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#1
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Quote:
In this case the defaults skins as displayed in the setup screens (although these are summer skins) all loaded correctly. If I can find the time (and energy) I might see if I can reload the game and patch it to 4.12 to see what the go is with that version of the build.
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Spud |
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#2
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Quote:
If I can find the time (and energy) I might see if I can reload the game and patch it to 4.12 to see what the go is with that version of the build.[/QUOTE] OK found another backup on a portable drive, turn's out that I've got many, many gigs of hard drive space (and memory sticks) dedicated to IL2 storage. This build in this case is 4.11.1m and it would appear the same issue as found in the current build also exists here with this one, in that the default winter skins that are displayed in the QMB setup screens are not those that get loaded into the mission (the G.50 and the Blemheim use the same skin for winter or summer but when the Slovakia Winter map is selected these summer skins are not loaded and instead some unrelated skin appears in the mission). As I said above in build 4.10.1m there are no specific winter skins for the mentioned types, however the default skins that are displayed in the QMB setup are what gets loaded to the mission, so from this I can only deduce that the cause of the issue seems to occur after this build.
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Spud |
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#3
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This is more of a pro-active 4.13.1 or 4.14 spell-checking nitpick than a 4.13 bug, but here goes.
In the techniques.properties file of the i18n folder, for English localization the word "Vehrmacht" should use the standard German spelling, "Wehrmacht". It would also be helpful if the armored cars in the Stationary Objects - Artillery section were moved to the "Vehicles" section unless there is some reason why they should be there. |
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#4
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"Vehicles" section: vehicles are moving objects.
Stationary Objects - Artillery: vehicles are statics objects, but can shoot. Some vehicles are in the 2 sections... |
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#5
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here is a bug in tb3
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#6
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in all ki-45 altimeters a cursor is missing
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#7
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That bug is actually a misplaced part, which also makes the DM for that portion of the TB3 incredibly weird.
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#8
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Current Train AI has it ignoring any object placed on a railroad track and passing right through obstacles which should derail or destroy it.
Obviously, this isn't an issue for a well-designed mission, since who's going to put obstacles on a railroad? But, it could be an issue if an aircraft lands on a railroad track or if the mission builder deliberately places an object on the tracks to make a train destroy itself. There could be very simple AI that makes trains slow and stop if there is any object on the rails ahead of them out to some distance (perhaps 2 km during the day under clear conditions, less for rain/snow and/or night). Trains and ground vehicles also ignore bomb craters from bombs which hit roads or railroads. Realistically, a big enough crater should stop or derail a train, or make a vehicle crash if it can't avoid it. The simplest solution to deal with this problem would be to make bombs spawn bomb crater objects when they explode on a railroad track or road section. Bombs that land elsewhere would still spawn the current bomb crater texture. Currently, the bomb crater object makes ground vehicles do the "bump, back up and turn" collision avoidance routine. Adding simple AI for trains, as described above, would make the bomb crater object into an effective roadblock for railroads as well. or if bomb behavior was altered so that bombs on roads and railroads spawn bomb crater objects. Last edited by Pursuivant; 03-21-2016 at 12:32 AM. |
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