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

wheelsup_cavu 09-21-2013 01:39 AM

Quote:

Originally Posted by Pursuivant (Post 509380)
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.

The list of usable planes for the Coral Sea map was limited to the carrier capable planes in the original QMB. IIRC, It was also the only water map available in the QMB. When DT opened up the QMB to allow user made "maps" they allowed all planes to be used on every map. Even though the heavies try to land on the carriers I like that we aren't limited to specific aircraft anymore. :)

Something that can be done by the player to help minimize the incidences of this occurring is to create their own custom plane list, you can create two of them currently, and limit what planes can be used on a map.

Quote:

Originally Posted by Pursuivant (Post 509380)
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.

I agree that the heavies don't do enough damage but I also don't really want them sinking my carrier every time one of them tries to land either...


Wheels

igorlikesP-38 10-04-2013 03:09 PM

Please, restore individual aircraft numbers/letters for Buffalo and P-51, instead of just having squadron id letters like RS an US, and add a correct hinomaru sign on the fuselage of D3A Val.
Thanks.

Pursuivant 10-04-2013 06:01 PM

Quote:

Originally Posted by igorlikesP-38 (Post 509851)
Please, restore individual aircraft numbers/letters for Buffalo and P-51, instead of just having squadron id letters like RS an US

Numbers vs. squadron codes depended on the theater. It's legitimate to have either one. Generally, any Allied plane in the ETO or MTO should have the squadron code, while planes in China or the Pacific usually have numbers. I don't know if TD wants to go into that much detail, however.

idefix44 10-07-2013 05:21 PM

V1 rocket and IL2 1946 4.12.1m Dedicated Server.
 
1 Attachment(s)
Using the client 4.12.1m as a server in dogfight mode to play the attached mission, you can see a V1 rocket at Argentan Home Base.
If you play the same mission with the 4.12.1m Dedicated Server in dogfight mode you don't see it.

Is it a bug or a bad usage of the IL2 1946 4.12.1m Dedicated Server?

SPAD-1949 10-08-2013 09:12 AM

Something completely different.
I dont know if it was mentioned before:

If I build a mission with taxi to start and I have only one wingman in my flight, it occurs that the game sports different behaviours for this Wingman.

Usually as flight leader in taxi to start missions, I need to command start engines.
Tab,3,q,1
it allways works if you lead a flight of 3 or 4.
Sometimes it works if you lead a flight of 2.

Sometimes I cant order my wingman to start his engine.
In this case, I need to order the assistance command Tab,1,1.
In this case my wingman is able to show three different behaviours.

1) He starts normally and warms up his motor, follows me when I start to taxi.
2) He starts his motor and immediately begins to taxi the set of waypoints to the runway
3) He starts his engine and starts right out of his position, which eventually leads to collisions with objects in front of his spawn position.

Was this mentioned allready or is it just me?

IceFire 10-09-2013 01:48 AM

Quote:

Originally Posted by idefix44 (Post 509907)
Using the client 4.12.1m as a server in dogfight mode to play the attached mission, you can see a V1 rocket at Argentan Home Base.
If you play the same mission with the 4.12.1m Dedicated Server in dogfight mode you don't see it.

Is it a bug or a bad usage of the IL2 1946 4.12.1m Dedicated Server?

I'm starting to wonder if the V-1s work at all... I've got a mission with them on Battlefield1 and I can't get them to work. No matter what I do.

Robe55son 10-09-2013 07:35 AM

This is a known issue encountered by a few players if i'm not mistaken.http://www.einkauvie.com/1.jpghttp://www.einkauvie.com/2.jpghttp://www.einkauvie.com/3.jpghttp://www.einkauvie.com/4.jpghttp://www.einkauvie.com/5.jpg

ElAurens 10-09-2013 11:18 AM

Quote:

Originally Posted by IceFire (Post 509941)
I'm starting to wonder if the V-1s work at all... I've got a mission with them on Battlefield1 and I can't get them to work. No matter what I do.

I have an old one I did on the Kuban That has V1s firing from a hilltop. I'll have to fire it up and see what happens in 4.12.

KG26_Alpha 10-09-2013 01:31 PM

Quote:

Originally Posted by idefix44 (Post 509907)
Using the client 4.12.1m as a server in dogfight mode to play the attached mission, you can see a V1 rocket at Argentan Home Base.
If you play the same mission with the 4.12.1m Dedicated Server in dogfight mode you don't see it.

Is it a bug or a bad usage of the IL2 1946 4.12.1m Dedicated Server?

Quote:

Originally Posted by IceFire (Post 509941)
I'm starting to wonder if the V-1s work at all... I've got a mission with them on Battlefield1 and I can't get them to work. No matter what I do.

Quote:

Originally Posted by ElAurens (Post 509951)
I have an old one I did on the Kuban That has V1s firing from a hilltop. I'll have to fire it up and see what happens in 4.12.

Check they work ok under CooP mission the convert map to DF and test then observe the mission under Dedicated Server conditions from client side.

Sometimes the terrain placement stops the launching of V1's






.

idefix44 10-09-2013 03:28 PM

Please, the problem isn't that the V1 isn't launched.
There is no launch ramp when the attached mission is played by the Dedicated Server.
I can't be more clear about the problem. Sorry.
Before to answer, try it please...

Jeremiah_Weed 10-09-2013 06:26 PM

I'm new to this forum, so hopefully I'm in the correct spot. I've found several bugs in v4.12.1, a couple of them seem to have been around for quite awhile. I've sent emails to TD but figured I post here as well.
Bugs:
1. Prop pitch control lever in P-39/P-400 series works backwards.
2. Free air temperature gauges in G4M1-11 (Betty) don't work properly. This interferes with bombing accurately.
3. When placing runways lights on some airfields, only half of them will come on when requested.
4. If rear gunner gets killed in B5N Kate, it will show bombardier as being dead in his seat...but you still have full access to bombardier's controls. I'm thinking if bombardier gets killed, it may also show rear gunner as being dead. I call this one Schrödinger's Bombardier for obvious reasons. :-P
5. The level bombers A-20C, B-25J-1NA, He-111 H-2, and Ju-88 A-4, will all correctly track a target when in auto (bomb)sight mode, but if the bomb bay doors aren't open, it will just drop all your bombs on top of the (closed) doors. If you open them later on, it will just dump them all out. I guess this bug might come in handy for salvoing all your bombs on a skip bombing run. :-P
6. And this is a bug I noticed some time back but never reported it. If you spawn in a Mistel on one of the old style metal grate runways, there is no way to un-chock your wheels. This one may have already been dealt with, but figured I'd post it anyway.
Except for the He-111 H-6 and H-12 being able to open and close bomb bay doors that don't exist, that's about it on my list.
To Daidalos Team: Keep up the excellent work. I would love to see this game progress toward coding to handle multiple CPU cores which would allow better graphics, etc.

IceFire 10-09-2013 10:33 PM

Quote:

Originally Posted by ElAurens (Post 509951)
I have an old one I did on the Kuban That has V1s firing from a hilltop. I'll have to fire it up and see what happens in 4.12.

Have a look. I've done V-1 launches in dogfight servers in the past so I'm not too challenged here :cool: but it doesn't seem to work and I've done all sorts of things to see why.

Might be time to check and see if there is anything in the dedicated server log as well.

ECV56_Guevara 10-10-2013 12:23 PM

I don´t know if this has benn posted before.
There´s a ·"bomb delay bug"
It s easy to reproduce.
Go to Arming screen. Select bombs, choose delay i.e. 3 seconds.
Go to brief screen.
Go back to Arming screen. Delay goes to 0 by itself. If you forgot to correct it...probably you will die in your own bomb explosion.

igorlikesP-38 10-10-2013 04:12 PM

Quote:

Originally Posted by Pursuivant (Post 509853)
Numbers vs. squadron codes depended on the theater. It's legitimate to have either one. Generally, any Allied plane in the ETO or MTO should have the squadron code, while planes in China or the Pacific usually have numbers. I don't know if TD wants to go into that much detail, however.

This feature was enabled in earlier patches, I really would like to know whether I was downed by squad leader or one of his flight element, without enabling HUD mode.

KG26_Alpha 10-10-2013 08:37 PM

Quote:

Originally Posted by ECV56_Guevara (Post 509979)
I don´t know if this has benn posted before.
There´s a ·"bomb delay bug"
It s easy to reproduce.
Go to Arming screen. Select bombs, choose delay i.e. 3 seconds.
Go to brief screen.
Go back to Arming screen. Delay goes to 0 by itself. If you forgot to correct it...probably you will die in your own bomb explosion.

Works ok my end

Can you be more specific ie:

Aircraft type
Payload
Coop/Dogfight
Map

Thxz

Aviar 10-10-2013 10:21 PM

Quote:

Originally Posted by ECV56_Guevara (Post 509979)
I don´t know if this has benn posted before.
There´s a ·"bomb delay bug"
It s easy to reproduce.
Go to Arming screen. Select bombs, choose delay i.e. 3 seconds.
Go to brief screen.
Go back to Arming screen. Delay goes to 0 by itself. If you forgot to correct it...probably you will die in your own bomb explosion.

This has been around for at least a couple of patches. So many players have killed themselves in my coops because they did not set the delay BEFORE EVERY MISSION. (I believe it only happens when 'Bomb Fuzes' is not activated.) Even if there is a value in the Delay box, you should always enter it again, as it resets to zero when you leave the arming screen if you don't.

Previously, your delay setting was always saved. It's not like that any more. Maybe DT can fix it one day.

Aviar

ElAurens 10-11-2013 12:56 AM

http://img401.imageshack.us/img401/7263/qrg7.jpg

Pay no attention to that Ki 84 flying over the Kuban, but do note the V1 merrily on it's way to it's designated target.

I made that screen grab last night. The DF mission was done several years ago, but the V1s still launch just as they used to.

I have used this map as a template for two missions, this one, that has all the late and "what if" uber planes, and one that has more historical plane sets.

Both work just fine.

Oh, and it also works in HSFX as well.

Tempest123 10-11-2013 01:37 AM

P-40M manifold pressure gauge makes no movement from about %85 to %100 open, then jumps to around 50 inches with WEP. This is on Karalien/leningrad map, don't know if this is in any way historical but it's hard to judge your power.

idefix44 10-11-2013 07:28 AM

3 Attachment(s)
Quote:

Originally Posted by ElAurens (Post 509992)
http://img401.imageshack.us/img401/7263/qrg7.jpg

Pay no attention to that Ki 84 flying over the Kuban, but do note the V1 merrily on it's way to it's designated target.

I made that screen grab last night. The DF mission was done several years ago, but the V1s still launch just as they used to.

I have used this map as a template for two missions, this one, that has all the late and "what if" uber planes, and one that has more historical plane sets.

Both work just fine.

Oh, and it also works in HSFX as well.

Do you play this mission with the Client or with the Dedicated Server ?...
Can you post the mission .mis file ?
If you read slowly the first post about this problem, you can see that the problem is with the Dedicated Server.
You use a Stock Dedicated Server and a HSFX Dedicated Server ?...
I think (not sure but) that you don't answer to the problem...

Attached: An over Normandy mission file.
The pictures: At Argentan Home Base (south of the map, blue side).
grab0000.jpg: The Client is used as a dogfight server. You can see a FW 190, some fuel tanks and the V1 rocket system.
grab0001.jpg: the Dedicated Server play the same mission in dogfight mode, I join the server with the client used for grab0000, select the same Home Base and plane...
You can see the FW 190 and the fuel tanks. NO MORE V1 ROCKET SYSTEM.

So if you haven't a Dedicated Server running or even don't know how the Dedicated Server run please don't post that it run well for you with your client with or without mods...

YES, WITH THE CLIENT IT WORKS FINE.
NO, WITH THE DEDICATED SERVER IT DON'T WORKS...


Thx.

ElAurens 10-11-2013 11:22 AM

It is launched with the client.

I have never used the dedicated server.

Sorry for the confusion.

ECV56_Guevara 10-11-2013 12:04 PM

Quote:

Originally Posted by KG26_Alpha (Post 509984)
Works ok my end

Can you be more specific ie:

Aircraft type
Payload
Coop/Dogfight
Map

Thxz

All maps, all payloads,all Aircraft, coop. Aviar explain it better than me:



Quote:

Originally Posted by Aviar (Post 509988)
This has been around for at least a couple of patches. So many players have killed themselves in my coops because they did not set the delay BEFORE EVERY MISSION. (I believe it only happens when 'Bomb Fuzes' is not activated.) Even if there is a value in the Delay box, you should always enter it again, as it resets to zero when you leave the arming screen if you don't.

Previously, your delay setting was always saved. It's not like that any more. Maybe DT can fix it one day.

Aviar

This!

idefix44 10-11-2013 02:34 PM

Quote:

Originally Posted by ElAurens (Post 510001)
It is launched with the client.

I have never used the dedicated server.

Sorry for the confusion.

No problem Sir.

Thx.

IceFire 10-11-2013 02:44 PM

Quote:

Originally Posted by ElAurens (Post 510001)
It is launched with the client.

I have never used the dedicated server.

Sorry for the confusion.

I think that's the key thing here. In user land its fine but with a dedicated server and a client joining there are problems.

KG26_Alpha 10-11-2013 05:10 PM

The dedicated server is the problem with V1's

KG26_Alpha 10-11-2013 05:11 PM

Quote:

Originally Posted by ECV56_Guevara (Post 510003)
All maps, all payloads,all Aircraft, coop. Aviar explain it better than me:
!

Ok server setting with bomb fuses off, I only use fuses on so never see the problem.

sniperton 10-14-2013 08:09 PM

Quote:

Originally Posted by Aviar (Post 508413)
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.

I'm just curious whether such bugs are planned to be fixed in the close future in a hotfix (4.12.2?), or we should wait until 4.13 comes out next (?) year? ;):)

Pursuivant 10-25-2013 07:20 AM

Ki-43 III wing tank fires initially produce flames but no smoke, then smoke but no flame.

Additionally, fires in the wing tanks don't seem to further damage the plane's wings or cause risk of explosion, nor do they trigger a bailout by AI pilots.

IceFire 10-26-2013 01:41 AM

Quote:

Originally Posted by Pursuivant (Post 510380)
Ki-43 III wing tank fires initially produce flames but no smoke, then smoke but no flame.

Additionally, fires in the wing tanks don't seem to further damage the plane's wings or cause risk of explosion, nor do they trigger a bailout by AI pilots.

I believe this is normal behavior as of 4.12. The intention is to replicate those times when there is a fire but its clean burning and there is no smoke... sometimes the fire goes out (in a dive for example) and then there is just smoke left over as the fire goes out... its not perfect but its not bad either.

If there is more damage done then the fire with no smoke turns into a fire with smoke and thats when all sorts of bad things happen :)

Pursuivant 10-27-2013 08:20 AM

Quote:

Originally Posted by IceFire (Post 510398)
I believe this is normal behavior as of 4.12. The intention is to replicate those times when there is a fire but its clean burning and there is no smoke...

That just seems strange, since a gasoline fire is normally at least a bit smoky. Also, even for a pure fuel fire there will usually be other things like paint and rubber from the self-sealing fuel tanks burning.

Quote:

Originally Posted by IceFire (Post 510398)
If there is more damage done then the fire with no smoke turns into a fire with smoke and thats when all sorts of bad things happen :)

I've subsequently seen this. Heavy damage to the wings plus more severe fire also triggers bailout.

Pursuivant 10-27-2013 09:21 AM

Is it just me and my crummy flying or does the P-40M seem extremely vulnerable to "critical hits"?

I've been flying a lot of 1-1 missions against the Ace AI Ki-43II (i.e., 2 0.50 caliber guns, sniper-like accuracy within 200 meters) and it seems like even a single second of gunfire will do something terrible to my plane.

If I'm lucky it's just a jammed gun, more typically it's some control surface rendered inoperative, a pilot hit or really severe engine damage which results in the engine conking out within seconds. Mind you, the actual plane never breaks apart - or even shows heavy damage, it's almost always a pilot kill, messed up controls (usually 2-3 at a time) or inoperative/flaming engine.

This seems at odds with Clive Caldwell's assessment that the P-40 "would take a tremendous amount of punishment, violent aerobatics as well as enemy action," plus the fact that the P-40 had armor around the engine and cockpit which allowed it to survive head-on passes against the Ki-43.

Mind you, I think that the game gets the P-40's basic ruggedness right in terms of light damage/heavy damage/broken damage modeling to the airframe. It's just that there seems to be something wrong about the likelihood and severity of critical hits.

Flying against another contemporary opponent, the Bf-109F, I'm getting much the same sort of damage, although the Bf-109's programming makes it much less likely to take head-on shots and Bf-109F Ace AI doesn't seem to have the same inerrant accuracy as the Ki-43.

Pursuivant 10-27-2013 09:27 AM

This is an old bug, but is there any way to make collisions with parachutes not break your plane?

Conceivably, a collision with a human could break a part off an airplane (although usually it just leaves a dead person and a big messy dent in the airplane) but there's no way that striking a parachute or its risers is going to damage a plane, much less remove a vital part.

On a larger scale, there are some ground objects that should damage a plane without breaking it. Right now, things like wires or flag poles will kill your plane, when realistically all a collision with such things should do is damage it.

Pursuivant 10-27-2013 10:09 AM

British default P-40 markings for MTO map have the fuselage roundel set too high up on the fuselage. Also, the tail flash is the Pacific theater version (navy blue and white) when it should be the typical RAF MTO/ETO red, white and blue tail flash.

ElAurens 10-27-2013 01:36 PM

As a very dedicated P40 flier I have to concur with your observation.

The P 40 has a glass jaw engine damage model, and always has, ditto the one hit damage to control functions. It is very perplexing, as other less robust allied fighters (Spitfire and Yaks, for example) do not show this.

This has been brought up many times over the years, so now I expect that:

A: The "learn to fly" excuse will be used as it often is.

B: Someone with knowledge of the DM will point out that some critical part of the engine, and or flight control system, has a big red target painted on it, or has a magic bullet magnet installed as original equipment.

C: Pilot accounts cannot be taken at face value as we all know that the men that actually went in to combat with these aircraft were just kids and knew nothing about their mounts.

D: Nothing will change.

Tempest123 10-27-2013 05:06 PM

The Mossie Mk. XVII when flown by AI pilots can't hit ships with the cannon, the AI will open fire very late ina dive with the .303s and the cannnon, but the cannon of course has a lower trajectory so it never hits the target. Building a Banff Strike Wing mission and this bug is a deal breaker for the Mossie, the FB Mk.IV with 60lb rockets is much more effective.

SaQSoN 10-27-2013 08:01 PM

Quote:

Originally Posted by Aviar (Post 508413)
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.)

This is not a bug. If two, or more co-planar polygons overlap, Z-buffer can not decide which should be rendered on top (obviously). This causes "shimmering" effect, or display of random polygon on top of the other(s). You would get the same effect, if you place, for example, two same building models with different texture exactly one into the other. But, for some reason, no one wants to do that...

Aviar 10-27-2013 10:31 PM

3 Attachment(s)
Quote:

Originally Posted by SaQSoN (Post 510443)
This is not a bug. If two, or more co-planar polygons overlap, Z-buffer can not decide which should be rendered on top (obviously). This causes "shimmering" effect, or display of random polygon on top of the other(s). You would get the same effect, if you place, for example, two same building models with different texture exactly one into the other. But, for some reason, no one wants to do that...

Thanks for that explanation. I never said it was a 'bug'. I only described it as 'inconsistencies'.

Aviar

sniperton 10-27-2013 11:32 PM

Quote:

Originally Posted by SaQSoN (Post 510443)
This is not a bug. If two, or more co-planar polygons overlap, Z-buffer can not decide which should be rendered on top (obviously). This causes "shimmering" effect, or display of random polygon on top of the other(s). You would get the same effect, if you place, for example, two same building models with different texture exactly one into the other. But, for some reason, no one wants to do that...

The question is what the new tiles are for. If they are only for creating completely new airfields, then it's not a bug. If they are for modifying existing airfields, then it's a bug. IMHO.

SaQSoN 10-28-2013 06:55 AM

Using game objects in s wrongful manner by mission buildiers is a bug. For which, however, developers are not responsible.

Pursuivant 10-28-2013 07:34 AM

Quote:

Originally Posted by ElAurens (Post 510437)
As a very dedicated P40 flier I have to concur with your observation.

I'm glad it's not just me.

The "glass jaw" effect for the P-40 seems to carry through not just to the old "late P-40"models, but also into the somewhat newer Hawk 81/P-40C models (although the cockpit modeling is a huge improvement in the P-40C model - the P-40M's cockpit has big dark posts which really interfere with forward visibility and the gauges are hard to read).

Just now, I found myself getting shot to pieces in a P-40C by a bunch of rookie Ki-21 gunners. Single rifle caliber MG hits, usually taking hits from dead ahead so the engine block and cockpit armor is in the way of the shots, yet the P-40 consistently gets some combination of aileron, elevator and/or elevator controls destroyed, which is extremely improbable.

Additionally, I've notice that hits from head on somehow shred the rudder! Realistically, the only part of the vertical stabilizer assembly that could possible get damaged from a head-on shot is the leading edge, yet the damage model shows my entire rudder surface being shredded! Strange that a) that part gets hit as often as it does, b) that the damage model doesn't show damage to the vertical stabilizer and not just the control surfaces.

Quote:

Originally Posted by ElAurens (Post 510437)
This has been brought up many times over the years, so now I expect that:

A: The "learn to fly" excuse will be used as it often is.

I'll freely admit that I'm not a natural-born pilot. I get shot to pieces in all kinds of airplanes, so I'm something of an expert in knowing how different planes react when they got shot up.

Overall, it seems like "X controls destroyed" hits are far too common given the size of control runs relative to the rest of the plane and the fact that there were often redundant systems.

Likewise, it seems that badly damaged engines shut down way to fast. It seems strange that a machine which weighs hundreds of pounds and produces hundreds of HP of torque would instantly stop spinning, especially when the drive shaft is several inches thick and mostly encased within the engine block.

This effect is particularly pronounced in the Bf-109 where the engine will sometimes just stop when you get hit. No screech and whine from a tortured engine before it dies. It just stops.

Quote:

Originally Posted by ElAurens (Post 510437)
B: Someone with knowledge of the DM will point out that some critical part of the engine, and or flight control system, has a big red target painted on it, or has a magic bullet magnet installed as original equipment.

I wish. At least with evidence there's a chance that TD might actually fix it. I'm hoping they'll do a really close review of the P-40 series for the next patch to go with the corrected late P-40 model.

Quote:

Originally Posted by ElAurens (Post 510437)
C: Pilot accounts cannot be taken at face value as we all know that the men that actually went in to combat with these aircraft were just kids and knew nothing about their mounts.

Combat pilot's accounts will be biased by memory and lack of experience with planes other than the types they flew and fought against. I tend to trust reports by test pilots more.

But, at least we no longer have to worry about options that basically boil down to:

"This was Western propaganda; lies just put in the pilot's manual and numerous technical reports in order to give the deluded capitalist running dog stooge pilots false confidence in their completely inferior equipment."

or,

"This Soviet technical report, based on a clapped-out airplane assembled and maintained by mechanics who'd never seen the plane before, flown using 87 octane gas diluted with yak urine, is the definitive word on this plane's performance."

Quote:

Originally Posted by ElAurens (Post 510437)
D: Nothing will change.

I hope this time it will be different.

ECV56_Guevara 10-28-2013 11:04 AM

Don t know if this is a bug...
Friday nigth coop with my squad, Berlin campaign.
About 16/18 pilots online plus several AIs.
wheather: fog
Massive freeze.
We were flyng these campaing for about 20 missions or more, with 4.12/4.12.1. It wasn´t a connection issue, we all got green squares, suddendly it locks for a few pilots, then, after a few seconds, all got freeze. We guessed it was the weather and the heavy map, but it was weird, so, we have to report it, maybe it´s something related to the patch.

PD: Bomb delay not saved still present.

Pursuivant 10-28-2013 10:44 PM

More about the P-40 series.

Despite being described as a plane with "no vices" (Caldwell) it seems to be very difficult to recover from a high speed spin even when applying proper technique to stop it (kill throttle, full opposite rudder).

This despite the pilot's manual (here: http://www.scribd.com/doc/117829198/...-40-Warhawk-WW) stating that it should be possible to recover from a spin within 2 turns and 1-2,000 feet (~330-660 meters) loss of altitude. They don't say whether it's a low or high speed spin, however.

While it's for an earlier model, the pilot's notes for the Tomahawk (http://www.456fis.org/P-40_PILOT_MANUAL.htm) indicate that the plane should come out of the spin unless held. This seems different from my experience.

Using arcade mode, I'm noticing that I'm getting pilot kill hits from rifle-caliber MG shots directly from ahead or behind (through the front of the cockpit or fuselage), despite the fact that all but the Hawk 81/P-40A-B/Kittyhawk series the P-40 had armor or armor glass in those areas. (1.5 inches of armor glass, 7 mm of armor below the cockpit combing down to the engine block, 7 mm behind the pilot. The pilot's seat wasn't armored, however.)

Additionally, any hit to the front of the engine through the prop boss instantly (or nearly instantly) kills the engine.

Any hit from the front through the radiator housing kills the oil/cooling system, resulting in engine shutdown within about a minute. While this is legitimate, it's possible that the damage boxes for the cooler system are larger than they were in real life (see diagrams in the pilot's manual).

Reading maintenance manuals for the P-40, it appears that the coolant assemblies got slightly larger in later models but the oil cooler got smaller. The P-40D & E models have a frontal coolant radiator surface area of 1.11 square feet. The P-40F model has a frontal coolant radiator surface of 1.75 feet. The oil cooler is 95 square inches on the D & E models, 35 square inches on the F.

I'm still hunting on info about the armor around the P-40's engine.

Also, for a time U.S. P-40s in the U.S. were using 91 or 92 octane gas to preserve the 100 octane gas for flights in combat zones. I've seen, but can't find, comparative numbers for P-40 performance using both 100 and 91/92 octane fuel. It would be nice if it was possible to choose your fuel type, and it would definitely reduce arguments regarding aircraft performance.

sniperton 10-29-2013 10:28 AM

Old bug, dunno whether reported before:

Normandy map, near Caen, to the South of Louvigny, at 76.5:59.1, a wrong object, a vehicular road bridge is connecting two rail sections, making East-West rail traffic practically impossible for the whole Caen region.

IceFire 10-29-2013 11:21 AM

Quote:

Originally Posted by Pursuivant (Post 510491)
Using arcade mode, I'm noticing that I'm getting pilot kill hits from rifle-caliber MG shots directly from ahead or behind (through the front of the cockpit or fuselage), despite the fact that all but the Hawk 81/P-40A-B/Kittyhawk series the P-40 had armor or armor glass in those areas. (1.5 inches of armor glass, 7 mm of armor below the cockpit combing down to the engine block, 7 mm behind the pilot. The pilot's seat wasn't armored, however.)

Additionally, any hit to the front of the engine through the prop boss instantly (or nearly instantly) kills the engine.

Any hit from the front through the radiator housing kills the oil/cooling system, resulting in engine shutdown within about a minute. While this is legitimate, it's possible that the damage boxes for the cooler system are larger than they were in real life (see diagrams in the pilot's manual).

There are a lot of problems with the 3D model for the P-40E and M... both are getting a make over for a future patch. Totally new 3D mesh and damage model systems... I don't know for a fact but I would make a guess that this may help with the poor damage modeling.

idefix44 10-29-2013 01:10 PM

Quote:

Originally Posted by sniperton (Post 510502)
Old bug, dunno whether reported before:

Normandy map, near Caen, to the South of Louvigny, at 76.5:59.1, a wrong object, a vehicular road bridge is connecting two rail sections, making East-West rail traffic practically impossible for the whole Caen region.

Near this bridge, going west, at Eterville, a house at 75,36:59,36 and a shack at 75,47:59,47 straddle the railway.
I guess that they don't help the traffic... :rolleyes:

Mabroc 10-29-2013 05:59 PM

I always found it funny that P-51, P-40, Bf-109 got damaged engines with overheat and loss of power when hit or instantly died with a good burst of fire but the P-39's have no noticeable loss of power and usually can fly 10+ minutes at full combat capability smoking a lot.
Even when they have almost the same engine and amount of oil than a P-51 and P-40, lots of oil tubes around the engine that you easily perforate meanwhile doing other damage to the engine from a 6 o clock firing position.

Pursuivant 10-30-2013 08:11 AM

Quote:

Originally Posted by Mabroc (Post 510518)
I always found it funny that P-51, P-40, Bf-109 got damaged engines with overheat and loss of power when hit or instantly died with a good burst of fire but the P-39's have no noticeable loss of power and usually can fly 10+ minutes at full combat capability smoking a lot.

This does seem strange, since one of the reasons that pilots disliked the P-39 was the fact that the engine's position made it more vulnerable to engine damage in combat.

Given that a particular model of engine had the same cooling and oil cooling needs regardless of which plane it was mounted in, it would make sense to just have overheat and engine damage models standardized around a particular engine rather than a particular plane.

Maybe not for inline engines where the plumbing and armor could vary, but certainly for radial engines.

Mabroc 10-30-2013 04:26 PM

Well, since the first IL-2 game the P-39's and then the P-63 enjoyed the russian "enhanced" engine survivability capable of still giving full power while heavily smoking. I have been flying this sim online for years and the russians planes seem to have less HIGHLANDER engines now but the P-39 still can fight you in a bf-109k4 at 5000m meanwhile smoking for a long time, and not on the defensive precisely.

THOMO 10-31-2013 09:52 AM

crashhhhh!!!
 
I Installed 4.12.2 today then I started it. all went normally until I chared my finnish campaign: the screen was completly filled with the presentation bar and no way to go out of that!!! it was running smoothly until then.

Pursuivant 11-01-2013 05:31 AM

Quote:

Originally Posted by IceFire (Post 510504)
There are a lot of problems with the 3D model for the P-40E and M... both are getting a make over for a future patch. Totally new 3D mesh and damage model systems... I don't know for a fact but I would make a guess that this may help with the poor damage modeling.

I hope that the review will extend to the the Hawk 81/Kittyhawk/P-40A-C series, since they also suffer from the "one hit engine kill" problem.

IceFire 11-02-2013 03:18 PM

Quote:

Originally Posted by Pursuivant (Post 510595)
I hope that the review will extend to the the Hawk 81/Kittyhawk/P-40A-C series, since they also suffer from the "one hit engine kill" problem.

Different model. I'm not sure... those are more accurate from a visual 3D standpoint at least.

Pursuivant 11-02-2013 07:15 PM

Quote:

Originally Posted by IceFire (Post 510649)
Different model. I'm not sure... those are more accurate from a visual 3D standpoint at least.

I agree that the "short nosed" P-40 has a much prettier visual model and a much nicer looking cockpit, but its DM suffers from the same "one hit kill" to the engine, cockpit and coolant/oil coolant system as the later P-40s. My guess is that it was just copied from the P-40E-M model.

Flying the P-40C, I repeatedly get pilot kills by rifle-caliber bullets directly through the front of the of the cockpit at ranges of 50 m or more. That despite armor glass which was supposed to be proof against rifle-caliber bullets.

All this is based on lots of testing flying in arcade mode flying mostly against formations of rookie Ki-21, but flying relatively aggressively, just taking quick overtaking shots from the rear rather than high-side or frontal attacks. So, I know exactly where the bullets hit, where the bullets come from and what sort of gun is shooting the bullets.

My results are:

ANY hit directly through the prop spinner = instant engine kill. Despite the fact that a rifle-caliber bullet will not penetrate an automobile engine block at any great range, much less the block of a heavy engine.

Just about any hit directly through the front of the radiator = instant massive black smoke followed by the engine straining and dying within a few seconds. The quick engine failure might be realistic given the pressures and temperatures involved, but the massive black smoke is not. Instead, there should just be an oil leak or coolant leak effect, although IL2 doesn't model those.

Additionally, typically there is no engine overheat warning before the engine fails. For an oil or coolant leak, you should get a fast rise in temperature and an overheat warning first. Also, while the P-40 is normally very good about letting you run the engine for minutes after an overheat warning, the engine dies quickly after any sort of oil or coolant failure.

Any hit to the engine = massive black smoke and engine damage. Even for glancing hits by rifle-caliber bullets at long range.

Most hits to the front and bottom of the plane = fuel tank leak, even when it's a rifle-caliber bullet that has to pass through the firewall to hit the fuselage tanks. Furthermore, the self-sealing fuel tanks don't seem to work, so the fuel leak effect persists until you run out of fuel. And, mind you, this isn't against multiple hits, it's after just ONE bullet.

Any hit to the front of the cockpit = penetration to the cockpit and possible PK or multiple "X control destroyed" results, despite the armor glass.

Hits outboard of the P-40's guns, or even its ammo troughs, will occasionally result in a "gun jammed" result.

I can't tell you how many times I've had to abort a QMB bomber intercept mission with 1 P-40C vs. 16 Ki-21 because my engine was dead or dying, or because my pilot was killed, badly wounded or couldn't control the plane, but with less than a dozen rifle-caliber hits in my plane.

Aviar 11-03-2013 12:56 AM

1 Attachment(s)
Strange little bug. On the Kuban map, I can't get any AI planes to land on the airfield located in grid V-8.

When landing from the northeast, the planes will just keep circling. When landing from the southwest, they will attempt to land, but they crash into the hills before they reach the runway.

The funny thing is that they will land ok from the northeast on my HSFX-7 version. However, they still crash when landing from the southwest.

Aviar

shelby 11-03-2013 12:23 PM

navigation lights missing on lagg3's skin

Aviar 11-03-2013 06:39 PM

The following Japanese Stationary Objects as well as moving Vehicles cannot be padlocked:

-Japanese Type 94 Truck
-Japanese Type 95 Hurogane Car

*When these vehicles are in Japanese Columns, they also cannot be padlocked.
The three Japanese Columns that include one or more of these vehicles:

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

Game Version: 4.12.2

Aviar

Pursuivant 11-04-2013 05:14 AM

It's impossible to kill the pilot when he's flying a P-39D-1, at least using rifle caliber MG and shooting directly through the cockpit windshield.

Additionally, the P-39D series seems to benefit from the following things:

* Far less prone to overheating than any other contemporary Alison-engined fighter (notably the P-40C).

* Far less prone to engine failure when the coolant system or oil coolant system is hit than just about any other plane in the game.

* Almost invulnerable to "control destroyed," "gun jammed" or "engine inoperable" critical hits.

Given the accuracy of the AI bomber gunners, the P-39D's remarkable durability, plus the cannon in the nose, makes the "Iron Dog" one of the best bomber interceptors there is!

More seriously, it would be wonderful if TD could take a look at the damage modeling for some of the other early-war planes (or maybe just the original IL2 models) like the P-40 series, the Bf-109E series and perhaps the early Spitfires, to make them much less vulnerable to critical hits by rifle-caliber MG fire.

As it stands, planes like the P-40 and the Bf-109 are "one hit wonders" where a single 0.30 caliber MG through the prop spinner kills the engine, a single bullet through the engine firewall or windscreen kills or injures the pilot or wipes out the controls, or a single hit elsewhere to the engine often results in massive smoke and quick demise of the engine.

ECV56_Guevara 11-08-2013 02:52 PM

Hey DT, still strange conection issues since 4.12.2, online.
Massive discos, game frezzing for all players (16/20 players) then game shut down.
Not any issue till 4.12.1, same campaign, same map, several hosts, same kind of missions. Maybe it s a bug since 4.12.2. It was like a domino effect.
the game saves any log of the crash to post it?

Loku 11-08-2013 07:55 PM

Bug report for Hs-123:main gear bug is fixed, thanx but markings bug is still there,left side of the fuselage dont display correct numbers or code letters.Iv made a little investigation:3D is ok, Overlays are placed in right order, bug is on java side, PaintSchemeFMPar00s class lack some references wich cause that.

idefix44 11-08-2013 10:14 PM

Quote:

Originally Posted by ECV56_Guevara (Post 510831)
Hey DT, still strange conection issues since 4.12.2, online.
Massive discos, game frezzing for all players (16/20 players) then game shut down.
Not any issue till 4.12.1, same campaign, same map, several hosts, same kind of missions. Maybe it s a bug since 4.12.2. It was like a domino effect.
the game saves any log of the crash to post it?

+1.

KG26_Alpha 11-08-2013 10:30 PM

Quote:

Originally Posted by ECV56_Guevara (Post 510831)
Hey DT, still strange connection issues since 4.12.2, online.
Massive discos, game freezing for all players (16/20 players) then game shut down.
Not any issue till 4.12.1, same campaign, same map, several hosts, same kind of missions. Maybe it s a bug since 4.12.2. It was like a domino effect.
the game saves any log of the crash to post it?

Make sure you have in the conf.ini
[NET]
checkRuntime=2
set on the server,
the client needs not to set this only server/host.

See if that stops the problem :)

idefix44 11-08-2013 10:48 PM

Quote:

Originally Posted by KG26_Alpha (Post 510858)
Make sure you have in the conf.ini
[NET]
checkRuntime=2
set on the server,
the client needs not to set this only server/host.

See if that stops the problem :)

I use the CRT=2 option on my 4.12.2m Dedicated Server.
And we have too the massive disconnections problem.

Some other more hilarious idea... :rolleyes:

ECV56_Guevara 11-09-2013 01:12 AM

Quote:

Originally Posted by KG26_Alpha (Post 510858)
Make sure you have in the conf.ini
[NET]
checkRuntime=2
set on the server,
the client needs not to set this only server/host.

See if that stops the problem :)

Alpha, all the guys have 4.12.2 vanilla. We re squadmates, no need to use crt, but, by default it´s done so.
It s something that is cuasing massive freeze, then lock up. NOt a single issue with 4.12.1.
YOur squad is having the same issue Idefix?

idefix44 11-09-2013 01:54 AM

Quote:

Originally Posted by ECV56_Guevara (Post 510865)
Alpha, all the guys have 4.12.2 vanilla. We re squadmates, no need to use crt, but, by default it´s done so.
It s something that is cuasing massive freeze, then lock up. NOt a single issue with 4.12.1.
YOur squad is having the same issue Idefix?

Yes Sir, just like I wrote it above...

SaQSoN 11-09-2013 08:48 AM

Quote:

Originally Posted by ECV56_Guevara (Post 510831)
Hey DT, still strange conection issues since 4.12.2, online.
Massive discos, game frezzing for all players (16/20 players) then game shut down.
Not any issue till 4.12.1, same campaign, same map, several hosts, same kind of missions. Maybe it s a bug since 4.12.2. It was like a domino effect.

Could you, please, send the mission, in which this happens to the DT E-mail, along with description of how it is run: dedicated, or non-dedicated server, PC hardware setup, on which this mission runs, number of players on-line, when the freezing and other problems occur.

idefix44 11-09-2013 11:17 AM

Quote:

Originally Posted by SaQSoN (Post 510877)
Could you, please, send the mission, in which this happens to the DT E-mail, along with description of how it is run: dedicated, or non-dedicated server, PC hardware setup, on which this mission runs, number of players on-line, when the freezing and other problems occur.

I use the 4.12.2m Dedicated Server. And all was fine for everybody (host and clients) before the last patch. Same PC and missions. No change in the gaming environment.
Can you please, join a 4.12.2m dogfight server online, and see what happend in order to make good suggestions...
The incriminated problems occur randomly, after a few minutes or more time.
"It seems like the game is freezing and crashing to desktop" wrote a client:
http://cieldeguerre.xooit.fr/t137-Pr...l-the-time.htm
And like a former USAF pilot (Jack Swigert) said: "Houston, we've had a problem". :rolleyes:

I suggest too the use of the "read only option" for local users of IL2 in order to stop to make online users time wasted when readind not pertinent answers to real problems.

Thanks by advance.

Best regards.

Fenrir 11-09-2013 02:02 PM

Hi chaps,

When 'Forest=3' is used in the conf.ini any user placed instances of object '189 tree line' are invisible!

They are present - and collidable! - just completely transparent. Olegs horticulture strikes again!

ECV56_Guevara 11-09-2013 03:05 PM

Quote:

Originally Posted by SaQSoN (Post 510877)
Could you, please, send the mission, in which this happens to the DT E-mail, along with description of how it is run: dedicated, or non-dedicated server, PC hardware setup, on which this mission runs, number of players on-line, when the freezing and other problems occur.

Ok SaQSoN, I ´ll collect the info and will send to the DT mail. Thanks for your kind answer.

:FI:Sneaky 11-10-2013 07:28 PM

lost HOTAS axis in 4.12.2
 
I'm using CH quadrant (6axes) ,Saitek yoke, pedals and 3 axis quadrant + a Logitech wing man (just for trim via throttle axis)

Set up for multi engine works fine in 4.11.1 and 4.12.1
with 4.12.2 I have lost function on 1st lever of Saitek quadrant.

FIXED-manual edit of config and settings.ini... adjust input levels in game (which mysteriously got re-set to zero)

KG26_Alpha 11-10-2013 09:23 PM

Quote:

Originally Posted by ECV56_Guevara (Post 510865)
Alpha, all the guys have 4.12.2 vanilla. We re squadmates, no need to use crt, but, by default it´s done so.
It s something that is causing massive freeze, then lock up. NOt a single issue with 4.12.1.
YOur squad is having the same issue Idefix?

Quote:

Originally Posted by idefix44 (Post 510882)
I use the 4.12.2m Dedicated Server. And all was fine for everybody (host and clients) before the last patch. Same PC and missions. No change in the gaming environment.
Can you please, join a 4.12.2m dogfight server online, and see what happened in order to make good suggestions...
The incriminated problems occur randomly, after a few minutes or more time.
"It seems like the game is freezing and crashing to desktop" wrote a client:
http://cieldeguerre.xooit.fr/t137-Pr...l-the-time.htm
And like a former USAF pilot (Jack Swigert) said: "Houston, we've had a problem". :rolleyes:

I suggest too the use of the "read only option" for local users of IL2 in order to stop to make online users time wasted when readind not pertinent answers to real problems.

Thanks by advance.

Best regards.

The reason I pointed out the crt=2 is that HSFX users can join v4.12.2 crt=0 this brings associated problems with low level bomb timings and ghost planes and I wondered if it was pertinent to the new patch with new errors, but as you fly a "closed shop" with your squad it shouldn't be a problem.

Hopefully DT can fix the problem with the dedicated server issue.


PS:

I joined in most of the v4.12.2 servers on Hyperlobby and asked if they were experiencing any lock up or freezes on the client side,
none reported any problems with v4.12.2 that were not there with v4.12.1

Finding a pure stock server that's heavily populated isn't easy :) but they all report no problems.


idefix44

Not exactly a stock server is it ?

http://img.photobucket.com/albums/v1...ps1718869b.jpg



.

idefix44 11-10-2013 10:14 PM

@ KG26_Alpha
Don't stay behind the door. Try to connect with a moded version if you want...

KG26_Alpha 11-10-2013 10:39 PM

Quote:

Originally Posted by idefix44 (Post 510921)
@ KG26_Alpha
Don't stay behind the door. Try to connect with a moded version if you want...

No point if CRT=2 is on.

Which was my earlier reference to the ability of servers allowing HSFX into Stock v4.12.2 without CRT=2 enabled, as it does cause problems.


:)

.

IceFire 11-11-2013 12:06 AM

Battlefield1 is a stock 4.12.2 server. We allow HSFX and SAS users on the server as well. We highly recommend that any players wanting to use a mod pack use the SAS one as it has far fewer bugs and is more respectful of stock server compatibility than HSFX which has increasingly become something of a disaster for us (HSFX 7 has some nasty Java related cache issues - I'm not aware of the details except that we told everyone to stop using it on the stock server).

Sounds like your problems are separate from ours (and again I don't know all the details) but I'd make sure you had a completely bone stock 4.12.2 and start upwards from there.

stugumby 11-13-2013 09:31 PM

Flare acrrying aircraft wont follow instructions
 
In either S-38 or swordfish with flares, if you have a bomb icon over an empty town they will drop as indicated, if you place anything enemy there they will do wierd rolls and almost attack dives and not drop. This is also when linked to a paticualr target they will do wierd manuvers and drop all at same time if they dont crash.

Daniël 11-19-2013 01:54 PM

AI wingmans still sometimes crash into the ground when you're flying very low and slow, especially while landing (when you didn't order him to do anything.) When the wingman and the flight are ordered to land there is no problem.

SPAD-1949 11-20-2013 07:01 AM

FW190 to sensitive to G-force induced Damage.

rollnloop 11-23-2013 08:49 PM

Yak 9 landing gear indicator lights won't lit.

stugumby 11-28-2013 07:29 PM

Ai ground attack behavior
 
Avenger series attacks until they are destroyed if carrying rockets and bombs, but after bombs gone they still leave doors open or close and reopen them, a-20 series does this as well.

Val can attack as level bomber but does strange things like diving or shallow dipping, but will return to strafe if set to destroy gorund targets etc. Stuka will not strafe or return.

rollnloop 11-28-2013 09:03 PM

Yak9T landing gear indicator lights don't lit as well.

rollnloop 11-28-2013 09:17 PM

Using "line abreast" formation in FMB, fighter AI collide into each other after a given time

http://www.242sqn.com/phpBB2/viewtop...?p=34839#34839

alsevillajr 12-01-2013 08:53 PM

Like another member posted..I downloaded but game version still says 4.12.1m...????

Do I have to download the dedicated server update???...do not really go on line much.

Phabius 12-01-2013 10:08 PM

Since 4.12, everytime I start a mission, the screen freezes for a long time. Sometimes I can press the "Windows" button to go back to desktop and then come back to the game and it's running. This also happens during missions, sometimes the screen just freezes...

And I've been noticing some strange terrain textures on some maps, blue lines over water and flat textures over land. It's random.

Everything was fine till 4.12

GeForce GTX 550Ti, Windows XP

ImpalerNL 12-02-2013 08:37 PM

with 4.12.2 i have a sound bug wich occurs when i switch to enemy aircraft view. (it happens often online)
When i switch back to my aircraft all sounds are distorted.

Janosch 12-03-2013 02:39 PM

Quote:

Originally Posted by ImpalerNL (Post 511769)
with 4.12.2 i have a sound bug wich occurs when i switch to enemy aircraft view. (it happens often online)

Ha ha ha ha ha! Pffffwhuahahahahahahaha!!!

Anyway, sometimes after flying some time, all the sound effects change slightly, as if the pilot's ears get slightly locked due to altitude change. Maybe the pilot eventually swallows, because everything starts sounding normal after awhile. I can't rule out something being wrong with my headphones or speakers etc though.

Then there's another small bug when watching a track. When you pause and unpause a couple of times, the sound volume may change.

KG26_Alpha 12-03-2013 04:47 PM

Quote:

Originally Posted by ImpalerNL (Post 511769)
with 4.12.2 i have a sound bug wich occurs when i switch to enemy aircraft view. (it happens often online)

Quote:

Originally Posted by Janosch (Post 511791)
Ha ha ha ha ha! Pffffwhuahahahahahahaha!!!

Anyway, sometimes after flying some time, all the sound effects change slightly, as if the pilot's ears get slightly locked due to altitude change. Maybe the pilot eventually swallows, because everything starts sounding normal after awhile. I can't rule out something being wrong with my headphones or speakers etc though.

If you don't have anything nice to say then don't say anything at all on here.

You fly the game your way, and let others fly it how they want to.

You don't hear us belittling the skins you created and use online :)

Thank You










.

ImpalerNL 12-03-2013 08:17 PM

Quote:

Originally Posted by Janosch (Post 511791)
Ha ha ha ha ha! Pffffwhuahahahahahahaha!!!

Anyway, sometimes after flying some time, all the sound effects change slightly, as if the pilot's ears get slightly locked due to altitude change. Maybe the pilot eventually swallows, because everything starts sounding normal after awhile. I can't rule out something being wrong with my headphones or speakers etc though.

Then there's another small bug when watching a track. When you pause and unpause a couple of times, the sound volume may change.


Ah yes, that old bug wich keeps everyone busy.
Although i know that playing too agressive can make you an easy target for others.

Aviar 12-05-2013 02:38 AM

2 Attachment(s)
This is a bug report for IL-2 version 4.12.2m. It concerns the new Taxi-to-Runway feature. I tested this bug in Single and Coop missions as well as running the mission through the FMB. I found the bug only appeared in Coop missions.

The bug: If you have a Coop mission with one or more planes using the Taxi-to-Runway feature AND you uncheck the 'Takeoff and Landing' setting, all of those particular planes will fall to the ground and explode...or at least be smashed to bits.

If you try this test as a Single mission, you will find no problems. All the planes using the Taxi-to-Runway feature will start on the ground in their proper positions. The same goes for the mission if you run it through the FMB.

It should also run the same in Coop mode but does not. This is where the bug occurs. All planes with Taxi-to-Runway waypoints will start in the air (see screenshot #1) and immediately fall to the ground (screenshot #2).

So to repeat, the bug is in Coop missions with 'Takeoff and Landing' unchecked (light off) and affects all planes with Taxi-to-Runway waypoints.


*To be frank, I don't believe this will impact very many players. Personally, I play with 'Takeoff and Landing' enabled 99.9% of the time. It was just by a lucky fluke that I came upon this issue. However, it's still a legitimate bug and I'm hoping that TD will address it at some point.

Aviar

alsevillajr 12-05-2013 08:50 AM

Quote:

Originally Posted by Spinnetti (Post 510409)
This patch snuck right by me! Installed it, but when I run the game it didn't update the version; is that normal?

Nobody responded to this...I have the same issue...What's up...Any idea

Thanks

MicroWave 12-05-2013 09:03 AM

Quote:

Originally Posted by alsevillajr (Post 511751)
Like another member posted..I downloaded but game version still says 4.12.1m...????

Do I have to download the dedicated server update???...do not really go on line much.

You must have installed it in the wrong folder.
When starting the installer choose the destination folder of your Il2 installation.
You can also unpack the patch into any folder and then copy the files into your Il2 folder.
Another possibility is that you don't have write permission in the destination folder. Typically this happens on newer Windows operating system (newer than XP) if you have the game installed in Program Files (and similar) folders. You can safely copy the whole game to some other folder you create (c:\game\il2) folder for example, cause the game does not rely on any registr settings.
The installer is just an archive of files; no messing with registry or anything like that.

julien673 12-05-2013 10:22 AM

Look at the folder "Ubisoft" and "Ubi Soft" .... .... they changed the name after FB or PF .. i don t remember

alsevillajr 12-06-2013 05:08 AM

Quote:

Originally Posted by MicroWave (Post 511849)
You must have installed it in the wrong folder.
When starting the installer choose the destination folder of your Il2 installation.
You can also unpack the patch into any folder and then copy the files into your Il2 folder.
Another possibility is that you don't have write permission in the destination folder. Typically this happens on newer Windows operating system (newer than XP) if you have the game installed in Program Files (and similar) folders. You can safely copy the whole game to some other folder you create (c:\game\il2) folder for example, cause the game does not rely on any registr settings.
The installer is just an archive of files; no messing with registry or anything like that.

Thanks Microwave,always had problems with rar files...it did show it was downloading to the right folder , guess it was not...your first suggestion worked...downloaded to a new folder and copy and paste. You the man...thanks again

Note...why will it not have permission when all the other updates installed OK

IceFire 12-06-2013 12:13 PM

Quote:

Originally Posted by alsevillajr (Post 511875)
Thanks Microwave,always had problems with rar files...it did show it was downloading to the right folder , guess it was not...your first suggestion worked...downloaded to a new folder and copy and paste. You the man...thanks again

Note...why will it not have permission when all the other updates installed OK

I think the question that answers this question is: Is your game installed in the default directory or did you move out out of Program Files into another folder? Most of us if not all have moved it from the default install directory years ago. The patch installer will default there but you need to manually redirect. My guess is that you forgot to make the change and the files tried to go to Program Files (and silently failed). I forget things all the time thus why I suggest this is possible :cool:

Nothing is different with the 4.12.2 RAR extractor so the various other complications are where the answer is.

IceFire 12-06-2013 12:14 PM

Quote:

Originally Posted by ImpalerNL (Post 511769)
with 4.12.2 i have a sound bug wich occurs when i switch to enemy aircraft view. (it happens often online)
When i switch back to my aircraft all sounds are distorted.

What type of sound card are you running? Are you using a custom sound pack? Bigger sound samples might be more difficult for your card to operate with. Go into the settings and let us know what the settings are. You may need to back off on one of the settings to get a better experience.

The other possibility is driver corruption or out of date drivers but I would assume this is unlikely as you would probably have noticed issues in other games.

robday 12-06-2013 02:22 PM

There are no roundels or squadron codes displayed on the fuselage sides of the Wellington Mk III.

ImpalerNL 12-06-2013 07:09 PM

Quote:

Originally Posted by IceFire (Post 511881)
What type of sound card are you running? Are you using a custom sound pack? Bigger sound samples might be more difficult for your card to operate with. Go into the settings and let us know what the settings are. You may need to back off on one of the settings to get a better experience.

The other possibility is driver corruption or out of date drivers but I would assume this is unlikely as you would probably have noticed issues in other games.

IceFire, i dont have any sound problems with Fs2004.
Ive changed playback channels from 32 to default and audio quality from 44100 to default in the audio menu, maybe this will stop the sound from getting distorted. Also i dont run any mods at all with iL2, so thats not the problem either.

ImpalerNL 12-06-2013 07:20 PM

The ju88 keeps a nose down attitude when flying with the level stabilizer and you cant trim it out.

alsevillajr 12-06-2013 07:42 PM

Quote:

Originally Posted by IceFire (Post 511880)
I think the question that answers this question is: Is your game installed in the default directory or did you move out out of Program Files into another folder? Most of us if not all have moved it from the default install directory years ago. The patch installer will default there but you need to manually redirect. My guess is that you forgot to make the change and the files tried to go to Program Files (and silently failed). I forget things all the time thus why I suggest this is possible :cool:

Nothing is different with the 4.12.2 RAR extractor so the various other complications are where the answer is.

Thanks for the clarification Ice. Downloading this game is my first real experience in "back door" computing. So it has really been a challenge for me, at the same time it is rewarding. Learning something new every time. Having encountered errors and glitches in the game and not knowing what files are missing or what I may have messed up and not knowledgeable of the fixes, I have resorted to re-installing the game numerous times already.

One recent problem I had trying to make the the update work was that, in the process, it lost the wide screen resolution capability :mad::mad::mad:. Re-installed and still would not do it but, I figured out all it took was one click of an application. I do try to think logically and see how the computer thinks.

And yes, even as simple as moving the file is new to me. I will take that advise and I thank you...So just create a new folder in the c: drive..that's it!!!!

BTW I am only using a non gaming computer with an i3 CPU...I'm just glad it works:grin:

P.S. In moving the file, I discovered that the the game files downloaded in two separate folders, one under ubisoft and the other with GOG Games folder??? Wonder why it did that, not a good thing. Surprised the game was even loading!!!! Could have been the likely cause for the update not to have downloaded. I've merged the two files since.

SPAD-1949 12-10-2013 08:21 AM

I dont know if it was mentioned allready, but AI cant handle self built areodromes.

Any intended spawning position of a starting flight will only be fixed of the leading AC.
Other Planes of this flight will be positioned in a diagonal line abreast ca 100m right and 100m aft.

You cann't assign such a flight to spawn with stationary planes.

If you intend a flight to land on a self build aerodrome, they bellyland ca 500m in front of the runway.

KG26_Alpha 12-10-2013 04:52 PM

Quote:

Originally Posted by SPAD-1949 (Post 512056)
I dont know if it was mentioned allready, but AI cant handle self built areodromes.

Any intended spawning position of a starting flight will only be fixed of the leading AC.
Other Planes of this flight will be positioned in a diagonal line abreast ca 100m right and 100m aft.

You cann't assign such a flight to spawn with stationary planes.

If you intend a flight to land on a self build aerodrome, they bellyland ca 500m in front of the runway.



Self built runways dont have the AI take off/landing routine coded to them.

A work around is to use one of the invisible "Test Runways" to control the AI at your custom build airfield.









.

SPAD-1949 12-12-2013 12:09 PM

Quote:

Originally Posted by KG26_Alpha (Post 512081)
Self built runways dont have the AI take off/landing routine coded to them.

A work around is to use one of the invisible "Test Runways" to control the AI at your custom build airfield.

It does not work, they keep the same formation at the beginning and keep belly landing.

Aviar 12-12-2013 10:36 PM

Quote:

Originally Posted by SPAD-1949 (Post 512140)
It does not work, they keep the same formation at the beginning and keep belly landing.

If you post the mission here we could look at it for you and maybe suggest a fix.

Aviar

Juri_JS 12-13-2013 04:07 PM

Quote:

Originally Posted by SPAD-1949 (Post 512140)
It does not work, they keep the same formation at the beginning and keep belly landing.

I noticed exactly the same, AI planes can't land on airfields build with the new runway tiles and also not on the invisible test runways.


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