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

JAMF 12-26-2010 10:21 AM

Quote:

Originally Posted by Aviar (Post 206834)
In other words, the bombs will travel a greater distance in 2 seconds if released in a steep dive. Thus, the need to release them from a higher altitude. I hope that clears it up for you.

Aviar

The reverse should then also apply. One should be able to fly in at 5-10m above the waves, then nose up and release the bomb, so it gets an arc that will not necessarily travel above 25m but still fly for at least 2 seconds.

This will not be a good method though, as it's not a very stable launch and will raise you into view of the AI gunners and will be hard to reproduce successfully every time. :)

Wutz 12-26-2010 10:29 AM

Quote:

Originally Posted by JAMF (Post 206891)
The reverse should then also apply. One should be able to fly in at 5-10m above the waves, then nose up and release the bomb, so it gets an arc that will not necessarily travel above 25m but still fly for at least 2 seconds.

This will not be a good method though, as it's not a very stable launch and will raise you into view of the AI gunners and will be hard to reproduce successfully every time. :)

Well the funny thing is as of 4.10m the bomb casing not the detonator touching something makes the differance. Also try dropping at 25m and see what happens! I can tell you absolutely nothing! At 40m the same, at 60m you can hit finally, at 70m you are dead reguardly what kind of a delay you have set, as now we know that mechanical and chemical detonators reset themselves automaticlly when not dropped at the exact right height.
I should maybe write my former instructors with whom I did my EOD training that they told us a bunch of bull about how mechanical detonators work.....
Sorry the momentary solution for skip bombing is straight out of the funny farm.

slm 12-26-2010 11:05 AM

I wanted to test 4.10 in online environment. Not too many 4.10 servers yet, but I found one that had 4.10, FBDj and said mods allowed. In this server when I had a 2-engine plane, starting engines didn't work. First I did: Select all engines, then start engine - but nothing happened.

These same commands worked when trying in a COOP server I hosted myself (no mods or FBDj). Also in this problem server starting the engine was succesful when the plane had just 1 engine.

pupo162 12-26-2010 11:11 AM

Quote:

Originally Posted by slm (Post 206904)
I wanted to test 4.10 in online environment. Not too many 4.10 servers yet, but I found one that had 4.10, FBDj and said mods allowed. In this server when I had a 2-engine plane, starting engines didn't work. First I did: Select all engines, then start engine - but nothing happened.

These same commands worked when trying in a COOP server I hosted myself (no mods or FBDj). Also in this problem server starting the engine was succesful when the plane had just 1 engine.

to start a multi engined plane you have to select engine 1 - start. engine 2 - start. starting both at the same is not possible in this game.

slm 12-26-2010 11:30 AM

Like I wrote earlier, starting both engines at the same time *is* possible in 4.10.
I've tried both COOP and dogfight servers where I created the server.

robtek 12-26-2010 11:45 AM

@wutz
Might it be possible that you have a kind of obsession with this bomb arming workaround
in this game full of workarounds?
This solution is not 100%, so what, it is closer to reality than in 4.09 -> that says for me -> great, good job.

@Arsenal53

to be disappointed by a present??? I really dont know, i think we are lucky to get anything at all!
The chuzpe of some people is really something to wonder about.

Ian Boys 12-26-2010 12:00 PM

Confirmation: BK 3,7cm on the 110G2 is messed up.

Ian Boys 12-26-2010 12:01 PM

I don't know if you can change it but NBD's don't work in DGen. This is a HUGE pity for me. Any way to change that?

pupo162 12-26-2010 12:11 PM

Quote:

Originally Posted by slm (Post 206923)
Like I wrote earlier, starting both engines at the same time *is* possible in 4.10.
I've tried both COOP and dogfight servers where I created the server.

missed your post on that, sorry, cant help :(

II/JG77Hawk_5 12-26-2010 12:40 PM

Solomons Aug 42 Map

Square tree tile in the water at Shortland SPB. Won't pass for mangroves I'm afraid.

http://i3.photobucket.com/albums/y87...h/grab0000.jpg


Cheers,
Hawk 5

Wutz 12-26-2010 01:01 PM

Quote:

Originally Posted by robtek (Post 206929)
@wutz
Might it be possible that you have a kind of obsession with this bomb arming workaround
in this game full of workarounds?
This solution is not 100%, so what, it is closer to reality than in 4.09 -> that says for me -> great, good job.

@Arsenal53

to be disappointed by a present??? I really dont know, i think we are lucky to get anything at all!
The chuzpe of some people is really something to wonder about.

Ah yes and what gives you that impression? Are you a EOD specialist?
The bomb arming is rubbish! And yes I took EOD training I know how those darn things work. 4.09 was closer to reality that this fabrication. Maybe next say if a feather touches a bomb it will go off right away too.......I mean who cares fantasy is the limit.........

Azimech 12-26-2010 01:05 PM

Quote:

Originally Posted by Arsenal53 (Post 206927)
this is not a message to report a bug.

Personally I'm disappointed to have waited so long for a result as poor.
Apart from one or two new feature (G limit, radio compass ...) This patch is a small compilation of mods already out, the real expectations are not there (AI vision, triggers ...). Have ignored a bunch of other interesting stuff and make a poor attempt to make all incompatible with the mods disappoints me from the the team established

Your first post on this forum, already a rant. There are better ways to introduce yourself. Your name will be stuck in my memory as "that one".

Maybe someone will be kind enough to teach you the concept of gratitude, if you're lucky.

Azimech 12-26-2010 01:14 PM

Quote:

Originally Posted by Ian Boys (Post 206935)
I don't know if you can change it but NBD's don't work in DGen. This is a HUGE pity for me. Any way to change that?

Would be even cooler to have a program automatically add a number of beacons, both blue and red, on every map and every mission.

If I could code... I would do it myself.

LoBiSoMeM 12-26-2010 01:41 PM

I like G limits and better joystick setup into IL-2.

Good work in these two points. And I can skip bombing with the new fuse delay, but don't like it a lot. I don't know how a bomb reacts bouncing in water, really. Maybe going back will be good.

Didn't notice big bugs until now, and as a whinner claiming for 6DOF and bigger FOV, I need to recognize that I like a lot the new G limits setting: really change the gameplay to a new level. Congrats for that, one BIG step and a real OFFICIAL PATCH inovation, as the improved interface and options.

Happy new year. Good work.

TheGrunch 12-26-2010 01:52 PM

Quote:

Originally Posted by slm (Post 206923)
Like I wrote earlier, starting both engines at the same time *is* possible in 4.10.
I've tried both COOP and dogfight servers where I created the server.

...but it depends on whether the difficulty option 'Separate Engine Start' is checked.

I/ZG52_Gaga 12-26-2010 01:56 PM

ZUTI version you got is crippled with no RRR therefore is NOT GOOD!!!!


BK cannon is gone FUBAR


when you got the turbulence & stuff even in moderate but with a bad choice of degrees of wind direction, Ais lose their tail wheels (as in.. they brake tested with BF110)

I have no way to evaluate the new Wind situation - All i can say is that, it is interesting,
and makes things very difficult - It kind of reminded me of FSX but a bit more violent in a sense. (forget about FFB when in turbulence , i will probably lose my MS FFB2 as in disintegrate)

Beacons Meakons & Radio is BEAUTIFUL - MOST - Important work EVER!!!! - after ZUTI's MDS (not the version you give)

Torpedoes & stuff is nice & compelling

The New Bomb fusing situation is a bit confusing but if it is the correct way
Then we should adapt to it ….

General evaluation :

Congrats!

FS~Phat 12-26-2010 02:06 PM

spitfire level flight
 
Hi guys,

Firstly absolutely fantastic job on the upgrade!

I was wondering if the below is a bug or part of the new spitfire flight model?!?!

I seem to require about 30% negative elevator trim to maintain level flight under anything above moderate up to full power. Is this now normal behaviour?

(more info)
I have an x52pro stick and g19 keyboard both with plugins to show joy stick axis and trim percent at the same time, one on each display. With the stick centred at zero input i have to wind on about 30% neagative trim to stay in level flight. I realise the spit has a strong tendancy to climb when under power but 30% trim down seems excessive! Its even visible externally as a notable down elevator deflection!

Also any chance of letting us know what flight model characteristics were adjusted on the spitfire?

slm 12-26-2010 02:44 PM

Quote:

Originally Posted by TheGrunch (Post 206967)
...but it depends on whether the difficulty option 'Separate Engine Start' is checked.

Yes, that was the reason.

Flanker35M 12-26-2010 02:48 PM

S!

Other planes require some nose down too, so I think not only the Spitfire.

FC99 12-26-2010 03:37 PM

Quote:

Originally Posted by I/ZG52_Gaga (Post 206969)
when you got the turbulence & stuff even in moderate but with a bad choice of degrees of wind direction, Ais lose their tail wheels (as in.. they brake tested with BF110)

I have no way to evaluate the new Wind situation - All i can say is that, it is interesting,
and makes things very difficult - It kind of reminded me of FSX but a bit more violent in a sense. (forget about FFB when in turbulence , i will probably lose my MS FFB2 as in disintegrate)

Please, send as the mission where you have problems with wind to
daidalos.team@gmail.com
and we will take a look.

FC

JG52Uther 12-26-2010 03:48 PM

There is something screwy with the new QMB.Several times,after setting up a mission the main il2 screen flashes up before the mission starts loading.
Twice now,in the Normandy1 map,I chose a He111 H2,in blind flying conditions at night,and when the mission started I had no plane.It was the same sort of thing as picking a plane in the FMB and not making it flyable.
Restarting the mission made it work,but for now the QMB is certainly showing its 'mod' origins.

SkyFan 12-26-2010 03:53 PM

Pink Test-Runways in NTRK-records
 
3 Attachment(s)
Dear DT members, thank you for great job, however, unfortunately, there are few problems possible connected with new patch. I use Russian version of the game, so forgive me please possible incorrect translation some terms from Russian to English, but I hope enclosed images would help you to understand what I exactly mean.
First problem concerns pink color of Stationary Ship\Test-Runways No 4 in ntrk-records. So, more details.
As you can see at the first image, Test-Runway No4 has now pink color (in redactor during mission building). That's fine, it's boards are visible for builder, moreover these Test-Runways are clear diring game (see second image). Everything seems convenient at the first view. But when viewing ntrk-record pink color returns (see third image) :confused:
Situation with test-Runways No5 & No6 is the same. Moreover this issue concerns also other ntrk-records created in previous versions of game (if Test-Runways No4 were used there).
That's why I would like propose you next simple solution:
1) Rename recent Pink Test-Runway No4, No5 & No6 for example to No4B, No5B & No6B correspondingly ("B" means "Building")
2) Restore previous version of CLEAR Test-Runvay No4 with its native name (as in 4.09m)
3) Create also create clear versions of Test-Runways No5 & No6.
It would give to players possibility to use pink objects during mission-building only. When airfild created using Test-Runway No4 (or No5 or No6) would be ready, builder can replace them to their clear analogue and avoid incorrect playback of ntrk records/
Thatk you in advance.
Sincerely.

28_Condor 12-26-2010 04:42 PM

S!

Quote:

Originally Posted by _RAAF_Furball (Post 206867)
I also have a 410m dedicated server set to CRT=2 in confs.ini and no-one can connect - they also receive the Timeout = 1 error.

CRT=1 won't allow them to connect either.

RAAF,

This problem is possibly due to a modded instalation, we had this problem trying crt=1 in our server and only, at this moment, work with clean installation in server and client side.

BUT yet my question about how to configure the new options was not answered:
http://forum.1cpublishing.eu/showthr...d=1#post206812

:(:(:(

Cheers!

TheGrunch 12-26-2010 04:58 PM

Seems like if you choose 2x250lb bombs with the Spitfires you only get one.

Aviar 12-26-2010 05:33 PM

Quote:

Originally Posted by TheGrunch (Post 207044)
Seems like if you choose 2x250lb bombs with the Spitfires you only get one.

This is confirmed on my computer. However, I checked all the Spit versions and I only get this problem on two of them:

Spitfire F IXc, 1942
Spitfire F IXc, 1943


Aviar

TheGrunch 12-26-2010 05:36 PM

Yes, sorry, I should have tested more models. :oops:

I/ZG52_Gaga 12-26-2010 05:40 PM

Quote:

Originally Posted by FC99 (Post 207001)
Please, send as the mission where you have problems with wind to
daidalos.team@gmail.com
and we will take a look.

FC

I have to re-create the situation because i changed the direction of take off and wind direction so we can take off ... i will let you now if i succeed.

Deacon352nd 12-26-2010 05:55 PM

radio station instructions
 
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.

stugumby 12-26-2010 06:13 PM

heres a potential ground handling bug, i have a logitech extreme 3d pro and have no installed hotas commands except bomb and cannon firing and jettison. When starting engines on a20g and he-1116 i use select all and ensure throttles are closed then select 1 start , wait for start complete then select 2 start, once both started i use select all and plane immediately swings around as if throttles were open on one side.

Aviar 12-26-2010 06:30 PM

Quote:

Originally Posted by stugumby (Post 207065)
heres a potential ground handling bug, i have a logitech extreme 3d pro and have no installed hotas commands except bomb and cannon firing and jettison. When starting engines on a20g and he-1116 i use select all and ensure throttles are closed then select 1 start , wait for start complete then select 2 start, once both started i use select all and plane immediately swings around as if throttles were open on one side.

I could not replicate this issue. I tried your exact procedure (the first 'select all' is not necessary but I did it anyway) but I had no problems. Everything looked normal.

I think it's on your end somewhere.

Aviar

stugumby 12-26-2010 06:37 PM

Hmm might be me, im strictly plug and play no special profiles etc. Im currently using jettison and jettison tanks on the top but not using any of the lower 6 buttons, might redo controls and use lower for naval stuff like folding wings tailhook and canopy etc. Ive now made 3 installs, 2 from fresh dvd with patches and 1 using ultrapack updater. So far im very happy with content and as all patches have minor bugs to tweak have full confidence in further joy.

Ian Boys 12-26-2010 06:39 PM

pink runways in the water on some maps

Aviar 12-26-2010 06:42 PM

Quote:

Originally Posted by Ian Boys (Post 207071)
pink runways in the water on some maps

I think there may be an issue with the new test runways. It has been reported earlier in the thread.

Aviar

alado 12-26-2010 06:47 PM

bomb fusing, bomb fusing .......... in next patch can we change this big time of two seconds???? i believe that its much time to atack a low level, if we can change delay in bombs, why cant change fusing? all planes in ww2, have the same fusing????

Ian Boys 12-26-2010 07:03 PM

I agree, I'd love a change to this. IL-2's attacking at low level won't have the same fusing as an He-111 dropping from 2500m.

I/ZG52_Gaga 12-26-2010 07:11 PM

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.

First chose your tracks

then if they are in mp3 format use for example
this freeware tool : Free Mp3 Wma Converter V1.91

and restore them first to wav format.

Then with a version of wavelab or an Audio editor of your choice

you will convert them again to :

Extention : .wav

Audio format : mp3

Channels : (the same as source)

Sample Rate : 44100Hz

Encoding : LameEnc / 192 Kbps, 44100Hz Stereo

Here's a batch for the :Grossdeutscher_Rundfunk

http://www.zg52.com/zips/Grossdeutscher_Rundfunk.rar

and you extract it here :

Ubisoft\IL-2 Sturmovik 1946\samples\Music\Radio\Grossdeutscher_Rundfunk


I could make a Yankee Radio Station cos i got the two volumes of Classic Songs from WWII.

And i could make a Paris one with Edith Piaf eh? .......

gprr 12-26-2010 07:12 PM

Spitfire VC
 
Hello T.D. and all

In cockpit Spit MK VC has no engine cowling and my have wrong prop placement - old bug.
Also this plane flies at low speeds as if it is instable round ball without wings - worth chacking.

Thanks
GP

I/ZG52_Gaga 12-26-2010 07:13 PM

Quote:

Originally Posted by alado (Post 207076)
bomb fusing, bomb fusing .......... in next patch can we change this big time of two seconds???? i believe that its much time to atack a low level, if we can change delay in bombs, why cant change fusing? all planes in ww2, have the same fusing????

Yes if it is not correct please change it it's horrible

you can get the tanks in a vertical dive only - very dificult even if the enemy gives you the chance by his absense

alado 12-26-2010 07:16 PM

Quote:

Originally Posted by Ian Boys (Post 207080)
I agree, I'd love a change to this. IL-2's attacking at low level won't have the same fusing as an He-111 dropping from 2500m.

of course.

we need now drop bomb at 400 meters and many luck :confused: and 110 and bk, where shoot???? :confused:

Gryphon_ 12-26-2010 07:46 PM

The new Spitfires are greatly appreciated, however the following new Spits do not appear to have any static equivalent:

SpitfireMkVb16lbs
SpitfireMkVbM4616lbs
SpitfireMkVc16lbs
SpitfireMkIXcM61
SpitfireMkIXcM63
SpitfireMkIXcHF
SpitfireMkIX25lbsCLP

also, the legacy P-47D still doesn't have a static

FC99 12-26-2010 07:51 PM

Quote:

Originally Posted by I/ZG52_Gaga (Post 207053)
I have to re-create the situation because i changed the direction of take off and wind direction so we can take off ... i will let you now if i succeed.

I have fix ready but I would like to try it with somebody else mission too so if you run into problems again please send the mission to mail I provided.

fruitbat 12-26-2010 07:54 PM

Quote:

Originally Posted by Gryphon_ (Post 207095)
The new Spitfires are greatly appreciated, however the following new Spits do not appear to have any static equivalent:

SpitfireMkVb16lbs
SpitfireMkVbM4616lbs
SpitfireMkVc16lbs
SpitfireMkIXcM61
SpitfireMkIXcM63
SpitfireMkIXcHF
SpitfireMkIX25lbsCLP

whats the point, since outwardly a spitVb looks like a spitVb, regardless of its boost, a spitMkIX looks like a spitMkIX regardless of its boost or different engine, etc etc...

Fall_Pink? 12-26-2010 08:59 PM

No hard evidence and need confirmation, but everytime when I'm on the runway and press auto pilot my Me262's engines get on fire. Other AI planes in my group don't have this feature/bug ;-)

Rgs,
Mark

Ps. edit: update, he162 has the same problem.

SkyFan 12-26-2010 09:20 PM

Bombs don't explode after Skip-Bombing
 
5 Attachment(s)
The next issue which I have recently found concerns Skip-Bombing by fighters.
Even if the time since bomb release till it's contact with the target is 2 seconds or more bomb anyway doesnt explode, as you can cee in enclosed ntrk-record and images.
There is an example with P-63 here.
First bomb release - 1-34
First hit - 1-37 (please use magnified view - bomb is about to hit the ship)
Second release - 1-39
Second hit - a bit later 1-41 (please also use magnified view).
So, I didn't miss in both attempts, the time was correct in both attempts, but both ships weren't destroy. Such issue didn't exist in 4.09m, bit now... :confused::(
This is sad, because P-39s, P-40s etc of Soviet Fleet Aviation widely used Skip-Bombing and a lot of interesting missions available before in 4.09m wouldn't work in 4.10m unfortunately. Is it possible to correct? May I hope?
Sincerely.

robtek 12-26-2010 09:36 PM

@ SkyFan

I think the bombs have skipped before the 2 sec. arming time was over -> dud-bombs.
The bombs have to have 2 sec. free flight before touching anything to arm.
And yes, that will work in LEVEL flight above 25m.

SkyFan 12-26-2010 10:45 PM

1 Attachment(s)
Quote:

Originally Posted by robtek (Post 207122)
I think the bombs have skipped before the 2 sec. arming time was over -> dud-bombs.

Dear Robtek, you are right, but in my example all bombs were in flight NLT 2 seconds, even more before collision with the targets.
Quote:

Originally Posted by robtek (Post 207122)
And yes, that will work in LEVEL flight above 25m.

You were right again, this was the main reason of my previous failure. My next attempt with altitude NLT 30 m was successful and both ships were destroyed (ntrk-record attached). Anyway it was more difficult because ships are almost invisible in the moment of bomb release. So may be it makes sense to make such feature as "Real Bombing" optional? Who wants, can turn it ON in "Difficulty Settings", who doesn't want - turn it OFF.
Thank you for helpful responce :)
Sincerely.

Deacon352nd 12-26-2010 11:01 PM

Concerning the new radio feature - I/ZG52 Gaga gave me great info as to how to make or select files and where to put them but once that is done, how do you get the feature to work within the sim?
What switches need to be thrown (u or down) on what screens within the "CONTROLS" SOUND SETUP?
When in the game, do you need to select the TAB key and ground control?
Do you need to map a key withint controls for switching stations and if so, which selection would give you the radio you want to listen to?
It seems like such a nice feature but there were no instructions for its setup and control within the documentation.
Does anyone have the info needed in a logical manner to allow us to use it?

Catsy 12-26-2010 11:03 PM

Hello,
I found a bug in the French translation of the 4.10m.

http://img710.imageshack.us/img710/1...5195849342.png


;)
Catsy

Ian Boys 12-26-2010 11:16 PM

Correction to previous bug report:

NDB do work with DGen but only those within about 30km of your flight path, so you need to set more than you otherwise might.

ian

TheGrunch 12-26-2010 11:17 PM

Depends on the terrain, I think, Ian. :)

robtek 12-26-2010 11:26 PM

@SkyFan

To be clear, the bomb must NOT TOUCH ANYTHING, water, earth whatever, before the arming time, 2 sec., is over, to be active.

SkyFan 12-26-2010 11:38 PM

Quote:

Originally Posted by robtek (Post 207142)
@SkyFan

To be clear, the bomb must NOT TOUCH ANYTHING, water, earth whatever, before the arming time, 2 sec., is over, to be active.

Thank you again, I understand everythihg already and even edit my previous answer
http://forum.1cpublishing.eu/showpos...&postcount=147
:)

baronWastelan 12-27-2010 12:10 AM

I did a search on every post I could find about "visibilitydistance=3" and didn't find any new info in the past year. Can a dev please list the changes in the function of this config setting "visibilitydistance=3" from 4.09b1m to 4.09m to 4.10m?

Thanks for all your great work TD!

bolox 12-27-2010 12:31 AM

compass bug in JU87- all models

in old style navigation mode all is well, but on using realistic navigation option the 'wet' compass on lower left panel becomes tied to compass heading keys- displaying the reciprocal of course set:o

one other point wrt realistic navigation is that devicelink still displays the waypoint information- tho you could call this a feature;)

Goanna 12-27-2010 02:14 AM

Typo
 
Minor typo :grin:
http://i13.photobucket.com/albums/a2...a/spelling.jpg

AndyJWest 12-27-2010 02:25 AM

Quote:

Minor typo :grin:
No, this it TD following Oleg's standard practice. Without the typo's and iffy syntax, IL-2 would loose its charm... ;)

I noticed the QMB bug, but otherwise the only problems I've had have almost certainly been down to my ancient PC - it was prone to CTD or reset completely for no obvious reason when running 4.09 and/or unmentionable mods, but then it did the same thing sometimes when running Firefox, so I can't say that the fact it did the same thing a couple of times running 4.10 is of any significance. I think its time to do the kind thing, and put it out to pasture...

_RAAF_Furball 12-27-2010 04:27 AM

Quote:

Originally Posted by wildwillie (Post 206452)
I have setup a 410m dedicated server (CRT=2), but when I connect I am getting a Timeout = 1 error.

Installation on the client was over a stock 4.09m installation (Built fresh and tested connection to a CRT=2 4.09m server before updating)

Installation on the server was over a stock 4.09m Dedicated server (Same one I tested above with)

Both client and server were updated. The problem I have is that only 50% of the players that have tried were able to successfully connect, and the rest all got Timeout=1 errors.

If I set CRT=0 then I can connect without any problems.

Thanks,
WildWillie

Quote:

Originally Posted by _RAAF_Furball (Post 206867)
I also have a 410m dedicated server set to CRT=2 in confs.ini and no-one can connect - they also receive the Timeout = 1 error.

CRT=1 won't allow them to connect either.

If I set CRT=0 then people can connect without any problems.

Quote:

Originally Posted by 28_Condor (Post 207037)
This problem is possibly due to a modded instalation, we had this problem trying crt=1 in our server and only, at this moment, work with clean installation in server and client side.

Negative on the MODs aspect .....
MODs have not touched the server nor my client installation at any time.
But thank you .......

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.

Wait mode /ON

dl-3b 12-27-2010 07:48 AM

Quote:

Originally Posted by Fall_Pink? (Post 207113)
No hard evidence and need confirmation, but everytime when I'm on the runway and press auto pilot my Me262's engines get on fire. Other AI planes in my group don't have this feature/bug ;-)

Rgs,
Mark

Ps. edit: update, he162 has the same problem.

Confirmed.

Genosse 12-27-2010 07:48 AM

Missionbuilder bugs (?)
 
Folks!

Maybe somebody has already mentioned it but here're some "bugs" I've found after expanding a 4.09 DF mission with some of the latest 4.10 features ...

http://dl.dropbox.com/u/214219/Image...ties-saved.jpg

Everytime I re-edit the DF mission the previously assigned nations are gone ...

http://dl.dropbox.com/u/214219/Image...-amount-ac.jpg

How does this work? There's no message appearing while flying the DF mission announcing how many aircraft are still left. Or ... have I missed something in the 4.10 guide?

http://dl.dropbox.com/u/214219/Image...ps-anymore.jpg

Has this been done on purpose? Why then?

http://dl.dropbox.com/u/214219/Image...wn-in-trac.jpg

Maybe a saving bug in the FMB? Maybe some corruption while creating the .ntrk files? In the recordings of a flown DF mission the previously assigned skins to AI aircraft won't be shown for some reason ...


That's it for now ...

Don't be disencouraged by all the postings here, TD! Keep up the good work, folks! :grin:

EJGr.Ost_Caspar 12-27-2010 08:33 AM

Quote:

Originally Posted by baronWastelan (Post 207155)
I did a search on every post I could find about "visibilitydistance=3" and didn't find any new info in the past year. Can a dev please list the changes in the function of this config setting "visibilitydistance=3" from 4.09b1m to 4.09m to 4.10m?

No changings were made to that feature.
Some objects got a different entries to pop up earlier or later, but thats all.

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?

Faust 12-27-2010 05:14 PM

Genosse,

I believe that when 4.10 is installed the default for time stamps in the display filter is off. Turn it on and you should see the time stamps. (At least that was the case for me.)

Daidalos Team,
As previously mentioned, the nationalities are saved in the .mis file. However, they are not read back in when re-loading the mission in FMB. The nationalities are read back in when playing the mission. It would be great if this could be fixed in 4.11 (or sooner ;)). This is not a mod-related issue. Pure 4.10m nothing else. Could someone from TD please confirm?

Thanks much guys for the great new additions.

GF_Mastiff 12-27-2010 05:28 PM

Besserbia Map multiple aircraft 1940 *2 hurricanes, #4 spits, 2 spit 40 early, 2 spits 40,
2 MC202 3series 1939, 2 MC202 1940, BF109E4, 2 HE111 1939.

Played for 40 min and the game started to grow into a slide show and stopped responding and CTD.

Clean install from 4.07 to 4.10m.

davido53 12-27-2010 05:46 PM

Missing texture?
 
1 Attachment(s)
on the HS-129B

kimosabi 12-27-2010 05:47 PM

^^That's just a barrel seal from the factory to make sure that nothing gets misplaced in there under transport from factory to the airfields.

EJGr.Ost_Caspar 12-27-2010 05:59 PM

Quote:

Originally Posted by davido53 (Post 207331)
on the HS-129B


Looks like you used a different skin on that B-3?
The barrel is part of the skin.

You cannot use old skins for Henschels.

Reads like "Template by ...", BTW.

EJGr.Ost_Caspar 12-27-2010 06:05 PM

Quote:

Originally Posted by beta4good (Post 207302)
Does 4.10 work with the Steam version of Il-2 Sturmovik 1946?

~S~

Beta

There is no reason, why not... considered, that you downloaded and successfully installed patches 4.08 and 4.09 before.

Viikate 12-27-2010 06:21 PM

Quote:

Originally Posted by I/ZG52_Gaga (Post 207311)
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

Couldn't reproduce. More details please or maybe that mission file would be useful.

I/ZG52_Gaga 12-27-2010 06:40 PM

i'm making now a new one, as played in MDS Dogfight version and will get back to you asap.

fabrikant 12-27-2010 06:57 PM

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.

The application Fov Changer is not working. Why?

indy 12-27-2010 07:01 PM

TD:
I would like to ask for 2 little improovements
#1: Store in cfg file the way aircraft list is sorted in simple mission editor - usual or alphabetical
#2: Another improovement is to store the distances of tracers crossing (e.g. cannons, machine-gun, unguided missiles) separately for each plain. Or something in this way. Because spifire requires one distance but Bf or La requires another. It depends on where gunnery located.
Thanks.

IceFire 12-27-2010 08:01 PM

I haven't seen this mentioned but UK-Dedicated1 has been upgraded to 4.10 and is also running FBDj and we're experiencing a few problems. The biggest of which seems to be severe warping every several minutes. Anyone else experienced that on their server?

Likely going to have to roll back to 4.09m in the short term.

I'm not a server admin so I can't provide details but I just thought I would put the question out there and see.

Aviar 12-27-2010 08:21 PM

Quote:

Originally Posted by indy (Post 207324)
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?

Could not reproduce it. All 3 sarja models were still. I tested both a DF Home Base and a runway takeoff single mission (because you were not specific in your post).

My guess is that you had some wind activated in the mission.

Aviar

Xallo 12-27-2010 09:02 PM

(online) Mission type 4, last one: summer islands, used to be good to train bombing skills on, The problem is that the base you start on, starts shooting you up when you spawn!! Tried 3 bases.. and tried to be german, finland and france

Aviar 12-27-2010 09:14 PM

Quote:

Originally Posted by Xallo (Post 207368)
(online) Mission type 4, last one: summer islands, used to be good to train bombing skills on, The problem is that the base you start on, starts shooting you up when you spawn!! Tried 3 bases.. and tried to be german, finland and france

I wouldn't mind testing it, but I don't know what you mean by "(online) Mission type 4". I don't know what mission you are playing.

Aviar

Xallo 12-27-2010 09:20 PM

Quote:

Originally Posted by Aviar (Post 207372)
I wouldn't mind testing it, but I don't know what you mean by "(online) Mission type 4". I don't know what mission you are playing.

Aviar


Multiplay, create new server, dogfight, mission type 4, dogfight 13 (summer islands)

I used an 88 for the test.. will try other planes now

edit: blew up my yak and my spit to on spawn!

stugumby 12-27-2010 09:41 PM

VAP 250 included in "jettisonable ordnance?"
 
tried to jettison VAP 250 from a il-2 fld mod while under attack from bf-109s online and wasnt able to jettison.

Aviar 12-27-2010 10:09 PM

Quote:

Originally Posted by Xallo (Post 207368)
(online) Mission type 4, last one: summer islands, used to be good to train bombing skills on, The problem is that the base you start on, starts shooting you up when you spawn!! Tried 3 bases.. and tried to be german, finland and france


Ok, I tested this and it looks like some kind of bug. I compared the 4.09 map to the 4.10 map. They are the same except that the 4.10 version now has MDS options on the Home Base Properties tab.

My guess is that the problem may lie in the MDS. However, I could not see anything obvious in the ticked options for that map.

This should be looked into as it may very well affect other maps down the road.

**EDIT: I notice that all the AAA units on the map are 'None' Army. It's the same on the 4.09 map but could it be that 4.10 handles 'None Army' in a different way than 4.09?

Aviar

ElAurens 12-27-2010 10:19 PM

Quote:

Originally Posted by IceFire (Post 207355)
I haven't seen this mentioned but UK-Dedicated1 has been upgraded to 4.10 and is also running FBDj and we're experiencing a few problems. The biggest of which seems to be severe warping every several minutes. Anyone else experienced that on their server?

Likely going to have to roll back to 4.09m in the short term.

I'm not a server admin so I can't provide details but I just thought I would put the question out there and see.

I've been noticing a lot more "spawn freezes" when I host with 4.10 than I got with 4.09. It's almost like the game was several years ago.

I/ZG52_Gaga 12-27-2010 10:35 PM

Quote:

Originally Posted by Viikate (Post 207338)
Couldn't reproduce. More details please or maybe that mission file would be useful.

I made a track while i launched an MDS server with the same mission

everything was fine.

Aparently when you test the mission directly from the FMB as a sinlge player
things dodn't run so smoothly. Also FPS are lower than when i run the MDS server.

Here's the mission & working track

http://www.zg52.com/zips/4.10_MDS_&N...e_Test_mis.rar

SkyFan 12-27-2010 10:37 PM

2ns Squadron+2nd Link+2nd Aircraft = 2nd "5" instead "6"
 
1 Attachment(s)
Dear DT members, please put your attention to my next investigation concerning board cobe of second aircraft from second link of second squadron. It has second "5" instead "6" (please see attached image). I don't know, why so :confused:
In other links & squadrons everithing is OK.
I hope, correction is possible ;)
Best regards.

I/ZG52_Gaga 12-27-2010 10:55 PM

Quote:

Originally Posted by Viikate (Post 207338)
Couldn't reproduce. More details please or maybe that mission file would be useful.

Check the Track you will find out that the messages concerning me changing Beacons does not apear in sync with the instant but a lot later and just one message saying No beacon.

You can hear the exact moment when i first tune in the Beacon i need but no message on right screen.

bizare eh?

Bionde 12-27-2010 11:13 PM

the runway lights dont work here :/

Ian Boys 12-28-2010 12:01 AM

Quote:

Originally Posted by Bionde (Post 207398)
the runway lights dont work here :/

Did you set their nation? they work perfectly here.

Ian Boys 12-28-2010 12:02 AM

2 new bugs:

1) Nav indicator (NDB) in TB-3 works opposite to red type indicators in all other soviet planes

2) Compass top left in Arado jet is broken.

Ferdinand 12-28-2010 01:00 AM

Can't change to 1920x1080 anymore
 
Mods discussion is banned at this forum.

Qpassa 12-28-2010 01:10 AM

I was going to say the error of runway lights but it was my mistake.
4.10 Guide mediafire mirror : +1400 downloads :P

Bionde 12-28-2010 01:43 AM

Quote:

Originally Posted by Ian Boys (Post 207404)
Did you set their nation? they work perfectly here.

how?

in modify countries in properties?

i tryed there and nothing happens...:confused:


PS: i discovered what are wrong, the FMB dont save the countries, then the runway lights dont turns on when i call.

this is a bug?


sry my bad english...

indy 12-28-2010 03:53 AM

Hi TD,
I would like to ask about another annoying usability issue. When creating a mission in simple mission builder it is rather not convenient to select a plane for each wing member. Specifically in case if you want to set the same plane. So it would be very useful if it will be possible to drag'n'drop aircrat assighnemt from one row to another.
Thanks.

Tempest123 12-28-2010 04:08 AM

Finally got around to installing the patch, great stuff. Especially the P-51 which is much better, thanks for correcting the error, the new content is great and the G-limits and navigation make this worth the download alone.
A few small bugs that have carried over from way back, the spitfire Vc internal cockpit models are still positioned too high, above the external model, so the nose is not visible inside the cockpit and the wings are way below the cockpit. There are texture errors on the left canopy frame of several spitfires, Vc included. The P-40E has a texture error on the rear-view mirror frame, and the outer wing-damage textures for the me 210 are messed up.

-Did you guys change the AI? they act a little differently (for the better) it seems

waffen-79 12-28-2010 04:21 AM

G Limit - Difficulty setting

support question

I already tested the feature and it looks and works awesome, But the question is

Can a server admin set the G Force Limit value as in dinamic variable?


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