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#1
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Maybe you have a corrupted install? I don't know. *Are you sure you installed the 4.11.1 patch correctly? Does it say 4.11.1m when the game is loading? There was an overheat issue with the jets in 4.11 but it's fixed in 4.11.1. Aviar
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Intel i7-4790 4-Core @3.60GHz Asus Z97-C Motherboard 16GB DDR-3 1600 SDRAM @800 MHz NVIDIA GTX 760 - 2GB Creative SB ZX SBX Logitech X-530 5.1 Speakers 27" AOC LED - 2752 Logitech G15 Gaming Keyboard CH FighterStick-Pro Throttle-Pro Pedals Logitech G13 Gameboard GoFlight GF-T8 Module WIN 8.1 Last edited by Aviar; 04-29-2012 at 03:20 PM. |
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#2
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Not sure what's different this time and what I saw. I only had the modified exe from mod 4.11 (ton) and the soundpack, nothing else. I'm now back with a completely standard and default install of 4.11.1. Thanks and regards, Mark Ps. If I remember correctly, I was sober at the time I tested this. Can't be sure of course. Too drunk most of the time.
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Intel Core i7 2600 @ default clocks MSI P67A-GD65A Motherboard Vertex2 SSD Raid1 1 Tb data disk 8GB DDR3-1600 MSI Geforce 680GTX @ default clocks Hotas Cougar X-Fi Music |
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#3
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Together with some other pilots, I have experienced this weird freeze phenomenon, seemingly caused by static runway objects. We have used these objects to form "tunnels" in the valleys for several air racing courses. Whenever one flies close to several of these runways, the screen freezes, all HUD and all text disappears, only the plane icons are left besides the picture itself. Also, as seen in the picture, the cockpit textures also disappear. It happens when you are in cockpit view, or have atleast one other plane in sight in external views.
Here is a screenshot of what happens: ![]() Screenshot by Tommy- This must have something to do with the 4.11 patch, since we have used the same racing courses in previous versions without ANY problems like this. If there is a way to solve this, I thank you in advance.
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~~~~~~~~~~~~~~~~~~~ Redguys Air Racing Team Member A4 www.simairracing.com "The fastest pilots of the online world..." |
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#4
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I came across a quirky little bug in the FMB in version 4.11.1. It concerns the 'Waypoint Options' feature.
If you use this feature and set a particular waypoint to 'Patrol', the flight (in the MIS file) might look something like this: [USN_VF_10A00] Planes 1 Skill 1 Class air.P_38J Fuel 100 weapons default [USN_VF_10A00_Way] TAKEOFF 39257.95 18077.12 0 0 &0 NORMFLY 34876.31 20568.50 500.00 300.00 &0 TRIGGERS 0 0 0 5 0 0 <-----------------------Patrol Settings! NORMFLY 24124.97 17979.00 500.00 300.00 &0 NORMFLY 42218.69 11161.08 500.00 300.00 &0 LANDING 40639.26 17279.62 0 0 &0 In the example above, the 'Triggers' line contains the Patrol settings. So far, no problems. If you load this mission into the FMB and click on the Patrol waypoint and change it to a 'GAttack' waypoint, you will have problems. If you try to reload the mission, you will get a 'Loading Mission' error (see 1st screenshot). That particular flight will not load into the mission. Also, depending on the particular mission, you may lose other flights or even other units, such as vehicles and ships. Below is what the MIS file will look like if this happens: [USN_VF_10A00] Planes 1 Skill 1 Class air.P_38J Fuel 100 weapons default [USN_VF_10A00_Way] TAKEOFF 39257.95 18077.12 0 0 &0 NORMFLY 34876.31 20568.50 500.00 300.00 &0 GATTACK_401 31500.13 28009.22 500.00 300.00 &0 TRIGGERS 0 0 0 5 0 0 <--------------------------This line should not be here!! NORMFLY 24124.97 17979.00 500.00 300.00 &0 NORMFLY 42218.69 11161.08 500.00 300.00 &0 LANDING 40639.26 17279.62 0 0 &0 The bug is that the TRIGGERS line is not deleted when the GATTACK line is added. This leads to the 'LOADING MISSION' error. In any case, this flight will not appear in the mission. A quick workaround is to manually delete the TRIGGERS line from the MIS file. To prevent this issue from happening in the first place, always change your Patrol waypoints back to normal, SAVE, and then proceed. *Just a little comment from me; One reason this problem may arise is because the 'Normfly' waypoints and the 'Patrol' waypoints all look the same. I could have sworn we had requested that DT add something to the Patrol waypoints so that the mission builders could tell the difference between the two. The way it is now, we have to click on every waypoint in order to find out which are Normfly and which are Patrol. Clicking the 'Prev' or 'Next' waypoint buttons does not help because a Patrol waypoint is still displayed as 'Normfly' (see 2nd screenshot). You would need to click on the 'Waypoint Options' tab and then click on each tiny waypoint to find the information (see 3rd screenshot). We really need a graphical clue that a particular waypoint is a Patrol waypoint.....please. Thank you. Aviar
__________________
Intel i7-4790 4-Core @3.60GHz Asus Z97-C Motherboard 16GB DDR-3 1600 SDRAM @800 MHz NVIDIA GTX 760 - 2GB Creative SB ZX SBX Logitech X-530 5.1 Speakers 27" AOC LED - 2752 Logitech G15 Gaming Keyboard CH FighterStick-Pro Throttle-Pro Pedals Logitech G13 Gameboard GoFlight GF-T8 Module WIN 8.1 |
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#5
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Here is another little map (Kyushu) bug:
Vehicles cannot completely cross the bridge in grid AO-10. They get stuck on the eastern end of the bridge (see screenshot). Aviar
__________________
Intel i7-4790 4-Core @3.60GHz Asus Z97-C Motherboard 16GB DDR-3 1600 SDRAM @800 MHz NVIDIA GTX 760 - 2GB Creative SB ZX SBX Logitech X-530 5.1 Speakers 27" AOC LED - 2752 Logitech G15 Gaming Keyboard CH FighterStick-Pro Throttle-Pro Pedals Logitech G13 Gameboard GoFlight GF-T8 Module WIN 8.1 |
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#6
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I really appreciate all your hard work you are putting into this simulator, but it would be nice if you could look into this issue. We now have several tracks with the same problem and fixing them isn't always easy, as you need several players flying relatively close together for this bug to occur. Thanks |
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#7
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http://files.tolwyn.com/multiengine_weirdness_4111.zip
There's an issue with multi-engine aircraft that doesn't make sense to me. The example I'm showing is BF110 G2. I have the mission and the NTRK. When in flight, you have the ability to select engines 1 (L) and 2 (R). In flight, have both engines selected and at 80% or whatever. SELECT engine 2, throttle DOWN, Turn off, then Feather (proper procedure to simulate an engine failure). SELECT engine 1 (or both, doesn't matter). Without touching engine 1, or the throttle, or pitch (it's automatic), simply deselect engine 1. The RPMs go through the roof, when they shouldn't. The prop pitch is not being (should not be) affected, but it is. My guess is there's a problem with feathering and multi-engine aircraft. Please refer to NTRK and the mission to recreate. Thank you. Tolwyn http://files.tolwyn.com/multiengine_weirdness_4111.zip |
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#8
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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. |
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#9
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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.
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---------------------------------------------- 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 03:11 PM. |
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#10
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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. |
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