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

Juri_JS 08-02-2013 10:38 AM

Quote:

Originally Posted by FC99 (Post 507719)
There is no new evasive maneuvers for bombers.

Maybe I am wrong, but I can't remember seeing these strange maneuvers in 4.11.


EDIT - I just tested the heavy bomber behaviour in 4.11.1 and noticed the same problems, so it is an old issue. Nonetheless I think TD should try to fix these unrealistic maneuvers. A number of times I have seen collisions between bombers because of this behaviour.

Vendigo 08-02-2013 01:06 PM

While trying out the new “taxiing” feature I have come up with an annoying bug which can be seen even in the demo mission “AI Taxiing” made by DT and included to 4.12.
In that mission you just roll out of the hangar and taxi all the way along the yellow line to the intended take off position where you take off, retract flaps and gear and then turn the autopilot on – and the autopilot will ignore the flight waypoints, it always flies back to the field where it starts flying in circles at almost zero altitude as the player’s aircraft appears still attached to taxi waypoints.
I would appreciate any comments about such AI behavior, thank you!

Stig1207 08-02-2013 03:05 PM

Quote:

Originally Posted by Volksfürsorge (Post 507672)
OK. But the response "Roger" from wingman was not in 4.11. Thanks.

Just tested two missions in QMB 4.11 and both times I got the response "roger" from the wingman when I spotted the enemy aircraft and pressed F4, I had never noticed that before.

There is a difference though, in 4.12 your AI wingman immedaitely engage. In 4.11 they stay in formation and only engage if you order them to via comms (eg. tab + 2 +3).

Volksfürsorge 08-02-2013 03:28 PM

Quote:

Originally Posted by Stig1207 (Post 507739)
Just tested two missions in QMB 4.11 and both times I got the response "roger" from the wingman when I spotted the enemy aircraft and pressed F4, I had never noticed that before.

There is a difference though, in 4.12 your AI wingman immedaitely engage. In 4.11 they stay in formation and only engage if you order them to via comms (eg. tab + 2 +3).

It`s TD. They are trying to do the best for this sim.

Stig1207 08-02-2013 05:42 PM

Quote:

Originally Posted by Volksfürsorge (Post 507744)
It`s TD. They are trying to do the best for this sim.

+1

II/JG54_Emil 08-02-2013 06:52 PM

Quote:

Originally Posted by FC99 (Post 507221)
Please, post the miss on where one of the surfaced submarines fire torpedoes.

Looks like all ask subs with the ending _surf(see mission file) can't launch torpedos.
Shuka and TypII are launching torpedoes.
All others dont.

Here is the mission:
Code:

[MAIN]
  MAP NetIslands/load.ini
  TIME 12.0
  CloudType 0
  CloudHeight 1000.0
  army 1
  playerNum 0
[SEASON]
  Year 1940
  Month 6
  Day 15
[WEATHER]
  WindDirection 0.0
  WindSpeed 0.0
  Gust 0
  Turbulence 0
[MDS]
  MDS_Radar_SetRadarToAdvanceMode 0
  MDS_Radar_RefreshInterval 0
  MDS_Radar_DisableVectoring 0
  MDS_Radar_EnableTowerCommunications 1
  MDS_Radar_ShipsAsRadar 0
  MDS_Radar_ShipRadar_MaxRange 100
  MDS_Radar_ShipRadar_MinHeight 100
  MDS_Radar_ShipRadar_MaxHeight 5000
  MDS_Radar_ShipSmallRadar_MaxRange 25
  MDS_Radar_ShipSmallRadar_MinHeight 0
  MDS_Radar_ShipSmallRadar_MaxHeight 2000
  MDS_Radar_ScoutsAsRadar 0
  MDS_Radar_ScoutRadar_MaxRange 2
  MDS_Radar_ScoutRadar_DeltaHeight 1500
  MDS_Radar_HideUnpopulatedAirstripsFromMinimap 0
  MDS_Radar_ScoutGroundObjects_Alpha 5
  MDS_Radar_ScoutCompleteRecon 0
  MDS_Misc_DisableAIRadioChatter 0
  MDS_Misc_DespawnAIPlanesAfterLanding 1
  MDS_Misc_HidePlayersCountOnHomeBase 0
  MDS_Misc_BombsCat1_CratersVisibilityMultiplier 1.0
  MDS_Misc_BombsCat2_CratersVisibilityMultiplier 1.0
  MDS_Misc_BombsCat3_CratersVisibilityMultiplier 1.0
[RespawnTime]
  Bigship 1800
  Ship 1800
  Aeroanchored 1800
  Artillery 1800
  Searchlight 1800
[Chiefs]
  0_Chief Ships.Shuka 1 0 2 1.0
  1_Chief Ships.USSGreenlingSS213_Srf 1 0 2 1.0
  2_Chief Ships.USSGatoSS212_Srf 1 0 2 1.0
  3_Chief Ships.Submarine 1 0 2 1.0
  4_Chief Ships.SubTypeVIIC_Srf 1 0 2 1.0
  5_Chief Ships.SubTypeVIIB_Srf 1 0 2 1.0
  6_Chief Ships.SubTypeIXB_Srf 1 0 2 1.0
[0_Chief_Road]
  21989.58 30000.13 120.00 0 2 1.1111111640930176
  21999.95 30000.04 120.00
[1_Chief_Road]
  21978.43 29970.67 120.00 0 2 4.1666669845581055
  21999.81 29970.66 120.00
[2_Chief_Road]
  21972.17 29901.56 120.00 0 2 5.208749771118164
  21998.97 29901.98 120.00
[3_Chief_Road]
  21969.65 29844.98 120.00 0 2 4.1666669845581055
  21998.97 29845.40 120.00
[4_Chief_Road]
  21962.11 29801.83 120.00 0 2 3.8888890743255615
  21999.39 29799.74 120.00
[5_Chief_Road]
  21962.95 29758.68 120.00 0 2 4.372777938842773
  21999.81 29756.17 120.00
[6_Chief_Road]
  21959.59 29699.61 120.00 0 2 4.115555763244629
  21999.81 29699.19 120.00
[NStationary]
  2_Static ships.Ship$RwyCon 2 22402.62 29838.82 630.00 0.0 0 2 1.0
  0_Static ships.Ship$RwyCon 2 22400.84 29997.42 630.00 0.0 0 2 1.0
  1_Static ships.Ship$RwyCon 2 22399.59 29904.70 630.00 0.0 0 2 1.0
  3_Static ships.Ship$RwyCon 2 22401.44 29795.43 630.00 0.0 0 2 1.0
  4_Static ships.Ship$RwyCon 2 22399.59 29749.14 630.00 0.0 0 2 1.0
  5_Static ships.Ship$RwyCon 2 22397.74 29704.69 630.00 0.0 0 2 1.0
  6_Static ships.Ship$RwyCon 2 22398.83 29975.25 630.00 0.0 0 2 1.0
[Buildings]
[StaticCamera]
  21892 29848 5 0
[Bridge]
[House]


Monty_Thrud 08-03-2013 10:16 AM

Main bug for me so far is the take off bug...

In a mission i built on the Burma map at Imphal airfield, 3 flights of 4 Blenheims in Line take off formation, bombing supply dumps, of the 12 A/C between 2 to 4 A/C crash just after take off, engine speed drops whilst climbing and plummets into the ground, sometimes they recover, most times they don't. I've tried different skill levels of the pilots from average to veteran, no difference.

Also Paired take off of the escorting Hurricanes sometimes (but much less often) 1 or two will crash into ground or each other.

This is common with most of the A/C i've tried and on different maps.

Also, on occasion i find some fighters whilst in a dogfight will fire at nothing at all.

Thanks for your continuing support of these forgotten aircraft.

chn6 08-04-2013 03:40 AM

Ntrk BUG:

can't Manual View Control:

http://bbs.dof.cn/uploads/monthly_08...1375587623.jpg

Baddington_VA 08-04-2013 08:14 PM

Quote:

Originally Posted by KU_Rigamortis (Post 507718)
I doubt this is a bug, probably my lack of knowledge regarding FMB.

- Online dogfight mission.
- Solomon's map

- I created 3 home bases at Henderson, fighter 1, and fighter 2. Each base has a combination of AI taxiing to take off combined with static planes available for players to fly.

- The radius of each base does not overlap another.
- There are static aircraft at each field that cover every player spawnable aircraft, even for planes that are not available at those fields.

So here is the issue. I spawn a P40B at Henderson. It spawns in at the location of a static aircraft as anticipated. I take off and fly to fighter 1 airfield and land. That airfield has static P-40B aircraft, and can also spawn unlimited P-40B aircraft. However, if I hit refly and choose a different aircraft to fly' the P-40B that I just landed is still sitting on the runway where I despawned.

I also replicated this on the Marianas map. The home base options to "use stationary planes" and "return static aircraft to original position" properties are checked.

In the FMB, select the homebase and check if you have ticked the box for returning aircraft to original spawning position after landing.

KU_Rigamortis 08-05-2013 07:15 AM

yes, it is checked. I eliminated the problem by making 1 home base cover all 3 fields at Henderson. I still find it odd that a player AC launched from Henderson and landed at Fighter 1 would remain parked on the runway at the despawn point; but my workaround suffices.


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