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-   -   4.12 Patch - Comments (http://forum.fulqrumpublishing.com/showthread.php?t=40134)

EJGr.Ost_Caspar 06-18-2013 08:51 PM

Quote:

Originally Posted by Pershing (Post 504976)
But why smoke and fire became SO dim? IMHO looks not good and not beautiful... Explosions now more grey-dim-yellow..
FW-190 often set on fire without smoke - looks also not good..

It doesn't need to be beautiful, it has to be realistic. Fire on daylight are much less intensitive than at night (and like hollywood movies tends to show us).
And still, this looks not quite dim to me:
https://dl.dropboxusercontent.com/u/...s/grab0479.jpg

Fire without smoke is just normal, if only fuel burns. It can grow and get smokey quite fast, when other parts start to burn.

rickster 06-18-2013 09:34 PM

I have the patch installed,but now my game won't start,even with the CD installed.What could be the problem?

rollnloop 06-18-2013 10:32 PM

Quote:

a few bugs id like to point out:

ai set to average now have terrible gunnery (i fought 4 fw190s vs 8-16 generic soviet fighters which were mostly yak9 series) and i will have to say that they cannot hit me if their life depended on it unless i am not maneuvering what so ever. i tested it by flying straight and then i did eventually get shot up but again it did take the ai quite a while to zero in their gunfire. guess ill have to stick to aces as those can sortof hit you in a turn/maneuver in one go
Try flying A6M2 vs F4F4 average, in my experience if you don't manoeuver, they'll kill you in no time.

Sailboat 06-18-2013 11:08 PM

Not sure if its just me, but AI set to ace have considerably worse aim then they used to.

IceFire 06-18-2013 11:24 PM

Quote:

Originally Posted by rickster (Post 505050)
I have the patch installed,but now my game won't start,even with the CD installed.What could be the problem?

The patch doesn't replace the EXE so the CD will have no behavioral change from 4.11.1. The key thing is to install over a clean 4.11.1. If you installed over mod packages then... that would be problematic and the game may not start.

SkyFan 06-18-2013 11:54 PM

4.12 - First impressions
 
4 Attachment(s)
Generally it is wonderful patch as a result of titanic job. Thanks for DT!
SB is terrific, users paintschemes for stationary aircrafts and a lot of other features are also attractive. However unfortunately there is one negative point (at least currently).
So, each mission builder and mission user remembers 7 previous versions of different smokes (from 1 to 7). Many authors used them in missions and campaigns.
But in 4.12 these smokes were replaced by new ones and a lot of missions created before became non-playable now. For example, please look to image of Russian village at winter 1942 from mission which has been created with 4.11 (Smoke_6&7_411.jpg) and compare this image with the same situation in 4.12 (Smoke_6&7_412.jpg).
The next example is at two next images regarding soldiers waiting for the launch.
Just please compare screenshot from mission in 4.11 with te same one in 4.12
Any comments aren't needed as you can see.
Of course I don't mind if DT want to add additional smokes: please do it.
But please, don't replace existing ones. Or at least please restore them (especially #6 & #7). I'm sure a lot of mission builders and/or players will be glad. I doubt if each campaign builder is able to spend a lot of time ang change these smokes in all his/her missions and/or campaigns created before. So, please have just a little piece of respect to other people who worked before and for users playing "retro"-missions.
I'm not English native speacker, so, please forgive me my possible mistakes in English.
Thank you in advance.
Best regards.

Spinnetti 06-19-2013 12:07 AM

Quote:

Originally Posted by EJGr.Ost_Caspar (Post 505043)
Hm... strange! No problem here with 64bit. Did you try to just unpack the file via WinRar?

I had the same issue. I ran it from within the .zip file instead of extracting first and that worked ok though.

Ventura 06-19-2013 01:03 AM

SubTitleLines=3 in the conf.ini doesn't seem to function anymore, tho the newer font, size and colors aren't as obtrusive as before, still would like to have a limit on the column of text when chatter gets heavy.

(This may be related to Aviars waypoint issue. I noticed that object vehicles DELAY waypoint setting [min] now occurs on the third waypoint from the waypoint you input the DELAY as opposed to the second waypoint in the earlier version.)

Great stuff so far. Seems some of the sounds have been slightly enhanced.

Thanks much TD!

Treetop64 06-19-2013 01:15 AM

Quote:

Originally Posted by Ventura (Post 505067)

Great stuff so far. Seems some of the sounds have been slightly enhanced.

I noticed that, too. Gunfire from inside the aircraft sounds better.

Dash 8 06-19-2013 06:31 PM

I've noticed a difference in the new 4.12 patch of mixture settings. For example, In a LaGG 3 series 29 campaign I'm flying, I now have to reduce the fuel mixture to 80% at 3300 meters or I get the brown\black smoke of an overly rich fuel mixture going to the engine. I didn't have to reduce the fuel mixture until 5000 meters before the new patch. Nice addition the complex engine management that is more realistic. I remember when I was learning to fly in a Cessna 152 that I had to start leaning the fuel mixture to the engine above 3000 feet if I wanted more RPMs out of the engine. (I didn't do it in the pattern at the airport I trained at, but the field elevation was 2284 feet which meant leaning began shortly after take off.)

I see we now have a radio command for "bandits". How does this work? I have pressed the W key which is usually assigned to the 'bandits' call and padlocked an enemy aircraft and heard my lead say 'roger'. I've also just padlocked an enemy aircraft and heard the same 'roger' call. I think it's my way of pointing out enemy aircraft to an AI lead, but I'm not sure Exactly how to use this new command. Loving the new patch so far!!!


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