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| Technical threads All discussions about technical issues |
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#1
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Quote:
__________________
I7-3930K CPU w/ Corsair H60 liquid cooling. 16Gb Corsair Vengeance 1866mhz. Asus P9X79 Deluxe Motherboard. Asus GTX680 2Gb SLI Auzentech Home theater 3D Soundcard. Corsair HX850 Modular PSU. Win 7 x64 Ultimate TM Warthog HOTAS. TM Cougar MFD's. Saitek Flight Pro pedals. TrackIr 5. Samsung Syncmaster 2770FH LCD. |
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#2
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The new multiplayer GUI is great compared to the last one (only the server name are missed on the server's home screen), the improved reflections are wonderful especially on Thiger Moth's windshield and also on instrument's glass and some propeller hub (even if it's too pronounced on other parts like exhaust manifold).
The debris when a bomb hit the ground is a nice addition, and the improved night lighting too, now we wait for moonlight shadows
P.S. thanks for the advice FG28_Kodiak Last edited by Stefem; 06-22-2011 at 06:07 PM. |
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#3
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In cockpit, you will find a switch under that indicator, click it!
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#4
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Yup, that bug is still around. Frustrating to be honest, its been around for as long as I remember and it should be a simple thing to fix.
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#5
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Its number 1045678... it will be done soon im sure, sleep easy
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#6
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Dedicated server just got logged out by Steam log file sent by email.
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#7
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Don't know if this has been already posted, but with the beta patch, there are no more engine sounds in the Black Death track.
Also, some stationary objects are still present, but are not visible any more (trucks, tents, artillery). Game performance didn't change on my system. |
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#8
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It has been this way since the first release but it's not a bug, you just need to turn on the gauge.
There's a cockpit switch that you can use to monitor each cylinder head's temperature separately. It's switched off when you spawn (that's why you get 0 degrees showing), but clicking on it will cycle the "sensor" through all available cylinders and you will get a proper readout. As for the people getting graphical glitches on the black death track, this was not uncommon in IL2 either. A track is actually a set of commands for all units and the sim reflies the mission when you play it back. For this reason if you play back a track recorded with a previous version while running a newer one, changes made to the sim will affect how the track plays out. For example, if the terrain elevation has been changed in the patch you could get ground units appearing stuck inside the terrain or above it. In a similar fashion, if the flight model is changed it will affect how a dogfight is played back. I remember making some tracks of me practicing bomber busting in IL2:1946 and when i installed a patch the track was messed up for this reason. All the track does is tell the aircraft "give this and this control inputs at moment X, fire guns at moment Z" etc, so if the FM has changed the effect of the control inputs will change to. In my case, i had shot down all four bombers on my QMB practice mission but when i played back the track under a newer version every single attack run i made would show me going wide of the target and missing completely. This is a necessary compromise that has been around since the previous series and it's a trade-off: by making tracks essentially be a text file of control inputs matched to certain points in time and then having the sim refly the mission with these instructions, we are able to get a lot of playback time without using up much disk space. If they wanted to do away with this issue the could do so, but it might result in a larger file size per minute of track recorded. |
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