Fulqrum Publishing Home   |   Register   |   Today Posts   |   Members   |   UserCP   |   Calendar   |   Search   |   FAQ

Go Back   Official Fulqrum Publishing forum > Fulqrum Publishing > IL-2 Sturmovik: Cliffs of Dover

IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games.

Reply
 
Thread Tools Display Modes
  #1  
Old 08-24-2012, 02:43 PM
5./JG27.Farber 5./JG27.Farber is offline
Approved Member
 
Join Date: Aug 2011
Posts: 1,958
Default

Just got an email from the devs, they have found the bug. We will have to wait for the solution.
Reply With Quote
  #2  
Old 08-24-2012, 03:18 PM
hc_wolf hc_wolf is offline
Approved Member
 
Join Date: Jul 2010
Posts: 439
Default

Quote:
Originally Posted by 5./JG27.Farber View Post
Just got an email from the devs, they have found the bug. We will have to wait for the solution.
5./JG27.Farber this is great news. Thank you.

After they fix bug they can tell us some sort of limit or sliding scale AI v humand and objects we can have in game at once
__________________
__________________
Win7, 64bit Ultra
Asus P8P67Pro MB
Intel i7-2600K
Coursair 16GB (4x 4GB), DDR3-1600MHz
Gainward Nvidia 580GTX 3GB DDR5
850-Watt Modular Power Supply
WIN7 and COD on Gskill SSD 240GB
40" Panasonic LCD
TrackIR5 +
Thrustmaster Warthog stick, throttle & pedals
Reply With Quote
  #3  
Old 08-24-2012, 03:29 PM
5./JG27.Farber 5./JG27.Farber is offline
Approved Member
 
Join Date: Aug 2011
Posts: 1,958
Default

Quote:
Originally Posted by hc_wolf View Post
5./JG27.Farber this is great news. Thank you.

After they fix bug they can tell us some sort of limit or sliding scale AI v humand and objects we can have in game at once
Thats unrelated I dont see how that would come into it. From personal experience 27-40 AI is the max for ~50 players. I also think ground objects have a limit, although it is larger, maybe 2000 max. - for best overall performance anyway.

I am making a multiplay FMB for dummies pdf anyway. It will be ready soon, maybe you can give me feed back.
Reply With Quote
  #4  
Old 08-24-2012, 10:47 PM
hc_wolf hc_wolf is offline
Approved Member
 
Join Date: Jul 2010
Posts: 439
Default

Quote:
Originally Posted by 5./JG27.Farber View Post
Thats unrelated I dont see how that would come into it. From personal experience 27-40 AI is the max for ~50 players. I also think ground objects have a limit, although it is larger, maybe 2000 max. - for best overall performance anyway.

I am making a multiplay FMB for dummies pdf anyway. It will be ready soon, maybe you can give me feed back.
Yes I have a limit of about 2000 objects in channel command and I cap the ai at 20 at the moment for each side. So max can be 40 ai in total at any one time.

So looks like I am spot on.
__________________
__________________
Win7, 64bit Ultra
Asus P8P67Pro MB
Intel i7-2600K
Coursair 16GB (4x 4GB), DDR3-1600MHz
Gainward Nvidia 580GTX 3GB DDR5
850-Watt Modular Power Supply
WIN7 and COD on Gskill SSD 240GB
40" Panasonic LCD
TrackIR5 +
Thrustmaster Warthog stick, throttle & pedals
Reply With Quote
  #5  
Old 08-25-2012, 07:14 AM
Ze-Jamz Ze-Jamz is offline
Approved Member
 
Join Date: Jan 2011
Location: On your six!!
Posts: 2,302
Default

I'll be so glad to see the back end of those ghost dots..
Reply With Quote
  #6  
Old 08-24-2012, 03:33 PM
Warhound Warhound is offline
Approved Member
 
Join Date: Mar 2008
Posts: 228
Default

Quote:
Originally Posted by 5./JG27.Farber View Post
Just got an email from the devs, they have found the bug. We will have to wait for the solution.
Wow, if they actually fixed that i'll be over the moon.
Thanks for helping the devs find the cause Farber.

Reply With Quote
  #7  
Old 08-24-2012, 03:36 PM
ATAG_Colander ATAG_Colander is offline
Approved Member
 
Join Date: Jan 2012
Posts: 214
Default

Quote:
Originally Posted by 5./jg27.farber View Post
just got an email from the devs, they have found the bug. We will have to wait for the solution.
party!!!!!!!!
Reply With Quote
  #8  
Old 08-24-2012, 03:42 PM
engadin's Avatar
engadin engadin is offline
Approved Member
 
Join Date: Nov 2007
Location: Madrid c'est chic!
Posts: 133
Default

Quote:
Originally Posted by 5./JG27.Farber View Post
Just got an email from the devs, they have found the bug. We will have to wait for the solution.
Thanks for your initiative and congrats for the quick positive result achieved from the 1C team.
Reply With Quote
  #9  
Old 08-24-2012, 05:04 PM
5./JG27.Farber 5./JG27.Farber is offline
Approved Member
 
Join Date: Aug 2011
Posts: 1,958
Default

None of it was possible with out BlackSix
Reply With Quote
  #10  
Old 08-24-2012, 06:12 PM
adonys adonys is offline
Approved Member
 
Join Date: Apr 2010
Posts: 850
Default

yeah.. but, forgive me if I am asking.. what about the patch with that fix?
Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 11:50 AM.


Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2026, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.