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

IceFire 01-26-2015 09:22 PM

Quote:

Originally Posted by majorfailure (Post 708375)
IL2 is AFAIK incapable of shifting CoG. And as this was asked for before at least n-times and has not been changed since, I would assume its not easily fixable.

That aside, Mustang handles quite okay when not selecting full fuel load and has still enough left to stay in the fight for quite some time. And then it behaves okay, and boy it is fast. If it only were armed with Hispanos...

Yep! We all have to remember that the fuel gauge isn't real and it doesn't represent fuel tanks that are full or empty individually. Just one big tank really.

A Mustang Mark IA with the four 20mm Hispano cannons would be a nice addition (and a P-51A and a A-36 Apache :cool:).

Pursuivant 01-27-2015 02:13 AM

Quote:

Originally Posted by IceFire (Post 708379)
Yep! We all have to remember that the fuel gauge isn't real and it doesn't represent fuel tanks that are full or empty individually. Just one big tank really.

This is more of an issue with damage modeling. One fuel leak can quickly drain your tanks dry.

While dynamic CoG is either beyond IL2's limits, or would require too much re-coding to be feasible, having fuel shut-offs for damaged tanks might not be unreasonable.

This wouldn't even need a command in the game; it could be assumed as part of the DM as a reflexive "damage control" action on the pilot's part. For example, if you get a hit in a fuel tank that holds 85 gallons of gas, the fuel leak could automatically stops after you lose 85 gallons (or 85 gallons * whatever percentage of fuel you had when the leak started).

RPS69 01-27-2015 07:34 AM

Quote:

Originally Posted by Treetop64 (Post 708271)
Also, with one or two other aircraft (don't remember which), part of the main wheel clips through the upper surface of the wing after the gear is fully retracted.

Didn't know that about the Hurri's and FW's gear mechanism, though...

On the FW190 that's not a bug. It was an indicator that the wheels were up.
It's a small rod, that shows that wheels are efectively down/up.
There is an anecdote about one of this rods being jammed, and the pilot arriving to wrong conclusions not knowing of this plane problem and executing a belly landing believing that his gear was still up.

Actually it's a nice detail.

Janosch 01-27-2015 07:27 PM

- When using the Go-229, the pilot model's head tilts way too much up and down. It seems that the X and Y axis are reversed - if you look up/down in the cockpit, the pilot external model looks slightly left/right. When you look all the way left and right, the pilot head tilts very, very unnaturally!

- Another .ntrk recording bug: if you select a B-239 as an opponent in the QMB, set map as Normandy1 and look at the B-239, it sports an unpainted, metallic skin. However, if you record this as a .ntrk and watch it, it has the default FAF brownish/green paintscheme instead. This bug appears at least when the B-239 is Finnish, and it doesn't seem to appear on the Crimea map.

baball 01-27-2015 08:19 PM

The rear gunner of the B-29 gets decapitated when he is killed.

Oscarito 01-27-2015 10:50 PM

Hmm... ISIS operated flak? :roll:

baball 01-28-2015 06:28 AM

When flying the yak-7 series I've noticed that the center of gravity of the plane is still too much backward (the camera is centred on the antenna pole) and that they seem to overheat to fast IMO. I've also noticed the problem of COG on the Pe-8 where it is behind the wings.

Pursuivant 01-28-2015 04:40 PM

Quote:

Originally Posted by baball (Post 708390)
The rear gunner of the B-29 gets decapitated when he is killed.

THAT will mess with the ESRB rating! At least if it's intentional. . . :O

stugumby 01-28-2015 06:26 PM

SB bomber cockpit lights flicker
 
Instrument lights and cockpit lights both come on when selecting lights. Map reading lights are whitish and seem to flicker due to prop blur effects.
Also bombsight article has no brightness control.

sniperton 01-28-2015 09:55 PM

Player AI doesn't seem to use/adjust pitch control.

Test: QMB, scramble, Brewster. Set pitch to 40 or 60, then hit 'Auto'. You'll cook the engine. (Hurri can take off, but with huge difficulties, and with overheated engine.)

Generally, after returning to manual mode, you always find prop pitch set to where you left it before hitting 'Auto'.

Mixture control appears to be working similarly.

Can anyone confirm who has these assigned to axes? (Unlike throttle, which works correctly, these are assigned to buttons in my config.)

Thanks


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