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#1
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Hi DT,
Holes are missing in damaged P-40 (I believe M in this case) : ![]() Textures of placards by the engine controls in the Pe-2 cockpit are flickering:
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#2
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Hi,
I noticed this inaccuracy: The mission was a bombing with a U17-type configuration (see screen shot). As you can see, the menu choice of weapons, the two guns are visible outside. As before take off the two cannons are no longer visible (see screen shot). Why? I think that in the configuration U17 were removed the guns outside. In this case the error is only in the menu screen to choose the weapons. Thank you for reply. Last edited by sagittario; 03-12-2012 at 10:31 PM. Reason: Reload attachment |
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#3
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This is going to be a longer one and mostly not related to 4.11 directly, but as there is no other bug report thread I will post it here.
As we all are now required to fly with more attention to our engines and temperatures, I noticed some things with instruments whereupon I (briefly) checked all cockpits. The results: A20: - Carb Air Temp needles are free floating in the instruments (no attachment to a shaft) F4F / Fm2: - Oil Pressure runs counter clockwise - Fuel Pressure remains low F6F: - Underbelly cowl flap "opens" to the inside - Fuel Pressure gauge works as fuel quantity gauge (on that note I didn't find a dedicated fuel gauge) - Oil Pressure goes off the limit all the way to maximum indicatable by the instrument I-250: - Free floating needles for Oil and Coolant Temperatures - Oxigen Quantity needle missing IL-10: - Oil and Coolant Temperature needles free floating P-38: - Fuel needles flicker against each other when overlapping P-51: - Free floating RPM needle - Compass needles flicker against each other when overlapping - Altimeter needles free floating - Carb Air Temp needle free floating Pe-2 (110 + 350) + Pe-3 bis: - Missing needle for Air Pressure SBD: - Oil and Fuel Pressure too high Yak: - Fuel Pressure needle low and not moving when engine runs - (Yak-1B only) Fuel Pressure needle on the wrond side (ccw) A6M: - Fuel Pressure needle not moving when engine runs - Oil Pressure goes all the way to max indicatable - Oxygen Quantity 0 (maybe intended this way) Bf109: - Fuel Pressure low and not moving when engine runs D3A: - Fuel Pressure low and not moving when engine runs - Oil Pressure goes all the way to max indicatable - Orange lever to the left is translucent from the top, looks like its placed upside down, the bottom wouldn't matter to be translucent Fw190: - Fuel Pressure low and not moving when engine runs - (A-4, -5, -6) MG warning lights are lit until nose ammo is empty (maybe correct, but in my eyes a warning light should indicate the other way around) He111: - Fuel Pressure low and not moving when engines run - Oil Pressure goes all the way to max indicatable - Bombsight elevation indicator on the LotFe runs the wrong direction (indicates 60° when bombsight actually faces straight downwards) Hurricane Mk.I: - No needle for Oil pressure - Fuel Pressure moves with boost (maybe intended this way) Ju87: - Fuel Pressure low and not moving when engine runs Ju88: - Oil Pressure goes all the way to max indicatable Mc202: - Manifold Pressure needle rotates aroung the wrong axis (Y axis instead of Z axis (Z pointing out the instrument)) Ta152: - Fuel Pressure low and not moving when engine runs It may be quite likely that I simply misunderstand how some instruments work or what they are supposed to indicate (quantity wise). Or if some things fall under the advise "please don't go by cockpit gauges, they aren't always accurate". Please correct me if things in here are wrong either way ! Good day everyone ! Last edited by -=MadCat=-; 03-20-2012 at 09:22 PM. |
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#4
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I don't know if this has been already mentioned, but the behaviour of AI escort fighters needs looking at. When enemy fighters attack the bombers they are set to, they go into the same pull-away-and-get-altitude routine they do when they're on a normal patrol point - i.e. they leave the bombers to get blown out of the sky.
Makes all escorted missions unplayable really. |
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#5
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Hi all, I put this here although it could also be categorized as a wish-list:
1. As complex engine management has become more crucial than ever before, a bit more technical info on flyable planes would be all the more welcome. (Type of propeller, RPM limits, recommended supercharger stages as per altitude, etc.) I'm sure most of these specs are known and used to model flight characteristics, so why not could they become common knowledge? (BTW, the old object viewer is completely obsolate at the moment, why not to use it for essential info?) 2. It has been reported many times that recorded tracks (also ntrk ones) do not show exactly what was showing in real time. Is there any hope/chance that it could be fixed? 3. I encountered similar problems in 'live' QMB missions. I experimented a bit with various fighters in a 4 to 4 situation, being all other settings equal for both parties. The planes were on AI, I only watched the combat from outside, then changed plane types, and repeated. On the 3rd or 5ft run I observed planes firing into the air while others, being a mile away, reported being shot at. I'll try to document this space warp with Fraps (since game-intern recordings are unreliable). Anyway, thanks DT! |
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#6
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Quote:
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It's not a bug, I experienced this "issue", which is not really one, in my Fw 190 & Ta 152 modpack, the MgFF of the Fw 190 A5 aren't loadouts like external Mg151/20 as on the Fw 190 A8, these are only simple meshes that you make appear-desappear in the java classes regarding the loadout you choose, as you can see it work perfectly ingame, that it's the most important thing, but not in the menu screen where you choose the loadouts because in it you see all the meshes, hidden or not, which compose the plane. Last edited by Claymore; 04-07-2012 at 01:40 PM. |
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#7
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Has anyone noticed the tires on F4Fs. They look like AC skins look when they no longer fit the airplane. Any solutions, or ideas?
Thanks |
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#8
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Quote:
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#9
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That's interesting. The tires are flawed, as I said, no matter what skin I add. The tail wheels are merely white, uncolored, outlines. Have you any ideas about causes or solutions?
Thanks for your response. |
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#10
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Dear DT Members, yor job is really fantastic, your new putch 4.11 is really great, THANK YOU! However some bugs take place unfortunately. One of them has recently detected by me. Please, see description below and please forgive my possible mistskes in English (I'm not native speaker).
BUG NAME: Wrong statistic in 4.11 Campaigns if NTRK record is ongoing while exit from the mission. Error description: If we play any campaign in 4.11 and NTRK record is ongoing while our exit from the mission, the player will be credited with the loss of his aircraft. Explanation of error: The course of "investigative experiment": 1) Start any campaign (screenshot 1) 2) Turn on the NTRK record, immediately turn it off (screenshot 2) or don't make record at all. 3) Exit from the mission and evaluate the results of flight (screenshot 3) - players aircraft lost -0 (that's truth). 4) Repeat the same mission, turn on the NTRK record (screenshot 4) and exit the mission, while the track record is ongoing (as always before) 5) Then evaluate the results of flight (screenshot 5) - aircraft lost players - 1, although we did not turn on the engine at all, and in fact player's aircraft hasn't any damage. Now (at 4.11), such event has place always, when any player forgets to turn off the NTRK record before exit. The stability of detection: Always. Screenshot or video: Attached. Software version, hardware configuration, OS version, third-party software (running at the time of display): not affected. There weren't such cases in previous versions of the game. Is it possible to fix it? Thank you in advance. Best regards. |
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