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

Aviar 12-28-2010 05:22 AM

Quote:

Originally Posted by waffen-79 (Post 207424)
G Limit - Difficulty setting

support question

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

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

The G-force Limit is built into the code. The user cannot alter any values. You can however turn the feature on/off in the Difficulty settings (G-force Limits).

Aviar

csThor 12-28-2010 06:58 AM

Quote:

Originally Posted by SkyFan (Post 207391)
Dear DT members, please put your attention to my next investigation concerning board cobe of second aircraft from second link of second squadron. It has second "5" instead "6" (please see attached image). I don't know, why so :confused:
In other links & squadrons everithing is OK.
I hope, correction is possible ;)
Best regards.

http://www.steelsoldiers.com/images/...smiley_doh.gif Will be fixed. Sorry, my fault. :oops:

pop 12-28-2010 07:18 AM

What about CRT?
Server - Windows Server 2008 R2 standart RU, 4.10_DS over clean 4.09 DS with CRT=2,
Client - Windows 7 Ultimate, 4.10_ru over clean 4.09

CRT=2 - Timeout1
CRT=1 - Timeout1

:(

csThor 12-28-2010 07:35 AM

Unfortunately the CRT thingy is known to have issues with different OS versions between server & client. It's been this way ever since it was introduced. :(

pop 12-28-2010 07:46 AM

Quote:

Originally Posted by csThor (Post 207434)
Unfortunately the CRT thingy is known to have issues with different OS versions between server & client. It's been this way ever since it was introduced. :(

It's was not!
We have normally use CRT = 2 at 4.09.
Were very rare problems with clients on Windows 2000 and CRT = 2.
CRT = 1 was never caused any problems.
Now, 80% of users can not join even with a CRT = 1

baronWastelan 12-28-2010 08:03 AM

Oil pressure guage is a useless ornament in the Hurricanes.

Aximand 12-28-2010 08:58 AM

Hello TD, was trying to find report about that but i don't, there is mk108 gunpods on bf109g6-g6late, they not firing
...
Thanks.

EJGr.Ost_Caspar 12-28-2010 10:06 AM

That was in the fifth posting in this thread and it is confirmed to be a bug.

Genosse 12-28-2010 10:22 AM

Quote:

Originally Posted by Faust (Post 207325)
Genosse,

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

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

Thanks much guys for the great new additions.

Oops! Stupid me ... thank you for pointing me to that, Faust. :grin:

Reading, understanding and comprehending is the key to success! :rolleyes:

Kwiatek 12-28-2010 10:58 AM

I report that with 4.10 pilot start to blackout too fast. It is not bug but just wrong issue.
Before 4.10 it was far realistic when pilot start to blackout ( tunnel vision) not until before constant 5.5 G. In 4.10 it was changed and now pilot get tunnel vision when pass constant 5 G which is too fast.

IRL normal pilot should start to greyout at about constant 5.5-6G then tunnel vision about 5.8 -6 G.

I fly aerobatic gliders and i have not any symptoms of blackout or greyout at constans 5.0-5.5 G - not any problem with it beside feeling of heaviness your body.

I think that blackout should be back to the same like before 4.10 where it was more realistic. Now pilots start to blackout too fast and at slowier speeds.

felix_the_fat 12-28-2010 11:17 AM

Hi Daedalos
4.10 is fantastic!
one little bug:
Fairy Fulmar damage model:
when plane is slightly damaged, or smoking, main wheels sit on top of wings!
felix

[URU]BlackFox 12-28-2010 11:44 AM

Some members of my squad saw the red arrows as in FMB at the end of runways when connecting to a 4.10m server last night (WarbirdsofPrey).

It didn't happen to myself, but 3 guys with clean installations had that issue. I'll try to reproduce it and upload the tracks, has it happened to anyone else ?

BTW... I'm a Software developer, and i have a suggestion: To avoid discussion of some software features, in my company we have decided to make it as customizable as possible (with reasonable default settings). In that way, users can themselves correct what they believe to be wrong, and they don't complain to us so frequently. I don't even know if it's possible to do that in this game, it's just a suggestion.

Regards and many thanks for all the work that you've done with the sim. IMHO, the new implementations and ideas are very good.

Sorry for my English in case some point is not well explained.

GF_Mastiff 12-28-2010 12:35 PM

my 1940 hurricanes have pylons on them?n evermind on this one I see the problem, you took out the MKII and only have the MKIIb, what happened to the MKIIa?

The 1939 HurricaneMKI doesn't come up in the standared list but in alphabetic list; once picked, a QMB is active it's no longer in the list.

I love the joystick optional set ups. Awesome work in the HOTAS detection system.

blowpipe 12-28-2010 12:36 PM

RADIO question...

Yesterday my radio was working well, now it,s dead..
Checked again, all buttons up in sounds , choose blue(or red) in properties, groszdeutcher rundvunk filled with 3 wavs but no luck. Also in other mission which worked well yesterday, radio Honoloulu also dead?
Any help appreciated

EJGr.Ost_Caspar 12-28-2010 01:14 PM

Quote:

Originally Posted by Kwiatek (Post 207458)
I think that blackout should be back to the same like before 4.10 where it was more realistic. Now pilots start to blackout too fast and at slowier speeds.

Nothing was changed to blackouts, except the texture (deleted that crispy one for a tunnel vision).

swiss 12-28-2010 02:26 PM

1. BK3.7
The changed "aiming point"(don't know the correct expression) for BK3.7, which is way lower than before, is a bug - not a feature, right?

2. Loadouts FW190
Why do we still get the darn Rüstsatz on the belly for removing the outer FF(or even everything but the two 151) ?

Ernst 12-28-2010 02:35 PM

Quote:

Originally Posted by Wutz (Post 206894)
Well the funny thing is as of 4.10m the bomb casing not the detonator touching something makes the differance. Also try dropping at 25m and see what happens! I can tell you absolutely nothing! At 40m the same, at 60m you can hit finally, at 70m you are dead reguardly what kind of a delay you have set, as now we know that mechanical and chemical detonators reset themselves automaticlly when not dropped at the exact right height.
I should maybe write my former instructors with whom I did my EOD training that they told us a bunch of bull about how mechanical detonators work.....
Sorry the momentary solution for skip bombing is straight out of the funny farm.

Until as i known and reading (Air Combat Manouvres) they flew very near to the deck to evade enemy fire then climb when approaching the target to release the bombs cause bombs may not explode if dropped too low. I have nothing against with the new bomb fusing. I do not understand, what is the real thing then? If it is possible to improve it in next patches it ll be very pleasant but the actual is acceptable, and think it is better than 4.09 way

But this i described above is true, pilots flying very low climbed a little to release the bombs. Instead to be complaining you must develop new tactics but maybe you are right when you speak about the bomb casing and detonators.

W32Blaster 12-28-2010 02:51 PM

can we please have a confirmation on changing Aimpoint of BK3.7 in Bf110?!

Is this messed up by the 'schwarze Maenner', by slobbily adjusting convergence?! :cool:

Colt 12-28-2010 03:02 PM

A6m3
 
The A6M3 starts off on its nose on the Bougainville Map at the southern base on Bougainville Island. The A6M5 works fine. I even put down Test runway 2 and the A6M3 did it on that also. I assume it is a bug with the plane and not map.

EJGr.Ost_Caspar 12-28-2010 03:33 PM

Quote:

Originally Posted by W32Blaster (Post 207496)
can we please have a confirmation on changing Aimpoint of BK3.7 in Bf110?!

Is this messed up by the 'schwarze Maenner', by slobbily adjusting convergence?! :cool:

Confirmed - and will be fixed in next issue. ;)

gprr 12-28-2010 03:51 PM

"Fuselage lengtf in P-51 FM adjusted"
 
Hello TD and all

"Fuselage length in P-51 FM adjusted"- from 4.10 readme.

What kind of effect on P-51 FM, will it have ?

Thanks alot
GP

_RAAF_Furball 12-28-2010 03:53 PM

Could I please have an official reply to CRT=2 and CRT=1 not allowing players to join a server? (see pages 2, 10, 16 & 17)

thank you

AndyJWest 12-28-2010 03:55 PM

The consensus seems to be that P-51s are a bit more stable now - this makes it a better gun platform too. Possibly the FM change effectively moved the CoG slightly forward. I've only tried it briefly though, perhaps a regular pony pilot could give their opinion?

swiss 12-28-2010 03:56 PM

Quote:

Originally Posted by EJGr.Ost_Caspar (Post 207516)
Confirmed - and will be fixed in next issue. ;)

what about the addition of the rüstsatz in exchange for removing board weapons?

Colt 12-28-2010 04:14 PM

Quote:

Originally Posted by Colt (Post 207501)
The A6M3 starts off on its nose on the Bougainville Map at the southern base on Bougainville Island. The A6M5 works fine. I even put down Test runway 2 and the A6M3 did it on that also. I assume it is a bug with the plane and not map.

I did further test on this and I am not sure what the problem is. I built a test map out of the August 1942 Solomon map, same one I used in mission, and the A6M3 worked fine in it. I went back to the mission I built and switched out the A6M3 for the A6M5 and the A6M5 started out on it nose too, after having worked before. So I am not sure its a bug or mission just got corrupt somehow. Sorry for waste of your time.:(

Kwiatek 12-28-2010 04:16 PM

Quote:

Originally Posted by EJGr.Ost_Caspar (Post 207484)
Nothing was changed to blackouts, except the texture (deleted that crispy one for a tunnel vision).

Hmm i checked both 4.09 and 4.10 with G guage and noticed that in 4.09 pilot start to blackout at constant 5.5 G but in 4.10 it start to tunnel vision when pass constant 5.0 G. It looks that pilot in 4.10 start to have tunel vision ( start to blackout) ab. 0.5 G earlier then in 4.09.

But i will check it more.

Bionde 12-28-2010 04:31 PM

here the FMB dont save the countries to the base...

help:confused:

TinyTim 12-28-2010 04:45 PM

Bug report:

BK 3,7 cannon on Bf 110 G-2/R1 is not shooting straight ahead but rather a few degrees downwards. This is wrong, here's a capture from Bf 110 G-2 manual:

http://www.shrani.si/f/1/lw/mw5MPrQ/bk-37.jpg

(Whole manual can be found here: Bf 110 G-2/R1 Flugzeug-Handbuch)

By the way, this error already appeared back when Bf 110 G-2 was introduced into the sim, but was fixed in the next patches.

Azimech 12-28-2010 04:47 PM

That's already reported a whole lot of pages ago. Still, nice graph.

santobr 12-28-2010 04:56 PM

Is there a chance of a only bugs correction version before 4.11m?;)

Thank you.

santobr.

GF_Mastiff 12-28-2010 04:59 PM

Quote:

Originally Posted by GF_Mastiff (Post 207472)
my 1940 hurricanes have pylons on them? nevermind on this one I see the problem, you took out the MKII and only have the MKIIb, what happened to the MKIIa?

The 1939 HurricaneMKI doesn't come up in the standared list but in alphabetic list; once picked, a QMB is active it's no longer in the list.

I love the joystick optional set ups. Awesome work in the HOTAS detection system.

bumped with love for the hurricane.

Tempest123 12-28-2010 05:10 PM

Quote:

Originally Posted by AndyJWest (Post 207527)
The consensus seems to be that P-51s are a bit more stable now - this makes it a better gun platform too. Possibly the FM change effectively moved the CoG slightly forward. I've only tried it briefly though, perhaps a regular pony pilot could give their opinion?

The yaw instability is fixed, and the pitch sensitivity is fixed as well, which IMHO caused most of the other problems. Not sure if DT made any other changes besides the fus. length. Generally feels proper now, and aiming is better as a result, the .50's are more effective. Maybe T}{OR could weigh in, but it feels right to me.

gprr 12-28-2010 05:29 PM

Quote:

Originally Posted by Tempest123 (Post 207549)
The yaw instability is fixed, and the pitch sensitivity is fixed as well, which IMHO caused most of the other problems. Not sure if DT made any other changes besides the fus. length. Generally feels proper now, and aiming is better as a result, the .50's are more effective. Maybe T}{OR could weigh in, but it feels right to me.

Thanks for posting.

Flying the P-51D-NT,gives me also, feel of an improved handling:grin:

GP

GF_Mastiff 12-28-2010 05:33 PM

something must be wrong with the IL2.exe
I'm hitting 882 mb in the load and the game starts to slide show.
after about 45 min of play single player berrserbia.
thats the only one I have tested so far I'm wondering if it the stats?

EJGr.Ost_Caspar 12-28-2010 06:10 PM

Quote:

Originally Posted by _RAAF_Furball (Post 207526)
Could I please have an official reply to CRT=2 and CRT=1 not allowing players to join a server? (see pages 2, 10, 16 & 17)

Confirmed as a bug, can happen at special circumstances.

FC99 12-28-2010 06:14 PM

Quote:

Originally Posted by GF_Mastiff (Post 207472)
my 1940 hurricanes have pylons on them?n evermind on this one

Like they always had.

Quote:

I see the problem, you took out the MKII and only have the MKIIb, what happened to the MKIIa?
MkIIa was never in game.

Quote:

The 1939 HurricaneMKI doesn't come up in the standared list but in alphabetic list;
It comes at same place as always , it is just among Axis planes, AFAIK it represent Finnish version or something like that and that is the reason why it's there.

Quote:

once picked, a QMB is active it's no longer in the list.
Please, rephrase this because I don't have a slightest clue what are you trying to say.

FC

Flanker35M 12-28-2010 06:26 PM

S!

The Hurricane Mk.I in IL-2 should be same for RAF too, not axis only. Has the Merlin III engine, metal covered wing instead of fabric covered one etc.

GF_Mastiff 12-28-2010 06:45 PM

Quote:

Originally Posted by FC99 (Post 207568)
Like they always had.


MkIIa was never in game.

It comes at same place as always , it is just among Axis planes, AFAIK it represent Finnish version or something like that and that is the reason why it's there.


Please, rephrase this because I don't have a slightest clue what are you trying to say.

FC

The 1939 HurricaneMKI doesn't come up in the standared list but in alphabetic list; once picked or saved in a QMB and loaded it's no longer in the list to choose from.

It is a RAF plane why would it not be where its supposed to be?

pupo162 12-28-2010 06:53 PM

the reason was explained in the fb manual, when it was introduced:

thsi plane was introduced in the game for a scenario were the hurricane flue fo rthe "blue" team. back i nthe day there was not even a RAF in the game. as such this plane was putted in the axis pot of aircraift.

MadBlaster 12-28-2010 09:40 PM

Hi. I don't if this is a bug or intentional with the addition of the new 2 second delay. I can't seem to skip a bomb on land anymore. The bomb just melts into the landscape and explodes. Am I doing something wrong? Btw, I can skip bombing on water with the new 2 second restriction, no problem. So it seems like skip bombing is now restricted to water? Thanks.

Sven 12-28-2010 09:58 PM

Quote:

Originally Posted by MadBlaster (Post 207631)
Hi. I don't if this is a bug or intentional with the addition of the new 2 second delay. I can't seem to skip a bomb on land anymore. The bomb just melts into the landscape and explodes. Am I doing something wrong? Btw, I can skip bombing on water with the new 2 second restriction, no problem. So it seems like skip bombing is now restricted to water? Thanks.

There's a topic about that running ever since 4.10 came out, it's called "Bomb fuses need to be an option" you can find all your answers there.

Bionde 12-28-2010 10:06 PM

mds not save any country to a base

someone can help?

BlueLion 12-28-2010 10:57 PM

Opening the command window (also written into log) it shows

"MIRROR NETINPUT: 83"

The values differ. What does this mean?


BL

MadBlaster 12-28-2010 11:06 PM

I've read through that thread. I'm not finding what I'm after. If someone from Team Diadalos could tell me if the game coding in 4.1 with the 2 second fusing allows for skip bombing land targets or not? If it doesn't, that is fine. Just don't want to spend hours trying to do something that may be impossible to do. If it is or isn't, I'm sure you have your reasons. Thanks.

Aviar 12-28-2010 11:12 PM

Quote:

Originally Posted by MadBlaster (Post 207646)
I've read through that thread. I'm not finding what I'm after. If someone from Team Diadalos could tell me if the game coding in 4.1 with the 2 second fusing allows for skip bombing land targets or not? If it doesn't, that is fine. Just don't want to spend hours trying to do something that may be impossible to do. If it is or isn't, I'm sure you have your reasons. Thanks.

Yes, you can skip-bomb on land. You must be doing something wrong.

Aviar

MadBlaster 12-28-2010 11:15 PM

Okay, thanks for reply.

Kye 12-28-2010 11:51 PM

I think there is an issue with the compass' (compai?) on the MkVIII spit.

The one on the panel only seems to have a quarter of it, and doesn't rotate, and the compass behind the stick doesn't rotate.

Bionde 12-28-2010 11:58 PM

damn, only me have problems in the FMB?

Feathered_IV 12-29-2010 12:29 AM

Quote:

Originally Posted by Sita (Post 206485)



I can confirm that too.

Bionde 12-29-2010 12:41 AM

1 Attachment(s)
???

ignore the markings

BadAim 12-29-2010 12:48 AM

Quote:

Originally Posted by MadBlaster (Post 207646)
I've read through that thread. I'm not finding what I'm after. If someone from Team Diadalos could tell me if the game coding in 4.1 with the 2 second fusing allows for skip bombing land targets or not? If it doesn't, that is fine. Just don't want to spend hours trying to do something that may be impossible to do. If it is or isn't, I'm sure you have your reasons. Thanks.

Depending on your speed, you'll need to drop at like 30-40 meters minimum in level flight to get the 2 sec fly time to arm the bombs, if your in a dive, you'll need to be higher still. If you used to skip at very low level like I used to, it'll take a bit more practice, but all in all you'll be bombing at much more realistic heights (at least in my opinion).

IceFire 12-29-2010 01:01 AM

Ok this is circumstantial at this point....

But...

When on a dogfight server you now have access to the communications menu. It seems that using the menu seems to cause warping. Not corroborated yet but has anyone else seen that?

DrJet 12-29-2010 02:36 AM

I would appreciate if you can show us your exemplary skip bombing. I've been flying online server for the last three years in addition to playing IL2 once it came out. I succeeded one out of ten attempts in offline due to two seconds bomb fusing. It made all of my fun gone. :(
Salute,
DrJet

MadBlaster 12-29-2010 04:35 AM

Hi. I can confirm skip bombing on land does work. I don't want to spoil anyone's fun, so mum's the word.

_RAAF_Furball 12-29-2010 04:49 AM

Originally Posted by _RAAF_Furball:
"Could I please have an official reply to CRT=2 and CRT=1 not allowing players to join a server? (see pages 2, 10, 16 & 17)"

Quote:

Originally Posted by EJGr.Ost_Caspar (Post 207566)
Confirmed as a bug, can happen at special circumstances.

Thank you.
Will it be fixed?
There are many who don't like MODs.

FlyingShark 12-29-2010 05:26 AM

The following is not a 4.10 bug but a major Il2 flaw from since the beginning, I first didn't want to post it here because it's not a 4.10 bug but I decided to post it anyway as I think it can be no big deal for you people to fix.
If you use certain products like Saitek or CH products throttle quadrants, you have to give serveral attemps to get to either full power or 0 power, the same with full or 0 prop pitch. I have watched ingame and noticed that the according handles move slower than your phisical movement on the handles.
Maybe we could get a fix for this in 4.101?


~S~

indy 12-29-2010 06:32 AM

Quote:

Originally Posted by FlyingShark (Post 207700)
The following is not a 4.10 bug but a major Il2 flaw from since the beginning, I first didn't want to post it here because it's not a 4.10 bug but I decided to post it anyway as I think it can be no big deal for you people to fix.
If you use certain products like Saitek or CH products throttle quadrants, you have to give serveral attemps to get to either full power or 0 power, the same with full or 0 prop pitch. I have watched ingame and noticed that the according handles move slower than your phisical movement on the handles.
Maybe we could get a fix for this in 4.101?
~S~

Hello,
If you'll take a look into conf.ini file and find strings like
X=0 10 20 30 40 50 60 70 80 90 100 0
in the joistick control sections. Probably you'll see that first and/or last number are not zero.
Accidentially time to time this numbers are not equal to zeroes. Don't know why. But if you want to use entire joystick diapason these numbers should be equal to zero. This is the reazon of your issue.
I faced this issue only once. And when I set zero to the last and first position everithing came ok with joystick.

Cheers.

Fenrir 12-29-2010 06:55 AM

The MkVc cockpits are incorrectly positioned - vertical position 1m too high.

http://i9.photobucket.com/albums/a52...comparison.jpg

http://i9.photobucket.com/albums/a52...-starboard.jpg

http://i9.photobucket.com/albums/a52...rstarboard.jpg

Also the spinner is too long - there should be a gap of only 1/4" between the rear of the prop and the cowling.

Be nice to see these fixed chaps, specially as it's just a couple lines in the hier file.

Cheers!

EJGr.Ost_Caspar 12-29-2010 11:36 AM

Quote:

Originally Posted by Fenrir (Post 207707)
Be nice to see these fixed chaps, specially as it's just a couple lines in the hier file.

Cheers!

Yeah, its good to know, that everyone seems to be sure, how to do something best and how we have to do it. :(

However, we will probably going to adjust that, still... that is an old known issue and not a 4.10 bug!

ImpalerNL 12-29-2010 11:50 AM

There are no specifications and descriptions in the object viewer for some of the new airplanes.
There is only a blank page.

150GCT_Veltro 12-29-2010 11:56 AM

Caspar, for the Mk.Vc, if you still have some time for it please add some loadouts (fuel tank and bombs). The guy above is also right for the spinner.
Second, an Mk.Vc L.F. would be a nice addition. It's one of the most usefull aircraft in IL2's campaign.

We have mod but would be great have finally the Mark Vc fixed as an official release.

P.S.: Also Mk.VIII would be nice with some bombs. If i remeber well, wings are yet coded for it, so it would be "only" a java work in the aircraft file.

kampfjager31 12-29-2010 12:19 PM

Jettison stores
 
Gun pods used with the Bf-110-G2, Hs 129 B-2, and Hs 129 B-3 will not jettison, when hitting the key. Bombs and rocket pods do jetttison, but gun pods wont.

F19_Klunk 12-29-2010 12:34 PM

batbomb and breaking of waves
 
a)
The new Batbomb does not have the 2 sec fomb fuse delay. Spawn on a carrier with a corsair carrying the batbomb and release it, you will find that it will explode

b) Is it possible to "bind" breaking waves textures to wind speed rather that choice of weather? As it is now you can choose "good weather" with how much wind you like but the sea is still calm (no breaking waves textures), and if you choose "thunder" with wind speed 0m/s you will still get the breaking of the waves.

Flanker35M 12-29-2010 01:02 PM

S!

Did not scour through the thread, but one bug that is as old as the plane. Bf110G-2 landing gear light works the opposite: when in it shows out, when out shows in.

TinyTim 12-29-2010 01:04 PM

Quote:

Originally Posted by kampfjager31 (Post 207748)
Gun pods used with the Bf-110-G2, Hs 129 B-2, and Hs 129 B-3 will not jettison, when hitting the key. Bombs and rocket pods do jetttison, but gun pods wont.

For me BK 7,5 on Hs 129 B-3 does jettison. I don't think any other gunpods should.

150GCT_Veltro 12-29-2010 01:11 PM

Very little bug in the italians squadrons tga.

http://www.150gct.it/users/150GCT_Veltro/BUGTGA.jpg

279a Squadriglia AS
281a Squadriglia AS

Viikate 12-29-2010 01:12 PM

BK.75 cannot be dropped if flying too fast or too slow. Try something like 230km/h. There is a warning sign about this in the pit. Other pods will not jettison.

FlyingShark 12-29-2010 01:52 PM

Quote:

Originally Posted by indy (Post 207705)
Hello,
If you'll take a look into conf.ini file and find strings like
X=0 10 20 30 40 50 60 70 80 90 100 0
in the joistick control sections. Probably you'll see that first and/or last number are not zero.
Accidentially time to time this numbers are not equal to zeroes. Don't know why. But if you want to use entire joystick diapason these numbers should be equal to zero. This is the reazon of your issue.
I faced this issue only once. And when I set zero to the last and first position everithing came ok with joystick.

Cheers.

Hey, thanks for this:).

~S~

Roblex 12-29-2010 02:30 PM

Quote:

Originally Posted by PE_Tigar (Post 206713)
Spent an hour or so yesterday practicing blind landings. Here are some observations (not necessarily bugs):

- runway lights intensity is very low, and they're practically useless. What is the distance from the field when they can be turned on? I tried calling for lights on outer and on inner marker and nada, they switched them on when I was maybe 200m from rwy threshold - needless to say they were of no use then.

I was about to post that I could not get runway lights to turn on at all. What is the procedure? Do you request them then when you get no response just assume that they will switch on just before you touch down? I edited the mission and added the same type of lights along the the runway but with no ownership and they show up fine as long as you are at the right angle but I never saw the threshold lights turn on. If they dont turn on until 200m then they were probably under my nose before they turned on, especially as without threshold lights I was landing long to avoid landing before the invisible runway started!

swiss 12-29-2010 02:54 PM

KI84

Both, board weapons fire too low, never cross the "sighting line".

Fenrir 12-29-2010 03:16 PM

Quote:

Originally Posted by EJGr.Ost_Caspar (Post 207737)
Yeah, its good to know, that everyone seems to be sure, how to do something best and how we have to do it. :(

However, we will probably going to adjust that, still... that is an old known issue and not a 4.10 bug!

Sorry caspar, didn't mean to be flippant or disrespectful. :oops:

I thought that the hier edit was the fix as I was able to *correct* it with a modded install apparently quite simply - are there further ramifications and complications to this then?

And yes, I know it's an old bug but I wondered if it had gone overlooked; the only reason I highlighted it was because with all the new stuff and bits to fix from 4.10 it might have got overlooked again, and considering it gives Spitfire Vc flyers - and I'm one of them, btw - an advantage in deflection shooting and general visibility I thought it was an important one.

I did send Oleg and 1c this stuff long long ago too, so do not feel I'm picking on you, just a gentle reminder! :wink:

Thanks for 4.10, your hard work is greatly appreciated from me and also my squad! Much obliged mate. 8)

Majo 12-29-2010 03:20 PM

Hs129 bomb droping sequence evaluated.
 
Please,
Can you evaluate the bomb dropping sequence for the Hs129?

See images.

http://usuarios.lycos.es/sk0ria/hpbi.../secuencia.jpg

Thanking you in advance, Salutes.

IceFire 12-29-2010 03:41 PM

Quote:

Originally Posted by swiss (Post 207805)
KI84

Both, board weapons fire too low, never cross the "sighting line".

Which Ki84? I tried A and B and they hit dead center at my convergence point. It's not a really stable gun platform so it's hard to hold but it seems to be fine... Double check convergence values?

Sven 12-29-2010 03:50 PM

my machine guns in the ki-84 fire spot on, but the cannons never cross the X mark in the middle, they are firing 2 mm too low, I'm checking my convergeance right now. What is yours IceFire?

EDIT, changed some setting now the guns in my wing fire spot on as well, strange though I thought gun-convergence meant the distance where the bullets cross each other, not the angle in which they fire vertically.

mkubani 12-29-2010 03:53 PM

Majo, could you please give more details how you released the bombs? With one push of the trigger you have released what's on pic. 1 and another push, you have released pic. 2?


Quote:

Originally Posted by Majo (Post 207814)
Please,
Can you evaluate the bomb dropping sequence for the Hs129?

See images.

http://usuarios.lycos.es/sk0ria/hpbi.../secuencia.jpg

Thanking you in advance, Salutes.


Viikate 12-29-2010 04:04 PM

Quote:

Originally Posted by Majo (Post 207814)
Please,
Can you evaluate the bomb dropping sequence for the Hs129?

See images.

http://usuarios.lycos.es/sk0ria/hpbi.../secuencia.jpg

I cannot see the image, but I think I know what you mean and it's fixed already.

csThor 12-29-2010 04:49 PM

Quote:

Originally Posted by 150GCT_Veltro (Post 207757)
Very little bug in the italians squadrons tga.

http://www.150gct.it/users/150GCT_Veltro/BUGTGA.jpg

279a Squadriglia AS
281a Squadriglia AS

Confirmed and fixed. For some reason the emblems I had for these two have turned into white squares. :(

swiss 12-29-2010 04:58 PM

Quote:

Originally Posted by Sven (Post 207825)
, strange though I thought gun-convergence meant the distance where the bullets cross each other, not the angle in which they fire vertically.

Should be both.
That's why it's a bug.
They must cross the sighting twice


(ok, there is a point right in front of the airplane where they cross(touch) the sight only once, but...

Majo 12-29-2010 05:00 PM

Quote:

Majo, could you please give more details how you released the bombs? With one push of the trigger you have released what's on pic. 1 and another push, you have released pic. 2?
Yes. This is confirmed, a push for each image on the assigned key.

Quote:

I cannot see the image, but I think I know what you mean and it's fixed already.
Wow!!! your abilities are impressive...;)

Thank you all for the quick answer.

Salutes.

76.IAP-Blackbird 12-29-2010 05:00 PM

The AI is crashing into the ground when you dogfight them down low and on average AI settings. You just need one bullet and a bit of dogfighting and you have a scored a kill.

One fight agains 4 planes and 3 crashed. Same in the QMB and the Campaign.

mkubani 12-29-2010 05:08 PM

Just to make clear and sure to focus on 4.10 related bugs right now. Is this something you have experienced in 4.09 as well, or is this something new that came with 4.10?

Quote:

Originally Posted by 76.IAP-Blackbird (Post 207844)
The AI is crashing into the ground when you dogfight them down low and on average AI settings. You just need one bullet and a bit of dogfighting and you have a scored a kill.

One fight agains 4 planes and 3 crashed. Same in the QMB and the Campaign.


TheGrunch 12-29-2010 05:15 PM

Blackbird, have you got the new pilot damage options enabled? Perhaps you're simply quite good at wounding pilots? :)

P-38L 12-29-2010 05:31 PM

Lights
 
Hello and first of all thank you.

I just installed 4.10 in a clean game. I hava a question.

I cannot make the lights on the runway to ON.
I create a mission, no enemy, 23:00, all the lights on the runway are assigned to red team, the home base for that airport is red team too, the airplane that I fly is read team too. I select from the menu the option to turn on the lights, and nothing happend.

What I am doing wrong? Do I have to put something on the conf.ini or from the Difficulty menu?

Any help will be great

Thank you

Bionde 12-29-2010 05:59 PM

Quote:

Originally Posted by P-38L (Post 207863)
Hello and first of all thank you.

I just installed 4.10 in a clean game. I hava a question.

I cannot make the lights on the runway to ON.
I create a mission, no enemy, 23:00, all the lights on the runway are assigned to red team, the home base for that airport is red team too, the airplane that I fly is read team too. I select from the menu the option to turn on the lights, and nothing happend.

What I am doing wrong? Do I have to put something on the conf.ini or from the Difficulty menu?

Any help will be great

Thank you

i have the same problem, its the FMB dont save a contry to a red ou blue base, and the light dot turns on...



sry my bad english

150GCT_Veltro 12-29-2010 06:18 PM

Not an important bug but in the He-111 H-12 there is a problem in the lods transition when engines are off: check the prop position in the external view (press F3 with engine off), it changes during the lods transition.

SDPG_SPAD 12-29-2010 06:21 PM

Hello everyone again!
I think I've just found a Spitfire FM issue.

Nearly all of IXc Spitfires: both F. models, Mk.IXc, and L.F.Mk.IXc with clipped-wings have a mass of about 3390 kg (3387.54 to be exact).

However, L.F.Mk.IXc with non-clipped wings is 118kg lighter, which looks quite illogical compared to the planes with the same airframe I listed above; besides, that gives him a climbrate of ~26 m/s at sealevel. I guess that'd be a little too much even for this great airplane. Hope it'll be fixed ;)

EDIT: Just looked through other new spits: it seems that L.F.Mk.IXe-25Lbs-CW has a similar bug. It weighs 3270kg only, while L.F.Mk.IXe-18Lbs-CW has a mass of 3440kg - 170kg difference between two differently boosted planes which are identical in all other aspects.

Roblex 12-29-2010 06:59 PM

Is it it a bug in 4.10 or a deliberate decision or a mistake in the mission itself that the runway lights in the B25 Blind Landing mission do not turn on until it is too late to help?

I edited the mission to use brighter lights so I could be sure when they switch on and it seems they wont turn on until your are 1000m from the threshold

http://i821.photobucket.com/albums/z...dThreshold.jpg

It sounds like a good distance but on approach it is not as seen from this cockpit shot showing that while I can see the red lights I added along the runway, the threshold is under the nose at 1K on level descent.

http://i821.photobucket.com/albums/z...ndFinCView.jpg

and if you wonder if maybe the threshold lights are in the view but just a little too dim to see, here is an F2 view showing the bright type-4 lights I changed the threshold lights to

http://i821.photobucket.com/albums/z...inalsBlind.jpg

BTW, I don't know if this is a bug but...
even though the new FMB allowed me to select all the threshold lights, it would not allow me to change the type of the lights as a group. I had to select the lights one by one to change them from Type-2 lights to Type-4 lights.

T_O_A_D 12-29-2010 07:20 PM

No so much a bug,

But the testrunways 4, 5, 6 always translucent red.

http://forum.1cpublishing.eu/showthread.php?t=17823

badfinger 12-29-2010 08:55 PM

Patch 4.10m
 
To: TD,

I read on another forum that a patch will be out in a month to allow people with UP2.01 to do a direct upgrade from 4.09m to 4.10m.

Is this true?

binky9

GF_Mastiff 12-29-2010 09:01 PM

don't remember which squadron decal it was (dice); but on German side 109's pink planes.
caused by squadron decals, in a MP game on ukdedicated1,
Cant replicate this in SP.

Tolwyn 12-29-2010 09:10 PM

How Dark is Too Dark?
 
During flights in certain regions with a new moon, the way the "dark" is implemented (looks like a black filter or some subset code of black out code) seems overdone.

You can barely even read your instruments. Shouldn't your instruments illuminate with disregard to the phase of the moon? It's almost as if you're flying in a haze (this affects the light objects as well, as only the placeable campfire actually will illuminate the terrain around it).

Recommend modifying the light objects to illuminate terrain, and make "lunar effect" (darkness) an option in the mission file (recommended) or difficulty option.

I like and appreciate the effort, but the implementation seems gimmicky.

EJGr.Ost_Caspar 12-29-2010 09:12 PM

Quote:

Originally Posted by binky9 (Post 207914)
To: TD,

I read on another forum that a patch will be out in a month to allow people with UP2.01 to do a direct upgrade from 4.09m to 4.10m.

Is this true?

binky9


No. There will be a patch, but thats only for fixing bugs of 4.10, nothing else.

LW/STG10_Frank 12-29-2010 10:25 PM

Dificulty code for dedicated server
 
Hello Gentlemen!

Many thanks for the 4.10m and the Serverversion! The work you did is awsome! :!:

Cant you help me with the numeric key for the fullreal settings of the dedicated server ( including the realnav and vunerability and radiobeacon)?

I wish you all a happy new year!

Best reguards!

Frank

Aviar 12-29-2010 10:59 PM

Quote:

Originally Posted by P-38L (Post 207863)
Hello and first of all thank you.

I just installed 4.10 in a clean game. I hava a question.

I cannot make the lights on the runway to ON.
I create a mission, no enemy, 23:00, all the lights on the runway are assigned to red team, the home base for that airport is red team too, the airplane that I fly is read team too. I select from the menu the option to turn on the lights, and nothing happend.

What I am doing wrong? Do I have to put something on the conf.ini or from the Difficulty menu?

Any help will be great

Thank you

I'm not sure what you are doing wrong, but the new feature works fine. I tested it and it works both in a single/coop mission and in a Df map. If you want to take a look at my single/coop test mission, I'll post it below.

Once you get within 5km of the base, just hit Tab-8-6 and the tower will confirm with a "Roger". A few seconds later, the runway lights will turn on.

--------------------------------
[MAIN]
MAP Empty4b/load.ini
TIME 20.0
CloudType 0
CloudHeight 1000.0
player B_8AF_381BG_534BS00
army 1
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]
B_8AF_381BG_534BS00
[B_8AF_381BG_534BS00]
Planes 1
Skill 1
Class air.P_38J
Fuel 50
weapons default
[B_8AF_381BG_534BS00_Way]
NORMFLY 20983.92 23674.04 500.00 300.00 &0
NORMFLY 28744.03 23698.13 500.00 300.00 &0
[NStationary]
3_Static vehicles.stationary.Smoke$Smoke15 1 26899.90 23729.56 360.00 0.00
0_Static vehicles.stationary.Smoke$Smoke15 1 26899.86 23692.23 360.00 0.00
1_Static vehicles.stationary.Smoke$Smoke15 1 26999.89 23730.20 360.00 0.00
2_Static vehicles.stationary.Smoke$Smoke15 1 26999.56 23691.90 360.00 0.00
4_Static vehicles.stationary.Smoke$Smoke15 1 27099.93 23729.54 360.00 0.00
5_Static vehicles.stationary.Smoke$Smoke15 1 27099.60 23692.23 360.00 0.00
6_Static vehicles.stationary.Smoke$Smoke15 1 27199.64 23729.54 360.00 0.00
7_Static vehicles.stationary.Smoke$Smoke15 1 27199.97 23692.56 360.00 0.00
8_Static vehicles.artillery.Artillery$Zenit85mm_1939 1 27649.75 23509.73 360.00 0.0 0
[Buildings]
[StaticCamera]
26705 23711 100
[Bridge]
[House]
------------------------

Aviar

Aviar 12-29-2010 11:07 PM

Quote:

Originally Posted by Roblex (Post 207891)
Is it it a bug in 4.10 or a deliberate decision or a mistake in the mission itself that the runway lights in the B25 Blind Landing mission do not turn on until it is too late to help?

In the test mission I posted above, the tower will turn the lights on when you get within approximately 5km.

I did check the B-25 mission and you are correct. I don't know why the late response there...possibly connected with the nav beacons?

Aviar

Bionde 12-30-2010 01:10 AM

Quote:

Originally Posted by Aviar (Post 207952)
I'm not sure what you are doing wrong, but the new feature works fine. I tested it and it works both in a single/coop mission and in a Df map. If you want to take a look at my single/coop test mission, I'll post it below.

Once you get within 5km of the base, just hit Tab-8-6 and the tower will confirm with a "Roger". A few seconds later, the runway lights will turn on.

--------------------------------
[MAIN]
MAP Empty4b/load.ini
TIME 20.0
CloudType 0
CloudHeight 1000.0
player B_8AF_381BG_534BS00
army 1
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]
B_8AF_381BG_534BS00
[B_8AF_381BG_534BS00]
Planes 1
Skill 1
Class air.P_38J
Fuel 50
weapons default
[B_8AF_381BG_534BS00_Way]
NORMFLY 20983.92 23674.04 500.00 300.00 &0
NORMFLY 28744.03 23698.13 500.00 300.00 &0
[NStationary]
3_Static vehicles.stationary.Smoke$Smoke15 1 26899.90 23729.56 360.00 0.00
0_Static vehicles.stationary.Smoke$Smoke15 1 26899.86 23692.23 360.00 0.00
1_Static vehicles.stationary.Smoke$Smoke15 1 26999.89 23730.20 360.00 0.00
2_Static vehicles.stationary.Smoke$Smoke15 1 26999.56 23691.90 360.00 0.00
4_Static vehicles.stationary.Smoke$Smoke15 1 27099.93 23729.54 360.00 0.00
5_Static vehicles.stationary.Smoke$Smoke15 1 27099.60 23692.23 360.00 0.00
6_Static vehicles.stationary.Smoke$Smoke15 1 27199.64 23729.54 360.00 0.00
7_Static vehicles.stationary.Smoke$Smoke15 1 27199.97 23692.56 360.00 0.00
8_Static vehicles.artillery.Artillery$Zenit85mm_1939 1 27649.75 23509.73 360.00 0.0 0
[Buildings]
[StaticCamera]
26705 23711 100
[Bridge]
[House]
------------------------

Aviar

that works here...:grin:

but if i make this same mission in my own FMB won't works :/

PS: I got ...

looking like you did the mission I cosegui to operate the lights

thanks

swiss 12-30-2010 01:19 AM

Not really a bug, more a request for 4.11:

Would it be possible to save the selected squad to the country?

Problem is; if I select Germany and I/ZGxy, play next map for a different country, and then again Germany - I have search and scroll down forever to find my original squad. It's such a PITA.
Saving it the country would make life so much easier.

FAE_Cazador 12-30-2010 01:52 AM

Just a curious effect of the color of the covers of the undercarriage pits of the normal Ju-88A-4 in the new patch 4.10, probably coming from the reworked DM of the Ju88?

http://i247.photobucket.com/albums/g...4410Flying.jpg

With the same Skin, the Ju-88A-4 from the old 4.09:

http://i247.photobucket.com/albums/g...09Flying-1.jpg

In both cases the Skin is the same. You can download it from here. Or is a problem of the skin?

Anyway appart from the logical bugs shown so far, you have made a great job, DT, congratulations and thank you very much !!

MadBlaster 12-30-2010 04:48 AM

I can't find the following torpedos:

late type91
late mk13
mk13a

I checked betty and a20-loadouts. Maybe these change automatically somehow based on mission date?

MadBlaster 12-30-2010 04:59 AM

I see someone else posted a new thread on this. Sorry for duplication.


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