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

Baddington_VA 02-20-2014 01:37 AM

Quote:

What other features? The V-1 issue is there. Not confirmed yet on this one. What else?
The other one I found was bridges.
The large box girder type.
First test of the mission is offline in multiplay.
Set up as targets, a couple of 1000lb bombs could destroy the bridges.
Once on a dedicated server, the same direct hits did nothing to the bridges.

Maybe servers can choose to multiply the strength of bridges.
If they do, the server operators never mentioned it.

Quote:

Have you tried this scenario with other columns? It would be useful to know if other columns are also affected.
The same mission has T44 tank columns, which show no problems.
One or two tanks can be destroyed with a single bomb run.
There are also various German supply columns in the same mission, none of which display the same effect as the Studebecker column.

The Studebecker columns at this point have parked themselves in the main streets of Lucenec on the Slovakia winter map.
I've never had a problem with bomb runs against vehicles in streets until this one.
I came back with an Me262/2a, dropped bombs into the street, and nothing destroyed, then turned back and fired the 108s at it, and I get Enemy vehicles destroyed.

Quote:

Please do that. I have seen this "indestructible" vehicle columns a few times, and it turned out to be the location in which they were was to blame, not the vehicles themselves - and IIRC it seemed like there was some invisible net or trees above them, and from some angles the were partially touchable - it may be different in your case though.
It could be the buildings either side.
There are two columns, two different streets. Same thing happens.

I am going to try and get the mission put up looped on a test server so I can get a track or pictures.

Baddington_VA 02-21-2014 11:27 AM

A twist.
 
4 Attachment(s)
Got it up on a test server, the result was the whole convoy went up with one hit.
Went back to the public server to try and repeat this.
2x 250 kg bombs knocked out 2 trucks, came back around and the 1000kg did nothing but destroy buildings either side of the street.
Repeated the attack on the second convoy with 1000kg
and got this result.
This is what I have been seeing for some time.
Track is included.

Images are taken from the .ntrk using external view.
1. Point of impact on road. SC1000
2. The bomb goes off, damage to buildings can be seen happening for some distance.
3. The crater with trucks undamaged.

KG26_Alpha 02-21-2014 08:45 PM

This is nothing new with SC1000kg

It been messed around with too much and is now classed as a demolition bomb.

Vehicles in towns (targets) will survive but buildings wont.

It just plain silly whats been done to the bombs and torps of late.

There's no hard and fast guide to whats been done and any recommended method of their usage has extremely inconsistent results.

Good thing is you can always go back to the old arming system and turn off bomb fuzes & fragile torps but you cant change the effectiveness or ineffectiveness of the SC1000 & SC2000 bombs.










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Baddington_VA 02-23-2014 02:28 AM

Quote:

There's no hard and fast guide to whats been done and any recommended method of their usage has extremely inconsistent results.
There was time for one sortie after that.
The bombs took out the whole convoy.:confused:
It could be the proximity of buildings.
Like most flyers of IL2, I know what happens, but not always how.

The 1000 knocks out tanks on the open road, being a demolition bomb, it should be no more effective than a 500 at that task.

Juri_JS 02-24-2014 12:24 PM

During testing of a new mission type for Asura's DGen we have discovered a FMB problem. When the campfire object "vehicles.stationary.Campfire$CampfireAirfield " is set to "Army: Red/Blue" and the mission saved, the campfire will be automatically reset to "Army: none" when the mission is opened again in FMB.

Aardvark892 03-24-2014 05:56 AM

Reticle change in .ntrk
 
1 Attachment(s)
TD!

I've just flown a 1937 I-16; my wingman and I against a couple of Finnish Gladiators. I started a .ntrk as soon as the mission started (QMB). Unfortunately, the recording shows the wrong gunsight... one with a cover (the long tube kind... sorry if I don't remember the name).

Also, was it just my terrible gunnery skills (which are truly terrible) or did the Gladiator I followed to the deck seem "nigh invincible"? I know that particular I-16 I was flying didn't have very powerful guns, but this seems just a bit ridiculous.

I've attached the .ntrk to this post if you'd like to see it... but I know you guys are all pretty busy.

Thanks!

gaunt1 03-24-2014 12:33 PM

Its much more effective if used vs german planes, but indeed, ShKAS needs fixing. The problem is that you can fire it all the day, while doing minimal damage, just like the MG15/17 or .30 Browning. Seems like rate of fire isnt modeled properly.
ShKAS should run out of ammo very quickly, but in exchange, should do massive damage compared to guns mentioned above.

Janosch 03-24-2014 04:51 PM

Based on a test firing, QMB stats, wikipedia and calculations, I say that the ShKAS rate of fire is modeled correctly, at least on paper. But I would have to fire and hit with every round to be sure...

Gladiators may well feel overly strong, being able to fly while looking like Swiss cheese, but it's possible that nothing vital was hit. But it's actually like breakfast cheddar. You poke it and you get cheese on your fingers: firing from behind, you don't have the option to aim precisely at a weak spot. I thought I was aiming well with Cr.42, and shot at the fuselage, seemingly wasting tons of ammo, but a lucky close range short burst from a different angle took out the Gladiator's wing.

Wing mounted ShKAS are tricky weapons, especially with a plane that has poor gunsights, high instability and no elevator trim. The key is to set weapon convergence to much less than 150m and fire at close range. With a bit of luck and an angle that just exposes e.g. the target's engine, even a short burst does the job.
The problem is that even AI may start evading properly once you get to an effective range. And that imho is what makes early 109 sauerkraut guns (e.g. if the cannon is damaged) sometimes feel underpowered, too.

Pursuivant 03-25-2014 10:33 AM

Quote:

Originally Posted by Janosch (Post 516028)
Gladiators may well feel overly strong, being able to fly while looking like Swiss cheese, but it's possible that nothing vital was hit. But it's actually like breakfast cheddar.

Something that IL2 doesn't model, or model well, is the fact that many 1930s era planes which had fabric over wood or metal frame construction were actually quite resistant to gunfire.

Many bullets would just punch through or shred the fabric without hitting any part of the frame. Additionally, explosive rounds might not be triggered if they just hit fabric. Or, if they do explode, they just blow away the surrounding fabric with little actual damage to the airframe (since there is very little solid structure to contain the blast and increase its intensity).

So, it's realistic for planes like the Cr.42, Gladiator or Hurricane to still be able to (sort of) fly if their fabric is shredded.

Obviously, any hit of that sort will cause increased drag, though. Also, hits to the wings can easily cause strips of fabric to tear away due to slipstream effects, causing bigger problems in maintaining lift than the same damage to a monocoque or metal-skinned plane.

sniperton 03-25-2014 02:50 PM

Yep, but what about the Wellington? They do fly with 1/3 (or even more) of their wing surface gone due to MG hits. They are not like cheese, they're like flying skeletons.


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