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-   IL-2 Sturmovik: Cliffs of Dover (http://forum.fulqrumpublishing.com/forumdisplay.php?f=189)
-   -   BETA PATCH v.1.08.18956 - Bug thread (http://forum.fulqrumpublishing.com/showthread.php?t=33612)

Redroach 08-04-2012 12:28 PM

Quote:

Originally Posted by pupo162 (Post 451312)
you are correct, but the shake.shake from engien damaage is sahred with cannon shake. so i also loose that. usually when i get engine damage and the shake makes the stick unlfyable i disconnect the power chord. but thanks for the sugestion!

Ahh, the good ol' power chord! Used to great effect by Angus Young!

Besides that, I have the feeling that the Prop pitch automatic on the Me-109 E-4/b (not E-4 B) seems to be somewhat broken. When climbing to medium altitudes (5000m in my case) the PP-A gets stuck at 8:30, making reaching even that altitude and staying there somewhat hard and 'fishy'...

Buchon 08-04-2012 12:34 PM

Quote:

Originally Posted by GF_Mastiff (Post 451226)
launcher crash everytime I play now..

I have reaplyed Netfix, DX rebooted and still launcher now.

would like to send but your system uplaod will not take winzip, or rar..

.zip will work, right click over the document and send to :arrow: compressed (zipped) folder.

mazex 08-04-2012 12:53 PM

Get this in the log - don't know if it is new:

------------ BEGIN log session -------------
$core/3do/SFX/Trail/Ship/WakeS.eff Reloaded
$core/3do/SFX/Trail/Ship/Wakeboat.eff Reloaded
$core/3do/SFX/Trail/Ship/Wake.eff Reloaded
$core/3do/SFX/Trail/Ship/WakeboatS.eff Reloaded
$core/3do/SFX/Trail/Ship/SideWave.eff Reloaded
$core/3do/SFX/Trail/Tank/Wave.eff Reloaded
0 effect actors reloaded
Loading mission ...
Load landscape...
Load bridges
LongBridge: wrong width. (3)
Load static objects...
Server: mazex will fly for the Red forces.
Mission loaded. time = 24.765
Battle starting...Server: Battle begins!
ok
4>fps SHOW
5>fps START
$core/3do/SFX/Trail/Ship/WakeS.eff Reloaded
$core/3do/SFX/Trail/Ship/WakeboatS.eff Reloaded
$core/3do/SFX/Trail/Ship/Wake.eff Reloaded
$core/3do/SFX/Trail/Ship/Wakeboat.eff Reloaded
$core/3do/SFX/Trail/Ship/SideWave.eff Reloaded
$core/3do/SFX/Trail/Tank/Wave.eff Reloaded
ERROR fobj: NONAME of class maddox.core.EffCord NOT Reloaded
ERROR fobj: NONAME of class maddox.core.EffCord NOT Reloaded
ERROR fobj: NONAME of class maddox.core.EffCord NOT Reloaded
ERROR fobj: NONAME of class maddox.core.EffCord NOT Reloaded
ERROR fobj: NONAME of class maddox.core.EffCord NOT Reloaded
ERROR fobj: NONAME of class maddox.core.EffCord NOT Reloaded
ERROR fobj: NONAME of class maddox.core.EffCord NOT Reloaded
ERROR fobj: NONAME of class maddox.core.EffCord NOT Reloaded
ERROR fobj: NONAME of class maddox.core.EffCord NOT Reloaded
ERROR fobj: NONAME of class maddox.core.EffCord NOT Reloaded
ERROR fobj: NONAME of class maddox.core.EffCord NOT Reloaded
ERROR fobj: NONAME of class maddox.core.EffCord NOT Reloaded
ERROR fobj: NONAME of class maddox.core.EffCord NOT Reloaded
ERROR fobj: NONAME of class maddox.core.EffCord NOT Reloaded
ERROR fobj: NONAME of class maddox.core.EffCord NOT Reloaded
ERROR fobj: NONAME of class maddox.core.EffCord NOT Reloaded
ERROR fobj: NONAME of class maddox.core.EffCord NOT Reloaded
ERROR fobj: NONAME of class maddox.core.EffCord NOT Reloaded
ERROR fobj: NONAME of class maddox.core.EffCord NOT Reloaded
ERROR fobj: NONAME of class maddox.core.EffCord NOT Reloaded
ERROR fobj: NONAME of class maddox.core.EffCord NOT Reloaded
ERROR fobj: NONAME of class maddox.core.EffCord NOT Reloaded
ERROR fobj: NONAME of class maddox.core.EffCord NOT Reloaded
ERROR fobj: NONAME of class maddox.core.EffCord NOT Reloaded
477 effect actors reloaded
Server: The battle ends.

Game seems to work fine though ;)

E.F.Hartmann 08-04-2012 01:57 PM

The game seems more stable I noticed the problem trees are not resolved all day. To see the rest with the other tests.

PotNoodles 08-04-2012 02:10 PM

I have to say it's the building rendering that I find horrible. Faceless buildings until you fly over them looks terrible. To be honest I think the houses ruin it full stop because they don't look as though they are part of the landscape. Maybe if there was a small path around the houses instead of them just been stuck on top of the grass they would look better. Many house are to near to the coast line and it looks unrealistic..I mean, how would you get home insurance on them :)

Blackdog_kt 08-04-2012 02:21 PM

Quote:

Originally Posted by 28_Condor (Post 451245)
The game runs very smoothly now, but a take a shot of a (old?) bug:

http://img.photobucket.com/albums/v2...naviosnoar.jpg

This is an online bug. The patch didn't contain any fixes for netcode and that's why we still see this.

Quote:

Originally Posted by Redroach (Post 451340)
Ahh, the good ol' power chord! Used to great effect by Angus Young!

Besides that, I have the feeling that the Prop pitch automatic on the Me-109 E-4/b (not E-4 B) seems to be somewhat broken. When climbing to medium altitudes (5000m in my case) the PP-A gets stuck at 8:30, making reaching even that altitude and staying there somewhat hard and 'fishy'...

I think i already answered this in another thread. Maybe i even answered you specifically but i'm doing my daily walk around the forums trying to answer everything, so apologies if i'm repeating myself :-P

I saw once how to start a real 109 and they were always using manual pitch at 12:00 (full fine), even on G models. Now, i don't know if what you describe is a realistic limitation of the auto-pitch system or a bug, but you can fix it by doing what the real pilots did.

Just disengage auto-pitch, go to 12:00 pitch and take off that way. Once you hit 2500 RPM (the red triangle marker on the tachometer), you can switch on your auto-pitch and it will work fine from that point on.

I think you can also do the same thing in mid-air, in case you are doing QMB airspawn missions or you forgot to do it during takeoff.. Just go to manual pitch, full fine pitch (watch your throttle and pull it back, because at full fine you can over-rev if you are already flying above take-off speeds), wait until 2500 RPM and go to automatic again. ;)

FoolTrottel 08-04-2012 03:00 PM

Quote:

Originally Posted by Pudfark (Post 451219)
This is the first patch that I have applied. No change in FPS. Low of 6 fps before and still a 6 now. General feeling is that it may be "smoother".

Now have a new problem....locks up when I try to exit. Now have to go to task manager and wrestle with it there to end program.

Any clues? I did open the .rar file with "winrar" and installed it per instructions.

All help/ideas appreciated.

Happens to my system whenever I have my secondary monitor enabled.
If I disable it before game start, then pressing Esc will work fine.
Note: Pressing Esc from within a mission will lock the game up, can't get back to the game's menu if the secondary monitor is enabled. (That 2nd monitor is not involved in game play, it just shows an extended desktop.)

ATAG_Dutch 08-04-2012 03:01 PM

Quote:

Originally Posted by ATAG_Dutch (Post 451132)
Each time I start the game, I have to go back into controls and click 'apply' before any will work.

Also FFB seems unduly stiff (G940).

Please ignore the above. Both problems have disappeared since starting both the pc and the game today. Must've been my end after all. Apologies.:oops:

mcler002 08-04-2012 03:14 PM

ack whats happened!
 
My PC system just crashes all together

Happened both times on my two attempts of play clod online... ATAG server

First time after 10mins

Second time after 20mins (finally got my me109 over the british coast...)

No crash files created :(

May reinstall nvidia driver... see if that helps! and play about with the game settings

Ross

Settings at the time of crashes:

Res: 1920x1080, 60Hz
Full Screen: Pseudo
Model Detail: High
Buildings Detail: Very High
Land Detail: High
Forest Detail: Very High
Visual Effects: High
Texture: Original
Anti-Aliasing: x2
SSAO: ON
VSYNC: OFF
Damage decals: High
Buildings amount: Medium
Land Shanding: High
Grass: ON
Shawdows: ON
Roads: ON

UPDATE

Turned off Anti-Aliasing... seems to have worked... tho i did notice small freezes every - 10-15 mins for a split second!

major_setback 08-04-2012 03:25 PM

Quote:

Originally Posted by flightdok (Post 451161)
I'm kind of a newbie here, could you explain what effect this will remove?.....thanks

The joystick .ffe files only affect the force feedback on joysticks that have a force feedback funtion.

The .ffe forces govern how the stick moves and vibrates to simulate different sorts of shock, vibration, hits, bounces, and general resistance; so that you can feel these effects through the joystick.

If certain forces are too high they can interfere with your control of the plane (the joystick can become impossible to handle). Removing one or more of the files can remedy the problem.


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