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-   IL-2 Sturmovik: Cliffs of Dover (http://forum.fulqrumpublishing.com/forumdisplay.php?f=189)
-   -   Friday October 12 - Release Candidate 2 (http://forum.fulqrumpublishing.com/showthread.php?t=34902)

Richie 10-13-2012 02:54 PM

partbob.dll was removed. Norton's blocking the patch

klem 10-13-2012 03:15 PM

Quote:

Originally Posted by vranac (Post 469085)
I don't know is it historical but DeWilde could have flash on impact.

That is precisely what the DeWilde was introduced for, it produced flashes on impact to confirm hits.

Catseye 10-13-2012 04:01 PM

Quote:

Originally Posted by ATAG_Bliss (Post 468980)
I also wouldn't count every time a red player turns when you are behind them a case of sound radar either. . . . . .

I know I'm constantly scanning while I fly, including my 6. And it probably drives my wingman crazy. . . . . .

So just consider not every case is going to be from sound. . . . . .

Spot on Bliss,
I very rarely fly straight and level for more than 20 seconds and usually fly in a moderate ess pattern always checking six right and then left or the other way around depending on the side from which I expect the enemy to arrive.

Many, many times I see the incoming 109 if the approach it makes is a shallow dive towards me. Long before I hear it. Yes, I fly with the cockpit open for visibility issues. As an aside, yesterday with the newest patch I only heard the 109 as it passed me close at high speed- it did not shoot. What a great sound!!

Nephris 10-13-2012 04:06 PM

Grafic Glitch since RC
 
Since the past both RC patches i got the following glitch

http://www7.pic-upload.de/13.10.12/wb15tb45w8lr.jpg

Anyone else with that irritations?
Cache got already deleted.
This rectangle follows me all over the map, awhile my plane is the center.
Switching to another AI unit, keeps the rectangle on my default plane, means it follows the initial plane i spawned in.



My System:
I7 920 @3,99Ghz
Win7 64
8Gb Ram
HD6970 Catalyst 11.11


Code:

[core]
RandSeed = 0
TexQual=2
TexFlags.PolygonStipple=0
Shadows=1
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
LandShading=2
LandDetails=1
Sky=3
Forest=2
VisibilityDistance=3
LandGeom=2
DrawCollisions=1
Water=-1
Effects=2
EffFlags.Light=1
EffFlags.SpriteRender=0
Grass=3
CordEffect=1
UseFog=0
UseLandCube=1
UseLandConnectedObject=1
LinearObjectManager=1
Roads=1
Sun=1
Clouds=1
EffFlags.LightSpritesProj=1
ShadowMapSize=5
TexFlags.AsyncLoad=1
TexFlags.ShowTexture=0
SimpleMesh.SWTransform=0
SimpleMesh.QuadTreeClip=1
SimpleMesh.InstancingHW=1
EffFlags.LightContextSprites=1
CloudsFlags.Detailed=1
TexFlags.CreateHDR=1
Decals=2
EffFlags.SWLight=0
TexFlags.CockpitOnePass=0
MegaTexture=0
TexFlags.Reflection=0
RenderTargetQual=3
MSAA=2
MeshStatics=2
MeshStaticsDetail=3
SimpleMesh.QTNoCompose=0
MeshFirstLod=0
MeshShowLod=0
SpawnHumans=1
TexFlags.SSAO=0
TexFlags.VSync=1


Kurfürst 10-13-2012 04:18 PM

I have the same rectangle since I have an ATI card.

Sethos 10-13-2012 04:28 PM

Now we just need some proper AA implementation.

Insuber 10-13-2012 04:28 PM

Quote:

Originally Posted by Nephris (Post 469134)
Since the past both RC patches i got the following glitch

http://www7.pic-upload.de/13.10.12/wb15tb45w8lr.jpg

Anyone else with that irritations?
Cache got already deleted.
This rectangle follows me all over the map, awhile my plane is the center.
Switching to another AI unit, keeps the rectangle on my default plane, means it follows the initial plane i spawned in.



My System:
I7 920 @3,99Ghz
Win7 64
8Gb Ram
HD6970 Catalyst 11.11


Code:

[core]
RandSeed = 0
TexQual=2
TexFlags.PolygonStipple=0
Shadows=1
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
LandShading=2
LandDetails=1
Sky=3
Forest=2
VisibilityDistance=3
LandGeom=2
DrawCollisions=1
Water=-1
Effects=2
EffFlags.Light=1
EffFlags.SpriteRender=0
Grass=3
CordEffect=1
UseFog=0
UseLandCube=1
UseLandConnectedObject=1
LinearObjectManager=1
Roads=1
Sun=1
Clouds=1
EffFlags.LightSpritesProj=1
ShadowMapSize=5
TexFlags.AsyncLoad=1
TexFlags.ShowTexture=0
SimpleMesh.SWTransform=0
SimpleMesh.QuadTreeClip=1
SimpleMesh.InstancingHW=1
EffFlags.LightContextSprites=1
CloudsFlags.Detailed=1
TexFlags.CreateHDR=1
Decals=2
EffFlags.SWLight=0
TexFlags.CockpitOnePass=0
MegaTexture=0
TexFlags.Reflection=0
RenderTargetQual=3
MSAA=2
MeshStatics=2
MeshStaticsDetail=3
SimpleMesh.QTNoCompose=0
MeshFirstLod=0
MeshShowLod=0
SpawnHumans=1
TexFlags.SSAO=0
TexFlags.VSync=1



I have an nvidia and have these tiles with white lines too, but I didn't check with the latest patches.

Catseye 10-13-2012 04:32 PM

Quote:

Originally Posted by Fenrir (Post 469080)
Depends on whether you fly for RAF or Luftwaffe; if RAF then you shouldn't see hit flashes. The .303 was renowned for showing little or nothing in the way of impact strikes. Best sign was when your victim started spewing coolant/fuel/smoke.

As regards the Luftwaffe ammo, sure a 20mm shell should make a nice flash, but whether the MGs should, I cannot tell you.

Not so Fenrir,
The DeWilde was created for just that purpose and was in great demand. Shortage of this ammo was evident in the BOB but not later. When the DeWilde hits metal, it flashes bigtime. RAF pilots preferred this to tracers as the tracers would give warning as they went by the enemy.

What I would like to see is the smoke trail left by "incendiary" bullets which acted similar to tracer paths for the shooter to see.

Catseye 10-13-2012 04:39 PM

Bug - Engine damage smoke passing through cockpit.
 
My Hurricane engine was damaged on the ATAG server and I noticed the vapour/smoke trail from the engine streaming through the cockpit at my feet near where the exhaust reflection used to be.

Looking behind, I could see no trail behind me.

JG52Krupi 10-13-2012 04:52 PM

Please could someone answer these questions...

Are the black oil leaks back?

Does the flak now have sound?

Have the lights in cockpits being toned down since in this patch?

Catseye 10-13-2012 04:59 PM

Quote:

Originally Posted by JG52Krupi (Post 469146)
Please could someone answer these questions...

Are the black oil leaks back?

Does the flak now have sound?

Have the lights in cockpits being toned down since in this patch?

I have not heard any flak sound either far away or close-in. I fly red with the cockpit open.

JG52Krupi 10-13-2012 05:17 PM

Quote:

Originally Posted by Catseye (Post 469147)
I have not heard any flak sound either far away or close-in. I fly red with the cockpit open.

BOO, thanks Catseye.... :(

Kurfürst 10-13-2012 05:20 PM

Quote:

Originally Posted by JG52Krupi (Post 469146)
Are the black oil leaks back?

Have the lights in cockpits being toned down since in this patch?

I have shot up a Hurricane today online and it poured black smoke. It looked like Oil so I let him get away.

Cocpit light OTOH are the same as before. :/

chris455 10-13-2012 05:23 PM

Quote:

Originally Posted by klem (Post 469124)
That is precisely what the DeWilde was introduced for, it produced flashes on impact to confirm hits.

I disagree.
Read Steven Bungay's Most Dangerous Enemy. In it he gives a brief history of the "De Wilde" round and it's purpose. It was an improved incendiary which was intended to start fires in an enemy aircraft's structure. Whether it "flashed" or not, it's primary purpose was as an incendiary, not an "observer" round.

jayrc 10-13-2012 05:23 PM

Thank you dev team for all your hard work. I haven't commented enough here but that is because I'm flying every night enjoying the hell out of your sim, you have something here that nobody else has and I thank you deeply.

Now my wish list: Dot visibility when closing in on aircraft, LOD's

Can't wait for the sequel and announcements:mrgreen:

Attila 10-13-2012 06:16 PM

Quote:

Originally Posted by Nephris (Post 469134)
Since the past both RC patches i got the following glitch

http://www7.pic-upload.de/13.10.12/wb15tb45w8lr.jpg

Anyone else with that irritations?
Cache got already deleted.
This rectangle follows me all over the map, awhile my plane is the center.
Switching to another AI unit, keeps the rectangle on my default plane, means it follows the initial plane i spawned in.



My System:
I7 920 @3,99Ghz
Win7 64
8Gb Ram
HD6970 Catalyst 11.11


Code:

[core]
RandSeed = 0
TexQual=2
TexFlags.PolygonStipple=0
Shadows=1
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
LandShading=2
LandDetails=1
Sky=3
Forest=2
VisibilityDistance=3
LandGeom=2
DrawCollisions=1
Water=-1
Effects=2
EffFlags.Light=1
EffFlags.SpriteRender=0
Grass=3
CordEffect=1
UseFog=0
UseLandCube=1
UseLandConnectedObject=1
LinearObjectManager=1
Roads=1
Sun=1
Clouds=1
EffFlags.LightSpritesProj=1
ShadowMapSize=5
TexFlags.AsyncLoad=1
TexFlags.ShowTexture=0
SimpleMesh.SWTransform=0
SimpleMesh.QuadTreeClip=1
SimpleMesh.InstancingHW=1
EffFlags.LightContextSprites=1
CloudsFlags.Detailed=1
TexFlags.CreateHDR=1
Decals=2
EffFlags.SWLight=0
TexFlags.CockpitOnePass=0
MegaTexture=0
TexFlags.Reflection=0
RenderTargetQual=3
MSAA=2
MeshStatics=2
MeshStaticsDetail=3
SimpleMesh.QTNoCompose=0
MeshFirstLod=0
MeshShowLod=0
SpawnHumans=1
TexFlags.SSAO=0
TexFlags.VSync=1



It's a typical ATI-Bug!
Maybe it will be fixed with the next patch!(i hope so)

macro 10-13-2012 06:29 PM

I used to fly with cockpit open and never heard the flak, and not heard it with pit closed. I would have thought you would be able to hear it. Old combat reports talk about it so u should be able to hearit tbh.

ATAG_Bliss 10-13-2012 06:35 PM

I hear it sometimes even with the pit closed. I wonder if there's a unit of flak that's louder than the others. Do you hear the flak on the ground / engine not running?

tf_neuro 10-13-2012 06:38 PM

Quote:

Originally Posted by Insuber (Post 469113)
Noting similar here. I guess that you deleted the cache in 1c Softklub etc.

I did.
This is how it looks (click to enlarge)
http://img580.imageshack.us/img580/1...odbugsmall.jpg

My settings (click to enlarge)
http://img405.imageshack.us/img405/6...tingssmall.jpg

My specs:
i7 970
12GB RAM
GTX680 + Triple Head Analog 3840x1024

Also:
Quote:

Originally Posted by luthier (Post 468729)

Please help us with mirrors!

2 more:
http://scalfati.ch/luke/IL2COD_20332.rar
http://airpatria.it/download/IL2COD_20332.rar

14./JG5_Roman 10-13-2012 07:01 PM

Quote:

Originally Posted by r0bc (Post 468991)
Read the very first post in this thread.
As long as SLI is enabled in the control panel you don't need to touch control panel....don't force anything.

If you don't want to wait for official Nvidia SLI patch you can follow directions in the first post... if it don't work replace the third step with this profile.

Profile "IL-2 STURMOVIK: CLIFFS OF DOVER"
ShowOn GeForce
ProfileType Application
Executable "launcher.exe"
Setting ID_0x00a06946 = 0x000240f5
Setting ID_0x1033cec1 = 0x00000001
Setting ID_0x1033cec2 = 0x00000002
Setting ID_0x1033dcd2 = 0x00000004
Setting ID_0x1033dcd3 = 0x00000004
Setting ID_0x1095def8 = 0x00000004
EndProfile

It works and If it don't work, your doing something wrong...wait for the official patch.

Forget about this, you don't need to touch anything in control panel

I did everything right and it does not work for me...those instructions on manually setting the SLI profile are VERY EASY....im not computer illiterate and been editing many config/txt files for years....THIS SIMPLY DOES NOT WORK FOR ME....

Richie 10-13-2012 07:03 PM

Got it working finally..I must be a genius after all.

r0bc 10-13-2012 07:35 PM

Quote:

Originally Posted by 14./JG5_Roman (Post 469179)
I did everything right and it does not work for me...those instructions on manually setting the SLI profile are VERY EASY....im not computer illiterate and been editing many config/txt files for years....THIS SIMPLY DOES NOT WORK FOR ME....



I had a clean driver install and the game was just patched. Everything in the nvidia control panel was default except SLI enabled ... Of course. No profiles set... Nothing forced.
It works for others and myself. If you can't get it to work just wait.

Plt Off JRB Meaker 10-13-2012 07:38 PM

Yup,mines up todate now too..........thanks to the chaps who helped me :)

r0bc 10-13-2012 07:59 PM

Quote:

Originally Posted by 14./JG5_Roman (Post 469179)
im not computer illiterate

Geezzz dude I'm not saying your are, I want you to get it working and it bugs me that you can't but somethings wrong and it's hard to figure out without seeing it.
I got to go out for a couple hours, if your online when I get back Ill send you a message. It's got to work.

Storm of When 10-13-2012 08:33 PM

Yep
 
Quote:

Originally Posted by Attila (Post 469163)
It's a typical ATI-Bug!
Maybe it will be fixed with the next patch!(i hope so)

I get that as well, right from the very start of the game 3/2011.

Smilinjack 10-13-2012 08:38 PM

The mixture control for the Mk 1 Hurri still does not work in ground start. Tried Axis and Key input. Mixture Control does not move and is set in the rear position. This was first reported in bug thread for RC 1.

Catseye 10-13-2012 09:33 PM

Quote:

Originally Posted by chris455 (Post 469155)
I disagree.
Read Steven Bungay's Most Dangerous Enemy. In it he gives a brief history of the "De Wilde" round and it's purpose. It was an improved incendiary which was intended to start fires in an enemy aircraft's structure. Whether it "flashed" or not, it's primary purpose was as an incendiary, not an "observer" round.

You are correct - I miss-spoke. It was designed as an incendiary to start fires. However, it became a valuable asset to the pilots due to the flash on impact. The statement I made was to argue against the OP about no .303 rounds flashing.

From:
THE BATTLE OF BRITAIN: ARMAMENT OF THE COMPETING FIGHTERS
Based on information from 'Flying Guns: World War 2'
© Anthony G Williams 2004

. . . . . . . The B. Mk VI 'De Wilde' incendiary (named after the original Belgian inventor but in fact completely redesigned by Major Dixon), which contained 0.5 grams of SR 365 (a composition including barium nitrate which ignited on impact with the target) was twice as effective as these (.303" B. Mk IV incendiary tracer), scoring one in five.

The 'De Wilde' bullets were first issued in June 1940 and tested operationally in the air battles over Dunkirk. Their improved effectiveness, coupled with the fact that the flash on impact indicated that the shooting was on target, was much appreciated by the fighter pilots. It was at first in short supply, and the initial RAF fighter loading was three guns loaded with ball, two with AP, two with Mk IV incendiary tracer and one with Mk VI incendiary.

Catseye 10-13-2012 09:36 PM

Quote:

Originally Posted by ATAG_Bliss (Post 469172)
I hear it sometimes even with the pit closed. I wonder if there's a unit of flak that's louder than the others. Do you hear the flak on the ground / engine not running?

Hmmmmm,
Conservatively quiet British flak vs. gregariously noisy German flak?

Will have to check out both sides of the channel for any differences.

IvanK 10-13-2012 09:41 PM

Quote:

Originally Posted by trademe900 (Post 469070)
There is a new bug now on all the red fighters that needs attention:

As you pass 10,000- 12,000 feet, the engine will stumble and stutter. You then have to gradually reduce prop pitch a notch at a time the higher you climb, all the way down to under 2500rpm at 17,000 feet.

I spent a while specifically testing this one yesterday. In my testing it only occurs in the Spit Ia 100 Oct all other RAF types were okay.

Passing 9500ft I was getting a "put put" knocking sound, passing 10,500 I was getting very rough engine operation. Reducing boost to +5 OR reducing RPM to 2600RPM stopped the rough running. Its a bug and needs fixing. Reported directly to the Devs.

NLS61 10-13-2012 09:46 PM

Quote:

Originally Posted by TomcatViP (Post 468878)
OT but needed an answer: everybody consciously driving a car know that you see nearly nothing in a rear view mirror. Driving, You are only lucky tht everything happens directly in your flat six.

A pound of hamburger ... and blablabla

I ow my life to the backview mirror in my car.

NLS61 10-13-2012 09:48 PM

Of coarse you are entitled to your opinion

NLS61 10-13-2012 09:50 PM

Quote:

Originally Posted by Winger (Post 468883)
Have you ever flown a 109? Well, then you know whats a bad visibility. Its everyones choice thou. I knew it was possible to dump the canopy in a 109 and have no increased drag post patch and i still didnt use it since i dont like exploiting. And sorry but thats exactly what it is. No matter wich side it does.

Winger

Yes i've flown that visibility is ok backwards forwards it is rubbish.
Open cockpits are not ceating they are simply there.

Insuber 10-13-2012 10:12 PM

Quote:

Originally Posted by IvanK (Post 469208)
I spent a while specifically testing this one yesterday. In my testing it only occurs in the Spit Ia 100 Oct all other RAF types were okay.

Passing 9500ft I was getting a "put put" knocking sound, passing 10,500 I was getting very rough engine operation. Reducing boost to +5 OR reducing RPM to 2600RPM stopped the rough running. Its a bug and needs fixing. Reported directly to the Devs.


In my testing it occurs also with Hurricane Mk I, and Spitfire Mk Ia. I didn't yet test extensively the others.

Insuber 10-13-2012 10:14 PM

Quote:

Originally Posted by NLS61 (Post 469213)
Yes i've flown that visibility is ok backwards forwards it is rubbish.
Open cockpits are not ceating they are simply there.

Cheating is opening the cockpit to hear approaching engines, which wasn't the case in RL.

gonk 10-13-2012 10:20 PM

got it to work... but it still feel like force rendering 2.... i.e. micro stutters the same way. Single card still better for me..
will test later today... very tired after night shift....

My problem..and probably other people.... I had to expand the exe location.....game location. F:\Program Files\Steam\steamapps\common\il-2 sturmovik cliffs of dover\launcher
Quote:

Profile "IL-2 STURMOVIK: CLIFFS OF DOVER"
ShowOn GeForce
ProfileType Application
Executable "/Program Files/Steam/steamapps/common/il-2 sturmovik cliffs of dover/launcher.exe"
Setting ID_0x00a06946 = 0x000240f5
Setting ID_0x1033cec1 = 0x00000001
Setting ID_0x1033cec2 = 0x00000002
Setting ID_0x1033dcd2 = 0x00000004
Setting ID_0x1033dcd3 = 0x00000004
Setting ID_0x1095def8 = 0x00000004
EndProfile


Then just don't touch anything... both cards are running ....sometime higher than 85% each , so got me where the stutter is coming from.
I hope this helps the others having a problem...

VO101_Tom 10-13-2012 10:26 PM

Quote:

Originally Posted by IvanK (Post 469006)
Not sure what you mean Osprey. The Trim wheel in the 109 is moving when I activate pitch trim. The Digital scale just below it that shows Stab position is responding to elevator Trim input.

Gooday Sean. Old, known bug, the indicator shows the historically accurate +3 -8 values (the trim isn't symmetrical), but the game use symmetrical trim. If you set the elevator trim aerodynamically zero position, the digital scale shows -2,5 trim value (symmetry center of the entire path) instead of 0...
http://www.il2bugtracker.com/issues/374

Catseye 10-13-2012 10:36 PM

1 Attachment(s)
Quote:

Originally Posted by JG52Krupi (Post 469146)
Please could someone answer these questions...

Are the black oil leaks back?

Does the flak now have sound?

Have the lights in cockpits being toned down since in this patch?

Re: oil leaks.
Here is a pic - is this what you mean?

Al Capwn 10-13-2012 10:51 PM

Just to clarify the point i was trying to make,

Quote:

Originally Posted by Osprey (Post 469005)

-1, I want a prop to look like it should with my eyes. I am not a robot. That prop mod for 46 was the worst ever. Fine for moviemaking but that's it. That said, I don't understand this problem, the prop looks fine to me. Does anyone have a video?

I agree with you, I was trying to say I feel that the changes that were made were meant to reproduce how it appears on cameras, and it now does NOT look like how it would with our own eyes; which should be returned to the way it was before imo.

JG52Krupi 10-13-2012 11:06 PM

Never mind catseye just saw this...

http://forum.1cpublishing.eu/showthr...920#post468920

IvanK 10-13-2012 11:43 PM

Quote:

Originally Posted by Insuber (Post 469219)
In my testing it occurs also with Hurricane Mk I, and Spitfire Mk Ia. I didn't yet test extensively the others.

Ok I have just retested ALL the RAF fighters. Same result the only aircraft affected is the Spit MKIA 100 Oct. In my first set of tests they were all done On line in the ATAG server. In these Retests they were done Off line using Quick mission. Same result On Line and Off line

METHOD

CONSTANT SPEED TYPES
Climb on Schedule, Rad Full Open +6.25Lbs Boost/2800RPM Mixture AUTO RICH (Back) In Spit IIA I used +9Lbs Boost/2800RPM. Temps and pressures all within limits throughout climb. Climb from 6500Ft to 12,000Ft

2 PITCH AIRCRAFT
Climbed +6.25 Lbs Boost/Coarse (about 2400RPM) Rad Full open, Mixture AUTO RICH (back) on schedule. Then Repeated the test at 6.25Lbs Boost/Full Fine (about 3000RPM). Again Climb from 6500ft to 12,000ft. All Temps and Pressures within limits.

Only aircraft with an issue was Spit MKI A 100 oct its symptoms are:

Climbing at +6/2800RPM passing 9500ft I get a couple of audible "put" "put" from the engine, passing 10,500ft I get very rough engine running. Reducing Boost to +5 and it smooths out. It also smooths out if I maintain +6Lbs boost but reduce RPM to 2600. Either way this shouldn't be happening.

Fenrir 10-13-2012 11:51 PM

Quote:

Originally Posted by IvanK (Post 469242)
Ok I have just retested ALL the RAF fighters. Same result the only aircraft affected is the Spit MKIA 100 Oct. In my first set of tests they were all done On line in the ATAG server. In these Retests they were done Off line using Quick mission. Same result On Line and Off line

METHOD

CONSTANT SPEED TYPES
Climb on Schedule, Rad Full Open +6.25Lbs Boost/2800RPM Mixture AUTO RICH (Back) In Spit IIA I used +9Lbs Boost/2800RPM. Temps and pressures all within limits throughout climb. Climb from 6500Ft to 12,000Ft

2 PITCH AIRCRAFT
Climbed +6.25 Lbs Boost/Coarse (about 2400RPM) Rad Full open, Mixture AUTO RICH (back) on schedule. Then Repeated the test at 6.25Lbs Boost/Full Fine (about 3000RPM). Again Climb from 6500ft to 12,000ft. All Temps and Pressures within limits.

Only aircraft with an issue was Spit MKI A 100 oct its symptoms are:

Climbing at +6/2800RPM passing 9500ft I get a couple of audible "put" "put" from the engine, passing 10,500ft I get very rough engine running. Reducing Boost to +5 and it smooths out. It also smooths out if I maintain +6Lbs boost but reduce RPM to 2600. Either way this shouldn't be happening.

I can confirm this behaviour; certainly had me perplexed first time I heard those "phut-phut" noises!

vranac 10-14-2012 12:06 AM

I saw one bug with 109 online on ATAG server and I dont know is it a bug in game or bug in mission settings with new patch, but 109s start with elevator trim on -2 I think
and you have to adjust trim for takeoff.

Edit: it was same on old mission and on nice new Dunkirk mission )

Kurfürst 10-14-2012 12:36 AM

Auto prop pitch does not work properly during startup on the E-4. You have to switch it back to manual, fiddle with direct pitch control and switch it back then to auto to make it work. Otherwise it keeps, for some reason, a very low RPM.

All 109E overheat too fast now. It's impossible to maintain proper coolant temperatures with the radiator flaps 1/4 open, even though flight tests note that with that setting a constant + 90 Celsius can be maintained.

trademe900 10-14-2012 02:29 AM

Quote:

Originally Posted by IvanK (Post 469208)
I spent a while specifically testing this one yesterday. In my testing it only occurs in the Spit Ia 100 Oct all other RAF types were okay.

Passing 9500ft I was getting a "put put" knocking sound, passing 10,500 I was getting very rough engine operation. Reducing boost to +5 OR reducing RPM to 2600RPM stopped the rough running. Its a bug and needs fixing. Reported directly to the Devs.

It definitely does it on hurricane rotol and 100 octane too. I didnt try spit 2 actually.

Also, hurricane 100 octane (6 min 25 to 17,000) now out climbs spit 100 octane and they both have same top speed at 17,000 feet (320mph TAS), spit is very slow.

So Hurricane is now nice and quite accurate to real life specs in climb and speed but spitfire is slow.

Das Attorney 10-14-2012 03:37 AM

No bug thread so I'll post here.

Collision detection/damage can be ropey still. Very good sometimes. Not so good other times.

http://www.youtube.com/watch?v=sVrosBNtp0I

Totally trolled a Heinkel with my Spit...

Good work generally though. Game plays a lot better these days.

Feathered_IV 10-14-2012 03:47 AM

Further increase in stuttering over last patch. Game is now entirely unplayable.

He111 10-14-2012 03:50 AM

Quote:

Originally Posted by Das Attorney (Post 469281)
No bug thread so I'll post here.

Collision detection/damage can be ropey still. Very good sometimes. Not so good other times.

http://www.youtube.com/watch?v=sVrosBNtp0I

Totally trolled a Heinkel with my Spit...

Good work generally though. Game plays a lot better these days.

did you expect the blade to break ??? .. the cutting blade, once cut moves on ...

You killed one of my children with a katana, did you not realise this ???

ok, the Spit should have some serious damage to that wing and be in a spin .. but I don't think it would lose the wing!

.

Das Attorney 10-14-2012 03:55 AM

:D

EDIT: The first example was something I thought was pretty good collision detection, but yes, it did feel a little too clean. The second was just WTF. Must be those steel skinned spits built at the Delorean Factory. ;)

Catseye 10-14-2012 04:56 AM

Bug? Blenheim idle speed.
 
When you start up the Blenheim it starts to move forward immediately when at idle.

When landing, fine pitch, flaps down, wheels down, the engine will not slow down enough to get down to proper approach speed. The speed is above 100 mph. and requires the hard use of brakes to get it to slow down on the runway.

I believe both circumstances are because the idle speed is too high.

Catseye 10-14-2012 05:01 AM

Quote:

Originally Posted by IvanK (Post 469242)
Ok I have just retested ALL the RAF fighters. Same result the only aircraft affected is the Spit MKIA 100 Oct. In my first set of tests they were all done On line in the ATAG server. In these Retests they were done Off line using Quick mission. Same result On Line and Off line

METHOD

CONSTANT SPEED TYPES
Climb on Schedule, Rad Full Open +6.25Lbs Boost/2800RPM Mixture AUTO RICH (Back) In Spit IIA I used +9Lbs Boost/2800RPM. Temps and pressures all within limits throughout climb. Climb from 6500Ft to 12,000Ft

2 PITCH AIRCRAFT
Climbed +6.25 Lbs Boost/Coarse (about 2400RPM) Rad Full open, Mixture AUTO RICH (back) on schedule. Then Repeated the test at 6.25Lbs Boost/Full Fine (about 3000RPM). Again Climb from 6500ft to 12,000ft. All Temps and Pressures within limits.

Only aircraft with an issue was Spit MKI A 100 oct its symptoms are:

Climbing at +6/2800RPM passing 9500ft I get a couple of audible "put" "put" from the engine, passing 10,500ft I get very rough engine running. Reducing Boost to +5 and it smooths out. It also smooths out if I maintain +6Lbs boost but reduce RPM to 2600. Either way this shouldn't be happening.


I get this also in the Spit 1A 87 Octane.
"Reducing Boost to +5 and it smooths out. It also smooths out if I maintain +6Lbs boost but reduce RPM to 2600. Either way this shouldn't be happening.)

FS~Phat 10-14-2012 06:22 AM

Great work Luthier and team.

I can confirm 4way SLI is finally working smoothly and providing a reasonable increase in performance!!! The first time SLI has ever worked for me!!!
GPUs all work between 30-70% each pretty evenly.

Max setting with 4xAA 1920x1080

http://w7v84w.blu.livefilestore.com/...2017-17-00.jpg

OB1 10-14-2012 07:00 AM

Quote:

Originally Posted by FS~Phat (Post 469299)
Great work Luthier and team.

I can confirm 4way SLI is finally working smoothly and providing a reasonable increase in performance!!! The first time SLI has ever worked for me!!!
GPUs all work between 30-70% each pretty evenly.

Max setting with 4xAA 1920x1080

That can't be right. A single 580 can produce similar results.

FS~Phat 10-14-2012 07:06 AM

And Nvidia Surround at 6048x1080 finally works quite smoothly with a few reduced settings.


http://w7v84w.blu.livefilestore.com/...I_Settings.jpg

http://w8moka.blu.livefilestore.com/...2017-55-43.jpg

FS~Phat 10-14-2012 07:07 AM

Quote:

Originally Posted by OB1 (Post 469302)
That can't be right. A single 580 can produce similar results.

A single 580 only avgs 48FPS

http://w8moka.blu.livefilestore.com/.../580-Vhigh.jpg

Topo 10-14-2012 07:11 AM

Quote:

Originally Posted by FS~Phat (Post 469304)

Confirm.

Insuber 10-14-2012 07:38 AM

Quote:

Originally Posted by OB1 (Post 469302)
That can't be right. A single 580 can produce similar results.

Nope my single 580 averages in the 40's.

Cheers!

335th_GRDedalos 10-14-2012 08:13 AM

Quote:

Originally Posted by FS~Phat (Post 469299)
Great work Luthier and team.

I can confirm 4way SLI is finally working smoothly and providing a reasonable increase in performance!!! The first time SLI has ever worked for me!!!
GPUs all work between 30-70% each pretty evenly.

I can confirm an increase in performance and an all-GPU use but the game isn't as smooth as when it is on one GPU! Can you post your nvidia-panel settings?

JG52Krupi 10-14-2012 08:36 AM

Quote:

Originally Posted by FS~Phat (Post 469299)
Great work Luthier and team.

I can confirm 4way SLI is finally working smoothly and providing a reasonable increase in performance!!! The first time SLI has ever worked for me!!!
GPUs all work between 30-70% each pretty evenly.

Max setting with 4xAA 1920x1080

http://w7v84w.blu.livefilestore.com/...2017-17-00.jpg

Just thought I would mention I get similar results using my single ATI HD5970 :P

:eek:

Dan555a 10-14-2012 08:46 AM

see here:
http://www.rdox.info/01.jpghttp://www.rdox.info/02.jpghttp://www.rdox.info/8.jpghttp://www.rdox.info/9.jpg
http://www.rdox.info/0.jpg

Osprey 10-14-2012 08:49 AM

Quote:

Originally Posted by NLS61 (Post 469210)
I ow my life to the backview mirror in my car.

http://www.mediaite.com/wp-content/u...rassicpark.jpg

;)

Osprey 10-14-2012 08:52 AM

Quote:

Originally Posted by Insuber (Post 469220)
Cheating is opening the cockpit to hear approaching engines, which wasn't the case in RL.


Which is ironic, because the OP's complaint wasn't that there was this bug at all, but rather than his window is smaller in the 109 so he can't hear so well :rolleyes:

I don't know an RAF pilot who does this, nobody ever mentioned it from groups I know. I open it often on patrol for better vision, only in the Hurricane.

Insuber 10-14-2012 08:53 AM

Quote:

Originally Posted by JG52Krupi (Post 469322)
Just thought I would mention I get similar results using my single ATI HD5970 :P

:eek:

That's nothing, my ATI EGA Wonder with its shining 8 bit ISA interface gives me better results. I have to set a resolution of 12x8 pixels with 8 colors, but who cares until the lod visibility bug is not resolved ... :-)

*Buzzsaw* 10-14-2012 08:53 AM

Salute

Many improvements in this pack, including Hurricane performance, and no stall at idle fix for British planes.

But the bug with the Spitfire's which do not allow them to climb over 18,000 ft remains although it has changed. Now you can climb over that height, but only if you reduce boost and rpm to low levels, any attempt to use combat power causes the engine to miss and cutout. Which means the Spitfire is losing power and speed at the altitudes most bomber formations operate at. And they are completely helpless versus 109's.

Osprey 10-14-2012 08:55 AM

Quote:

Originally Posted by *Buzzsaw* (Post 469341)
Salute

Many improvements in this pack, including Hurricane performance, and no stall at idle fix for British planes.

But the bug with the Spitfire's which do not allow them to climb over 18,000 ft remains although it has changed. Now you can climb over that height, but only if you reduce boost and rpm to low levels, any attempt to use combat power causes the engine to miss and cutout. Which means the Spitfire is losing power and speed at the altitudes most bomber formations operate at. And they are completely helpless versus 109's.

18kft is just about FTH so what do you reduce to?

Insuber 10-14-2012 09:05 AM

Quote:

Originally Posted by Osprey (Post 469339)
Which is ironic, because the OP's complaint wasn't that there was this bug at all, but rather than his window is smaller in the 109 so he can't hear so well :rolleyes:

I don't know an RAF pilot who does this, nobody ever mentioned it from groups I know. I open it often on patrol for better vision, only in the Hurricane.

I see several pilots doing it online (open canopies are visible) and one honest guy admitted it openly (he is a nice guy and a very good pilot btw). I just flew several sorties in Atag in red planes and kept the canopy open to test this bug again. Well, it saved my life several times because the droning of 109 engines is clearly discernible before they reach firing range. It's again the only explanation to Spits and Hurries breaking when my 109 approached them from 6 low, the famous dead spot.
It's a sad bug and it must be corrected, as it is it ruins completely the pleasure for several 109 pilots who try the only tactics allowed by today's FMs, B&Z or sneaky 6 o'clock pursuit.

Other than that I'm happy that the Red planes FM bugs have been corrected, they are a good match now.

Cheers.

NLS61 10-14-2012 10:31 AM

Quote:

Originally Posted by Insuber (Post 469220)
Cheating is opening the cockpit to hear approaching engines, which wasn't the case in RL.

I can assure you that when you hear an enemy engine you are way to late with those 20 mm hamering.
I open the cockpit to look behined me wich I do every 20 sec.
In a 109 I can just look behined me as the designer has thought about that.
the mirror isntr much help but in a forward scan you naturaly also look in your mirror wich gives apartial backward scan.
If they would be ineffective the pilots would have sawed them off altogheter as they also obstruckt forward above view.
So cockpit stay open if you have any problems with that shoot me down :)

klem 10-14-2012 10:32 AM

Quote:

Originally Posted by chris455 (Post 469155)
I disagree.
Read Steven Bungay's Most Dangerous Enemy. In it he gives a brief history of the "De Wilde" round and it's purpose. It was an improved incendiary which was intended to start fires in an enemy aircraft's structure. Whether it "flashed" or not, it's primary purpose was as an incendiary, not an "observer" round.

OK, 'precisely what is was introduced for' was a bit narrow but my post was meant to confirm that some 303's did flash on impact.

As far as the pilot was concerned it was effectively dual purpose, causing a flash on impact as well as being incendiary. The initial activation happened on impact. Catsey's reference is the most often quoted and here's a report from a pilot using it in the far east:
http://www.aircrew-saltire.org/lib225.htm
"The golden flashes I had seen on the Japanese aircraft were undoubtedly my de Wilde ammunition exploding and I was sure that very many rounds had hit it. This de Wilde ammunition exploded on contact and an incendiary core remained so that it was highly lethal to aircraft."

And of course there are other references as in Al Deere's "Nine lives"

Here's a brief description and cutaway:
http://cartridgecollectors.org/cmo/cmo07feb.htm

SlipBall 10-14-2012 11:00 AM

Quote:

Originally Posted by klem (Post 469366)
OK, 'precisely what is was introduced for' was a bit narrow but my post was meant to confirm that some 303's did flash on impact.

As far as the pilot was concerned it was effectively dual purpose, causing a flash on impact as well as being incendiary. The initial activation happened on impact. Catsey's reference is the most often quoted and here's a report from a pilot using it in the far east:
http://www.aircrew-saltire.org/lib225.htm
"The golden flashes I had seen on the Japanese aircraft were undoubtedly my de Wilde ammunition exploding and I was sure that very many rounds had hit it. This de Wilde ammunition exploded on contact and an incendiary core remained so that it was highly lethal to aircraft."

And of course there are other references as in Al Deere's "Nine lives"

Here's a brief description and cutaway:
http://cartridgecollectors.org/cmo/cmo07feb.htm



I think the round was named "observer"...been flying blue lately so I could be wrong.

Gromic 10-14-2012 11:02 AM

Quote:

Originally Posted by *Buzzsaw* (Post 469341)
Salute

Many improvements in this pack, including Hurricane performance, and no stall at idle fix for British planes.

But the bug with the Spitfire's which do not allow them to climb over 18,000 ft remains although it has changed. Now you can climb over that height, but only if you reduce boost and rpm to low levels, any attempt to use combat power causes the engine to miss and cutout. Which means the Spitfire is losing power and speed at the altitudes most bomber formations operate at. And they are completely helpless versus 109's.

+1

most definately a "must fix" before 1C chucks support for CloD and dedicates all resources to BoM. Spit squadrons will not be at readiness for high altitude engagements until this one is squashed.

klem 10-14-2012 11:02 AM

Quote:

Originally Posted by NLS61 (Post 469365)
.................
If they would be ineffective the pilots would have sawed them off altogheter as they also obstruckt forward above view.
...............

Actually it was the pilots that first fitted them. At first they used car mirrors. The manufacturers adopted the idea from them/their demands.

Osprey 10-14-2012 11:31 AM

Insuber, have you tested the 109 for hearing the Merlin engine at all? I am curious as to if this also occurs. btw, I am not defending this bug, I am defending the implication that RAF pilots are cheating because they open the canopy to hear, not see. To suggest that 'the only explanation' for avoiding you is hearing the 109 is poor form. Most of my late breaks come from a squadron buddy telling me to break, canopy open or not, or are you also saying that the guy you are trying to shoot is definitely flying alone too?

I suggest to all 109 pilots who are complaining about this that they should fly higher and faster, approach from the sun blah blah you're making mistakes, blah blah, improve your shooting, blah, it's the pilot not the plane........:rolleyes:

Osprey 10-14-2012 11:33 AM

Oh, about De Wilde. Command had terrible trouble convincing pilots that DeWilde was not more effective than other incendiaries. They proove this at the firing ranges but pilots were insistent and command caved in to demand to raise the supply. It was a placebo.

Flanker35M 10-14-2012 11:39 AM

S!

You do not hear the Merlins in a Bf109 unless they pass you really close. Really have to spot them so keep head on a swivel. Add to that planes are disappearing at certain ranges and fighting is more of a chore than an exciting challenge.

VO101_Tom 10-14-2012 11:54 AM

Quote:

Originally Posted by Flanker35M (Post 469385)
...Add to that planes are disappearing at certain ranges and fighting is more of a chore than an exciting challenge.

What is your graphic settings? I notice this bug with medium object detail settings only. If you have same LOD bug, you have two opportunity:
- edit the conf.ini, the meshshowlod=1 solve the bug, but you will drop lot of pfs
- set the object detail back to high, meshshowlod=0

(I tried both, the LOD bug disappear, but i get lot more fps with the high detail and meshshowlod=0 settings)

Insuber 10-14-2012 01:20 PM

Quote:

Originally Posted by Osprey (Post 469380)
Insuber, have you tested the 109 for hearing the Merlin engine at all? I am curious as to if this also occurs. btw, I am not defending this bug, I am defending the implication that RAF pilots are cheating because they open the canopy to hear, not see. To suggest that 'the only explanation' for avoiding you is hearing the 109 is poor form. Most of my late breaks come from a squadron buddy telling me to break, canopy open or not, or are you also saying that the guy you are trying to shoot is definitely flying alone too?

I suggest to all 109 pilots who are complaining about this that they should fly higher and faster, approach from the sun blah blah you're making mistakes, blah blah, improve your shooting, blah, it's the pilot not the plane........:rolleyes:

Osprey - I don't imply for sure that blue pilots are morally superior to red ones, or viceversa. I"m sure that you personally are a fair player, like the vast majority of Il2 players. I have no hidden agenda, I just find this bug very very annoying and so serious to change the game rules. As far as flying higher blah blah etc I see the sarcasm, but it won't help solving this bug.

As far as the 109, I can't hear a damned Merlin at 50 m with closed canopy ... luckily!

Cheers!

zapatista 10-14-2012 01:38 PM

Quote:

Originally Posted by VO101_Tom (Post 469389)
What is your graphic settings? I notice this bug with medium object detail settings only. If you have same LOD bug, you have two opportunity:
- edit the conf.ini, the meshshowlod=1 solve the bug, but you will drop lot of pfs
- set the object detail back to high, meshshowlod=0

(I tried both, the LOD bug disappear, but i get lot more fps with the high detail and meshshowlod=0 settings)

this is a bug that needs to be fixed

the LoD problem should not be present on medium settings

(the meshshowlod is a nasty work around mention months ago, but creates significant other problems, its a hack not a fix )

Wandalen 10-14-2012 02:00 PM

This is the best Apha test patch so far :grin:
Congrats to everyone working on the project! And thanks to ATAG for a good server. Tierd of flying over the channel so i got the Dunkirk mission as a favorite atm :)

Here is a short film of my getting revenge over a BF strafing the airfield ;)

NB! best to watch in full screen HD :cool:

http://www.youtube.com/watch?v=ECD-b...ature=youtu.be

Insuber 10-14-2012 02:18 PM

Quote:

Originally Posted by Wandalen (Post 469409)
This is the best Apha test patch so far :grin:
Congrats to everyone working on the project! And thanks to ATAG for a good server. Tierd of flying over the channel so i got the Dunkirk mission as a favorite atm :)

Here is a short film of my getting revenge over a BF strafing the airfield ;)

NB! best to watch in full screen HD :cool:

http://www.youtube.com/watch?v=ECD-b...ature=youtu.be

Your movie confirms how clearly you can hear the 109 engines with open canopy, and even the impacts of your rounds on the enemy a/c ...

VO101_Tom 10-14-2012 02:47 PM

Quote:

Originally Posted by zapatista (Post 469406)
this is a bug that needs to be fixed

the LoD problem should not be present on medium settings

(the meshshowlod is a nasty work around mention months ago, but creates significant other problems, its a hack not a fix )

What kind of "significant other problems"?

bornflying79 10-14-2012 02:55 PM

Buy this game yet
 
So I've been waiting and waiting to buy this game....for it to be a playable, enjoyable game. Are we there yet? From posts it looks like FPS issue is fixed, most graphics glitches are fixed, most serious FM issues fixed, and (I think except for medium settings) LOD bugs fixed. What does the community think?

-Bornflying

NLS61 10-14-2012 03:14 PM

Quote:

Originally Posted by klem (Post 469374)
Actually it was the pilots that first fitted them. At first they used car mirrors. The manufacturers adopted the idea from them/their demands.


yes this I know so they where effective exactly my point.
In game we dont have them.
So not all is well or as it should be we should not have sound radar, but we have it.
I for one would gladly switch sound radar out for working mirrors :)

Wandalen 10-14-2012 03:33 PM

Quote:

Originally Posted by Insuber (Post 469412)
Your movie confirms how clearly you can hear the 109 engines with open canopy, and even the impacts of your rounds on the enemy a/c ...

Yes, you are right about tath. The impact sound sounds like its the same on both the enemy plane and mine. As you can see i also getting hitts by his wingman flying 30f behind me . Think its his engine sound you can hear moast of the time. I notice i must be close to the BF before i can hear it with the canopy open. when its closed i cant hear a thing ;). Can the BF`s hear the merlin with the canopy jettison ? I got no idea but, is it unrealistic to hear enemy planes when flying with canopy open?

~S~
Wandalen

Insuber 10-14-2012 03:34 PM

Quote:

Originally Posted by bornflying79 (Post 469415)
So I've been waiting and waiting to buy this game....for it to be a playable, enjoyable game. Are we there yet? From posts it looks like FPS issue is fixed, most graphics glitches are fixed, most serious FM issues fixed, and (I think except for medium settings) LOD bugs fixed. What does the community think?

-Bornflying

We are half way. The game is playable, even enjoyable, but still quite different from the initial (high) expectations, and still plagued with major defects for a sim, e.g.:

- FM major issues such as the ceiling height some 30% less than the historical data, the lack of a dynamic stall or the absent/too low drag penalization for radiators and open canopies, speeds not conform to the historical tests (Bf-110 C7 for instance, Fiat G.50)
- Some annoying graphic bugs such as the disappearing planes at certain distances, the removal of important effects as the hit-flashes of bullets, the flickering tree shadows
- Some immortal bugs as the sound radar and others

But the good news is that the enterprise is alive and working with some 50 people to the next project, and CloD will benefit by the improvements of the new series as well, if you buy the new game of course.

Cheers!

Insuber 10-14-2012 03:36 PM

Quote:

Originally Posted by Wandalen (Post 469427)
Yes, you are right about tath. The impact sound sounds like its the same on both the enemy plane and mine. As you can see i also getting hitts by his wingman flying 30f behind me . Think its his engine sound you can hear moast of the time. I notice i must be close to the BF before i can hear it with the canopy open. when its closed i cant hear a thing ;). Can the BF`s hear the merlin with the canopy jettison ? I got no idea but, is it unrealistic to hear enemy planes when flying with canopy open?

~S~
Wandalen

At least it is unrealistic to fly all the time with the open canopy ... even at freezing cold heights ;-).

In my case I can hear the planes even at a fair distance, except if they cut the engine when coming down at me, I think.

Cheers!

klem 10-14-2012 03:41 PM

Quote:

Originally Posted by NLS61 (Post 469422)
yes this I know so they where effective exactly my point.
In game we dont have them.
So not all is well or as it should be we should not have sound radar, but we have it.
I for one would gladly switch sound radar out for working mirrors :)

Me too! :)

klem 10-14-2012 03:45 PM

Quote:

Originally Posted by Osprey (Post 469382)
Oh, about De Wilde. Command had terrible trouble convincing pilots that DeWilde was not more effective than other incendiaries. They proove this at the firing ranges but pilots were insistent and command caved in to demand to raise the supply. It was a placebo.

Define "more effective". Did other incendiaries visibly explode on impact?

If not, I'd pay handsomely for a placebo that confirmed my aim. :)

Bloblast 10-14-2012 04:01 PM

I've tested a while. FM for spitfires is considerably better. Pity that communication works still only partly. And sometimes comms do not work at all. The communcation with RAF ground control is difficult to hear.

Really hope that the ceiling of Bf109s will be fixed, should be around 11km's. Currently in the game this is around 7 km's.

Osprey 10-14-2012 04:10 PM

Quote:

Originally Posted by klem (Post 469434)
Define "more effective". Did other incendiaries visibly explode on impact?

If not, I'd pay handsomely for a placebo that confirmed my aim. :)

I believe it was the incendiary effectiveness.

bornflying79 10-14-2012 04:40 PM

Quote:

Originally Posted by Insuber (Post 469428)
- Some annoying graphic bugs such as the disappearing planes at certain distances

Is this the LOD issue only on medium detail settings or something different?

ATAG_Bliss 10-14-2012 05:33 PM

Well I think it's a good sign when this thread is actually talking about the game instead of the developers. I gotta admit, online has definitely gotten more interesting with some of the fixes.

Trumper 10-14-2012 05:40 PM

According to this programme George Buerling removed his tracers to allow for more ammo.

http://www.channel5.com/shows/heroes...ouglas-bader-2

Bungmiester 10-14-2012 05:57 PM

Performance is down and ground stutters worse for me on this patch, noticed barrage balloons now drop to the ground after they have been destroyed ;), if a bit to slow in my opinion.

win vista 64 bit
Geforce Gtx560
Drivers 301.42
Proccessor Intel Quad Q9650 3.Ghz
8 gig corsair Ram

all settings on medium, except original textures on.
Grass on
shadows on

chris455 10-14-2012 06:30 PM

Quote:

Originally Posted by Catseye (Post 469203)
You are correct - I miss-spoke. It was designed as an incendiary to start fires. However, it became a valuable asset to the pilots due to the flash on impact. The statement I made was to argue against the OP about no .303 rounds flashing.

From:
THE BATTLE OF BRITAIN: ARMAMENT OF THE COMPETING FIGHTERS
Based on information from 'Flying Guns: World War 2'
© Anthony G Williams 2004

. . . . . . . The B. Mk VI 'De Wilde' incendiary (named after the original Belgian inventor but in fact completely redesigned by Major Dixon), which contained 0.5 grams of SR 365 (a composition including barium nitrate which ignited on impact with the target) was twice as effective as these (.303" B. Mk IV incendiary tracer), scoring one in five.

The 'De Wilde' bullets were first issued in June 1940 and tested operationally in the air battles over Dunkirk. Their improved effectiveness, coupled with the fact that the flash on impact indicated that the shooting was on target, was much appreciated by the fighter pilots. It was at first in short supply, and the initial RAF fighter loading was three guns loaded with ball, two with AP, two with Mk IV incendiary tracer and one with Mk VI incendiary.

Clarification accepted, good research.

Catseye 10-14-2012 07:38 PM

Quote:

Originally Posted by Osprey (Post 469382)
Oh, about De Wilde. Command had terrible trouble convincing pilots that DeWilde was not more effective than other incendiaries. They proove this at the firing ranges but pilots were insistent and command caved in to demand to raise the supply. It was a placebo.

On the other hand, here are some statistics that show that the DeWilde was more effective than the .303. B. Mk IV used at the time.

"The incendiary ammunition was also variable in performance. Comparative British tests of British .303" and German 7.92 mm incendiary ammunition against the self-sealing wing tanks in the Blenheim, also fired from 200 yards (180m) astern, revealed that the .303" B. Mk IV incendiary tracer (based on the First World War Buckingham design – it was ignited on firing and burned on its way to the target) and the 7.92 mm were about equal, each setting the tanks alight with about one in ten shots fired. The B. Mk VI 'De Wilde' incendiary (named after the original Belgian inventor but in fact completely redesigned by Major Dixon), which contained 0.5 grams of SR 365 (a composition including barium nitrate which ignited on impact with the target) was twice as effective as these, scoring one in five."

Based on information from 'Flying Guns: World War 2'
© Anthony G Williams 2004

IvanK 10-14-2012 07:52 PM

Quote:

Originally Posted by trademe900 (Post 469271)
It definitely does it on hurricane rotol and 100 octane too. I didnt try spit 2 actually.


At What Altitude ? I and others cant replicate that in the 9000-12000ft band.

jimbop 10-14-2012 08:14 PM

Quote:

Originally Posted by ATAG_Bliss (Post 469462)
Well I think it's a good sign when this thread is actually talking about the game instead of the developers. I gotta admit, online has definitely gotten more interesting with some of the fixes.

Exactly. If somebody could be bothered to plot it I am sure they would find a direct correlation between satisfaction with patch performance and RvB noise on the forum. Good to see!

Plt Off JRB Meaker 10-14-2012 10:26 PM

Quote:

Originally Posted by ATAG_Bliss (Post 469462)
Well I think it's a good sign when this thread is actually talking about the game instead of the developers. I gotta admit, online has definitely gotten more interesting with some of the fixes.

It is a good sign,I have to admit,I'd written this off,after months of fixes not accomplishing anything positive in the way of the F/M's I was getting pretty hacked off with the whole thing.

Then on hearing positive stuff coming from guys on here re the last fix,I thought ok let's fire it up again,and give it a go.I also got a nudge at the same time to try the fix from my Squadron Leader,he deserves a medal for his patience and commitment for the way he has kept my interest alive.

So today I took my first flight in over 4 months and wow,it was like a eureka moment,it works for me now,the Hurricane fly's like a dream now.

I love the Hurricane always have,and expect always will,as allready mentioned above the fixes just were'nt bringing me any joy,in fact it seemed to me the Hurricane FM was just getting worse!

I was amazed at how much the devs have improved it,especially power,boy is that an improvement,and the graphical cockpit gliches have gone.

Yes,I can honestly say that I enjoyed my flight for once,that has'nt happened in a long time,thanks Luthier and team,you are getting this sorted.:)

He111 10-15-2012 02:49 AM

Quote:

Originally Posted by Wandalen (Post 469409)
This is the best Apha test patch so far :grin:
Congrats to everyone working on the project! And thanks to ATAG for a good server. Tierd of flying over the channel so i got the Dunkirk mission as a favorite atm :)

Here is a short film of my getting revenge over a BF strafing the airfield ;)

NB! best to watch in full screen HD :cool:

http://www.youtube.com/watch?v=ECD-b...ature=youtu.be

you should set up a close view button (Controls -> CAMERA -> Field of View 30o)

http://i738.photobucket.com/albums/x...r/Untitled.jpg
.

GF_Mastiff 10-15-2012 04:15 AM

This version is awesome, Thanks Luthier, your team is getting there. I have a lot of faith in you dedication!.

Richie 10-15-2012 07:16 AM

Quote:

Originally Posted by Trumper (Post 469466)
According to this programme George Buerling removed his tracers to allow for more ammo.

http://www.channel5.com/shows/heroes...ouglas-bader-2


Canadian pilot and I can't view the video in Canada...GREAT!


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