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#1
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Sadly I have to report a bug.
Something is terribly wrong with the Bf-110D FM! The plane is extremely sluggish, particularly during take off. I highly doubt this was the case in RL. I even did a small test. I compared the Bf-110D with default loadout to a ridiculously heavily loaded He-111H11 (2x 1800kg bombs + 100% fuel), and I actually found taking off with the Heinkel much easier, even without using flaps! The Bf-110 needed almost the whole runway, while the 111 needed around 2/3 only. After dropping the bombs, it also turned far better then the 110. |
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#2
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Quote:
__________________
work hard, fly fast |
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#3
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have found the following issues, maybe not bugs but I thought it was worth mentioning:
1, U2VS has lost its flare load outs, this means any older missions made before 413.3 will now have an empty default U2VS in the mission, so no flares. U2LNB has that load out so the simple short term fix is for the mission builder/user to use FMB to change the planes name in the mission and problem solved. perhaps this can be reintroduced in an upcoming hot fix etc. 2. U2Vs has skis based on using a winter map, quite nice if your on a snowy runway but on a long concrete runway it is not needed. U2LNB does not have skies so no problems there. I have also noticed this with the new Bf110 planes; there is a load out for the C4B variant that has AB 250 cluster bombs, none of the Bf110E and F planes has them, yet they have a quite varied load out of other types of bombs. SB series, if a mission was made using the earlier SB with oval engines it had underwing racks, now that it does not, any older missions made carrying cluster bomb pods etc will have to be re done. |
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#4
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Hello, not a bug, maybe only a refuse (or possibly I'm wrong):
in I-153M63 skin folder there is a custtomization file with cecksum references, but not skin, nor a void btw, thank you for new default skins in mig, I-153 ecc... |
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#5
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I think it's either just missing the Void.bmp skin, or you can use the other I-153 void for this one. the customization file is there for the internalized skins in the *.sfs file and should be there.
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#6
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So if you create a mission with a TestRunway* and a Lerch targeting the runway you can not unchock your plane. It is stuck there.
*also, applies to ships. Don't judge if a mission builder wants to make a Lerche mission taking off from a boat, please, that's beside the point. Last edited by Tolwyn; 02-04-2017 at 06:46 PM. |
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#7
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well, just for kicks i put the u2vs with skies on a frozen lake bed attached to stationary runway 4, spawned with a high nose up skis hanging in the air, hit chocks and bammo it fell into the other plane tucked in behind it. got rid of the stationary runway and it works fine except as always wingman isnt behind you as there is no runway.
i also tried an improvised field using just the runway grass sections in the objects menu, for a single player it will work great, for a pair or more not going to work as planes spawn away from each other, use stationary runway 4 and acts as aircraft carrier so landing planes will de spawn. was wanting to create rough partisan built strip etc, problem is ai wont land on them as no white runway marker to link them to it. single player one plane no problem. not a bug but a fmb tweak, perhaps a short version of stationary runway 4 cut in half would work fine. |
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#8
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Hi guys.
After patch installation all I get is the splash screen and then the game crashes to desktop. Help please. |
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#9
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If you look towards the bottom of the first post in this thread:
http://forum.1cpublishing.eu/showpos...41&postcount=1 I have a discussion on the Patrol waypoint introduced in 4.11m. Icons on the minimap, in COOP mode, will magically appear for the wrong army when the enemy hits their patrol waypoint. |
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#10
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Hello TD. I don't know if someone has already reported it but the BK 3.7 pod on the bf-110 G2 is aiming half a notch too low no matter how the gun convergence is set.
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