to extinguish if you assign them to a specific team. I've placed a bunch of lights along a runway and assigned them to Blue and they pretty much stay on 24/7 and thus the command "Request Runway Lights" doesn't appear to work at all in game.

As I've already used runway lights that work with the command, I did some testing(player is on the red team):

Lights that are placed far enough from a runway/airfield will not extinguish, neither blue or red sided.

Lights placed near an airport will be extinguished by default, and only illuminate when a command is issued to the tower.

Lights placed near an airfield can be either side: red, blue or a combination of both will all extinguish/illuminate when a command is issued by a player from either side.

Lights extinguish some time after a command for runway lights has been issued.

AI planes don't appear to use or require the lights.

IceFire 01-26-2012 09:51 PM

Quote:

Originally Posted by pixelbaron (Post 384705)
Lights don't seem to extinguish if you assign them to a specific team. I've placed a bunch of lights along a runway and assigned them to Blue and they pretty much stay on 24/7 and thus the command "Request Runway Lights" doesn't appear to work at all in game.

Are the lights inside of a homebase circle?

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

IceFire 01-29-2012 04:56 PM

Quote:

Originally Posted by swiss (Post 386066)
Still waiting for a reply.:confused:
Is it a bug, or...?
one more: http://www.mediafire.com/?1gfyt3tydrjj9gn

That overrev for the Ta152C is very interesting. Any other planes that do it? I just tested from 10000 meters and yeah it over revved and then died on me. I tried it again with a Ta152H-1 and the plane fell apart but the engine remained running.

JtD 01-29-2012 06:32 PM

It's neither a bug nor intended. The engine behaviour is correct, but it wasn't supposed to be released that way. It needs to be dumbed down to the level of all other planes.

Luno13 01-29-2012 06:35 PM

Do I sense a future update? :o :)

JG26_EZ 01-29-2012 09:48 PM

Not sure if this has been mentioned or not..
I can only get my throttle in a FW190A4 up to 88%.
I'm not the only one that has encountered this in my mission.

Tolwyn 01-29-2012 09:48 PM

Icon Path and COOP Broken
 
When *I* host a mission with a buddy flying the lead position...

AND when my buddy is flying the waypoints... he WILL NEVER see the waypoints change appropriately... especially when the waypoints change to a patrol configuration.

Please try to host/fly the following mission with the HOST flying the number TWO position. And your friend flying the LEAD position. When he follows the waypoints, he will NOT see the patrol waypoints materialize.

The board won't let me paste the mission.. see next post.

Tolwyn 01-29-2012 09:49 PM

Here's the mission.
Code:

[MAIN]
  MAP Kiev/load.ini
  TIME 17.0
  WEAPONSCONSTANT 1
  CloudType 1
  CloudHeight 2000.0
  army 1
  playerNum 0
[SEASON]
  Year 1941
  Month 7
  Day 8
[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]
  28IAP02
  I_KG51a31
  r0130
  g0120
[28IAP02]
  Planes 3
  Skill 1
  Class air.I_15BIS
  Fuel 80
  weapons default
[28IAP02_Way]
  TAKEOFF_002 38312.20 83327.47 0 0 &1
  TRIGGERS 0 1 20 0
  NORMFLY 34254.09 83309.77 400.00 280.00 &0
  NORMFLY 29794.53 82074.26 600.00 280.00 &1
  NORMFLY_401 36572.56 79110.37 800.00 280.00 &0
  TRIGGERS 1 0 45 5 0
  NORMFLY_401 44057.25 75235.52 800.00 280.00 &0
  TRIGGERS 1 0 0 5 0
  NORMFLY 50096.92 73013.56 600.00 280.00 &0
  LANDING_104 38470.40 83332.64 0 0 &0
[I_KG51a31]
  Planes 3
  OnlyAI 1
  Skill0 1
  Skill1 1
  Skill2 0
  Skill3 1
  Class air.HE_111H2
  Fuel 70
  weapons 4xSC250
[I_KG51a31_Way]
  NORMFLY 5064.79 96021.96 500.00 250.00 &0
  NORMFLY 28011.82 84000.04 500.00 250.00 &0
  GATTACK 43321.76 75906.08 500.00 250.00 0_Chief 0 &0
  NORMFLY 46960.87 73933.80 500.00 250.00 &0
  NORMFLY 788.77 110105.84 1000.00 300.00 &0
  NORMFLY 853.30 190222.67 1000.00 300.00 &0
[r0130]
  Planes 1
  Skill 3
  Class air.IL_4_DB3M
  Fuel 10
  weapons default
[r0130_Way]
  NORMFLY 34408.52 82792.96 300.00 250.00 &0
  LANDING_102 38482.43 83333.75 0 0 &0
[g0120]
  Planes 3
  Skill 1
  Class air.HS_123B1
  Fuel 100
  weapons 4xSC50
[g0120_Way]
  NORMFLY 2685.15 37927.61 300.00 280.00 &0
  NORMFLY 6628.10 76778.74 300.00 280.00 &0
  NORMFLY 27000.54 81028.39 300.00 280.00 &0
  GATTACK 31269.28 81905.80 300.00 280.00 &0
  NORMFLY 1515.63 10352.72 300.00 280.00 &0
[Chiefs]
  0_Chief Trains.USSR_CargoTrain 1
  1_Chief Vehicles.GAZ_55 1
  2_Chief Vehicles.GAZ_Bus 1
[0_Chief_Road]
  31300.00 81900.00 20.00 0 19 5.555555820465088
  31500.00 81700.00 20.00
  32100.00 81700.00 20.00
  32900.00 80900.00 20.00
  33100.00 81100.00 20.00
  35700.00 81100.00 20.00
  37500.00 79300.00 20.00
  37700.00 79100.00 -164.00
  38100.00 78700.00 -164.00
  38300.00 78500.00 20.00
  39500.00 77300.00 20.00
  40900.00 77300.00 20.00
  42100.00 76100.00 20.00
  43500.00 76100.00 20.00
  44500.00 75100.00 20.00
  45500.00 75100.00 20.00
  46900.00 73700.00 20.00
  49300.00 73700.00 20.00
  50300.00 72700.00 20.00
[1_Chief_Road]
  37405.05 83372.29 120.00 0 2 3.055555582046509
  37239.71 83307.19 120.00 0 2 3.055555582046509
  36775.70 83295.27 120.00
[2_Chief_Road]
  37420.68 83378.80 120.00 0 2 3.055555582046509
  37247.52 83309.80 120.00 0 2 3.055555582046509
  36789.14 83296.77 120.00
[NStationary]
  0_Static vehicles.stationary.Smoke$Smoke6 0 37363.57 83591.45 480.00 91.30
  1_Static vehicles.stationary.Smoke$Smoke6 0 37649.36 84178.52 480.00 88.18
  2_Static vehicles.stationary.Stationary$ZIS6_fuel 1 37257.18 83202.56 540.00 0.0
  3_Static vehicles.stationary.Stationary$ZIS6_fuel 1 37258.40 83181.23 570.00 0.0
  4_Static vehicles.stationary.Stationary$ZIS6_fuel 1 38339.43 83178.36 600.00 0.0
  5_Static vehicles.stationary.Stationary$ZIS6_fuel 1 37845.94 84078.87 570.00 0.0
  6_Static vehicles.stationary.Stationary$ZIS6_fuel 1 37852.31 84084.48 585.00 0.0
  7_Static vehicles.stationary.Stationary$ZIS5_medic 1 37417.66 83526.84 435.00 0.0
  8_Static vehicles.stationary.Stationary$ZIS5_medic 1 37423.50 83531.90 435.00 0.0
  9_Static vehicles.stationary.Stationary$ZIS5_radio 1 37367.87 83502.26 450.00 0.0
  46_Static vehicles.stationary.Stationary$BA_10 1 37607.64 83427.49 490.00 0.0
  47_Static vehicles.stationary.Stationary$BA_10 1 38338.89 83168.35 535.00 0.0
  48_Static vehicles.stationary.Stationary$BA_10 1 37258.62 83173.44 535.00 0.0
  49_Static vehicles.stationary.Stationary$BA_10 1 37360.81 83491.19 535.00 0.0
  50_Static vehicles.stationary.Stationary$BA_10 1 37837.93 84072.50 580.00 0.0
  51_Static vehicles.artillery.Artillery$Zenit61K 1 36542.84 83207.11 400.00 0.0 0
  52_Static vehicles.artillery.Artillery$Zenit61K 1 37875.43 83692.46 535.00 0.0 0
  53_Static vehicles.artillery.Artillery$Zenit25mm_1940 1 37618.65 83417.61 535.00 0.0 0
  54_Static vehicles.artillery.Artillery$Zenit25mm_1940 1 37246.16 84319.28 610.00 0.0 0
  55_Static vehicles.stationary.Siren$SirenCity 1 37621.93 83417.98 610.00 0.0
  56_Static vehicles.stationary.Siren$SirenCity 1 37287.78 83508.78 610.00 0.0
  57_Static vehicles.artillery.Artillery$Maxime 1 106398.58 109647.75 495.00 0.0 0
  87_Static vehicles.planes.Plane$I_153P 1 105942.55 109274.02 285.00 0.0 null 2
  88_Static vehicles.planes.Plane$I_153P 1 105914.18 109280.78 285.00 0.0 null 2
  89_Static vehicles.planes.Plane$I_153P 1 105999.66 109256.43 285.00 0.0 null 2
  90_Static vehicles.planes.Plane$I_153P 1 106029.97 109249.90 285.00 0.0 null 2
  91_Static vehicles.planes.Plane$I_153P 1 105971.80 109265.55 285.00 0.0 null 2
  92_Static vehicles.planes.Plane$SU_2 1 107226.60 109372.16 195.00 0.0 null 2
  93_Static vehicles.planes.Plane$SU_2 1 107220.43 109354.38 195.00 0.0 null 2
  94_Static vehicles.planes.Plane$SU_2 1 107215.61 109334.81 195.00 0.0 null 2
  95_Static vehicles.planes.Plane$SU_2 1 107041.32 109381.09 375.00 0.0 null 2
  96_Static vehicles.planes.Plane$SU_2 1 107046.33 109399.09 375.00 0.0 null 2
  97_Static vehicles.planes.Plane$U_2VS 1 107046.56 109449.86 405.00 0.0 null 2
  98_Static vehicles.planes.Plane$U_2VS 1 106153.54 109244.60 405.00 0.0 null 2
  99_Static vehicles.planes.Plane$U_2VS 1 106150.97 109336.54 210.00 0.0 null 2
  100_Static vehicles.planes.Plane$U_2VS 1 106146.44 109322.73 210.00 0.0 null 2
  101_Static vehicles.planes.Plane$U_2VS 1 106140.92 109307.37 210.00 0.0 null 2
  102_Static vehicles.artillery.Artillery$Zenit61K 1 130041.91 101923.11 615.00 0.0 0
  103_Static vehicles.artillery.Artillery$Zenit61K 1 130725.75 100197.97 705.00 0.0 0
  104_Static vehicles.artillery.Artillery$Zenit25mm_1940 1 130300.08 100783.35 630.00 0.0 0
  105_Static vehicles.artillery.Artillery$Zenit25mm_1940 1 129510.56 101630.06 555.00 0.0 0
  106_Static vehicles.artillery.Artillery$Zenit25mm_1940 1 130894.94 101758.45 630.00 0.0 0
  107_Static vehicles.artillery.Artillery$Zenit25mm_1940 1 130675.62 101286.52 630.00 0.0 0
  108_Static vehicles.artillery.Artillery$DShKAA 1 130896.04 101767.61 630.00 0.0 0
  109_Static vehicles.artillery.Artillery$DShKAA 1 130205.89 101505.79 630.00 0.0 0
  110_Static vehicles.artillery.Artillery$DShKAA 1 130299.63 100788.79 630.00 0.0 0
  132_Static vehicles.stationary.Stationary$ZIS5_PC 1 130714.62 101718.64 375.00 0.0
  156_Static vehicles.planes.Plane$TB_3_4M_17 1 129868.28 101304.48 315.00 0.0 null 2
  157_Static vehicles.planes.Plane$TB_3_4M_17 1 129811.46 101364.99 315.00 0.0 null 2
  158_Static vehicles.planes.Plane$TB_3_4M_17 1 129752.41 101425.42 315.00 0.0 null 2
  159_Static vehicles.planes.Plane$PE_2SERIES1 1 130704.51 101655.98 180.00 0.0 null 2
  160_Static vehicles.planes.Plane$PE_2SERIES1 1 130702.91 101603.90 180.00 0.0 null 2
  161_Static vehicles.planes.Plane$PE_2SERIES1 1 130702.77 101547.04 180.00 0.0 null 2
  162_Static vehicles.planes.Plane$PE_2SERIES1 1 130701.84 101513.08 180.00 0.0 null 2
  163_Static vehicles.planes.Plane$PE_2SERIES1 1 130700.33 101484.18 180.00 0.0 null 2
  164_Static vehicles.planes.Plane$PE_2SERIES1 1 130698.65 101453.30 180.00 0.0 null 2
  165_Static vehicles.planes.Plane$SB_2M103 1 129823.11 101513.59 404.10 0.0 null 2
  166_Static vehicles.planes.Plane$SB_2M103 1 129800.11 101494.34 404.10 0.0 null 2
  167_Static vehicles.planes.Plane$SB_2M103 1 129778.53 101476.82 404.10 0.0 null 2
  168_Static vehicles.planes.Plane$SB_2M103 1 129840.45 101534.90 404.10 0.0 null 2
  169_Static vehicles.planes.Plane$SB_2M103 1 129861.33 101556.05 404.10 0.0 null 2
  170_Static vehicles.planes.Plane$SB_2M103 1 129878.18 101572.97 404.10 0.0 null 2
  171_Static vehicles.planes.Plane$PE_8 1 129941.60 101463.06 494.10 0.0 null 2
  172_Static vehicles.planes.Plane$PE_8 1 129979.82 101424.08 494.10 0.0 null 2
  204_Static vehicles.artillery.Artillery$ZIS5_AA 1 123046.40 96634.16 540.00 0.0 0
  205_Static vehicles.artillery.Artillery$ZIS5_AA 1 123298.29 96886.32 540.00 0.0 0
  206_Static vehicles.artillery.Artillery$ZIS5_AA 1 122209.17 96491.17 540.00 0.0 0
  207_Static vehicles.planes.Plane$R_10 1 123535.56 96807.60 539.10 0.0 null 2
  208_Static vehicles.planes.Plane$R_10 1 123535.78 96793.09 539.10 0.0 null 2
  209_Static vehicles.planes.Plane$SB_2M103 1 122224.65 96533.48 405.00 0.0 null 2
  210_Static vehicles.planes.Plane$SB_2M103 1 122223.64 96443.98 330.00 0.0 null 2
  211_Static vehicles.planes.Plane$I_153P 1 122312.29 96394.72 270.00 0.0 null 2
  212_Static vehicles.planes.Plane$I_153P 1 122343.34 96393.25 270.00 0.0 null 2
  213_Static vehicles.planes.Plane$I_153P 1 122373.35 96393.75 270.00 0.0 null 2
  214_Static vehicles.planes.Plane$I_153P 1 122432.40 96392.76 270.00 0.0 null 2
  215_Static vehicles.planes.Plane$I_153P 1 122471.85 96425.52 195.00 0.0 null 2
  216_Static vehicles.planes.Plane$I_153P 1 122472.38 96441.51 180.00 0.0 null 2
  217_Static vehicles.planes.Plane$I_153P 1 122476.83 96457.64 180.00 0.0 null 2
  218_Static vehicles.planes.Plane$SU_2 1 123482.99 96874.77 449.10 0.0 null 2
  219_Static vehicles.planes.Plane$SU_2 1 123527.16 96875.92 449.10 0.0 null 2
  220_Static vehicles.planes.Plane$SU_2 1 123432.36 96877.42 449.10 0.0 null 2
  221_Static vehicles.planes.Plane$I_16TYPE18 1 130548.35 93683.16 405.00 0.0 null 2
  222_Static vehicles.planes.Plane$I_16TYPE18 1 130571.67 93709.83 405.00 0.0 null 2
  223_Static vehicles.planes.Plane$I_16TYPE18 1 130590.01 93733.82 405.00 0.0 null 2
  224_Static vehicles.planes.Plane$I_16TYPE18 1 130609.98 93756.27 405.00 0.0 null 2
  225_Static vehicles.planes.Plane$I_16TYPE18 1 130629.27 93779.97 405.00 0.0 null 2
  226_Static vehicles.planes.Plane$I_16TYPE18 1 130640.61 93581.84 434.10 0.0 null 2
  227_Static vehicles.planes.Plane$I_16TYPE18 1 130650.75 93561.09 480.00 0.0 null 2
  228_Static vehicles.planes.Plane$MIG_3UD 1 130305.32 92769.79 480.00 0.0 null 2
  229_Static vehicles.planes.Plane$MIG_3UD 1 130316.56 92759.12 495.00 0.0 null 2
  230_Static vehicles.planes.Plane$MIG_3UD 1 130328.46 92748.36 495.00 0.0 null 2
  231_Static vehicles.planes.Plane$MIG_3UD 1 130192.25 92632.84 300.00 0.0 null 2
  232_Static vehicles.planes.Plane$MIG_3UD 1 130205.50 92622.05 315.00 0.0 null 2
  233_Static vehicles.planes.Plane$MIG_3UD 1 130217.31 92609.79 315.00 0.0 null 2
  234_Static vehicles.artillery.Artillery$ZIS5_AA 1 130371.64 93103.71 405.00 0.0 0
  235_Static vehicles.artillery.Artillery$ZIS5_AA 1 130544.48 93642.66 450.00 0.0 0
  236_Static vehicles.stationary.Stationary$GAZ_M1 1 130413.76 93150.47 450.00 0.0
  237_Static vehicles.stationary.Stationary$ZIS6_fuel 1 130573.12 93629.05 450.00 0.0
  238_Static vehicles.stationary.Stationary$ZIS6_fuel 1 130344.71 92777.13 450.00 0.0
  239_Static vehicles.stationary.Siren$SirenCity 1 130415.47 93145.47 450.00 0.0
  240_Static vehicles.stationary.Siren$SirenCity 1 122994.82 96634.20 450.00 0.0
  241_Static vehicles.stationary.Stationary$GAZ_AAA 1 130236.94 101776.62 450.00 0.0
  242_Static vehicles.stationary.Stationary$GAZ_AAA 1 130281.65 101828.92 615.00 0.0
  243_Static vehicles.planes.Plane$I_153P 1 130266.51 101760.32 509.10 0.0 null 2
  244_Static vehicles.stationary.Siren$SirenCity 1 130283.15 101811.67 539.10 0.0
  245_Static ships.Ship$MO4 1 139289.14 101150.81 450.00 0.0 0 2 1.0
  246_Static ships.Ship$MO4 1 139326.39 101145.15 450.00 0.0 0 2 1.0
  247_Static ships.Ship$Tral 1 139182.78 101171.15 450.00 0.0 0 2 1.0
  248_Static ships.Ship$Tral 1 138967.91 101168.10 450.00 0.0 0 2 1.0
  249_Static vehicles.planes.Plane$IL_4_DB3M 1 28146.88 53435.43 509.10 0.0 null 2
  250_Static vehicles.planes.Plane$IL_4_DB3M 1 28177.01 53393.60 509.10 0.0 null 2
  251_Static vehicles.planes.Plane$IL_4_DB3M 1 28208.42 53356.21 495.00 0.0 null 2
  252_Static vehicles.planes.Plane$IL_4_DB3M 1 27818.44 53099.50 255.00 0.0 null 2
  253_Static vehicles.planes.Plane$I_153P 1 27902.58 53308.54 420.00 0.0 null 2
  254_Static vehicles.planes.Plane$I_153P 1 27931.48 53327.85 405.00 0.0 null 2
  255_Static vehicles.planes.Plane$I_153P 1 27955.70 53346.48 405.00 0.0 null 2
  257_Static vehicles.planes.Plane$I_16TYPE18 1 28180.04 53292.81 390.00 0.0 null 2
  258_Static vehicles.planes.Plane$I_16TYPE18 1 28166.71 53283.83 390.00 0.0 null 2
  259_Static vehicles.planes.Plane$I_16TYPE18 1 28151.46 53273.69 360.00 0.0 null 2
  260_Static vehicles.planes.Plane$I_16TYPE18 1 28078.79 53433.60 405.00 0.0 null 2
  261_Static vehicles.planes.Plane$I_16TYPE18 1 28054.26 53415.38 405.00 0.0 null 2
  262_Static vehicles.planes.Plane$I_16TYPE18 1 28028.69 53399.25 420.00 0.0 null 2
  263_Static vehicles.planes.Plane$IL_4_DB3M 1 27239.27 52376.41 315.00 0.0 null 2
  264_Static vehicles.planes.Plane$IL_4_DB3M 1 27268.71 52333.78 330.00 0.0 null 2
  265_Static vehicles.planes.Plane$IL_4_DB3M 1 27351.41 52322.76 240.00 0.0 null 2
  266_Static vehicles.planes.Plane$IL_4_DB3M 1 27387.59 52351.77 225.00 0.0 null 2
  267_Static vehicles.stationary.Stationary$ZIS6_fuel 1 27460.20 52512.23 585.00 0.0
  268_Static vehicles.stationary.Stationary$ZIS6_fuel 1 27898.17 53264.10 690.00 0.0
  269_Static vehicles.stationary.Stationary$ZIS5_radio 1 27622.12 52817.88 390.00 0.0
  270_Static vehicles.stationary.Stationary$GAZ_AAA 1 27469.19 52496.39 390.00 0.0
  271_Static vehicles.stationary.Stationary$GAZ_AAA 1 27463.13 52402.12 600.00 0.0
  272_Static vehicles.stationary.Stationary$GAZ_AAA 1 27471.76 52408.76 600.00 0.0
  273_Static vehicles.stationary.Stationary$GAZ_AAA 1 27467.37 52405.18 600.00 0.0
  274_Static vehicles.stationary.Stationary$GAZ_AAA 1 28183.32 53363.85 600.00 0.0
  275_Static vehicles.stationary.Stationary$GAZ_AAA 1 27931.86 53208.28 600.00 0.0
  276_Static vehicles.stationary.Stationary$GAZ_AAA 1 27945.79 53190.02 360.00 0.0
  277_Static vehicles.stationary.Stationary$GAZ_AAA 1 27828.28 53095.69 360.00 0.0
  278_Static vehicles.stationary.Stationary$GAZ_AAA 1 27821.74 53085.92 585.00 0.0
  279_Static vehicles.stationary.Stationary$BA_64 1 27888.64 53280.84 360.00 0.0
  280_Static vehicles.stationary.Stationary$BA_10 1 27888.75 53287.18 705.00 0.0
  281_Static vehicles.stationary.Stationary$BA_10 1 27483.12 52441.88 600.00 0.0
  282_Static vehicles.stationary.Stationary$BA_10 1 27308.91 52326.62 450.00 0.0
  283_Static vehicles.stationary.Smoke$Smoke6 0 28054.51 52404.87 450.00 114.38
  284_Static vehicles.stationary.Smoke$Smoke6 0 27865.83 53282.70 360.00 100.46
  285_Static vehicles.stationary.Smoke$Smoke6 0 106572.06 109700.22 360.00 203.04
  286_Static vehicles.stationary.Smoke$Smoke6 0 122919.19 96997.53 360.00 148.00
  287_Static vehicles.artillery.Artillery$DShKAA 1 122909.07 96982.43 540.00 0.0 0
  288_Static vehicles.stationary.Smoke$Smoke6 0 130258.48 93388.89 360.00 87.68
  289_Static vehicles.artillery.Artillery$DShKAA 1 130268.91 93382.14 405.00 0.0 0
  290_Static vehicles.stationary.Stationary$GAZ_M1 1 130272.46 93388.29 540.00 0.0
  291_Static vehicles.stationary.Stationary$ZIS5_PC 1 130283.64 93374.39 540.00 0.0
  292_Static vehicles.stationary.Stationary$ZIS5_PC 1 130267.07 93394.16 540.00 0.0
  293_Static vehicles.stationary.Stationary$ZIS5_PC 1 122930.34 96974.74 540.00 0.0
  294_Static vehicles.stationary.Stationary$ZIS5_PC 1 122931.84 96982.94 540.00 0.0
  295_Static vehicles.stationary.Stationary$ZIS5_PC 1 122929.23 96968.40 540.00 0.0
  296_Static vehicles.stationary.Stationary$GAZ_M1 1 122917.62 96981.55 630.00 0.0
  297_Static vehicles.stationary.Smoke$Smoke6 0 130180.66 101528.90 630.00 255.06
  298_Static vehicles.stationary.Smoke$Smoke6 0 129715.19 101633.40 630.00 255.06
  299_Static vehicles.stationary.Smoke$Smoke6 0 129911.84 100981.90 630.00 322.14
  300_Static vehicles.stationary.Smoke$Smoke6 0 129472.58 101116.82 630.00 317.74
  301_Static vehicles.stationary.Smoke$Smoke6 0 140979.82 97726.32 630.00 197.69
  302_Static vehicles.stationary.Smoke$Smoke6 0 140999.11 97765.03 630.00 197.69
  303_Static vehicles.stationary.Smoke$Smoke6 0 141001.92 97816.52 630.00 197.69
  304_Static vehicles.stationary.Smoke$Smoke6 0 137980.14 97732.76 630.00 216.95
  305_Static vehicles.stationary.Smoke$Smoke6 0 137690.98 97977.61 630.00 231.35
  306_Static vehicles.stationary.Smoke$Smoke6 0 136258.78 98210.87 630.00 344.72
  307_Static vehicles.stationary.Smoke$Smoke6 0 136235.61 98204.33 630.00 351.06
  308_Static vehicles.stationary.Smoke$Smoke6 0 135536.45 99023.85 630.00 373.58
  309_Static vehicles.stationary.Stationary$GAZ_M1 1 28052.70 52418.75 450.00 0.0
  310_Static vehicles.stationary.Stationary$ZIS5_PC 1 28036.53 52425.38 705.00 0.0
  311_Static vehicles.stationary.Stationary$ZIS5_PC 1 28033.68 52431.88 705.00 0.0
  312_Static vehicles.stationary.Stationary$ZIS5_PC 1 28031.13 52436.40 705.00 0.0
  313_Static vehicles.stationary.Stationary$ZIS5_PC 1 28041.98 52418.64 705.00 0.0
  314_Static vehicles.artillery.Artillery$BA_10 1 27919.94 53241.47 705.00 0.0 0
  315_Static vehicles.artillery.Artillery$BA_10 1 28210.54 53323.98 420.00 0.0 0
  316_Static vehicles.artillery.Artillery$ZIS5_AA 1 27643.04 52833.21 420.00 0.0 0
  317_Static vehicles.artillery.Artillery$ZIS5_AA 1 26886.03 52458.15 480.00 0.0 0
  318_Static vehicles.artillery.Artillery$DShKAA 1 28060.41 52422.81 600.00 0.0 0
  319_Static vehicles.aeronautics.Aeronautics$BarrageBalloon_1800m 1 138668.41 101105.61 600.00 0.0
  320_Static vehicles.aeronautics.Aeronautics$BarrageBalloon_1800m 1 139334.54 101093.75 600.00 0.0
  321_Static vehicles.aeronautics.Aeronautics$BarrageBalloon_1200m 1 141013.16 97934.70 600.00 0.0
  322_Static vehicles.aeronautics.Aeronautics$BarrageBalloon_600m 1 140964.71 97536.63 600.00 0.0
  323_Static vehicles.aeronautics.Aeronautics$BarrageBalloon_600m 1 138767.86 98221.56 600.00 0.0
  324_Static vehicles.aeronautics.Aeronautics$BarrageBalloon_600m 1 138000.15 97654.48 600.00 0.0
  325_Static vehicles.aeronautics.Aeronautics$BarrageBalloon_600m 1 137807.79 97337.41 600.00 0.0
  326_Static vehicles.aeronautics.Aeronautics$BarrageBalloon_600m 1 137344.80 98128.86 600.00 0.0
  327_Static vehicles.aeronautics.Aeronautics$BarrageBalloon_1200m 1 137693.29 97862.42 600.00 0.0
  328_Static vehicles.aeronautics.Aeronautics$BarrageBalloon_1200m 1 137650.32 97593.70 600.00 0.0
  329_Static vehicles.aeronautics.Aeronautics$BarrageBalloon_600m 1 139063.72 98929.79 600.00 0.0
  330_Static vehicles.aeronautics.Aeronautics$BarrageBalloon_600m 1 138864.38 99540.26 600.00 0.0
  331_Static vehicles.planes.Plane$I_16TYPE18 1 38073.89 83213.94 345.00 0.0 null 2
  332_Static vehicles.planes.Plane$I_16TYPE18 1 38134.18 83137.69 270.00 0.0 null 2
  333_Static vehicles.planes.Plane$I_16TYPE18 1 38159.35 83137.18 270.00 0.0 null 2
  334_Static vehicles.planes.Plane$I_16TYPE18 1 38184.52 83137.01 270.00 0.0 null 2
  335_Static vehicles.planes.Plane$SU_2 1 38337.81 83214.04 180.00 0.0 null 2
  336_Static vehicles.planes.Plane$SU_2 1 38309.73 83231.89 180.00 0.0 null 2
  337_Static vehicles.planes.Plane$SU_2 1 38285.56 83231.04 180.00 0.0 null 2
  338_Static vehicles.planes.Plane$SU_2 1 38234.55 83137.08 270.00 0.0 null 2
  339_Static vehicles.planes.Plane$SU_2 1 38259.33 83137.04 270.00 0.0 null 2
  340_Static vehicles.planes.Plane$SU_2 1 38284.32 83136.66 270.00 0.0 null 2
  341_Static vehicles.planes.Plane$I_153P 1 37068.50 83210.28 375.00 0.0 null 2
  342_Static vehicles.planes.Plane$I_153P 1 37071.14 83180.36 360.00 0.0 null 2
  343_Static vehicles.planes.Plane$I_153P 1 37128.29 83197.03 300.00 0.0 null 2
  344_Static vehicles.planes.Plane$I_153P 1 37147.32 83196.11 285.00 0.0 null 2
  345_Static vehicles.planes.Plane$I_153P 1 37165.62 83196.09 285.00 0.0 null 2
  346_Static vehicles.planes.Plane$I_153P 1 37259.21 83218.29 180.00 0.0 null 2
  347_Static vehicles.planes.Plane$I_153P 1 37259.13 83157.30 180.00 0.0 null 2
  348_Static vehicles.planes.Plane$SB_2M103 1 37137.58 83137.48 270.00 0.0 null 2
  349_Static vehicles.planes.Plane$SB_2M103 1 37637.45 84009.37 205.00 0.0 null 2
  350_Static vehicles.planes.Plane$SB_2M103 1 37810.06 84165.13 490.00 0.0 null 2
  351_Static vehicles.planes.Plane$SB_2M103 1 37779.01 84076.49 220.00 0.0 null 2
  352_Static vehicles.planes.Plane$SB_2M103 1 37750.59 84048.43 220.00 0.0 null 2
  353_Static vehicles.planes.Plane$SB_2M103 1 37722.16 84022.62 220.00 0.0 null 2
  354_Static vehicles.planes.Plane$SB_2M103 1 37747.59 83999.43 220.00 0.0 null 2
  355_Static vehicles.planes.Plane$SB_2M103 1 37776.39 84025.99 220.00 0.0 null 2
  356_Static vehicles.planes.Plane$SB_2M103 1 37802.95 84056.29 220.00 0.0 null 2
  357_Static vehicles.artillery.Artillery$Maxime 1 31280.44 82035.80 600.00 0.0 0
  358_Static vehicles.artillery.Artillery$Zenit25mm_1940 1 31410.28 81911.50 600.00 0.0 0
  359_Static vehicles.stationary.Stationary$Wagon9 1 31330.63 81854.50 405.00 0.0
  360_Static vehicles.stationary.Stationary$Wagon10 1 31322.01 81863.01 405.00 0.0
  361_Static vehicles.stationary.Stationary$ZIS5_PC 1 31211.90 81945.79 705.00 0.0
  362_Static vehicles.stationary.Stationary$ZIS5_PC 1 31201.61 81945.20 705.00 0.0
  363_Static vehicles.stationary.Stationary$ZIS5_PC 1 31189.25 81941.04 705.00 0.0
  364_Static vehicles.stationary.Stationary$ZIS5_PC 1 31173.81 81940.93 375.00 0.0
  365_Static vehicles.stationary.Stationary$ZIS5_PC 1 31162.84 81942.83 375.00 0.0
  366_Static vehicles.stationary.Stationary$ZIS5_PC 1 31222.28 81947.46 375.00 0.0
  367_Static vehicles.stationary.Stationary$GAZ_Bus 1 31254.34 81921.59 405.00 0.0
  368_Static vehicles.stationary.Stationary$GAZ_Bus 1 31243.22 81931.66 405.00 0.0
  369_Static vehicles.stationary.Stationary$GAZ_Bus 1 31266.11 81910.49 405.00 0.0
  256_Static vehicles.stationary.Smoke$Smoke1 0 36624.49 83061.57 360.00 81.87
[Buildings]
[Target]
  3 0 1 30 501 37517 83535 500 0 2_Chief 37420 83378
[StaticCamera]
  37047 83537 100 0
  32589 81109 100 0
  31032 81913 50 0
[Bridge]
[House]


IceFire 01-29-2012 09:57 PM

Quote:

Originally Posted by JG26_EZ (Post 386141)
Not sure if this has been mentioned or not..
I can only get my throttle in a FW190A4 up to 88%.
I'm not the only one that has encountered this in my mission.

This is a case of not reading the manual :)

The regular A-4 only goes to 88% as it's meant to simulate the early derated versions that were used on the Eastern Front. The higher boost model that was added in 4.11 goes to 100%.

JG26_EZ 01-29-2012 10:09 PM

Quote:

Originally Posted by IceFire (Post 386145)
This is a case of not reading the manual :)

A straight answer would have been good enough. It's a big manual, and I DID read it... Over 8 years ago, thanks.

IceFire 01-29-2012 10:53 PM

Quote:

Originally Posted by JG26_EZ (Post 386146)
A straight answer would have been good enough. It's a big manual, and I DID read it... Over 8 years ago, thanks.

I mean the information that came with the latest patch. I could have just said RTFM and been mean about it but my poor attempt at humoring the situation apparently failed :(

BBR91 01-30-2012 07:30 AM

Planes bugged
 
Several planes seem to be bugged in my game. I have reinstalled original 4.07->4.08->4.09->4.10->4.10.1->4.11->4.11 hotfix but still the problem persists:

Several planes, I can't name them all, but most of the I-15s and I-16s for example, but many more, are bugged, in the sense that I cannot view them in the aircraft customization screen (pressing the button doesn't do anything), and when starting a mission playing with them, I cannot view the cockpit and I cannot control the plane. The game starts with a view at ground level even if the plane is in flight. External views all work with no problems at all. It's just that I can't see the cockpit (pressing F1 doesn't do anything) and I can't control the plane in any way (engine, surface etc). I can access and use the radio menu though.

While avoiding these planes wouldn't be a problem in quick missions, the trouble is that DCG uses some of these bugged planes in the campaigns.

There's a slight possibility that this issue was also present in 4.10, as I don't think I played Il-2 since 4.09. Btw, great patch, the AI is really demanding.

Asheshouse 01-30-2012 09:55 AM

I have no problem with the I-15 and I-16 types. I use them regularly.
My install has v4.11 and Hotfix patched on a "working" v4.101

BBR91 01-30-2012 10:49 AM

A step-by-step reinstallation has revealed that this problem occurs starting with patch 4.10m. I have like 10 I-16 models selectable, and only a couple are playable. I have no idea how to fix this...

Asheshouse 01-30-2012 10:52 AM

Maybe your v4.10 patch is a corrupted download?

BBR91 01-30-2012 11:33 AM

I have downloaded the patch 3 times from 3 different sources and it had different sizes and the problem still persists. It would take messing with the game files to fix this and I bet I'll get sick of Il-2 before I find the patience to solve the problem :)
Thank you for your responses!

Asheshouse 01-30-2012 12:02 PM

Here are the official links for v4.10 http://forum.1cpublishing.eu/showthread.php?t=17765

I have a poor internet service so I always use the torrent link at Mission4Today to download the patches. I find this very reliable. http://www.mission4today.com/index.p...etails&id=3997

swiss 01-30-2012 12:35 PM

Quote:

Originally Posted by JG26_EZ (Post 386146)
A straight answer would have been good enough. It's a big manual, and I DID read it... Over 8 years ago, thanks.

Info for next time:
You can find the manuals/readme in the il2 main folder, with each new version come new documents, one pdf plus one word doc.;)

Luno13 01-30-2012 03:35 PM

Lol, wrong thread mate :grin:

Jure_502 01-30-2012 04:10 PM

Quote:

Originally Posted by BBR91 (Post 386253)
I have downloaded the patch 3 times from 3 different sources and it had different sizes and the problem still persists. It would take messing with the game files to fix this and I bet I'll get sick of Il-2 before I find the patience to solve the problem :)
Thank you for your responses!

Try downloading with the Torrent. Far less risky for getting corrupt data when downloading via browser.

BBR91 01-30-2012 05:09 PM

Quote:

Originally Posted by Jure_502 (Post 386331)
Try downloading with the Torrent. Far less risky for getting corrupt data when downloading via browser.

Did that, all the 4.10m patches I found are the same, non were corrupt.
The thing is, some time ago I had the Ultr@ Pack installed (RC3 I think), and even though I properly uninstalled it and the game at that time, I think it may have left some files behind on the system drive or something, and these may be messing with my game. It's my only idea...

swiss 01-30-2012 05:42 PM

Quote:

Originally Posted by Luno13 (Post 386312)
Lol, wrong thread mate :grin:

Are you sure? :-)

II/JG54_Emil 01-30-2012 05:54 PM

Quote:

Originally Posted by BBR91 (Post 386353)
Did that, all the 4.10m patches I found are the same, non were corrupt.
The thing is, some time ago I had the Ultr@ Pack installed (RC3 I think), and even though I properly uninstalled it and the game at that time, I think it may have left some files behind on the system drive or something, and these may be messing with my game. It's my only idea...

Nonsense!

You should look at your installation folder and delete everything there.
UP is certainly not installing any files anywhere on your system.

Basically you should have a stock game if you patch from 4.08m to 4.11 in the correct order, no matter if you uninstalled UP or not.

I suggest you download the Megapatch which is including 4.08m to 4.10.1m:
http://188.40.123.132/IL-2_MegaPatch4.10.1m_EN

Tolwyn 01-30-2012 07:07 PM

New Patrol Waypoints not showing up in COOP
 
Only the host seems to see the new Patrol Waypoint patterns. Even when other human flights are following the waypoints via instruments.

BBR91 01-30-2012 07:10 PM

Quote:

Originally Posted by II/JG54_Emil (Post 386369)
Nonsense!

You should look at your installation folder and delete everything there.
UP is certainly not installing any files anywhere on your system.

Basically you should have a stock game if you patch from 4.08m to 4.11 in the correct order, no matter if you uninstalled UP or not.

I suggest you download the Megapatch which is including 4.08m to 4.10.1m:
http://188.40.123.132/IL-2_MegaPatch4.10.1m_EN

Your link is dead. But nevertheless I solved the problem. It was a mistake on my part.

The problem was I had a beta 4.09 patch which was causing issues when 4.10 was applied.

Thank you everyone for your help!

Luno13 01-30-2012 09:40 PM

Quote:

Originally Posted by swiss (Post 386367)
Are you sure? :-)

Ooops, that's what I get for not checking posts three pages back :-P

Luno13 02-02-2012 08:15 AM

Online, I got my controls shot out in an Il-2. When I reviewed the track, the elevators, etc. moved (it's still my impulse to pull on the stick, even though nothing happens).

There is a bug with the spinner of the Bf-109Z:

http://i984.photobucket.com/albums/a...grab0012-1.jpg

The Ammo counters for the Ju87 have disappeared:

http://i984.photobucket.com/albums/a...k/grab0010.jpg

And a little hole:

http://i984.photobucket.com/albums/a...k/grab0011.jpg

Jure_502 02-02-2012 08:16 AM

Not a ''big deal'' bug, but once I'm killed I can still move head if in cockpit.
These picture was taken after I died and I could still move head. :)

http://shrani.si/f/3w/Rq/ILuj4rf/polish3bug.jpg

-=MadCat=- 02-02-2012 03:23 PM

Found 2 errors with the SM.79.

1) Gear indicator lights seem to be dependant to throttle 1, as soo ans you move it out of idle power, the lights go out, no matter if green or red lights lit. Plus, as they are lit, the textures behind them become translucent.

2) Going in and out of bomb sight view is bugged. It works the first time going in, after that the camera moves outside the aircraft and then floats into position. You can reset that by F2 view what will give you again 1 working "going in" bomb sight view, after that, same phenomenon.

Greetings,
-=MadCat=-

_1SMV_Gitano 02-02-2012 03:47 PM

Quote:

Originally Posted by -=MadCat=- (Post 387223)
Found 2 errors with the SM.79.

1) Gear indicator lights seem to be dependant to throttle 1, as soo ans you move it out of idle power, the lights go out, no matter if green or red lights lit. Plus, as they are lit, the textures behind them become translucent.

2) Going in and out of bomb sight view is bugged. It works the first time going in, after that the camera moves outside the aircraft and then floats into position. You can reset that by F2 view what will give you again 1 working "going in" bomb sight view, after that, same phenomenon.

Greetings,
-=MadCat=-

About first part of point 1, this is how they worked according to the manual. As for the rest, it will be investigated.

thx

mmaruda 02-02-2012 09:45 PM

There is a major issue with track inconsistencies. I know it was reported at some point, but then people said it only happens when you use time compression during the mission. However, I have tested over 2 hours today in QMB and almost all tracks were inconsistent with what happened time compression or not.

To cut is short, in the mission I shoot the enemy down, in the track my flight is recorded ok, but the AI does stuff completely different and shoots me down. I think it has to do with the new AI, I know that the same issue appeared on a modded game with an AI mod, cannot remember which one though.

This really needs fixing ASAP - without proper tracks there's no movie making.

csThor 02-03-2012 05:30 AM

It was said before that the old TRK format is unable to cope with the randomizer and only NTRK should be used. ;)

Blackjack 02-03-2012 07:11 AM

Quote:

Originally Posted by csThor (Post 387367)
It was said before that the old TRK format is unable to cope with the randomizer and only NTRK should be used. ;)

Maybe "normal" trk function should be removed from UI if its incompatible with the current state of the game ?
(save track button after ending the mission etc ;))

Ntrk function should work , but it seems to record with the current net settings , even in singleplay (I think that it still is, low net settings, lagging airplanes in singleplay ntrks here)

Luno13 02-03-2012 08:52 AM

Indeed, I'm having a lot more trouble with Ntrks than ever before. Lots of "lag" behavior (teleporting, etc), even offline.

hraban#35 02-03-2012 12:37 PM

Collection of Bugs
 
Hello DT,

thanks again for the long-awaited patch.

Here are a collection of bugs I noticed:

1. Mosquito FB Mk.XVIII 'TseTse' cant spawn without ammo (Pink crashed plane somwhere on the map)
2. On Dedicated Server, Bf-110G-2, IL-4, Hs-129 (both flyable) will stop engines when set the chocks. It's not possible to start the engines when the chocks are set.
3. The pointer of the oiltemperature gauge in N1K2-Ja works counterclockwise.
4. The pointer of watertemp-gauge (A) and oiltemp-gauge (O) in all versions of MC.202 where placed false and goes eratic ways.

will becontinued

AndyJWest 02-03-2012 01:28 PM

As noted in this thread http://forum.1cpublishing.eu/showthread.php?t=29484, there is something very weird regarding the taxiing characteristics of the Pe-8/TB-7. If you start it turning with the tailwheel unlocked, it goes into an uncontrollable rapid turn...

JtD 02-03-2012 03:37 PM

Yes, and that was reported on 16th of January. So no worries. ;)

AndyJWest 02-03-2012 04:56 PM

Quote:

Originally Posted by JtD (Post 387527)
Yes, and that was reported on 16th of January. So no worries. ;)

:oops: Doh! Thought I'd looked...

ElAurens 02-03-2012 05:02 PM

It's interesting (if slow) in the air though.

jermin 02-03-2012 06:12 PM

Quote:

Originally Posted by csThor (Post 387367)
It was said before that the old TRK format is unable to cope with the randomizer and only NTRK should be used. ;)

But there wasn't such a problem in 4.10.1.

TRK is useful because you can choose whether to save track or not after the game. If TRK is not useful anymore, please replace it with the NTRK so that we can save the track after the game.

But even NTRK is still not perfect. Messages regarding WEP are still missing. And the cannon ammo counter on Bf-109s are still empty.

Besides, I'd like to see a auto track recording feature that automatically records every sortie (not entire session) of my online play into an NTRK.

Pfeil 02-03-2012 10:05 PM

I believe this to be a graphical glitch with the VSI, as the shroud for the needle is present, but the needle is on top of it:
http://s16.postimage.org/g675a6pfl/grab0021.jpg

This occurs in all 3 He162 models(A-2, C, D).

Kittle 02-04-2012 02:40 AM

Correct me if I am wrong, but can't you type in the type of track you want to save at the end of mission. Example, after a QB I want to save I see ALL.TRK in the name box. I then erase it all and type ALL.ntrk and then save, I have had no problems thus far.


All times are GMT. The time now is 07:24 PM.

Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.