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-   -   4.12.2 de-bugging (http://forum.fulqrumpublishing.com/showthread.php?t=40139)

Baddington_VA 06-24-2013 10:02 AM

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''.

302_Corsair 06-24-2013 10:44 AM

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."

Notorious M.i.G. 06-24-2013 01:19 PM

Quote:

Originally Posted by _1SMV_Gitano (Post 505533)
You should be able to zoom out and see the whole ring.

Ah, thanks. I wasn't aware you could adjust FOV while in the bombsight view.

chn6 06-24-2013 01:21 PM

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

baball 06-24-2013 02:52 PM

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

Alien 06-24-2013 05:07 PM

1 Attachment(s)
Quote:

Originally Posted by FC99 (Post 505449)
Can you post the mission with formation forming problems? Does bombing work OK if you don't use Taxi to takeoff?
Please, post the mission.

No, doesn't make any difference. The missions: No 1 - taxi. No 2 - pair takeoff (all planes spawning at one point). No 3 - normal takeoff.
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.

Fenrir 06-24-2013 07:46 PM

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!

Spudkopf 06-24-2013 09:11 PM

Quote:

Originally Posted by Fenrir (Post 505584)
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!

Possibly the same issue for the Do-335?

Treetop64 06-25-2013 02:18 PM

Quote:

Originally Posted by baball (Post 505556)
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

- Not actually a "bug", per se, as this is a side-effect of the new ability in the FMB to choose nationalities and skins for static aircraft. Default is "off". Since in legacy DGen missions skins/nationalities aren't selected, they are off.

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.

idefix44 06-25-2013 02:47 PM

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.

baball 06-25-2013 03:47 PM

Quote:

Originally Posted by Treetop64 (Post 505630)
- Not actually a "bug", per se, as this is a side-effect of the new ability in the FMB to choose nationalities and skins for static aircraft. Default is "off". Since in legacy DGen missions skins/nationalities aren't selected, they are off.

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.

-I already had turned "on" markings and put some custon skins in FMB and replaced the former file with the new one but they didn't show up anyway in my missions in dgen campaings as well as custom skins. Could you help me please?

-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.

stugumby 06-25-2013 05:31 PM

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?

robday 06-25-2013 08:44 PM

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.

Gumpy 06-26-2013 02:43 AM

Quote:

Originally Posted by hafu1939 (Post 505178)
The Do-217M is so beautiful, thanks TD! But she is somewhat slower than it should be, isn’t she? Could you please check out one more the performance of the M-1 version. Well, yet again thank you very much!

I also noticed that although she has four bladed props she only shows 3 bladed props graphics when the engines are running. :confused:

IceFire 06-26-2013 03:46 AM

Quote:

Originally Posted by robday (Post 505655)
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.

Not sure why I didn't notice that until now but you're absolutely right.

MR_G 06-26-2013 03:55 AM

Quote:

Originally Posted by IceFire (Post 505264)
Feature or bug? No Hawk or P-40 model has a lockable tailwheel in 4.12.

Same for all Hurricanes..
.
.

chn6 06-26-2013 08:08 AM

Yak-1 shadow bug

http://bbs.dof.cn/uploads/monthly_06...1372234030.jpg

FC99 06-26-2013 08:37 AM

Quote:

Originally Posted by idefix44 (Post 505631)
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.

Some people are too busy, some or on the vacations and some don't know the answers to your questions about dedicated server.

FC99 06-26-2013 08:42 AM

Quote:

Originally Posted by stugumby (Post 505640)
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?

You access technical tab just like any other. There is a number or letter left of it, press that key and that's all.

You can find demo mission for Artillery spotting here.
http://forum.1cpublishing.eu/showpos...7&postcount=17

FC99 06-26-2013 12:08 PM

Quote:

Originally Posted by Alien (Post 505231)
The other thing is weird formation flying. I created a mission with 9 Ju 88s taxi-taking off, then flying the vic formation. And each time they collide with each other while creating the formation (I mean no 3 too far forward, even before the no 1, so I eventually ended up with just 6-7 planes in formation).

There are some problems with formations when flights are attached to each other. Happens in old game versions too but it is easier to get into problems now when you can set formations.

Quote:

And they also like to drop their bombs early. And I don't mean several dozens of meters, I mean 2-20 km before they reach their target!
I don't know if it's my fault (bad mission making or something) or AI's, but I just can't make them listen to me ;)
It's the mission, they need more fuel. It happens that they are usually low on the fuel before they reach the target. When they are below the threshold they dump the bombs.

Quote:

Originally Posted by Alien (Post 505573)
No, doesn't make any difference. The missions: No 1 - taxi. No 2 - pair takeoff (all planes spawning at one point). No 3 - normal takeoff.
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.

You must take care of spacing when you use side by side takeoffs, if planes are too close, they will explode on spawning.

Quote:

Originally Posted by MrKilroy (Post 505468)
Not sure if it is a bug or just a glitch. We were flying a co-op mission and I was the lead of the second flight. I accidentally hit the command Attack my target. As soon as I did, the flight dropped their bombs and #8 opened up fire on me.

I tried your mission in coop mode and I can't replicate it. Can you give me step by step instructions how to replicate this.

idefix44 06-26-2013 02:39 PM

Quote:

Originally Posted by FC99 (Post 505684)
Some people are too busy, some or on the vacations and some don't know the answers to your questions about dedicated server.

Copy that. Waiting for answers.

Thx.

KG26_Alpha 06-26-2013 06:09 PM

Quote:

Originally Posted by FC99 (Post 505685)

That mission its self is bugged ?

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 ?

FC99 06-26-2013 06:27 PM

Quote:

Originally Posted by KG26_Alpha (Post 505713)
That mission its self is bugged ?

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 ?

What you expect from artillery spotter? In attached mission AS triggers the artillery when its next WayPoint is AS. After that it circles around AS WP for the time set in mission. When that time is run out, spotter goes to next WP.

KG26_Alpha 06-26-2013 06:53 PM

Quote:

Originally Posted by FC99 (Post 505714)
What you expect from artillery spotter? In attached mission AS triggers the artillery when its next WayPoint is AS. After that it circles around AS WP for the time set in mission. When that time is run out, spotter goes to next WP.

I kinda meant the AI behavior with elevators flapping away and erratic flying.

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

Alien 06-26-2013 07:46 PM

Quote:

Originally Posted by KG26_Alpha (Post 505716)
I kinda meant the AI behavior with elevators flapping away and erratic flying.

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

No, it's number of circles it'll do around the waypoint like in patrol WP (add 1 to it, so if you have 0, it's 1 circle, 1 is 2 and so on)

Volksfürsorge 06-26-2013 07:48 PM

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.

baball 06-26-2013 08:44 PM

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.

FC99 06-26-2013 09:08 PM

Quote:

Originally Posted by KG26_Alpha (Post 505716)
I kinda meant the AI behavior with elevators flapping away and erratic flying.

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

Well, you have a point that flying is somewhat erratic, I tried to avoid writing additional code but I can do that for next patch to make it look nicer.

Cycles are irrelevant, timer sets how long will spotter circle around.

FC99 06-26-2013 09:11 PM

Quote:

Originally Posted by baball (Post 505730)
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.

Post the mission which doesn't work. When I try AAA it's working, Red and Blue.

302_Corsair 06-26-2013 09:37 PM

Crusader tank - wrong aiming the target, 90 deg to the right.

baball 06-26-2013 09:41 PM

Quote:

Originally Posted by FC99 (Post 505733)
Post the mission which doesn't work. When I try AAA it's working, Red and Blue.

It si not just about one mission, it's about dynamic campaigns on the allies side.
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.

KG26_Alpha 06-26-2013 10:03 PM

Quote:

Originally Posted by KG26_Alpha (Post 505716)
Whats cycles, is that the amount of times the spotter sees the target before reporting it ?

Thxz


Quote:

Originally Posted by Alien (Post 505719)
No, it's number of circles it'll do around the waypoint like in patrol WP (add 1 to it, so if you have 0, it's 1 circle, 1 is 2 and so on)


Quote:

Originally Posted by FC99 (Post 505731)
Cycles are irrelevant, timer sets how long will spotter circle around.


With
cycles=0
timer=5
it circles for ages

cycles =0
timer=0
it flies to next WP

christopher0936 06-26-2013 10:51 PM

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

baball 06-26-2013 10:55 PM

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.

JtD 06-27-2013 04:46 AM

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.

baball 06-27-2013 10:25 AM

Quote:

Originally Posted by JtD (Post 505753)
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.

I always make sure AAA is on in QMB but what you said is intereting and I'll check it out this afternoon. You may be right. I really don't know what I must do about this problem about Dgen's AAA in my game. My brother is playing right now a Dgen campaign and AAA is shooting at him but when I try another campaign nothing happens. I'm starting to think my game acts like a princess, sometimes it wants to work fine, sometimes it doesn't.

Do you think I should reinstall it?

MrKilroy 06-27-2013 11:05 AM

Quote:

I tried your mission in coop mode and I can't replicate it. Can you give me step by step instructions how to replicate this.
I have tried it also with no luck. When it did happen, someone else was hosting.
Thanks for looking into it!

baball 06-27-2013 11:08 AM

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.

MicroWave 06-27-2013 02:30 PM

Quote:

Originally Posted by chn6 (Post 505681)
Yak-1 shadow bug

img

I don't have any problems with Yak-1 shadows.

JtD 06-27-2013 02:39 PM

Quote:

Originally Posted by baball (Post 505765)
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.

I cannot reproduce it. Whenever I attack an airfield from QMB on Solomons (Oct.1943), AAA is firing at me. :(

baball 06-27-2013 03:14 PM

Quote:

Originally Posted by JtD (Post 505779)
I cannot reproduce it. Whenever I attack an airfield from QMB on Solomons (Oct.1943), AAA is firing at me. :(

I have completely reinstalled IL-2 und patched it up to 4.12 and saved a copy of 4.11.1 and the same problem occurs. Personnaly, I repeat the same process :

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

baball 06-27-2013 04:41 PM

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.

TitusFlavius 06-27-2013 05:20 PM

Onboardmap cut on top!
 
1 Attachment(s)
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.

robday 06-27-2013 05:39 PM

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.

KG26_Alpha 06-27-2013 07:00 PM

Quote:

Originally Posted by TitusFlavius (Post 505792)
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.

Thats usually due to non standard resolution.

Fall_Pink? 06-27-2013 07:54 PM

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

Fenrir 06-27-2013 08:38 PM

Quote:

Originally Posted by robday (Post 505793)
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.

Confirmed. Occurs for Mosquito, Mustang and Spitfire aircraft types when ground attack missions are flown and Yellow flight (2nd group of four) is tied to the lead (Red) flight and default formation (echelon right) is chosen.

Yellow lead habitually bulldozes straight into Red 4's a$$. Not an issue with finger-four or echelon left

EJGr.Ost_Caspar 06-27-2013 08:52 PM

Quote:

Originally Posted by TitusFlavius (Post 505792)
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.

Its shoved upward. Just click and hold left + right mouse buttons on the maps frame and pull it whereever you want to.

Spudkopf 06-27-2013 09:49 PM

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.

robday 06-28-2013 12:42 AM

Quote:

Originally Posted by Fenrir (Post 505802)
Occurs for Mosquito, Mustang and Spitfire aircraft types when ground attack missions are flown and Yellow flight (2nd group of four) is tied to the lead (Red) flight and default formation (echelon right) is chosen.

Yellow lead habitually bulldozes straight into Red 4's a$$. Not an issue with finger-four or echelon left

It was SBD's and TBF's in the mission I made. It was the TBF's that totally screwed the pooch!

Azdack 06-28-2013 07:31 AM

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

Bowie57 06-28-2013 09:13 AM

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!

baball 06-28-2013 02:15 PM

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.

robday 06-28-2013 03:23 PM

Quote:

Originally Posted by baball (Post 505836)
.

If someone can replicate this issue it would mean that it's a bug.

I've seen it too! Just been doing a USAAF B-25 campaign on the New Guinea map and in the three missions I've done since I installed 4.12, I haven't been shot at once by Japanese AAA! In one mission my group flew within range of 9 enemy airfields. At the target I switched to the static camera view and zoomed in on a Type 88 75mm gun and it didn't even track the B25's. In 4.11.1 I got shot at all the way in to the target.
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.

II/JG54_Emil 06-28-2013 03:25 PM

Typ VIIC surfaced, Type VIIB surfaced and TypIX surfaced U-Boots don´t fire torpedos.

baball 06-28-2013 04:10 PM

Quote:

Originally Posted by robday (Post 505838)
I've seen it too! Just been doing a USAAF B-25 campaign on the New Guinea map and in the three missions I've done since I installed 4.12, I haven't been shot at once by Japanese AAA! In one mission my group flew within range of 9 enemy airfields. At the target I switched to the static camera view and zoomed in on a Type 88 75mm gun and it didn't even track the B25's. In 4.11.1 I got shot at all the way in to the target.
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.

Finally I am not alone! :grin:
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. :(

FC99 06-28-2013 04:28 PM

Quote:

Originally Posted by baball (Post 505836)
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.

Post the mission that doesn't work. DGEN is just a mission generator it doesn't matter whether you play the mission from DGEN Campaign or from FMB.

baball 06-28-2013 05:21 PM

2 Attachment(s)
Quote:

Originally Posted by FC99 (Post 505845)
Post the mission that doesn't work. DGEN is just a mission generator it doesn't matter whether you play the mission from DGEN Campaign or from FMB.

Here are the files for the mission. I hope you will be able to replicate my problem.

Attachment 12523
Attachment 12524

IceFire 06-28-2013 09:02 PM

Quote:

Originally Posted by baball (Post 505847)
Here are the files for the mission. I hope you will be able to replicate my problem.

Attachment 12523
Attachment 12524

Reconstituted the mission and tested it. All Japanese flak open fire readily and effectively.

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.

Pointer 06-28-2013 09:29 PM

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).

Aviar 06-28-2013 10:46 PM

Quote:

Originally Posted by baball (Post 505847)
Here are the files for the mission. I hope you will be able to replicate my problem.

Attachment 12523
Attachment 12524

I also tested your mission. I found no problems. The BLUE AAA fired on the RED planes normally.

Sorry, but I didn't find any issues. (Version 4.12)

Aviar

KG26_Alpha 06-28-2013 11:22 PM

Quote:

Originally Posted by Aviar (Post 505867)
I also tested your mission. I found no problems. The BLUE AAA fired on the RED planes normally.

Sorry, but I didn't find any issues. (Version 4.12)

Aviar

Quote:

Originally Posted by baball (Post 505847)
Here are the files for the mission. I hope you will be able to replicate my problem.

Attachment 12523
Attachment 12524

Quote:

Originally Posted by IceFire (Post 505861)
Reconstituted the mission and tested it. All Japanese flak open fire readily and effectively.

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.

Ok

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.

?

robday 06-29-2013 01:03 AM

Quote:

Originally Posted by KG26_Alpha (Post 505870)
Ok
Tested in FMB flak was working,

FMB is NOT the issue here, try generating a dynamic USAAF bomber campaign on the New Guinea map and I think you will find that the Japanese AAA will not fire on you. I intend testing this some more but it's going to be Monday before I can devote some time to this.

Aviar 06-29-2013 01:41 AM

I tested the mission 3 times in Coop mode. The BLUE AAA fired on RED every time.

Aviar

Aviar 06-29-2013 02:53 AM

Quote:

Originally Posted by robday (Post 505875)
FMB is NOT the issue here, try generating a dynamic USAAF bomber campaign on the New Guinea map and I think you will find that the Japanese AAA will not fire on you. I intend testing this some more but it's going to be Monday before I can devote some time to this.

Ok, I did exactly as described above. I played the first mission as an offline campaign. I placed my B-25 on Autopilot and used Time Skip to get to the target.

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

Baddington_VA 06-29-2013 03:40 AM

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.

FC99 06-29-2013 11:44 AM

Quote:

Originally Posted by Aviar (Post 505879)
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.

We are working on it, it will be fixed for 4.12.1

ElAurens 06-29-2013 12:57 PM

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.

robday 06-29-2013 01:22 PM

Quote:

Originally Posted by FC99 (Post 505897)
We are working on it, it will be fixed for 4.12.1

Nice one guys, thanks.

KG26_Alpha 06-29-2013 02:39 PM

Quote:

Originally Posted by robday (Post 505875)
FMB is NOT the issue here, try generating a dynamic USAAF bomber campaign on the New Guinea map and I think you will find that the Japanese AAA will not fire on you. I intend testing this some more but it's going to be Monday before I can devote some time to this.

Its called comparative testing.

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.

:)

gaunt1 06-29-2013 02:41 PM

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.

Tolwyn 06-30-2013 04:14 PM

How about going public with the link to the campaign? :)

Quote:

Originally Posted by ElAurens (Post 505900)
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.


baball 06-30-2013 05:02 PM

Quote:

Originally Posted by FC99 (Post 505897)
We are working on it, it will be fixed for 4.12.1

Thank you so much TD!:grin:

JtD 06-30-2013 05:02 PM

Quote:

Originally Posted by Tolwyn (Post 505951)
How about going public with the link to the campaign? :)

It's part of 4.12.

KG26_Alpha 06-30-2013 05:11 PM

Quote:

Originally Posted by ElAurens (Post 505900)
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.

Sounds like a possible memory leak

Quote:

Originally Posted by JtD (Post 505955)
It's part of 4.12.

Interesting.

ElAurens 06-30-2013 06:56 PM

Yes, it comes with 4.12.

Baddington_VA 07-01-2013 12:27 AM

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.

IceFire 07-01-2013 12:58 AM

Quote:

Originally Posted by ElAurens (Post 505961)
Yes, it comes with 4.12.

Indeed! I worked fairly hard to try and make sure that it was ready for 4.12 release. Then the translators went to town as well. All efforts hugely appreciated!

But everyone does have the campaign available to them "out of the box" so to speak :D

Aviar 07-01-2013 04:30 AM

Quote:

Originally Posted by Baddington_VA (Post 505973)
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..:!:


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

EJGr.Ost_Caspar 07-01-2013 06:46 AM

L
Quote:

Originally Posted by ElAurens (Post 505900)

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.

Anyone else experiencing this?
@ElAuren: did you try a different similar long mission ( single mis. maybe)?

Pursuivant 07-01-2013 07:17 AM

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.)

Pursuivant 07-01-2013 08:03 AM

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.

chn6 07-01-2013 08:52 AM

Moving Tank destroyed Model lost.

http://bbs.dof.cn/uploads/monthly_07...1372668374.jpg

http://bbs.dof.cn/uploads/monthly_07...1372668439.jpg

ElAurens 07-01-2013 11:27 AM

Quote:

Originally Posted by EJGr.Ost_Caspar (Post 505980)
L

Anyone else experiencing this?
@ElAuren: did you try a different similar long mission ( single mis. maybe)?

I'm trying to replicate it with other missions and careers. So far no luck.

Vendigo 07-01-2013 01:02 PM

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.

FC99 07-01-2013 01:09 PM

Quote:

Originally Posted by Vendigo (Post 506004)
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.

Check how much fuel AI have.

Vendigo 07-01-2013 07:39 PM

1 Attachment(s)
Quote:

Originally Posted by FC99 (Post 506005)
Check how much fuel AI have.

Full tanks of course.
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:

KG26_Alpha 07-01-2013 08:52 PM

1 Attachment(s)
Quote:

Originally Posted by Vendigo (Post 506022)
Full tanks of course.
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:

Please check the mission 1 I have edited for you it works as it should now.

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.

Pursuivant 07-01-2013 11:21 PM

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.

Vendigo 07-02-2013 11:22 AM

Quote:

Originally Posted by KG26_Alpha (Post 506023)
Please check the mission 1 I have edited for you it works as it should now.
Pay attention to the new waypoints, altitudes and speeds etc etc it should point you in the right direction for your mission building.

Thank you but it only works 50/50, in about half the times I tried it the AI Me-163s still fail to lock on the B-17s and keep flying in circles until the fuel runs out. Unfortunately seems this is not the solution I need.
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?

FC99 07-02-2013 01:02 PM

Quote:

Originally Posted by Vendigo (Post 506055)
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?

In Il2 when plane finds the target it checks through WayPoints and adjust/switch its WP according to position of the enemy. In your mission, right after the takeoff Me163 acquire the target and immediately switches to Landing WP.

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:

[MAIN]
  MAP Empty1a/load.ini
  TIME 12.0
  CloudType 0
  CloudHeight 1000.0
  player g0100
  army 2
  playerNum 0
[SEASON]
  Year 1940
  Month 6
  Day 15
[WEATHER]
  WindDirection 0.0
  WindSpeed 0.0
  Gust 0
  Turbulence 0
[MDS]
  MDS_Radar_SetRadarToAdvanceMode 0
  MDS_Radar_RefreshInterval 0
  MDS_Radar_DisableVectoring 0
  MDS_Radar_EnableTowerCommunications 1
  MDS_Radar_ShipsAsRadar 0
  MDS_Radar_ShipRadar_MaxRange 100
  MDS_Radar_ShipRadar_MinHeight 100
  MDS_Radar_ShipRadar_MaxHeight 5000
  MDS_Radar_ShipSmallRadar_MaxRange 25
  MDS_Radar_ShipSmallRadar_MinHeight 0
  MDS_Radar_ShipSmallRadar_MaxHeight 2000
  MDS_Radar_ScoutsAsRadar 0
  MDS_Radar_ScoutRadar_MaxRange 2
  MDS_Radar_ScoutRadar_DeltaHeight 1500
  MDS_Radar_HideUnpopulatedAirstripsFromMinimap 0
  MDS_Radar_ScoutGroundObjects_Alpha 5
  MDS_Radar_ScoutCompleteRecon 0
  MDS_Misc_DisableAIRadioChatter 0
  MDS_Misc_DespawnAIPlanesAfterLanding 1
  MDS_Misc_HidePlayersCountOnHomeBase 0
  MDS_Misc_BombsCat1_CratersVisibilityMultiplier 1.0
  MDS_Misc_BombsCat2_CratersVisibilityMultiplier 1.0
  MDS_Misc_BombsCat3_CratersVisibilityMultiplier 1.0
[RespawnTime]
  Bigship 1800
  Ship 1800
  Aeroanchored 1800
  Artillery 1800
  Searchlight 1800
[Wing]
  g0100
  usa0100
[g0100]
  Planes 3
  Skill 2
  Class air.ME_163B1A
  Fuel 100
  weapons default
[g0100_Way]
  TAKEOFF 5661.22 9105.14 0 0 &0
  NORMFLY 6175.56 15527.31 7000.00 600.00 &0
  NORMFLY 6403.96 18040.39 8000.00 700.00 usa0100 1 &0
  NORMFLY 6064.36 9707.96 500.00 500.00 &0
  LANDING 5699.89 9106.71 0 0 &0
[usa0100]
  Planes 4
  Skill 0
  Class air.B_17G
  Fuel 100
  weapons default
[usa0100_Way]
  NORMFLY 2089.23 8598.55 8000.00 350.00 &0
  NORMFLY 6343.32 18222.32 8000.00 350.00 &0
  NORMFLY 21103.97 19059.20 8000.00 350.00 &0
[NStationary]
[Buildings]
[Bridge]
[House]

Another (ugly) option would be to add special check in code for Me163 in next patch or we can do something else, what would that be I don't know at the moment.:)

Quote:

Originally Posted by Pursuivant (Post 506028)
AI fighter routines to attack heavy bombers seem badly flawed.

We haven't touch that at all yet, that's on TODO list.

KG26_Alpha 07-02-2013 03:05 PM

Quote:

Originally Posted by Vendigo (Post 506055)
Thank you but it only works 50/50, in about half the times I tried it the AI Me-163s still fail to lock on the B-17s and keep flying in circles until the fuel runs out. Unfortunately seems this is not the solution I need.
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?

Well the mission 1 I edited puts the waypoints in the correct position to attack the bombers and they do 100%, simply putting a couple of waypoints like you did at 500m with the bombers at 85000m the ai have no choice really but to ignore the target 8000m above them as they were never told to go to that alt and direction, you told them to go 500m to point 1 (set USA) and return to land.

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 :)

spn 07-02-2013 04:39 PM

D3A1 Gunsight Cover
 
Please disregard this post, I accidently jumped to the wrong thread.

Thanks

Vendigo 07-02-2013 05:30 PM

Quote:

Originally Posted by KG26_Alpha (Post 506076)
Well the mission 1 I edited puts the waypoints in the correct position to attack the bombers and they do 100%

You are wrong! I ran the mission edited by you 10 times just now, and it worked only 3 times, whereas 7 times Me-163s failed to notice B-17s at all and just kept circling until they ran out of the fuel.

Quote:

Originally Posted by KG26_Alpha (Post 506076)
Well the mission 1 simply putting a couple of waypoints like you did at 500m with the bombers at 85000m the ai have no choice really but to ignore the target 8000m above them as they were never told to go to that alt and direction, you told them to go 500m to point 1

But you are wrong again, in my "mission 1" the first waypoint is "take off" and second waypoint is at 8000m and 700km/h (not 500m as you say) and this WP is in the same direction where the B-17 are headed.
But still I think that adding more waypoints should solve the problem, so thanks for the clue. I will need to do more testing.

Vendigo 07-02-2013 05:50 PM

Quote:

Originally Posted by FC99 (Post 506064)
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:

Thanks for explanation and your variant seems to be working all the time.

FC99 and KG26_Alpha thank you for your help, now I think I can make it work.

Pfeil 07-02-2013 05:53 PM

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.

Alien 07-02-2013 06:59 PM

Quote:

Originally Posted by FC99 (Post 506064)
We haven't touch that at all yet, that's on TODO list.

Yeah :D

KG26_Alpha 07-02-2013 07:15 PM

Quote:

Originally Posted by Vendigo (Post 506093)
You are wrong! I ran the mission edited by you 10 times just now, and it worked only 3 times, whereas 7 times Me-163s failed to notice B-17s at all and just kept circling until they ran out of the fuel.

Again I have 100% intercept success with the ai .

Quote:

Originally Posted by Vendigo (Post 506093)
But you are wrong again, in my "mission 1" the first waypoint is "take off" and second waypoint is at 8000m and 700km/h (not 500m as you say) and this WP is in the same direction where the B-17 are headed.
But still I think that adding more waypoints should solve the problem, so thanks for the clue. I will need to do more testing.

I concede the first waypoint was indeed 8000m but its not enough to set just one wp to intercept from take off as already recognized.

Quote:

Originally Posted by Vendigo (Post 506095)
Thanks for explanation and your variant seems to be working all the time.

FC99 and KG26_Alpha thank you for your help, now I think I can make it work.

Glad your on the right track now.

Pfeil 07-03-2013 02:56 AM

Quote:

Originally Posted by Spudkopf (Post 505589)
Possibly the same issue for the Do-335?

Do you have any reference material that states the bomb doors had to be opened by hand? I know there's an emergency release handle for them, but unless it's on the bomb arming panel there's no switch to open them for regular use.


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.

Aardvark892 07-03-2013 08:54 PM

Quote:

Originally Posted by christopher0936 (Post 505741)
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

Place the first taxi waypoint farther out from the parked aircraft. That first waypoint doesn't have to be right near them; if you move it out so that the yellow (or purple) line pointing to the spawn stationary aircraft is straighter, they won't make drastic turns to get to it, and therefore crash into the hangar. I hope this helps!


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