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  #1  
Old 02-24-2015, 08:19 PM
Woke Up Dead Woke Up Dead is offline
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The Rogozarski IK-3 is extremely tough, it takes many many 20mm shells to bring down, sometimes even more than many many. Wikipedia says it was built out of steel tube, wood, and fabric; not carbon composites, diamonds, and spider silk like its current durability suggests. Perhaps someone at TD could take a look at the damage model?
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  #2  
Old 02-24-2015, 09:10 PM
Pursuivant Pursuivant is offline
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Quote:
Originally Posted by Woke Up Dead View Post
The Rogozarski IK-3 is extremely tough, it takes many many 20mm shells to bring down, sometimes even more than many many. Wikipedia says it was built out of steel tube, wood, and fabric; not carbon composites, diamonds, and spider silk like its current durability suggests. Perhaps someone at TD could take a look at the damage model?
I can believe that the IK-3 is too tough. When it was first introduced to IL2, I recall the IK-3 as being superior to just about all contemporary planes in the game. Subsequent patches seem to have toned down its performance to make it roughly comparable to the Hurricane Mk II. Perhaps someone forgot to take a second look at its DM when they fixed the FM.

That said, fabric-covered, steel frame aircraft could be surprisingly tough, since bullets and cannon shells generally harmlessly passed through the canvas without exploding.

Even if an explosive bullet or cannon shell exploded on contact, it typically just blew away fabric, leaving the steel frame intact. Unlike a monocoque constructed plane, that meant only an increase in drag, but little or no structural damage. The IK-3 DM might be an attempt to model this effect.

Unfortunately, I don't think that IL2 can model drag increases due to damage separately from reductions in structural strength due to damage. Obviously, it can't model different sorts of damage, which leads to the odd situation on some planes where the damage textures show more holes than actual bullets which hit the plane, and which show damage different places than the bullets actually hit.
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  #3  
Old 02-27-2015, 12:24 PM
shelby shelby is offline
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Here is another bug in p47s

Last edited by shelby; 02-27-2015 at 03:35 PM.
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  #4  
Old 03-09-2015, 07:04 PM
yak-9 yak-9 is offline
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i'm interested in flatter modeled effect with this update.particularly for yak family. for early versions flatter starts on 550km/h and does not depend on altitude.on 650km/h plane crashes.it is not right since it should depend on altitude and can not be lower than max horizontal speed. if yak has 580km/h top speed at altitude-flatter should start at least at 600km/h at same altitude.
as far as i understand.
so i consider this as bug!?
thanks fo attention!
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  #5  
Old 03-13-2015, 02:46 AM
JG26_Badger JG26_Badger is offline
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Default Eventlog error with Bridges and Bridge Destruction

S~:

For those of you that enjoy bombing bridges to either stop an opponents advance or to cut off the enemy supply lines there is a bug that has been discovered that is in the IL2 game engine.

We discovered this bug in an SEOW campaign that some participants were reporting that bridges were not registering destruction properly.

Each bridge in a map (both Road Bridges and Railway bridges) is assigned a unique number in the IL2 game. The bridge #'s start with zero (0 to whatever number the game assigns). Many of the maps especially large maps have more than 255 bridges (bridges numbered 0-255). If an AI plane or Client plane bombs and destroys any bridge# 0-255, the bridge destruction is visually displayed correctly in the IL2 game and the eventlog accurately reflects the correct bridge# destroyed. Therefore when the SEOW DCS analyzes the eventlog those events are accurately captured in the SEOW Mission Planner and stats pages.

The problem occurs when a client player (human) bombs a bridge that has a bridge # greater than 255, for example bridge # 256 this bridge will not be destroyed in the IL2 game. Visually it will be undamaged however bridge # 0 will be destroyed. Bridge # 0 will be in a totally different location, this is recorded in the eventlog. So when this is analyzed with the SEOW DCS it records the event and a destroyed bridge at the location according to the eventlog which is not correct. This only occurs with a client player (human), the AI planes will destroy the bridge #256 and the correct bridge # will be displayed destroyed visually in the IL2 game and the eventlog will show bridge # 256 destroyed. A host human that is playing as the host (not using the host seat) will be able to bomb bridge 256 and the eventlog will show bridge 256 destroyed just as the AI plane does.

So the problem is any client that bombs bridges # > 255, the bridge # that will appear destroyed both in the eventlog and visually in the IL2 game will be that (bridge# - 256). As you can see this is a serious problem. I hope members of Team Daidalos will look into this an try an fix this problem with the eventlog.

Thanks
S~
JG26_Badger
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  #6  
Old 03-13-2015, 08:55 AM
=VARP=Thor =VARP=Thor is offline
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Hi,

I've made a post about bridges yesterady, but it never appear here.
So, i can only confirm what Badger wrote

~S~
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  #7  
Old 03-14-2015, 02:26 PM
shelby shelby is offline
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one more bug
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