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

ElAurens 07-30-2013 09:41 PM

I have one sailing around on my Test Center map.

I've been able to sink it with just the cannons on a Tempest.

ben_wh 07-31-2013 08:30 AM

Wingmen reacting to Joystick Button 4?
 
Hi,

I have Joytstick button 4 and 'F4' key mapped to 'Padlock Enemy'. Now whenever I pressed Joystick button 4 the wingmen respond 'Roger.' as if I have given an order. Is it normal?

I have check the setting.ini that Joystick button 5 is not mapped to any Hotkey Orders.

Thank you,

Stig1207 07-31-2013 01:37 PM

Quote:

Originally Posted by ben_wh (Post 507626)
Hi,

I have Joytstick button 4 and 'F4' key mapped to 'Padlock Enemy'. Now whenever I pressed Joystick button 4 the wingmen respond 'Roger.' as if I have given an order. Is it normal?

I have check the setting.ini that Joystick button 5 is not mapped to any Hotkey Orders.

Thank you,

I have been wondering about this too. Does it have something to do with this feature that was introduced in 4.11:

If AI planes in player’s own flight have not noticed the enemy planes, player has possibility to
“point out” the enemy presence to the friendly AI planes by padlocking enemy plane so that it
is visible at roughly center of the screen (15 deg. cone). This works even if the padlock is not
enabled. Also the commands attack all/bombers/fighters has the same function built in as the
padlock key. So issuing “attack fighters” command to your wingman would fail if your wingman
has not seen the enemy and you give the command while you don’t see the enemy. Giving the
command when you see the enemy at the center of your screen (in cockpit) gives your
wingman the direction of the enemy and wingman can attack it. This prevents abusing the
attack commands like a radar. ?

Perhaps along with the 'Bandits' command in the comms that came with 4.12?

But the 'roger' comes from the wingman after pressing F4 and before 'Bandits' (Tab + W, if I remember correctly).

Volksfürsorge 07-31-2013 03:38 PM

Quote:

Originally Posted by ben_wh (Post 507626)
Hi,

I have Joytstick button 4 and 'F4' key mapped to 'Padlock Enemy'. Now whenever I pressed Joystick button 4 the wingmen respond 'Roger.' as if I have given an order. Is it normal?

I have check the setting.ini that Joystick button 5 is not mapped to any Hotkey Orders.

Thank you,

Reported this issue already, but got no answer from TD. Perhaps it really is a new feature, or part of a coming one...

daidalos.team 07-31-2013 06:39 PM

Quote:

Originally Posted by Volksfürsorge (Post 507637)
Reported this issue already, but got no answer from TD. Perhaps it really is a new feature, or part of a coming one...

From 4.11 Guide:

Quote:

Note
If AI planes in player’s own flight have not noticed the enemy planes, player has possibility to
“point out” the enemy presence to the friendly AI planes by padlocking enemy plane so that it
is visible at roughly center of the screen (15 deg. cone). This works even if the padlock is not
enabled. Also the commands attack all/bombers/fighters has the same function built in as the
padlock key. So issuing “attack fighters” command to your wingman would fail if your wingman
has not seen the enemy and you give the command while you don’t see the enemy. Giving the
command when you see the enemy at the center of your screen (in cockpit) gives your
wingman the direction of the enemy and wingman can attack it. This prevents abusing the
attack commands like a radar.

Juri_JS 07-31-2013 07:03 PM

The new evasive maneuvers of heavy bombers when attacked by fighters are a little overdone. I've seen B-24s doing rolls, not really a good idea in a four-engined bomber.

Volksfürsorge 08-01-2013 08:33 AM

Quote:

Originally Posted by daidalos.team (Post 507649)
From 4.11 Guide:

OK. But the response "Roger" from wingman was not in 4.11. Thanks.

Soldier_Fortune 08-01-2013 08:09 PM

The SM79 torpedo sight
 
Hello.

There is an issue with the SM79's torpedo sight. It's not caused by the last patch, but I hope it might be fixed in a next patch.

When the "toggle sight view" is selected, the player's point of view doesn't follow the slip of the torpedo sight, like it does with the similar device of the B5N2.

While it's easy to release a torpedo with deflection against a moving ship from a secure distance in a 'Kate', with good accuracy, it is not possible to do it so in a SM79.

Thanks. ;)

KU_Rigamortis 08-02-2013 08:58 AM

Player aircraft wont despawn after landing
 
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.

FC99 08-02-2013 09:26 AM

Quote:

Originally Posted by Juri_JS (Post 507651)
The new evasive maneuvers of heavy bombers when attacked by fighters are a little overdone. I've seen B-24s doing rolls, not really a good idea in a four-engined bomber.

There is no new evasive maneuvers for bombers.

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.

JG27_PapaFly 08-06-2013 05:06 PM

Thanks for the patch guys, great stuff!

There are two things I don't like about it:

1) The impact explosion puffs when hitting other planes with 20mm/30mm guns (only tested with MG151, MG/FF and MK108) are gone. Now one hardly notices the impacts. Guncam footage from the era shows very visible explosions/flashes. Impact explosions were perfectly fine in 4.11 and previous versions.

2) The FW190 D9 models now overrev even more easily than in 4.11 while on AUTO pitch. This leads to a dead engine without warning. Don't you guys think it's BS to have the one plane overrev that had automatic prop pitch control inbuilt from the very beginning, while one can dive essentially any other plane in game at full throttle and 100% prop pitch without killing the engine? Please have a look at that.

S!

Tolwyn 08-06-2013 06:13 PM

I'm not a fan of the padlock automatically sending AI. I think the Bandits command is enough. Sometimes I want to padlock something WITHOUT my flight immediately engaging.

Can this duplication be removed?

secretone 08-06-2013 10:50 PM

Model Airplane Needs A Touch of Paint
 
Sorry in case this was mentioned by someone else earlier.

The Sturmovik with the 37mm cannon has a skin error. The left machine gun is uncolored. It looks a bit like an unpainted piece of plastic on a model airplane.

Had a lot of fun with it shooting up the new coastal steamer though.

Tolwyn 08-08-2013 01:27 AM

No. This is Wrong
 
1 Attachment(s)
I'm coop testing. And something is really messed up with this patch and COOP gameplay.

Including waypoint re-writing, escort stuff, AI Bomber engine start/taxiing, etc.
This is goofed up a bit! ;)

Here's the COOP mission (server should take the BIS, otherwise, just server take #2 and your buddy take #1 of the russian bombers). Humans take 1 and 2 russian bomber. Have AI as #3. YOU GUYS try to get #3 to start its engine. Good luck with that. :D

Code:

[MAIN]
  MAP Balaton/load_w.ini
  TIME 12.0
  CloudType 1
  CloudHeight 1000.0
  army 1
  playerNum 0
[SEASON]
  Year 1938
  Month 9
  Day 20
[WEATHER]
  WindDirection 0.0
  WindSpeed 0.0
  Gust 0
  Turbulence 0
[MDS]
  MDS_Radar_SetRadarToAdvanceMode 0
  MDS_Radar_RefreshInterval 0
  MDS_Radar_DisableVectoring 0
  MDS_Radar_EnableTowerCommunications 1
  MDS_Radar_ShipsAsRadar 0
  MDS_Radar_ShipRadar_MaxRange 100
  MDS_Radar_ShipRadar_MinHeight 100
  MDS_Radar_ShipRadar_MaxHeight 5000
  MDS_Radar_ShipSmallRadar_MaxRange 25
  MDS_Radar_ShipSmallRadar_MinHeight 0
  MDS_Radar_ShipSmallRadar_MaxHeight 2000
  MDS_Radar_ScoutsAsRadar 0
  MDS_Radar_ScoutRadar_MaxRange 2
  MDS_Radar_ScoutRadar_DeltaHeight 1500
  MDS_Radar_HideUnpopulatedAirstripsFromMinimap 0
  MDS_Radar_ScoutGroundObjects_Alpha 5
  MDS_Radar_ScoutCompleteRecon 0
  MDS_Misc_DisableAIRadioChatter 0
  MDS_Misc_DespawnAIPlanesAfterLanding 1
  MDS_Misc_HidePlayersCountOnHomeBase 0
  MDS_Misc_BombsCat1_CratersVisibilityMultiplier 1.0
  MDS_Misc_BombsCat2_CratersVisibilityMultiplier 1.0
  MDS_Misc_BombsCat3_CratersVisibilityMultiplier 1.0
[RespawnTime]
  Bigship 1800
  Ship 1800
  Aeroanchored 1800
  Artillery 1800
  Searchlight 1800
[Wing]
  r0100
  r0120
  r0133
  g0100
[r0100]
  Planes 3
  Skill 2
  Class air.SB_2M100A
  Fuel 80
  weapons 6xfab100
  spawn0 8_Static
  spawn1 9_Static
  spawn2 10_Static
[r0100_Way]
  TAKEOFF_005 54063.95 128144.34 0 0 &0
  TRIGGERS 0 1 3 0
  TAKEOFF_005 53977.77 128384.65 0 0 &0
  TRIGGERS 0 0 3 0
  TAKEOFF_005 53846.58 128351.41 0 0 &0
  TRIGGERS 0 0 3 0
  TAKEOFF_005 53815.96 128380.05 0 0 &0
  TRIGGERS 0 0 3 0
  TAKEOFF_005 53802.13 128411.66 0 0 &0
  TRIGGERS 0 0 3 0
  TAKEOFF_005 53967.10 128454.14 0 0 &0
  TRIGGERS 0 0 3 0
  TAKEOFF 55311.03 128818.50 0 0 &0
  NORMFLY 71005.68 132106.83 1000.00 270.00 &0
  NORMFLY 97931.29 120182.96 2500.00 270.00 &0
  NORMFLY 113924.67 106565.66 3000.00 320.00 &0
  NORMFLY 133900.83 89384.82 3000.00 320.00 &0 F5
  GATTACK 145935.46 91515.35 3000.00 320.00 &0 F5
  NORMFLY 153102.38 103380.86 3000.00 320.00 &0
  NORMFLY 118119.73 128133.87 1800.00 320.00 &0
  NORMFLY 86041.85 140384.08 1200.00 320.00 &0
  NORMFLY 65203.86 133185.50 500.00 300.00 &0
  LANDING_104 55301.98 128813.08 0 0 &0
[r0120]
  Planes 3
  Skill 2
  Class air.I_16TYPE6
  Fuel 90
  weapons default
[r0120_Way]
  TAKEOFF_001 55301.98 128813.08 0 0 &0
  TRIGGERS 0 1 20 0
  NORMFLY 62469.11 131592.42 500.00 270.00 r0100 15 &0
  NORMFLY_401 69923.50 131837.11 800.00 300.00 r0100 7 &0
  TRIGGERS 0 1 0 4 0
  NORMFLY 99642.86 120085.67 2600.00 320.00 r0100 8 &0
  NORMFLY 115275.31 106287.29 2000.00 320.00 r0100 9 &0
  NORMFLY 135201.42 90003.61 3000.00 320.00 r0100 10 &0
  NORMFLY 146602.39 92119.02 3000.00 320.00 r0100 11 &0
  NORMFLY 152204.26 103716.35 3000.00 320.00 r0100 12 &0
  NORMFLY 117603.43 126576.51 1800.00 320.00 r0100 13 &0
  NORMFLY 86074.85 139106.15 1800.00 280.00 &0
  NORMFLY 60261.18 131352.63 700.00 270.00 &0
  LANDING 55301.98 128813.08 0 0 &0
[r0133]
  Planes 1
  Skill 0
  Class air.I_15BIS
  Fuel 0
  weapons none
  spawn0 11_Static
[r0133_Way]
  TAKEOFF_001 55299.62 128817.46 0 0 &1
  TRIGGERS 0 20 20 0
[g0100]
  Planes 3
  OnlyAI 1
  Skill 0
  Class air.BF_109E4
  Fuel 80
  weapons default
  StartTime 15
[g0100_Way]
  NORMFLY 116811.02 76747.28 3100.00 350.00 &0
  NORMFLY_401 116814.21 109217.52 3100.00 350.00 r0100 9 &0
  TRIGGERS 0 10 45 5 500
  NORMFLY 102394.53 88930.32 2000.00 350.00 &0
  LANDING_102 117571.88 80746.78 0 0 &0
[Chiefs]
  0_Chief Vehicles.GermanyCarsColumnB 2
  1_Chief Vehicles.GAZ_M1 1
[0_Chief_Road]
  146000.28 91621.41 120.00 0 2 2.6388890743255615
  145934.97 91512.90 120.00
[1_Chief_Road]
  54048.45 128031.28 120.00 0 2 3.055555582046509
  54087.06 128112.27 120.00 0 2 3.055555582046509
  54040.34 128401.37 120.00 0 2 3.055555582046509
  54234.03 128454.59 120.00 0 2 3.055555582046509
  54195.45 128591.81 120.00 0 2 3.055555582046509
  55027.38 128811.24 120.00 0 2 3.055555582046509
  55005.66 128902.45 120.00 0 2 3.055555582046509
  55060.68 128893.77 120.00 0 2 3.055555582046509
  55069.37 128864.81 120.00
[NStationary]
  0_Static vehicles.stationary.Stationary$VW82t 2 146013.99 91568.64 360.00 0.0
  1_Static vehicles.stationary.Stationary$VW82t 2 146001.11 91550.24 360.00 0.0
  8_Static vehicles.planes.Plane$SB_2M103 1 54006.70 128160.65 345.00 0.0 null 1 1.0 null 1
  9_Static vehicles.planes.Plane$SB_2M103 1 54018.09 128126.79 345.00 0.0 null 1 1.0 null 1
  10_Static vehicles.planes.Plane$SB_2M103 1 54031.16 128090.89 345.00 0.0 null 1 1.0 null 1
  11_Static vehicles.planes.Plane$I_15BIS 1 55094.54 128940.99 480.00 0.0 null 1 1.0 null 1
  5_Static vehicles.artillery.Artillery$Flak30_20mm 2 145898.09 91666.13 360.00 0.0 0 1 1
  4_Static vehicles.stationary.Stationary$Flak38_20mm 2 145895.33 91782.03 360.00 0.0
  7_Static vehicles.artillery.Artillery$Flak18_37mm 2 145474.07 91524.49 360.00 0.0 0 1 1
  3_Static vehicles.stationary.Stationary$Flak38_20mm 2 145937.64 91461.02 360.00 0.0
  2_Static vehicles.stationary.Stationary$Flak30_20mm 2 145912.81 91490.46 360.00 0.0
  6_Static vehicles.artillery.Artillery$Flak38_20mm 2 146128.04 91454.58 360.00 0.0 0 1 1
  12_Static vehicles.planes.Plane$BF_109E4 2 117140.18 81754.00 509.10 0.0 null 1 1.0 null 1
  13_Static vehicles.planes.Plane$BF_109E4 2 117150.81 81735.68 509.10 0.0 null 1 1.0 null 1
  14_Static vehicles.stationary.Campfire$CampfireAirfield 0 53766.80 128416.85 509.10 0.0
  15_Static vehicles.stationary.Campfire$CampfireAirfield 0 53774.90 128386.87 509.10 0.0
  16_Static vehicles.stationary.Campfire$CampfireAirfield 0 55332.19 128838.18 510.00 0.0
  17_Static vehicles.stationary.Campfire$CampfireAirfield 0 55341.10 128807.39 510.00 0.0
  18_Static vehicles.stationary.Stationary$ZIS5_radio 1 55001.61 128770.12 510.00 0.0
[Buildings]
[Bridge]
[House]
[FrontMarker]
  FrontMarker0 101769.40 66183.75 2
  FrontMarker1 136347.53 96476.21 2
  FrontMarker2 162525.17 116723.25 2
  FrontMarker3 188717.64 112475.58 2
  FrontMarker4 87433.51 81644.88 1
  FrontMarker5 155307.95 127832.32 1
  FrontMarker6 187662.60 127597.86 1
  FrontMarker7 126704.56 108841.54 1

I16s will not escort properly. They simply lose interest. won't or cant keep up...
#3 AI bomber will not start even with the start engine command. We left him on the apron.
Waypoints get all fubar in the mission (see screenshot).

How much was COOP multiplayer tested? :confused:

I did upload the files. The files were fine according to this forum's guidelines. Got a database error when trying to upload the NTRK.

But I recommend DT check out COOP gameplay. Something is not right.

Volksfürsorge 08-08-2013 07:23 AM

Quote:

Originally Posted by Tolwyn (Post 507950)
I'm not a fan of the padlock automatically sending AI. I think the Bandits command is enough. Sometimes I want to padlock something WITHOUT my flight immediately engaging.

Can this duplication be removed?

I could abstain from it too.

FC99 08-08-2013 05:56 PM

Quote:

Originally Posted by Vendigo (Post 507732)
While trying out the new “taxiing” feature I have come up with an annoying bug

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.

We will do something about it in next patch.

Quote:

Originally Posted by II/JG54_Emil (Post 507753)
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.

It is not as simple as I hoped, this will require some changes in 3d model but chances are that we will enable torpedoes for surfaced submarines too in next patch.

Quote:

Originally Posted by Monty_Thrud (Post 507782)
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.

Post the mission, please.

Quote:

Originally Posted by JG27_PapaFly (Post 507949)
There are two things I don't like about it:

1) The impact explosion puffs when hitting other planes with 20mm/30mm guns (only tested with MG151, MG/FF and MK108) are gone. Now one hardly notices the impacts. Guncam footage from the era shows very visible explosions/flashes. Impact explosions were perfectly fine in 4.11 and previous versions.

2) The FW190 D9 models now overrev even more easily than in 4.11 while on AUTO pitch. This leads to a dead engine without warning. Don't you guys think it's BS to have the one plane overrev that had automatic prop pitch control inbuilt from the very beginning, while one can dive essentially any other plane in game at full throttle and 100% prop pitch without killing the engine? Please have a look at that.

1-Explosion puffs are still there as far as I can see but they are less visible than before.
2. AFAIK nothing has changed and automatic control doesn't equal foolproof control.

Quote:

Originally Posted by Tolwyn (Post 507950)
I'm not a fan of the padlock automatically sending AI. I think the Bandits command is enough. Sometimes I want to padlock something WITHOUT my flight immediately engaging.
Can this duplication be removed?

Yes.

Quote:

Originally Posted by Tolwyn (Post 508024)
I'm coop testing. And something is really messed up with this patch and COOP gameplay.

Including waypoint re-writing, escort stuff, AI Bomber engine start/taxiing, etc.
This is goofed up a bit! ;)

Here's the COOP mission (server should take the BIS, otherwise, just server take #2 and your buddy take #1 of the russian bombers). Humans take 1 and 2 russian bomber. Have AI as #3. YOU GUYS try to get #3 to start its engine. Good luck with that. :D

From 411 Readme:
Quote:

Stationary plane spawning

This features enables the usage of stationary planes as human player spawn points in all mission types. AI planes are supported only in single player mission, but the positioning of AI planes is critical since they do not know how to taxi to runway. They will just simply take off to the direction they spawn. Feature always requires additional editing of old missions, so it is not automatically enabled to old missions.
I don't think that is changed in 4.12 so if you want to have mixed flight than you can't use spawning from stationary plane. In your mission you don't really need spawning from stationary planes. You can set flight to start taxiing from the parking space and set spacing parameter in FMB. You will get planes spawned in line to the left or right of the leader (-spacing=left).

Novice 08-08-2013 06:14 PM

There is one problem with the patch 4.12 and 4.12.1. I don't know, wrote about it or not, but when I fly online and kill the player sitting in the bomber for the gunner, murdered player just goes in-game menu (via the menu item "new trial"), but kill is not counted.
It's a bug, and some players are actively using it.:(

Juri_JS 08-08-2013 06:35 PM

Some time ago I had reported that AI A6M carrying Type3 air-to-air rockets will not attack enemy planes. My further tests have shown that the same issue affects FW-190 and Bf-109 armed with Wfr. Gr. 21 rockets and aircraft equipped with X-4 rockets.

76.IAP-Blackbird 08-08-2013 07:06 PM

@ TD please check the rudder from the Float Zero, if you move the rudder, left right you can see a object sticking straight out of the vertail, maybe a non animated part of the damage model. It`s green and looks like a stinger.

Tolwyn 08-08-2013 07:53 PM

Quote:

Originally Posted by FC99 (Post 508043)
From 411 Readme:

I don't think that is changed in 4.12 so if you want to have mixed flight than you can't use spawning from stationary plane. In your mission you don't really need spawning from stationary planes. You can set flight to start taxiing from the parking space and set spacing parameter in FMB. You will get planes spawned in line to the left or right of the leader (-spacing=left).

You need to use spawning from stationary aircraft, even in coop mode so the planes don't spawn into a building, etc. I'm not sure I'm following you on this one.

Taxi to take off doesn't work in COOP?
Or doesn't work for AI in COOP?

I'm confused by the wording in the readme, then. I'll create some test missions in both modes and test.

But what about the waypoint icons in my screenshot above? Why did that happen? The I16s followed us bombers for a long while, but then would not or could not engage them (they were supposed to be escorting us).

I'm just asking to make sure to have someone test the new features in cooperative mode as well. Something seems off.

FC99 08-08-2013 09:20 PM

Quote:

Originally Posted by Juri_JS (Post 508047)
Some time ago I had reported that AI A6M carrying Type3 air-to-air rockets will not attack enemy planes. My further tests have shown that the same issue affects FW-190 and Bf-109 armed with Wfr. Gr. 21 rockets and aircraft equipped with X-4 rockets.

This is old thing, I'll see what can be done.

Quote:

Originally Posted by Tolwyn (Post 508051)
You need to use spawning from stationary aircraft, even in coop mode so the planes don't spawn into a building, etc. I'm not sure I'm following you on this one.

Taxi to take off doesn't work in COOP?
Or doesn't work for AI in COOP?

I'm confused by the wording in the readme, then. I'll create some test missions in both modes and test.

But what about the waypoint icons in my screenshot above? Why did that happen? The I16s followed us bombers for a long while, but then would not or could not engage them (they were supposed to be escorting us).

I'm just asking to make sure to have someone test the new features in cooperative mode as well. Something seems off.

Spawning from stationary planes doesn't work in Coop for mixed(Humans and AI) flights. If you change your mission and make bombers flight AI only they will behave as expected.

For mixed flights you can use Taxi To Takeoff but not from stationary planes, I edited your mission and made original bombers flight as AI only and added second bombers flight with TTTO, in waypoint options I selected negative spacing to have them lined up on left side of the leader. If you pick the plane from this flight AI will work fine.

I can't say with 100% certainty but the escort problems seems to be related to spawning from stationary planes with mixed flight, that seems to be the root of all problems in your mission.
Code:

[MAIN]
  MAP Balaton/load_w.ini
  TIME 12.0
  CloudType 1
  CloudHeight 1000.0
  army 1
  playerNum 0
[SEASON]
  Year 1938
  Month 9
  Day 20
[WEATHER]
  WindDirection 0.0
  WindSpeed 0.0
  Gust 0
  Turbulence 0
[MDS]
  MDS_Radar_SetRadarToAdvanceMode 0
  MDS_Radar_RefreshInterval 0
  MDS_Radar_DisableVectoring 0
  MDS_Radar_EnableTowerCommunications 1
  MDS_Radar_ShipsAsRadar 0
  MDS_Radar_ShipRadar_MaxRange 100
  MDS_Radar_ShipRadar_MinHeight 100
  MDS_Radar_ShipRadar_MaxHeight 5000
  MDS_Radar_ShipSmallRadar_MaxRange 25
  MDS_Radar_ShipSmallRadar_MinHeight 0
  MDS_Radar_ShipSmallRadar_MaxHeight 2000
  MDS_Radar_ScoutsAsRadar 0
  MDS_Radar_ScoutRadar_MaxRange 2
  MDS_Radar_ScoutRadar_DeltaHeight 1500
  MDS_Radar_HideUnpopulatedAirstripsFromMinimap 0
  MDS_Radar_ScoutGroundObjects_Alpha 5
  MDS_Radar_ScoutCompleteRecon 0
  MDS_Misc_DisableAIRadioChatter 0
  MDS_Misc_DespawnAIPlanesAfterLanding 1
  MDS_Misc_HidePlayersCountOnHomeBase 0
  MDS_Misc_BombsCat1_CratersVisibilityMultiplier 1.0
  MDS_Misc_BombsCat2_CratersVisibilityMultiplier 1.0
  MDS_Misc_BombsCat3_CratersVisibilityMultiplier 1.0
[RespawnTime]
  Bigship 1800
  Ship 1800
  Aeroanchored 1800
  Artillery 1800
  Searchlight 1800
[Wing]
  r0100
  r0120
  r0133
  g0100
  r0101
[r0100]
  Planes 3
  OnlyAI 1
  Skill 2
  Class air.SB_2M100A
  Fuel 80
  weapons 6xfab100
  spawn0 8_Static
  spawn1 9_Static
  spawn2 10_Static
[r0100_Way]
  TAKEOFF_005 54063.95 128144.34 0 0 &0
  TRIGGERS 0 1 3 0
  TAKEOFF_005 53977.77 128384.65 0 0 &0
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  TAKEOFF_005 53846.58 128351.41 0 0 &0
  TRIGGERS 0 0 3 0
  TAKEOFF_005 53815.96 128380.05 0 0 &0
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  TAKEOFF_005 53801.19 128412.60 0 0 &0
  TRIGGERS 0 0 3 0
  TAKEOFF_005 53967.10 128454.14 0 0 &0
  TRIGGERS 0 0 3 0
  TAKEOFF 55311.03 128818.50 0 0 &0
  NORMFLY 71005.68 132106.83 1000.00 270.00 &0
  NORMFLY 97931.29 120182.96 2500.00 270.00 &0
  NORMFLY 113924.67 106565.66 3000.00 320.00 &0
  NORMFLY 133900.83 89384.82 3000.00 320.00 &0 F5
  GATTACK 145935.46 91515.35 3000.00 320.00 &0 F5
  NORMFLY 153102.38 103380.86 3000.00 320.00 &0
  NORMFLY 118119.73 128133.87 1800.00 320.00 &0
  NORMFLY 86041.85 140384.08 1200.00 320.00 &0
  NORMFLY 65203.86 133185.50 500.00 300.00 &0
  LANDING_104 55301.98 128813.08 0 0 &0
[r0120]
  Planes 3
  Skill 2
  Class air.I_16TYPE6
  Fuel 90
  weapons default
[r0120_Way]
  TAKEOFF_001 55301.98 128813.08 0 0 &0
  TRIGGERS 0 1 20 0
  NORMFLY 62469.11 131592.42 500.00 270.00 r0100 15 &0
  NORMFLY_401 69923.50 131837.11 800.00 300.00 r0100 7 &0
  TRIGGERS 0 1 0 4 0
  NORMFLY 99642.86 120085.67 2600.00 320.00 r0100 8 &0
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  NORMFLY 135201.42 90003.61 3000.00 320.00 r0100 10 &0
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  NORMFLY 117603.43 126576.51 1800.00 320.00 r0100 13 &0
  NORMFLY 86074.85 139106.15 1800.00 280.00 &0
  NORMFLY 60261.18 131352.63 700.00 270.00 &0
  LANDING 55301.98 128813.08 0 0 &0
[r0133]
  Planes 1
  OnlyAI 1
  Skill 0
  Class air.I_15BIS
  Fuel 0
  weapons none
  spawn0 11_Static
[r0133_Way]
  TAKEOFF_001 55299.62 128817.46 0 0 &1
  TRIGGERS 0 20 20 0
[g0100]
  Planes 3
  OnlyAI 1
  Skill 0
  Class air.BF_109E4
  Fuel 80
  weapons default
  StartTime 15
[g0100_Way]
  NORMFLY 116811.02 76747.28 3100.00 350.00 &0
  NORMFLY_401 116814.21 109217.52 3100.00 350.00 r0100 9 &0
  TRIGGERS 0 10 45 5 500
  NORMFLY 102394.53 88930.32 2000.00 350.00 &0
  LANDING_102 117571.88 80746.78 0 0 &0
[r0101]
  Planes 3
  Skill 1
  Class air.SB_2M100A
  Fuel 100
  weapons default
[r0101_Way]
  TAKEOFF_004 54136.94 128222.85 0 0 &0
  TRIGGERS 0 0 -35 0
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  TRIGGERS 0 0 20 0
  TAKEOFF_004 54013.69 128392.81 0 0 &0
  TRIGGERS 0 0 20 0
  TAKEOFF_004 53858.71 128352.46 0 0 &0
  TRIGGERS 0 0 20 0
  TAKEOFF_004 53818.35 128372.63 0 0 &0
  TRIGGERS 0 0 20 0
  TAKEOFF_004 53808.05 128409.56 0 0 &0
  TRIGGERS 0 0 20 0
  TAKEOFF_004 53903.09 128435.26 0 0 &0
  TRIGGERS 0 0 20 0
  NORMFLY_4 60894.82 130620.86 500.00 300.00 &0
  NORMFLY 70086.59 129643.73 500.00 300.00 &0
  NORMFLY 72098.10 116634.40 500.00 300.00 &0
  NORMFLY 56413.15 108590.83 500.00 300.00 &0
  NORMFLY 41769.08 128240.11 500.00 300.00 &0
[Chiefs]
  0_Chief Vehicles.GermanyCarsColumnB 2
  1_Chief Vehicles.GAZ_M1 1
[0_Chief_Road]
  146000.28 91621.41 120.00 0 2 2.6388890743255615
  145934.97 91512.90 120.00
[1_Chief_Road]
  54048.45 128031.28 120.00 0 2 3.055555582046509
  54087.06 128112.27 120.00 0 2 3.055555582046509
  54040.34 128401.37 120.00 0 2 3.055555582046509
  54234.03 128454.59 120.00 0 2 3.055555582046509
  54195.45 128591.81 120.00 0 2 3.055555582046509
  55027.38 128811.24 120.00 0 2 3.055555582046509
  55005.66 128902.45 120.00 0 2 3.055555582046509
  55060.68 128893.77 120.00 0 2 3.055555582046509
  55069.37 128864.81 120.00
[NStationary]
  0_Static vehicles.stationary.Stationary$VW82t 2 146013.99 91568.64 360.00 0.0
  1_Static vehicles.stationary.Stationary$VW82t 2 146001.11 91550.24 360.00 0.0
  8_Static vehicles.planes.Plane$SB_2M103 1 54006.70 128160.65 345.00 0.0 null 1 1.0 null 1
  9_Static vehicles.planes.Plane$SB_2M103 1 54018.09 128126.79 345.00 0.0 null 1 1.0 null 1
  10_Static vehicles.planes.Plane$SB_2M103 1 54031.16 128090.89 345.00 0.0 null 1 1.0 null 1
  11_Static vehicles.planes.Plane$I_15BIS 1 55094.54 128940.99 480.00 0.0 null 1 1.0 null 1
  5_Static vehicles.artillery.Artillery$Flak30_20mm 2 145898.09 91666.13 360.00 0.0 0 1 1
  4_Static vehicles.stationary.Stationary$Flak38_20mm 2 145895.33 91782.03 360.00 0.0
  7_Static vehicles.artillery.Artillery$Flak18_37mm 2 145474.07 91524.49 360.00 0.0 0 1 1
  3_Static vehicles.stationary.Stationary$Flak38_20mm 2 145937.64 91461.02 360.00 0.0
  2_Static vehicles.stationary.Stationary$Flak30_20mm 2 145912.81 91490.46 360.00 0.0
  6_Static vehicles.artillery.Artillery$Flak38_20mm 2 146128.04 91454.58 360.00 0.0 0 1 1
  12_Static vehicles.planes.Plane$BF_109E4 2 117140.18 81754.00 509.10 0.0 null 1 1.0 null 1
  13_Static vehicles.planes.Plane$BF_109E4 2 117150.81 81735.68 509.10 0.0 null 1 1.0 null 1
  14_Static vehicles.stationary.Campfire$CampfireAirfield 0 53766.80 128416.85 509.10 0.0
  15_Static vehicles.stationary.Campfire$CampfireAirfield 0 53774.90 128386.87 509.10 0.0
  16_Static vehicles.stationary.Campfire$CampfireAirfield 0 55332.19 128838.18 510.00 0.0
  17_Static vehicles.stationary.Campfire$CampfireAirfield 0 55341.10 128807.39 510.00 0.0
  18_Static vehicles.stationary.Stationary$ZIS5_radio 1 55001.61 128770.12 510.00 0.0
[Buildings]
[Bridge]
[House]
[FrontMarker]
  FrontMarker0 101769.40 66183.75 2
  FrontMarker1 136347.53 96476.21 2
  FrontMarker2 162525.17 116723.25 2
  FrontMarker3 188717.64 112475.58 2
  FrontMarker4 87433.51 81644.88 1
  FrontMarker5 155307.95 127832.32 1
  FrontMarker6 187662.60 127597.86 1
  FrontMarker7 126704.56 108841.54 1


Tolwyn 08-09-2013 02:03 PM

OH! Negative spacing. Ok. I don't remember seeing that in the readme. Thank you.

Tolwyn 08-09-2013 04:38 PM

I am still really confused by your post. PLEASE bear with me in this long post. I'm not trying to be difficult, but being a mission builder, and considering the AWESOME new features, I really need to understand the implications. Information that you posted here is not explicitly stated in the readme, so I want to be sure I understand.

This seems like the exact OPPOSITE of what is described in an update from TD regarding 4.11.

So... let me try to ask some questions so I understand, and I truly do appreciate your time on this. I'm mainly talking about COOPERATIVE mode here...

AI Only Flights
  • Can utilize Spawn Stationary Aircraft OR
  • Can utilize just the TTTO with spacing feature
  • Works same in single player or coop

Human Only Flights (coop mode)
  • Can utilize Spawn Stationary Aircraft OR
  • Can utilize just the TTTO with spacing feature
  • Using Taxi to Take off sort of redundant, but won't really affect mission

COOP Mixed Human and AI Flights (Coop mode) (SEE NOTE 1 BELOW)
  • Do NOT use Spawn Stationary
  • Must (should) use taxi to take off
  • Use Spacing (negative or positive is LEFT/RIGHT respectively in meters)

Single Player Human and AI Flight
?? Do or do NOT use spawn stationary?
Must (should) use taxi to take off


Just seems like there's a piece or two missing from the readme and the description.

NOTE 1:

I am able to get the AI in a Human/AI mixed flight to start engines and TTTO using Spawn Static Aircraft feature. But you're saying this isn't supported or not recommended?

In a Human/AI mixed flight, if I'm NOT using Spawn Static Aircraft (as you suggest), how can I get them all to start in a hanger, etc.? Trial and error?

From the 4.11 Readme:
This features enables the usage of stationary planes as human player spawn points in all
mission types. AI planes are supported only in single player mission, but the positioning of AI
planes is critical since they do not know how to taxi to runway. They will just simply take off to
the direction they spawn. Feature always requires additional editing of old missions, so it is not
automatically enabled to old missions.


Now, I understand this, however, in 4.12+ AI planes can now taxi. So, is this information superceded?

Continuing from the 4.11 Readme:
Setting up for single player and coop missions
In single & coop mission, the feature is enabled by assigning a stationary plane as spawn point
individually to each aircraft. Individual plane tabs has a new pair of buttons (set & clear)
related to this feature.

If AI aircraft spawns in coop mission and it's "AI only" parameter is disabled, spawn point is
ignored since the mission builder cannot know if the plane will be occupied by human or AI.


This is not true, at least for 4.12+. The game will most certainly spawn the aircraft wherever you put them. If a human is populating the plane, great. If not, the game will definately put an AI pilot in there, AND FURTHERMORE, will most certainly TTTO if those waypoints are present.
This is where I am confused. Or at least this is one part where the readme/instructions HAVE to be very precise.

From the 4.12 Readme:
AI taxiing waypoints for take off
Mission builder can insert taxiing waypoints for AI planes so that AI planes will taxi from initial spawn point to the take off point. This feature works best with the stationary plane spawn point (see 4.11 patch guide). View the provided demo mission to see an example how the taxiing is used (Missions/412_Demo_Missions/AITaxiing.mis).


Nowhere in this readme does it indicate that there might be a problem between mixed AI and Human flights in coop. I'm not trying to be argumentative, I'm just trying to learn. ;)

Tolwyn 08-09-2013 06:00 PM

Escort Problem STILL
 
Ok. There is still a problem with ESCORT flights attacking incoming fighters when the ESCORT is to protect the flight.

I've made this mission in accordance to the comments made by FC.

The mission is a tad bit long, and it is in COOP mode (sorry, but this may be the problem?)...

The I16s are supposed to be protecting an AI flight of Bombers. The moment the bombers become engaged by a spawned, TIMEOUT set of BF109s, the I16s turn tail and just ignore their responsibility.

Code:

[MAIN]
  MAP Balaton/load_w.ini
  TIME 12.0
  CloudType 1
  CloudHeight 1000.0
  army 1
  playerNum 0
[SEASON]
  Year 1938
  Month 9
  Day 20
[WEATHER]
  WindDirection 0.0
  WindSpeed 0.0
  Gust 0
  Turbulence 0
[MDS]
  MDS_Radar_SetRadarToAdvanceMode 0
  MDS_Radar_RefreshInterval 0
  MDS_Radar_DisableVectoring 0
  MDS_Radar_EnableTowerCommunications 1
  MDS_Radar_ShipsAsRadar 0
  MDS_Radar_ShipRadar_MaxRange 100
  MDS_Radar_ShipRadar_MinHeight 100
  MDS_Radar_ShipRadar_MaxHeight 5000
  MDS_Radar_ShipSmallRadar_MaxRange 25
  MDS_Radar_ShipSmallRadar_MinHeight 0
  MDS_Radar_ShipSmallRadar_MaxHeight 2000
  MDS_Radar_ScoutsAsRadar 0
  MDS_Radar_ScoutRadar_MaxRange 2
  MDS_Radar_ScoutRadar_DeltaHeight 1500
  MDS_Radar_HideUnpopulatedAirstripsFromMinimap 0
  MDS_Radar_ScoutGroundObjects_Alpha 5
  MDS_Radar_ScoutCompleteRecon 0
  MDS_Misc_DisableAIRadioChatter 0
  MDS_Misc_DespawnAIPlanesAfterLanding 1
  MDS_Misc_HidePlayersCountOnHomeBase 0
  MDS_Misc_BombsCat1_CratersVisibilityMultiplier 1.0
  MDS_Misc_BombsCat2_CratersVisibilityMultiplier 1.0
  MDS_Misc_BombsCat3_CratersVisibilityMultiplier 1.0
[RespawnTime]
  Bigship 1800
  Ship 1800
  Aeroanchored 1800
  Artillery 1800
  Searchlight 1800
[Wing]
  r0100
  r0120
  g0100
  r0101
[r0100]
  Planes 3
  OnlyAI 1
  Skill 2
  Class air.SB_2M100A
  Fuel 80
  weapons 6xfab100
  spawn0 8_Static
  spawn1 9_Static
  spawn2 10_Static
[r0100_Way]
  TAKEOFF_005 54066.58 128181.65 0 0 &0
  TRIGGERS 0 1 3 0
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  TAKEOFF 55311.03 128818.50 0 0 &0
  NORMFLY 71005.68 132106.83 1000.00 270.00 &0
  NORMFLY 97931.29 120182.96 2500.00 270.00 &0
  NORMFLY 113924.67 106565.66 3000.00 320.00 &0
  NORMFLY 133900.83 89384.82 3000.00 320.00 &0 F5
  GATTACK 145935.46 91515.35 3000.00 320.00 &0 F5
  NORMFLY 153102.38 103380.86 3000.00 320.00 &0
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  NORMFLY 65203.86 133185.50 500.00 300.00 &0
  LANDING_104 55301.98 128813.08 0 0 &0
[r0120]
  Planes 3
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  Skill 2
  Class air.I_16TYPE6
  Fuel 90
  weapons default
[r0120_Way]
  TAKEOFF_001 55301.98 128813.08 0 0 &0
  TRIGGERS 0 1 20 0
  NORMFLY 62469.11 131592.42 500.00 270.00 r0100 15 &0
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[g0100]
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[g0100_Way]
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[r0101]
  Planes 3
  Skill 1
  Class air.SB_2M100A
  Fuel 60
  weapons 6xfab100
[r0101_Way]
  TAKEOFF_004 54140.95 128228.18 0 0 &0
  TRIGGERS 0 1 -40 0
  TAKEOFF_004 54100.19 128219.57 0 0 &0
  TRIGGERS 0 0 5 0
  TAKEOFF_004 53977.77 128384.65 0 0 &0
  TRIGGERS 0 0 3 0
  TAKEOFF_004 53846.58 128351.41 0 0 &0
  TRIGGERS 0 0 3 0
  TAKEOFF_004 53815.96 128380.05 0 0 &0
  TRIGGERS 0 0 3 0
  TAKEOFF_004 53801.19 128412.60 0 0 &0
  TRIGGERS 0 0 3 0
  TAKEOFF_004 53967.10 128454.14 0 0 &0
  TRIGGERS 0 0 10 0
  TAKEOFF 55311.03 128818.50 0 0 &0
  NORMFLY 71005.68 132106.83 1000.00 270.00 &0
  NORMFLY 97931.29 120182.96 2500.00 270.00 &0
  NORMFLY 113924.67 106565.66 3000.00 320.00 &0
  NORMFLY 133900.83 89384.82 3000.00 320.00 &0 F5
  GATTACK 145935.46 91515.35 3000.00 320.00 &0 F5
  NORMFLY 153102.38 103380.86 3000.00 320.00 &0
  NORMFLY 118119.73 128133.87 1800.00 320.00 &0
  NORMFLY 86041.85 140384.08 1200.00 320.00 &0
  NORMFLY 65203.86 133185.50 500.00 300.00 &0
  LANDING_104 55301.98 128813.08 0 0 &0
[Chiefs]
  0_Chief Vehicles.GermanyCarsColumnB 2
  1_Chief Vehicles.GAZ_M1 1
[0_Chief_Road]
  146000.28 91621.41 120.00 0 2 2.6388890743255615
  145934.97 91512.90 120.00
[1_Chief_Road]
  54048.45 128031.28 120.00 0 2 3.055555582046509
  54087.06 128112.27 120.00 0 2 3.055555582046509
  54040.34 128401.37 120.00 0 2 3.055555582046509
  54234.03 128454.59 120.00 0 2 3.055555582046509
  54195.45 128591.81 120.00 0 2 3.055555582046509
  55027.38 128811.24 120.00 0 2 3.055555582046509
  55005.66 128902.45 120.00 0 2 3.055555582046509
  55060.68 128893.77 120.00 0 2 3.055555582046509
  55069.37 128864.81 120.00
[NStationary]
  0_Static vehicles.stationary.Stationary$VW82t 2 146013.99 91568.64 360.00 0.0
  1_Static vehicles.stationary.Stationary$VW82t 2 146001.11 91550.24 360.00 0.0
  8_Static vehicles.planes.Plane$SB_2M103 1 54006.70 128160.65 345.00 0.0 null 1 1.0 null 1
  9_Static vehicles.planes.Plane$SB_2M103 1 54018.09 128126.79 345.00 0.0 null 1 1.0 null 1
  10_Static vehicles.planes.Plane$SB_2M103 1 54031.16 128090.89 345.00 0.0 null 1 1.0 null 1
  11_Static vehicles.planes.Plane$I_15BIS 1 55094.54 128940.99 480.00 0.0 null 1 1.0 null 1
  5_Static vehicles.artillery.Artillery$Flak30_20mm 2 145898.09 91666.13 360.00 0.0 0 1 1
  4_Static vehicles.stationary.Stationary$Flak38_20mm 2 145895.33 91782.03 360.00 0.0
  7_Static vehicles.artillery.Artillery$Flak18_37mm 2 145474.07 91524.49 360.00 0.0 0 1 1
  3_Static vehicles.stationary.Stationary$Flak38_20mm 2 145937.64 91461.02 360.00 0.0
  2_Static vehicles.stationary.Stationary$Flak30_20mm 2 145912.81 91490.46 360.00 0.0
  6_Static vehicles.artillery.Artillery$Flak38_20mm 2 146128.04 91454.58 360.00 0.0 0 1 1
  12_Static vehicles.planes.Plane$BF_109E4 2 117140.18 81754.00 509.10 0.0 null 1 1.0 null 1
  13_Static vehicles.planes.Plane$BF_109E4 2 117150.81 81735.68 509.10 0.0 null 1 1.0 null 1
  14_Static vehicles.stationary.Campfire$CampfireAirfield 0 53766.80 128416.85 509.10 0.0
  15_Static vehicles.stationary.Campfire$CampfireAirfield 0 53774.90 128386.87 509.10 0.0
  16_Static vehicles.stationary.Campfire$CampfireAirfield 0 55332.19 128838.18 510.00 0.0
  17_Static vehicles.stationary.Campfire$CampfireAirfield 0 55341.10 128807.39 510.00 0.0
  18_Static vehicles.stationary.Stationary$ZIS5_radio 1 55001.61 128770.12 510.00 0.0
[Buildings]
[Bridge]
[House]
[FrontMarker]
  FrontMarker0 101769.40 66183.75 2
  FrontMarker1 136347.53 96476.21 2
  FrontMarker2 162525.17 116723.25 2
  FrontMarker3 188717.64 112475.58 2
  FrontMarker4 87433.51 81644.88 1
  FrontMarker5 155307.95 127832.32 1
  FrontMarker6 187662.60 127597.86 1
  FrontMarker7 126704.56 108841.54 1

Could someone from DT (I know it's about a 30 minute mission) please take a look and tell me why the I16s just turn tail and run?

Note. You have to command your flight to start their engines. The AI flight of bombers should take off first.

FC99 08-09-2013 10:07 PM

Look at your mission, section
Code:

[r0120_Way]
  TAKEOFF_001 55301.98 128813.08 0 0 &0
  TRIGGERS 0 1 20 0
  NORMFLY 62469.11 131592.42 500.00 270.00 r0100 15 &0
  NORMFLY_401 69923.50 131837.11 800.00 300.00 r0100 7 &0
  TRIGGERS 0 1 0 4 0
  NORMFLY 99642.86 120085.67 2600.00 320.00 r0100 8 &0
  NORMFLY 115275.31 106287.29 2000.00 320.00 r0100 9 &0
  NORMFLY 135201.42 90003.61 3000.00 320.00 r0100 10 &0
  NORMFLY 146602.39 92119.02 3000.00 320.00 r0100 11 &0
  NORMFLY 152204.26 103716.35 3000.00 320.00 r0100 12 &0
  NORMFLY 117603.43 126576.51 1800.00 320.00 r0100 13 &0
  NORMFLY 86074.85 139106.15 1800.00 280.00 &0
  NORMFLY 60261.18 131352.63 700.00 270.00 &0
  LANDING 55301.98 128813.08 0 0 &0

Line that starts with NORMFLY_401 is the problem, you have WaypointOptions/Patrol and Escort at the same time , that doesn't work, just set WaypointOptions at that WP to normal.

TinyTim 08-10-2013 01:04 AM

Ki-45 armement bug report
 
Greetings,

firstly, thanks for bringing a Ki-45 into a game. Finally a big hole of pacific theater is filled! Plane appears to be modelled beautifully and accurately, thanks.

The plane however appears to have inaccurate armament. The plane in the sim appears to be equipped with Ho-5 20 mm cannon (in all versions where it carried a 20 mm weapon, save the Kai Tei with upwards firing cannons). In reality however the plane carried a Ho-3 20 mm cannon, which is far more powerful. (Sources: Francillion, www.airwar.ru, ...)

Ho-5 round: 20x94, 720 m/s, 79 g (HE round)
Ho-3 round: 20x125, 820 m/s, 127 g (HE round)

It would be nice this cannon gets modelled and retrofitted onto a Ki-45.

Best regards!

JtD 08-10-2013 05:33 AM

True, and already known.

Added to the list of wrong Japanese guns.

IceFire 08-10-2013 01:20 PM

Quote:

Originally Posted by JtD (Post 508103)
True, and already known.

Added to the list of wrong Japanese guns.

There are many :)

Monty_Thrud 08-11-2013 10:37 AM

Here's the mission...

Code:

[MAIN]
  MAP Burma/load.ini
  TIME 6.5
  CloudType 3
  CloudHeight 1000.0
  player 136Squadronfe02
  army 1
  playerNum 0
[SEASON]
  Year 1943
  Month 3
  Day 15
[WEATHER]
  WindDirection 0.0
  WindSpeed 0.0
  Gust 10
  Turbulence 4
[MDS]
  MDS_Radar_SetRadarToAdvanceMode 0
  MDS_Radar_RefreshInterval 0
  MDS_Radar_DisableVectoring 0
  MDS_Radar_EnableTowerCommunications 1
  MDS_Radar_ShipsAsRadar 0
  MDS_Radar_ShipRadar_MaxRange 100
  MDS_Radar_ShipRadar_MinHeight 100
  MDS_Radar_ShipRadar_MaxHeight 5000
  MDS_Radar_ShipSmallRadar_MaxRange 25
  MDS_Radar_ShipSmallRadar_MinHeight 0
  MDS_Radar_ShipSmallRadar_MaxHeight 2000
  MDS_Radar_ScoutsAsRadar 0
  MDS_Radar_ScoutRadar_MaxRange 2
  MDS_Radar_ScoutRadar_DeltaHeight 1500
  MDS_Radar_HideUnpopulatedAirstripsFromMinimap 0
  MDS_Radar_ScoutGroundObjects_Alpha 5
  MDS_Radar_ScoutCompleteRecon 0
  MDS_Misc_DisableAIRadioChatter 0
  MDS_Misc_DespawnAIPlanesAfterLanding 1
  MDS_Misc_HidePlayersCountOnHomeBase 0
  MDS_Misc_BombsCat1_CratersVisibilityMultiplier 1.0
  MDS_Misc_BombsCat2_CratersVisibilityMultiplier 1.0
  MDS_Misc_BombsCat3_CratersVisibilityMultiplier 1.0
[RespawnTime]
  Bigship 1800
  Ship 1800
  Aeroanchored 1800
  Artillery 1800
  Searchlight 1800
[Wing]
  136Squadronfe00
  136Squadronfe02
  136Squadronfe01
  215Squadrontc01
  215Squadrontc02
  215Squadrontc00
  IJA_F_S_64z01
  IJA_F_S_64z02
  IJA_F_S_64z00
[136Squadronfe00]
  Planes 4
  Skill0 3
  Skill1 1
  Skill2 2
  Skill3 1
  skin0 Hurricane IIc, Malta tail bars.bmp
  skin1 Hurricane IIc, Malta tail bars.bmp
  skin2 Hurricane IIc, Malta tail bars.bmp
  skin3 Hurricane IIc, Malta tail bars.bmp
  Class air.HurricaneMkIIc
  Fuel 100
  weapons default
[136Squadronfe00_Way]
  TAKEOFF_002 13706.85 94111.65 0 0 &0
  TRIGGERS 0 0 20 0
  NORMFLY 5078.57 84000.59 3000.00 300.00 &0
  NORMFLY 13360.82 81705.33 5000.00 300.00 &0
  NORMFLY 21380.61 58409.13 6000.00 300.00 &0
  NORMFLY 34007.94 48042.65 6000.00 300.00 215Squadrontc00 3 &0
  NORMFLY 39306.21 36194.28 6000.00 300.00 &0
  NORMFLY 44228.14 26642.65 6000.00 300.00 &0
  NORMFLY 8520.77 67291.52 6000.00 300.00 &0
  NORMFLY 4300.73 83412.06 6000.00 300.00 &0
  NORMFLY 9522.25 89604.45 6000.00 300.00 &0
  LANDING_104 12453.48 92629.52 0 0 &0
[136Squadronfe02]
  Planes 4
  Skill0 2
  Skill1 1
  Skill2 2
  Skill3 1
  skin0 Kallang flash HurricaneMkIIb.bmp
  skin1 Kallang flash HurricaneMkIIb.bmp
  skin2 Kallang flash HurricaneMkIIb.bmp
  skin3 Kallang flash HurricaneMkIIb.bmp
  Class air.HurricaneMkIIb
  Fuel 100
  weapons default
[136Squadronfe02_Way]
  TAKEOFF_002 13652.06 94045.02 0 0 &0
  TRIGGERS 0 0 20 0
  NORMFLY 4941.35 83793.92 3000.00 300.00 &0
  NORMFLY 9546.68 81931.86 5000.00 300.00 &0
  NORMFLY 10101.31 72712.57 5000.00 300.00 &0
  NORMFLY 20313.21 67329.94 5000.00 300.00 &0
  NORMFLY 22413.42 47876.72 5000.00 300.00 &0
  NORMFLY 40050.62 37803.34 5000.00 300.00 215Squadrontc02 3 &0
  NORMFLY 42202.51 25356.54 5000.00 300.00 &0
  NORMFLY 9017.59 66733.66 5000.00 300.00 &0
  NORMFLY 5135.80 82820.37 5000.00 300.00 &0
  NORMFLY 9236.48 89150.55 5000.00 300.00 &0
  LANDING_104 12449.99 92625.83 0 0 &0
[136Squadronfe01]
  Planes 4
  Skill0 3
  Skill1 1
  Skill2 2
  Skill3 1
  skin0 Kallang flash HurricaneMkIIb.bmp
  skin1 Kallang flash HurricaneMkIIb.bmp
  skin2 Kallang flash HurricaneMkIIb.bmp
  skin3 Kallang flash HurricaneMkIIb.bmp
  Class air.HurricaneMkIIb
  Fuel 100
  weapons default
[136Squadronfe01_Way]
  TAKEOFF_002 13676.86 94078.78 0 0 &0
  TRIGGERS 0 0 20 0
  NORMFLY 4625.91 83480.44 3000.00 300.00 &0
  NORMFLY 7996.25 80075.65 5000.00 300.00 &0
  NORMFLY 15012.54 79401.39 5000.00 300.00 &0
  NORMFLY 13403.16 66928.65 5000.00 300.00 &0
  NORMFLY 22386.76 59391.03 5000.00 300.00 &0
  NORMFLY 33962.67 37516.61 5000.00 300.00 215Squadrontc01 3 &0
  NORMFLY 46680.47 28354.75 5000.00 300.00 &0
  NORMFLY 10065.79 66715.21 5000.00 300.00 &0
  NORMFLY 6038.32 82267.58 5000.00 300.00 &0
  NORMFLY 9138.17 88924.17 5000.00 300.00 &0
  LANDING_104 12445.76 92621.94 0 0 &0
[215Squadrontc01]
  Planes 4
  Skill0 2
  Skill1 1
  Skill2 1
  Skill3 1
  skin0 SkyFlashes.bmp
  skin1 SkyFlashes.bmp
  skin2 SkyFlashes.bmp
  skin3 SkyFlashes.bmp
  Class air.BLENHEIM4
  Fuel 100
  weapons 4x250
[215Squadrontc01_Way]
  TAKEOFF_003 4349.32 96241.95 0 0 &0
  TRIGGERS 0 0 25 0
  NORMFLY 7758.15 88970.93 750.00 300.00 &0
  NORMFLY 17046.06 64989.99 5000.00 300.00 &0
  NORMFLY 40499.82 32319.13 5000.00 300.00 &0
  GATTACK 46144.17 24504.89 5000.00 300.00 &0
  NORMFLY 48675.65 21214.66 5000.00 300.00 &0
  NORMFLY 38556.64 18125.08 5000.00 300.00 &0
  NORMFLY 32725.27 35133.24 5000.00 300.00 &0
  NORMFLY 20159.49 57989.62 5000.00 300.00 &0
  NORMFLY 11259.83 76034.25 5000.00 300.00 &0
  NORMFLY 7027.80 84652.58 2000.00 300.00 &0
  NORMFLY 5559.97 92290.09 1000.00 300.00 &0
  LANDING 5198.24 94376.59 0 0 &0
[215Squadrontc02]
  Planes 4
  Skill0 2
  Skill1 1
  Skill2 1
  Skill3 1
  skin0 SkyFlashes.bmp
  skin1 SkyFlashes.bmp
  skin2 SkyFlashes.bmp
  skin3 SkyFlashes.bmp
  Class air.BLENHEIM4
  Fuel 100
  weapons 4x250
[215Squadrontc02_Way]
  TAKEOFF_003 4313.87 96320.79 0 0 &0
  TRIGGERS 0 0 25 0
  NORMFLY 7520.20 89447.13 750.00 300.00 &0
  NORMFLY 16595.98 65316.02 5000.00 300.00 &0
  NORMFLY 40037.52 32434.76 5000.00 300.00 &0
  GATTACK 45292.80 24820.94 5000.00 300.00 &0
  NORMFLY 47832.86 21252.47 5000.00 300.00 &0
  NORMFLY 38838.30 18682.59 5000.00 300.00 &0
  NORMFLY 33304.46 34722.33 5000.00 300.00 &0
  NORMFLY 20388.11 57856.59 5000.00 300.00 &0
  NORMFLY 11486.97 75915.18 5000.00 300.00 &0
  NORMFLY 7269.53 84392.63 2000.00 300.00 &0
  NORMFLY 5653.20 91939.14 1000.00 300.00 &0
  LANDING 5198.24 94376.59 0 0 &0
[215Squadrontc00]
  Planes 4
  Skill0 2
  Skill1 1
  Skill2 1
  Skill3 1
  skin0 SkyFlashes.bmp
  skin1 SkyFlashes.bmp
  skin2 SkyFlashes.bmp
  skin3 SkyFlashes.bmp
  Class air.BLENHEIM4
  Fuel 100
  weapons 4x250
[215Squadrontc00_Way]
  TAKEOFF_003 4383.69 96164.86 0 0 &0
  TRIGGERS 0 0 25 0
  NORMFLY 7954.88 88570.00 750.00 300.00 &0
  NORMFLY 16446.04 64848.13 5000.00 300.00 &0
  NORMFLY 39625.57 32605.57 5000.00 300.00 &0
  GATTACK 45755.68 24468.34 5000.00 300.00 &0
  NORMFLY 47990.36 21525.95 5000.00 300.00 &0
  NORMFLY 39276.30 19036.22 5000.00 300.00 &0
  NORMFLY 33494.60 35302.46 5000.00 300.00 &0
  NORMFLY 20329.39 58165.56 5000.00 300.00 &0
  NORMFLY 11428.83 76470.47 5000.00 300.00 &0
  NORMFLY 7307.24 84933.92 2000.00 300.00 &0
  NORMFLY 5750.48 92281.87 1000.00 300.00 &0
  LANDING_104 5198.24 94376.59 0 0 &0
[IJA_F_S_64z01]
  Planes 4
  Skill0 3
  Skill1 1
  Skill2 2
  Skill3 1
  skin0 Macwan_KI43IIb_Sen25_Chu3_44unmkd.bmp
  skin1 Macwan_KI43IIb_Sen25_Chu3_44unmkd.bmp
  skin2 Macwan_KI43IIb_Sen25_Chu3_44unmkd.bmp
  skin3 Macwan_KI43IIb_Sen25_Chu3_44unmkd.bmp
  Class air.KI_43_II
  Fuel 100
  weapons default
[IJA_F_S_64z01_Way]
  TAKEOFF_002 49116.38 27537.77 0 0 &0
  TRIGGERS 0 0 20 0
  NORMFLY 47338.60 34044.01 5000.00 300.00 &0
  NORMFLY 24707.22 31171.93 5000.00 300.00 &0
  NORMFLY 16331.52 37211.35 5000.00 300.00 &0
  NORMFLY 17302.70 44934.12 5000.00 300.00 &0
  NORMFLY 27733.86 46838.93 5000.00 300.00 215Squadrontc01 3 &0
  NORMFLY 27232.84 35175.49 5000.00 300.00 &0
  NORMFLY 30486.33 18131.99 5000.00 300.00 &0
  NORMFLY 46197.52 13561.26 5000.00 300.00 &0
  NORMFLY 50729.71 16528.02 5000.00 300.00 &0
  NORMFLY 51501.88 20635.34 5000.00 300.00 &0
  LANDING_104 49183.34 27363.05 0 0 &0
[IJA_F_S_64z02]
  Planes 4
  Skill0 2
  Skill1 2
  Skill2 2
  Skill3 1
  skin0 Macwan_KI43IIb_Sen64_Chu3_43unmkd.bmp
  skin1 Macwan_KI43IIb_Sen64_Chu3_43unmkd.bmp
  skin2 Macwan_KI43IIb_Sen64_Chu3_43unmkd.bmp
  skin3 Macwan_KI43IIb_Sen64_Chu3_43unmkd.bmp
  Class air.KI_43_II
  Fuel 100
  weapons default
[IJA_F_S_64z02_Way]
  TAKEOFF_002 49135.30 27458.23 0 0 &0
  TRIGGERS 0 0 20 0
  NORMFLY 47507.08 33328.58 5000.00 300.00 &0
  NORMFLY 51902.81 58391.52 5000.00 300.00 &0
  NORMFLY 46175.24 66380.30 5000.00 300.00 &0
  NORMFLY 37184.46 61965.17 5000.00 300.00 &0
  NORMFLY 31391.06 52405.20 5000.00 300.00 215Squadrontc02 3 &0
  NORMFLY 25980.77 35915.48 5000.00 300.00 &0
  NORMFLY 30798.94 19574.95 5000.00 300.00 &0
  NORMFLY 45299.53 14531.60 5000.00 300.00 &0
  NORMFLY 49861.95 16984.39 5000.00 300.00 &0
  NORMFLY 50864.61 20488.40 5000.00 300.00 &0
  LANDING_104 49180.63 27357.50 0 0 &0
[IJA_F_S_64z00]
  Planes 4
  Skill0 3
  Skill1 1
  Skill2 2
  Skill3 1
  skin0 ki-43 II 54 Hiko sentai.bmp
  skin1 ki-43 II 54 Hiko sentai.bmp
  skin2 ki-43 II 54 Hiko sentai.bmp
  skin3 ki-43 II 54 Hiko sentai.bmp
  Class air.KI_43_IIKAI
  Fuel 100
  weapons default
[IJA_F_S_64z00_Way]
  TAKEOFF_002 49155.59 27387.39 0 0 &0
  TRIGGERS 0 0 20 0
  NORMFLY 47688.57 32767.80 5000.00 300.00 &0
  NORMFLY 48102.88 52319.68 5000.00 300.00 &0
  NORMFLY 43928.60 60853.89 5000.00 300.00 &0
  NORMFLY 28371.61 62557.07 5000.00 300.00 &0
  NORMFLY 31443.65 54321.82 5000.00 300.00 215Squadrontc00 3 &0
  NORMFLY 24173.54 36612.51 5000.00 300.00 &0
  NORMFLY 31493.50 20919.84 5000.00 300.00 &0
  NORMFLY 45277.95 15347.27 5000.00 300.00 &0
  NORMFLY 49067.23 17238.88 5000.00 300.00 &0
  NORMFLY 50196.22 20259.31 5000.00 300.00 &0
  LANDING_104 49175.65 27355.23 0 0 &0
[Chiefs]
  0_Chief Vehicles.GAZ_55 1
[0_Chief_Road]
  13787.58 93902.13 120.00 0 2 3.055555582046509
  13335.57 93590.55 120.00 3 2 3.055555582046509
  13317.91 93577.71 120.00 0 2 3.055555582046509
  13545.90 93852.27 120.00 0 2 3.055555582046509
  13931.45 94009.78 120.00 36 2 3.055555582046509
  13943.51 94017.04 120.00 0 2 3.055555582046509
  13580.63 93878.21 120.00 0 2 3.055555582046509
  13338.82 93624.07 120.00 43 2 3.055555582046509
  13333.23 93613.05 120.00 0 2 3.055555582046509
  13892.85 93890.45 120.00 0 2 3.055555582046509
  13929.48 94021.27 120.00
[NStationary]
  0_Static vehicles.artillery.Artillery$Type88_75mm_JA 2 45265.91 25955.44 360.00 0.0 0 1 1
  1_Static vehicles.artillery.Artillery$Type88_75mm_JA 2 45340.30 26368.27 360.00 0.0 0 1 1
  2_Static vehicles.artillery.Artillery$Type88_75mm_JA 2 45339.21 25304.88 360.00 0.0 0 1 1
  3_Static vehicles.artillery.Artillery$Type88_75mm_JA 2 45430.39 25337.17 360.00 0.0 0 1 1
  4_Static vehicles.artillery.Artillery$Type88_75mm_JA 2 47367.06 24114.70 360.00 0.0 0 1 1
  5_Static vehicles.artillery.Artillery$Type88_75mm_JA 2 47302.40 24714.75 360.00 0.0 0 1 1
  6_Static vehicles.artillery.Artillery$Type88_75mm_JA 2 48291.37 25135.64 360.00 0.0 0 1 1
  7_Static vehicles.artillery.Artillery$Type88_75mm_JA 2 48539.44 25300.03 360.00 0.0 0 1 1
  8_Static vehicles.artillery.Artillery$Type88_75mm_JA 2 48355.55 29008.37 360.00 0.0 0 1 1
  9_Static vehicles.artillery.Artillery$Type88_75mm_JA 2 48524.83 27475.25 360.00 0.0 0 1 1
  10_Static vehicles.artillery.Artillery$Type88_75mm_JA 2 49330.80 28213.32 360.00 0.0 0 1 1
  11_Static vehicles.planes.Plane$Wellington3 1 4724.55 96247.39 419.10 0.0 gb 1 1.0 null 1
  12_Static vehicles.planes.Plane$Wellington3 1 4805.06 96247.59 509.10 0.0 gb 1 1.0 null 1
  13_Static vehicles.planes.Plane$Wellington3 1 4809.05 96155.53 509.10 0.0 gb 1 1.0 null 1
  14_Static vehicles.planes.Plane$BLENHEIM4 1 3272.78 95999.64 509.10 0.0 gb 1 1.0 Blenheim\MkIV_Blank_Azur\un.bmp 1
  15_Static vehicles.planes.Plane$C_47 1 4729.42 95972.65 209.10 0.0 gb 1 1.0 vp_C47_nm3.BMP 1
  16_Static vehicles.planes.Plane$BEAU21 1 3320.74 95650.71 269.10 0.0 gb 1 1.0 Beauf-Generic\Brown_Green.bmp 1
  17_Static vehicles.planes.Plane$HurricaneMkIIb 1 13871.68 93853.34 335.47 0.0 gb 1 1.0 Kallang\flash\HurricaneMkIIb.bmp 1
  18_Static vehicles.planes.Plane$HurricaneMkIIc 1 13756.04 93923.81 270.20 0.0 gb 1 1.0 Hurricane\IIc,\Malta\tail\bars.bmp 1
  19_Static vehicles.planes.Plane$C_47 1 12664.06 92678.49 330.20 0.0 gb 1 1.0 vp_C47_nm3.BMP 1
  20_Static vehicles.planes.Plane$P_36A4 1 13699.50 93897.04 270.20 0.0 gb 1 1.0 RAF.bmp 1
  21_Static vehicles.radios.Beacon$YGBeacon 1 4479.01 95477.05 420.20 0.0
  22_Static vehicles.lights.Searchlight$SL_ManualBlue 1 4524.77 95394.36 360.20 0.0
  23_Static vehicles.stationary.Siren$SirenCity 1 4537.31 95383.18 360.20 0.0
  24_Static vehicles.stationary.Siren$SirenCity 1 13412.90 93472.89 360.20 0.0
  25_Static vehicles.lights.Searchlight$SL_ManualBlue 1 13411.98 93481.90 360.20 0.0
  26_Static vehicles.stationary.Stationary$GAZ_AA 1 12631.37 92389.23 420.20 0.0
  27_Static vehicles.stationary.Stationary$GAZ_AAA 1 12779.95 92599.49 570.20 0.0
  28_Static vehicles.stationary.Stationary$GAZ_55 1 13399.73 93488.21 570.20 0.0
  29_Static vehicles.stationary.Stationary$GAZ_55 1 4558.15 95356.89 360.20 0.0
  30_Static vehicles.stationary.Stationary$GAZ_AA 1 4450.06 95138.37 570.20 0.0
  31_Static vehicles.stationary.Stationary$GAZ_AAA 1 5405.96 96505.33 570.20 0.0
  32_Static vehicles.stationary.Stationary$Bulldozer_US 1 4520.67 95364.68 600.20 0.0
  33_Static vehicles.stationary.Stationary$Motorcycle 1 13412.67 93475.02 570.20 0.0
  34_Static vehicles.stationary.Stationary$WillisMB 1 13401.87 93462.58 570.20 0.0
  35_Static vehicles.stationary.Stationary$WillisMB 1 4547.04 95371.71 600.20 0.0
  36_Static vehicles.stationary.Stationary$StudebeckerTruck 1 3283.23 95993.83 420.20 0.0
  37_Static vehicles.stationary.Stationary$OpelBlitz6700A_fuel 1 3318.45 95658.36 570.20 0.0
  38_Static vehicles.artillery.Artillery$StBofors_40mm_UK 1 3543.58 96691.33 570.20 0.0 0 1 1
  39_Static vehicles.artillery.Artillery$StBofors_40mm_UK 1 5319.51 96781.60 690.20 0.0 0 1 1
  40_Static vehicles.artillery.Artillery$StBofors_40mm_UK 1 5320.16 94985.68 540.20 0.0 0 1 1
  41_Static vehicles.artillery.Artillery$StBofors_40mm_UK 1 5406.31 94992.75 420.20 0.0 0 1 1
  42_Static vehicles.artillery.Artillery$StBofors_40mm_UK 1 5339.71 95005.83 600.20 0.0 0 1 1
  43_Static vehicles.artillery.Artillery$StBofors_40mm_UK 1 4502.18 94572.13 450.20 0.0 0 1 1
  44_Static vehicles.artillery.Artillery$StBofors_40mm_UK 1 4489.48 94600.51 540.20 0.0 0 1 1
  45_Static vehicles.artillery.Artillery$StBofors_40mm_UK 1 4543.47 94637.93 690.20 0.0 0 1 1
  46_Static vehicles.artillery.Artillery$StBofors_40mm_UK 1 4909.14 96383.54 600.20 0.0 0 1 1
  47_Static vehicles.artillery.Artillery$StBofors_40mm_UK 1 4974.62 96342.37 360.20 0.0 0 1 1
  48_Static vehicles.artillery.Artillery$StBofors_40mm_UK 1 4946.83 96329.58 420.20 0.0 0 1 1
  49_Static vehicles.artillery.Artillery$StBofors_40mm_UK 1 5873.09 96847.58 420.20 0.0 0 1 1
  50_Static vehicles.artillery.Artillery$StBofors_40mm_UK 1 13865.95 93555.04 420.20 0.0 0 1 1
  51_Static vehicles.artillery.Artillery$StBofors_40mm_UK 1 12615.76 92354.60 510.20 0.0 0 1 1
  52_Static vehicles.artillery.Artillery$StBofors_40mm_UK 1 12628.45 92326.78 450.20 0.0 0 1 1
  53_Static vehicles.artillery.Artillery$StBofors_40mm_UK 1 12669.62 92392.11 690.20 0.0 0 1 1
  54_Static vehicles.artillery.Artillery$StBofors_40mm_UK 1 13026.48 92892.98 690.20 0.0 0 1 1
  55_Static vehicles.planes.Plane$HurricaneMkIIc 1 13836.16 93946.55 335.64 0.0 gb 1 1.0 Hurricane\IIc,\Malta\tail\bars.bmp 1
  56_Static vehicles.planes.Plane$HurricaneMkIIc 1 13825.58 93592.93 423.47 0.0 gb 1 1.0 Hurricane\IIc,\Malta\tail\bars.bmp 1
  57_Static vehicles.planes.Plane$HurricaneMkIIc 1 13855.43 93506.85 423.95 0.0 gb 1 1.0 Hurricane\IIc,\Malta\tail\bars.bmp 1
  58_Static vehicles.planes.Plane$HurricaneMkIIc 1 13676.53 93442.55 464.76 0.0 gb 1 1.0 Hurricane\IIc,\Malta\tail\bars.bmp 1
  59_Static vehicles.planes.Plane$HurricaneMkIIc 1 13893.31 93696.41 351.68 0.0 gb 1 1.0 Hurricane\IIc,\Malta\tail\bars.bmp 1
  60_Static vehicles.planes.Plane$HurricaneMkIIb 1 13267.24 93304.26 360.20 0.0 gb 1 1.0 Kallang\flash\HurricaneMkIIb.bmp 1
  61_Static vehicles.planes.Plane$HurricaneMkIIb 1 13286.10 93343.18 345.20 0.0 gb 1 1.0 Kallang\flash\HurricaneMkIIb.bmp 1
  62_Static vehicles.planes.Plane$HurricaneMkIIb 1 13198.67 93247.82 345.20 0.0 gb 1 1.0 Kallang\flash\HurricaneMkIIb.bmp 1
  63_Static vehicles.planes.Plane$HurricaneMkIIb 1 13610.56 93650.62 525.20 0.0 gb 1 1.0 Kallang\flash\HurricaneMkIIb.bmp 1
  64_Static vehicles.planes.Plane$HurricaneMkIIb 1 13153.82 93065.16 405.20 0.0 gb 1 1.0 Kallang\flash\HurricaneMkIIb.bmp 1
  65_Static vehicles.planes.Plane$HurricaneMkIIb 1 13053.76 92956.28 405.20 0.0 gb 1 1.0 Kallang\flash\HurricaneMkIIb.bmp 1
  66_Static vehicles.planes.Plane$C_47 1 13925.66 93798.93 360.20 0.0 gb 1 1.0 vp_C47_nm3.BMP 1
  67_Static vehicles.planes.Plane$BLENHEIM4 1 3298.09 95461.13 524.10 0.0 gb 1 1.0 Blenheim\MkIV_Blank_Sky.bmp 1
  68_Static vehicles.planes.Plane$BLENHEIM4 1 3355.59 95396.98 464.10 0.0 gb 1 1.0 vp_BlenheimMkIV_82sqnnm.bmp 1
  69_Static vehicles.planes.Plane$BLENHEIM4 1 3579.35 95181.69 524.10 0.0 gb 1 1.0 vp_BlenheimMkIV_82sqnnm.bmp 1
  70_Static vehicles.planes.Plane$BLENHEIM4 1 4105.47 95236.81 404.10 0.0 gb 1 1.0 vp_BlenheimMkIV_82sqnnm.bmp 1
  71_Static vehicles.planes.Plane$BLENHEIM4 1 3981.71 95151.25 464.10 0.0 gb 1 1.0 vp_BlenheimMkIV_82sqnnm.bmp 1
  72_Static vehicles.planes.Plane$BLENHEIM4 1 4554.93 94859.14 464.10 0.0 gb 1 1.0 vp_BlenheimMkIV_82sqnnm.bmp 1
  73_Static vehicles.planes.Plane$C_47 1 4845.34 95990.52 389.10 0.0 gb 1 1.0 vp_C47_nm3.BMP 1
  74_Static vehicles.planes.Plane$C_47 1 4620.18 96177.57 299.10 0.0 gb 1 1.0 vp_C47_nm3.BMP 1
  75_Static vehicles.lights.Searchlight$SL_ManualBlue 2 49106.83 28252.51 570.20 0.0
  76_Static vehicles.stationary.Siren$SirenCity 2 49116.01 28222.91 570.20 0.0
  77_Static vehicles.stationary.Stationary$HoHa 2 48323.54 28103.29 540.20 0.0
  78_Static vehicles.stationary.Stationary$HoHa 2 48323.36 28108.40 540.20 0.0
  79_Static vehicles.stationary.Stationary$HoHa 2 48324.10 28114.53 540.20 0.0
  80_Static vehicles.stationary.Stationary$OpelBlitz6700A_fuel 2 48418.79 28433.39 660.20 0.0
  81_Static vehicles.stationary.Stationary$OpelBlitz36S 2 48422.69 28428.22 390.20 0.0
  82_Static vehicles.stationary.Stationary$Truck_Type94 2 48331.40 28450.78 360.20 0.0
  83_Static vehicles.stationary.Stationary$Truck_Type94 2 48331.33 28462.60 525.20 0.0
  84_Static vehicles.stationary.Stationary$Kurogane 2 49109.66 28246.00 525.20 0.0
  85_Static vehicles.planes.Plane$KI_43_II 2 49163.21 28675.54 405.20 0.0 ja 1 1.0 Macwan_KI43IIb_Sen25_Chu3_44unmkd.bmp 1
  86_Static vehicles.planes.Plane$KI_43_II 2 49052.10 28777.39 345.20 0.0 ja 1 1.0 Macwan_KI43IIb_Sen25_Chu3_44unmkd.bmp 1
  87_Static vehicles.planes.Plane$KI_43_II 2 49149.48 28946.90 315.30 0.0 ja 1 1.0 Macwan_KI43IIb_Sen25_Chu3_44unmkd.bmp 1
  88_Static vehicles.planes.Plane$KI_43_II 2 49037.50 29150.58 315.24 0.0 ja 1 1.0 Macwan_KI43IIb_Sen25_Chu3_44unmkd.bmp 1
  89_Static vehicles.planes.Plane$KI_43_II 2 48764.47 29440.39 315.24 0.0 ja 1 1.0 Macwan_KI43IIb_Sen25_Chu3_44unmkd.bmp 1
  90_Static vehicles.planes.Plane$KI_43_II 2 48866.43 29099.07 285.24 0.0 ja 1 1.0 Macwan_KI43IIb_Sen25_Chu3_44unmkd.bmp 1
  91_Static vehicles.planes.Plane$KI_43_II 2 48573.18 29094.57 255.24 0.0 ja 1 1.0 Macwan_KI43IIb_Sen25_Chu3_44unmkd.bmp 1
  92_Static vehicles.planes.Plane$KI_43_II 2 48543.94 28370.51 525.24 0.0 ja 1 1.0 Macwan_KI43IIb_Sen25_Chu3_44unmkd.bmp 1
  93_Static vehicles.planes.Plane$KI_43_II 2 48511.66 28930.73 525.24 0.0 ja 1 1.0 Macwan_KI43IIb_Sen25_Chu3_44unmkd.bmp 1
  94_Static vehicles.planes.Plane$KI_43_IIKAI 2 48457.32 29303.38 195.24 0.0 ja 1 1.0 ki-43\II\54\Hiko\sentai.bmp 1
  95_Static vehicles.planes.Plane$KI_43_IIKAI 2 48482.48 29275.67 525.24 0.0 ja 1 1.0 ki-43\II\54\Hiko\sentai.bmp 1
  96_Static vehicles.planes.Plane$KI_43_IIKAI 2 48755.97 29221.78 375.24 0.0 ja 1 1.0 ki-43\II\54\Hiko\sentai.bmp 1
  97_Static vehicles.planes.Plane$KI_43_IIKAI 2 48769.34 29272.22 315.24 0.0 ja 1 1.0 ki-43\II\54\Hiko\sentai.bmp 1
  98_Static vehicles.planes.Plane$L2D 2 48575.06 28705.06 180.24 0.0 ja 1 1.0 null 1
  99_Static vehicles.planes.Plane$L2D 2 48659.98 28151.36 510.24 0.0 ja 1 1.0 null 1
  100_Static vehicles.planes.Plane$L2D 2 48692.43 27749.97 180.24 0.0 ja 1 1.0 null 1
  101_Static vehicles.stationary.Stationary$OpelBlitz6700A_medic 2 48318.95 28092.85 360.20 0.0
  102_Static vehicles.planes.Plane$Wellington3 1 3833.57 96103.46 389.10 0.0 gb 1 1.0 null 1
  103_Static vehicles.planes.Plane$Wellington3 1 3800.05 96153.19 359.10 0.0 gb 1 1.0 null 1
  104_Static vehicles.planes.Plane$Wellington3 1 3818.26 96256.70 299.10 0.0 gb 1 1.0 null 1
  105_Static vehicles.planes.Plane$Wellington3 1 3932.09 96134.85 539.10 0.0 gb 1 1.0 null 1
  106_Static vehicles.planes.Plane$C_47 1 3932.06 96218.34 299.10 0.0 gb 1 1.0 vp_C47_RAF_nm1.BMP 1
  107_Static vehicles.planes.Plane$C_47 1 4021.01 96423.10 239.10 0.0 gb 1 1.0 vp_C47_RAF_nm1.BMP 1
  108_Static vehicles.planes.Plane$C_47 1 3746.06 97015.82 374.10 0.0 gb 1 1.0 vp_C47_nm3.BMP 1
  109_Static vehicles.stationary.Stationary$GAZ_AA 1 3750.22 97003.10 510.20 0.0
  110_Static vehicles.stationary.Stationary$GAZ_Bus 1 4518.34 94637.06 440.20 0.0
  111_Static vehicles.stationary.Stationary$GAZ_Bus 1 5368.11 95029.14 485.20 0.0
  112_Static vehicles.stationary.Stationary$GAZ_Bus 1 5355.84 96357.90 440.20 0.0
  113_Static vehicles.stationary.Stationary$GAZ_AAA 1 3915.30 96208.57 500.20 0.0
  114_Static vehicles.stationary.Stationary$GAZ_AA 1 4020.48 96407.73 410.20 0.0
  115_Static vehicles.stationary.Stationary$GAZ_AA 1 3812.30 96271.13 590.20 0.0
  116_Static vehicles.stationary.Stationary$OpelBlitz6700A_fuel 1 3805.30 96159.09 620.20 0.0
  117_Static vehicles.planes.Plane$BLENHEIM4 1 5294.97 95939.73 254.10 0.0 gb 1 1.0 SkyFlashes.bmp 1
  118_Static vehicles.planes.Plane$BLENHEIM4 1 5483.34 95922.03 254.10 0.0 gb 1 1.0 SkyFlashes.bmp 1
  119_Static vehicles.planes.Plane$BLENHEIM4 1 5268.89 96163.74 524.10 0.0 gb 1 1.0 SkyFlashes.bmp 1
  120_Static vehicles.planes.Plane$BLENHEIM4 1 5299.86 96453.87 524.10 0.0 gb 1 1.0 SkyFlashes.bmp 1
  121_Static vehicles.planes.Plane$BLENHEIM4 1 5277.61 96672.02 524.10 0.0 gb 1 1.0 SkyFlashes.bmp 1
  122_Static vehicles.planes.Plane$C_47 1 5360.99 96287.88 524.10 0.0 gb 1 1.0 vp_C47_RAF_nm1.BMP 1
  123_Static vehicles.lights.Searchlight$SL_ManualBlue 1 5359.34 95014.80 524.10 0.0
  124_Static vehicles.lights.Searchlight$SL_ManualBlue 1 4470.06 95148.25 524.10 0.0
  125_Static vehicles.lights.Searchlight$SL_ManualBlue 1 4511.98 94631.60 524.10 0.0
  126_Static vehicles.lights.Searchlight$SL_ManualBlue 1 5556.16 96979.03 524.10 0.0
[Buildings]
  0_bld House$CrimeaFarm 1 13412.18 93465.64 495.20
  1_bld House$RussiaSortir 1 13961.23 93998.04 620.20
  2_bld House$AirdromeFuelTank 1 14039.77 94094.76 495.20
  3_bld House$AirdromeMaskingnet 1 4527.32 95363.46 420.20
  4_bld House$AirdromeRadar1 1 4867.37 95597.23 510.20
  5_bld House$FurnitureSandbag_Wall 1 4545.31 95369.44 510.20
  6_bld House$Hangarmed 1 3322.76 97029.39 600.20
  7_bld House$Control_tower 1 4537.78 95369.03 690.20
  8_bld House$46BoxCoverBig 1 4711.10 96229.62 600.20
  9_bld House$46BoxCoverMed 1 3295.89 96010.96 600.20
  10_bld House$46Furniture 1 4535.42 95381.23 600.20
  11_bld House$46Radio 1 4541.24 95375.74 510.20
  12_bld House$46Radio 1 13409.27 93473.60 360.20
  13_bld House$46Furniture 1 13405.31 93469.12 360.20
  14_bld House$46GRBoxes 1 13752.10 93926.59 360.20
  15_bld House$46TRBoxes 1 13873.44 93858.44 360.20
  16_bld House$46Palette 1 13919.26 93814.82 360.20
  17_bld House$46Palette 1 5385.30 96274.31 360.20
  18_bld House$46TRBoxes 1 4802.35 96239.73 360.20
  19_bld House$46GRBoxes 1 4731.38 96248.32 360.20
  20_bld House$46Warehouse 1 3928.37 94361.06 405.20
  21_bld House$46Warehouse 1 12513.39 92164.67 525.20
  22_bld House$46MCycle 1 13413.03 93476.08 525.20
  23_bld House$Misc_05 1 13953.30 94038.13 665.20
  24_bld House$Misc_05 1 5413.55 96463.40 360.20
  25_bld House$FTankS_01 1 4208.65 94205.65 360.20
  26_bld House$FTankS_01 1 5664.69 96587.06 360.20
  27_bld House$AirdromeControlTowerSmall 1 13409.04 93463.03 675.20
  28_bld House$AirdromeMaskingnet 1 13419.62 93457.67 675.20
  29_bld House$FurnitureSandbag_Wall 1 13400.56 93473.07 405.20
  30_bld House$FurnitureSandbag_Wall 1 13406.51 93478.82 405.20
  31_bld House$FurnitureSandbags_Round 1 13026.67 92892.53 585.20
  32_bld House$FurnitureSandbag_Wall 1 4542.42 95374.61 510.20
  33_bld House$FurnitureSandbags_Round 1 4524.71 95394.34 510.20
  34_bld House$46BoxCoverMed 1 4104.72 95263.26 659.10
  35_bld House$46BoxCoverMed 1 3963.77 95167.20 629.10
  36_bld House$46BoxCoverMed 1 3336.16 95410.66 629.10
  37_bld House$46BoxCoverMed 1 3346.43 95658.30 629.10
  38_bld House$46BoxCoverMed 1 3605.71 95173.56 659.10
  39_bld House$46BoxCoverBig 1 4705.37 95970.90 659.10
  40_bld House$46BoxCoverBig 1 4848.69 96019.63 659.10
  41_bld House$46BoxCoverBig 1 4783.54 96160.66 659.10
  42_bld House$CrimeaFarm 1 49119.84 28199.32 435.20
  43_bld House$RussiaSortir 1 48347.14 27882.62 705.20
  44_bld House$RussiaSortir 1 48347.56 27879.51 705.20
  45_bld House$AirdromeBarrelBlock1 1 49185.04 28733.03 705.20
  46_bld House$AirdromeFuelTank 1 48441.82 28321.23 705.20
  47_bld House$AirdromeFuelTank 1 48447.02 28309.55 705.20
  48_bld House$AirdromeControlTowerSmall 1 49121.04 28195.34 615.20
  49_bld House$AirdromeMaskingnet 1 49128.47 28201.99 615.20
  50_bld House$Tent_Pup_US 1 48373.10 27917.82 705.20
  51_bld House$Tent_Pup_US 1 48374.21 27913.27 705.20
  52_bld House$Tent_Pup_US 1 48374.96 27909.46 705.20
  53_bld House$Tent_Pup_US 1 48376.26 27905.65 705.20
  54_bld House$Tent_Pup_US 1 48377.65 27901.38 705.20
  55_bld House$Tent_Pup_US 1 48379.13 27897.57 705.20
  56_bld House$Tent_Pup_US 1 48380.34 27893.21 705.20
  57_bld House$Tent_Pup_US 1 48369.10 27914.57 705.20
  58_bld House$Tent_Pup_US 1 48370.68 27910.48 705.20
  59_bld House$Tent_Pup_US 1 48372.08 27906.49 705.20
  60_bld House$Tent_Pup_US 1 48373.38 27902.12 705.20
  61_bld House$Tent_Pup_US 1 48374.68 27898.13 705.20
  62_bld House$Tent_Pup_US 1 48376.16 27894.51 705.20
  63_bld House$Tent_Pup_US 1 48363.81 27916.05 705.20
  64_bld House$Tent_Pup_US 1 48365.48 27912.06 705.20
  65_bld House$Tent_Pup_US 1 48367.53 27907.69 705.20
  66_bld House$Tent_Pup_US 1 48369.10 27903.33 705.20
  67_bld House$Tent_Pup_US 1 48370.22 27898.59 705.20
  68_bld House$Tent_Pup_US 1 48372.08 27894.69 705.20
  69_bld House$Tent_Pup_US 1 48373.75 27890.42 705.20
  70_bld House$Tent_Pyramid_US 1 48352.20 27909.46 705.20
  71_bld House$Tent_Pyramid_US 1 48349.14 27896.64 705.20
  72_bld House$Tent_Pyramid_US 1 48359.45 27889.12 705.20
  73_bld House$FurnitureSandbag_Wall 1 49109.99 28200.58 705.20
  74_bld House$FurnitureSandbag_Wall 1 49111.50 28195.00 705.20
  75_bld House$FurnitureSandbags_Round 1 49108.40 28206.36 405.20
  76_bld House$46ATTrench1 1 48356.45 29008.11 360.20
  77_bld House$46ATTrench1 1 49329.82 28212.86 510.20
  78_bld House$46ATTrench1 1 48523.74 27474.58 510.20
  79_bld House$46BoxCoverBig 1 48338.28 28239.40 510.20
  80_bld House$46BoxCoverMed 1 48505.89 28924.28 510.20
  81_bld House$46Furniture 1 49112.02 28199.93 510.20
  82_bld House$46Radio 1 49108.69 28206.14 360.20
  83_bld House$46WoodLadder 1 48660.94 28160.80 360.20
  84_bld House$46GRBoxes 1 48582.89 28712.19 360.20
  85_bld House$46TRBoxes 1 48584.13 28709.80 360.20
  86_bld House$46Palette 1 48326.68 28246.58 360.20
  87_bld House$46Warehouse 1 48376.88 28853.69 660.20
  88_bld House$Misc_05 1 48344.21 27905.34 660.20
  89_bld House$AirdromeMaskingnet 1 48325.34 28245.50 660.20
  90_bld House$46BoxCoverMed 1 48326.78 28078.97 540.24
  91_bld House$AirdromeBarrelBlock1 1 3764.47 96199.76 599.10
  92_bld House$AirdromeBarrelBlock2 1 3918.87 96215.50 479.10
  93_bld House$AirdromeMaskingnetBig 1 3742.62 96210.97 719.10
  94_bld House$FlagJnavy 1 49119.25 28201.26 719.10
  95_bld House$46WoodLadder 1 3928.35 96215.11 389.10
  96_bld House$46WoodLadder 1 4021.92 96418.21 684.10
  97_bld House$FTankS_01 1 3524.40 97011.71 684.10
  98_bld House$FTankS_02 1 3498.79 97023.29 474.10
  99_bld House$HangarLG 1 3687.13 97041.08 564.10
  100_bld House$46GRBoxes 1 4019.32 96416.67 410.20
  101_bld House$46GRBoxes 1 4017.43 96415.49 440.20
  102_bld House$46TRBoxes 1 4020.07 96418.62 440.20
  103_bld House$46TRBoxes 1 4022.31 96415.72 380.20
  104_bld House$HangarLG 1 3728.58 96152.39 540.00
  105_bld House$46GRBoxes 1 3813.85 96264.07 659.10
  106_bld House$46BoxCoverMed 1 3760.65 96212.13 659.10
  107_bld House$46BoxCoverMed 1 3768.54 96119.43 719.10
  108_bld House$46BoxCoverBig 1 3758.20 96220.63 719.10
  109_bld House$46Warehouse 1 3758.36 96374.43 410.20
  110_bld House$AirdromeMaskingnetBig 1 3668.43 96151.12 360.20
  111_bld House$Henderstower 1 4547.64 96068.12 690.20
  112_bld House$HQ_US 1 5220.80 96545.10 695.20
  113_bld House$46Bomb1 1 3817.69 96266.24 695.20
  114_bld House$46Bomb1 1 3818.50 96265.87 695.20
  115_bld House$46Bomb1 1 3818.13 96264.77 695.20
  116_bld House$46Bomb1 1 3816.95 96265.36 695.20
  117_bld House$46Palette 1 3676.11 96159.82 695.20
  118_bld House$46Watower 1 5261.23 96532.58 695.20
[Target]
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Tolwyn 08-12-2013 07:32 PM

Ok. I edited that mission and removed the RECON waypoint type (didn't know this affected behavior, just thought it threw up some extra waypoints!)

Seems like the mission is playing correctly now.

Sure wish there was a little bit more "documentation" on some of the new features besides a sentance or two in passing. ;)

Juri_JS 08-15-2013 06:00 AM

Here's a problem I noticed:

On the Stalingrad winter map I have tried to overlay the incorrect stock concrete textures of Pitomnik airfield with the new winter texture airfield tiles. Unfortunatly it didn't worked, because on the map the winter tiles appeared behind the old airfield tiles.
Is there a way to fix this?

KG26_Alpha 08-15-2013 08:06 PM

Quote:

Originally Posted by Juri_JS (Post 508294)
Here's a problem I noticed:

On the Stalingrad winter map I have tried to overlay the incorrect stock concrete textures of Pitomnik airfield with the new winter texture airfield tiles. Unfortunatly it didn't worked, because on the map the winter tiles appeared behind the old airfield tiles.
Is there a way to fix this?

Yes

Remove the incorrect textures.

:)

Juri_JS 08-15-2013 09:18 PM

Quote:

Originally Posted by KG26_Alpha (Post 508312)
Yes

Remove the incorrect textures.

:)

Removing airfield textures only works in the map builder version of FMB, but not in the normal FMB.

b5523482 08-16-2013 10:46 PM

1 Attachment(s)
This compass in the SB 2M-100A is messing up my fps.

Attachment 12648

I can give you system specs on demand. I don't know if the problem was there before.

I found a thread about a cockpit project of it. Maybe the cockpit stems from that one.

http://forum.1cpublishing.eu/showthread.php?t=20585

sniperton 08-16-2013 11:18 PM

Quote:

Originally Posted by Juri_JS (Post 508294)
Here's a problem I noticed:

On the Stalingrad winter map I have tried to overlay the incorrect stock concrete textures of Pitomnik airfield with the new winter texture airfield tiles. Unfortunatly it didn't worked, because on the map the winter tiles appeared behind the old airfield tiles.
Is there a way to fix this?

Go to 3d view, and back to 2d view, and everything will be OK (order of old layer and new layer will be reversed). Bug or feature?

b5523482 08-17-2013 02:40 PM

The Gloster Gladiator is included in IL-2 Sturmovik.

http://en.wikipedia.org/wiki/Gloster_Gladiator

In 'view objects' it's called Gladiator I, but the Quick Mission Builder only allows to use the J8A. Both planes are listed as Axis planes, though the Gladiator definitely also fought against Germans on Allied side in WW2.

ElAurens 08-17-2013 04:26 PM

The J8A is a version of the Gloster Gladiator sold to Sweden. If you look closely at it's instruments you will see they are not in English and are non-standard to the RAF/FAA Gladiator.

It appears as an Axis aircraft because a group of Swedish "volunteers", the F19 Squadron flew them with the Finns against the Russians.

The RAF Gladiator is an AI only aircraft.

b5523482 08-17-2013 05:27 PM

Hi, you flying pig!

The instruments aren't Swedish, either. The questions are:

1. Does the J8A not deserve an own object-entry for the uninitiated?

2. Isn't the J8A a Gladiator II?

3. Shouldn't it be possible to put planes into both categories, Axis and Allies?

There's even a list of its operators:
http://en.wikipedia.org/wiki/List_of...ator_operators

sniperton 08-17-2013 07:51 PM

The object viewer hasn't been updated for years. It's missing some 40+ planes/variants. It would be a lot of work for the developers who work as volunteers. Look for HardBall's Aircraft Viewer on the internet instead (it's up-to-date till patch 4.09 -- now we have 4.12.1).

b5523482 08-18-2013 12:31 AM

No, not worth it.

So this whole developer-team-job is just a story...

Pursuivant 08-18-2013 09:14 AM

Maybe it's an old bug, but on QMB maps where one side only has aircraft carriers to land on (e.g., Hawaii, Coral Sea, Midway) non-carrier aircraft will still attempt to land on the carriers.

Maybe this is a QMB bug, maybe it's another AI glitch.

Either way, non-carrier aircraft should either be programmed to exit in the direction of the nearest historical friendly base or to ditch rather than landing.

Interestingly, carriers don't suffer damage from having heavy bombers crash land on them!

Juri_JS 08-18-2013 09:45 AM

Quote:

Originally Posted by sniperton (Post 508355)
Go to 3d view, and back to 2d view, and everything will be OK (order of old layer and new layer will be reversed). Bug or feature?

Unfortunatly this didn't worked. Everything looked correct in FMB, but when I started the mission the new airfield tiles were placed below the old tiles.

The strange thing is, that I had a few cases where the new tiles were correctly placed over the old tiles, but after I saved the map template and opened it again the next day, the tiles were suddenly below.
So I guess there must be some kind of bug.

KG26_Alpha 08-18-2013 03:55 PM

Quote:

Originally Posted by Juri_JS (Post 508405)
Unfortunatly this didn't worked. Everything looked correct in FMB, but when I started the mission the new airfield tiles were placed below the old tiles.

The strange thing is, that I had a few cases where the new tiles were correctly placed over the old tiles, but after I saved the map template and opened it again the next day, the tiles were suddenly below.
So I guess there must be some kind of bug.

Re: Wrong original texture


The airfield was one of the largest around Stalingrad with Lorenz landing system and night light runway in operation.
It was a busy Axis airfield mainly for heavy aircraft types.

Heavy aircraft in IL2 use the longer runways and larger airfield types so it could be a coding issue as to why it was not a grass strip.

Testing snow tiles

I tested this and found 1-2 strange things.

In FMB placing the snow runway textures works after using 3'd mode to line up the texture and back to 2'd mode allows you to see the placed object as its not visible in 2'd mode when first placed.

However if you run the map in FMB using "Play" the textures can disappear in FMB after using the "play" feature, you have to click on the texture icon to see it again, this is not a problem if you run the mission online or out side of the FMB as the textures load correctly next time you open the map in FMB.



:)

Juri_JS 08-18-2013 04:30 PM

Quote:

Originally Posted by KG26_Alpha (Post 508410)
Re: Wrong original texture

However if you run the map in FMB using "Play" the textures can disappear in FMB after using the "play" feature, you have to click on the texture icon to see it again, this is not a problem if you run the mission online or out side of the FMB as the textures load correctly next time you open the map in FMB.

I also have the problem when I run the mission outside FMB. Everytime I load the mission different tiles disappear.

I noticed that the same problem exists when two new tiles are placed overlapping. Sometimes the tile placed first is on the top, sometimes the tile placed second. Here the result of a test I did with overlapping tiles:

The first picture shows the tiles the first time I played the mission, the second pic shows the result when I played the mission a second time.

http://i1103.photobucket.com/albums/...psed3d60ff.jpg

http://i1103.photobucket.com/albums/...ps18e4f7d0.jpg

Aviar 08-18-2013 05:25 PM

3 Attachment(s)
I have also noticed inconsistencies when placing runway tiles over original tiles. When you run the mission several times, sometimes they appear on top of the originals and sometimes they appear under the originals. (When I say 'run the mission', I usually do so in Coop mode.)

*See screenshots for an example.

Another small annoying problem is concerning 2D trees. I am very careful when laying runway tiles so that no 2D trees appear within the tiles. However, after running the mission I have found that one or more 'new' trees have appeared on the runway that were not there originally. Then I must re-position the tiles so that they are clear of all trees.

So what I do now is lay the tiles, start the mission up a couple of times and do a final check to see if any new 2D trees have magically appeared. These 'extra' 2D trees don't always appear in the FMB. But once I know their exact location(s), I can adjust my runway tiles so they don't interfere with eachother.

Aviar

KG26_Alpha 08-18-2013 06:04 PM

Quote:

Originally Posted by Juri_JS (Post 508412)
I also have the problem when I run the mission outside FMB. Everytime I load the mission different tiles disappear.

I noticed that the same problem exists when two new tiles are placed overlapping. Sometimes the tile placed first is on the top, sometimes the tile placed second. Here the result of a test I did with overlapping tiles:

The first picture shows the tiles the first time I played the mission, the second pic shows the result when I played the mission a second time.

http://i1103.photobucket.com/albums/...psed3d60ff.jpg

http://i1103.photobucket.com/albums/...ps18e4f7d0.jpg

Confirmed

Just flew a mission with snow textures over concrete runway and they were not seen in the mission but are there in the full mission builder.

I can replicate this 100% after a re-boot and memory cleared.







.

Janosch 08-18-2013 06:13 PM

- When a twin engined plane loses both wings, the engine sounds still seem to originate from the fuselage part, rather than the engines, if they are even running. Well, this could be a .ntrk recording bug, though, and my stereo ears could be wrong.
- Bf 109 models from E to F have wrong pilot armor on the external model. It's as if they have G2's armor, which blocks visibility more than E/F armor does.

Btw, the .ntrk recording feature doesn't seem to record several small details, such as:
- correct nose mg151/20 ammo counter "value"
- wheels rotating properly on fixed gear aircraft (tested with Ju-87, wheels don't rotate)
- changing ski undercarriage angles on Fokker DXXI.
- Torpedo! It disappears too often, most notably before succesfully torpedoeing an enemy boat.
I'm not sure if this is related to my specs or il-2 installation though!

Also, if you record a ntrk with e.g. D3A and remove the gunsight cover, then view the recording at accelerated speed, the gunsight cover stays on. When played at normal speed, it's shown removed normally.

Overally, I like the small improvements that could be called bugfixes, namely that if ntrk was recorded with speedbar off, it will be off when the recording is played.

Soldier_Fortune 08-20-2013 08:35 AM

Taxi to Take-off
 
S! All.

I've found an issue related with TTO... or perhaps I might be doing something wrong.

I've made several missions for single player with the FMB, in which I'm the leader of the first flight, and one or more friendly flights. The mission starts with the flights in the parking area.
Well... my AI wingmen don't start their engines with no delay as it should be expected (they don't start the engines at all, but rarely they start them after 6 or more minutes after the mission's beginning).
Regarding with this issue, when I send the order "start engines" (Tab, E, 1) apparently it doesn't work.

The only way that I've found to solve this issue is hitting the "Autopilot" twice (as quickly as when anybody uses a toggle buttton): with the first hit the AI wingmen begin the starting procedures immediately; the second hit is for to recover the control of my own aircraft).

The "only AI flights" or squadrons start without problems after the programmed delay.

If this is not an issue, but a mistake using the FMB for TTO, I'll be grateful for any advice to use it better. :cool:

FC99 08-20-2013 10:41 AM

Please, post the mission.

Soldier_Fortune 08-20-2013 03:27 PM

Quote:

Originally Posted by FC99 (Post 508503)
Please, post the mission.

Thank you by your kind response, FC99. And I'm sorry: it was not an issue but my fault.

I was trying to use the command "Start engines" from the Main Menu (Tab, E, 1) instead the same command but from the (numbered) Flight menu (Tab, Flight #, Q, 1). The last command works fine, but the first don't... or at least its behavior is erratic and/or a bit less intuitive.

Bionde 08-20-2013 07:22 PM

Playing online if you open the fullscreen map and click accidentally on the chat you can't close the map, it's needed type something on chat and send to close the map

pupo162 08-20-2013 10:00 PM

hi!

all my planes are like this, (as in, they show fully damaged planes all the time)

https://fbcdn-sphotos-a-a.akamaihd.n...15261766_n.jpg

i already reinstalled the game twice, i can revert this by going low detail and back to high detail again, but it will only last until i restart the game.

any idea how to fix?

Monty_Thrud 08-21-2013 06:41 AM

Quote:

Originally Posted by FC99 (Post 508503)
Please, post the mission.

Any news on the mission i posted?, bug? or something i've done?

Thanks.

FC99 08-21-2013 07:32 AM

Quote:

Originally Posted by Monty_Thrud (Post 508532)
Any news on the mission i posted?, bug? or something i've done?

It's a bug. When planes start takeoff in line it happens that wingmans get in front of the leader and when they switch to normal flight in formation they try to correct their position and often hit the ground in a process.

Easiest solution would be to have fixed TO timing with No1 starting first, No2 second and so on.

Tolwyn 08-21-2013 04:02 PM

Regarding the NTRK problems you're having...

Make sure your net (rate) is cranked up to LAN (10000, I believe?). NTRK is basically a packet recorder, and the lower the rate, the less data is being received. Lower net settings may be filtering out packet traffic to keep up.

Or those low prirority events are not sent to the packet recorder at all.

The nice thing is the head movements of pilots, and buddy control surfaces are now being captured.

Ventura 08-25-2013 12:07 AM

Quote:

Originally Posted by Monty_Thrud (Post 508532)
Any news on the mission i posted?, bug? or something i've done?

Thanks.

I've had this happen.

It helps much if you set the first waypoint immediately after takeoff to an echelon formation to compliment the turn.

Aviar 08-25-2013 04:01 AM

2 Attachment(s)
A small graphics bug concerning the following Stationary Airplanes:

IL-2M, 1942 (first series)

IL-2M, 1942 (later series)

*Note the floating helmets above the rear gunner stations. (see screenshots)

Aviar

Monty_Thrud 08-25-2013 10:17 AM

Some AA issues, German 88 AAA doesn't seem to throw up much flak, i ended up changing it for the Jap 75mm AAA.

USS Dent, Ward only seem to have one AA machine gun, it should have http://www.navsource.org/archives/10/04/04009.htm

Also, no numbers on IL2T, Type3, 3M Sturmoviks.

Aircraft with dead pilot or bailed pilot will sometimes keep flying and climbing.

Sometimes there's a landing bug when you select the "straight in" landing sequence, aircraft will sometimes bunch up and crash into each other on landing.

------------------------------------------------------------------------------------------------


*Note the floating helmets above the rear gunner stations

Aviar, i dont have that with my game, maybe graphics driver issue...?

Pursuivant 08-25-2013 10:26 AM

Quote:

Originally Posted by Monty_Thrud (Post 508655)
Aircraft with dead pilot or bailed pilot will sometimes keep flying and climbing.

This might not be a bug depending on the aircraft's trim and vector when the pilot was killed/bailed out, especially if the plane was on autopilot when hit. It can be quite realistic (e.g., the B-24D "Lady Be Good" which flew on for miles and landed relatively unharmed after it's doomed crew bailed out).

ElAurens 08-25-2013 06:44 PM

Quote:

Originally Posted by Monty_Thrud (Post 508655)
USS Dent, Ward only seem to have one AA machine gun, it should have http://www.navsource.org/archives/10/04/04009.htm

The Dent and Ward we have in the non modded game are both in their Destroyer configuration, not the later APD modification.

sniperton 08-25-2013 10:01 PM

Quote:

Originally Posted by Monty_Thrud (Post 508655)
*Note the floating helmets above the rear gunner stations

Aviar, i dont have that with my game, maybe graphics driver issue...?

Check it again in the FMB with stationary aircraft. Floating helmets are there, indeed.

Not a big issue (and already reported for 4.11), but the Mc.200 3 has a 'ghost' mirror only visible in external view.

idefix44 08-26-2013 03:44 AM

2 Attachment(s)
Quote:

Originally Posted by sniperton (Post 508675)
Check it again in the FMB with stationary aircraft. Floating helmets are there, indeed.

Not a big issue (and already reported for 4.11), but the Mc.200 3 has a 'ghost' mirror only visible in external view.

Same mirage, but with another PC, video card and drivers. :grin:

May be can we name this illusion a bug. ;)

cacha 08-27-2013 09:04 PM

Brs-132
 
Hi!
I'm not sure if it's a bug, but the BRS-132 (russian rockets) seems to do no damage to ships. I fired over 20 rockets at the ship close to the airbase in the solomons map, but it did not sink.
The RS-132, ROFS-132 and M-13 can sink it in a few hits.
There is also a bug in the first russian P-47 mission(single missions\USSR\P-47\P-47 N1). The torpedo bombers that are supposed to attack the german convoy spawn underwater.

P-38L 08-30-2013 02:39 AM

Manifold Pressure issue
 
Helo TD

I just noticed some problems in the manifold pressure gauge of some airplanes like the P-38 Lightning. When the engine is off the Manifold Pressure gauge shows exactly the outside pressure, but the problems appears when the engines are working at 0% of thrust, the needles should show no more than 12 or 15 inches of mercury, instead of that the needles show 30 inches of mercury.

You can compare that with the B-25 Mitchel that shows at 0% of thrust 10 or 11 inches of mercury.

I hope this issue can be solved soon.

Thank you very much.

KG26_Alpha 08-30-2013 04:12 PM

1 Attachment(s)
Quote:

Originally Posted by Monty_Thrud (Post 508655)
Some AA issues, German 88 AAA doesn't seem to throw up much flak, i ended up changing it for the Jap 75mm AAA.

Its been like that awhile, I used to use the same flak for both sides (Russian) in our squad campaigns in the end to stop biased accusations about red v blue flak efficiency.

If it was a placebo effect I'm not sure but when I used the Russian flak there were complaints from both team pilots, using German flak there were no complaints from the mud movers, and minimal from other pilots.

Quote:

Originally Posted by Aviar (Post 508647)
A small graphics bug concerning the following Stationary Airplanes:

IL-2M, 1942 (first series)

IL-2M, 1942 (later series)

*Note the floating helmets above the rear gunner stations. (see screenshots)

Aviar

All ok here Nvidia latest driver the only ac with the rear gunner helmet problem is the IL-2M, 1942 (later series)

Although it not really a "big" problem :)

Quote:

Originally Posted by cacha (Post 508722)
There is also a bug in the first russian P-47 mission(single missions\USSR\P-47\P-47 N1). The torpedo bombers that are supposed to attack the german convoy spawn underwater.

The aircraft are spawning at the water base next to the airfield, I switched runway ends and the missions ok now, I also bought the flight time (removed the delay) to start at the mission beginning for better timing.

Mission attached in case you haven't adjusted it yourself.

:)

sniperton 08-30-2013 05:57 PM

3 Attachment(s)
Floating helmets on IL-2M 1942 stationary:

Quote:

Originally Posted by KG26_Alpha (Post 508811)
All ok here Nvidia latest driver

Maybe I'm wrong, but I've read somewhere that pilot and crew are part of the model. So if one part of the gunner (the helmet) appears in a plane which is ripped of its crew, it's unlikely a driver issue, isn't it?

(I have and old M Radeon card with the latest drivers; the plane is a Russian stationary on the Kiev map)

EDIT: 2nd and 3rd image shows a stationary and a normal plane side by side on the Bessarabia map.

Vendigo 08-30-2013 08:19 PM

1 Attachment(s)
What happened to Kates? This mission worked perfectly under 4.11 but after I installed 4.12.1 Kates just won't lose altitude before attack ignoring the waipoints' altitudes!
Can anyone check this and tell me what's wrong this time, thanks!
:confused:

KG26_Alpha 08-30-2013 08:22 PM

Quote:

Originally Posted by sniperton (Post 508815)
Floating helmets on IL-2M 1942 stationary:



Maybe I'm wrong, but I've read somewhere that pilot and crew are part of the model. So if one part of the gunner (the helmet) appears in a plane which is ripped of its crew, it's unlikely a driver issue, isn't it?

(I have and old M Radeon card with the latest drivers; the plane is a Russian stationary on the Kiev map)

EDIT: 2nd and 3rd image shows a stationary and a normal plane side by side on the Bessarabia map.

Just re-tested, the only ac with the problem is the IL-2M, 1942 (later series)

sniperton 08-30-2013 11:07 PM

Quote:

Originally Posted by KG26_Alpha (Post 508819)
Just re-tested, the only ac with the problem is the IL-2M, 1942 (later series)

Then check the 1942 M early series too. Both are affected on my PC.

cacha 08-31-2013 12:58 AM

Thanks!
It's amazing to see this game getting so much support seven years after its release.

SPAD-1949 08-31-2013 09:14 AM

I dont know it was mentioned allready
If I create a Mission with the new taxi to start option and want to collect the flight before liftoff, I just set a final "taxi to start" point some 40 or 50m in front of the taxiway inlet on the runway and one last start-> normal point on the End of the runway.
I set a delay of one or more minutes for either the last taxi to start ot the start normal waypoint, but it does not work.
If the lead Aircraft is not the player, it enters the runway advances towards the last taxi to start waypoint and immediately rev up to start.
Only if the player is in the lead it works.

Any workaround or still a bug?

Aviar 08-31-2013 04:22 PM

Quote:

Originally Posted by SPAD-1949 (Post 508835)
I dont know it was mentioned allready
If I create a Mission with the new taxi to start option and want to collect the flight before liftoff, I just set a final "taxi to start" point some 40 or 50m in front of the taxiway inlet on the runway and one last start-> normal point on the End of the runway.
I set a delay of one or more minutes for either the last taxi to start ot the start normal waypoint, but it does not work.
If the lead Aircraft is not the player, it enters the runway advances towards the last taxi to start waypoint and immediately rev up to start.
Only if the player is in the lead it works.

Any workaround or still a bug?

I did post about the Delay option in the Taxi waypoints here:

http://forum.1cpublishing.eu/showthr...t=40272&page=2

I did not get any official answer but I have a feeling that the Delay setting only applies to the first waypoint.

Aviar

KG26_Alpha 09-01-2013 07:56 PM

Quote:

Originally Posted by Vendigo (Post 508818)
What happened to Kates? This mission worked perfectly under 4.11 but after I installed 4.12.1 Kates just won't lose altitude before attack ignoring the waipoints' altitudes!
Can anyone check this and tell me what's wrong this time, thanks
:confused:

I bought the way points lower and out further but it looks like the AI routine has been changed or affected as the Kates with torps use a shallow dive bomb pattern for some reason instead of as in v4.11 they torpedoed correctly, it could be the new terrain anti collision AI as the Kates torping ships on open water works perfectly ok

AI might need tweaking.

Vendigo 09-02-2013 11:52 AM

Quote:

Originally Posted by KG26_Alpha (Post 508877)
it looks like the AI routine has been changed or affected as the Kates with torps use a shallow dive bomb pattern for some reason instead of as in v4.11 they torpedoed correctly, it could be the new terrain anti collision AI as the Kates torping ships on open water works perfectly ok
AI might need tweaking.

Thank you for the comment on the issue that worries me so much.
4.12 Readme mentioned some "improvements" of B5N2 flight model, so I think it indeed could be that DT added anti terrain collision pattern that now prevents Kates from flying low when attacking Pear Harbour.
I put much effort into building Pearl Harbour attack missions (2 waves) with historical approach routes for Japanese planes, but now the Kates with torps are unable to fly correctly.
I hope that will be fixed in future patches!

FC99 09-02-2013 12:56 PM

Quote:

Originally Posted by Vendigo (Post 508900)
Thank you for the comment on the issue that worries me so much.
4.12 Readme mentioned some "improvements" of B5N2 flight model, so I think it indeed could be that DT added anti terrain collision pattern that now prevents Kates from flying low when attacking Pear Harbour.
I put much effort into building Pearl Harbour attack missions (2 waves) with historical approach routes for Japanese planes, but now the Kates with torps are unable to fly correctly.
I hope that will be fixed in future patches!

I took a look at it and my first impression is that something is wrong with B5N2 FM, if I use some other torpedo bombers they follow WP correctly but for some reason B5N2 refuse to lose alt when flown by AI. We will do something about it for next patch.

Vendigo 09-02-2013 01:00 PM

Quote:

Originally Posted by FC99 (Post 508903)
We will do something about it for next patch.

Great news! Already looking forward to it!

chn6 09-03-2013 10:32 AM

Ki-43-II and Ki-43-II Kai Navlight bug:

http://bbs.dof.cn/uploads/monthly_09...1378204088.jpg

http://bbs.dof.cn/uploads/monthly_09...1378204095.jpg

Janosch 09-08-2013 04:54 PM

Some of the Spitfairy mirrors don't block the sun. The bug appears with all Spits that have either rectangular mirrors (F Vb, 1941 and many others) or small circular mirrors (basically F IXc, 1942 and newer). The sun simply shines through the mirror.

Spits that have a big circular mirror (LF VIII and Seafairies) work normally, so that's why I don't suspect it's some weird 3d card issue.

Ventura 09-10-2013 04:29 PM

On the Italy Online map the closest airfield North of the town of Limone has a tree group directly in the path of the NE taxiway.

Also, on the Solomons map (July 1943) the SE airfield on Kolombangara has a treeline (horizontal layers) on the north section of the runway that (AI) Ki-43s on a landing glideslope, seem to consistantly hit/crash. EDIT: tried it with 3 types of Ki-43, 3 type of A6Ms, tail and head wind(3-4km) same result. Aircraft on approach get waved off and then when almost empty of fuel, force land trying to crest the trees but then dropping into trees while attempting to touch down on airfield strip 'mark'. Guess it's seaside approach only.

Aviar 09-11-2013 03:37 AM

Was it possoble to lock the tailwheel from the cockpit in the real-life Hurricane? The reason I'm asking is because the command does not work for any Hurricane model in 4.12.1.

Aviar

idefix44 09-11-2013 07:03 AM

Quote:

Originally Posted by Aviar (Post 509195)
Was it possoble to lock the tailwheel from the cockpit in the real-life Hurricane? The reason I'm asking is because the command does not work for any Hurricane model in 4.12.1.

Aviar

The question is : How is it possible to keep the plane safe with the tailwheel unlocked? :rolleyes:

sniperton 09-11-2013 10:58 AM

Quote:

Originally Posted by idefix44 (Post 509199)
The question is : How is it possible to keep the plane safe with the tailwheel unlocked? :rolleyes:

Takeoff: increase throttle gradually, counterwork with the rudder, and never use the breaks. I start rolling with 50% throttle, and once the tail is lifted, I give max power.

Landing: break only when the rudder is in neutral position.

BTW, has anyone tested systematically which planes lost their tailwheel lock capability with 4.12.1? And is it a bug or a feature?

KG26_Alpha 09-11-2013 02:40 PM

Quote:

Originally Posted by Aviar (Post 509195)
Was it possoble to lock the tailwheel from the cockpit in the real-life Hurricane?

Aviar

No

wheelsup_cavu 09-18-2013 06:39 AM

Quote:

Originally Posted by Pursuivant (Post 508404)
Maybe it's an old bug, but on QMB maps where one side only has aircraft carriers to land on (e.g., Hawaii, Coral Sea, Midway) non-carrier aircraft will still attempt to land on the carriers.

Maybe this is a QMB bug, maybe it's another AI glitch.

Either way, non-carrier aircraft should either be programmed to exit in the direction of the nearest historical friendly base or to ditch rather than landing.

Interestingly, carriers don't suffer damage from having heavy bombers crash land on them!

This is not a bug, it is how the mission waypoints for landing are utilized. If the template maker attaches the LANDING waypoint to a carrier all aircraft will attempt to land on the carrier. If the template maker attaches the LANDING waypoint to a land airfield all aircraft will land at that location.

There are 8 flights per side and each flight will always follow the same waypoints that are on the template that is loaded by the QMB. There is no variety to the waypoints that the planes will follow unless the template maker has made more than one template of the same mission and changes the waypoints for each flight. The template that is loaded will determine the waypoints that each flight will follow but every time that particular template is loaded you will get the waypoints that were used on that template, there is no variation done to those waypoints by the QMB.

I made the Hawaii and Midway templates for the QMB and made the choice to allow planes to land on the carriers since in older versions of the QMB prior to allowing the templates to be user created the planes would just land in the ocean since the LANDING waypoints were not attached to the carriers. I know it's not perfect but due to the limitations of the QMB I felt allowing the aircraft to land on the carriers was better than having them land in the ocean and sink. Unless a way can be made to allow for multiple LANDING options per flight that takes into consideration the type of aircraft that is using that set of waypoints then this will always be a choice that has to be made by the QMB template maker when it comes to allowing aircraft to land on the carrier. :)


Wheels

Tempest123 09-18-2013 03:27 PM

has anyone had AI planes landing gear collapse on the runway before takeoff, I experienced this with several planes in the QMB, MiG 3 Yak 3 and yak 9. Doesn't seem to occur in FMB with taxi to takeoff. Also pilotless AI aircraft hold their airspeed, attitude and heading indefinitely, meaning a damaged aircraft can keep climbing forever (defying physics).

Pursuivant 09-18-2013 06:03 PM

Quote:

Originally Posted by wheelsup_cavu (Post 509371)
This is not a bug, it is how the mission waypoints for landing are utilized.

Fair enough. I'll accept that it's a limitation on the QMB. Sounds like something for the next "readme" file, so sticklers for historically accuracy know to specify carrier-capable planes in their QMB missions.

I'd still hold that it's a bug that heavy aircraft attempting to land on a carrier don't cause damage or at least stick around longer, however. I don't know what the weight limits were on a carrier's deck (probably pretty impressive, given that B-25 were able to take off from a U.S. fleet carrier), but a crashed medium bomber on deck would take some time to clear, and a fire involving such an aircraft might take some time to put out.

cacha 09-19-2013 08:19 PM

Trains can kill themselves with their own AAA. They aim at you but hit their own wagons. This almost always happens for me.

idefix44 09-19-2013 08:46 PM

Quote:

Originally Posted by cacha (Post 509411)
Trains can kill themselves with their own AAA. They aim at you but hit their own wagons. This almost always happens for me.

The same thing happend with truck columns. Old problem.

Alexander (C) 09-20-2013 08:26 AM

3 Attachment(s)
Why no smoke when Ta-152-C in a fire?

Notorious M.i.G. 09-20-2013 11:28 AM

It's most likely the fuel tanks that are on fire, they burn without leaving the big black smoketrails. Commonly happens with the Pe-2/3 too if you hit it near the wingroot.


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