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-   -   4.10 Support & Bug Reporting (http://forum.fulqrumpublishing.com/showthread.php?t=17766)

ZaltysZ 12-27-2010 08:56 AM

Quote:

Originally Posted by _RAAF_Furball (Post 207202)
A little more info to hopefully jog someone's grey matter ....
I have a vague recollection that CRT=2 wouldn't allow people to connect when I first installed DS 4.09 .... and then after an unknown period time (and making no other changes), CRT=2 did work ok.

CRT=2 can be affected by differences in OSes. I recall that some guys had problems connecting because of localized OSes (Japanese in their case). Also, if server has W2K and client has XP, CRT=2 can give problems too. Even if OSes are CRT=2 compatible, theoretically there can be a problem if some system components get incompatible due to updates (i.e. server installs Windows updates, client doesn't).

indy 12-27-2010 09:10 AM

Hello TD Guys!
When I read the doc about the 4.10 patch I was wondered about wind existance in he path. Then I tryed to check how it works. Put home base. Set wind speed to 30 m/s. Started a listen server. And spawned on the base. Then I tryed to see the clouds movements. Clouds are still the were they was set while loading. No movements. SO it seems strange to me that we have wind but clouds not moving. As I know there should be a windsock on each airfield to clarify to pilot the direction and strength of the wind. But we have no windsocks. I understand that wind has more complex behaviour an it brings new level of authenticity to the simulation. But it is very strange that we cannot see it via clouds or windsock.
As I know clouds are the texture. Wich is initiated once a map is loaded. So is it possible to move this texture and tile it?
Thanks.

EJGr.Ost_Caspar 12-27-2010 09:33 AM

Quote:

Originally Posted by indy (Post 207230)
But it is very strange that we cannot see it via clouds or windsock.
As I know clouds are the texture. Wich is initiated once a map is loaded. So is it possible to move this texture and tile it?
Thanks.


No, clouds are fixed and autogenerated. Sorry, we cannot do anything about that. Not with the way its currently done (autogenerated).
But we plan to make a windsock object in future.

Viikate 12-27-2010 10:10 AM

Quote:

Originally Posted by Deacon352nd (Post 207061)
Other than the fact that you need to put the mp3 or wav files into the selected radio stations, can anyone give instructions as to how to make this feature work?
Which switches need to to be up or down in the sound options, when can you expect to hear the music you've installed (at engine startup, during flight, when radio switched on, etc), how do you select which radio station to listen to (BBC, Radio Hawaii, etc), by selecting common or army (whatever either of those means) are you the only one to hear if if online or do others?
I've many other questions but since there is not area within the documentation that discusses this feature, I'm forced to ask them here.
Thanks to anyone who can help.

This feature seems to be creating lot of confusion. Please check Gaga's post about this few pages earlier. I'll add my own remarks here:

Basically the AM radio station feature is a mix between the old in game music feature (Crash, InFlight, Takeoff) plus the navigation with NDB beacons. When the radio stations are used in mission, the old Crash, InFlight, Takeoff musics are disabled.

-You need to drop the sound clips into correct folders. For example "samples\Music\Radio\Radio_Honolulu"

-Sound clips must be in correct format. Mp3 with RIFF header & wav extension. I've used tool called CDex to add RIFF header to mp3. I recommend 128Kbps and mono. Stereo is too hi-fi.

-You need to have the corresponding radio tower stationary object inserted in the mission. Position of the radio station is of course relevant, since planes with homing indicator/radio compass can navigate with the station. Radio stations are kind of neutral so "blue" IJN planes can listen "red" Radio Honolulu. Position of the station isn't marked on map, but mission builders should place them to logical places.

-You need to have music enabled in the audio settings and enough volume to hear it.

-You need to have "realistic navigation instruments" difficulty option enabled.

-When in mission, you need to use new keys (must be mapped first) "Next Beacon" & "Previous Beacon" to tune the aircraft's radio to the desired radio station.

Only after this you should be able to hear the samples, but you need to have good reception of the signal. If you are too far away from the station, you only hear static noises.

I noticed that NSU had the mission date in the sound clip itself. This is wrong. Date folder can be inserted under the radio folder, so samples for Pearl Harbor attack could be like "samples\Music\Radio\Radio_Honolulu\19411207\sampl e.wav"

Sample playback is in alphabetical order and the first sample starts it's playback immediately when mission starts. So it would be possible to time certain clips to be played at certain time even player didn't listen to the radio from the beginning of the mission. For example samples\Music\Radio\Radio_Honolulu\19411207\A.wav could play some mellow Hawaiian music for 10 minutes and samples\Music\Radio\Radio_Honolulu\19411207\B.wav could contain some emergency broadcast about Pearl Harbor bombing. And this would be always played at the 10 min mark from the beginning of mission.


Chapter from the guide:

AM Radio Station Objects
As the commercial medium wave (AM) broadcast band lies within the frequency capability of
most RDF equipment, these stations can also be used for navigation just like NDBs. One of the
first RDF developments in the early 20th century was that aircraft used commercial AM radio
stations for navigation. This continued until the early 1960s when VOR (VHF omni-directional
range) systems finally became widespread.
4.10 patch includes several historical radio station objects with generic looking antenna
towers. These are used exactly like the NDBs, but instead of static noise & Morse code, player
can hear music, speech, etc. These audio samples that the radio station plays are placed at
certain folders under "samples\Music\Radio". For example if mission builder places "Radio
Honolulu" radio tower to mission, this station would play audio samples from folder
"samples\Music\Radio\Radio_Honolulu". Since the missions can contain date information in
4.10, it is possible to use date folder inside radio station folder. For example folder
"samples\Music\Radio\Radio_Honolulu\19411207" could contain audio samples for Pearl
Harbor attack mission and these would be played only if mission date is December 7, 1941.
It's also possible to use "X" in place of day, month or year. For example "1940XXXX" would
mean that all missions taking place during 1940 uses this folder, unless there is more precise
date folder given. Audio samples must be the same standard format (Mp3 with RIFF header
and wav extension) as all other audio clips.

_RAAF_Furball 12-27-2010 01:25 PM

Quote:

Originally Posted by ZaltysZ (Post 207225)
CRT=2 can be affected by differences in OSes. I recall that some guys had problems connecting because of localized OSes (Japanese in their case). Also, if server has W2K and client has XP, CRT=2 can give problems too. Even if OSes are CRT=2 compatible, theoretically there can be a problem if some system components get incompatible due to updates (i.e. server installs Windows updates, client doesn't).

Thank you.
Yes, I'm aware of OS incompatibility, but don't believe this is the cause of the problem, as the server was fine with CRT=2 in 4.09.

Ian Boys 12-27-2010 01:43 PM

Quote:

Originally Posted by TheGrunch (Post 207141)
Depends on the terrain, I think, Ian. :)

No, I mean the NDB only EXIST within 30km or so of your flightpath. You can put them elsewhere but Dgen won't bring them into your mission unless they lie along your route.

TheGrunch 12-27-2010 02:53 PM

Quote:

Originally Posted by Ian Boys (Post 207276)
No, I mean the NDB only EXIST within 30km or so of your flightpath. You can put them elsewhere but Dgen won't bring them into your mission unless they lie along your route.

Ahhh, I see. Yeah, DCG has a similar feature with the action radius setting. Unfortunately it's very doubtful that DGen will be updated any time soon.

beta4good 12-27-2010 03:44 PM

Does 4.10 work with the Steam version of Il-2 Sturmovik 1946?
 
Does 4.10 work with the Steam version of Il-2 Sturmovik 1946?

~S~

Beta

Quote:

Originally Posted by daidalos.team (Post 206270)
Dear IL-2 fans,


Even though we have dedicated several months to internal and external beta-testing, it is possible that we might not have been able to identify all issues. Thus, we would like to ask IL-2 community for a feedback related to 4.10 content only. If you find any suspicious issue/bug, please report it in this thread, ideally backed with some hard evidence (screenshots, tracks, etc.).

Thank you.

Daidalos Team.


I/ZG52_Gaga 12-27-2010 04:10 PM

Did anyone try to make a track & play it back?

I made one and in the track the aircraft i'm shooting at is missing

it looks like i'm shooting at thin air....

Anyone else?

Extra Info : I made the track after i tried my mission directly from the FMB

indy 12-27-2010 05:07 PM

Hello TD,
Just noticed a bug with both of D.XXI Sarja.
Took the Lvov map, put home base to the left bottom corner of E13. When spawned on the field noticed that both sarjas slowly move a bit forward and turn to the right. But I didn't touch controls. Engine is off. Even brakes don't stop the craft.
The same is with both Henschels but with the little difference - brakes stop such movement.
Thanks.

PS. Also tried to use FW and SM.79 - they stay there where they were spawned.

BUG detected on clean 4.07->4.08->4.09->4.10 install.

Can someone reproduce it?


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