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

FatBug 07-06-2013 11:22 PM

Quote:

Originally Posted by EJGr.Ost_Caspar (Post 506348)
Not confirmed. Check gunsight brightness!

Hi Caspar!
Thank you for response. I must apologize for false alarm. After discovering that also on many other planes reticles are missing, at first I tought about corrupted download, but that was not the case. TexFlags.UseAlpha=1 was the culprit. :oops:

Salute!

KU_Rigamortis 07-07-2013 02:36 AM

A6m3
 
A6M3 has no tail hook. Perhaps I'm overlooking some specification, but I thought it deployed on carriers and kept the hook regardless of being shore based or not.

Wonderful job on 4.12, it's a fantastic addition to the best flight sim, and I am really enjoying the new features. Thank you so much for the dedication, sacrifice, and hard work by all at DT who brought 4.12 to life.

S!

Pursuivant 07-07-2013 04:42 AM

Quote:

Originally Posted by KU_Rigamortis (Post 506378)
A6M3 has no tail hook. Perhaps I'm overlooking some specification, but I thought it deployed on carriers and kept the hook regardless of being shore based or not.

There were several different versions of the A6M3, some of which had the tailhook removed to save weight. Also, in some cases the additional weight made it unsuitable for carrier operations.

The A6M3 was a shorter-ranged, land-based version. The A6M3a (AKA A6M3 Model 32, AKA HAMP) restored the range and the tailhook and slightly modified by wings by removing the folding wingtips. Sadly, that version isn't the game.

Lots of tasty information here:

http://rwebs.net/avhistory/history/zeke32.htm

This model of the Zeke would be a welcome addition to the game, and pretty easy to create, but that's a topic for a different thread.

KU_Rigamortis 07-07-2013 07:48 AM

Thanks for the answer.

S!

chn6 07-07-2013 02:19 PM

Kuban MAP K11 airfield No.9 born point have BUG, born in air and Crash.

http://bbs.dof.cn/uploads/monthly_07...1373206501.jpg

http://bbs.dof.cn/uploads/monthly_07...1373206488.jpg

http://bbs.dof.cn/uploads/monthly_07...1373206493.jpg

IceFire 07-07-2013 03:02 PM

Quote:

Originally Posted by Pursuivant (Post 506379)
There were several different versions of the A6M3, some of which had the tailhook removed to save weight. Also, in some cases the additional weight made it unsuitable for carrier operations.

The A6M3 was a shorter-ranged, land-based version. The A6M3a (AKA A6M3 Model 32, AKA HAMP) restored the range and the tailhook and slightly modified by wings by removing the folding wingtips. Sadly, that version isn't the game.

Lots of tasty information here:

http://rwebs.net/avhistory/history/zeke32.htm

This model of the Zeke would be a welcome addition to the game, and pretty easy to create, but that's a topic for a different thread.

I'd very much like to have that version modelled into the stock game. It's an important type for the Solomons air battles.

Genosse 07-08-2013 04:39 PM

National markings in QMB + AI behaviour
 
First of all I'd like to say that you've a stunning job on the 4.12 patch. Thanks a lot for your efforts TD! :grin:

Here are some points I came across ...

After returning to the QMB the national markings are messed up: once set up enemy USAAF aircraft appears to be VVS after getting back into QMB.

Another thing is the behaviour of the AI planes on takeoff in the QMB. In the attached QMB mission I assigned another P-38 to take off as my wingman in order to interecept incoming Japanese aerial forces. After spooling up all engines my AI wingman seemed to bounce up and down with the result that he bent his props. Maybe you can re-experience this situation flying this QMB mission.

Thank you in advance,

Genosse

KG26_Alpha 07-08-2013 05:02 PM

Quote:

Originally Posted by Genosse (Post 506474)
First of all I'd like to say that you've a stunning job on the 4.12 patch. Thanks a lot for your efforts TD! :grin:

Here are some points I came across ...

After returning to the QMB the national markings are messed up: once set up enemy USAAF aircraft appears to be VVS after getting back into QMB.

Another thing is the behaviour of the AI planes on takeoff in the QMB. In the attached QMB mission I assigned another P-38 to take off as my wingman in order to interecept incoming Japanese aerial forces. After spooling up all engines my AI wingman seemed to bounce up and down with the result that he bent his props. Maybe you can re-experience this situation flying this QMB mission.

Thank you in advance,

Genosse

Just tested

Results

A bit random >>>

Sometimes there's a bounce and a prop is damaged

Sometimes he only starts the port (left) engine.

This usually happens if you start both the engines quickly to scramble whilst the AI behind you is still in the engine start procedure.

?






.

Soldier_Fortune 07-08-2013 10:00 PM

First of all: Thanks TD for your great effort mantaining this amazing sim alive.:cool:

Second: a minor bug in the Go 229... its AFN-2 instrument doesn't work.

S!

Baddington_VA 07-09-2013 01:56 AM

Reciprocal course given by AI leaders
 
Maybe somebody mentioned this already.

Took off on a mission, course was 270.
But all the time the AI flight leader announced vector 090.
I noticed this throughout the mission, that the vectors given
were the reciprocal of the intended.

This is a mission I built in FMB.
So I am certain of what the true course vectors are.


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