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

SPAD-1949 08-31-2013 09:14 AM

I dont know it was mentioned allready
If I create a Mission with the new taxi to start option and want to collect the flight before liftoff, I just set a final "taxi to start" point some 40 or 50m in front of the taxiway inlet on the runway and one last start-> normal point on the End of the runway.
I set a delay of one or more minutes for either the last taxi to start ot the start normal waypoint, but it does not work.
If the lead Aircraft is not the player, it enters the runway advances towards the last taxi to start waypoint and immediately rev up to start.
Only if the player is in the lead it works.

Any workaround or still a bug?

Aviar 08-31-2013 04:22 PM

Quote:

Originally Posted by SPAD-1949 (Post 508835)
I dont know it was mentioned allready
If I create a Mission with the new taxi to start option and want to collect the flight before liftoff, I just set a final "taxi to start" point some 40 or 50m in front of the taxiway inlet on the runway and one last start-> normal point on the End of the runway.
I set a delay of one or more minutes for either the last taxi to start ot the start normal waypoint, but it does not work.
If the lead Aircraft is not the player, it enters the runway advances towards the last taxi to start waypoint and immediately rev up to start.
Only if the player is in the lead it works.

Any workaround or still a bug?

I did post about the Delay option in the Taxi waypoints here:

http://forum.1cpublishing.eu/showthr...t=40272&page=2

I did not get any official answer but I have a feeling that the Delay setting only applies to the first waypoint.

Aviar

KG26_Alpha 09-01-2013 07:56 PM

Quote:

Originally Posted by Vendigo (Post 508818)
What happened to Kates? This mission worked perfectly under 4.11 but after I installed 4.12.1 Kates just won't lose altitude before attack ignoring the waipoints' altitudes!
Can anyone check this and tell me what's wrong this time, thanks
:confused:

I bought the way points lower and out further but it looks like the AI routine has been changed or affected as the Kates with torps use a shallow dive bomb pattern for some reason instead of as in v4.11 they torpedoed correctly, it could be the new terrain anti collision AI as the Kates torping ships on open water works perfectly ok

AI might need tweaking.

Vendigo 09-02-2013 11:52 AM

Quote:

Originally Posted by KG26_Alpha (Post 508877)
it looks like the AI routine has been changed or affected as the Kates with torps use a shallow dive bomb pattern for some reason instead of as in v4.11 they torpedoed correctly, it could be the new terrain anti collision AI as the Kates torping ships on open water works perfectly ok
AI might need tweaking.

Thank you for the comment on the issue that worries me so much.
4.12 Readme mentioned some "improvements" of B5N2 flight model, so I think it indeed could be that DT added anti terrain collision pattern that now prevents Kates from flying low when attacking Pear Harbour.
I put much effort into building Pearl Harbour attack missions (2 waves) with historical approach routes for Japanese planes, but now the Kates with torps are unable to fly correctly.
I hope that will be fixed in future patches!

FC99 09-02-2013 12:56 PM

Quote:

Originally Posted by Vendigo (Post 508900)
Thank you for the comment on the issue that worries me so much.
4.12 Readme mentioned some "improvements" of B5N2 flight model, so I think it indeed could be that DT added anti terrain collision pattern that now prevents Kates from flying low when attacking Pear Harbour.
I put much effort into building Pearl Harbour attack missions (2 waves) with historical approach routes for Japanese planes, but now the Kates with torps are unable to fly correctly.
I hope that will be fixed in future patches!

I took a look at it and my first impression is that something is wrong with B5N2 FM, if I use some other torpedo bombers they follow WP correctly but for some reason B5N2 refuse to lose alt when flown by AI. We will do something about it for next patch.

Vendigo 09-02-2013 01:00 PM

Quote:

Originally Posted by FC99 (Post 508903)
We will do something about it for next patch.

Great news! Already looking forward to it!

chn6 09-03-2013 10:32 AM

Ki-43-II and Ki-43-II Kai Navlight bug:

http://bbs.dof.cn/uploads/monthly_09...1378204088.jpg

http://bbs.dof.cn/uploads/monthly_09...1378204095.jpg

Janosch 09-08-2013 04:54 PM

Some of the Spitfairy mirrors don't block the sun. The bug appears with all Spits that have either rectangular mirrors (F Vb, 1941 and many others) or small circular mirrors (basically F IXc, 1942 and newer). The sun simply shines through the mirror.

Spits that have a big circular mirror (LF VIII and Seafairies) work normally, so that's why I don't suspect it's some weird 3d card issue.

Ventura 09-10-2013 04:29 PM

On the Italy Online map the closest airfield North of the town of Limone has a tree group directly in the path of the NE taxiway.

Also, on the Solomons map (July 1943) the SE airfield on Kolombangara has a treeline (horizontal layers) on the north section of the runway that (AI) Ki-43s on a landing glideslope, seem to consistantly hit/crash. EDIT: tried it with 3 types of Ki-43, 3 type of A6Ms, tail and head wind(3-4km) same result. Aircraft on approach get waved off and then when almost empty of fuel, force land trying to crest the trees but then dropping into trees while attempting to touch down on airfield strip 'mark'. Guess it's seaside approach only.

Aviar 09-11-2013 03:37 AM

Was it possoble to lock the tailwheel from the cockpit in the real-life Hurricane? The reason I'm asking is because the command does not work for any Hurricane model in 4.12.1.

Aviar


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