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I have one sailing around on my Test Center map.
I've been able to sink it with just the cannons on a Tempest. |
Wingmen reacting to Joystick Button 4?
Hi,
I have Joytstick button 4 and 'F4' key mapped to 'Padlock Enemy'. Now whenever I pressed Joystick button 4 the wingmen respond 'Roger.' as if I have given an order. Is it normal? I have check the setting.ini that Joystick button 5 is not mapped to any Hotkey Orders. Thank you, |
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If AI planes in player’s own flight have not noticed the enemy planes, player has possibility to “point out” the enemy presence to the friendly AI planes by padlocking enemy plane so that it is visible at roughly center of the screen (15 deg. cone). This works even if the padlock is not enabled. Also the commands attack all/bombers/fighters has the same function built in as the padlock key. So issuing “attack fighters” command to your wingman would fail if your wingman has not seen the enemy and you give the command while you don’t see the enemy. Giving the command when you see the enemy at the center of your screen (in cockpit) gives your wingman the direction of the enemy and wingman can attack it. This prevents abusing the attack commands like a radar. ? Perhaps along with the 'Bandits' command in the comms that came with 4.12? But the 'roger' comes from the wingman after pressing F4 and before 'Bandits' (Tab + W, if I remember correctly). |
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The new evasive maneuvers of heavy bombers when attacked by fighters are a little overdone. I've seen B-24s doing rolls, not really a good idea in a four-engined bomber.
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The SM79 torpedo sight
Hello.
There is an issue with the SM79's torpedo sight. It's not caused by the last patch, but I hope it might be fixed in a next patch. When the "toggle sight view" is selected, the player's point of view doesn't follow the slip of the torpedo sight, like it does with the similar device of the B5N2. While it's easy to release a torpedo with deflection against a moving ship from a secure distance in a 'Kate', with good accuracy, it is not possible to do it so in a SM79. Thanks. ;) |
Player aircraft wont despawn after landing
I doubt this is a bug, probably my lack of knowledge regarding FMB.
- Online dogfight mission. - Solomon's map - I created 3 home bases at Henderson, fighter 1, and fighter 2. Each base has a combination of AI taxiing to take off combined with static planes available for players to fly. - The radius of each base does not overlap another. - There are static aircraft at each field that cover every player spawnable aircraft, even for planes that are not available at those fields. So here is the issue. I spawn a P40B at Henderson. It spawns in at the location of a static aircraft as anticipated. I take off and fly to fighter 1 airfield and land. That airfield has static P-40B aircraft, and can also spawn unlimited P-40B aircraft. However, if I hit refly and choose a different aircraft to fly' the P-40B that I just landed is still sitting on the runway where I despawned. I also replicated this on the Marianas map. The home base options to "use stationary planes" and "return static aircraft to original position" properties are checked. |
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EDIT - I just tested the heavy bomber behaviour in 4.11.1 and noticed the same problems, so it is an old issue. Nonetheless I think TD should try to fix these unrealistic maneuvers. A number of times I have seen collisions between bombers because of this behaviour. |
While trying out the new “taxiing” feature I have come up with an annoying bug which can be seen even in the demo mission “AI Taxiing” made by DT and included to 4.12.
In that mission you just roll out of the hangar and taxi all the way along the yellow line to the intended take off position where you take off, retract flaps and gear and then turn the autopilot on – and the autopilot will ignore the flight waypoints, it always flies back to the field where it starts flying in circles at almost zero altitude as the player’s aircraft appears still attached to taxi waypoints. I would appreciate any comments about such AI behavior, thank you! |
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There is a difference though, in 4.12 your AI wingman immedaitely engage. In 4.11 they stay in formation and only engage if you order them to via comms (eg. tab + 2 +3). |
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Shuka and TypII are launching torpedoes. All others dont. Here is the mission: Code:
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Main bug for me so far is the take off bug...
In a mission i built on the Burma map at Imphal airfield, 3 flights of 4 Blenheims in Line take off formation, bombing supply dumps, of the 12 A/C between 2 to 4 A/C crash just after take off, engine speed drops whilst climbing and plummets into the ground, sometimes they recover, most times they don't. I've tried different skill levels of the pilots from average to veteran, no difference. Also Paired take off of the escorting Hurricanes sometimes (but much less often) 1 or two will crash into ground or each other. This is common with most of the A/C i've tried and on different maps. Also, on occasion i find some fighters whilst in a dogfight will fire at nothing at all. Thanks for your continuing support of these forgotten aircraft. |
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yes, it is checked. I eliminated the problem by making 1 home base cover all 3 fields at Henderson. I still find it odd that a player AC launched from Henderson and landed at Fighter 1 would remain parked on the runway at the despawn point; but my workaround suffices.
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Thanks for the patch guys, great stuff!
There are two things I don't like about it: 1) The impact explosion puffs when hitting other planes with 20mm/30mm guns (only tested with MG151, MG/FF and MK108) are gone. Now one hardly notices the impacts. Guncam footage from the era shows very visible explosions/flashes. Impact explosions were perfectly fine in 4.11 and previous versions. 2) The FW190 D9 models now overrev even more easily than in 4.11 while on AUTO pitch. This leads to a dead engine without warning. Don't you guys think it's BS to have the one plane overrev that had automatic prop pitch control inbuilt from the very beginning, while one can dive essentially any other plane in game at full throttle and 100% prop pitch without killing the engine? Please have a look at that. S! |
I'm not a fan of the padlock automatically sending AI. I think the Bandits command is enough. Sometimes I want to padlock something WITHOUT my flight immediately engaging.
Can this duplication be removed? |
Model Airplane Needs A Touch of Paint
Sorry in case this was mentioned by someone else earlier.
The Sturmovik with the 37mm cannon has a skin error. The left machine gun is uncolored. It looks a bit like an unpainted piece of plastic on a model airplane. Had a lot of fun with it shooting up the new coastal steamer though. |
No. This is Wrong
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I'm coop testing. And something is really messed up with this patch and COOP gameplay.
Including waypoint re-writing, escort stuff, AI Bomber engine start/taxiing, etc. This is goofed up a bit! ;) Here's the COOP mission (server should take the BIS, otherwise, just server take #2 and your buddy take #1 of the russian bombers). Humans take 1 and 2 russian bomber. Have AI as #3. YOU GUYS try to get #3 to start its engine. Good luck with that. :D Code:
[MAIN] #3 AI bomber will not start even with the start engine command. We left him on the apron. Waypoints get all fubar in the mission (see screenshot). How much was COOP multiplayer tested? :confused: I did upload the files. The files were fine according to this forum's guidelines. Got a database error when trying to upload the NTRK. But I recommend DT check out COOP gameplay. Something is not right. |
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2. AFAIK nothing has changed and automatic control doesn't equal foolproof control. Quote:
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There is one problem with the patch 4.12 and 4.12.1. I don't know, wrote about it or not, but when I fly online and kill the player sitting in the bomber for the gunner, murdered player just goes in-game menu (via the menu item "new trial"), but kill is not counted.
It's a bug, and some players are actively using it.:( |
Some time ago I had reported that AI A6M carrying Type3 air-to-air rockets will not attack enemy planes. My further tests have shown that the same issue affects FW-190 and Bf-109 armed with Wfr. Gr. 21 rockets and aircraft equipped with X-4 rockets.
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@ TD please check the rudder from the Float Zero, if you move the rudder, left right you can see a object sticking straight out of the vertail, maybe a non animated part of the damage model. It`s green and looks like a stinger.
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Taxi to take off doesn't work in COOP? Or doesn't work for AI in COOP? I'm confused by the wording in the readme, then. I'll create some test missions in both modes and test. But what about the waypoint icons in my screenshot above? Why did that happen? The I16s followed us bombers for a long while, but then would not or could not engage them (they were supposed to be escorting us). I'm just asking to make sure to have someone test the new features in cooperative mode as well. Something seems off. |
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For mixed flights you can use Taxi To Takeoff but not from stationary planes, I edited your mission and made original bombers flight as AI only and added second bombers flight with TTTO, in waypoint options I selected negative spacing to have them lined up on left side of the leader. If you pick the plane from this flight AI will work fine. I can't say with 100% certainty but the escort problems seems to be related to spawning from stationary planes with mixed flight, that seems to be the root of all problems in your mission. Code:
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OH! Negative spacing. Ok. I don't remember seeing that in the readme. Thank you.
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I am still really confused by your post. PLEASE bear with me in this long post. I'm not trying to be difficult, but being a mission builder, and considering the AWESOME new features, I really need to understand the implications. Information that you posted here is not explicitly stated in the readme, so I want to be sure I understand.
This seems like the exact OPPOSITE of what is described in an update from TD regarding 4.11. So... let me try to ask some questions so I understand, and I truly do appreciate your time on this. I'm mainly talking about COOPERATIVE mode here... AI Only Flights
Human Only Flights (coop mode)
COOP Mixed Human and AI Flights (Coop mode) (SEE NOTE 1 BELOW)
Single Player Human and AI Flight ?? Do or do NOT use spawn stationary? Must (should) use taxi to take off Just seems like there's a piece or two missing from the readme and the description. NOTE 1: I am able to get the AI in a Human/AI mixed flight to start engines and TTTO using Spawn Static Aircraft feature. But you're saying this isn't supported or not recommended? In a Human/AI mixed flight, if I'm NOT using Spawn Static Aircraft (as you suggest), how can I get them all to start in a hanger, etc.? Trial and error? From the 4.11 Readme: This features enables the usage of stationary planes as human player spawn points in all mission types. AI planes are supported only in single player mission, but the positioning of AI planes is critical since they do not know how to taxi to runway. They will just simply take off to the direction they spawn. Feature always requires additional editing of old missions, so it is not automatically enabled to old missions. Now, I understand this, however, in 4.12+ AI planes can now taxi. So, is this information superceded? Continuing from the 4.11 Readme: Setting up for single player and coop missions In single & coop mission, the feature is enabled by assigning a stationary plane as spawn point individually to each aircraft. Individual plane tabs has a new pair of buttons (set & clear) related to this feature. If AI aircraft spawns in coop mission and it's "AI only" parameter is disabled, spawn point is ignored since the mission builder cannot know if the plane will be occupied by human or AI. This is not true, at least for 4.12+. The game will most certainly spawn the aircraft wherever you put them. If a human is populating the plane, great. If not, the game will definately put an AI pilot in there, AND FURTHERMORE, will most certainly TTTO if those waypoints are present. This is where I am confused. Or at least this is one part where the readme/instructions HAVE to be very precise. From the 4.12 Readme: AI taxiing waypoints for take off Mission builder can insert taxiing waypoints for AI planes so that AI planes will taxi from initial spawn point to the take off point. This feature works best with the stationary plane spawn point (see 4.11 patch guide). View the provided demo mission to see an example how the taxiing is used (Missions/412_Demo_Missions/AITaxiing.mis). Nowhere in this readme does it indicate that there might be a problem between mixed AI and Human flights in coop. I'm not trying to be argumentative, I'm just trying to learn. ;) |
Escort Problem STILL
Ok. There is still a problem with ESCORT flights attacking incoming fighters when the ESCORT is to protect the flight.
I've made this mission in accordance to the comments made by FC. The mission is a tad bit long, and it is in COOP mode (sorry, but this may be the problem?)... The I16s are supposed to be protecting an AI flight of Bombers. The moment the bombers become engaged by a spawned, TIMEOUT set of BF109s, the I16s turn tail and just ignore their responsibility. Code:
[MAIN] Note. You have to command your flight to start their engines. The AI flight of bombers should take off first. |
Look at your mission, section
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Ki-45 armement bug report
Greetings,
firstly, thanks for bringing a Ki-45 into a game. Finally a big hole of pacific theater is filled! Plane appears to be modelled beautifully and accurately, thanks. The plane however appears to have inaccurate armament. The plane in the sim appears to be equipped with Ho-5 20 mm cannon (in all versions where it carried a 20 mm weapon, save the Kai Tei with upwards firing cannons). In reality however the plane carried a Ho-3 20 mm cannon, which is far more powerful. (Sources: Francillion, www.airwar.ru, ...) Ho-5 round: 20x94, 720 m/s, 79 g (HE round) Ho-3 round: 20x125, 820 m/s, 127 g (HE round) It would be nice this cannon gets modelled and retrofitted onto a Ki-45. Best regards! |
True, and already known.
Added to the list of wrong Japanese guns. |
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Here's the mission...
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Ok. I edited that mission and removed the RECON waypoint type (didn't know this affected behavior, just thought it threw up some extra waypoints!)
Seems like the mission is playing correctly now. Sure wish there was a little bit more "documentation" on some of the new features besides a sentance or two in passing. ;) |
Here's a problem I noticed:
On the Stalingrad winter map I have tried to overlay the incorrect stock concrete textures of Pitomnik airfield with the new winter texture airfield tiles. Unfortunatly it didn't worked, because on the map the winter tiles appeared behind the old airfield tiles. Is there a way to fix this? |
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Remove the incorrect textures. :) |
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This compass in the SB 2M-100A is messing up my fps.
Attachment 12648 I can give you system specs on demand. I don't know if the problem was there before. I found a thread about a cockpit project of it. Maybe the cockpit stems from that one. http://forum.1cpublishing.eu/showthread.php?t=20585 |
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The Gloster Gladiator is included in IL-2 Sturmovik.
http://en.wikipedia.org/wiki/Gloster_Gladiator In 'view objects' it's called Gladiator I, but the Quick Mission Builder only allows to use the J8A. Both planes are listed as Axis planes, though the Gladiator definitely also fought against Germans on Allied side in WW2. |
The J8A is a version of the Gloster Gladiator sold to Sweden. If you look closely at it's instruments you will see they are not in English and are non-standard to the RAF/FAA Gladiator.
It appears as an Axis aircraft because a group of Swedish "volunteers", the F19 Squadron flew them with the Finns against the Russians. The RAF Gladiator is an AI only aircraft. |
Hi, you flying pig!
The instruments aren't Swedish, either. The questions are: 1. Does the J8A not deserve an own object-entry for the uninitiated? 2. Isn't the J8A a Gladiator II? 3. Shouldn't it be possible to put planes into both categories, Axis and Allies? There's even a list of its operators: http://en.wikipedia.org/wiki/List_of...ator_operators |
The object viewer hasn't been updated for years. It's missing some 40+ planes/variants. It would be a lot of work for the developers who work as volunteers. Look for HardBall's Aircraft Viewer on the internet instead (it's up-to-date till patch 4.09 -- now we have 4.12.1).
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No, not worth it.
So this whole developer-team-job is just a story... |
Maybe it's an old bug, but on QMB maps where one side only has aircraft carriers to land on (e.g., Hawaii, Coral Sea, Midway) non-carrier aircraft will still attempt to land on the carriers.
Maybe this is a QMB bug, maybe it's another AI glitch. Either way, non-carrier aircraft should either be programmed to exit in the direction of the nearest historical friendly base or to ditch rather than landing. Interestingly, carriers don't suffer damage from having heavy bombers crash land on them! |
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The strange thing is, that I had a few cases where the new tiles were correctly placed over the old tiles, but after I saved the map template and opened it again the next day, the tiles were suddenly below. So I guess there must be some kind of bug. |
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The airfield was one of the largest around Stalingrad with Lorenz landing system and night light runway in operation. It was a busy Axis airfield mainly for heavy aircraft types. Heavy aircraft in IL2 use the longer runways and larger airfield types so it could be a coding issue as to why it was not a grass strip. Testing snow tiles I tested this and found 1-2 strange things. In FMB placing the snow runway textures works after using 3'd mode to line up the texture and back to 2'd mode allows you to see the placed object as its not visible in 2'd mode when first placed. However if you run the map in FMB using "Play" the textures can disappear in FMB after using the "play" feature, you have to click on the texture icon to see it again, this is not a problem if you run the mission online or out side of the FMB as the textures load correctly next time you open the map in FMB. :) |
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I noticed that the same problem exists when two new tiles are placed overlapping. Sometimes the tile placed first is on the top, sometimes the tile placed second. Here the result of a test I did with overlapping tiles: The first picture shows the tiles the first time I played the mission, the second pic shows the result when I played the mission a second time. http://i1103.photobucket.com/albums/...psed3d60ff.jpg http://i1103.photobucket.com/albums/...ps18e4f7d0.jpg |
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I have also noticed inconsistencies when placing runway tiles over original tiles. When you run the mission several times, sometimes they appear on top of the originals and sometimes they appear under the originals. (When I say 'run the mission', I usually do so in Coop mode.)
*See screenshots for an example. Another small annoying problem is concerning 2D trees. I am very careful when laying runway tiles so that no 2D trees appear within the tiles. However, after running the mission I have found that one or more 'new' trees have appeared on the runway that were not there originally. Then I must re-position the tiles so that they are clear of all trees. So what I do now is lay the tiles, start the mission up a couple of times and do a final check to see if any new 2D trees have magically appeared. These 'extra' 2D trees don't always appear in the FMB. But once I know their exact location(s), I can adjust my runway tiles so they don't interfere with eachother. Aviar |
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Just flew a mission with snow textures over concrete runway and they were not seen in the mission but are there in the full mission builder. I can replicate this 100% after a re-boot and memory cleared. . |
- When a twin engined plane loses both wings, the engine sounds still seem to originate from the fuselage part, rather than the engines, if they are even running. Well, this could be a .ntrk recording bug, though, and my stereo ears could be wrong.
- Bf 109 models from E to F have wrong pilot armor on the external model. It's as if they have G2's armor, which blocks visibility more than E/F armor does. Btw, the .ntrk recording feature doesn't seem to record several small details, such as: - correct nose mg151/20 ammo counter "value" - wheels rotating properly on fixed gear aircraft (tested with Ju-87, wheels don't rotate) - changing ski undercarriage angles on Fokker DXXI. - Torpedo! It disappears too often, most notably before succesfully torpedoeing an enemy boat. I'm not sure if this is related to my specs or il-2 installation though! Also, if you record a ntrk with e.g. D3A and remove the gunsight cover, then view the recording at accelerated speed, the gunsight cover stays on. When played at normal speed, it's shown removed normally. Overally, I like the small improvements that could be called bugfixes, namely that if ntrk was recorded with speedbar off, it will be off when the recording is played. |
Taxi to Take-off
S! All.
I've found an issue related with TTO... or perhaps I might be doing something wrong. I've made several missions for single player with the FMB, in which I'm the leader of the first flight, and one or more friendly flights. The mission starts with the flights in the parking area. Well... my AI wingmen don't start their engines with no delay as it should be expected (they don't start the engines at all, but rarely they start them after 6 or more minutes after the mission's beginning). Regarding with this issue, when I send the order "start engines" (Tab, E, 1) apparently it doesn't work. The only way that I've found to solve this issue is hitting the "Autopilot" twice (as quickly as when anybody uses a toggle buttton): with the first hit the AI wingmen begin the starting procedures immediately; the second hit is for to recover the control of my own aircraft). The "only AI flights" or squadrons start without problems after the programmed delay. If this is not an issue, but a mistake using the FMB for TTO, I'll be grateful for any advice to use it better. :cool: |
Please, post the mission.
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I was trying to use the command "Start engines" from the Main Menu (Tab, E, 1) instead the same command but from the (numbered) Flight menu (Tab, Flight #, Q, 1). The last command works fine, but the first don't... or at least its behavior is erratic and/or a bit less intuitive. |
Playing online if you open the fullscreen map and click accidentally on the chat you can't close the map, it's needed type something on chat and send to close the map
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hi!
all my planes are like this, (as in, they show fully damaged planes all the time) https://fbcdn-sphotos-a-a.akamaihd.n...15261766_n.jpg i already reinstalled the game twice, i can revert this by going low detail and back to high detail again, but it will only last until i restart the game. any idea how to fix? |
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Easiest solution would be to have fixed TO timing with No1 starting first, No2 second and so on. |
Regarding the NTRK problems you're having...
Make sure your net (rate) is cranked up to LAN (10000, I believe?). NTRK is basically a packet recorder, and the lower the rate, the less data is being received. Lower net settings may be filtering out packet traffic to keep up. Or those low prirority events are not sent to the packet recorder at all. The nice thing is the head movements of pilots, and buddy control surfaces are now being captured. |
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It helps much if you set the first waypoint immediately after takeoff to an echelon formation to compliment the turn. |
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A small graphics bug concerning the following Stationary Airplanes:
IL-2M, 1942 (first series) IL-2M, 1942 (later series) *Note the floating helmets above the rear gunner stations. (see screenshots) Aviar |
Some AA issues, German 88 AAA doesn't seem to throw up much flak, i ended up changing it for the Jap 75mm AAA.
USS Dent, Ward only seem to have one AA machine gun, it should have http://www.navsource.org/archives/10/04/04009.htm Also, no numbers on IL2T, Type3, 3M Sturmoviks. Aircraft with dead pilot or bailed pilot will sometimes keep flying and climbing. Sometimes there's a landing bug when you select the "straight in" landing sequence, aircraft will sometimes bunch up and crash into each other on landing. ------------------------------------------------------------------------------------------------ *Note the floating helmets above the rear gunner stations Aviar, i dont have that with my game, maybe graphics driver issue...? |
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Not a big issue (and already reported for 4.11), but the Mc.200 3 has a 'ghost' mirror only visible in external view. |
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May be can we name this illusion a bug. ;) |
Brs-132
Hi!
I'm not sure if it's a bug, but the BRS-132 (russian rockets) seems to do no damage to ships. I fired over 20 rockets at the ship close to the airbase in the solomons map, but it did not sink. The RS-132, ROFS-132 and M-13 can sink it in a few hits. There is also a bug in the first russian P-47 mission(single missions\USSR\P-47\P-47 N1). The torpedo bombers that are supposed to attack the german convoy spawn underwater. |
Manifold Pressure issue
Helo TD
I just noticed some problems in the manifold pressure gauge of some airplanes like the P-38 Lightning. When the engine is off the Manifold Pressure gauge shows exactly the outside pressure, but the problems appears when the engines are working at 0% of thrust, the needles should show no more than 12 or 15 inches of mercury, instead of that the needles show 30 inches of mercury. You can compare that with the B-25 Mitchel that shows at 0% of thrust 10 or 11 inches of mercury. I hope this issue can be solved soon. Thank you very much. |
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If it was a placebo effect I'm not sure but when I used the Russian flak there were complaints from both team pilots, using German flak there were no complaints from the mud movers, and minimal from other pilots. Quote:
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Mission attached in case you haven't adjusted it yourself. :) |
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Floating helmets on IL-2M 1942 stationary:
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(I have and old M Radeon card with the latest drivers; the plane is a Russian stationary on the Kiev map) EDIT: 2nd and 3rd image shows a stationary and a normal plane side by side on the Bessarabia map. |
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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: |
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Thanks!
It's amazing to see this game getting so much support seven years after its release. |
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? |
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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 |
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AI might need tweaking. |
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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! |
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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 |
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. |
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. |
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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Landing: break only when the rudder is in neutral position. BTW, has anyone tested systematically which planes lost their tailwheel lock capability with 4.12.1? And is it a bug or a feature? |
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There are 8 flights per side and each flight will always follow the same waypoints that are on the template that is loaded by the QMB. There is no variety to the waypoints that the planes will follow unless the template maker has made more than one template of the same mission and changes the waypoints for each flight. The template that is loaded will determine the waypoints that each flight will follow but every time that particular template is loaded you will get the waypoints that were used on that template, there is no variation done to those waypoints by the QMB. I made the Hawaii and Midway templates for the QMB and made the choice to allow planes to land on the carriers since in older versions of the QMB prior to allowing the templates to be user created the planes would just land in the ocean since the LANDING waypoints were not attached to the carriers. I know it's not perfect but due to the limitations of the QMB I felt allowing the aircraft to land on the carriers was better than having them land in the ocean and sink. Unless a way can be made to allow for multiple LANDING options per flight that takes into consideration the type of aircraft that is using that set of waypoints then this will always be a choice that has to be made by the QMB template maker when it comes to allowing aircraft to land on the carrier. :) Wheels |
has anyone had AI planes landing gear collapse on the runway before takeoff, I experienced this with several planes in the QMB, MiG 3 Yak 3 and yak 9. Doesn't seem to occur in FMB with taxi to takeoff. Also pilotless AI aircraft hold their airspeed, attitude and heading indefinitely, meaning a damaged aircraft can keep climbing forever (defying physics).
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I'd still hold that it's a bug that heavy aircraft attempting to land on a carrier don't cause damage or at least stick around longer, however. I don't know what the weight limits were on a carrier's deck (probably pretty impressive, given that B-25 were able to take off from a U.S. fleet carrier), but a crashed medium bomber on deck would take some time to clear, and a fire involving such an aircraft might take some time to put out. |
Trains can kill themselves with their own AAA. They aim at you but hit their own wagons. This almost always happens for me.
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Why no smoke when Ta-152-C in a fire?
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It's most likely the fuel tanks that are on fire, they burn without leaving the big black smoketrails. Commonly happens with the Pe-2/3 too if you hit it near the wingroot.
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