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

sniperton 04-09-2014 03:39 PM

Yep

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.

Quote:

Originally Posted by idefix44 (Post 510508)
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:

When 4.13 comes out (in two weeks, for sure), we'll see what happened to them ;)

Pursuivant 04-09-2014 04:30 PM

Quote:

Originally Posted by sniperton (Post 653863)
When 4.13 comes out (in two weeks, for sure), we'll see what happened to them ;)

Maybe those misplaced railroad bridges and buildings represent the work of the French Resistance!

Very clever Maquis, to replace a road bridge with a railroad bridge and to make buildings straddle the rail line, rather than just using dynamite!

:) :) :)

majorfailure 04-09-2014 08:34 PM

Again Kursk map:
Quadrant E7 near Dimitriev-Logovskiy - there is a road bridge where a rail bridge should be. This makes the western part of the railroad network pretty useless.
Quadrant F3 near Lgov - rails across a river without a bridge - not tested if trains will drive across despite that.
Quadrant I3 there is a railway crossing with a road, but instead of going across the road, there is a gap in the rails. Now the western part of the railroad network is totally useless.

I'm a bit astonished noone ever discovered this or if so it wasn't corrected

Oscarito 04-09-2014 10:21 PM

"Next Enemy View" key still shows the "Stationary Camera View" in adition.
Think there is no reason for this anymore since 4.12v provides a key to cycle through cameras.

Treetop64 04-11-2014 06:47 PM

Quote:

Originally Posted by majorfailure (Post 653870)
Again Kursk map:
Quadrant E7 near Dimitriev-Logovskiy - there is a road bridge where a rail bridge should be. This makes the western part of the railroad network pretty useless.
Quadrant F3 near Lgov - rails across a river without a bridge - not tested if trains will drive across despite that.
Quadrant I3 there is a railway crossing with a road, but instead of going across the road, there is a gap in the rails. Now the western part of the railroad network is totally useless.

I'm a bit astonished noone ever discovered this or if so it wasn't corrected

There are several such bugs on the Kurland Peninsula map as well. At least two airfields (Cranz and one other I can't remember at the moment) have AI parking nodes on a taxiway, resulting in AI aircraft taxiing and crashing into other AI machines parked on the taxiway, rendering those airfields all but useless for AI aircraft.

A rail line in the mid-eastern and north-eastern part of the map is missing bridges, rendering those rail lines useless.

Vendigo 05-14-2014 08:14 PM

When ejecting from a He-162 with the engine on fire, the pilot's "life" stays attached to the plane not the pilot figure until you fall out your eject seat in midair. Just like the third person view during ejecting. Can this be corrected?

Pfeil 05-15-2014 09:14 AM

Quote:

Originally Posted by Vendigo (Post 660087)
When ejecting from a He-162 with the engine on fire, the pilot's "life" stays attached to the plane not the pilot figure until you fall out your eject seat in midair. Just like the third person view during ejecting. Can this be corrected?

The same happens with the Do-335. The aircraft remains controllable as long as the pilot is attached to the falling seat(IIRC you can actually switch back to F1 cockpit view during this time).

Presumably there's a technical reason for this, as most of these advanced features seem to work around engine limitations.

Oscarito 05-25-2014 05:17 PM

Hi TD!

I think that a subtle fine tunning is needed on "Takeoff Line" and "Landing Straigh in" features.

Takeoff Line:
Whenever the leader (plane 1) is not the first to get airborne the flight goes into a mess as soon as it reaches the second waypoint (normfly) in which the AI planes are firstly instructed to keep formation (whatever the type). Usually one or more planes crash to the ground while trying to find their place through erratic flight behavior. I wonder if it would be possible to make the leader begin takeoff procedure some seconds before the others to avoid the mess...
(BTW, the leaders should always go first don't you think so? :mrgreen:)

Land Straight in:
Planes land too close to each other to the point that some of them start chewing the tail of the guy ahead.
I've found that "plane 4" uses to be the trouble maker because I don't notice this problem when I set the flight with only three planes.
----------------------------------------------------------------------
Obs. v4.12..............The Best Patch Ever!!!:grin::grin:

Aviar 05-26-2014 05:46 AM

Quote:

Originally Posted by Oscarito (Post 660485)
Hi TD!

I think that a subtle fine tunning is needed on "Takeoff Line" and "Landing Straigh in" features.

Takeoff Line:
Whenever the leader (plane 1) is not the first to get airborne the flight goes into a mess as soon as it reaches the second waypoint (normfly) in which the AI planes are firstly instructed to keep formation (whatever the type). Usually one or more planes crash to the ground while trying to find their place through erratic flight behavior. I wonder if it would be possible to make the leader begin takeoff procedure some seconds before the others to avoid the mess...
(BTW, the leaders should always go first don't you think so? :mrgreen:)

Land Straight in:
Planes land too close to each other to the point that some of them start chewing the tail of the guy ahead.
I've found that "plane 4" uses to be the trouble maker because I don't notice this problem when I set the flight with only three planes.
----------------------------------------------------------------------
Obs. v4.12..............The Best Patch Ever!!!:grin::grin:

I agree with both of these points. I've seen each one many times and it would be nice to fix them if possible.

Aviar

Vendigo 05-26-2014 09:58 AM

There is a problem with planes taking off big US carriers, most of the times one or two aircraft will crash into the superstructure deck. As Japanese carriers have much smaller superstucture deck, their planes don't crash into it.
It began since 4.12 or 4.11 I think as in old Pearl Harbour everything worked fine. It's very frustrating, hopefully the AI for US carrier take off can be revised.


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