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-   -   4.12.2 de-bugging (http://forum.fulqrumpublishing.com/showthread.php?t=40139)

baball 07-04-2013 05:40 PM

Hi TD,

I have noticed another bug in the game. While playing a US diver bomber campaign I was in the second flight of two planes as n°6. As my leader and I are closer to the first flight, I notice that n°4 and n°5 are about to collide. Sometime they crash but they can also stay (very) close together (thier wings are almost touching) during the whole mission whithout crashing. I have this issue since I have installed 4.12. I have tried to send a screenshot but I can't find where the image is, I'll try to send it later. You can replicate the bug if you generate a dynamic campaign with the SBD and if you have a mission with two flights of four and two planes. It may be replicable with other planes but I haven't tried it yet.

robday 07-05-2013 01:16 PM

Quote:

Originally Posted by baball (Post 506241)
Hi TD,
It may be replicable with other planes but I haven't tried it yet.

Any 'plane that has a default formation of "Right Echelon" will act this way.
A way around this is to open your current campaign mission in FMB and change the formation in the "Waypoints" tab, then save the mission. Go back to your campaign and there should be no problem, you have to do this for each mission.

FatBug 07-05-2013 08:39 PM

Hi DT, I would like to thank you for your unselfish effort.

I noticed that gunsight reticles are missing on P400 and P39* planes.

Salute!

baball 07-05-2013 11:05 PM

Quote:

Originally Posted by robday (Post 506280)
Any 'plane that has a default formation of "Right Echelon" will act this way.
A way around this is to open your current campaign mission in FMB and change the formation in the "Waypoints" tab, then save the mission. Go back to your campaign and there should be no problem, you have to do this for each mission.

But I really don't want to close my game, take the file in "campaign", put it in "missions", go back to my game, edit the mission, save it, close the game, move the edited file back to "campaign", run my game and play the mission... and repeat the process for each mission where I have the issue. I really don't want to do this because it's way to long.

I have this problem only since 4.12.

robday 07-06-2013 10:48 AM

Quote:

Originally Posted by baball (Post 506316)
But I really don't want to close my game, take the file in "campaign", put it in "missions", go back to my game, edit the mission, save it, close the game, move the edited file back to "campaign", run my game and play the mission... and repeat the process for each mission where I have the issue. I really don't want to do this because it's way to long.

Yeah, it's a pain in the arse, but until TD can find the time to sort it out I think it's the only way to avoid collisions between flights.
I edit the mission within the campaign folder and then just "save as" selecting "replace existing file"
The most time is taken by altering the waypoints as you have to change each one along the whole route (you only need to change those for the lead flight in a group as the subordinate flights will conform to the leaders formation).

Bearcat 07-06-2013 12:36 PM

Some AI aircraft will fly upside down for extended periods of time. I noticed this particularly in some Japanese aircraft. Even going into a climb upside down, which no pilot would do for very long (red out city). Anybody else see this? I didn't read this whole thread so I don't know if it has been mentioned.

ElAurens 07-06-2013 12:55 PM

The AI Ki-43s in the Singapore Campaign do this relentlessly, and they ram you too. (Been rammed twice in two attempts to complete the second mission escorting Blenheims with Buffalos. Both times the Hayabusa kept on flying as I fluttered to the ground in pieces).

I've given up (again) on offline.

I have a lot of respect for you guys that carry on in offline mode. How you have put up with this for over a decade is an amazing tale of perseverance.

EJGr.Ost_Caspar 07-06-2013 04:02 PM

Quote:

Originally Posted by FatBug (Post 506306)
Hi DT, I would like to thank you for your unselfish effort.

I noticed that gunsight reticles are missing on P400 and P39* planes.

Salute!

Not confirmed. Check gunsight brightness!

Aviar 07-06-2013 05:33 PM

2 Attachment(s)
There are 3 Japanese vehicles in the game (See screenshot). The following Japanese Stationary Objects as well as moving Vehicles cannot be padlocked:

-Japanese Type 94 Truck (Far Left)
-Japanese Type 95 Hurogane Car (Middle)

*When these vehicles are in Japanese Columns, they also cannot be padlocked.

The three Japanese Columns that include one or more of these vehicles:

-Japanese Command Staff Column
-Japanese Transport Column I
-Japanese Transport Column II


The only Japanese vehicle that can be Padlocked is the 'Japanese Type 1 Armored Personnel Carrier Ho-Ha'. (Far right in the screenshot.)

**This is not a new bug. It's been around for a while but I'm not sure why it's still an issue.

***Attached is a simple test mission if you want to check it out.

Aviar

P-38L 07-06-2013 06:10 PM

Rolling wheel
 
Hello TD

Thank you again por the update.

I have noticed the following:

The main starboard wheel in the Beaufort doesn't roll when taxi.

Thank you

FatBug 07-06-2013 11:22 PM

Quote:

Originally Posted by EJGr.Ost_Caspar (Post 506348)
Not confirmed. Check gunsight brightness!

Hi Caspar!
Thank you for response. I must apologize for false alarm. After discovering that also on many other planes reticles are missing, at first I tought about corrupted download, but that was not the case. TexFlags.UseAlpha=1 was the culprit. :oops:

Salute!

KU_Rigamortis 07-07-2013 02:36 AM

A6m3
 
A6M3 has no tail hook. Perhaps I'm overlooking some specification, but I thought it deployed on carriers and kept the hook regardless of being shore based or not.

Wonderful job on 4.12, it's a fantastic addition to the best flight sim, and I am really enjoying the new features. Thank you so much for the dedication, sacrifice, and hard work by all at DT who brought 4.12 to life.

S!

Pursuivant 07-07-2013 04:42 AM

Quote:

Originally Posted by KU_Rigamortis (Post 506378)
A6M3 has no tail hook. Perhaps I'm overlooking some specification, but I thought it deployed on carriers and kept the hook regardless of being shore based or not.

There were several different versions of the A6M3, some of which had the tailhook removed to save weight. Also, in some cases the additional weight made it unsuitable for carrier operations.

The A6M3 was a shorter-ranged, land-based version. The A6M3a (AKA A6M3 Model 32, AKA HAMP) restored the range and the tailhook and slightly modified by wings by removing the folding wingtips. Sadly, that version isn't the game.

Lots of tasty information here:

http://rwebs.net/avhistory/history/zeke32.htm

This model of the Zeke would be a welcome addition to the game, and pretty easy to create, but that's a topic for a different thread.

KU_Rigamortis 07-07-2013 07:48 AM

Thanks for the answer.

S!

chn6 07-07-2013 02:19 PM

Kuban MAP K11 airfield No.9 born point have BUG, born in air and Crash.

http://bbs.dof.cn/uploads/monthly_07...1373206501.jpg

http://bbs.dof.cn/uploads/monthly_07...1373206488.jpg

http://bbs.dof.cn/uploads/monthly_07...1373206493.jpg

IceFire 07-07-2013 03:02 PM

Quote:

Originally Posted by Pursuivant (Post 506379)
There were several different versions of the A6M3, some of which had the tailhook removed to save weight. Also, in some cases the additional weight made it unsuitable for carrier operations.

The A6M3 was a shorter-ranged, land-based version. The A6M3a (AKA A6M3 Model 32, AKA HAMP) restored the range and the tailhook and slightly modified by wings by removing the folding wingtips. Sadly, that version isn't the game.

Lots of tasty information here:

http://rwebs.net/avhistory/history/zeke32.htm

This model of the Zeke would be a welcome addition to the game, and pretty easy to create, but that's a topic for a different thread.

I'd very much like to have that version modelled into the stock game. It's an important type for the Solomons air battles.

Genosse 07-08-2013 04:39 PM

National markings in QMB + AI behaviour
 
First of all I'd like to say that you've a stunning job on the 4.12 patch. Thanks a lot for your efforts TD! :grin:

Here are some points I came across ...

After returning to the QMB the national markings are messed up: once set up enemy USAAF aircraft appears to be VVS after getting back into QMB.

Another thing is the behaviour of the AI planes on takeoff in the QMB. In the attached QMB mission I assigned another P-38 to take off as my wingman in order to interecept incoming Japanese aerial forces. After spooling up all engines my AI wingman seemed to bounce up and down with the result that he bent his props. Maybe you can re-experience this situation flying this QMB mission.

Thank you in advance,

Genosse

KG26_Alpha 07-08-2013 05:02 PM

Quote:

Originally Posted by Genosse (Post 506474)
First of all I'd like to say that you've a stunning job on the 4.12 patch. Thanks a lot for your efforts TD! :grin:

Here are some points I came across ...

After returning to the QMB the national markings are messed up: once set up enemy USAAF aircraft appears to be VVS after getting back into QMB.

Another thing is the behaviour of the AI planes on takeoff in the QMB. In the attached QMB mission I assigned another P-38 to take off as my wingman in order to interecept incoming Japanese aerial forces. After spooling up all engines my AI wingman seemed to bounce up and down with the result that he bent his props. Maybe you can re-experience this situation flying this QMB mission.

Thank you in advance,

Genosse

Just tested

Results

A bit random >>>

Sometimes there's a bounce and a prop is damaged

Sometimes he only starts the port (left) engine.

This usually happens if you start both the engines quickly to scramble whilst the AI behind you is still in the engine start procedure.

?






.

Soldier_Fortune 07-08-2013 10:00 PM

First of all: Thanks TD for your great effort mantaining this amazing sim alive.:cool:

Second: a minor bug in the Go 229... its AFN-2 instrument doesn't work.

S!

Baddington_VA 07-09-2013 01:56 AM

Reciprocal course given by AI leaders
 
Maybe somebody mentioned this already.

Took off on a mission, course was 270.
But all the time the AI flight leader announced vector 090.
I noticed this throughout the mission, that the vectors given
were the reciprocal of the intended.

This is a mission I built in FMB.
So I am certain of what the true course vectors are.

ElAurens 07-09-2013 04:36 PM

I've had the same issue in the Hawk 75 Campaign.

Radio directions do not match course at all.

Sapper 07-11-2013 05:00 PM

On several occasions when firing at right hand engine on Beaufort II, the undercarriage will fall away leaving the covers in closed position.

FC99 07-12-2013 12:53 PM

Quote:

Originally Posted by Baddington_VA (Post 506495)
Took off on a mission, course was 270.
But all the time the AI flight leader announced vector 090.
I noticed this throughout the mission, that the vectors given
were the reciprocal of the intended.

This is a mission I built in FMB.
So I am certain of what the true course vectors are.

Post the mission, please.

Pfeil 07-12-2013 06:56 PM

I've spent a good two hours figuring out the following bug(that's existed since the introduction of beacons in 4.10 AFAIK):

When a carrier with a YE(Hayrake) beacon(USS Carrier Generic, etc..) is added to a mission, any player aircraft on that team without an appropriate receiver("Only USN, USAF, RN and RAAF planes carry ZB receivers") can no longer jump from "beacon: None" to the last beacon in the list.

I.E. wraparound scrolling is broken, but only in reverse. When going down the list using the "beacon next" key, it simply skips over the YE beacon to "Beacon: None".
When using the "beacon previous" key, it's still possible to go back in the list after using "beacon next", but it gets stuck on "Beacon: None" when you reach the start instead of going through the list in reverse order.

Woke Up Dead 07-12-2013 10:05 PM

The P40-M now has mixture control, where you can set the mixture at 100% or 120% However, switching it to 120% even at sea level stalls the engine. Is this a bug?

Other US planes with mixture control like the F4U can fly with 120% mixture to an altitude of a couple hundred metres or so, so can Zeros, Soviet planes usually reach 1500m at 120% mixture before their engines start to smoke.

FC99 07-12-2013 10:16 PM

Quote:

Originally Posted by Woke Up Dead (Post 506686)
The P40-M now has mixture control, where you can set the mixture at 100% or 120% However, switching it to 120% even at sea level stalls the engine. Is this a bug?

Bug, fix ready for 4.12.1

FlyingShark 07-13-2013 10:34 AM

Would be nice if we could get the rest of the mixture stands from 0 to 99% too for the P40 as well as other planes.
Maybe in a future update?

~S~

76.IAP-Blackbird 07-13-2013 07:48 PM

Guys, I have found a bug by casual testing the QMB.

I have set a 4 x 4 planes on my side, some Vals, Zeros, Ki-21 and some more Vals with the mission to attack something above the waves. The initial attack was absolutly bugfree, but after I have ordered the whole bunch of planes to return to base. The wired things started.

The Zeros were landbased types and the Ki-21 was never planed to be carrier capable. So they start to land their bellys on the deck of the japanese carriers that were floating around.

The Zeros had no problem to land without the Tailhook, all was fine and they disapeared as they should.

The Ki-21 landed also save on the decks and disapeared, only one broke his neck as the plane hit the deck a bit harder than the others did. But also the result was satisfing.

Now the Vals, the carrier plane of this mixed flight. Had serious problems to keep the gear on the deck of the carriers after landing, they all start to roll of the deck to the right side and explode. Just slip to the right.

There is a bug with the Val, havent tested it with other planes but I would like to share it with you guys.

Maybe leave the "choks" activated after landing or dont let the planes slip from the deck?!

Blackjack 07-16-2013 05:27 PM

auto prop pitch multi-engine / long standing autopilot issue (from original il2!)
 
1 Attachment(s)
1.)
On any 2 engine airplane with auto/manual prop pitch, deselecting one engine and switching to manual prop pitch also switches the other engine (this in itself is correct? a limitation of il2?), but enabling auto pitch again only affects the current selected engine, so the unselected engine could quickly become unusable , pretty bad when one engine is damaged , you put it in lower power and control the other one , then switching to manual prop pitch then auto again will most likely kill it.

Planes affected: only bf110 and bf109z come to mind (I lost all overview)

2.)
There still seems to be an issue with using the autopilot for your own plane and AI airplanes (I reported this 2002 directly to oleg and he blamed dinput, but now so many parts of my system have changed , nothing is the same , only the bug!), so maybe someone from AI coding can finally look at this:

Create a quick mission with maximum number of airplanes, preferably ones that will drop flaps while turn and burning (some bf109 and or yaks will do), now enable autopilot for one second, after disabling it , drop flaps 1 notch (combat), try not to get shot , simply fly some manoeuvres around all the AI and let them fight.
At some point you will notice that your plane will probably yank around (while pulling a constant turn) and/or you flaps will retract automagically (no , not f4f style:cool:), one time in the campaign my flaps retracted while landing , very funny:grin:
I suspect some commands override your own control , this happens only if there are many AI , or the effect is more pronounced / more frequent, it maybe happen synchronously while another plane retracts flaps, but I couldn't be exactly sure watching the tracks.
This also happens when using the black screen skip autopilot 1 time in campaign with many AI planes in the mission as it uses autopilot and time compression.
(track shows simple pre combat , I enable/disable the autopilot and drop flaps 1 notch , as soon as AI call out enemy planes they retract, no axis mapping for flaps and no hud message for retracted flaps!)

JG27CaptStubing 07-16-2013 07:37 PM

Can't find it via search but the Super 2 setting actually gives you better Power in both the Corsair and Hellcat at low alts.

Aviar 07-16-2013 11:24 PM

Quote:

Originally Posted by Blackjack (Post 506848)
1.)
On any 2 engine airplane with auto/manual prop pitch, deselecting one engine and switching to manual prop pitch also switches the other engine (this in itself is correct? a limitation of il2?), but enabling auto pitch again only affects the current selected engine, so the unselected engine could quickly become unusable , pretty bad when one engine is damaged , you put it in lower power and control the other one , then switching to manual prop pitch then auto again will most likely kill it.


My advice to you.....never Unselect an engine. Simply Select the engine you want to control. Try that and see if you still have the same issues.

Aviar

Blackjack 07-17-2013 01:18 AM

Quote:

Originally Posted by Aviar (Post 506866)
My advice to you.....never Unselect an engine. Simply Select the engine you want to control. Try that and see if you still have the same issues.

Aviar

Seems to have the same result , selecting one engine automatically deselects the other , toggling auto prop pitch after selecting another engine will still be one way for the unselected engine :(

idefix44 07-17-2013 06:55 AM

Strange nickname...
 
1 Attachment(s)
In the attached "eventlog.lst" file created with the 4.12m dedicated server you'll find at [7:52:04 PM] a player connecting with a strange nickname:
[7:52:04 PM] ???.??? has connected
This guy has disconnected at the beginning of the following mission.

In my confs.ini I use this parameter:
filterUserNames=1

Is it possible to have some answers to the questions about the dedicated server and to enforce the filterUserNames rules ?

Please DT, your behavior about Dedicated Server is like it wasn't your problem.
I host "Ciel-De-Guerre" online since 10/01/2008 and we feel like the poor relation of the community...

Thx by advance.

RegRag1977 07-17-2013 02:40 PM

Old bug not related to 4.12
 
I've noticed that when the latest Messerschmitt 109 Revi (those metal cased in G6G10G14) are hit by enemy fire, the damage textures seem wrong. The glass parts of the Revi strangely turn to opaque greyish colour?
Could be nice to have damage actually showing broken glass instead!
This is a very old bug, but i thought it would be worth mentionning it in this thread.

Thank you TD for all the good things you are doing for us!

Juri_JS 07-17-2013 03:21 PM

There is something wrong with the ground attack behaviour of some IL-2 versions. Please look here for a detailed description:
http://forum.1cpublishing.eu/showthr...t=40280&page=4

Tolwyn 07-17-2013 06:50 PM

This is a new issue I think introduced with mulit-throttle control.
I have to categorize it as a bug as well.
I've posted a few times about the same thing with no response.

I always UNSELECT an engine to SELECT the other engines?? I didn't understand your quote at all.

http://forum.1cpublishing.eu/showthr...805#post472805


Quote:

Originally Posted by Aviar (Post 506866)
My advice to you.....never Unselect an engine. Simply Select the engine you want to control. Try that and see if you still have the same issues.

Aviar


FC99 07-18-2013 12:31 PM

Quote:

Originally Posted by idefix44 (Post 506873)
In the attached "eventlog.lst" file created with the 4.12m dedicated server you'll find at [7:52:04 PM] a player connecting with a strange nickname:
[7:52:04 PM] ???.??? has connected
This guy has disconnected at the beginning of the following mission.

In my confs.ini I use this parameter:
filterUserNames=1

"filterUserNames" is intended to prevent exploit when some players were using special characters. In such cases their name was invisible for host and other players, it was not written in log but they could pick the plane and fly.

Naturally, such exploit was used by people who wanted to cause trouble on the server.

In your case player is using unusual name but he is not using special characters and his name is written in log, his name is visible to others and host can kick him if necessary.

As "filterUserNames" is not intended to prevent such players from joining he was able to join the server. So there is no bug here and no mistake in your server setting it is just that this feature works somewhat different than you expected.

IIRC you asked about "TeamScore" too, it doesn't work for dedicated server, we might change that in future patches.


Quote:

Please DT, your behavior about Dedicated Server is like it wasn't your problem.
I host "Ciel-De-Guerre" online since 10/01/2008 and we feel like the poor relation of the community...
I understand that your problems with the server are important to you and when you have to wait for an answer it feels like bad consumer support to you. But from my POV things are quite different.

We are working on Il2 in our free time and for free but we still have to pay our bills and do some more important things in our lives. So in order to do things related to Il2 we have to find free time which is something that is not always possible.

To answer your question I had to set up dedicated server, something that I never had done before so I had to go from the scratch, downloading files ,finding info how to set it up and finally run it successfully and test problematic features. In addition I had to go through the code which I didn't write and find how those things that interest you work. All in all it took me couple of hours to be ready to write you an answer.

I don't expect medal for the work I and other members of DT have done but it should not surprise you that I feel that community should at least refrain from bashing us if the gift is not to their likings.

Fenrir 07-18-2013 06:01 PM

For what it is worth FC99, many of us here understand and appreciate the circumstances that surround any TD update; the sheer amount of unpaid effort and hours that go into any TD release is not lost on me or a large part of the community.

I for one marvel at the additions you fellows have brought to this game, that for many years I thought would never see inclusion in the official Il-2; the fact that you guys have manged so much out of sheer will power, passion and dedication only further increases my admiration. Well done.

For the rest of you in the community - you are entitled to nothing. Remember that.

You pay no money, have no privileged position or favours owed.

What we have recieved for the past two years and what get from here on in comes from the generousity of effectively a bunch of strangers from the internet and is reliant on their passion and dedication. Their motivation - and that is all that keeps them doing this - is fuelled by our support as a community. That motivation can be fragile.

It is a sorry thing to say that often three good words can be undone by one bad. Thusly, it only takes a few mealy mouths to camouflage and sour the grattitude & appreciation felt by the community at large. And on a purely selfish note, I don't want to be robbed of potential Il-2 lifespan by those who don't have the manners to offer critique or report issues politely.

There will be bugs. It is software. It is a given. Get used to it.

We do not need to blow sunshine up the backsides of TD's members, but some bug reporting verges on the accusatory.

I've heard talk of vendettas/conspiracies all through Il-2s long life span and still hear it now. The simple fact of it is your hearsay, 'feelings' and suppositions do not a combat flight simulator make. Hard evidence is required, repeated testing and analysis and - perhaps most important of all - a polite and considered statement or response to issues.

Your passion is admirable, and I share it, but it does not excuse ill-manners.

Reciprocity people; if your statement is accusatory, inflammatory or combatitive can you really expect to find anything but the same in response? The crew of TD are not indebted to you.

This community - and, yes, that means you - keeps Il-2 alive, with it's passion, dedication, breadth of knowledge and willingness to try and make it even better. Don't forget that TD members are fellow members of that community, with one important exception: they got off their butts and pro-actively got invovled at the sharp end to make that ideal into a reality. They share your passion. Don't kick them in the family jewels when they make a percieved ommision or error. Count it against the wealth of new features, the months and years of new longevity they have breathed into Il-2 and put it into perspective. Please.

Rant over.

KG26_Alpha 07-18-2013 07:50 PM

Quote:

Originally Posted by idefix44 (Post 506873)
In the attached "eventlog.lst" file created with the 4.12m dedicated server you'll find at [7:52:04 PM] a player connecting with a strange nickname:
[7:52:04 PM] ???.??? has connected
This guy has disconnected at the beginning of the following mission.

In my confs.ini I use this parameter:
filterUserNames=1

Is it possible to have some answers to the questions about the dedicated server and to enforce the filterUserNames rules ?

Please DT, your behavior about Dedicated Server is like it wasn't your problem.
I host "Ciel-De-Guerre" online since 10/01/2008 and we feel like the poor relation of the community...

Thx by advance.

I see nothing wrong with the name in your server someone with ????? as a name that all and "fliterusername" has already been explained about stopping special characters being used on the server.

Learning how the Dedicated server parameters actually work and what the parameters actually mean would be an asset to server hosts as its always been tricky setting a dedi server up especially with online stats.

Now DT inherited the software glitches that most have found a work around for,
there are 3rd party programs to manage the servers settings, they are nothing to do with your inquiry but I hope the links help in other areas, they are in French :)

http://translate.google.co.uk/transl...3Ftitle%3DFBDj

http://translate.google.co.uk/transl...nglish_Version

ElAurens 07-18-2013 11:28 PM

Great post Fenrir.

S!

Baddington_VA 07-19-2013 01:30 AM

1 Attachment(s)
Quote:

Originally Posted by FC99 (Post 506659)
Post the mission, please.

Here is the mission that was giving reciprocal course headings

Aviar 07-19-2013 03:45 AM

Quote:

Originally Posted by Baddington_VA (Post 506957)
Here is the mission that was giving reciprocal course headings


I ran the mission through the FMB. After takeoff, the flight leader called out a heading of 270, which was correct. Is there a different way you want it tested?

Aviar

Baddington_VA 07-19-2013 07:14 AM

The mission was flown via 'Single missions' when the wrong heading was given.
I'm going to try it again. See if it is a continuing problem.


Tried the begining of the mission a couple of times.
At the take off the heading is 270.
This is followed by just after take off by a 'where the hell are you ? course 060'
even after the next waypoint, the course is not 060.
Unfortunately haven't had time to check if this is happening in other missions.

Had a look in FMB thinking I might be hearing the bombers.
They also turn to head 270.

Aviar 07-19-2013 11:34 PM

Quote:

Originally Posted by Baddington_VA (Post 506964)
The mission was flown via 'Single missions' when the wrong heading was given.
I'm going to try it again. See if it is a continuing problem.


Tried the begining of the mission a couple of times.
At the take off the heading is 270.
This is followed by just after take off by a 'where the hell are you ? course 060'
even after the next waypoint, the course is not 060.
Unfortunately haven't had time to check if this is happening in other missions.

Had a look in FMB thinking I might be hearing the bombers.
They also turn to head 270.

I deleted all the other flights and kept just the Players flight. I played it manually as a Single mission.

I see what you mean. The incorrect calls from the leader come when you 'stray' from the formation and are given a heading to follow. When I fell a little behind after the takeoff, I was given a heading of 060. When I later caught up and actually passed the formation, I was given a heading of 090, although I was still on the correct heading of 270.

I tried the same mission in 4.11.1. I purposely lagged far behind the formation (up to 15+ kilometers) but was never 'scolded' by the flight leader. In 4.12, if I was even slightly off course or not directly in formation, I was told to 'stay on course'.

Aviar

idefix44 07-20-2013 02:10 AM

Strange nickname...
 
Thanks to FC99 and KG26_Alpha.

The problem income when a player connect to the server with a nickname using a cyrillic font.

About the Dedicated Server usage, you can follow the link to have an idea of what we do with:
IL2 DS 4.12m + IL2 SC 2.03 + IL2 DCG 3.47.

http://cieldeguerre.servegame.org/

This is only possible because you given us your time and skill and we try to do our best with the results.

KU_Rigamortis 07-20-2013 10:11 AM

FMB.exe fails to respond after running mission
 
I have a problem with FMB.

I've made a few missions using numerous AI and while the mission runs fine either running from FMB (play) or creating an online server and playing it in that mode. After exiting from the mission IL2FB.EXE crashes.

Is there an upper limit on AI or objects that could be causing the executable to stop responding?


[edit - here is the log]

[2:29:08 PM] Loading mission FBDj/birdfarm2td.mis...
[2:29:08 PM] Load bridges
[2:29:08 PM] Load static objects
[2:29:09 PM] com.maddox.il2.objects.buildings.Plate
[2:29:09 PM] java.lang.ClassCastException: com.maddox.il2.objects.buildings.Plate
[2:29:09 PM] at com.maddox.il2.objects.buildings.HouseManager.<ini t>(HouseManager.java:152)
[2:29:09 PM] at com.maddox.il2.game.Mission.loadHouses(Mission.jav a:1869)
[2:29:09 PM] at com.maddox.il2.game.Mission._load(Mission.java:502 )
[2:29:09 PM] at com.maddox.il2.game.Mission.load(Mission.java:426)
[2:29:09 PM] at com.maddox.il2.game.Mission.load(Mission.java:334)
[2:29:09 PM] at com.maddox.il2.game.Mission.load(Mission.java:321)
[2:29:09 PM] at com.maddox.il2.game.Mission.load(Mission.java:318)
[2:29:09 PM] at com.maddox.il2.game.cmd.CmdMission.exec(CmdMission .java:65)
[2:29:09 PM] at com.maddox.rts.CmdEnv.exec(CmdEnv.java:601)
[2:29:09 PM] at com.maddox.il2.game.DServer.loopApp(DServer.java:1 72)
[2:29:09 PM] at com.maddox.il2.game.Main.exec(Main.java:439)
[2:29:09 PM] at com.maddox.il2.game.DServer.main(DServer.java:436)
[2:29:09 PM] com.maddox.il2.objects.buildings.Plate
[2:29:09 PM] java.lang.ClassCastException: com.maddox.il2.objects.buildings.Plate
[2:29:09 PM] at com.maddox.il2.objects.buildings.HouseManager.<ini t>(HouseManager.java:152)
[2:29:09 PM] at com.maddox.il2.game.Mission.loadHouses(Mission.jav a:1869)
[2:29:09 PM] at com.maddox.il2.game.Mission._load(Mission.java:502 )
[2:29:09 PM] at com.maddox.il2.game.Mission.load(Mission.java:426)
[2:29:09 PM] at com.maddox.il2.game.Mission.load(Mission.java:334)
[2:29:09 PM] at com.maddox.il2.game.Mission.load(Mission.java:321)
[2:29:09 PM] at com.maddox.il2.game.Mission.load(Mission.java:318)
[2:29:09 PM] at com.maddox.il2.game.cmd.CmdMission.exec(CmdMission .java:65)
[2:29:09 PM] at com.maddox.rts.CmdEnv.exec(CmdEnv.java:601)
[2:29:09 PM] at com.maddox.il2.game.DServer.loopApp(DServer.java:1 72)
[2:29:09 PM] at com.maddox.il2.game.Main.exec(Main.java:439)
[2:29:09 PM] at com.maddox.il2.game.DServer.main(DServer.java:436)
[2:29:09 PM] com.maddox.il2.objects.buildings.Plate
[2:29:09 PM] java.lang.ClassCastException: com.maddox.il2.objects.buildings.Plate
[2:29:09 PM] at com.maddox.il2.objects.buildings.HouseManager.<ini t>(HouseManager.java:152)
[2:29:09 PM] at com.maddox.il2.game.Mission.loadHouses(Mission.jav a:1869)
[2:29:09 PM] at com.maddox.il2.game.Mission._load(Mission.java:502 )
[2:29:09 PM] at com.maddox.il2.game.Mission.load(Mission.java:426)
[2:29:09 PM] at com.maddox.il2.game.Mission.load(Mission.java:334)
[2:29:09 PM] at com.maddox.il2.game.Mission.load(Mission.java:321)
[2:29:09 PM] at com.maddox.il2.game.Mission.load(Mission.java:318)
[2:29:09 PM] at com.maddox.il2.game.cmd.CmdMission.exec(CmdMission .java:65)
[2:29:09 PM] at com.maddox.rts.CmdEnv.exec(CmdEnv.java:601)
[2:29:09 PM] at com.maddox.il2.game.DServer.loopApp(DServer.java:1 72)
[2:29:09 PM] at com.maddox.il2.game.Main.exec(Main.java:439)
[2:29:09 PM] at com.maddox.il2.game.DServer.main(DServer.java:436)
[2:29:09 PM] com.maddox.il2.objects.buildings.Plate
[2:29:09 PM] java.lang.ClassCastException: com.maddox.il2.objects.buildings.Plate
[2:29:09 PM] at com.maddox.il2.objects.buildings.HouseManager.<ini t>(HouseManager.java:152)
[2:29:09 PM] at com.maddox.il2.game.Mission.loadHouses(Mission.jav a:1869)
[2:29:09 PM] at com.maddox.il2.game.Mission._load(Mission.java:502 )
[2:29:09 PM] at com.maddox.il2.game.Mission.load(Mission.java:426)
[2:29:09 PM] at com.maddox.il2.game.Mission.load(Mission.java:334)
[2:29:09 PM] at com.maddox.il2.game.Mission.load(Mission.java:321)
[2:29:09 PM] at com.maddox.il2.game.Mission.load(Mission.java:318)
[2:29:09 PM] at com.maddox.il2.game.cmd.CmdMission.exec(CmdMission .java:65)
[2:29:09 PM] at com.maddox.rts.CmdEnv.exec(CmdEnv.java:601)
[2:29:09 PM] at com.maddox.il2.game.DServer.loopApp(DServer.java:1 72)
[2:29:09 PM] at com.maddox.il2.game.Main.exec(Main.java:439)
[2:29:09 PM] at com.maddox.il2.game.DServer.main(DServer.java:436)
[2:29:09 PM] com.maddox.il2.objects.buildings.Plate
[2:29:09 PM] java.lang.ClassCastException: com.maddox.il2.objects.buildings.Plate
[2:29:09 PM] at com.maddox.il2.objects.buildings.HouseManager.<ini t>(HouseManager.java:152)
[2:29:09 PM] at com.maddox.il2.game.Mission.loadHouses(Mission.jav a:1869)
[2:29:09 PM] at com.maddox.il2.game.Mission._load(Mission.java:502 )
[2:29:09 PM] at com.maddox.il2.game.Mission.load(Mission.java:426)
[2:29:09 PM] at com.maddox.il2.game.Mission.load(Mission.java:334)
[2:29:09 PM] at com.maddox.il2.game.Mission.load(Mission.java:321)
[2:29:09 PM] at com.maddox.il2.game.Mission.load(Mission.java:318)
[2:29:09 PM] at com.maddox.il2.game.cmd.CmdMission.exec(CmdMission .java:65)
[2:29:09 PM] at com.maddox.rts.CmdEnv.exec(CmdEnv.java:601)
[2:29:09 PM] at com.maddox.il2.game.DServer.loopApp(DServer.java:1 72)
[2:29:09 PM] at com.maddox.il2.game.Main.exec(Main.java:439)
[2:29:09 PM] at com.maddox.il2.game.DServer.main(DServer.java:436)

-----omitting

[2:29:10 PM] INTERNAL ERROR: Can't open file '3DO/Plane/A6M2-N(ja)/summer/skin1o.tga'
[2:29:10 PM] INTERNAL ERROR: TGA '3DO/Plane/A6M2-N(ja)/summer/skin1o.tga' has unsupported format
[2:29:10 PM] INTERNAL ERROR: Can't open file '3DO/Plane/A6M2-N(ja)/summer/skin1o.tga'
[2:29:10 PM] INTERNAL ERROR: TGA '3DO/Plane/A6M2-N(ja)/summer/skin1o.tga' has unsupported format
[2:29:10 PM] INTERNAL ERROR: Can't open file '3DO/Plane/A6M2-N(ja)/summer/skin1o.tga'
[2:29:10 PM] INTERNAL ERROR: TGA '3DO/Plane/A6M2-N(ja)/summer/skin1o.tga' has unsupported format
[2:29:10 PM] INTERNAL ERROR: Can't open file '3DO/Plane/A6M2-N(ja)/summer/skin1o.tga'
[2:29:10 PM] INTERNAL ERROR: TGA '3DO/Plane/A6M2-N(ja)/summer/skin1o.tga' has unsupported format
[2:29:10 PM] INTERNAL ERROR: Can't open file '3DO/Plane/A6M2-N(ja)/summer/skin1o.tga'
[2:29:10 PM] INTERNAL ERROR: TGA '3DO/Plane/A6M2-N(ja)/summer/skin1o.tga' has unsupported format
[2:29:10 PM] INTERNAL ERROR: Can't open file '3DO/Plane/A6M2-N(ja)/summer/skin1o.tga'
[2:29:10 PM] INTERNAL ERROR: TGA '3DO/Plane/A6M2-N(ja)/summer/skin1o.tga' has unsupported format
[2:29:10 PM] INTERNAL ERROR: Can't open file '3DO/Plane/A6M2-N(ja)/summer/skin1o.tga'
[2:29:10 PM] INTERNAL ERROR: TGA '3DO/Plane/A6M2-N(ja)/summer/skin1o.tga' has unsupported format
[2:29:10 PM] INTERNAL ERROR: Can't open file '3DO/Plane/B5N2(ja)/summer/skin1o.tga'
[2:29:10 PM] INTERNAL ERROR: TGA '3DO/Plane/B5N2(ja)/summer/skin1o.tga' has unsupported format
[2:29:10 PM] INTERNAL ERROR: Can't open file '3DO/Plane/B5N2(ja)/summer/skin1o.tga'
[2:29:10 PM] INTERNAL ERROR: TGA '3DO/Plane/B5N2(ja)/summer/skin1o.tga' has unsupported format
[2:29:10 PM] INTERNAL ERROR: Can't open file '3DO/Plane/B5N2(ja)/summer/skin1o.tga'
[2:29:10 PM] INTERNAL ERROR: TGA '3DO/Plane/B5N2(ja)/summer/skin1o.tga' has unsupported format
[2:29:10 PM] INTERNAL ERROR: Can't open file '3DO/Plane/D3A1(ja)/summer/skin1o.tga'
[2:29:10 PM] INTERNAL ERROR: TGA '3DO/Plane/D3A1(ja)/summer/skin1o.tga' has unsupported format
[2:29:10 PM] INTERNAL ERROR: Can't open file '3DO/Plane/D3A1(ja)/summer/skin1o.tga'
[2:29:10 PM] INTERNAL ERROR: TGA '3DO/Plane/D3A1(ja)/summer/skin1o.tga' has unsupported format
[2:29:10 PM] INTERNAL ERROR: Can't open file '3DO/Plane/D3A1(ja)/summer/skin1o.tga'
[2:29:10 PM] INTERNAL ERROR: TGA '3DO/Plane/D3A1(ja)/summer/skin1o.tga' has unsupported format
[2:29:10 PM] INTERNAL ERROR: Can't open file '3DO/Plane/A6M2-N(ja)/summer/skin1o.tga'
[2:29:10 PM] INTERNAL ERROR: TGA '3DO/Plane/A6M2-N(ja)/summer/skin1o.tga' has unsupported format
[2:29:10 PM] INTERNAL ERROR: Can't open file '3DO/Plane/A6M2-N(ja)/summer/skin1o.tga'
[2:29:10 PM] INTERNAL ERROR: TGA '3DO/Plane/A6M2-N(ja)/summer/skin1o.tga' has unsupported format
[2:29:11 PM] Mission: FBDj/birdfarm2td.mis is Loaded
[2:29:11 PM] 112>[2:29:11 PM] mission BEGIN
[2:29:11 PM] Mission: FBDj/birdfarm2td.mis is Playing
[2:29:11 PM] 113>[2:29:11 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'Flap03_D0'
[2:29:11 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'Flap04_D0'
[2:29:11 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'Flap03_D0'
[2:29:11 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'Flap04_D0'
[2:29:11 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'Flap03_D0'
[2:29:11 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'Flap04_D0'
[2:29:11 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'Flap03_D0'
[2:29:11 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'Flap04_D0'
[2:29:12 PM] null
[2:29:12 PM] java.lang.ArrayIndexOutOfBoundsException
[2:29:12 PM] at com.maddox.il2.ai.air.AirGroup.setCAP(AirGroup.jav a:312)
[2:29:12 PM] at com.maddox.il2.ai.air.AirGroup.update(AirGroup.jav a:1696)
[2:29:12 PM] at com.maddox.il2.ai.War.upgradeGroups(War.java:128)
[2:29:12 PM] at com.maddox.il2.ai.War.interpolateTick(War.java:114 )
[2:29:12 PM] at com.maddox.il2.engine.InterpolateAdapter.msgTimeOu t(InterpolateAdapter.java:157)
[2:29:12 PM] at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOu t.java:73)
[2:29:12 PM] at com.maddox.rts.Message._send(Message.java:1217)
[2:29:12 PM] at com.maddox.rts.Message.sendToObject(Message.java:1 191)
[2:29:12 PM] at com.maddox.rts.Message.sendTo(Message.java:1134)
[2:29:12 PM] at com.maddox.rts.Message.trySend(Message.java:1115)
[2:29:12 PM] at com.maddox.rts.Time.loopMessages(Time.java:252)
[2:29:12 PM] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[2:29:12 PM] at com.maddox.il2.game.DServer.loopApp(DServer.java:1 83)
[2:29:12 PM] at com.maddox.il2.game.Main.exec(Main.java:439)
[2:29:12 PM] at com.maddox.il2.game.DServer.main(DServer.java:436)
[2:29:12 PM] null
[2:29:12 PM] java.lang.ArrayIndexOutOfBoundsException
[2:29:12 PM] at com.maddox.il2.ai.air.AirGroup.setCAP(AirGroup.jav a:312)
[2:29:12 PM] at com.maddox.il2.ai.air.AirGroup.update(AirGroup.jav a:1696)
[2:29:12 PM] at com.maddox.il2.ai.War.upgradeGroups(War.java:128)
[2:29:12 PM] at com.maddox.il2.ai.War.interpolateTick(War.java:114 )
[2:29:12 PM] at com.maddox.il2.engine.InterpolateAdapter.msgTimeOu t(InterpolateAdapter.java:157)
[2:29:12 PM] at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOu t.java:73)
[2:29:12 PM] at com.maddox.rts.Message._send(Message.java:1217)
[2:29:12 PM] at com.maddox.rts.Message.sendToObject(Message.java:1 191)
[2:29:12 PM] at com.maddox.rts.Message.sendTo(Message.java:1134)
[2:29:12 PM] at com.maddox.rts.Message.trySend(Message.java:1115)
[2:29:12 PM] at com.maddox.rts.Time.loopMessages(Time.java:252)
[2:29:12 PM] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[2:29:12 PM] at com.maddox.il2.game.DServer.loopApp(DServer.java:1 83)
[2:29:12 PM] at com.maddox.il2.game.Main.exec(Main.java:439)
[2:29:12 PM] at com.maddox.il2.game.DServer.main(DServer.java:436)

S!

Volksfürsorge 07-20-2013 03:39 PM

Object "Baumreihe (treeline)" only shows when Forest=2, invisible when =3.

Aviar 07-20-2013 07:26 PM

Quote:

Originally Posted by Volksfürsorge (Post 507011)
Object "Baumreihe (treeline)" only shows when Forest=2, invisible when =3.

This has been an issue for many years...even when Oleg was still around.

Aviar

ottc 07-20-2013 10:39 PM

Arresting wires bug on moving CV´s
 
1 Attachment(s)
First of all, I would like to thank Team Daidalos and all the original IL-2 development team for the awesome work on this sim during all these years. However, there is a bug with the moving CV´s.

In 'dogfight' type missions (I have not tested other mission types), the arresting wires on some moving allied aircraft carriers (CVE55, CVE71, CVE84 and Illustrious) do not work . The aircraft arresting hooks (human or AI) pass right through the wires without effect. On the other moving allied carriers only some of the arresting wires work:
US CV generic, CV2, CV3: only the 8th arresting wire (counting from the stern).
CV9 and CV11: only the 12th arresting wire (counting from the stern).

As mentioned above, this problem affects only the moving allied CV´s ('ships' objects in the FMB). The arresting wires on all the static allied CV´s ('stationary ships' in the FMB) seem to work fine. The arresting wires on all japanese CV´s (moving and stationary) seem to work fine too.

This problem was already present on version 4.11, but has been carried over to 4.12.

I have attached a dogfight mission where AI aircraft try to land on moving CV´s to show the problem.

Best Regards

ottc

Wolkenbeisser 07-21-2013 12:12 PM

The New bomloadout of p-51's ist selectable in dogfight Missions, Even if the missionbuilder defines only "Standard" as possible loadout for p-51's.

FC99 07-21-2013 04:12 PM

Quote:

Originally Posted by Blackjack (Post 506848)
Create a quick mission with maximum number of airplanes, preferably ones that will drop flaps while turn and burning (some bf109 and or yaks will do), now enable autopilot for one second, after disabling it , drop flaps 1 notch (combat), try not to get shot , simply fly some manoeuvres around all the AI and let them fight.
At some point you will notice that your plane will probably yank around (while pulling a constant turn) and/or you flaps will retract automagically (no , not f4f style:cool:), one time in the campaign my flaps retracted while landing , very funny:grin:
I suspect some commands override your own control , this happens only if there are many AI , or the effect is more pronounced / more frequent, it maybe happen synchronously while another plane retracts flaps, but I couldn't be exactly sure watching the tracks.
This also happens when using the black screen skip autopilot 1 time in campaign with many AI planes in the mission as it uses autopilot and time compression.

Now this is a funny one :) i tried it and it really happens. Can you do me a favor and test what happens if you fly with gears down instead of flaps down?

Quote:

Originally Posted by Baddington_VA (Post 506964)
The mission was flown via 'Single missions' when the wrong heading was given.

Aviar correctly identified the problem. AI gives heading on waypoints correctly but when you stray away from the flight AI leader warns you and gives reciprocal heading. Code for this is ancient and there is no any comments with explanations why they done it that way. I guess that calling real altitude and heading would be the best.

Quote:

Originally Posted by KU_Rigamortis (Post 507004)
I have a problem with FMB.

I've made a few missions using numerous AI and while the mission runs fine either running from FMB (play) or creating an online server and playing it in that mode. After exiting from the mission IL2FB.EXE crashes.

Post the mission please.

Quote:

Originally Posted by 76.IAP-Blackbird (Post 506733)
Now the Vals, the carrier plane of this mixed flight. Had serious problems to keep the gear on the deck of the carriers after landing, they all start to roll of the deck to the right side and explode. Just slip to the right.

There is a bug with the Val, havent tested it with other planes but I would like to share it with you guys.

Maybe leave the "choks" activated after landing or dont let the planes slip from the deck?!

This is old thing, I tried it in 4.05 and the behavior is the same. I'll see what can be done about it.

wheelsup_cavu 07-21-2013 10:12 PM

Quote:

Originally Posted by 76.IAP-Blackbird (Post 506733)
Guys, I have found a bug by casual testing the QMB.

I have set a 4 x 4 planes on my side, some Vals, Zeros, Ki-21 and some more Vals with the mission to attack something above the waves. The initial attack was absolutly bugfree, but after I have ordered the whole bunch of planes to return to base. The wired things started.

The Zeros were landbased types and the Ki-21 was never planed to be carrier capable. So they start to land their bellys on the deck of the japanese carriers that were floating around.

The Zeros had no problem to land without the Tailhook, all was fine and they disapeared as they should.

The Ki-21 landed also save on the decks and disapeared, only one broke his neck as the plane hit the deck a bit harder than the others did. But also the result was satisfing.

Now the Vals, the carrier plane of this mixed flight. Had serious problems to keep the gear on the deck of the carriers after landing, they all start to roll of the deck to the right side and explode. Just slip to the right.

There is a bug with the Val, havent tested it with other planes but I would like to share it with you guys.

Maybe leave the "choks" activated after landing or dont let the planes slip from the deck?!

Quote:

Originally Posted by FC99 (Post 507071)

This is old thing, I tried it in 4.05 and the behavior is the same. I'll see what can be done about it.

When Pacific Fighters (v3.0) was released the planes landed on the deck and locked the chocks and then folded their wings before despawning. I never understood why they removed that feature with one of the subsequent patches. I recently installed Pacific Fighters again and did not add any of the patches to confirm this was correct.

If you do change the routine, if it is at all possible, I would like to see you have the planes pull forward before locking their chocks far enough to allow another plane or planes to land while there are some planes that are still on the deck. As it is now it takes forever for multiple planes to land and despawn.


Wheels

Rodwonder 07-22-2013 05:40 PM

Has anyone else noticed that whole AI flights are ramming into each other on the way to missions? I think I've seen a post on this not long ago but search didn't bring it up.

Wolkenbeisser 07-22-2013 06:10 PM

Quote:

Originally Posted by Wolkenbeisser (Post 507061)
The New bomloadout of p-51's ist selectable in dogfight Missions, Even if the missionbuilder defines only "Standard" as possible loadout for p-51's.

I forgot to add: it destroys the balancing of Dozens of my Missions i made for my squadron. So, for me it's Not just Peanuts. i Need to correct all the Missions Affekted now :mad:

Hope this will be corrected with 4.12.1m :wink:

II/JG54_Emil 07-23-2013 09:23 AM

Has Daidalos Team taken note of?:
Quote:

Originally Posted by II/JG54_Emil (Post 505839)
Typ VIIC surfaced, Type VIIB surfaced and TypIX surfaced U-Boots/submarines don´t fire torpedos.

This important be functional for missions and SEOW campaigns.

FC99 07-24-2013 01:42 PM

Quote:

Originally Posted by II/JG54_Emil (Post 507152)
Has Daidalos Team taken note of?:


This important be functional for missions and SEOW campaigns.

Is there are any of the surfaced submarines that fires them?

II/JG54_Emil 07-24-2013 02:05 PM

Quote:

Originally Posted by FC99 (Post 507206)
Is there are any of the surfaced submarines that fires them?

All surfaced subs fire torpedos, apart from those 3 named above.
This was also part of their tactics, to attack convoys when surfaced.

Art-J 07-24-2013 02:48 PM

Uh, a bit late to the party, just discovered the 4.12 today! Anyway, patch installed, testing continues, love it so far, one thing bothers me though - when starting an ordinary, non-dedicated server, I can also see non-flyable planes on the list of the ones to chose from. Obviously, when I click them and choose "fly", the game puts me somewhere on the map, sitting in the middle of "nothing". Not a big deal when you remember exactly which planes are flyable and which are not, but with soooo many of them, I kinda lost the track of it. Thus, the questions are:

a) Is the issue related to 4.12, or maybe there was something wrong with my stock 4.11 backup copy I used to get to the newest version today?

b) is there any easy "edit-with-notepad" way to clean up the multiplayer plane list and put only the flyable ones on it?

JtD 07-24-2013 04:00 PM

You can use the AI planes from external if you fly a "normal" plane first. The changed list is essentially a feature of 4.11.

76.IAP-Blackbird 07-24-2013 04:44 PM

@FC99

Thanks for reply :wink:

FC99 07-24-2013 04:58 PM

Quote:

Originally Posted by II/JG54_Emil (Post 507212)
All surfaced subs fire torpedos, apart from those 3 named above.
This was also part of their tactics, to attack convoys when surfaced.

Please, post the mission where one of the surfaced submarines fire torpedoes.

Blackjack 07-24-2013 08:25 PM

Quote:

Originally Posted by FC99 (Post 507071)
Now this is a funny one :) i tried it and it really happens. Can you do me a favor and test what happens if you fly with gears down instead of flaps down?

gears stay down, no other effects , playing with the FMB and creating a mission with 64 BF109E4 vs 64 MIG3, elevator, rudder and aileron input was modified during flight while using almost constant input, it now seems its the beginning of the fight that matters , there the input is overridden sometimes, but much later when a group calls out the contacts again , or something in the general fighting changes it is triggered again , cant say if its the "AI" of the own plane that has to get away from the fight and return to "react" again.

UPDATE: I thought it had something to do with AI calling out bandits , but it also works when flying 1:1 in QMB, it just happens at the same time your wingmen would call out bandits, now Im stumped even more...

Lagarto 07-25-2013 04:21 PM

Seems like the AI is still hapless when caught in the landing pattern. Last night, while flying a DGen mission, I encountered a few enemy AI over their own airfield and shot them down one by one, which took a couple of minutes. No counteraction whatsoever during that time.

Pursuivant 07-25-2013 10:49 PM

Quote:

Originally Posted by Lagarto (Post 507295)
Seems like the AI is still hapless when caught in the landing pattern. Last night, while flying a DGen mission, I encountered a few enemy AI over their own airfield and shot them down one by one, which took a couple of minutes. No counteraction whatsoever during that time.

This a very old bug and really spoils QMB missions where pre-generated flight plans are quite short.

I thought it had been fixed in 4.12, but I guess not. It seems like a very simple AI fix. If attacked in landing pattern, abort landing pattern unless you're on final approach and your gears are down. Resume previous formation and fight until no more enemy are near. Resume landing pattern.

Jami 07-26-2013 08:02 PM

Many thanks to TD for this excellent patch.

The feature I have in mind is actually not a bug, but I think/hope that it would be possible to include it in the fix patch 4.12.1.

The problem is the red color of the speed bar info on the screen. This is very annoying for the color blind people and specially for those who can't see the difference between red and green. This causes inconvenience mostly when landing. If the speed bar color would be white or could somehow be changed by the user it would help a lot. It is not necessery to create a new switch for it in GUI, just line in conf.ini would be good enough (if possible).

I know that there has been mod(s) for this, but I'd like to have this feature in the stock version as well.

- Jami

Gumpy 07-27-2013 11:36 PM

Two bugs to report at least I think they are #1 the nasty tendency of auto piloted aircraft to throw their wings up into the vertical at random times then return to normal flight,I do not see normal AI aircraft executing this maneuver. http://i697.photobucket.com/albums/v...psb4edfca0.jpg #2 I'm seeing random flashes of light in the external view,almost like flash bulbs going off I don't know whether this has something to do with the new effects or not but,Ive never seen this in previous patch versions. http://i697.photobucket.com/albums/v...psfde0f2e0.jpg

CzechTexan 07-28-2013 12:01 AM

4 Wood Fence Objects are all the same?
I was just browsing objects and noticed the old brown wood fence has four types of fences (long and short) that are all the same.
Is it just me or is anyone else seeing this?

Aviar 07-28-2013 01:07 AM

Quote:

Originally Posted by CzechTexan (Post 507410)
4 Wood Fence Objects are all the same?
I was just browsing objects and noticed the old brown wood fence has four types of fences (long and short) that are all the same.
Is it just me or is anyone else seeing this?


They are all different. 162 Fence Long and 164 Fence Short will conform to the angle of the terrain that they are placed on. The other two will look funny if you, for instance, place them on a hilly area.

166 Germany Country Fence does the same thing.

Aviar

Aviar 07-28-2013 07:38 AM

1 Attachment(s)
In the Formation options, the correct spelling is 'Line Astern', not 'Line Astearn'.

Aviar

IceFire 07-28-2013 01:44 PM

Quote:

Originally Posted by Gumpy (Post 507409)
Two bugs to report at least I think they are #1 the nasty tendency of auto piloted aircraft to throw their wings up into the vertical at random times then return to normal flight,I do not see normal AI aircraft executing this maneuver. http://i697.photobucket.com/albums/v...psb4edfca0.jpg #2 I'm seeing random flashes of light in the external view,almost like flash bulbs going off I don't know whether this has something to do with the new effects or not but,Ive never seen this in previous patch versions. http://i697.photobucket.com/albums/v...psfde0f2e0.jpg

The wing "throwing" thing is them rolling to check their six and other areas hidden. It's perhaps a bit overstated by the AI but not an unusual sight in WWII. As the AI now have to deal with the sight lines of the cockpit just like human players they can now be surprised by a bounce that they couldn't see and thus this allows them to check.

ElAurens 07-28-2013 01:56 PM

I doubt you would have any aircraft fllying in formation doing 90 degree snap rolls to check six in real life.

As per usual, the AI continue their cheating ways, doing things no human pilot would or could do, all the while maintaining perfect trim under all conditions.

At least we do have an answer to a burning question no one ever asked, "What would a totally autonomous Skynet drone Bf 109 fly like"?

:-P

Lagarto 07-28-2013 04:27 PM

I'm not sure if there's much difference between AI-controlled plane and autopilot-controlled plane but all autopilot-controlled planes lower flaps at speeds which normally make the flaps jam. It's easy to check - break autopilot when entering dogfight, the flaps are usually down and they get stuck solid (very irritating when you've been flying 10 minutes on autopilot and time compression to speed up the mission). Spitfires even lower half-flaps, which is something historically bogus and impossible - the Spitfire flaps had two positions: up or down.

Pursuivant 07-29-2013 10:14 AM

Quote:

Originally Posted by ElAurens (Post 507429)
I doubt you would have any aircraft fllying in formation doing 90 degree snap rolls to check six in real life.

+1

Although rolling, banking and turning is very realistic for a veteran pilot flying solo in a combat zone, it's not so realistic for planes flying in formation.

In formation, it was more typical for each pilot to be assigned a particular part of the sky to watch, or for the formation to slightly change direction at random intervals, or flying a weaving pattern, to check to below or to the rear.

In some cases, one plane was assigned to be a "weaver" or "tail end Charlie." The weaver flew slightly behind the formation and flew a weaving and banking pattern to check below and behind. The problem with this was that the "weaver" burned more fuel than the other planes in the flight, which could be a problem on long missions. He was also more vulnerable to attack than other planes in the formation.

When fighters flew close escort missions, they would often let the bomber gunners be their "eyes" to the rear and below. Alternately, they'd just break into combat pairs and randomly weave along their assigned course, both to check the sky and to help match speed with the slower bombers.

So, it would be more realistic to disable rolls and banks for planes in formation.

And, if TD wanted to do even more AI work, it would also be cool if they could implement some or all of these options.

1) Formations where each plane was detailed to watch a particular sector (and commands to make a plane in your formation watch a particular sector especially closely).

2) Formations where the formation weaves either randomly or at set intervals while maintaining a particular course. (And commands to tell your formation or a particular element of your formation to do this, or to stop doing it.)

3) Formations where the last plane in the flight acts as a "weaver", acting as described above to check below and to the rear of the formation. (And commands to tell one or more planes in your formation to drop back and weave, or to stop doing so.)

4) Commands to tell your formation (or parts of it) to orbit either a location on the ground or another formation of planes.

5) Commands to tell certain planes to take station ahead, behind, above, below or to the side of another formation of planes.

Commands 4 & 5, combined with an order to weave could allow the player to assign a "tail end charlie" when the default formation doesn't allow it, or could be used to arrange close escort fighters around a bomber formation.

nic727 07-29-2013 05:44 PM

What is the smoke thing that you remove for old version?

JtD 07-29-2013 06:56 PM

Smoke objects that mission builders liked to use for steam locomotives.

Juri_JS 07-29-2013 07:05 PM

Here is something that wasn't fixed in 4.12.1.
A6M5c and A6M7 equipped with Type3 air-to-air rockets don't attack other planes.

JtD 07-29-2013 07:45 PM

Quote:

Originally Posted by Treetop64 (Post 507486)
"Static soldiers no longer explode. "

Lolwut?!

Never noticed that!

Came with 4.12, and only effected some. Probably the drunk ones.

Treetop64 07-29-2013 08:36 PM

Quote:

Originally Posted by JtD (Post 507492)
Came with 4.12, and only effected some. Probably the drunk ones.

Vodka is flammable, after all...

http://www.mission4today.com/images/.../icon_jook.gif

Tolwyn 07-29-2013 09:36 PM

Woah, what was the loiter command change and why was it reverted?
I noticed for the first time the darn command worked!!

benson 07-29-2013 10:02 PM

So sadly no fix this time for the taxi/land problem.

Aviar 07-29-2013 10:49 PM

Quote:

Originally Posted by benson (Post 507501)
So sadly no fix this time for the taxi/land problem.

I just tested it and it looks like they fixed it.

Aviar

MicroWave 07-29-2013 11:08 PM

Quote:

Originally Posted by Aviar (Post 507505)
I just tested it and it looks like they fixed it.

Aviar

Yes. This should apply to that problem too:
· Fixed skipped WP after Taxi to takeoff.

Tolwyn 07-30-2013 12:25 AM

[REL] 4.12.1 Debugging
 
Oops. Duplicate post. See below. That and I sounded a bit like an ass in this post. Didn't mean to. ;)
See Loiter Command directly below. ;)

http://forum.1cpublishing.eu/showpos...&postcount=284

Tolwyn 07-30-2013 12:26 AM

Loiter command does nothing now with 4.12.1. Worked correctly in 4.12. Now just kinda useless again.

Treetop64 07-30-2013 01:50 AM

The purpose of the loiter command is to make your selected subordinate flight loiter at the location where you give the command.

ElAurens 07-30-2013 01:52 AM

Should the version number on the splash screen be 4.12.1?

Mine is not, and i have downloaded it twice from the link on page one.

IceFire 07-30-2013 02:11 AM

Quote:

Originally Posted by ElAurens (Post 507520)
Should the version number on the splash screen be 4.12.1?

Mine is not, and i have downloaded it twice from the link on page one.

Mine says 4.12.1m... Double check your extraction location?

ElAurens 07-30-2013 02:16 AM

I've done it three times now, no go.

It starts to extract then the window closes.

I'm at a loss.

ElAurens 07-30-2013 02:22 AM

Huh, the fourth time it worked.

I do not understand, but at this point I guess I do not have to.

Freaking computers...

IceFire 07-30-2013 02:44 AM

Quote:

Originally Posted by ElAurens (Post 507523)
Huh, the fourth time it worked.

I do not understand, but at this point I guess I do not have to.

Freaking computers...

You must emit some sort of nullifying field that cause computers to go haywire :)

Can you play my campaign missions now?

ElAurens 07-30-2013 04:34 AM

I have not tried them again.

Will give it another go here soon.

Juri_JS 07-30-2013 06:07 AM

A6M5c and A6M7 equipped with Type3 air-to-air rockets don't attack other planes.

RealDarko 07-30-2013 06:13 AM

Any pic of the "coastal steamer"??

Tuphlandng 07-30-2013 07:44 AM

http://yadi.sk/d/wlu2Luas7L23q Il2_412_1_INT.exe????
When I select that link it is all in Russian
Why is it asking me to install Yandex.Disk

What does this Mean
>>>"Il2_412_1_INT.exe" will be available from any computer or smartphone connected to the internet.<<<

Juri_JS 07-30-2013 07:53 AM

Patch 4.12.1 is also available at Axis&Allies Paintworks:
http://www.axis-and-allies-paintwork...d.php?view.778

Pershing 07-30-2013 10:11 AM

Quote:

Originally Posted by RealDarko (Post 507540)
Any pic of the "coastal steamer"??

+1

Has it any weapon?

KG26_Alpha 07-30-2013 10:39 AM

Threads merged and re-opened to keep some continuity on 4.12 bugs and fixes, and 4.12.1 bugs.

BravoFxTrt 07-30-2013 05:03 PM

Coastal Steamer

http://imageshack.us/a/img21/362/nz3h.jpg

Tolwyn 07-30-2013 07:11 PM

Quote:

Originally Posted by Treetop64 (Post 507519)
The purpose of the loiter command is to make your selected subordinate flight loiter at the location where you give the command.

I can't get my 2, 3, and 4 to loiter at all.

Is this ONLY for other FLIGHTS (1, 2, 3, and 4 ?)

Otherwise, it does not work.

IceFire 07-30-2013 09:27 PM

GREAT to have the coastal steamer. Was definitely in need of some new ship targets... been using the same two transport ships for the last 10 years :)


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