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  #1  
Old 01-25-2012, 05:05 PM
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Alien Alien is offline
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Please get the kill stealing issue repaired at last! Everytime when I damage enemy plane and get on his tail to finally kill him, my ,,wingmen'' dive on him and tear him apart. And just moments ago I torn an enemy hurri and it was falling without its tail, then got hit by 1!!! MG bullet of my no 3 and when it hit the ground, it wasn't a kill for me. But when I try to do the same, the kill goes to AI. WTF? I know you haven't made this aspect of the game but please get it finally fixed. Please.
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Old 01-26-2012, 07:47 AM
Pursuivant Pursuivant is offline
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Quote:
Originally Posted by Alien View Post
Please get the kill stealing issue repaired at last! Everytime when I damage enemy plane and get on his tail to finally kill him, my ,,wingmen'' dive on him and tear him apart.
More to the point, the program needs to register a destroyed plane as being destroyed at the moment it loses a vital part, the crew bails out, it ditches, or it makes a crash landing.

Having the computer figure out when a plane is destroyed due to damage should be simple. If damage to the plane is sufficiently bad that the crew bails out, the computer should register a kill at the same time.

If damage kills the pilot(s), the computer should also register a kill.

Figuring out when a plane has ditched is a bit harder. But, if the computer detects that a land plane is sinking into water, it should immediately register the kill.

Figuring out when a plane has crash landed is a bit trickier, but it can't be that hard. Just have the computer recognize a kill when a) the plane's propeller is bent, b) the landing gear is up or sheared off, & c) the plane is stationary.

And, as always, for people who don't like "instant kill claiming" there should be an option in the UI so that you can turn it off.
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Old 01-26-2012, 08:58 AM
Lagarto Lagarto is offline
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Also, if I inflict critical damage while attacking an aircraft, unintentionally collide with it or even ram it and then have to bail out, and that attacked aircraft goes down, it's never registered as a kill if my own aircraft crashed first. A kill is a kill, even a hard-won one, and should be registered as such.
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Old 02-11-2012, 11:27 AM
Aardvark892 Aardvark892 is offline
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Default Torpedo He-111's

The He-111 that is torpedo capable, the H-6, will not fly a torpedo run AI routine. Using my "Torpedoes Away" QMB pack, I've tested the Axis, Airfield (Carrier) Attack (no AAA) with the Ju-88's that can carry the LT 5b and LT 5W. I set the autopilot on at mission start and watch what happens. There are no problems with the 88's.

With the exact same parameters, the 111's will not commit torpedo runs, dropping their 5b's and 5W's while flying blissfully unaware over the target carrier, in no sort of flight profile that would work at all for torpedo runs.

I've attached the QMB missions to this for your testing. There are no Bridge or Armor attack missions. For more info on this pack if you're interested:

http://www.mission4today.com/index.p...etails&id=4160

Otherwise, Exellent work on Il2 overall!

EDIT: I've discovered it's not the AI programming. It has something to do with waypoint placement. Apparently the 111's need different waypoint parameters to drop torpedoes. I'm in the middle of experimenting with it and I'll post here if I can figure out what works and why.

EDIT 2: Okay... for some reason the 111's won't use torpedoes only in QMB. I took the QMB mission, saved it as a single mission, deleted all the other flights, ships, etc. until there was just one plane and one ship. I changed nothing of the 111 H-6's waypoints or settings. It worked perfectly. The same mission in the QMB it simply doesn't work. I know that other torpedo carriers work in the QMB, like the 88's, so I'm at a loss now to explain why it's happening. I checked every flyable torpedo-able airplane in both the QMB and the single mission. Every single one of them worked in both... except for the 111's. They simply won't torpedo in the QMB.
Attached Files
File Type: zip TorpedoesAway.zip (99.2 KB, 4 views)

Last edited by Aardvark892; 02-16-2012 at 04:03 AM.
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Old 01-26-2012, 04:18 PM
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Quote:
Originally Posted by Pursuivant View Post
More to the point, the program needs to register a destroyed plane as being destroyed at the moment it loses a vital part, the crew bails out, it ditches, or it makes a crash landing.

Having the computer figure out when a plane is destroyed due to damage should be simple. If damage to the plane is sufficiently bad that the crew bails out, the computer should register a kill at the same time.

If damage kills the pilot(s), the computer should also register a kill.

Figuring out when a plane has ditched is a bit harder. But, if the computer detects that a land plane is sinking into water, it should immediately register the kill.

Figuring out when a plane has crash landed is a bit trickier, but it can't be that hard. Just have the computer recognize a kill when a) the plane's propeller is bent, b) the landing gear is up or sheared off, & c) the plane is stationary.

And, as always, for people who don't like "instant kill claiming" there should be an option in the UI so that you can turn it off.
+1!
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