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-   -   4.11 General debugging (http://forum.fulqrumpublishing.com/showthread.php?t=29042)

chtalaminga 05-14-2012 04:25 AM

HI…
On Hurricane MkI 1938 when you pouch the throttle full forward, Lbs indicator climb at 22Lbs.
I think you tried to make a 06Lbs load, did you?
Something else, when you’re flying on hurricane MkI at 2850Rpm with a 90% throttle forward, the engine overhead only about three or four minutes later ! It doesn’t sound good.
You’ve made a great job, but please stop trying to improve flight models. I think the one who take care off is a really deep idiot!
Every time you change something there it’s worse than before than we have to fix the those problems on a new bouton or java scripts.

It's a wast of time because you never reply when it concern fight models.

THX!

K_Freddie 05-14-2012 06:29 AM

Does anybody else get black screen screengrabs.. :confused:
Using Win7 and widescreen.

shelby 05-14-2012 08:41 AM

the navigation lights of lagg3 all models are missing (expext lagg3 rd)

JtD 05-14-2012 03:22 PM

1 Attachment(s)
Quote:

Originally Posted by chtalaminga (Post 425204)
On Hurricane MkI 1938 when you pouch the throttle full forward, Lbs indicator climb at 22Lbs.

It shows 6.2ish in my version, see attachment. The boost gauge limit is 8, so I don't even know how you can read it 22.

WRT lack of replies, feedback as wrong and rude as yours usually goes right into the trash.

JtD 05-14-2012 03:26 PM

Quote:

Originally Posted by K_Freddie (Post 425234)
Does anybody else get black screen screengrabs..

I don't, which mode are you in (conf.ini settings)? Does it help if you lower jpg quality?

JtD 05-14-2012 03:26 PM

Quote:

Originally Posted by shelby (Post 425274)
the navigation lights of lagg3 all models are missing (expext lagg3 rd)

On the skin, the lights as such are there.

shelby 05-14-2012 04:38 PM

Quote:

Originally Posted by JtD (Post 425412)
On the skin, the lights as such are there.

Yes. I hope the update to fix this mistake

Sapper 05-14-2012 09:31 PM

IL4 bomb bay doors open when attacking with parachute torpedo. The doors passing through the torpedo.

stugumby 05-15-2012 06:33 PM

IL_4 showing as DB-3
 
Just curious but when viewing il-4 on screen in flight with the id tags why does it show as DB-3?

C6_Krasno 05-15-2012 06:47 PM

The Il-4 was a DB-3F according to Wikipedia (renamed in 1942) ;)

shelby 05-15-2012 08:36 PM

Quote:

Originally Posted by shelby (Post 425274)
the navigation lights of lagg3 all models are missing (expext lagg3 rd)

and the cockpit lights when you see the cockpit from outside view of the aircraft. this also happens with mig models

sniperton 05-16-2012 01:19 PM

Mc.200 series, close external view, there's a greyish something in the upper front part of the cockpit where usually a mirror is fitted in the Mc.202 series. It should be either removed from the 3D model or enabled as a real mirror, if historically correct.

koivis 05-21-2012 12:26 PM

Screen freeze bug with static runways
 
Together with some other pilots, I have experienced this weird freeze phenomenon, seemingly caused by static runway objects. We have used these objects to form "tunnels" in the valleys for several air racing courses. Whenever one flies close to several of these runways, the screen freezes, all HUD and all text disappears, only the plane icons are left besides the picture itself. Also, as seen in the picture, the cockpit textures also disappear. It happens when you are in cockpit view, or have atleast one other plane in sight in external views.

Here is a screenshot of what happens:
http://i.imgur.com/hymPh.jpg
Screenshot by Tommy-

This must have something to do with the 4.11 patch, since we have used the same racing courses in previous versions without ANY problems like this. If there is a way to solve this, I thank you in advance.

Aviar 05-22-2012 05:09 AM

3 Attachment(s)
I came across a quirky little bug in the FMB in version 4.11.1. It concerns the 'Waypoint Options' feature.

If you use this feature and set a particular waypoint to 'Patrol', the flight (in the MIS file) might look something like this:

[USN_VF_10A00]
Planes 1
Skill 1
Class air.P_38J
Fuel 100
weapons default
[USN_VF_10A00_Way]
TAKEOFF 39257.95 18077.12 0 0 &0
NORMFLY 34876.31 20568.50 500.00 300.00 &0
TRIGGERS 0 0 0 5 0 0 <-----------------------Patrol Settings!
NORMFLY 24124.97 17979.00 500.00 300.00 &0
NORMFLY 42218.69 11161.08 500.00 300.00 &0
LANDING 40639.26 17279.62 0 0 &0


In the example above, the 'Triggers' line contains the Patrol settings. So far, no problems.

If you load this mission into the FMB and click on the Patrol waypoint and change it to a 'GAttack' waypoint, you will have problems. If you try to reload the mission, you will get a 'Loading Mission' error (see 1st screenshot). That particular flight will not load into the mission. Also, depending on the particular mission, you may lose other flights or even other units, such as vehicles and ships. Below is what the MIS file will look like if this happens:

[USN_VF_10A00]
Planes 1
Skill 1
Class air.P_38J
Fuel 100
weapons default
[USN_VF_10A00_Way]
TAKEOFF 39257.95 18077.12 0 0 &0
NORMFLY 34876.31 20568.50 500.00 300.00 &0
GATTACK_401 31500.13 28009.22 500.00 300.00 &0
TRIGGERS 0 0 0 5 0 0 <--------------------------This line should not be here!!
NORMFLY 24124.97 17979.00 500.00 300.00 &0
NORMFLY 42218.69 11161.08 500.00 300.00 &0
LANDING 40639.26 17279.62 0 0 &0


The bug is that the TRIGGERS line is not deleted when the GATTACK line is added. This leads to the 'LOADING MISSION' error. In any case, this flight will not appear in the mission.

A quick workaround is to manually delete the TRIGGERS line from the MIS file. To prevent this issue from happening in the first place, always change your Patrol waypoints back to normal, SAVE, and then proceed.

*Just a little comment from me; One reason this problem may arise is because the 'Normfly' waypoints and the 'Patrol' waypoints all look the same. I could have sworn we had requested that DT add something to the Patrol waypoints so that the mission builders could tell the difference between the two.

The way it is now, we have to click on every waypoint in order to find out which are Normfly and which are Patrol. Clicking the 'Prev' or 'Next' waypoint buttons does not help because a Patrol waypoint is still displayed as 'Normfly' (see 2nd screenshot). You would need to click on the 'Waypoint Options' tab and then click on each tiny waypoint to find the information (see 3rd screenshot). We really need a graphical clue that a particular waypoint is a Patrol waypoint.....please. Thank you.

Aviar

Aviar 05-22-2012 08:29 AM

1 Attachment(s)
Here is another little map (Kyushu) bug:

Vehicles cannot completely cross the bridge in grid AO-10. They get stuck on the eastern end of the bridge (see screenshot).

Aviar

Tommy544 05-22-2012 12:24 PM

Quote:

Originally Posted by koivis (Post 427993)
Together with some other pilots, I have experienced this weird freeze phenomenon, seemingly caused by static runway objects. We have used these objects to form "tunnels" in the valleys for several air racing courses. Whenever one flies close to several of these runways, the screen freezes, all HUD and all text disappears, only the plane icons are left besides the picture itself. Also, as seen in the picture, the cockpit textures also disappear. It happens when you are in cockpit view, or have atleast one other plane in sight in external views.

Here is a screenshot of what happens:
http://i.imgur.com/hymPh.jpg

This must have something to do with the 4.11 patch, since we have used the same racing courses in previous versions without ANY problems like this. If there is a way to solve this, I thank you in advance.

+1

I really appreciate all your hard work you are putting into this simulator, but it would be nice if you could look into this issue. We now have several tracks with the same problem and fixing them isn't always easy, as you need several players flying relatively close together for this bug to occur.

Thanks

Sharkzz 06-03-2012 05:56 AM

4.11 to 4.11.1
 
S~
G'day and help,
IL2 clean virginal 4.11 with hotfix, game loads fine.
downloaded and ran 4.11.1 to game. game now doesn't even load, it just sits there. any ideas please ?
thanks
Sharkzz
ps, i have done it 3 times, reinstalled 4.11+ hotfix, run game and loads OK, install 4.11.1 on top and can't even get a % CTD, it just won't start up.
not sure what to do now.

JtD 06-03-2012 07:29 AM

Have you used the same 4.11.1 download for every installation? Sounds like the download might be broken.

SPAD-1949 06-07-2012 11:50 AM

I Built a "Operation Vengeance" Mission on the Solomons mid 43 map and find it very difficult to get all flights close on course. If I dont set the waypoint on my leading the other flights just veer off and head directly towards Bougainville instead of heading west after passing Cape Esperance. If I set all the waypoints on my flights waypoints, the the other flights crash partly on the Mountains of Guadalcanal or in best case they are circling above my flight. Until I leave the flight path. Then they just cirkle like lost orientation. I have to command them to the next waypoint but are not able to command them in formation to come with me. Wavetop altitude of 30m leads to crashes. I usually lost up to 8 aircraft on the way towards Treasury Island Worst of all, whenever I head nort and pass Treasury Islansd, Framreate breaks in and I get a crash du to some internal error. Unfortuinately no CTD, I have to kill the application on the hard way. Very unpleasant. Larger Starting delay 20minutes or more sometimes works sometimes does not.

IceFire 06-08-2012 12:29 AM

I think there are...three... maybe four problems in there.

Lets start with the waypoints. It sounds like your waypoints are too close and the flights are passing and missing them. That or the Select option is set too early. Use that to target the lead flight only after they have taken off and are on the second or even third waypoint. Use the earlier waypoints to get them slightly setup.

The crash is either because you haven't patched to 4.11.1 or something else. Not sure. Frame rate also sounds like a weird problem. I've flown all over the map and had very few frame issues... there are a couple of slightly heavier areas but it's fairly frame friendly.

Maybe a CPU loading issue?

SPAD-1949 06-08-2012 10:08 AM

1 Attachment(s)
Quote:

Originally Posted by IceFire (Post 432937)
I think there are...three... maybe four problems in there.

Lets start with the waypoints. It sounds like your waypoints are too close and the flights are passing and missing them.

With other Missions I dont have the Problem with closer Waypoints
Quote:

That or the Select option is set too early. Use that to target the lead flight only after they have taken off and are on the second or even third waypoint. Use the earlier waypoints to get them slightly setup.
I think I set them on the second. when I dont set them on each point, they veer of for direct course without the southern detour.
Quote:

The crash is either because you haven't patched to 4.11.1 or something else.
Its 4.11.1
Quote:

Not sure. Frame rate also sounds like a weird problem. I've flown all over the map and had very few frame issues... there are a couple of slightly heavier areas but it's fairly frame friendly.

Maybe a CPU loading issue?
Can be... willing to check? ( I hope it is not inpolite to copy the whole .mis text in this forum)
I set the waypoints higher, the original 20m lead to to many losses, when accompanying AC crashed in the sea. When I try to fly Wavetop ca 30ft I loose my flight until Vella Lavella one by one.

Wait for the Follow Me Jeep to lead you to your starting position. You are Leader of the last starting flight, and should take the lead after takeoff

Il-Sturmovik 1946\Missions\Single\US\P-38-J

Operation Vengeance.mis

Aviar 06-08-2012 06:03 PM

SPAD,

Just for future reference, you can place your mission into a Zip file and then attach it to your post.

I'm sorry I can't test your mission. Since 4.11, I am having trouble with the Solomons maps. In fact, since 4.11.1, I cant even open them in the FMB. Good luck with your problem.


Aviar

KG26_Alpha 06-10-2012 05:31 PM

1 Attachment(s)
Please check the Oxygen masks in the He111 H2 / H6

The old bug is present again they are outside the aircraft or halfway in/out.

Thxz

gaunt1 06-12-2012 02:22 PM

Some loadout options of the Fw-200 is unrealistic, like 4 1000kg bombs, or 2 1800kg for example. As far as I know, max bombload was 2100kg. There are problems with the defensive weaponry too. I think there are two methods to fix it: 1, simply rename the aricraft to Fw-200C3. Then the defensive guns are OK. 2, For a true C3/U4 change the rear top and the two side machineguns to MG-131.

Btw, there was a cockpit made for it in the ancient times, what happened to it?

idefix44 06-13-2012 05:55 AM

Craters Visibility.
 
Here's a part of my MDS settings:
MDS_Misc_BombsCat1_CratersVisibilityMultiplier 90.0
MDS_Misc_BombsCat2_CratersVisibilityMultiplier 90.0
MDS_Misc_BombsCat3_CratersVisibilityMultiplier 90.0
90*80=7200, so the craters visibility is 2h. But they're erased after a little while. 80s ?...
I don't know if the bug exist since 4.10.

Thx all for your great work.

Racoon 06-21-2012 10:16 PM

In quick mission builder the AAA still fires at you even when you set it to "None"!:shock:

panzer1b 06-21-2012 11:59 PM

Quote:

Originally Posted by Racoon (Post 436541)
In quick mission builder the AAA still fires at you even when you set it to "None"!:shock:

this is because the missions without flak still have things such as convoys which contain units capable of firing at planes. Also i personally have modded the default maps to fix this somewhat annoying issue.

If you would like the modded quick missions from me please post or send me a PM. I made them for myself and it feels like a very basic mod so i never released it, but if ud like ill upload em for you to SAS1946.

if ud like to do this yourself just open the FMB and go into the quick folder, and edit those without flak to remove them flak. one example ill give is the crimea red airfield mission. open it up and remove the maultierAA or whatever its called as well as either delete or change the convoy cirtcling the airfield to one nopt containing a skdfz7 with 20mm ack-ack.

Treetop64 06-23-2012 05:46 PM

AI Flies Into The Ground Frequently During Combat
 
- Deleted -

Spudkopf 07-04-2012 01:06 PM

G'day DT

Possible QMB bug!

Not sure if this has already been noted (as could not seem to find it mentioned), but in QMB when selecting any of load options for the Hs-129B2 that includes either the Mk101 or Mk103 gun pods from within the the load out screen, that these items do not appear on the aircraft in the preview window, both alone and when selected in combination with other weapons, yet the other weapons do? (ie: Mk103 Gun Pod + 2x AB23 only the AB23s appear under the wings with no gun pod on the centreline).

It's no major issue as the weapons do appear once in a mission (where they are most needed).

csThor 07-04-2012 02:03 PM

That is normal since the gunpods are part of the basic aircraft texture (making skinning easier) they don't show up in the arming screen. That's not fixable, though.

Spudkopf 07-05-2012 02:07 AM

Quote:

Originally Posted by csThor (Post 441233)
That is normal since the gunpods are part of the basic aircraft texture (making skinning easier) they don't show up in the arming screen. That's not fixable, though.

G'day csThor

Thanks for the reply and clarification in regards the loadout screen.

Lagarto 07-07-2012 08:26 AM

The B5N2 and B6N2 have ventral racks offset to starboard. Is it supposed to be that way?

ElAurens 07-07-2012 01:09 PM

Yes.

1. To offset engine torque.

2. And i'm not totally sure of this one, to help a long torpedo clear the prop. (The Stuka used a trapeeze for the same reason).

Lagarto 07-07-2012 04:09 PM

Not a day passes without learning something new :) Tx

Ace1staller 07-07-2012 07:10 PM

Can we fix the Japanese icons when selecting another skin than the Defaults because when I select a blank skin on a Japanese fighter like the Ki-61, then I realize a split second later, The Japanese icon that is suppose to be on the skin when you have the markings on option selected is not there. Can you fix that DT ? Just take a look on all other skins in other Japanese planes that isn't defaults including blank skins downloaded from the web and test all Axis markings and you might see the problem.

Spudkopf 07-09-2012 01:06 PM

Was flying the Ju88 this evening testing out 6dof (5dof) mouse and keyboard when I noticed some visual glitches I'd not noticed until now regarding the pilots side and front quater window frames invollving several tears and polygons out of place as can been seen below, the area with the dashes is were the worst tears can be found:

http://i94.photobucket.com/albums/l1...tglitches2.jpg

I exited and re-strated the game several times, however there was no change so I then launched my backup installation 4.11.1 which does not have any 6dof keys assigned, but the same glitches were also evident here as well.

As I said I had not noticed them until today and the glitches appear on all three 88s, I do not know how long these glitches have existed as I only currently have 4.11.1 (all be it twice) installed so can not check prior releases without doing other re-installations, so does everbody else have the same glitch issues on the 88s?

If so, could TD possibly take a look and maybe even try and fix the issue before the release of 4.12 (pretty please).

Spudkopf 07-09-2012 10:00 PM

Ok I been searching Google high and low for past images of the Ju88 cockpit. And it would appear most of the frame issued mentioned above have been there for a long, long time and I have even incorrectly labelled the pilots sliding widow handle as a fault “duh”, I will have to edit my original image above to reflect these findings, yet can not access Photobucket during business hours ( can't even see my own images :( ).

That said the tear/holes in the front pillar of the sliding widow seems not to be evident in anything that I have found thus far and is something I just can not recall ever seeing in the past. I guess once I noticed the tear which is now quite distracting my mind starting inventing other problems.

For reference here are the original Ubi pages Ju88 implementation images and as you can see the previously high-lighted pillar seems to have no tears or holes in evidence.

http://il2-sturmovik.de.ubi.com/ss/Ju-88Cockpit_02.jpg

http://il2-sturmovik.de.ubi.com/ss/Ju-88Cockpit_03.jpg

Also, and sorry, but come to think of it, maybe this post should be in the 6DOF debugging thread instead? If so I raise it there instead.

Pfeil 07-09-2012 10:08 PM

While observing an Fw 189 in flight, I noticed the flaps aren't connected to the wings.

There are flaps "painted" on the underside of the wing, but they are static. The actual flaps are below these, floating in mid air. It appears both use the same texture.

From what I can find, the real aircraft didn't have these offset flaps. So believe it to be a "bug" in the model.


Quote:

Originally Posted by Spudkopf (Post 442773)
Does everbody else have the same glitch issues on the 88s?

I checked, all 3 variants have this issue in my installation as well.

Bob_Drugstore_Arp 07-19-2012 08:54 PM

1 Attachment(s)
Something wrong with the needle of the boost gauge in the MC.202 cockpit

panzer1b 07-21-2012 09:00 PM

Error in yak-7 series!
 
1 Attachment(s)
i was just flying some russian planes in a new mission i was testing, and i came across a fairly huge bug in the yak-7 series

their center of rotation when u pull up is for some reason behind the wings whereas i would believe it should be located more forward like the picture shows

please go into a yak7 (any of them all same problem), and try to pull up or do any elevator motion and notice how the plane doesnt rotate about what would be its center of lift (eg near the wings most likely above them) like all other planes, but instead rotates about a spot behind the wings

also look into the plane choosing window (like advanced loadout section) and notice how it rotates about this weird spot behind the wings, while all other yaks rotate around somewhere near the wings. Although im not a expert or even any good at 3d modeling, im guessing the model's center point determined when its compiled or something determined about what spot it rotates when well rotating or pulling up/down. And the way is now just doesnt make sense. Not sure if someone compiled the center's location right or something but im guessing move it to the green area in the attatched pic

i would reccomend making the yak7s act just like the rest of the yaks instead of the way they are

if this is intended then just disregard this, but i do believe it is not suppost to be this way

KG26_Alpha 08-05-2012 11:34 AM

Un-killable. (Hero status AI)
 
1 Attachment(s)
Hi

Great work on v4.11 much appreciated.

One small bug/feature I have consistently found is the fighter pilots AI seem to have a strange DM, bomber AI seem to die easy enough but the fighters have a strange anomaly.

Testing offline with Arcade=1

I hit this one a few times in the pilots body from my tail gun I switched to his ac to have a look at the hit points and found him with one in the eye, he carried on and shot down my aircraft and damaged a couple more before making a perfect landing seemingly unaffected by the fatal hits to him.

SaQSoN 08-05-2012 11:56 AM

Quote:

Originally Posted by KG26_Alpha (Post 451701)
I hit this one a few times in the pilots body from my tail gun I switched to his ac to have a look at the hit points and found him with one in the eye, he carried on and shot down my aircraft and damaged a couple more before making a perfect landing seemingly unaffected by the fatal hits to him.

Nothing wrong here. And that's old, really. The arrow does NOT show the bullet path. It shows the bullet hit vector at the moment of impact. Here you can see, your bullets hit the windshield, which is armored glass. Since pilot isn't dead, it's safe to assume, the bullet did not penetrate the armor.

KG26_Alpha 08-05-2012 04:08 PM

Yep I remembered that

I should have said I was in a Betty tail gun.

It must be very tough glass then thats a 20mm hit to the glass.

SaQSoN 08-05-2012 04:27 PM

Well, it could be HE shell, so the armored glass could well withstand such hit. Actually, it was designed to stop 12,7 mm bullets, which IMO has higher kinetic energy, then 20mm HE shrapnel.

Either way, pilot wasn't hit here, despite the impact vector image goes right through him.

KG26_Alpha 08-06-2012 10:17 PM

Thanks I forgot they only show vector and not penetration/damage.





.

Luno13 08-06-2012 11:25 PM

Quote:

Originally Posted by SaQSoN (Post 451787)
Well, it could be HE shell, so the armored glass could well withstand such hit. Actually, it was designed to stop 12,7 mm bullets, which IMO has higher kinetic energy, then 20mm HE shrapnel.

Either way, pilot wasn't hit here, despite the impact vector image goes right through him.

Don't HE rounds show a starburst pattern in Arcade mode?

SPAD-1949 08-11-2012 04:09 PM

AI Landing Shyness Bug
 
1 Attachment(s)
Was landing shyness of AI allready mentioned?
I creatded missions where I'm part of a flight ready to start. the rest of my flight is allready in runway 1, I need to Taxi.
Another flight (incomimg reconaissence) has to land first on the parallel runway 2 (Pacific islands map 90-270 runways on northern island) before we can start.

But the aircraft supposed to land won't do so. Rather circle around like drunk skanks on a fair until fuel is over then eventually land or mostly crash.

If I remove the other AC of my flight and don't move from my position at the hinterlandiest part of the Airfield, they mostly land, but allways circle around a few times.

I can't force them with 2 or 3 waypoints just to fricking land straight without just whimpy-pimpy around fpr a while.

Its just for the immersion of seeing them touch down before you cross the runway and join your flight (iE starting eastwards)

Aviar 08-11-2012 08:59 PM

Quote:

Originally Posted by SPAD-1949 (Post 453926)
Was landing shyness of AI allready mentioned?
I creatded missions where I'm part of a flight ready to start. the rest of my flight is allready in runway 1, I need to Taxi.
Another flight (incomimg reconaissence) has to land first on the parallel runway 2 (Pacific islands map 90-270 runways on northern island) before we can start.

But the aircraft supposed to land won't do so. Rather circle around like drunk skanks on a fair until fuel is over then eventually land or mostly crash.

If I remove the other AC of my flight and don't move from my position at the hinterlandiest part of the Airfield, they mostly land, but allways circle around a few times.

I can't force them with 2 or 3 waypoints just to fricking land straight without just whimpy-pimpy around fpr a while.

Its just for the immersion of seeing them touch down before you cross the runway and join your flight (iE starting eastwards)

AI planes are sensitive to other planes and/or vehicles near their intended touchdown area. You have both near that area.

I suggest moving your aircraft taking off to the other runway...but not changing their takeoff direction. Then, have the AI planes land on the runway you were originally taking off from.

The second alternative is to simply have your planes take off from the other end of the runway. In any event, you don't want your flights sitting on the end of the runway that is near the touchdown area of the returning planes.

*BTW, are you using 4.11? You no longer need to use the old workaround of using vehicles to temporarily 'block' a flight from taking off. In 4.11 you can simply delay the takeoff of a flight, even after it has spawned.

Also, you seem to have other issues as there was an explosion on the runway at the start of the mission.

One more thing....in 4.11 you can now instruct flights to land 'straight in', without the normal circling. However, you still need to clear up the 'sensitive' area near their touchdown zone.

In all, you still have a lot to do if you want everything to play out your way.


Aviar

SPAD-1949 08-12-2012 01:05 PM

Quote:

Originally Posted by Aviar (Post 454003)
AI planes are sensitive to other planes and/or vehicles near their intended touchdown area. You have both near that area.

Thats what I meant to be reported as a bug
Quote:

I suggest moving your aircraft taking off to the other runway...but not changing their takeoff direction. Then, have the AI planes land on the runway you were originally taking off from.
It does not change the shy beaviour and my intention of the mmersion was that you have to check, that yousee him coming in and wait for clearance.
Quote:

The second alternative is to simply have your planes take off from the other end of the runway. In any event, you don't want your flights sitting on the end of the runway that is near the touchdown area of the returning planes.
I hope this will change with 4.12 when we all together taxi for our takeoff. Also here is my intention not to have them alligned in the old fashioned way but have them stowed offset. Just for immersion.
Quote:

*BTW, are you using 4.11? You no longer need to use the old workaround of using vehicles to temporarily 'block' a flight from taking off. In 4.11 you can simply delay the takeoff of a flight, even after it has spawned.
Yes but then I have the immersion-killing bug, that they start their engines and immediately pushing full throttle without warm up. If I block them, they start their engines and have usual warmup time or their props allready running. The C47 I use as a blocker (the tanks or follow me jeeps did not work), shoud be available as invisible Aircraft or a vehicle should work as a blocker again.
Quote:

Also, you seem to have other issues as there was an explosion on the runway at the start of the mission.
Thats the version of the mission where I used a Tank as blocker, that does not work.
Quote:

One more thing....in 4.11 you can now instruct flights to land 'straight in', without the normal circling.
Thats what I did not understand in the Guide, now I Know, thanks. However, since the (in my eyes) sensitivity bug exists, it does not make a change at all.
Quote:

However, you still need to clear up the 'sensitive' area near their touchdown zone.
My report intended to call this a bug and to reduce the size of this area even to make accidents possible, like real.
Quote:

In all, you still have a lot to do if you want everything to play out your way.
I'd love to, if I could, but my programming skills are not existing anyway to join up and help.

Ace1staller 08-12-2012 01:26 PM

I have a problem with my Quick mission builder because it shows me a blank screen.

Aviar 08-12-2012 05:51 PM

1 Attachment(s)
SPAD-1949,

I messed around a little with your mission...trying to implement some of your needs. Feel free to try it out. (I set the takeoff delay to 4 minutes, which you can obviously change.)

Aviar

SPAD-1949 08-13-2012 02:26 PM

Airfield Life Atmosphere
 
1 Attachment(s)
Quote:

Originally Posted by Aviar (Post 454185)
SPAD-1949,

I messed around a little with your mission...trying to implement some of your needs. Feel free to try it out. (I set the takeoff delay to 4 minutes, which you can obviously change.)

Aviar

Oh, I see you did not get my point.
Its not much about the feeling of starting a mission out of the Pit if you are allready at the Runway.
I rearranged evrything new to show what I meant about the atmosphere.
Unfortunately I was not allowed to safe it after I wrote a mission briefing, out of nowhere and not set by me nor appearing in the .mis text a "chief 10" with only one waypoint appeared in the safe dialogue window.

So I advise you, if the truck in front of you gave way, to look right and watch them comomg down then taxi ahead and wait in front of the B17 on the left side until the A20 passed in front of you. then head west to join your flight.
Personally I would appreciate, if a delay is set, that the engines are started a miute before the takeoff run or that they are started when the AC is set and run all the time until takeof. It looks crappy if they startup and immediately push full throttle.

Alan Grey 08-19-2012 07:54 PM

He-111
 
http://ento-brouci.ic.cz/il2/grab0016.jpg

Luno13 08-19-2012 10:28 PM

Not really a bug, just an ancient mesh and skin-mapping. You can blot out the instruments on the skin as you're unlikely to see them in outside-view from behind the aircraft.

swiss 08-22-2012 07:51 AM

I just realized the Do335 keeps overheating even at level flight and 600km/h.
Intended?

JtD 08-22-2012 04:41 PM

Rear engine should be hot, front one not so much. Have you tried flying with say 100% front, 90% rear on a not-so-hot map?

swiss 08-22-2012 05:04 PM

no.
it might try it.
I rarely fly it tho - plus, those are "free" severs...

Sledgehammer427 08-30-2012 04:12 AM

help!
 
First post on the site, having trouble with the patch.

My game does not seem to want to upgrade from Version 4.10.1m,

Perhaps this is because the files I have are broken or something like that, either way, heres the files and where I got them. I have IL-2 1946 boxed copy with the bonus DVD. I don't know the version it starts at or which version I have, that is if English and International are different.

From my base install I go

-4.09m from Mission4today, a 500mb plus zipped file with an .exe named 4.09m
then
-IL-2_MegaPatch4.10.1m_EN, from mission4today. 1GB plus file with an exe named RunMe
then
-4.11 downloaded from mission4today using the megaupload mirror
and
-4.11.1 using this site.

Have tried multiple approaches, run as administrator, basically everything.
Running Win7 Home Premium 64bit

Hope I've provided enough info!
Thanks!
SH427

II/JG54_Emil 08-30-2012 06:29 AM

Is you game located in C:\Program Files or C:\Program Files (x86)?

If yes copy it to somewhere else and patch again there.

PilotError 08-30-2012 08:08 PM

Quote:

Originally Posted by Sledgehammer427 (Post 457631)
First post on the site, having trouble with the patch.

My game does not seem to want to upgrade from Version 4.10.1m,

Perhaps this is because the files I have are broken or something like that, either way, heres the files and where I got them. I have IL-2 1946 boxed copy with the bonus DVD. I don't know the version it starts at or which version I have, that is if English and International are different.

From my base install I go

-4.09m from Mission4today, a 500mb plus zipped file with an .exe named 4.09m
then
-IL-2_MegaPatch4.10.1m_EN, from mission4today. 1GB plus file with an exe named RunMe
then
-4.11 downloaded from mission4today using the megaupload mirror
and
-4.11.1 using this site.

Have tried multiple approaches, run as administrator, basically everything.
Running Win7 Home Premium 64bit

Hope I've provided enough info!
Thanks!
SH427

Hi Sledgehammer,

Was your game working at 4.10.1 ? If so then it is most likely you have a corrupted download of the 4.11 patch, so try to download it again.

However, you said that you first installed the 4.09 patch. If I remember correctly the DVD boxed version starts at 4.07, and if you have missed the 4.08 patch then that is where your problem lies.
I believe the 4.08 patch is included on the 1946 DVD, but you have to install it over your base installed 4.07.

Your current version can be seen in the bottom left corner of the loading screen when you start the game. The international version is the same as the English version, the alternative being the Russian version.

All the patches must be installed in order.
After installing a patch run the game and check the version number has changed on the loading screen.
If the game is working okay (it would be a good idea to make a backup copy at that point so you don't need to go right back to the beginning if something goes wrong later) then install the next patch, check, test, backup,etc,etc.

As II/JG54_Emil says, it would be a good idea to install the game somewhere other than Program Files. It stops the UAC in Windows 7 from causing problems.

Hope that has been of some help.

Jones 08-30-2012 09:58 PM

I think you can skip 4.09m if you are using the Megapatch. That one includes all previous patches.

Also, with Win7 make sure that you are running the patches as Administrator if you install into the default directory (C:\Program Files). If you are not running the patch as Administrator you could be sending the files somewhere other than the game install directory which would explain the problem you are seeing.

RegRag1977 09-05-2012 10:21 PM

TY for all the hard work! TD You Rock
 
Small things:

P39 Airacobra can no longer show closed radiator flaps?

In outside view, top of pilots head sometimes goes through the canopy

RegRag1977 09-08-2012 10:03 AM

P51B/C have P51D wings
 
I noticed a strange thing. First, as we know all P51C/D have the late D version wing but only with 2 guns. The strange thing is that if you shoot at the wing (front area) the damage textures show a third gun!

Does that "exploit" make the stock P51B/C a frankenplane? :))

It would be nice to have an early straight wing and why not, a P51A... if one is allowed to dream!

Lagarto 09-18-2012 09:59 AM

Could you please tweak a little more the daylight hours? Recently I've been flying some missions on the MTO map, and at 05.00 AM it's still pitch black. Not very realistic imho. The problem is that DGen generates many missions before the sunrise at roughly 05.45 AM, and in an offline campaign I have to skip them or manually change the start hour.

Asheshouse 09-18-2012 12:43 PM

Quote:

Originally Posted by Lagarto (Post 461993)
Could you please tweak a little more the daylight hours? Recently I've been flying some missions on the MTO map, and at 05.00 AM it's still pitch black. Not very realistic imho. The problem is that DGen generates many missions before the sunrise at roughly 05.45 AM, and in an offline campaign I have to skip them or manually change the start hour.

Sunrise in Rome today 6:54am. So what is the problem? ;)
A great many real life missions started in the dark so as to arrive over the target at dawn.

II/JG54_Emil 09-18-2012 01:26 PM

Quote:

Originally Posted by Asheshouse (Post 462022)
Sunrise in Rome today 6:54am. So what is the problem? ;)
A great many real life missions started in the dark so as to arrive over the target at dawn.

1+!

Lagarto 09-18-2012 04:05 PM

What's the problem? Launch a mission that starts at 05.00 AM and see for yourself. Lecturing about real life is pointless here. In real life day fighters didn't fly like bats, with no need for visual reference. They were flown by humans, not computer-controlled AI.

WTE_Ikey 10-04-2012 02:30 AM

Hi guys,

Looks like I may have a corrupted 4.11 download, some of the new units (columns, companies) show up ok in fmb but are either partial of completely missing when actually playing.

Are there any Hashcalc MD5 etc sums I can check 1st before I need to download it again.

cheers
Ikey

Problem solved

IceFire 10-04-2012 03:30 AM

Quote:

Originally Posted by Lagarto (Post 462110)
What's the problem? Launch a mission that starts at 05.00 AM and see for yourself. Lecturing about real life is pointless here. In real life day fighters didn't fly like bats, with no need for visual reference. They were flown by humans, not computer-controlled AI.

Just did... at 5:00 am it's dark outside. I'm not sure where you live but unless it's in the very northern latitudes you're going to have near pitch blackness at 5:00 am. Only during the summer equinox do I see some brightness on the horizon at 5:00 am. By 6:00 during the summer sure... it's getting bright out. IL-2 does this fairly well.

As for real life... lots of missions were launched or recovered before sunrise and after sunset. Sometimes by choice and sometimes not. They had just as little visual reference as you flying the sim do. Airfield lights, fires lit along the runway, radio navigation and landing aids, and instrument flying were what they had to use.

Ever hear about the story of the German pilot who landed his Bf109 on an RAF base accidentally in the dark? Nobody knew what was happening until a maintenance crew tried to refuel the aircraft and realized it wasn't a Spitfire.

If you find that you can't see anything... perhaps your monitor brightness needs some adjustment. The cheaper LCD's sometimes overwhelm dark colours because of poor backlighting and contrast ratios. Increase the brightness or use video drivers to increase the gamma.

Lagarto 10-04-2012 08:22 AM

Quote:

Originally Posted by IceFire (Post 466711)
If you find that you can't see anything... perhaps your monitor brightness needs some adjustment.

This must be the silliest post I've read in years. Perhaps your brightness needs some adjustment?

Tolwyn 10-23-2012 10:28 PM

Multi-Engine Problems
 
http://files.tolwyn.com/multiengine_weirdness_4111.zip

There's an issue with multi-engine aircraft that doesn't make sense to me.
The example I'm showing is BF110 G2.
I have the mission and the NTRK.

When in flight, you have the ability to select engines 1 (L) and 2 (R).

In flight, have both engines selected and at 80% or whatever.

SELECT engine 2, throttle DOWN, Turn off, then Feather (proper procedure to simulate an engine failure).

SELECT engine 1 (or both, doesn't matter).

Without touching engine 1, or the throttle, or pitch (it's automatic), simply deselect engine 1.

The RPMs go through the roof, when they shouldn't. The prop pitch is not being (should not be) affected, but it is.

My guess is there's a problem with feathering and multi-engine aircraft.

Please refer to NTRK and the mission to recreate.
Thank you.

Tolwyn
http://files.tolwyn.com/multiengine_weirdness_4111.zip

IceFire 10-23-2012 10:42 PM

Quote:

Originally Posted by Lagarto (Post 466770)
This must be the silliest post I've read in years. Perhaps your brightness needs some adjustment?

If your monitor isn't calibrated properly then it may appear much darker than it actually is being rendered by the game. It's not silly in the slightest.

I remember my old CRT wasn't calibrated properly when I first played IL-2 and it was much too dark to see anything at dawn/dusk. When I did some work on getting the settings right it got better.

Most people have TN panel LCD's these days which are not the greatest at doing dark images. They tend to wash it all out but you can play with the brightness settings until you get a better overall image.

Brightness, Gamma Correction, these are the things I'd start with if you find it too dark. The in-game map itself seems to be working quite well for the latitude that the map is supposed to be set in (keeping in mind that Italy Online is a fictional representation of a wide area). Also keeping in mind that the date setting for the map will affect when it gets dark and light and adjusting that will give a different result.

Tolwyn 10-23-2012 11:32 PM

I agree. It's not silly at all.
Especially with CRT monitors.

Quote:

Originally Posted by IceFire (Post 472564)
If your monitor isn't calibrated properly then it may appear much darker than it actually is being rendered by the game. It's not silly in the slightest.

I remember my old CRT wasn't calibrated properly when I first played IL-2 and it was much too dark to see anything at dawn/dusk. When I did some work on getting the settings right it got better.

Most people have TN panel LCD's these days which are not the greatest at doing dark images. They tend to wash it all out but you can play with the brightness settings until you get a better overall image.

Brightness, Gamma Correction, these are the things I'd start with if you find it too dark. The in-game map itself seems to be working quite well for the latitude that the map is supposed to be set in (keeping in mind that Italy Online is a fictional representation of a wide area). Also keeping in mind that the date setting for the map will affect when it gets dark and light and adjusting that will give a different result.


|450|Leady 10-24-2012 06:55 AM

Hi Team Daidalos

I've noticed that the default fuse delay on RS82 rockets for AI piloted aircraft is too short in my DCG campaign seems to be wrong. I153's fire their rockets at vehicles and tanks but they explode mid air, short of the target. If you are lucky the last pair of rockets might reach the target.

I think it may be that the I153 flys too slowly for the current default.

Cheers

Leady

Tolwyn 10-24-2012 06:00 PM

Multi-engine weirdness re-explained
 
Nope. I did it again:
http://files.tolwyn.com/engine_weirdness2.ntrk

DISABLE manual view so you can watch what I'm showing.
  1. Deselect both engines
  2. Show that both are deselected
  3. Select engine 1
  4. Start engine 1
  5. Deslect engine 1
  6. Select engine 2
  7. Start engine 2
  8. Select both engines, bring throttle to idle
This is "normal starting position"
  1. DESELECT engine 1 (conversely, enable only engine 2)
  2. Bring engine 2 to idle
  3. Feather engine 2
  4. Shutdown engine 2
  5. DESELECT engine 2 (we don't need it anymore)
  6. SELECT engine 1
  7. Show that engine 1 is selected (throttle up, then throttle down, etc.)
  8. Bring engine 1 to 70% power; note that all is fine.
  9. SIMPLY DESELECT engine 1 (essentially NO engines are selected at this point)
  10. Watch the RPMs climb in engine 1
  11. Repeat tests. You can easily get engine 1 to fail by simply deselecting it and not changing any other parameters.

FC99 10-25-2012 10:49 AM

Quote:

Originally Posted by |450|Leady (Post 472648)
I've noticed that the default fuse delay on RS82 rockets for AI piloted aircraft is too short in my DCG campaign seems to be wrong. I153's fire their rockets at vehicles and tanks but they explode mid air, short of the target. If you are lucky the last pair of rockets might reach the target.

I think it may be that the I153 flys too slowly for the current default.

Can you post the mission here, AFAIK you should be able to attach it to the post. I made some changes in that regard for 4.12 so your mission would be a good check if the problem is solved or not.

IceFire 10-25-2012 01:29 PM

Quote:

Originally Posted by |450|Leady (Post 472648)
Hi Team Daidalos

I've noticed that the default fuse delay on RS82 rockets for AI piloted aircraft is too short in my DCG campaign seems to be wrong. I153's fire their rockets at vehicles and tanks but they explode mid air, short of the target. If you are lucky the last pair of rockets might reach the target.

I think it may be that the I153 flys too slowly for the current default.

Cheers

Leady

Any idea what the speed set is at the GATTACK waypoint? It's been a few years since I used I-153s in a rocket based ground attack role but I didn't have that problem before. It may be in more recent patches something changed.

See if you can have a look and let us know what the GATTACK waypoint settings are.

Monty_Thrud 10-28-2012 11:04 AM

Beaufighter port side propeller vanishes on external view, when you zoom away from or flyby.

Aviar 10-28-2012 03:53 PM

3 Attachment(s)
Quote:

Originally Posted by Monty_Thrud (Post 473963)
Beaufighter port side propeller vanishes on external view, when you zoom away from or flyby.

Not for me. Neither propeller vanishes, no matter how far I zoom the view out. Might be an issue on your end...possibly drivers.

Aviar

IceFire 11-10-2012 09:51 PM

Anyone know if there are any problems with the V-1 launcher?

I placed three fairly close to each other in an online scenario but just the one shows up. All three are present and have their own waypoints placed for launching the V-1s... it's a bit weird.

EJGr.Ost_Caspar 11-11-2012 07:26 AM

What happens if you move them a bit more far away of each other?

ElAurens 11-11-2012 01:32 PM

I have an online map I made on the Kuban where I have two of them fairly close together on the hill above the airbase at Novorossiysk and they work just fine.

IceFire 11-11-2012 04:24 PM

Quote:

Originally Posted by EJGr.Ost_Caspar (Post 479900)
What happens if you move them a bit more far away of each other?

I have to run another few tests and I'll let you know.

IceFire 11-11-2012 04:32 PM

Moved them further apart and they seem to be fine now... minimum radius? Oddly in the FMB they disappear on re-loading a map with them on it until you move the icon. Then they re-appear.

JtD 11-11-2012 05:14 PM

Some V1 sites were very well camouflaged.

IceFire 11-11-2012 07:34 PM

Quote:

Originally Posted by JtD (Post 480031)
Some V1 sites were very well camouflaged.

LOL they appear to have Romulan cloaking devices :)

maxim42 11-20-2012 02:26 PM

One small thing. Strange thing is the fact that during a multiplayer session we can choose every plane (flyable + AI). If so, there should be on each plane's name information wheter it is AI or not. And there is a bug where if you choose the AI plane to fly as your first choice - the plane is without possibility to steer, control (firstly you have to choose a flyable one and then AI to make it steerable). Greetings

nevr44 11-25-2012 08:07 AM

1 Attachment(s)
An error was detected AI P-5 for Fab-100 with ground attack. Tested on CUKHOI.ru.
link http://www.sukhoi.ru/forum/showthrea...58#post1927958

Attachment 11483

Aviar 11-25-2012 03:29 PM

Quote:

Originally Posted by maxim42 (Post 482655)
One small thing. Strange thing is the fact that during a multiplayer session we can choose every plane (flyable + AI). If so, there should be on each plane's name information wheter it is AI or not. And there is a bug where if you choose the AI plane to fly as your first choice - the plane is without possibility to steer, control (firstly you have to choose a flyable one and then AI to make it steerable). Greetings


If you are talking about a Dogfight server, the host will choose which planes are 'flyable'. Not every server has all planes as flyable. In fact, most have a limited flyable planeset.

Also, there is no real 'bug' here. The only reason you can 'fly' particular (no cockpit) AI planes online is because the IL-2 exe has been hacked and modded. This 'feature' is actually an unauthorized 'mod' and to say that there is a 'bug' involved because the 'feature' does not perform up to your standards is stretching the issue quite a bit.

I suspect you are new to IL-2. I suggest a little more patience and investigation before posting 'bug' reports. This game has been around for over 10 years and the community is well aware of most of the serious issues.

Welcome to IL-2.


Aviar

Cloyd 11-25-2012 07:30 PM

Quote:

Originally Posted by Aviar (Post 483738)
The only reason you can 'fly' particular (no cockpit) AI planes online is because the IL-2 exe has been hacked and modded. This 'feature' is actually an unauthorized 'mod' and to say that there is a 'bug' involved because the 'feature' does not perform up to your standards is stretching the issue quite a bit.

Aviar

I respectfully disagree with your characterization of this "feature". UberDemon released his IL2loader utility for the original IL2. It allowed external control of AI planes, if the server allowed. It did not require an exe hack, but was an "exploit" of an existing possibility within the game. I believe that UberDemon got Oleg's OK before he released it. Please correct me if I am mistaken or my memory faulty.

Cloyd

FC99 11-25-2012 08:25 PM

Quote:

Originally Posted by maxim42 (Post 482655)
One small thing. Strange thing is the fact that during a multiplayer session we can choose every plane (flyable + AI). If so, there should be on each plane's name information wheter it is AI or not. And there is a bug where if you choose the AI plane to fly as your first choice - the plane is without possibility to steer, control (firstly you have to choose a flyable one and then AI to make it steerable). Greetings

That's a long known bug that was universally accepted by players as a feature and it remained in game on players request therefore we don't have plans to change this.

IceFire 11-26-2012 12:58 AM

Quote:

Originally Posted by Aviar (Post 483738)
If you are talking about a Dogfight server, the host will choose which planes are 'flyable'. Not every server has all planes as flyable. In fact, most have a limited flyable planeset.

Also, there is no real 'bug' here. The only reason you can 'fly' particular (no cockpit) AI planes online is because the IL-2 exe has been hacked and modded. This 'feature' is actually an unauthorized 'mod' and to say that there is a 'bug' involved because the 'feature' does not perform up to your standards is stretching the issue quite a bit.

I suspect you are new to IL-2. I suggest a little more patience and investigation before posting 'bug' reports. This game has been around for over 10 years and the community is well aware of most of the serious issues.

Welcome to IL-2.


Aviar

Actually, even before modding, you could put the internal code name for an aircraft in the Homebase section of a .mis file and be able to select that aircraft and fly it. We use that feature on UK-Dedicated on some scenarios to fly heavy bombers (B-17s for example) and have done so for many many years.

It's a bug but its a beneficial one in the right circumstances. This one has proved useful and I'm pretty glad it exists. We try and put instructions on the briefing of any scenario that uses that so that players are aware (if they RTFM).

maxim42 11-26-2012 12:54 PM

Thank you for the explanation. It is nice that we can fly both flyable and AI planes. The only disturbing thing is that if I chose AI as a first plane during the multi session, I can't steer it. To steer it I have to chose the flyable one firstly. And at the beginning the camera is disturbed as AI planes haven't got cockpits. Greetings!

EDIT: I have just noticed that in BI-6 plane the wing engines are still working even without fuel.

D-XXI 11-28-2012 08:14 AM

Incorrect flaps on RE2000
 
The flaps on the Reggiane RE2000 are working the opposite as you would expect.
While retracting them you get a nose-up effect where as all the other planes you get a normal nose-down effect because of the decrease in lift.

EJGr.Ost_Caspar 11-28-2012 02:07 PM

Quote:

Originally Posted by D-XXI (Post 484271)
The flaps on the Reggiane RE2000 are working the opposite as you would expect.
While retracting them you get a nose-up effect where as all the other planes you get a normal nose-down effect because of the decrease in lift.

The problem is, what you 'expect' and what you call 'normal'.
In fact, the Re2000 is the only plane in game so far, that has its flaps behaviour modeled correctly. At least, such behaviour would be correct for most planes, but in detail it depends on the type of the flaps and their position relative to the CoG.

D-XXI 11-28-2012 09:20 PM

Thank you for your answer. I thought it could be a simple fix, being only the RE2000.

Looking at your explanation: In fact, the Re2000 is the only plane in game so far, that has its flaps behaviour modeled correctly. I would like to change the text of my my bug report to:

All planes except the RE2000 have incorrect flap behaviour.

But you already know it and I can imagine that it will be a lot of work to model this correctly for all planes. The wonderful things you are working on now are more important to me. Thank you for your commitment and devotion to IL2 and it's fans.

Blaf 11-29-2012 12:33 PM

Quote:

Originally Posted by EJGr.Ost_Caspar (Post 484317)
The problem is, what you 'expect' and what you call 'normal'.
In fact, the Re2000 is the only plane in game so far, that has its flaps behaviour modeled correctly. At least, such behaviour would be correct for most planes, but in detail it depends on the type of the flaps and their position relative to the CoG.

Huh :shock:
these are pretty surprising news! Good to know...

Bolelas 11-30-2012 10:00 PM

But, has Caspar said, it depends on the center of gravity and other stuff, so you can not say that all other planes are incorrect. I think in the spitfire manual it says, after flaps, aply trim down, but not sure, i will check that one.

idefix44 12-01-2012 03:28 AM

In real life, on Spitfire, flaps are only used to take-off and land.
When you take-off or land, trims must be in neutral position...

Bolelas 12-01-2012 12:19 PM

As far as i know flaps in the spitfire only have 2 positions, up or fully down, so they can only be used for landing.(as far as i know, this is just my 2 cents ) I have a copy of a spitfire manual that came with a game i bought for MSFS9, and for take off, flaps must be up.
But the question here is , when flaps are applied, what sould be the aircraft behavior,-nose up, or nose down- (no mather what for you are aplying flaps, or the amount). In this manual i have (from Just Flight), and it claims to be a copy from the original, it says: "change of trim... Flaps down ----- nose down", so i can understand if nose down is to be applied, putting the flaps down brings the spitfire nose up, and, in the case of our game (1946) the spitfire is correctly modeled.


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