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  #1  
Old 01-14-2011, 12:13 PM
Ala13_Kokakolo Ala13_Kokakolo is offline
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Quote:
Originally Posted by lordish2001 View Post
No I put it on top of the latest 4.09m I don't even know what UP 2.01 is

lordish
That mistake happens sometimes when the il2.exe is corrupted. My advise will be reinstall from scratch. Keep a copy of your config ini, the USER folder, missions and skins (so you will be able to recover everything you have) and reinstall the whole thing from scratch.

Up or Ultrapack is one of the most popular set of mods available. It comes with an reinstall option which compares your version with a UP version online and fix errors. That'a why I was asking.
  #2  
Old 01-14-2011, 12:25 PM
Ala13_Kokakolo Ala13_Kokakolo is offline
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Dear Team Daidalos,

Sorry to be a pest but this problem is eating me alive. I when my old and much loved joystick saitek x45 died a few months ago have bought saitek x65f and one of the main reasons why I bought this throttle was because it comes with twin throttle. I love to fly two engine planes and I knew 4.10 was including multiengine capabilities. When my Joy arrived we were still with 4.09 and I remember I tried both throttle with IL2 and I have realized the right throttle is not understand by the game. If I link this throttle with the power it does not follow the full range, it has only two positions, 0% or 50% and even this ones are not progressive. When the throttle is full down this is equal to 0 and when is full up is 50% but no progression in between. Left throttle though works fine.

I thought at the time it was a problem with the fact 4.09 does not have multiengine possibilities so I waited with expectancy the arrival of 4.10. That day has arrived and now I still have the same problem to whichever axis I link the right throttle to. I have contacted also saitek with an explanation of the problem but because this twin joystick works fine with other more modern games (like fsx) I think the problem is in the way il2 communicates with my joy.

I would love to know if someone has similar issues with this or another twin throttle joystick and if there is any way to overcome it.

Thanks.
  #3  
Old 01-13-2011, 08:38 PM
Adolfino Adolfino is offline
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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)
  #4  
Old 01-14-2011, 01:50 AM
FatBug FatBug is offline
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Hello!

First of all, I would like to thank to the team "TEAM DAIDALOS", for their efforts and countless hours, consumed
for the further development of our favorite game. And all this only in exchange for some kind words,
whatever our impatience and complaining. Hat off!
Thanks also to all those, who through their efforts in any way contribute.
Now, about bug. I'm not shure is it a bug or it is modeled this way.
In Hs129 both variants, when it is on the ground, the cockpit does not close completely every time. It seems to me depending on the direction of view. Side windows are OK.
I apologize if this has already been posted somewhere, but I could no find. I hope that my English is understandable enough.

Salute
FatBug
  #5  
Old 01-23-2011, 01:02 AM
Aardvark892 Aardvark892 is offline
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Default QMB and recognizable AAA

Daidalos Team,

Thank you VERY much for the 4.10 patch. I do not have a bug to report here, but I do need some information that I know of no other way to get other than to ask.

I'm building a set of missions to add the Italy Online map to the QMB. Sakai007 from the Mission4Today.com forums built at my request an excellent template to use for these missions, but unfortunately the types of AAA that he placed around the airfields are firing at aircraft even when the AAA option is turned off in the QMB.

I'm assuming that this means the QMB recognizes some objects as AAA, but not others. This presents a problem when trying to build QMB missions, as I do not want any object to act as AAA when the player selects "AAA none" in the menu.

Can you please tell me how to know which objects the QMB recognizes as AAA and can therefore turn them off as necessary? Is it a particular type of object, for example "only those items which have the letters AAA in the name" or something like that?

I know your team is busy, but if you do have a chance, I would greatly appreciate your help. FYI, in the interim I'm going to print out all the .mis from the stock QMB missions and make a list of AAA used that can be disabled... at least it's a start.

Thanks!

EDIT: I discovered the answer. The types of AAA that will disappear when the Defenses: None option is chosen are:

85mm AA
25mm AA
37mm AA 61-K
88mm Flak 18
30mm Flak 30
.50 Browning AA
DShKAA
76mm AA 3-K
4x7.62 Maxim AA
7.62 Maxim AA
Type 98 20m AAA
Type 2 2x25mm AAA
Type 96 3x25mm AAA

There may be more, but those are the only ones I could discover. I hope this helps someone.

Last edited by Aardvark892; 01-25-2011 at 12:32 AM. Reason: Found the answer!
  #6  
Old 01-23-2011, 02:40 PM
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SkyFan SkyFan is offline
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Default Incorrect Guard's Symbol Placement (Old Bug of the Game)

Dear DT members,
please put your attention to old bug of the game existing since beginning (a long far from 4.10m) but still not fixed. I mean incorrect placement of Guard's Symbol at aircrafts of almost all Soviet Guards Regiment. For example, Spitfires Mk Vb of Soviet 57th Guards Fighter Regiment (57 GIAP) had Guard's Symbol at the tail (please look photo).
But when we assign this aircraft (with corresponding skin) to it's native regiment, the second Guard's Symbol appears at the board near cockpit (please look two next images). That's incorrect. It is possible to avoid this situation using option "Soviet Army_none" in settings (please see two last images). But it makes your wonderfull Reginent Pack useless at least accordind Soviet Guard's regiments.
In the same time Soviet Guards Regiments never had standard of Guards Symbols placement, there were a lot of versions. Sometimes aircrafts of Guards Regiments had no such symbol at all. I have a lot of photo's if you need any additional confirmation.
So, my proposition: please cancel appearance of Guards Symbols for soviet aircraft in settings at all. Skin-makers will do it better if necessary,
Thank you in advance and best regards.
Attached Images
File Type: jpg 57_GIAP_in_settings.jpg (154.0 KB, 39 views)
File Type: jpg Spitfire_538_EP210_57GIAP.jpg (67.9 KB, 39 views)
File Type: jpg 57_GIAP_in_game.jpg (76.5 KB, 37 views)
File Type: jpg Soviet_Army_none_in_settings.jpg (153.0 KB, 36 views)
File Type: jpg Soviet_Army_none_in game.jpg (90.0 KB, 30 views)

Last edited by SkyFan; 01-23-2011 at 02:43 PM.
  #7  
Old 01-24-2011, 06:45 AM
Aardvark892 Aardvark892 is offline
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Default Dogfight maps in folder 4 are incorrect

Team Daidalos,

On Mission4Today.com a member reported that whenever he spawned on a particular dog fight map (in IL2\Missions\Net\Dogfight\4) he was immediately fired upon by all of the AAA stationed around his home base.

With some research, I discovered that most of the maps in folder 4 (maps 6-12) had all of the AAA set to neutral, which means that they would not change color to the home base color when a player spawned, causing them to fire on that player.

I discovered that by changing all of the AAA on those maps to RED, they would automatically change to the appropriate color of the home base, and not open fire. In the FMB, they still appear either red or blue (the only colors you can assign them in the FMB) but in-game on the mini-map they show the correct color.

These maps are in folder 4, and numbered 1-6 on the map selection screen in the MP menu, but in the FMB they are numbered 6-12.

I have fixed all of those maps, and I have attached the .zip to this post. To fix these maps, just unzip the files directly into IL2\Missions\Net\Dogfight\4 and overwrite the current missions. PLEASE backup these maps before you make any changes.

I hope this helps.
Attached Files
File Type: zip dogfight folder 4 fixes.zip (16.9 KB, 6 views)
  #8  
Old 01-24-2011, 01:53 PM
K_Freddie K_Freddie is offline
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Default AI's low level fighting ability below 10m ?

More of an AI weakness than a bug, but is it possible to adjust the AI's low level fighting ability. This track show's that I can survive 4 ace AI's in Spits, if I keep my altitude about 10m - 20m.

It seems that the AI can fly down to this level, but it cannot DF/Fight. It even lacks the ability to come down from height and straffe me at this level.
Is there any way to change this.
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Last edited by K_Freddie; 01-24-2011 at 01:55 PM.
  #9  
Old 01-24-2011, 10:55 PM
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Aviar Aviar is offline
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Quote:
Originally Posted by Aardvark892 View Post
Team Daidalos,

On Mission4Today.com a member reported that whenever he spawned on a particular dog fight map (in IL2\Missions\Net\Dogfight\4) he was immediately fired upon by all of the AAA stationed around his home base.

With some research, I discovered that most of the maps in folder 4 (maps 6-12) had all of the AAA set to neutral, which means that they would not change color to the home base color when a player spawned, causing them to fire on that player.

I discovered that by changing all of the AAA on those maps to RED, they would automatically change to the appropriate color of the home base, and not open fire. In the FMB, they still appear either red or blue (the only colors you can assign them in the FMB) but in-game on the mini-map they show the correct color.

These maps are in folder 4, and numbered 1-6 on the map selection screen in the MP menu, but in the FMB they are numbered 6-12.

I have fixed all of those maps, and I have attached the .zip to this post. To fix these maps, just unzip the files directly into IL2\Missions\Net\Dogfight\4 and overwrite the current missions. PLEASE backup these maps before you make any changes.

I hope this helps.
Thank you, but this has already been reported weeks ago. Yes, it's clear that the AAA on the bases is neutral. That has been reported too. The important fact to realize is that the missions are EXACTLY the same as they were in 4.09. That's the problem. In 4.09, the AAA was neutral but did not fire at a player spawning on the base.

In 4.10, the AAA is still neutral but now fires on any player that spawns on the base. That is the bug that needs to be addressed.

Yes, there is a temporary workaround if someone needs it. However, the bug itself needs to be addressed as it may affect a lot more maps/missions than just those particular DF maps you mentioned.

Aviar
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  #10  
Old 01-25-2011, 07:34 AM
Aardvark892 Aardvark892 is offline
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Aviar, thank you for that information. I had no idea. This is important and could affect anyone who uses my "fix" later down the line. I'll make sure that this info is known with that fix as well as on the M4T forums.

Cheers!
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