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

Go Back   Official Fulqrum Publishing forum > Fulqrum Publishing > IL-2 Sturmovik > Daidalos Team discussions

Reply
 
Thread Tools Display Modes
  #491  
Old 11-25-2012, 08:25 PM
FC99's Avatar
FC99 FC99 is offline
Approved Member
 
Join Date: Dec 2008
Posts: 249
Default

Quote:
Originally Posted by maxim42 View Post
One small thing. Strange thing is the fact that during a multiplayer session we can choose every plane (flyable + AI). If so, there should be on each plane's name information wheter it is AI or not. And there is a bug where if you choose the AI plane to fly as your first choice - the plane is without possibility to steer, control (firstly you have to choose a flyable one and then AI to make it steerable). Greetings
That's a long known bug that was universally accepted by players as a feature and it remained in game on players request therefore we don't have plans to change this.
__________________
Reply With Quote
  #492  
Old 11-26-2012, 12:58 AM
IceFire IceFire is offline
Approved Member
 
Join Date: Apr 2008
Posts: 1,879
Default

Quote:
Originally Posted by Aviar View Post
If you are talking about a Dogfight server, the host will choose which planes are 'flyable'. Not every server has all planes as flyable. In fact, most have a limited flyable planeset.

Also, there is no real 'bug' here. The only reason you can 'fly' particular (no cockpit) AI planes online is because the IL-2 exe has been hacked and modded. This 'feature' is actually an unauthorized 'mod' and to say that there is a 'bug' involved because the 'feature' does not perform up to your standards is stretching the issue quite a bit.

I suspect you are new to IL-2. I suggest a little more patience and investigation before posting 'bug' reports. This game has been around for over 10 years and the community is well aware of most of the serious issues.

Welcome to IL-2.


Aviar
Actually, even before modding, you could put the internal code name for an aircraft in the Homebase section of a .mis file and be able to select that aircraft and fly it. We use that feature on UK-Dedicated on some scenarios to fly heavy bombers (B-17s for example) and have done so for many many years.

It's a bug but its a beneficial one in the right circumstances. This one has proved useful and I'm pretty glad it exists. We try and put instructions on the briefing of any scenario that uses that so that players are aware (if they RTFM).
__________________
Find my missions and much more at Mission4Today.com
Reply With Quote
  #493  
Old 11-26-2012, 12:54 PM
maxim42 maxim42 is offline
Registered Member
 
Join Date: Jan 2010
Posts: 13
Default

Thank you for the explanation. It is nice that we can fly both flyable and AI planes. The only disturbing thing is that if I chose AI as a first plane during the multi session, I can't steer it. To steer it I have to chose the flyable one firstly. And at the beginning the camera is disturbed as AI planes haven't got cockpits. Greetings!

EDIT: I have just noticed that in BI-6 plane the wing engines are still working even without fuel.

Last edited by maxim42; 11-26-2012 at 08:55 PM.
Reply With Quote
  #494  
Old 11-28-2012, 08:14 AM
D-XXI D-XXI is offline
Approved Member
 
Join Date: Dec 2010
Posts: 11
Default Incorrect flaps on RE2000

The flaps on the Reggiane RE2000 are working the opposite as you would expect.
While retracting them you get a nose-up effect where as all the other planes you get a normal nose-down effect because of the decrease in lift.
Reply With Quote
  #495  
Old 11-28-2012, 02:07 PM
EJGr.Ost_Caspar EJGr.Ost_Caspar is offline
Approved Member
 
Join Date: Dec 2007
Posts: 939
Default

Quote:
Originally Posted by D-XXI View Post
The flaps on the Reggiane RE2000 are working the opposite as you would expect.
While retracting them you get a nose-up effect where as all the other planes you get a normal nose-down effect because of the decrease in lift.
The problem is, what you 'expect' and what you call 'normal'.
In fact, the Re2000 is the only plane in game so far, that has its flaps behaviour modeled correctly. At least, such behaviour would be correct for most planes, but in detail it depends on the type of the flaps and their position relative to the CoG.
__________________

----------------------------------------------
For bugreports, help and support contact:
daidalos.team@googlemail.com

For modelers - The IL-2 standard modeling specifications:
IL-Modeling Bible

Last edited by EJGr.Ost_Caspar; 11-28-2012 at 02:11 PM.
Reply With Quote
  #496  
Old 11-28-2012, 09:20 PM
D-XXI D-XXI is offline
Approved Member
 
Join Date: Dec 2010
Posts: 11
Default

Thank you for your answer. I thought it could be a simple fix, being only the RE2000.

Looking at your explanation: In fact, the Re2000 is the only plane in game so far, that has its flaps behaviour modeled correctly. I would like to change the text of my my bug report to:

All planes except the RE2000 have incorrect flap behaviour.

But you already know it and I can imagine that it will be a lot of work to model this correctly for all planes. The wonderful things you are working on now are more important to me. Thank you for your commitment and devotion to IL2 and it's fans.
Reply With Quote
  #497  
Old 11-29-2012, 12:33 PM
Blaf Blaf is offline
Approved Member
 
Join Date: Feb 2012
Posts: 51
Default

Quote:
Originally Posted by EJGr.Ost_Caspar View Post
The problem is, what you 'expect' and what you call 'normal'.
In fact, the Re2000 is the only plane in game so far, that has its flaps behaviour modeled correctly. At least, such behaviour would be correct for most planes, but in detail it depends on the type of the flaps and their position relative to the CoG.
Huh
these are pretty surprising news! Good to know...
Reply With Quote
  #498  
Old 11-30-2012, 10:00 PM
Bolelas's Avatar
Bolelas Bolelas is offline
Approved Member
 
Join Date: Jan 2010
Location: Portugal, Sintra
Posts: 141
Default

But, has Caspar said, it depends on the center of gravity and other stuff, so you can not say that all other planes are incorrect. I think in the spitfire manual it says, after flaps, aply trim down, but not sure, i will check that one.
Reply With Quote
  #499  
Old 12-01-2012, 03:28 AM
idefix44's Avatar
idefix44 idefix44 is offline
Approved Member
 
Join Date: Dec 2010
Location: France
Posts: 139
Default

In real life, on Spitfire, flaps are only used to take-off and land.
When you take-off or land, trims must be in neutral position...
Reply With Quote
  #500  
Old 12-01-2012, 12:19 PM
Bolelas's Avatar
Bolelas Bolelas is offline
Approved Member
 
Join Date: Jan 2010
Location: Portugal, Sintra
Posts: 141
Default

As far as i know flaps in the spitfire only have 2 positions, up or fully down, so they can only be used for landing.(as far as i know, this is just my 2 cents ) I have a copy of a spitfire manual that came with a game i bought for MSFS9, and for take off, flaps must be up.
But the question here is , when flaps are applied, what sould be the aircraft behavior,-nose up, or nose down- (no mather what for you are aplying flaps, or the amount). In this manual i have (from Just Flight), and it claims to be a copy from the original, it says: "change of trim... Flaps down ----- nose down", so i can understand if nose down is to be applied, putting the flaps down brings the spitfire nose up, and, in the case of our game (1946) the spitfire is correctly modeled.
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 09:34 AM.


Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.