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#1
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Quote:
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. |
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#2
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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. |
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#3
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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) |
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#4
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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 |
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#5
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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! |
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#6
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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 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. Last edited by SkyFan; 01-23-2011 at 02:43 PM. |
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#7
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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. |
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#8
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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. |
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#9
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Quote:
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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Intel i7-4790 4-Core @3.60GHz Asus Z97-C Motherboard 16GB DDR-3 1600 SDRAM @800 MHz NVIDIA GTX 760 - 2GB Creative SB ZX SBX Logitech X-530 5.1 Speakers 27" AOC LED - 2752 Logitech G15 Gaming Keyboard CH FighterStick-Pro Throttle-Pro Pedals Logitech G13 Gameboard GoFlight GF-T8 Module WIN 8.1 |
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#10
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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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