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To call the Re.2000 correct sounds mostly like a bad joke to me.
Bolelas, the trim change section in the manual does not say what the pilot has to do, but what happens with the plane if the condition changes. So when it says flaps down - nose down, it means that if you lower flaps, the plane has a tendency to drop the nose if not corrected by the pilot. The Spitfire in game is fairly neutral, and could use a bit more of nose down. |
Sorry, i was thinking it ment the action to be taken (in the manual). And i said the spitfire became tail heavy in the game, but i was not sure and didnt confirm, sorry again. But what do you think about the Re2000, why you consider almost a joke?
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No need to be sorry. :) The Re.2000 sacrifices proper lift benefits, elevator authority and stalling characteristics in order to achieve the secondary effect of trim change. Imho this is a poor trade off.
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Can anyone else confirm that the new Crusader III tank that was added in 4.11 counts as Artillery destroyed rather than Tank destroyed when you destroy one. Either the messaging is wrong or the actual classification of the vehicle is wrong. Unless there is something to the Crusader that I don't know about...
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Idefix44 please help
Hi idefix44.... could u please contact me regarding how to make MDS monitor and DCG work through scripting? Please man i want to have a internal server for my squad to play around when not in HL. My email is neshone@gmail.com
Thxs Hope to hear from u soon |
Instrumentation bugs
Hi,
I notice some bugs in instrumentation since 4.11.1 : Hs 129 B2 - Logic operation of the bomb panel lights does not seem correct anymore as in 4.10. Ju-88's - oil temperature data is on the left-hand gage (hydraulic pressure) instead of being on the right-hand gage. On A-17, the coolant temperature gage for right engine is "coupled" to the left engine. F6F - the old "fuel gage" became the cylinder head temperature (correct) but there is not a fuel gage anymore. The triple engine gage should become a fuel gage. Bf 109 Z & Go 229 - the homing indicator does not work. La-7R - the rocket temperature gage does not work any more. Best regards. |
To Riksen,
Done... |
FW 190 manual pitch control
Does the FW 190 has manual pitch control? I usualy dont fly Fw, but was testing landings and as i switched to manual pitch, the indicators needles continued mooving. I tried in a dive, and switched wen had a lot of speed and nothing happened. (in the 109 the engine dies with over RPM). Is there something wrong, is it my igorance, its the way it was, or is not modeled?
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One thing that irritates me a little is getting shot dead from behind (by AI). It happened to me twice recently, once in a P-40, while the attacker was Ki-61, and then in a P-51, when I got jumped by a Fw 190D-9. Both attackers fired from quite afar, hit me with one burst and bang! black screen of death. I mean, both P-40 and P-51 had armor-plated seat, so I don't think such sudden death was very likely in real life. Correct me if I'm wrong.
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Allied AA kill Allied Trucks Column.
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In the attached file "Reds kill Reds.zip" are 2 files.
MarethLine43194602200.mis & MarethLine43194602200.properties. Using the FMB you can see in B4 2 red AA and 1 red moving trucks column. Running the mission in dogfight server mode and using the static camera you can see that the red moving trucks column is destroyed by the red AAs. If you use a red plane and destroy the static objects, server say Ennemy AA destroyed. They are all red... Any idea about this problem ? |
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I looked at the mission and there is a very simple explanation. The AA gun is really not 'shooting at' the friendly vehicle. It is shooting at an enemy target to the north. The friendly vehicle simply moves in front of the shooting artillery gun and gets destroyed. It is basically a small error on the part of the mission builder for placing the vehicle waypoint so close the the friendly AA gun. It gets so close to the gun that it gets in the line of fire and is hit. It is easy to prove this. Simply move the first waypoint of the vehicle convoy so it does not come so close to the AA gun. You will see that the AA gun still fires in the same direction as before (at a distant Blue target). However, this time the friendly vehicle is not hit. Problem solved.....no bug. Concerning your second issue: "If you use a red plane and destroy the static objects, server say Ennemy AA destroyed. They are all red..." If you look at the mission in the FMB there are many Blue static objects. You are incorrect when you stated "They are all red...". You must have destroyed friendly units. I personally flew a Red plane in the mission and destroyed Red artillery units and the message I got was 'Friendly AAA Destroyed'. So again, I do not see a problem. Aviar |
Ok.
I'll record a track... |
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I'd rather see AA not engage ground targets at all. |
Reds kill Reds Part 2.
1 Attachment(s)
In the attached file "Reds kill Reds Part 2.zip" are 5 files.
MarethLine43194602200.mis MarethLine43194602200.properties You can use the FMB to open MarethLine43194602200.mis. The location.jpg A view of the 2 red AAA position with 2 red wagon8 from the FMB. A red moving trucks column start from here too. The eventlog.lst In the record my nickname is NAST-idefix44. I take off with a Spit Mk IX from E3. I fly to B4. At 6:00 I attack the RED-FMB position. a truck, 2 wagon8 and 2 AAA. All destroyed. At 8:00 I attack and destroy 3 BLUE-FMB wagon8 on the base. I repeat, the objects destroyed at 6:00 are red, the object destroyed at 8:00 are blue. I use a red plane. The 2 times the server said ennemy objects destroyed. And you can see the wrecks of the RED-FMB moving trucks column destroyed by the RED-FMB AAA. The 5th file is the .ntrk. Run the track, you can see all what I mean. I persist. Here is a bug. Or record a track... |
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There are two solutions of which one already exists. Change the maximum range engagement which is already a feature. If you want AAA not to engage, define a minimum fire distance closer than the ground objects. Not perfect but workable in many situations. The second would be to define by some sort of toggle. This would be an addon feature. Engage: Ground Only, Ground+Air, Air Only. But I think it would be a loss to some scenarios (I have some in past campaigns) if primarily AAA guns were not shooting at vehicles/tanks. |
88s were known for firing at ground targets, but to fire at tanks they'd have used different ammunition (solid shot).
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Please guys,
Don't be off-topic. We aren't in the 4.12 whish list. The problem isn't in the AA usage or features. Play the track joined in .zip file. |
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How was this file created? By DCG? There's a lot of extra DCG references in the .mis file that I don't know very well. Perhaps one of those is causing some sort of AI related bug although I have no good ideas as to why. Variables are variables unless there is specific line parsing that is broken. Pure speculation on my part. |
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The Red position I described attacking in my first post is the same position you attack in your track. So, we are both attacking the same Red units with a Red plane. As you can see by the screenshot I have attached, the messages I get on my computer are correct. I am destroying Red units with a Red Army plane. The messages say 'Friendly Train Car: Destroyed' and 'Friendly AAA: Destroyed'. These messages are correct. I'm not sure why the messages you are getting are different. Aviar |
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We're all running stock 4.11.1 yes? |
I have the same problem using IL2 1946 4.11.1m Dedicated Server and IL2 1946 4.11.1m Client hosting the mission in dogfight mode. Dedicated Server and Client are stock versions.
It seems that Aviar don't test the mission in dogfight server mode... No connection gauge in the upper right corner of his screenshot. |
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If it works ok I will explain where it might have gone wrong. |
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Aviar |
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Reds kill Reds - New test.
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Using Stock IL2 1946 4.11.1m Dedicated Server:
We have the bug. Using Stock IL2 1946 4.11.1m Client in Dogfight Server Mode: We have the bug. Using Stock IL2 1946 4.11.1m Client in Cooperative Server Mode: No bug. I join 2 pics. Using a red plane (Spit Mk. IXc). Destroying RED-FMB position: Friendly objects destroyed. It's Ok. Destroying BLUE-FMB base: Enemy objects destroyed. It's Ok. And I saw that the RED-FMB moving trucks columns is only aimed by the BLUE-FMB artillery. It's Ok. So You have the floor, Team Daidalos. Thanks by advance and happy new year To KG26_Alpha: Yes it works. But you change the mission script. Why do we have the bug in dogfight mode and not in cooperative mode ?... |
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Aviar |
I hope too that KG26_Alpha give us the rule to follow.
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Ok guys. I think I found the answer to this 'bug'. Let me make a few small tests and I will post my results.
Aviar |
2 Attachment(s)
Problem solved. There is no 'bug'.
Look at the screenshot on the left. It shows the Blue Home Base default radius. If you notice, the affected RED AA and static objects are within the radius. The game treats these as 'Blue' units because they are within the radius of the Blue Home Base. It does not affect the Red moving vehicles because they are not static objects. So, when the mission starts, the Red AAA guns (which are now considered 'Blue') start shooting all the nearby Red vehicles. In the same light, if you attack these particular 'Red' static objects, the game will see them as 'Blue' units. This is not a bug. This has always been a feature of the game engine. It's just that I haven't used this feature for so long I forgot about it. So, can this particular scenario be 'fixed? Yes. Look at the screenshot to the right. Simply reduce the Home Base radius until the Red units in question fall outside of the radius, as seen in the screenshot. **The reason why the mission seemed 'OK' while testing in the FMB and in Coop mode is because a Home Base (and all it's features) are not recognized in these modes. A Home Base only works in Dogfight mode. That's it. Enjoy the mission. Happy New Year! Aviar |
You're just the best Aviar.
Thanks you and Happy New Year 2013. |
Nice work Aviar! I wasn't aware of that particular feature.
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Sorry for delay replying............... too many Christmas celebrations...........
Aviar has spotted the fix I made in the mission I uploaded earlier related to the base radius. Other problems are the mission has generated too many flights/moving objects at some bases resulting in aircraft unable to take off and friendly tank units spawning at the base markers near airfields. what program are you using lowengrins dgc ? |
Yes, I use IL2 DCG.
But you have to know that this campaign "MarethLine43" asn't been developed by Lowengrin. Originally, IL2 DCG is for offline or coop usage. I host online "Ciel-De-Guerre" joinable with HyperLobby wich is a dogfight server. I use IL2 1946 4.11.1m Dedicated Server + IL2 DCG + IL2 SC. So "Ciel-De-Guerre" is the only one dogfight server wich offer really dynamic campaign. And the problems spawn when sometime my modifications of the original scenario don't respect the rules (from Lowengrin or IL2 1946. :rolleyes:) Thanks all for your help and happy new year 2013. :grin: I'm unable to laod and edit all missions with FMB. Do you have the same problem ? |
IL2 SC > Map rotation
IL2 dcg > Map generation v4.11.1 MDS Ok you need to edit the amount of aircraft in dcg that spawn at the bases Enable airfield/base transfers this will alleviate some of the congestion and accidental destruction of friendly units spawning at the base, you can use delay spawn for AI aircraft to avoid this also. Lower the airfield radius in FMB to 500m Increase the Action radius in IL2 DCG to 50km+ See if it helps. |
Error when playing game
I like to say thank you DT you do an amazing job out there.
First i play an russian campaign v411.1 and i got an error message. Therefor i disided to restart my pc. When i had done that i do trying to start the game again then this message pop up "No MAP in mission file" and there was no map(left) at the screen or no writing at the (right) at the screen. I tryed to go to the full mission builder and copy the mission to the mission in the campaign but no luck. Is there any chance to get this back to normal or is this a "bug" in the game? Regards red |
AI Parking Bug at Cranz Airfield, East Prussia
The "Show Spawn Points" feature in the FMB reveals a bug at the Cranz Airfield on the Kurland (Riga) map.
When AI aircraft land, some will stop on one of the taxiways instead of turning onto the adjacent ramp to park (a parking node is on the taxiway instead of on the ramp), and when subsequent AI aircraft land and taxi to the same area, they crash into the aircraft parked on the taxiway. Following AI machines then crash on the debris left by the earlier collision, and this continues... This is an old bug and was wondering if it will get attention. Thanks. |
I was flying in the Hurricane and soon after take off, I saw that the cockpit theoretically can only do one operation at a time, or operates the flaps or operates the landing gear, and in the game you can operate both simultaneously. Correct me if I'm wrong but I think it is a bug.
sorry for my translate english... |
It's not a bug, just an oversight. This is the case for many aircraft. For instance, the SBD had cowling flaps, airbrake, flaps, and landing gear all operate from the same hydraulic system. To operate one, you had to turn a valve, so it was impossible to operate more than one at the same time. The Bf-109 flaps require several turns of a wheel next to the seat. It would be difficult to operate flaps and gear simultaneously as you would have to take a break from lowering the flaps to reach the gear switch. In the wildcat you would have a struggle to reach for the flap switch while skinning your knuckles when winding up the landing gear.
CloD attempted to fix this by adding "anthropomorphic control". |
Interesting, is because from what I saw, flaps and landing gear is operated by a single lever, and found strange because theoretically the lever can not be in two positions at the same time, because there are two positions for the landing gear and for the flaps, not counting the neutral position, and to raise the landing gear and flaps would have to be one after the other and not both. Analyzing it's just like you said, I think it would be a good idea to implement a "hydraulic system" would be like a real model of the plane, I think it is not very difficult to implement at my basic knowledge in programming, the problem is the amount of aircraft in the game that would have changed the FM and it would be very tiring.
sry for my 'google' englsh |
Small grapfics issue in SM.79 cockpit - when you set the throttle to less than ~20% with landing gear retracted - the red warning appears on the red side of cockpit BUT what happens at the same time is the strange, sharper instrument's graphics. I am not sure whether it is a feature or bug.
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thx :) |
Ok, here is the link to the Screens - http://www.sendspace.com/file/4krosv . First 3 screens show the bug of the bottom view while standing on the ground. Next 2 - if you put them together in a folder and watch them quickly one by one you will notice the graphics change during the warning (it doesn't happen always, possibly it depends from which way the sunlight go. The last screen is a little thing I saw - In Hurricane the flaps lever texture goes into cockpit's one.
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It's a very minor bug, but I noticed that for the A-20 mission (Kokoda raid) the paint scheme for the C-47s is wrong - they've got the ETO June 1944 Invasion Stripes for a mission set in 1942 in New Guinea!
Checking this out further, it also looks like the C-47 retains its 1941/early 1942 markings (with the red dot in the middle of the star) in QMB missions which feature later war aircraft. There should be some way to update early war markings in the QMB if later aircraft are chosen so the early war markings match those of the newer planes. That's probably more of a wishlist/4.13 fix though. |
Arresting wire bug on moving CV´s?
I was trying some deck landings on various types of moving CV´s (in a'dogfight' mission) and I found out that I apparently kept missing the arresting wires on some of the CV´s. I recorded some tracks and verified that in many cases the arresting hook was passing right through the arresting wires (scraping the deck) without engaging them.
To check if this was a bug and not a result of my landing skills (I miss the wires many times on my own too :), I made a mission in which AI aircraft tried to land on all moving CV types and the results are given below: - USS Lexington CV2, USS Saratoga CV3, USS Carrier Generic: the arresting hook passes through several arresting wires (scraping the deck) and finally engages the 8th wire (counting from the ship´s stern). - USS Casablanca CVE55, USS Kitkun Bay CVE71, USS Shamrock Bay CVE84, HMS Illustrious, IJN Akagi: the arresting hook passes through all the wires and the AI plunges over the bow into the sea. - USS Essex CV9, USS Intrepid CV11: the arresting hook passes through several arresting wires (scraping the deck) and finally engages the 12th wire (counting from the ship´s stern). - IJN Shokaku, IJN Zuikaku, IJN Carrier Generic: the arresting hook engages the first wire. The behaviour above was verified on moving CV´s ('Ships' objects on the FMB). In a different mission I tested the arresting wires on all static CV´s ('Stationary Ships' objects) and they seem to be working OK. The following is the code for the dogfight mission I made to test the arresting wires on moving CV´s with AI aircraft; I run it using the 'play' function in the FMB: <code> [MAIN] MAP Tarawa/load.ini TIME 12.0 CloudType 0 CloudHeight 1000.0 army 1 playerNum 0 [SEASON] Year 1940 Month 6 Day 15 [WEATHER] WindDirection 0.0 WindSpeed 0.0 Gust 0 Turbulence 0 [MDS] MDS_Radar_SetRadarToAdvanceMode 0 MDS_Radar_RefreshInterval 0 MDS_Radar_DisableVectoring 0 MDS_Radar_EnableTowerCommunications 1 MDS_Radar_ShipsAsRadar 0 MDS_Radar_ShipRadar_MaxRange 100 MDS_Radar_ShipRadar_MinHeight 100 MDS_Radar_ShipRadar_MaxHeight 5000 MDS_Radar_ShipSmallRadar_MaxRange 25 MDS_Radar_ShipSmallRadar_MinHeight 0 MDS_Radar_ShipSmallRadar_MaxHeight 2000 MDS_Radar_ScoutsAsRadar 0 MDS_Radar_ScoutRadar_MaxRange 2 MDS_Radar_ScoutRadar_DeltaHeight 1500 MDS_Radar_HideUnpopulatedAirstripsFromMinimap 0 MDS_Radar_ScoutGroundObjects_Alpha 5 MDS_Radar_ScoutCompleteRecon 0 MDS_Misc_DisableAIRadioChatter 0 MDS_Misc_DespawnAIPlanesAfterLanding 1 MDS_Misc_HidePlayersCountOnHomeBase 0 MDS_Misc_BombsCat1_CratersVisibilityMultiplier 1.0 MDS_Misc_BombsCat2_CratersVisibilityMultiplier 1.0 MDS_Misc_BombsCat3_CratersVisibilityMultiplier 1.0 [RespawnTime] Bigship 1800 Ship 1800 Aeroanchored 1800 Artillery 1800 Searchlight 1800 [Wing] UN_NN00 UN_NN01 UN_NN02 UN_NN03 UN_NN10 UN_NN11 UN_NN12 UN_NN13 RN_NN20 UN_NN20 UN_NN21 UN_NN22 UN_NN23 UN_NN30 UN_NN31 UN_NN32 UN_NN33 RN_NN21 IN_NN00 IN_NN01 IN_NN02 IN_NN03 IN_NN10 IN_NN11 IN_NN12 IN_NN13 [UN_NN00] Planes 2 Skill 1 Class air.F2A2 Fuel 100 weapons default [UN_NN00_Way] NORMFLY 15000.00 15000.00 500.00 250.00 &0 LANDING 20000.00 15000.00 0 0 &0 [UN_NN01] Planes 2 Skill 1 Class air.TBD1 Fuel 100 weapons default [UN_NN01_Way] NORMFLY 15000.00 10000.00 500.00 250.00 &0 LANDING 20000.00 10000.00 0 0 &0 [UN_NN02] Planes 2 Skill 1 Class air.F4F3 Fuel 100 weapons default [UN_NN02_Way] NORMFLY 15000.00 5000.00 500.00 250.00 &0 LANDING 20000.00 5000.00 0 0 &0 [UN_NN03] Planes 2 Skill 1 Class air.F4F_FM2 Fuel 100 weapons default [UN_NN03_Way] NORMFLY 15000.00 0.00 500.00 250.00 &0 LANDING 20000.00 0.00 0 0 &0 [UN_NN10] Planes 2 Skill 1 Class air.TBM3 Fuel 100 weapons default [UN_NN10_Way] NORMFLY 15000.00 -5000.00 500.00 250.00 &0 LANDING 20000.00 -5000.00 0 0 &0 [UN_NN11] Planes 2 Skill 1 Class air.SBD5 Fuel 100 weapons default [UN_NN11_Way] NORMFLY 15000.00 -10000.00 500.00 250.00 &0 LANDING 20000.00 -10000.00 0 0 &0 [UN_NN12] Planes 2 Skill 1 Class air.F6F5 Fuel 100 weapons default [UN_NN12_Way] NORMFLY 15000.00 -15000.00 500.00 250.00 &0 LANDING 20000.00 -15000.00 0 0 &0 [UN_NN13] Planes 2 Skill 1 Class air.F4U1D Fuel 100 weapons default [UN_NN13_Way] NORMFLY 15000.00 -20000.00 500.00 250.00 &0 LANDING 20000.00 -20000.00 0 0 &0 [RN_NN20] Planes 2 Skill 1 Class air.SEAFIRE3 Fuel 100 weapons default [RN_NN20_Way] NORMFLY 15000.00 -25000.00 500.00 250.00 &0 LANDING 20000.00 -25000.00 0 0 &0 [UN_NN20] Planes 2 Skill 1 Class air.F2A2 Fuel 100 weapons default [UN_NN20_Way] NORMFLY -45000.00 70000.00 500.00 250.00 &0 LANDING -40112.00 70000.00 0 0 &0 [UN_NN21] Planes 2 Skill 1 Class air.TBD1 Fuel 100 weapons default [UN_NN21_Way] NORMFLY -45000.00 65000.00 500.00 250.00 &0 LANDING -40112.00 65000.00 0 0 &0 [UN_NN22] Planes 2 Skill 1 Class air.F4F3 Fuel 100 weapons default [UN_NN22_Way] NORMFLY -45000.00 60000.00 500.00 250.00 &0 LANDING -40112.00 60000.00 0 0 &0 [UN_NN23] Planes 2 Skill 1 Class air.F4F_FM2 Fuel 100 weapons default [UN_NN23_Way] NORMFLY -45000.00 55000.00 500.00 250.00 &0 LANDING -40043.00 55000.00 0 0 &0 [UN_NN30] Planes 2 Skill 1 Class air.TBM3 Fuel 100 weapons default [UN_NN30_Way] NORMFLY -45000.00 50000.00 500.00 250.00 &0 LANDING -40043.00 50000.00 0 0 &0 [UN_NN31] Planes 2 Skill 1 Class air.SBD5 Fuel 100 weapons default [UN_NN31_Way] NORMFLY -45000.00 45000.00 500.00 250.00 &0 LANDING -40043.00 45000.00 0 0 &0 [UN_NN32] Planes 2 Skill 1 Class air.F6F5 Fuel 100 weapons default [UN_NN32_Way] NORMFLY -45000.00 40000.00 500.00 250.00 &0 LANDING -40120.64 40000.00 0 0 &0 [UN_NN33] Planes 2 Skill 1 Class air.F4U1D Fuel 100 weapons default [UN_NN33_Way] NORMFLY -45000.00 35000.00 500.00 250.00 &0 LANDING -40120.64 35000.00 0 0 &0 [RN_NN21] Planes 2 Skill 1 Class air.SEAFIRE3 Fuel 100 weapons default [RN_NN21_Way] NORMFLY -45000.00 30000.00 500.00 250.00 &0 LANDING -40074.65 30000.00 0 0 &0 [IN_NN00] Planes 2 Skill 1 Class air.A6M2_21 Fuel 100 weapons default [IN_NN00_Way] NORMFLY 15000.00 90000.00 500.00 250.00 &0 LANDING 20000.00 90000.00 0 0 &0 [IN_NN01] Planes 2 Skill 1 Class air.B5N2 Fuel 100 weapons default [IN_NN01_Way] NORMFLY 15000.00 95000.00 500.00 250.00 &0 LANDING 20000.00 95000.00 0 0 &0 [IN_NN02] Planes 2 Skill 1 Class air.D3A1 Fuel 100 weapons default [IN_NN02_Way] NORMFLY 15000.00 100000.00 500.00 250.00 &0 LANDING 20000.00 100000.00 0 0 &0 [IN_NN03] Planes 2 Skill 1 Class air.B6N2 Fuel 100 weapons default [IN_NN03_Way] NORMFLY 15000.00 105000.00 500.00 250.00 &0 LANDING 20000.00 105000.00 0 0 &0 [IN_NN10] Planes 2 Skill 1 Class air.A6M2_21 Fuel 100 weapons default [IN_NN10_Way] NORMFLY 125000.00 55000.00 500.00 250.00 &0 LANDING 129896.50 55000.00 0 0 &0 [IN_NN11] Planes 2 Skill 1 Class air.B5N2 Fuel 100 weapons default [IN_NN11_Way] NORMFLY 125000.00 60000.00 500.00 250.00 &0 LANDING 129896.50 60000.00 0 0 &0 [IN_NN12] Planes 2 Skill 1 Class air.D3A1 Fuel 100 weapons default [IN_NN12_Way] NORMFLY 125000.00 65000.00 500.00 250.00 &0 LANDING 129896.50 65000.00 0 0 &0 [IN_NN13] Planes 2 Skill 1 Class air.B6N2 Fuel 100 weapons default [IN_NN13_Way] NORMFLY 125000.00 70000.00 500.00 250.00 &0 LANDING 129918.10 70000.00 0 0 &0 [Chiefs] 0_Chief Ships.USSLexingtonCV2 1 5400 2 1.0 1_Chief Ships.USSSaratogaCV3 1 5400 2 1.0 2_Chief Ships.USSCVGeneric 1 5400 2 1.0 3_Chief Ships.USSCasablancaCVE55 1 5400 2 1.0 4_Chief Ships.USSKitkunBayCVE71 1 5400 2 1.0 5_Chief Ships.USSShamrockBayCVE84 1 5400 2 1.0 6_Chief Ships.USSEssexCV9 1 5400 2 1.0 7_Chief Ships.USSIntrepidCV11 1 5400 2 1.0 8_Chief Ships.HMSIllustriousCV 1 5400 2 1.0 9_Chief Ships.IJNAkagiCV 2 5400 2 1.0 10_Chief Ships.IJNShokakuCV 2 5400 2 1.0 11_Chief Ships.IJNZuikakuCV 2 5400 2 1.0 12_Chief Ships.IJNCVGeneric 2 5400 2 1.0 [0_Chief_Road] 20000.00 15000.00 120.00 0 2 8.333333333333334 80000.00 15000.00 120.00 [1_Chief_Road] 20000.00 10000.00 120.00 0 2 8.333333333333334 80000.00 10000.00 120.00 [2_Chief_Road] 20000.00 5000.00 120.00 0 2 8.333333333333334 80000.00 5000.00 120.00 [3_Chief_Road] 20000.00 0.00 120.00 0 2 8.333333333333334 80000.00 0.00 120.00 [4_Chief_Road] 20000.00 -5000.00 120.00 0 2 8.333333333333334 80000.00 -5000.00 120.00 [5_Chief_Road] 20000.00 -10000.00 120.00 0 2 8.333333333333334 80000.00 -10000.00 120.00 [6_Chief_Road] 20000.00 -15000.00 120.00 0 2 8.333333333333334 80000.00 -15000.00 120.00 [7_Chief_Road] 20000.00 -20000.00 120.00 0 2 8.333333333333334 80000.00 -20000.00 120.00 [8_Chief_Road] 20000.00 -25000.00 120.00 0 2 8.333333333333334 80000.00 -25000.00 120.00 [9_Chief_Road] 20000.00 90000.00 120.00 0 2 8.333333333333334 80000.00 90000.00 120.00 [10_Chief_Road] 20000.00 95000.00 120.00 0 2 8.333333333333334 80000.00 95000.00 120.00 [11_Chief_Road] 20000.00 100000.00 120.00 0 2 8.333333333333334 80000.00 100000.00 120.00 [12_Chief_Road] 20000.00 105000.00 120.00 0 2 8.333333333333334 80000.00 105000.00 120.00 [NStationary] 0_Static ships.Ship$USSLexingtonCV2 1 -40000.00 70000.00 360.00 0.0 5400 2 1.0 1_Static ships.Ship$USSSaratogaCV3 1 -40000.00 65000.00 360.00 0.0 5400 2 1.0 2_Static ships.Ship$USSCVGeneric 1 -40000.00 60000.00 360.00 0.0 5400 2 1.0 3_Static ships.Ship$USSCasablancaCVE55 1 -40000.00 55000.00 360.00 0.0 5400 2 1.0 4_Static ships.Ship$USSKitkunBayCVE71 1 -40000.00 50000.00 360.00 0.0 5400 2 1.0 5_Static ships.Ship$USSShamrockBayCVE84 1 -40000.00 45000.00 360.00 0.0 5400 2 1.0 6_Static ships.Ship$USSEssexCV9 1 -40000.00 40000.00 360.00 0.0 5400 2 1.0 7_Static ships.Ship$USSIntrepidCV11 1 -40000.00 35000.00 360.00 0.0 5400 2 1.0 8_Static ships.Ship$HMSIllustriousCV 1 -40000.00 30000.00 360.00 0.0 5400 2 1.0 9_Static ships.Ship$IJNAkagiCV 2 130000.00 70000.00 360.00 0.0 5400 2 1.0 10_Static ships.Ship$IJNShokakuCV 2 130000.00 65000.00 360.00 0.0 5400 2 1.0 11_Static ships.Ship$IJNZuikakuCV 2 130000.00 60000.00 360.00 0.0 5400 2 1.0 12_Static ships.Ship$IJNCVGeneric 2 130000.00 55000.00 360.00 0.0 5400 2 1.0 [Buildings] [Bridge] [House] <code> This bug is not very serious since it can be worked around by using a different CV (with working arresting wires), but I would appreciate if the development team could look into it... As a final comment, this game keeps amazing me favourably after all these years; the care and dedication of the original and Daedalus teams are awesome :) Thank you! ottc |
I'm having a weird issue on the Solomons map(At least I think it's limited to this map).
When I set up a number of planes to take off from various airports around the map, I can hear their engine starting and idling on the airport I'm starting from(even when my own engine isn't running). With multiple aircraft on the map, this becomes a loud cacophony of idling engines. I have no idea why this happens, but I have it on multiple airports with multiple aircraft. The sound stays in one place, even when I move my own aircraft I can zoom the camera to that spot and still hear it. After a while the sound does stop, I'm assuming when whatever aircraft it originates from takes off(the sound does not change though, it's always the idle puffing). It happens most of the time, but not always. The sound does change places sometimes, it can be nearby, behind or in front of my own aircraft. |
Single player or in some sort of mutliplayer setup? If in MP, this would be an old bug that resurfaces sometimes. You can often hear other engines or guns firing way on the other side of the map near the spawn location.
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Single player. I don't play multiplayer so I haven't tested that.
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Sea level is lower - smaller rivers and white squares
3 Attachment(s)
Using the Full Mission Builder (FMB), the rivers seem to be lower or not there at all. I guess the veriable for the sea level is lower than what it was in 4.10.1m
I've attached 3 Jpg photos for you to see. Map: Normandy 3. Look at Caen and Le Harve, the river is smaller or not there and the harbour is less. See my photos for details. Normandy map 3 is only one example, it happens on all maps. |
Found the solution
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Looks like a driver issue. OpenGL is generally the better choise for IL-2.
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Rogue Soviet Ships Discovered On QMB MTO Map?
Was recently playing offline QMB, MTO map. I was flying a German aircraft from the island base as it was shelled by a Soviet destroyer and gunboat.
I love the scenario of a shore bombardment but would suggest exchanging Soviet warships for at least somewhat more historically plausible objects that already exist in game: a. American destroyers b. American cruiser Indianapolis c. Surfaced American submarine (idea works better at night) d. British battleships e. American battleship I also would not object to the introduction of new ships that actually served in the Med for this role. British/French cruisers and destroyers perhaps? Cheers! |
M4A2 (76) W Shermans have no gun sound (M4A2 Sherman is ok).
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I don't know if this is a bug, but I was testing the devicelink and I found a mistake in the oil temp gauge of the spit (Vb CW 43'). The gauge indicates different values from the devicelink. I don't know if this happens with another planes
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If you are using an Ati card, download this older atioglxx file, put it in the Il-2 main folder and start the game in Open GL mode: http://www.mediafire.com/?ps0pwgs0ogcw1x2 |
Yes, is the oil in, I used the devicelink with UdpSpeed and another application for android which I found here and the value from game to the devicelink is different.
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Full Mission Builder.
1 Attachment(s)
Attachement: CielDeGuerreBug.mis
Using IL2 1946 4.11.1m without any mod. Opening the file with the FMB, I'm unable to see the [0_Chief_Road] and [1_Chief_Road] on the map. Where are my columns ? :confused: |
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Make sure you have all the filter boxes checked in the FMB I see no Russian supply columns only moving armour and artillery. Axis supply German supply column Type II B-2 to C-3 Fuel supply column D-7 to E-6 |
Is there a posibility that bomb set to low-level 4 s. delay will explode immediately after hit the ground? Is there some kind of failure for the bomb fuze? My approach was about 1000m alt, 30 deg. flat dive. I droped the bomb 180m over the ground and my speed was 580km/h. Aircraft - P-40M with 1000lbs bomb.
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About FMB.
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A lot of .mis files are impossible to laod with the 4.11.1m FMB.
Is't a know bug? |
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Wich allowed value for Gust and Turbulence parameters? From 0 to? |
B1-6 Unlimited Fuel Bug
Uh oh. I think this has been around for a bit, but even with NO FUEL, the ramjets on the B1-6 offer unlimited power.
Yikes. They never run out of gas. |
Still Multi-Engine Problem (no one responded)
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http://files.tolwyn.com/engine_weirdness2.ntrk This makes using engine 1/2/3/4 select an impossible issue. Introduced in 4.11: DISABLE manual view so you can watch what I'm showing. Deselect both engines Show that both are deselected Select engine 1 Start engine 1 Deslect engine 1 Select engine 2 Start engine 2 Select both engines, bring throttle to idle This is "normal starting position" DESELECT engine 1 (conversely, enable only engine 2) Bring engine 2 to idle Feather engine 2 Shutdown engine 2 DESELECT engine 2 (we don't need it anymore) SELECT engine 1 Show that engine 1 is selected (throttle up, then throttle down, etc.) Bring engine 1 to 70% power; note that all is fine. SIMPLY DESELECT engine 1 (essentially NO engines are selected at this point) Watch the RPMs climb in engine 1 Repeat tests. You can easily get engine 1 to fail by simply deselecting it and not changing any other parameters. |
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