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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.
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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.
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are you serious with your posting?! |
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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 |
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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 |
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.
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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? |
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Aviar |
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That is the bug. |
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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 |
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 |
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:
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Beaufighter cockpit
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Two shots from Beaufighter cockpit one from 4.101 and second from 4.11, anybody else got this problem
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Take off in pairs or in line in QMB Scramble missions is ready for the next patch. |
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. |
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Aviar |
What? I said Stationary AIRCRAFT.
Stationary Aircraft Object. Not Carrier. 4.11 feature. Have you read the read me? Quote:
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My problem is same at demage Beaufighter cockpit.
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Good grief I hope so. Utilizing the black-out effect as a substitute for "night" was IMHO horrible.
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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! |
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Aviar |
[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. |
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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. |
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This may or may not be a bug. I dunno. |
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! ;)
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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. |
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. |
I've checked, both the Ki-27 and Ki-43 bugs occur at 1600x1200(default aspect ratio) as well.
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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 |
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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.... |
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. |
I-15bis iron sight option no longer works.
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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 |
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!!! |
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? |
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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. |
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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 |
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. |
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. |
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Thankfully, I only have a couple of missions that I have to go back and correct. Thanks. Aviar |
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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. |
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 |
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.
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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. |
TA152 C overrevs in a dive ~2900rpm, engine temp ok.
ntrk: http://www.mediafire.com/?9b4asyzzt25uyyz |
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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. |
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Yeah, the lights are inside a homebase.
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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 |
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Some times my wing man and AI squadron will not rejoin after a fight.
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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: |
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. |
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?
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Is it a bug, or...? one more: http://www.mediafire.com/?1gfyt3tydrjj9gn |
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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.
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Do I sense a future update? :o :)
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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. |
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. |
Here's the mission.
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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%. |
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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. |
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 |
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...
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Maybe your v4.10 patch is a corrupted download?
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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! |
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 |
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You can find the manuals/readme in the il2 main folder, with each new version come new documents, one pdf plus one word doc.;) |
Lol, wrong thread mate :grin:
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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... |
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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 |
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.
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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! |
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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 |
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 |
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=- |
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thx |
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. |
It was said before that the old TRK format is unable to cope with the randomizer and only NTRK should be used. ;)
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(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) |
Indeed, I'm having a lot more trouble with Ntrks than ever before. Lots of "lag" behavior (teleporting, etc), even offline.
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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 |
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...
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Yes, and that was reported on 16th of January. So no worries. ;)
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It's interesting (if slow) in the air though.
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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. |
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). |
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.
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