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

ECV56_Guevara 10-11-2013 12:04 PM

Quote:

Originally Posted by KG26_Alpha (Post 509984)
Works ok my end

Can you be more specific ie:

Aircraft type
Payload
Coop/Dogfight
Map

Thxz

All maps, all payloads,all Aircraft, coop. Aviar explain it better than me:



Quote:

Originally Posted by Aviar (Post 509988)
This has been around for at least a couple of patches. So many players have killed themselves in my coops because they did not set the delay BEFORE EVERY MISSION. (I believe it only happens when 'Bomb Fuzes' is not activated.) Even if there is a value in the Delay box, you should always enter it again, as it resets to zero when you leave the arming screen if you don't.

Previously, your delay setting was always saved. It's not like that any more. Maybe DT can fix it one day.

Aviar

This!

idefix44 10-11-2013 02:34 PM

Quote:

Originally Posted by ElAurens (Post 510001)
It is launched with the client.

I have never used the dedicated server.

Sorry for the confusion.

No problem Sir.

Thx.

IceFire 10-11-2013 02:44 PM

Quote:

Originally Posted by ElAurens (Post 510001)
It is launched with the client.

I have never used the dedicated server.

Sorry for the confusion.

I think that's the key thing here. In user land its fine but with a dedicated server and a client joining there are problems.

KG26_Alpha 10-11-2013 05:10 PM

The dedicated server is the problem with V1's

KG26_Alpha 10-11-2013 05:11 PM

Quote:

Originally Posted by ECV56_Guevara (Post 510003)
All maps, all payloads,all Aircraft, coop. Aviar explain it better than me:
!

Ok server setting with bomb fuses off, I only use fuses on so never see the problem.

sniperton 10-14-2013 08:09 PM

Quote:

Originally Posted by Aviar (Post 508413)
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.

I'm just curious whether such bugs are planned to be fixed in the close future in a hotfix (4.12.2?), or we should wait until 4.13 comes out next (?) year? ;):)

Pursuivant 10-25-2013 07:20 AM

Ki-43 III wing tank fires initially produce flames but no smoke, then smoke but no flame.

Additionally, fires in the wing tanks don't seem to further damage the plane's wings or cause risk of explosion, nor do they trigger a bailout by AI pilots.

IceFire 10-26-2013 01:41 AM

Quote:

Originally Posted by Pursuivant (Post 510380)
Ki-43 III wing tank fires initially produce flames but no smoke, then smoke but no flame.

Additionally, fires in the wing tanks don't seem to further damage the plane's wings or cause risk of explosion, nor do they trigger a bailout by AI pilots.

I believe this is normal behavior as of 4.12. The intention is to replicate those times when there is a fire but its clean burning and there is no smoke... sometimes the fire goes out (in a dive for example) and then there is just smoke left over as the fire goes out... its not perfect but its not bad either.

If there is more damage done then the fire with no smoke turns into a fire with smoke and thats when all sorts of bad things happen :)

Pursuivant 10-27-2013 08:20 AM

Quote:

Originally Posted by IceFire (Post 510398)
I believe this is normal behavior as of 4.12. The intention is to replicate those times when there is a fire but its clean burning and there is no smoke...

That just seems strange, since a gasoline fire is normally at least a bit smoky. Also, even for a pure fuel fire there will usually be other things like paint and rubber from the self-sealing fuel tanks burning.

Quote:

Originally Posted by IceFire (Post 510398)
If there is more damage done then the fire with no smoke turns into a fire with smoke and thats when all sorts of bad things happen :)

I've subsequently seen this. Heavy damage to the wings plus more severe fire also triggers bailout.

Pursuivant 10-27-2013 09:21 AM

Is it just me and my crummy flying or does the P-40M seem extremely vulnerable to "critical hits"?

I've been flying a lot of 1-1 missions against the Ace AI Ki-43II (i.e., 2 0.50 caliber guns, sniper-like accuracy within 200 meters) and it seems like even a single second of gunfire will do something terrible to my plane.

If I'm lucky it's just a jammed gun, more typically it's some control surface rendered inoperative, a pilot hit or really severe engine damage which results in the engine conking out within seconds. Mind you, the actual plane never breaks apart - or even shows heavy damage, it's almost always a pilot kill, messed up controls (usually 2-3 at a time) or inoperative/flaming engine.

This seems at odds with Clive Caldwell's assessment that the P-40 "would take a tremendous amount of punishment, violent aerobatics as well as enemy action," plus the fact that the P-40 had armor around the engine and cockpit which allowed it to survive head-on passes against the Ki-43.

Mind you, I think that the game gets the P-40's basic ruggedness right in terms of light damage/heavy damage/broken damage modeling to the airframe. It's just that there seems to be something wrong about the likelihood and severity of critical hits.

Flying against another contemporary opponent, the Bf-109F, I'm getting much the same sort of damage, although the Bf-109's programming makes it much less likely to take head-on shots and Bf-109F Ace AI doesn't seem to have the same inerrant accuracy as the Ki-43.


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