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-   -   4.10 Support & Bug Reporting (http://forum.fulqrumpublishing.com/showthread.php?t=17766)

Romanator21 01-05-2011 07:19 PM

Thanks DT for the great patch!

I tried to go through the whole thread, but I gave up at about half-way. I hope that I haven't repeated anything here.

- In the Bf-109 G-6 the gun blisters now obstruct my field of view. It's as if they are bigger than before, at least from the cockpit view.

- The Ju-88 Torp (and maybe others) behaves strangely upon entering the water. If I try to ditch, it pops up like a cork and somersaults in the air at some 20-30 meters! Then it falls and sinks rapidly enough to kill my pilot instantly.

GF_Mastiff 01-05-2011 07:29 PM

Hi guys I saw only one thing lacking in the Stats page.

Sorte's

Polevka2010 01-05-2011 09:31 PM

1 Attachment(s)
Bf-109 only

Tempest123 01-05-2011 10:00 PM

Quote:

Originally Posted by Sven (Post 209786)
Nah I think he means something which has been mentioned many times before in this thread, that is when you switch to AI or something that the engines will catch fire.

Yeah thanks, I knew about the acceleration limit, that was realistic. This is a different issue, whenever I start a mission with a German jet (Russian jets are okay) on the ground, (tried the 262, Go-229 wing thing, and the he-162) one or both engines catch fire shortly after starting (with the throttle at idle), this also happens is autopilot is engaged. I'll have to check this thread if other people had the same problem.

ataribaby 01-05-2011 10:46 PM

Quote:

Originally Posted by Sven (Post 209786)
Nah I think he means something which has been mentioned many times before in this thread, that is when you switch to AI or something that the engines will catch fire.

I think its linked to bug i reported 3 threads back about me-163 komet unable to takeoff under player AP on. It constantly on/off throttle so it cant get sufficient speed to takeoff. I can imagine that sudden on/off can cause fire on me-262.

Corsican Corsair 01-05-2011 11:27 PM

In realistic navigation mode, I found 3 bugs:

Go 229 - AFN-2 indicator does not work but you can heard the beacon sound.
Ar 234 - the circular compass rose rotates but the setting is not displayed in HUD during rotation.
Do 335 V13 - The repeater compass does not work correctly, inverted bearing and plane icon does not rotate during compass rose setting.

Best regards.

Hogey 01-06-2011 01:18 AM

Problems with hayrake navigation
 
I created a map in the Hawaii area, included japanese and american carriers and destroyers, as well as Radio Honolulu.
The japanese a/c (A6M2-21 and D3A1) can home in on the japanese carriers NDB and Radio Honolulu (just noise, but no radio transmissions due to distance).
The american a/c (F4F-3 and SBD-3) based on carriers do not get any ship based radio nav beacons, only Radio Honolulu (just noise, but no radio transmissions due to distance).

Romanator21 01-06-2011 02:49 AM

I was messing around some more, and I've noticed that there are a lot more aircraft with the "ghost-prop" since 4.09. It's not a big deal, but it's now impossible to prop-munch the guys in my formation :grin:

There is also clipping with the Hs-129 wheels and terrain.

RAF_Ddave 01-06-2011 02:51 AM

2 Attachment(s)
S!

Not sure if someone has already found this or not. Using the map Sands of Time, a scenery I built using Stationary Ships Test Runway 4 as an invisable ramp area for a runway I created is invisable in 4.09 and allows ground textures to be seen ( desert floor) but in 4.10 it shows up as red and you cannot see ground textures underneath. 1st pic is 4.09, 2nd pic is same scenery in 4.10.

Thanks for the great work guys, your efforts are MUCH appreciated.

RAF_Ddave
RAF662

SkyFan 01-06-2011 07:46 AM

The next issue with board codes in mission building
 
1 Attachment(s)
Dear DT members, please put into account the situation shown in attached image.
The 4th aircraff from 4th link of 2nd squadron has second "15" instead "16".
Just noted casually.
Best regards.

EJGr.Ost_Caspar 01-06-2011 10:18 AM

Quote:

Originally Posted by RAF_Ddave (Post 209910)
S!

Not sure if someone has already found this or not. Using the map Sands of Time, a scenery I built using Stationary Ships Test Runway 4 as an invisable ramp area for a runway I created is invisable in 4.09 and allows ground textures to be seen ( desert floor) but in 4.10 it shows up as red and you cannot see ground textures underneath. 1st pic is 4.09, 2nd pic is same scenery in 4.10.

Thanks for the great work guys, your efforts are MUCH appreciated.

RAF_Ddave
RAF662


That is confirmed and already fixed for interim patch. Thanks anyway!



Quote:

Originally Posted by SkyFan (Post 209929)
Dear DT members, please put into account the situation shown in attached image.
The 4th aircraff from 4th link of 2nd squadron has second "15" instead "16".
Just noted casually.
Best regards.


Thanks, forwarded.

csThor 01-06-2011 10:26 AM

That's already fixed. :cool:

150GCT_Veltro 01-06-2011 10:51 AM

@Caspar.
Please check the Mk.IX loadout for 250lb. One bomb is missed (also in game not only in arming).
I don't remember now excatly wich version, but L.F. is broken for sure (HF should work fine).

My apologies if it has been yet posted.

Hogey 01-06-2011 11:33 AM

Comms
 
When in the arming screen and choosing the airforce nationality "none" then the voice comm (with the tower, etc) is always in russian. Is there a way to change this ?
(add. info: game runs in german)

TheGrunch 01-06-2011 01:20 PM

Has something changed about track playback? Aircraft motion in tracks seems very robotic and jerky.

Ian Boys 01-06-2011 01:22 PM

Hell no :) Keep it in Russian please :)

Ian Boys 01-06-2011 01:24 PM

Quote:

Originally Posted by Hogey (Post 209901)
I created a map in the Hawaii area, included japanese and american carriers and destroyers, as well as Radio Honolulu.
The japanese a/c (A6M2-21 and D3A1) can home in on the japanese carriers NDB and Radio Honolulu (just noise, but no radio transmissions due to distance).
The american a/c (F4F-3 and SBD-3) based on carriers do not get any ship based radio nav beacons, only Radio Honolulu (just noise, but no radio transmissions due to distance).

That's right. The Japanese carriers have NDB but the Americans have the YE system as per the 4.10m documentation. The YE system works perfectly.

Ian Boys 01-06-2011 01:26 PM

Quote:

Originally Posted by ataribaby (Post 209763)
Another 4.10 bug with me-163 komet. Player AP is unable to take off. it constantly on/off engine and just ride on ground. in 4.09 all ok. AI AP is ok.

Why on earth use autopilot in the Komet. Hit the GO lever and go!

[URU]BlackFox 01-06-2011 01:27 PM

Quote:

Originally Posted by TheGrunch (Post 209984)
Has something changed about track playback? Aircraft motion in tracks seems very robotic and jerky.

I've checked only tracks made with 4.10 (both online and offline) and it works fine for me. Maybe there's a compatibility issue with older tracks...

TheGrunch 01-06-2011 01:43 PM

Quote:

Originally Posted by [URU]BlackFox (Post 209992)
I've checked only tracks made with 4.10 (both online and offline) and it works fine for me. Maybe there's a compatibility issue with older tracks...

Perhaps that's it. Although I noticed it with this track as well.

ataribaby 01-06-2011 02:18 PM

Quote:

Originally Posted by Ian Boys (Post 209988)
Why on earth use autopilot in the Komet. Hit the GO lever and go!

Ugh what? isnt this thread for reporting bugs? Isnt this bug? Inst this indicating something is porked in code for player AP ?

TheGrunch 01-06-2011 02:29 PM

I have noticed the manifold pressure gauge flicking between two values very quickly when autopilot is enabled, when I was flying the Wildcat. That sort of thing could definitely cause the fire issue in the 262 and the engine switching between on and off in the Komet.

ZaltysZ 01-06-2011 02:45 PM

Quote:

Originally Posted by TheGrunch (Post 210007)
I have noticed the manifold pressure gauge flicking between two values very quickly when autopilot is enabled, when I was flying the Wildcat. That sort of thing could definitely cause the fire issue in the 262 and the engine switching between on and off in the Komet.

Or maybe you were at altitude, at which supercharger needs to be switched and AP could not make its mind to what gear it needed to switch.

TheGrunch 01-06-2011 02:51 PM

That's a good point. :) More investigation needed.

Hogey 01-06-2011 03:33 PM

Quote:

Originally Posted by Hogey (Post 209968)
When in the arming screen and choosing the airforce nationality "none" then the voice comm (with the tower, etc) is always in russian. Is there a way to change this ?
(add. info: game runs in german)

Quote:

Originally Posted by Ian Boys (Post 209985)
Hell no :) Keep it in Russian please :)

I fly lots of aircraft with custom skins (markings included), so I have to choose airforce "none" in order to not get the nationality markings (supplied by the game) on top of the custom skin and markings painted onto the a/c. It's pretty annoying when flying a custom painted german plane but getting russian voice comms.
In my 4.09m version game it was german language assigned to "none".
So there must be a way to change it.
I would appreciate infos about a way to change this and/or suggest a switch to customize this in the next patch !

SUP / Revan 01-06-2011 03:46 PM

Hallo everyone - this thread labels as "support" other than simply debugging so - not willing to thread a new one - here's my dilemma

Macchis MC202s later than XI serie sported both 50, 100 or even 160kg bombs under each wing or seldomly used droppable 100/150 liters tanks.

There's plentiful of historical data and photos out there.
This could prove very much useful 'specially on north africa and tunisia loc given the large number of trucks, ammo depots etc etc etc - and for my squad too, we're not willing to trade historical realism over efficiency ;) - 320 kgs aint' no small payload.

Who should I ask? It should be an easy job, given the pre-existency of the racks feature on the mc200Fb

thanks for your attention folks - if needed i'll open a standalone thread

HarryM 01-06-2011 03:51 PM

Quote:

Originally Posted by Hogey (Post 210020)
I fly lots of aircraft with custom skins (markings included), so I have to choose airforce "none" in order to not get the nationality markings (supplied by the game) on top of the custom skin and markings painted onto the a/c. It's pretty annoying when flying a custom painted german plane but getting russian voice comms.
In my 4.09m version game it was german language assigned to "none".
So there must be a way to change it.
I would appreciate infos about a way to change this and/or suggest a switch to customize this in the next patch !

You know there is a "Markings On/Off" switch under plane setup, right?

SUP / Revan 01-06-2011 03:58 PM

*unwanted duplicate please delete*

Polevka2010 01-06-2011 04:48 PM

1 Attachment(s)
Quote:

Originally Posted by RAF_Ddave (Post 209910)
S!

Not sure if someone has already found this or not. Using the map Sands of Time, a scenery I built using Stationary Ships Test Runway 4 as an invisable ramp area for a runway I created is invisable in 4.09 and allows ground textures to be seen ( desert floor) but in 4.10 it shows up as red and you cannot see ground textures underneath. 1st pic is 4.09, 2nd pic is same scenery in 4.10.

Thanks for the great work guys, your efforts are MUCH appreciated.

RAF_Ddave
RAF662

Similarly, map of Crimea

Simply strips above water and ground

ElAurens 01-06-2011 05:41 PM

Quote:

Originally Posted by HarryM (Post 210027)
You know there is a "Markings On/Off" switch under plane setup, right?

Not in multiplayer there isn't. That's only in the QMB.

HarryM 01-06-2011 06:47 PM

Quote:

Originally Posted by ElAurens (Post 210059)
Not in multiplayer there isn't. That's only in the QMB.

Ah, thought it was there also. I do remember people being admonished for not having markings on in servers, maybe something is changed or I'm not remembering correctly.

MD_Titus 01-06-2011 07:40 PM

use country none for online without markings, but the problem is, if in a german (or anything none-russian) plane, the ground control is russian.

Ian Boys 01-06-2011 09:47 PM

well obviously they have to choose some language ....

Hawker17 01-06-2011 09:55 PM

FMB freezes
 
When i open "Crimea" map in FMB and just zoom in (not enter), the FMB freezes after a while. Need to do a hard reset on the pc.

I tested the same map in 4.09m and no problems with freezing.

Hope this can be solved.

Pershing 01-07-2011 08:23 PM

BUG of MDS & IL2SC 2.02 (genadich's commander)
 
IL2SC 2.02 (genadich's commander) do not operate correctly with targets if there are some moving units (ships, tanks etc.) on the dogfight map.
I can watch a message 'Exeption rised [time] 'HMSPoWBB,1' is not a valid floating point value'. After the message command '<targets' shows no targets on map. That means, I'm afraid, that all servers under IL2SC 2.02 cannot operate correctly with MDS units.

wildwillie 01-07-2011 09:21 PM

I have a Dedicated Server running 4.10 and we are experiencing problems when the player count goes above 60 players. We routinely have 75 to 80+ players in during evening Euro time. Players will start to lag and get stutters to the point where players are getting kicked by the server. Also the server will eventually crash with the following in the console:

"No stack trace available --out of memory error" or similar wording

Any Ideas ?

WildWillie

Romanator21 01-07-2011 09:33 PM

Hi DT, a couple other bugs I've noticed:

- There is an "airbrake" on the new Ju-88 torp. The HUD message appears and a "click" sound is made, but obviously, there are no airbrakes on that version :)

- There is a bug with the engine instruments on the Hs-129. When the engine is damaged, the instruments will sometimes disappear. I assume they are meant to be replaced with a "damaged" texture in a similar manner to the cockpit instruments.

- The readme mentioned a fix for the ammo count in the IAR 80 if I recall correctly. However, it doesn't seem to be any different from before.

wildwillie 01-07-2011 09:43 PM

Pershing -

I would not expect IL2 SC to work well with 4.10 as they have changed some of the console command formats, have new difficulty settings, and now SC would have to accomodate xx_Chiefs in the mission file as well as xx_Static objects. FBDj is the controller most are using these days.

K_Freddie 01-07-2011 10:03 PM

Not sure whether this has been mentioned..wrt HS-129.

I'm not sure of the engine technicalities of this plane but I noticed that both engines 'stalled' under negative Gs.. OK - it must have carb engines.

Now and interesting thing is that when you roll the plane, you'd expect the one engine to stall, as it is in effect undergoing negative G in the roll - This doesn't happen.

I've never flown on twins (or more engines) - would this happen in RL ?

Tolwyn 01-07-2011 10:40 PM

Depends upon how you do your roll. ;)

http://www.youtube.com/watch?v=tOZEgKXJMCE

Quote:

Originally Posted by K_Freddie (Post 210414)
Not sure whether this has been mentioned..wrt HS-129.

I'm not sure of the engine technicalities of this plane but I noticed that both engines 'stalled' under negative Gs.. OK - it must have carb engines.

Now and interesting thing is that when you roll the plane, you'd expect the one engine to stall, as it is in effect undergoing negative G in the roll - This doesn't happen.

I've never flown on twins (or more engines) - would this happen in RL ?


LynX_SPb 01-07-2011 10:49 PM

All early Spitfires, includind Spitfire Vb, received engine cut-out during negative-g maneuvers, similar to Hurricane Mk. I, but they have an makeshift solution to this at 1941 -- Miss Tilly Orifice -- http://en.wikipedia.org/wiki/Tilly_orifice

"While not solving the problem fully, the restrictor, along with modifications to the needle valve, permitted pilots to perform quick negative g manoeuvres without loss of engine power, removing the annoying drawback the British fighters had had in comparison to the German Messerschmitt Bf 109 machine, which was equipped with fuel injection. Miss Shilling with a small team travelled around the countryside in early 1941 fitting the restrictors, giving priority to front-line units."

kennel 01-08-2011 03:23 AM

The HS 129B2 is recognised as a red plane when trying to make this plane as flyable in DGEN.

Letum 01-08-2011 04:10 AM

Quote:

Originally Posted by K_Freddie (Post 210414)
Not sure whether this has been mentioned..wrt HS-129.

I'm not sure of the engine technicalities of this plane but I noticed that both engines 'stalled' under negative Gs.. OK - it must have carb engines.

Now and interesting thing is that when you roll the plane, you'd expect the one engine to stall, as it is in effect undergoing negative G in the roll - This doesn't happen.

I've never flown on twins (or more engines) - would this happen in RL ?


It would have to be a seriously violent roll. I'm not sure it's possibly to roll fast enough to sent one engine into -G.

swiss 01-08-2011 04:22 AM

Quote:

Originally Posted by K_Freddie (Post 210414)
t I noticed that both engines 'stalled' under negative Gs.. OK - it must have carb engines.

Reduce throttle, no more stall.

LynX_SPb 01-08-2011 05:01 AM

Quote:

Originally Posted by swiss (Post 210459)
Reduce throttle, no more stall.

All early Spitfires, includind Spitfire Vb, received engine cut-out during negative-g maneuvers, similar to Hurricane Mk. I, but they have an makeshift solution to this at 1941 -- Miss Tilly Orifice -- http://en.wikipedia.org/wiki/Tilly_orifice

"While not solving the problem fully, the restrictor, along with modifications to the needle valve, permitted pilots to perform quick negative g manoeuvres without loss of engine power, removing the annoying drawback the British fighters had had in comparison to the German Messerschmitt Bf 109 machine, which was equipped with fuel injection. Miss Shilling with a small team travelled around the countryside in early 1941 fitting the restrictors, giving priority to front-line units."

The_Jester 01-08-2011 07:06 AM

Quote:

Originally Posted by RAF_Ddave (Post 209910)
S!

Not sure if someone has already found this or not. Using the map Sands of Time, a scenery I built using Stationary Ships Test Runway 4 as an invisable ramp area for a runway I created is invisable in 4.09 and allows ground textures to be seen ( desert floor) but in 4.10 it shows up as red and you cannot see ground textures underneath. 1st pic is 4.09, 2nd pic is same scenery in 4.10.

Thanks for the great work guys, your efforts are MUCH appreciated.

RAF_Ddave
RAF662

Thanks. I've been trying to figure out how to do screenshots for awhile.

This has really been bugging me for some time, but the Yak-15 was powered by Junkers Jumo 004Bs, shouldn't these catch on fire if you throttle up too quickly?

gprr 01-08-2011 08:51 AM

Spitfire triming
 
Hello TD and all

Before 4.10, use to trim Spits, mainly to the right (with the propeller clockwise way of rotating).
Now have to mainly trim them to the left while the propeller still turns clockwise.

I new that only Griphon Spits have their propeller work against the clock(and Tempest) even so, ingame we still have to trim Tempest to the right.

So,Spit trim changed/"corrected" ?
Does,Tempst trim needs to be corrected ?

Thanks
GP

Gourmand 01-08-2011 11:42 AM

http://img232.imageshack.us/img232/1543/grab0007.png

you should integrate the large screen mod ! we have 1920*1200 res now !
and a bug for Propeller pitch ( Pas d'hélice ) with a hotas command ( roulette button) remain to {0} and not show the %

the open bomb bay key doesn't work ( it's automatically open when drop bomb ) to bad for me

=XIII=Wedge 01-08-2011 12:38 PM

Quote:

Originally Posted by gprr (Post 210478)
Hello TD and all

Before 4.10, use to trim Spits, mainly to the right (with the propeller clockwise way of rotating).
Now have to mainly trim them to the left while the propeller still turns clockwise.

I new that only Griphon Spits have their propeller work against the clock(and Tempest) even so, ingame we still have to trim Tempest to the right.

So,Spit trim changed/"corrected" ?
Does,Tempst trim needs to be corrected ?

Thanks
GP

"Transition from Merlin-engined to Griffon-engined Spitfires caused some problems for pilots.

The most common problem was caused by the fact that the Griffon's crankshaft rotated in the opposite direction to that of the Merlin.

This caused the propeller to rotate in the opposite direction (counter-clockwise when observed from the rear, instead of clockwise), resulting in the aircraft tending to swing to the right when takeoff power was applied, instead of the usual swing to the left, which pilots expected from previous experience.

Pilots had to learn to apply left (port) rudder trim on take-off instead of the right (starboard) rudder trim they were used to applying."

JG53Frankyboy 01-08-2011 01:42 PM

Quote:

Originally Posted by Gourmand (Post 210492)

the open bomb bay key doesn't work ( it's automatically open when drop bomb ) to bad for me

Actually, Manual bombbaydoors were never part of any official gameversion. It always was a MOD.

SturmKreator 01-08-2011 02:02 PM

Guys of Team Daydalos, I would to ask: if you could fix the gunner snipers like american planes, b-17, b-24 are to hard to destroy becouse the gunners shoot you at 1000 meters and he all the time impact in your engine or kill your pilot, I know how the gunners kill pilots in the reality but in this game is to much far away

[URU]BlackFox 01-08-2011 03:38 PM

1 Attachment(s)
Some static ships respawn right after they are destroyed, in single player mode or coops (haven't tested Dogfight since i don't make missions for that mode). It has happened particularly with landing crafts and pilots.

The same missions work fine in 4.09. What's destroyed remains destroyed, as it should.

I attached a mission where this is happening. Please have a look at this for it's a major bug for us missionbuilders.

Aviar 01-08-2011 06:58 PM

Quote:

Originally Posted by [URU]BlackFox (Post 210535)
Some static ships respawn right after they are destroyed, in single player mode or coops (haven't tested Dogfight since i don't make missions for that mode). It has happened particularly with landing crafts and pilots.

The same missions work fine in 4.09. What's destroyed remains destroyed, as it should.

I attached a mission where this is happening. Please have a look at this for it's a major bug for us missionbuilders.


Confirmed. It's not all Stationary ship types (obviously I did not check them all) but some respawn right away...like the two US Landing Craft. It may just be the 'small' ship types, but TD needs to look into it to find out for sure. The two large supply ships and the Japanese DD's seemed ok. (These are considered 'big' ships.)

Aviar

Flanker35M 01-08-2011 07:30 PM

S!

Flew on Spits vs 109 and map changed. After choosing side again, the previous map planes were shown in the arming screen. Just clicked Apply with the selection I had, went back and the list was updated.

maxwellbest 01-08-2011 08:25 PM

Have 4.10. Using Track IR 3 Pro with Track IR 4 software. Win 7 home 64 bit. Despite the software working well when not in game, testing using view heads etc, when in game I press the hotkey to centre, nothing happens. Can look around but not centre. Have changed hotkeys but to no avail. Anyone else with this issue. Note that it all worked fine with 409.

Thanks

Flanker35M 01-08-2011 08:30 PM

S!

I mapped the centering to a unused stick button and that seems to work.

SUP / Revan 01-09-2011 09:56 AM

http://img16.imageshack.us/i/grab0001z.jpg/
http://img16.imageshack.us/img16/6683/grab0001z.jpg
http://img16.imageshack.us/img16/6683/grab0001z.jpg

online playing_that's a red runaway, good as a tennis court ;) not sure if this wasn't intentional

Fenice_1965 01-09-2011 12:14 PM

Red stripes and irregular airspawns
 
I exeprienced the know problem of red lines on the map using runways from 4 up.
Also I have the same problem others had about airports
http://forum.1cpublishing.eu/showthr...=17766&page=45.
If I put airports in other positions other than sea or built in places I'm no more able to use that, since the dedicated server sees them as airstarts. No way to take off from ground. Strange is that if I start the map by myself creating a server on the stock game (not dedicated server) I can start from the ground (don't know what happens. Also I put a test Runway from 4 up over the sea and this is not seen by the server. I'm attaching the map so u can see it.
Everything stock 4.10 from game to server no mods.
Thx for your work anyway. Can't wait Do 217 and g55 flyable.
S

Ian Boys 01-09-2011 12:46 PM

New bug report:

When using the standard Lorenz and the Messer G-14 I get the outer and inner beacon tones but no red light on the AFN.

Takeoffer 01-09-2011 01:36 PM

Quote:

Originally Posted by Fenice_1965 (Post 210685)
If I put airports in other positions other than sea or built in places I'm no more able to use that, since the dedicated server sees them as airstarts. No way to take off from ground. Strange is that if I start the map by myself creating a server on the stock game (not dedicated server) I can start from the ground (don't know what happens.

I confirm. This bug with "Test Runways" has appeared with a patch 4.10m
(in the version 4.09m all work fine).

With the version 4.10m now there is no possibility to take off from the ground. All connected players throws up in air if under the centre of "Test Runway" there is no water.

This is network bug. I can start from the ground only in offline (start the map by myself creating a server). But all players, that connected to 4.10m server, will start from air (for all "Test Runways" placed on ground, on ice, on road, but not water). Only one way to pass this bug is to place center of "Test Runways" over water.

This is also true for dedicated server. Probably there are a incompatibility between client side 4.10m and server side 4.10m (unworked "CheckRunTime=2" also allows to speak about incompatibility beetween 4.10m client and 4.10m server).


Does anybody know how to create worked airfields placed on the ground with 4.10m? :confused:
How to forbid start in air? Any option does not help. Only rollback to 4.09m...

Ian Boys 01-09-2011 01:45 PM

Quote:

Originally Posted by Ian Boys (Post 210689)
New bug report:

When using the standard Lorenz and the Messer G-14 I get the outer and inner beacon tones but no red light on the AFN.

After further testing: works fine on G6, broken on G14.

JG52Uther 01-09-2011 02:14 PM

Compass on Stuka B2,D3 and D5.There is a red dotted line to the left of the compass,that moves around as you move the compass.Not noticed it on other LW planes.

http://img.photobucket.com/albums/v2...r/th_stuka.jpg
http://img.photobucket.com/albums/v2.../th_stuka2.jpg

maxwellbest 01-09-2011 07:41 PM

Quote:

I mapped the centering to a unused stick button and that seems to work.
Thanks for that, yes that worked.

RAF_Birseye 01-09-2011 08:22 PM

B25 Blind Landing Mission
 
S!
The ILS Object in the Single Missions/US/B25 Blind landing Mission is in the wrong place.
As it is sited if you follow the Glide path accurately you will impact the ground short of the threshold (CFIT = Controlled Flight Into Terrain).
The object needs to be a distance of about .6km upwind of the upwind end of the runway on the extended centre line to get the GS intersecting the ground a safe distance into the runway.
The airfiield in the mission has an elevation of 100ft/20M and is on level terrain. If , however, there is uneven terrain upwind of the runway then trial and error may be needed to place the ILS object or, as in R/L, an ILS approach to that runway may be impossible to build.

Runway Lights, Light Type 4 ( Bright White ) seems plenty bright enough.
The runway light switching system works realistically for WW2 type fighter fields
where all you would have would be runway edge and end lighting and possibly a couple of lead in lights. Overfly the field at 1000ft/300M and as you pass overhead request the lights on. As you go downwind the lights will come on and remain on long enough to land and roll out. You should be fairly close in to the field ( wingtip tracking the runway) ans type 4 lights are plenty bright enough for this.
The system does not work for full instrument approaches ( NDB, Lorentz,ILS).
These start 4nm or 3KM out from the field and currently you cannot request the lights at this distance.
Also it requires time to transition from instrument to visual flight successfully so you need to be able to see the lights from Decision Height ( 200ft above the field)and they have to be visible further out than that in case the aircraft is low.
For the practice mission that I have written the instrument approach/runway lights are permanently on. It would be nice to have a second method of switching them on/off say like the Tab/8/6= runway lights on eg: Tab/8/? = instrument approach Runway lights on ( Which would switch them on further out with the same off trigger for landing),

RAF_Birdseye

_RAAF_Smouch 01-09-2011 11:00 PM

Not sure if it's a bug or not but I have noticed that you can not select the Swordfish as a recon plane.

If this has been reported before then sorry for the double posting.

Cheers

Aviar 01-09-2011 11:06 PM

Quote:

Originally Posted by _RAAF_Smouch (Post 210806)
Not sure if it's a bug or not but I have noticed that you can not select the Swordfish as a recon plane.

If this has been reported before then sorry for the double posting.

Cheers

Not a bug. The Swordfish is not flyable.

Aviar

_RAAF_Smouch 01-09-2011 11:14 PM

So you can only use the flyable planes as recon planes?

Could this be fixed, because I think the Swordfish could be a reasonable recon platform?

1.JaVA_Sharp 01-10-2011 09:28 AM

after finally getting my stuff in order I've noticed the following

left/right engine selection: Keyboard selection is changed around so if I select the left engine I get the right engine. Fix is within the game itsself namely, selecting engines 1 and 2.

peculiar thing while ground strafing in a quick mission: in a Mk V with 2 20mm I put a single burst of fire into a Heinkel and watched it blow up. I find this rather peculiar.

the rather unstable FM of the 4 20mm MKVc desert Spit.

Ian Boys 01-10-2011 11:13 AM

Bf-110G - the lights for the gear EIN/AUS are the wrong way around. (i.e. in wrong place).

jameson 01-10-2011 02:14 PM

In a 109, number 4 on runway at beginning of misson, 2nd one? in fighter campaign. Asked for permission to take off, tab,8,5, got reply 'you are clear to take off', so hit throttle and crash into number 3, (as expected BTW).

I cannot recall this happening in 4.09, possible bug? I always ask, as the ground controller tells you what your number is, which is useful if you fly with no external views.

bigbossmalone 01-10-2011 03:40 PM

Fulmar takeoff issues...
 
hi TD guys!
firstly, many thanks for some really innovative features with the new patch! good stuff!
my little bug report is about the Fulmar's....i haven't seen this mentioned, if it is already noted, i apologise...
in several tests, i've found that the Fulmar with a bombload and more than 70% fuel, simply cannot take off.....or, at least, in any given flight, the lead Fulmar usually manages to take off, but the second (and, subsequently, the rest) seems unable to build up any forward momentum...it just sits there, revving its motors, and maybe managing to inch forward at a snail's pace, but cannot build up any speed...
70% and less fuel is okay, they will take off, but anything over 70% and it's a no-go.
it also appears on some maps as if the tail-wheel is sitting under the ground, as if the tail is actually resting on the ground. perhaps this has something to do with the issue.
hoping this can be addressed at some point.
cheers

Fafnir_6 01-10-2011 10:17 PM

Quote:

Originally Posted by bigbossmalone (Post 210908)
hi TD guys!
firstly, many thanks for some really innovative features with the new patch! good stuff!
my little bug report is about the Fulmar's....i haven't seen this mentioned, if it is already noted, i apologise...
in several tests, i've found that the Fulmar with a bombload and more than 70% fuel, simply cannot take off.....or, at least, in any given flight, the lead Fulmar usually manages to take off, but the second (and, subsequently, the rest) seems unable to build up any forward momentum...it just sits there, revving its motors, and maybe managing to inch forward at a snail's pace, but cannot build up any speed...
70% and less fuel is okay, they will take off, but anything over 70% and it's a no-go.
it also appears on some maps as if the tail-wheel is sitting under the ground, as if the tail is actually resting on the ground. perhaps this has something to do with the issue.
hoping this can be addressed at some point.
cheers

I remember seeing this in a conflict with a certain carrier take-off mod prior to 4.10's release, using the beta Fulmar. It is interesting if the problem is also present in a 4.10 stock install. I wonder what the fix would be. In any case, I will attempt to replicate this in 4.10 stock when I get home from work.

Cheers,

Fafnir_6

Aviar 01-10-2011 11:10 PM

Quote:

Originally Posted by bigbossmalone (Post 210908)
hi TD guys!
firstly, many thanks for some really innovative features with the new patch! good stuff!
my little bug report is about the Fulmar's....i haven't seen this mentioned, if it is already noted, i apologise...
in several tests, i've found that the Fulmar with a bombload and more than 70% fuel, simply cannot take off.....or, at least, in any given flight, the lead Fulmar usually manages to take off, but the second (and, subsequently, the rest) seems unable to build up any forward momentum...it just sits there, revving its motors, and maybe managing to inch forward at a snail's pace, but cannot build up any speed...
70% and less fuel is okay, they will take off, but anything over 70% and it's a no-go.
it also appears on some maps as if the tail-wheel is sitting under the ground, as if the tail is actually resting on the ground. perhaps this has something to do with the issue.
hoping this can be addressed at some point.
cheers

Can you put the mission in a zip file and post it here please?

Aviar

Thrud 01-11-2011 02:50 AM

Solomon texture change
 
2 Attachment(s)
Pic 1 is expected result, pic 2 is actual result.

a strange light texture was used under all the runway plates that's not consistant with the source textures sent, time of year, and amount of rainfall and vegetation present.

pics taken from Solomon Oct 42 map (fighter 1, Henderson)

also note Tulagi is visible in one but not the other (most likely a config.ini thing on my part)

bigbossmalone 01-11-2011 07:55 AM

Quote:

Originally Posted by Aviar (Post 211001)
Can you put the mission in a zip file and post it here please?

Aviar

Aviar, it's not just a specific mission, mate - i've tried it in several scenarios with the same result - in one of my tests, the second Fulmar actually did manage to take off, but the third not. for all other tests, the results were as my first post.
i thought it might have something to do with altitude above sea level, but i had the same result at sea level, as well as at a higher level.
nevertheless, i have been informed by TD member that the problem has already been addressed, and fixed for the upcoming patch fix.

BadgerSmedly 01-11-2011 09:04 AM

Tally Ho!

Thanks TD for a great patch!

In the FoW settings the Blue Recon AC list doesn't include the Fw-189.

Apols if this has already been raised.

Toodles

Badger

indy 01-11-2011 10:22 AM

Hey TD!
Can you please add a feature to the 4.101 or to 4.11. For the windows in advanced mission editor to remeber it sizes after they was adjusted. by defaulkt windows are too small.

Aviar 01-11-2011 09:38 PM

Quote:

Originally Posted by BadgerSmedly (Post 211051)
Tally Ho!

Thanks TD for a great patch!

In the FoW settings the Blue Recon AC list doesn't include the Fw-189.

Apols if this has already been raised.

Toodles

Badger


The Fw-189 is not a flyable plane.

*Look at all the available recon planes. They are all flyable. There are no AI-only planes.

Aviar

Ala13_Kokakolo 01-11-2011 10:41 PM

Hi guys, nice patch but i got a problem,

I got a saitek s65f with double throttle and the right throttle does not work with il2. It is not recognised as a slider, it looks like it has two positions only. This joy works fine with games like fsx. Is there any way to make it work? cheers.

Romanator21 01-11-2011 11:07 PM

Hi DT,

The engines of the Hs-129 cannot match these parameters from the engine handbook:

http://i984.photobucket.com/albums/a...erences/14.jpg

In Il-2 the max RPMs possible are about 2700. Setting pressure to 1.1 ATA give RPMs of only 2000 max.

According to Azimech:

Quote:

Startleistung = Take Off
Steig- und Kampfflugleistung = Climb and Combat Power
Höchstzulässige Dauerleistung = Max Continious Power
Höchstsparleistung = Economy Cruise

dauernd = continious
Ladedruck = manifold pressure
Drehzahl = RPM
PS= horsepower
Full manual is here:

http://www.cockpitinstrumente.de/index-englisch.htm

Type Gnome-Rhone in the search box on the right, and the document PDF should be the first result.

The_Jester 01-12-2011 02:03 AM

I-152 (I-15bis)
 
1. The Tube sight is not centered, the shots stray left, even while shooting with chocks in.
2. How do you use the Iron sights?

Aviar 01-12-2011 06:48 AM

Quote:

Originally Posted by bigbossmalone (Post 211043)
Aviar, it's not just a specific mission, mate - i've tried it in several scenarios with the same result - in one of my tests, the second Fulmar actually did manage to take off, but the third not. for all other tests, the results were as my first post.
i thought it might have something to do with altitude above sea level, but i had the same result at sea level, as well as at a higher level.
nevertheless, i have been informed by TD member that the problem has already been addressed, and fixed for the upcoming patch fix.

That's strange. I just placed 4 Fulmars with 100% fuel and bombs on the HMS Illustrious and they all took off just fine. That's why I was wondering just exactly what mission you were having problems with.

Aviar

JoeA 01-12-2011 10:07 AM

Tried searching and think I know the answer but wondering what happens to campaigns started prior to installing 4.10 concerning difficulty options? Would really like to fly them with the new options like aircraft stress and realistic pilots etc.

EJGr.Ost_Caspar 01-12-2011 11:36 AM

Quote:

Originally Posted by Romanator21 (Post 211195)
Hi DT,

The engines of the Hs-129 cannot match these parameters from the engine handbook:

http://i984.photobucket.com/albums/a...erences/14.jpg

In Il-2 the max RPMs possible are about 2700. Setting pressure to 1.1 ATA give RPMs of only 2000 max.

You need to set the pitch control from 'automatic' to 'manual' to recieve exactly these numbers. At 'automatic', the controller keeps the revolutions at max 2750 RPM.


EDIT: Here you can test the fine engine reliability feature. Let it run for more than a minute at 3030RPM and see what happens. :)

EJGr.Ost_Caspar 01-12-2011 11:44 AM

Quote:

Originally Posted by JoeA (Post 211265)
Tried searching and think I know the answer but wondering what happens to campaigns started prior to installing 4.10 concerning difficulty options? Would really like to fly them with the new options like aircraft stress and realistic pilots etc.

Generally there is no issue with campaigns and missions (for stock game). They still should work flawlessly, but the outcomes may be different due to the new influences.

EDIT: ah I understand, you mean, if the new settings are disabled for earlier started missions. This I don't know at the moment.

KG26_Alpha 01-12-2011 02:35 PM

Edit:
See post below

Tempest123 01-12-2011 03:51 PM

Quote:

Originally Posted by KG26_Alpha (Post 211306)
Hi TD

Is there any chance we can have back the old gear up/down from years ago, instead of the gear going full cycle, the ability to deploy or retract without it going fully up or down would be a bit more realistic.

Thanks

This depends on the plane, most were a switch/lever that cycled either full up or full down. The exception is earlier planes like the i-16 or wildcat which needed to be manually cranked up. Not sure if this is what you where referring to though.

KG26_Alpha 01-12-2011 04:45 PM

Woops

Yes my bad certainly on most ac the gear was non returnable during cycle.

lordish2001 01-12-2011 06:34 PM

I installed 4.10 but when I start the game it stops loading at 60% The screen while loading is the one with the titles of all the IL-2 add ons on it.

How can I get the game to load properly?

lordish

Fenice_1965 01-12-2011 10:06 PM

Quote:

Originally Posted by Takeoffer (Post 210701)
I confirm. This bug with "Test Runways" has appeared with a patch 4.10m
(in the version 4.09m all work fine).

With the version 4.10m now there is no possibility to take off from the ground. All connected players throws up in air if under the centre of "Test Runway" there is no water.

This is network bug. I can start from the ground only in offline (start the map by myself creating a server). But all players, that connected to 4.10m server, will start from air (for all "Test Runways" placed on ground, on ice, on road, but not water). Only one way to pass this bug is to place center of "Test Runways" over water.

This is also true for dedicated server. Probably there are a incompatibility between client side 4.10m and server side 4.10m (unworked "CheckRunTime=2" also allows to speak about incompatibility beetween 4.10m client and 4.10m server).


Does anybody know how to create worked airfields placed on the ground with 4.10m? :confused:
How to forbid start in air? Any option does not help. Only rollback to 4.09m...

It seems none is taking care of this problem apart me and you. None has an ipothesis about how to solve this ???

JG52Karaya 01-12-2011 11:14 PM

IL-2's console is saying that the B-24s 3D model is missing something when choosing the Bat bomb loadouts!

RAF_Swede 01-13-2011 03:09 AM

Quote:

Originally Posted by Wutz (Post 206797)
No as these attacks where below 50m height, will have to try it at heigher heights. Although, normally that should not have a big effect as the bombs side is hitting the water not the head where the detonater is. I know on a 1980s Matra 250kg all purpose bomb after the release wires where gone, there was a small prop like thing that needed to get a certain rpm before the bomb was armed, and I am assuming it should be simular with the WII ones too? Well never saw them in good condition up near only ones that I got to see up close had some kind of defect and had not gone off which we defused. So do I understand that right that droptime, reguardless the tip or the side of the bomb touching will make the differance?
As normally on the real ones the casing had nothing to do with the fuse.

Hello
Has anyone posted a track on HOW skip bombing is done now? I would really like to see one.
Not being able to skip bomb is most disappointing..

In spite of this, TD did a marvelous job with 4.10..:)

RAF_Swede 01-13-2011 06:56 AM

Ok, went practicing a bit.. Found out it can be done. If ya come in at about 150-200 ft. (which makes you a nice fat target for naval guns..) and release just at the right time, it works.. It's easy to release too soon and the bombs don't quite make it. Relatively narrow window.
I'll experiment some more..It's all good..

bigbossmalone 01-13-2011 10:35 AM

Quote:

Originally Posted by Aviar (Post 211241)
That's strange. I just placed 4 Fulmars with 100% fuel and bombs on the HMS Illustrious and they all took off just fine. That's why I was wondering just exactly what mission you were having problems with.

Aviar

hi Aviar....i must admit, i haven't tried them at all from a carrier....only airfields, and the problem occurs almost every time....maybe there's some difference in the way they launch from a carrier? will have to investigate further with that, myself...
that being said, as mentioned in my earlier post, the problem has been confirmed, and already fixed, according to a message i got from a TD member, so i'm sure it is an actual issue, and not just me....

ElAurens 01-13-2011 12:35 PM

Odd that it's on airfields only, but I see sort of the same thing with the CW-21. When starting to move away from a spawn point the "Interceptor" takes much larger throttle input and a longer period of time to get moving than many much heavier aircraft.

Very odd, and reminiscent of the way the P 11 used to be.

Ala13_Kokakolo 01-13-2011 12:55 PM

Hello Team Daidalos,

Any comments about saitek x65s Joystick and its double throttle? It seems Il2 sturmovick does not recognize properly the right throttle. I bought this joystick with the idea of flying double engine planes on il2 but it seems it does not work!!!

Ian Boys 01-13-2011 01:08 PM

Quote:

Originally Posted by ElAurens (Post 211646)
Odd that it's on airfields only, but I see sort of the same thing with the CW-21. When starting to move away from a spawn point the "Interceptor" takes much larger throttle input and a longer period of time to get moving than many much heavier aircraft.

Very odd, and reminiscent of the way the P 11 used to be.


The P11 is still like that. Something to do with no tailwheel, the skid doesn't register as a wheel.

lordish2001 01-13-2011 03:22 PM

Under 4.10 Game not loading
 
Whenever I start the game after I installed patch 4.10, it stops loading at 60%

What can be done to correct this?

lordish

Ala13_Kokakolo 01-13-2011 06:55 PM

Quote:

Originally Posted by lordish2001 (Post 211710)
Whenever I start the game after I installed patch 4.10, it stops loading at 60%

What can be done to correct this?

lordish

Did you patch on top of the UP2.01???

Adolfino 01-13-2011 07:38 PM

Hallo!
I find one strange bug - in QMB aftermission brief didn't work button "Done"- its impossible to end mission in normal way.(all other buttons work normally). i reinstalled the game, but without any success...(system - Intel Core Quad 8300 3 GB RAM Nvidia GeForce 260 GT,Windows Vista 64 HE)


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