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  #361  
Old 03-08-2012, 03:54 AM
Whacker Whacker is offline
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Quote:
Originally Posted by Luno13 View Post
Geez, how big is your monitor?

That probably a mistake in the alpha-channel. There should be a hole there with a black ring of burnt metal or fabric, like the rudder.
3 x Viewsonic VA2702w's fed delicious pixels by several ATI 6970's. Hence all my clamoring for the much wider FOV range support.

I've also been petitioning for the game to be a bit more ATI friendly. Don't expect miracles and all kinds of optimization, but there shouldn't be any reason why ATI users can't run water=4 when the Nvidia crowd can.
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  #362  
Old 03-08-2012, 04:59 AM
Luno13 Luno13 is offline
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Yeah, ATI glitches in IL-2 are a major downer: weird blue glow and impossibility to use perfect water without "blocky text" syndrome.

I doubt DT can do anything, and I doubt ATI will do anything for such an old game.

EDIT - for those with slow connections (not me, but they're out there) it would be nice if you cropped and re-sized the image next time.

Last edited by Luno13; 03-08-2012 at 05:02 AM.
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  #363  
Old 03-08-2012, 08:21 AM
Asheshouse Asheshouse is offline
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ATI Radeon Sapphire HD3870 512MB -- Water = 2 -- MTO Map
No weird effects. No blocky text etc.



OpenGl entries in conf.ini as follows:

Code:
[Render_OpenGL]
TexQual=3
TexMipFilter=1
TexCompress=0
TexFlags.UseDither=1
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=0
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=0
TexFlags.UseVertexArrays=0
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=0
TexFlags.ClipHintExt=0
TexFlags.UsePaletteExt=0
TexFlags.TexAnisotropicExt=1
TexFlags.TexCompressARBExt=1

TexFlags.TexEnvCombine4NV=0
TexFlags.TexEnvCombineDot3=1
TexFlags.DepthClampNV=0
TexFlags.SeparateSpecular=1
TexFlags.TextureShaderNV=0

HardwareShaders=1

Shadows=2
Specular=1
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3

Sky=2
Forest=3
LandShading=3
LandDetails=2

LandGeom=3
TexLarge=1
TexLandQual=3
TexLandLarge=1

VideoSetupId=8
Water=2
Effects=2
ForceShaders1x=0

PolygonOffsetFactor=-0.0625
PolygonOffsetUnits=-3.0

Last edited by Asheshouse; 03-08-2012 at 03:15 PM.
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  #364  
Old 03-10-2012, 02:38 AM
Pursuivant Pursuivant is offline
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Quote:
Originally Posted by Luno13 View Post
That probably a mistake in the alpha-channel. There should be a hole there with a black ring of burnt metal or fabric, like the rudder.
That damage texture problem has been there for years. I assumed that it was meant to be that way. A lot of the older planes have really ugly damage textures.

The original skin artists went crazy with the black airbrush tool in Photoshop, so rather than getting realistic "chewed up aluminum" damage textures, damaged planes look like they've been attacked by killer fungus.

And I'd disagree that the Bf-109 has great damage modeling. Sure, on the E series the engine cowl gets knocked askew and you can see the engine, but the perfectly circular "sooty craters" in the wings are neither realistic nor attractive. (Note: I once found a Russian picture of tests of cannon shells against the Bf-109 wing, which is obviously where the original artist got the idea. The only problem is that the tests had the cannon firing at wings turned perpendicular to the cannon shot! So of course the resulting explosion looked nice and round. Entry from a less acute angle would give irregular-shaped entry and exit holes.)

Last edited by Pursuivant; 03-10-2012 at 02:44 AM.
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  #365  
Old 03-12-2012, 10:17 PM
sagittario sagittario is offline
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Default Fw190 a5 weapons

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.
Attached Images
File Type: jpg il2fb 2012-03-12 23-47-27-79.jpg (252.1 KB, 46 views)
File Type: jpg il2fb 2012-03-12 23-48-57-32.jpg (212.5 KB, 43 views)

Last edited by sagittario; 03-12-2012 at 10:31 PM. Reason: Reload attachment
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  #366  
Old 03-17-2012, 11:25 AM
-=MadCat=- -=MadCat=- is offline
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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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  #367  
Old 03-22-2012, 03:07 PM
Phil_K Phil_K is offline
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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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  #368  
Old 03-22-2012, 03:53 PM
sniperton sniperton is offline
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Default please more tech info and fix to track recording

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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  #369  
Old 03-23-2012, 08:55 AM
Aardvark892 Aardvark892 is offline
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Default A/C Freezing up in flight

I've only been able to find one post that spoke of aircraft (AI) freezing up in flight. Unfortunately, now I can't find that post. Hopefully this isn't beating a dead horse, and instead helping out.

I've got a .ntrk of a QMB mission (I don't remember which map) where the lead Mosquito of the second flight just freezes up. I've also seen this two other times. I don't have the details of map/setting/etc. but I'll make sure to record it if I see it again.
Attached Files
File Type: zip FrozenBeaus.zip (774.6 KB, 9 views)
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  #370  
Old 03-23-2012, 09:09 AM
JG27_PapaFly JG27_PapaFly is offline
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Dead pilots can move their head.
I reviewed a track recorded online and saw that head motions of the guy i had PKd were still being transmitted.
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