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Missing bridges
Just installed 4.12 without a problem.
Until flying an offline mission built on 4.11. Winter Slovakia map, had the moving vehicle targets missing. It also appears all the bridges on the map have disappeared. Checked again today on FMB. Bridges are still missing. This appears to only be on the ''Slovakia winter'' and ''Slovakia winter light''. |
FMB
1. RED/BLUE Recon Planes lists do not works. If I add some RED aircrafts to the list, they appear also in BLUE Recon Planes, and vice versa. 2. Fog of War Icons do not appear (yes, I did uncheck in difficuly options). I think this is something with point 1. 3. Target Destroy (moving column) do not follows this column 4. Targets Defence/Defence Ground. This is an old issue. I don't understand why Destruction level can't be set to 100% (it's grey). For example If I set this objective for red team and I want blue team must destroy everything in this targets circle to complete the objective, I can't because max available option is 75%. You could ask: "Why don't you set target Destroy grround and apply for blue?" The answear is: "Because in the case when I do this targets won't display correctly for each team." |
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4.12m Dedicated Server bug:
when add Armor 5x US Medium Tank M4A2 sherman, I test attack them.. http://bbs.dof.cn/uploads/monthly_06...1372079808.gif |
4.12 Dgen bug:
-Custom skins and ID number(even if it's checked in FMB) don't show up on static planes -AAA don't shoot anymore in Dgen missions |
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No 1 and 3 are practically the same, but in no 2 they blow up right after they spawn so I couldn't test it. |
Hello TD,
Bomb bay doors do not open manually on the Mosquito FB Mk.VI - found the pilots notes here; http://www.zenoswarbirdvideos.com/Im...oFB6Manual.pdf Note that item 34 as highlighted in the notated dashboard view is the lever for the bomb bay doors. Be odd to have a lever for their operation in the aircraft if it was surplus to requirement! |
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If you want to see skins and markings, you now have manually select them for each static aircraft in the FMB and save the changes before you can see them in the missions generated in the campaign. A lot of folks have raised this issue already. - AAA does fire. Their muzzle flash and tracer fire is much less prominent now, especially when viewed from a distance, particularly for smaller caliber AAA (20mm, 25mm, etc.). I was thinking the same thing until I noticed this. |
IL2 1946 Dedicated Server 4.12m
The shared kills feature seems to work fine.
But the server don't display the teams scores - cumulative or not. If you in the DT don't want to answer at any question about the dedicated server, say it. I'll stop to ask for information. But it can be interesting to know why you don't answer... Thx. |
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-I tried strafing in some dgen campaigns and I saw that AAA didn't fire since 4.12. For example(in dgen campaigns too) when I fly over an airfield I dont see any black clouds which indicate heavy AAAs are firing. |
How do you acsess the technical tab in the tab menu for wingman commands etc, also there is an artillery spotter function and guns can be emplaced and linked to the spotter but is this working yet?
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Hi guys, great work on 4.12, the wait was definitely worth it.
One small bug though, the Wellington shows no squadron codes or roundel on the fuselage sides. |
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You can find demo mission for Artillery spotting here. http://forum.1cpublishing.eu/showpos...7&postcount=17 |
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Thx. |
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The Spotter plane waypoints are in almost a straight line across the enemy tanks, the U2v triggers the friendly artillery then it circles the target with fluttering elevators waggling its wings getting lower and lower. The waypoint contains no information to make the U2v behave this way as it should simply fly over the target to the next waypoint. Or am I missing something here ? |
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Then........... I looked at the wp for sp saw cycles =0 but timer =5 Whats cycles, is that the amount of times the spotter sees the target before reporting it ? Thxz |
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Did anybody else notice, that if you fix an enemy plane (F4 padlock on/off), you receive a message from a wingman. This happens not every time you press F4 or the assigned joystick button - but often. Especially when you are close to the enemy plane. Strange.
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I have already post a massage on this thread about AAA not firing in Dgen.
I must correct what I said. I have tested some campaigns on the axis and allies side and I have noticed that only axis AAAs don't fire in Dgen but allies AAAs are firing. I don't know if other players have this issue and if they can help me. If not, this may be a bug TD could correct for 4.12.1. Please guys help me because it's really frustrating and ruins my missions in Dgen campaigns. |
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Cycles are irrelevant, timer sets how long will spotter circle around. |
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Crusader tank - wrong aiming the target, 90 deg to the right.
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When I play a simple mission or when i use QMB, axis AAAs fire properly but not when I play Dgen campaigns on allies side. I have compared several times axis and allies campaigns by playing them and every time, when I fly on allies side (e.g US or URSS campaigns ) axis AAAs don't shoot. If you want to see what I said above, I advice you to create a dynamic bomber campaign in which you can straff an airfield. A20C/G or IL-2 are ground attack planes so I think it's better to chose them. If you don't have a mission which asks you to attack an airfield, you can create another dynamic campaign until you it gives you this mission. If you have EnjoyR's dgen pack you can try 5th AF bomber campaign with A20C(in this one A20s always straff some airfields) or Disaster on the Frontiers sturmovik campaign. Then try some axis ground attack campaigns. If you notice the same issue you can report it, if not it means that something's wrong with my installation. Sorry about being so repetitive when I say Dgen campaigns but this is the only thing in IL-2 where axis AAAs don't fire since 4.12 update on my PC. I'm going to try some missions in dgen to see, and maybe confirm, what I have seen in game. Sorry for my grammar, I'm not native english. |
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With cycles=0 timer=5 it circles for ages cycles =0 timer=0 it flies to next WP |
Taxiing
not really a bug but here it is:
I was trying out taxiing in the FMB and I noticed that you must have multiple flights of one otherwise they crash into the sides of the hanger upon taxiing is it possible to have taxi points for INDIVIDUAL planes in a flight or maybe make a plane taxi to waypoint 2 or 3 or 4 etc instead of 1 thx |
I'm back and I have found that AAAs behavior is now completely unstable in my game. I have tried to attack a japanese airfield on QMB on solomon map and nothing happened. Then I tried to attack an american one on the same map and again nothing. And then I repeat what I have done on other maps and everything works fine and when I go back on solomon map, AAA miraculously start to shoot at me. I have tied some missions on dgen campaigns too and axis AAA shot me in one US mission or an IJA one but when I restart them AAAs don't shoot anymore on both sides;
I don't know what's wrong with my game. Do you think I must reinstall my game? Please help me. |
baball, regarding your last post, did you possibly have defence set to "none" initially, then pressed reset when you started to test other maps upon which defence goes back to active AAA and then retried the Solomons map? I play lots from the QMB and AAA has always done what it should there.
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Do you think I should reinstall it? |
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Thanks for looking into it! |
I'm back...again.
I have tried a dgen campaign on an MTO map and the AAA shoot but when I try a PTO campaign or an east front campaign, AAAs don't shoot me. About QMB : I have tried to attack the same airfield on solomon map with AAA "on" and nothing hapenned. Then I have tried the same mission on smolensk map and AAAs shot me. Finally when I go back to solomon map, AAAs shoot me. There is no way I can explain it. |
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start IL-2 -> go on QMB -> chose a ground attack mission on a random map -> check if AAA is "on" -> fly the mission -> AAAs don't fire -> bang head on desk -> chose another map -> fly the mission -> AAAs work -> chose the map used before -> fly -> AAAs work fine -> Then create a dynamic ground attack campaign for PTO, ETO, eastern front, MTO -> fly -> AAAs don't work -> try different campaigns with axis and allies for attack planes -> give up -> close game-> restart game -> repeat the process -> go back to TD forum to see if anyone else have the same problem or if they can help me... I haven't tried fighter campaigns yet and I'm gonna do it to see if they work fine. I'm going to report in a hour at most. If AAAs still don't work it means I'll be forced to stick to 4.11.1 |
I'm back,
I have flown 14 dgen campaigns and I found that only german and some japanese campaigns have working AAAs. US, finnish, russian, hungarian and Aussi campaigns didn't have working AAAs. Furthermore, when I started IL-2, I have used immediatly QMB and chosen "none" for the mission type on a random map(in this case it was bessarabia) and AAAs worked fine. Then I chosed "attack airfield" on the same map and everything worked fine again. The 4.12 file I downloaded may have been corrupted or is damaged. I'm going to download it again, copy my backup 4.11.1, install 4.12 and see what happens next. |
Onboardmap cut on top!
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Moin comrades,
since 4.12 patch the onboard map is cut at the top. The letters invisible. The numbers at right looks like correct. Any idea what happened and what can I do that the letters appears? Thanks in advance. |
Hi guys, a couple of things I have noticed in4.12;
1, On takeoff AI 'planes exhibit a "nodding" motion (i.e. nose pitches up and then down) until the flaps are retracted, after this the "nodding" stops. 2, Where the default formation for a particular type of 'plane is "right echelon" and multiple flights are chained together, the 1st. aircraft in the 2nd. flight collides with the 4th. of the1st. flight.( In one mission that I built sometime ago in FMB out of 8 'planes in the group only 2 survived the journey to the target). Changing the formation to "left echelon" cured the problem, but it seems to me that the default spacing between flight leaders is too small. |
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FC,
And I believe you had one other question: the one about dusk conditions and the inability of P40's to attack in that mission. I tested this particular mission dozen times and each time the P40's fail to launch a attack. I switched the P40's by some Yak-9's and they will attack, although it will take them some time and get close enough before actually trying to. I switched AI experience levels as well, but still the P40's fail to get on the tails of the Me's whereas the Yak's look to be more aggressive. Cannot put my finger on it really. Either dusk conditions (simply too dark) or some obscure visibility from AI cockpit plays a role here (but I'm not sure this last one is actually modeled). Rgs, FP |
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Yellow lead habitually bulldozes straight into Red 4's a$$. Not an issue with finger-four or echelon left |
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I noticed some strange random AI landings in QMB since 4.12 within my flight of 4, I’ve heard the German AI yelling out shit on several missions now while I’ve been taxiing to the dispersal area, but here are two of events that I witnessed from start to finish-
Map: Normandy1 Target: Airfield 1. Ju88-a4, No. 2 landed fine, yet then did not attempt to throttle back or apply breaks, then continued on cross country until he ran into the river. 2. Ta152H, I’m not sure but I think it was No.2 also, AI landed and all seemed fine, AI proceeded to taxi to the large paved dispersal area and then seemed to accelerate straight towards a hanger and crashed into it’s side, now it may have clipped one of the static Ju-88s parked there however I'm not certain of this. Now I’ve had AI planes from my flight collide with me (and each) in mid air and on the ground or even fly into terrain before, putting this down to some sort of AI collision avoidance issue, but I’ve not seen them do things like the above before, and even though it does seem to be a quite random event, the fact that the events described above happened in consecutive missions, and the previously noted occasional swearing from the my flight of 4 during landing (signifying a crash) has now drawn my attention enough to make me want to keep an eye on it. I’m not too concerned with the issue but I thought I’d a least raise it here in case it helps ID issues that form part of a larger problem. I’ll records some flights to see if I can capture one of these events. |
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Hello,
With 4.12 I have a back desk after a few minutes playing. I click on the Il21946 icon on my desk and the game comes right back. No error message. I remember that I had that problem with some ohter applications runing under as Itunes for instance: each time Itunes had an update to propose if I was playing with Il21946 the game went back on the desk and I could see the itunes window update...Are there other applications creating that problem? My config : 2x GeForce GTX 460 from Nvidia processor : Intel(R) Core(TM) i7 CPU 950 @3.07GHz Memory : RAM 12 Windows seven 64 bits |
Whenever I have listened to radio broadcasts in a mission and turned the radio off before exiting, this soundfile will continue playing while I'm browsing the user interface. Usually I don't want to hear music while in menu, take-off, in-flight or crash, and therefore have it turned off. Nevertheless I can't get rid of the radio broadcast.
EDIT: Not a bug. I placed som silent wav-files named de, du etc. in the Menu folder and my problem was solved. Sorry about that! |
Hello,
After completely reinstalling IL-2 and patching it up to 4.12, have tried once again to see what was wrong wtih AAA. After several tests with different Dgen campaigns, I have found that only japanese AAA don't shoot anymore in Dgen or maybe it's only axis AAA on PTO maps. I don't know if some of you guys have this bug and if you can report it on this thread. I'm going to do further tests on PTO maps in Dgen by using some russian, US and german AAAs as axis AAA or japanese ones on other fronts to see if my hypothesis is right. If someone can replicate this issue it would mean that it's a bug. |
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I changed to a USAAF fighter campaign on the same map and found that the American AAA Worked. The Japanese AAA works fine in FMB. |
Typ VIIC surfaced, Type VIIB surfaced and TypIX surfaced U-Boots don´t fire torpedos.
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I have done some more tests on PTO maps and other fronts and I have found at least two types of missions where AAAs don't work: scramble and ground attack(straffing or level bombing). I'll continue my tests to see what other types of missions don't have working AAAs in Dgen. By the way robday, does this problem appears in other campaigns? Could you try the german JABO campaign( if you can see AAAs symbols close to your position on your map, I'd advise you to go there to see if they work) or an USMC one where you fly on Chichi Jima map (I think that the issue appears when you're assigned to a ground attack mission or sometimes to an escort mission) to see if AAA is working or not and could you report it here please. Thanks Just take your time, I'll just wait until you post your report. Im' going back to IL-2 to do more tests. P.S: Have you already tried to put some custom skins and reactivate ID markings on static planes in Dgen? It doesn't work for me. :( |
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My flight was hit with 75mm, 20mm and the twin 25mm flak batteries. Some of the A-20s suffered some damage as a result. One was shot down. I didn't play out the rest of the mission but it certainly seemed fine. I checked and there didn't appear to be any problems like using static objects instead of artillery nor was there a hold fire distance. |
Hello everybody and great thanks Daidalos Team for the 4.12m patch.
1. I'd like to report missing Japanese markings on static ZEKEs A6M5 in QMB on Okinawa map. Also in QMB, on Hawaji map there are no markings on static A6M2-21, D3A1, A5M4 and PBN Nomad. 2. Default Finnish skin of Hawk 75A-3 is different in game and in QMB plane selection window (QMB, Hawaji). 3. French and RNZAF markings not visible on Hawk 75A-4 (QMB, Hawaji). 4. Old additional BMP skins of Hawk 75A-3 and Hawk 75A-4 should be moved or copied to current directories (previously planes named as above accessed skins in folders named "P-36A-3" and "P-36A-4", allthough folders "Hawk-75-A3" and "Hawk-75-A4" existed too). |
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Sorry, but I didn't find any issues. (Version 4.12) Aviar |
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Strange i just spent 2 hours testing this problem v4.12 Tested in FMB flak was working, flew the A20 with time compression to target. In CooP mode the first time i flew the mission flak was not working The second time i flew it in CooP the flak was working. ? |
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I tested the mission 3 times in Coop mode. The BLUE AAA fired on RED every time.
Aviar |
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When I got there the Japanese AAA did not fire on any RED planes. I flew directly over two groups of BLUE AAA several times. I quit the mission and and hit Refly to try the mission again. The results were the same. Earlier, I had tested this same DGen map in the FMB and in Coop mode. In all these tests the BLUE AAA fired on RED planes. At this point, I can only assume there may be some kind of issue in the DGen campaign generator. However, since Alpha found a possible issue in Coop mode, there may also be problems in other areas of the game. I hope TD will look into this matter. Aviar |
Periscope gunsight on AR 234
Zoom in and out does not appear to work for the Ar 234 rear gun periscope sight.
This stays fixed, cutting off the top and bottom of the view through the scope. |
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OK, I guess I'll go public with my issue.
I have been talking to IceFire about it over PMs, but I think a larger player sample is needed. I've been trying to fly the Finnish Hawk 75 Campaign that was built by IceFire. I have been unable to complete the missions reliably because of the game locking up over time. Part way through the missions I will start getting stutters, that increase in frequency over time till the game totally locks up and I end up on the desktop. It reminds me very much of the way Cliffs of Dover was on release, that is, play for a period of time, the stutters, then total game lock up. IL2/46 has NEVER behaved this way for me on my hardware, ever before intoduction of V 4.12. It's a pity too, as the campaign appears to be very lovingly constructed and I really want to complete it. |
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Some people reporting AAA was ok were testing only in FMB using time compression. I was testing in all areas of the game for issues. DT are fixing it so all good. :) |
Maybe Im wrong, but I think AI become even more stupid than it was in 4.11. Individually, they are OK, but in a formation, they are incredibly dumb.
Usually when my flight meets an enemy formation, and I command my wingmen to attack, they just fly straight and not doing anything, despite that they are quite good at spotting the enemy. After 1 or 2 minutes, 2-3 of my planes begin attacking, but the rest are just flying pointlessly, or flying in huge circles. For example, in the most recent mission in the soviet fighter campaign, I commanded 8 La-5FNs, and met a german flight of 6 FW190s. Even though we managed to down all enemy planes (4 myself), we lost 4 La-5s in the process, all of them just flew pointlessly instead of attacking. Similar happened in japanese campaigns too. |
How about going public with the link to the campaign? :)
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Yes, it comes with 4.12.
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Targets change side on their own
In FMB targets once having been assigned to red will soon change themselves into targets assigned to blue
and targets assigned blue will change to red. how ever many times I change them back, they keep reverting to the wrong side. :-x Mission building activities have come to a grinding halt..:!: Thanks for help. Problem solved. Seems that one side has to have Destroy, the other Defend. This has been the source of much confusion for online maps. |
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But everyone does have the campaign available to them "out of the box" so to speak :D |
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If you already have a Target(s) installed, be very careful if you are still working on the mission. It's very easy for a Target to 'change sides' because of something you did. For instance, if you are testing the mission in the FMB and decide to assign a plane to the 'Player', depending on what Army that plane belongs to, that could make the Target 'change sides'. I've had that happen to me many times. It's not a bug. You may be test-flying the mission yourself as RED and then decide to fly it as BLUE. When you change the Player's plane to BLUE, the Target may 'change sides'. That's normal. You will need to change the Target back to the original designation after you remove the Player-controlled option from the BLUE plane. Another thing, if you are new to mission-building, you may actually be designating Targets incorrectly to begin with. In that case, the game will automatically re-assign the Targets correctly. This is very common, as Targets can be a little confusing at first. If you are still stuck, feel free to post a problem mission here and I will look at it for you. Aviar |
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@ElAuren: did you try a different similar long mission ( single mis. maybe)? |
Maybe this isn't a 4.12 bug, but it seems to me that AI planes are still a bit "stupid" when it comes to making crash landings.
Many times in the 4.12 version of the game I've seen mortally wounded AI planes forgo landing on or near perfectly good airfields or flat terrain in favor of landing on relatively steep hillsides, wooded areas or water features. While this does good things for my kill ratio, it is a bit of an immersion killer. Assuming an AI plane isn't going to turn into a kamikaze, the pilot should aim for: friendly airfield > flat ground near friendly airfield > road in friendly territory > flat ground near road in friendly territory > flat ground in friendly territory > open slope of no more than 10 degrees angle in friendly territory > water in or near friendly territory. If that isn't possible, the pilot should aim for neutral territory using the same landing criteria as above. If that isn't possible, the pilot should aim for enemy territory using the same landing criteria as above. If no safe crash landing or ditching is possible, the plane should try to gain as much altitude as possible (or hold altitude as long as possible) fly towards land (friendly, neutral, enemy) and then have the crew bail out. If none of the above are possible, the plane should "kamikaze" towards the nearest valid enemy target. (Realistically, this was mostly a Japanese tactic, but doomed pilots of all Air Forces were known to make suicide attacks if bailing out was impossible.) |
When the B-17 is hit, it appears that the radio operator/dorsal MG operator never bails out.
Also, in general, it seems that bomber crews can bail out very quickly (within about 10 seconds) when the plane is hit, even when the plane is spinning or in a vertical dive. Realistically, it seems like it would take a bit longer for certain crewmen to escape the plane (e.g., ball turret gunner) especially if the crew weren't wearing their parachutes and had to attach them (as was the case for B-17 crew). Also, escape was much more impossible once the plane entered a spin or steep dive. |
Moving Tank destroyed Model lost.
http://bbs.dof.cn/uploads/monthly_07...1372668374.jpg http://bbs.dof.cn/uploads/monthly_07...1372668439.jpg |
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Me-163 AI bug
Please help me understand why Me-163 AI now is so much different. Readme mentioned some changes to Me-163 flight model, without providing any details... But now AI Komets seem to be unable to attack high flying bombers (about 8km high) if the mission starts with bombers already in close vicinity of the field from which the Komets are taking off.
I made an offline compaign for Me-163 but now in most missions my wingmen just can't follow me up to the altitude of the bombers. At first the AI Me-163s are gaining altitude (the pilots actually can 'see' the bombers, they are looking up at them) but at about 5km high they suddenly abort and fly back to the airfield and proceed to land. It all worked properly in 4.11 though. |
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I've made two simple missions to describe what I'm talking about. You can unzip the attachment to IL-2 folder and it will add them to "Single missions" directory, you will find them in Japanese Army airforce section. It's called ME-163 BUG. Just turn the autopilot on as soon as the missions starts as watch what the AI will do. In "test1" the AI Me-163s will not attack the bombers, in 9 out of 10 times they will abort the mission before they reach 5km altitude. In "test2" AI Me-163s always attack the bombers. Can anybody try it on your PCs? It seems that AI need more time after take off before they see the bombers, otherwise they don't attack. But this perfectly worked in 4.11 :confused: |
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Pay attention to the new waypoints, altitudes and speeds etc etc it should point you in the right direction for your mission building. :) Have fun. |
AI fighter routines to attack heavy bombers seem badly flawed.
Fighters forgo effective and relatively safe head-on or high-side deflection shots in favor of suicidal tail-chases against U.S. heavy bombers. Fighters equipped with "schrage-musik" style weapons don't take advantage of them, which makes it pointless to design bomber intercept missions for the Ki-45. Fighters don't attack stragglers or "tail end Charlies" (the last and outermost plane in the formation), instead choosing to go for the #2 or #3 plane in the flight. If the bombers are in a "vic" formation, this means that a fighter taking a shot from behind the target is exposed to the defensive firepower of the entire formation! Fighters will fly in between two "vics" of bombers when making stern chase attacks, so that they take fire from the front guns of the vic behind them and from the rear guns of the vic ahead of them. Fighters always attack bomber formations individually, rather than than coordinating their attacks to split defensive firepower. Fighters will follow an obviously crippled bomber all the way down to the deck, ignoring the other bombers in the formation. This effectively takes them out of the fight. And this is for ACE AI! On the other side: At least in QMB, heavy and medium bombers don't appear in "defensive box" formations. Instead, they fly in the standard vic formations used by light bombers and dive bombers. This might be an artifact of the QMB, but Uber-demon's mission builder makes it very easy to assign different formations to particular groups of planes. In QMB, bombers will break up their formations when they turn and not regain them for several minutes. This makes them much easier targets for fighters. This might be an artifact of the relatively short distances between waypoints. (As a related issue, why have landing waypoints in the QMB? Would it be possible to just have AI planes that fly from one edge of the map to the other, possibly turning to bomb some location on the map?) U.S. bombers seem to catch fire and/or break apart very quickly. While a 20-30 mm cannon shell could easily start a huge fire if it blew apart a fuel tank, it seems a bit unrealistic for even 2-3 hits to blow off the entire wing of a heavy bomber. And, while massive fires could burn through a wing fairly quickly, I'm not sure that the fire from a single fuel tank could do it quite as quickly as depicted in the game. (Keep in mind that the spectacular pictures of B-17 and B-24 plunging to earth with missing wings and with massive fires were mostly due to direct flak hits and/or wings pulling off due to excessive G forces.) Bombers seem to make no attempt to control fires. Since IL2 can't model shutting off fuel tanks or switching fuel from damaged tanks, it seems to me that fire suppression systems on heavy bombers should have a slightly better chance of working than they did historically, and that there should be some method of using "fire extinguishers" to suppress fuel fires as well as engine fires. I'm still dreaming of a QMB mission where I could quickly set up an immersive intercept mission by Axis fighters against Allied heavy bombers. In a head-to-head daylight intercept situation, I'd love to see: 1) Fighters take diving or level head-on attacks against the lead bomber in the lead formation. 2) Against loosely formed formations, possibly taking additional shots at planes in trailing formations as they continue. 3) Climb or dive to out of range of the bombers guns. Look for stragglers. 4) Detail some members of the flight to attack cripples (using coordinated high-side or head on-attacks). 5) The rest of the flight/squadron turns, gets ahead of the bombers and turns to make new head-on or high side attacks. With some planes in the squadron making right and left high-side attacks while others make head-on attacks. 6) Repeat as necessary. |
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I would like to note again that in 4.11 the Komets would take off and always attack the high-flying bombers even if Me-163s had only two waypoints set. It's a natural behaviour for rocket fighter AI but now it is not working as before. Could anybody from DT pay attention to this and be so kind to comment whether this could be fixed, please? |
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In 4.11 that was not a problem for your mission but in 4.12 change has been made for planes that are landing. Prior to 4.12 once the planes were Landing they were not changing their intentions even when attacked. Now they defend themselves when they are attacked even during landing. As their main goal is to land there is a check which prevent them to get carried away with fighting and if distance to their target is to big they go back to landing. That's what is messing up your mission. What to do now? You can adjust your mission and add WP like I did in test1 mission: Code:
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It makes sense to me they would go and land. @FC99 Even with the new landing defence ai routine it wont make a difference where bad mission building practice is involved, there used to be a set number of waypoints for take off and landing, and waypoints for aircraft to climb out to IIRC Nice to hear the Ai bomber attack routines being looked into :) |
D3A1 Gunsight Cover
Please disregard this post, I accidently jumped to the wrong thread.
Thanks |
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But still I think that adding more waypoints should solve the problem, so thanks for the clue. I will need to do more testing. |
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FC99 and KG26_Alpha thank you for your help, now I think I can make it work. |
Coincidentally, while looking at the D3A1's sight, I noticed what appears to be a bug in the mesh. It only shows when the aircraft is damaged. Is it supposed to be a bullet hole in the lens?
http://s8.postimg.org/jr7ay87ch/D3_A1_Sight_Bug.jpg Screenshots were taken in pause mode, from looking down to looking up. |
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I have noticed an odd bug, also concerning the bomb bay doors. When the AI is told to target all, they drop their bombload. This is normal, but the bomb doors remain open for over 30 seconds. On the player aircraft, this behavior does not occur when dropping or jettisoning bombs. However, if the player aircraft is switched to AI control and told to target freely, the doors do remain open. That is, until the AI control is switch back off, as the doors will close a few seconds later. I noticed it on the Do-335, and tested the mosquito as well, which leads me to assume it's a bug common among all aircraft. This bug only occurs when dumping bombs, AI dropping bombs on a target close them properly. |
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