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FC99 11-25-2012 08:25 PM

Quote:

Originally Posted by maxim42 (Post 482655)
One small thing. Strange thing is the fact that during a multiplayer session we can choose every plane (flyable + AI). If so, there should be on each plane's name information wheter it is AI or not. And there is a bug where if you choose the AI plane to fly as your first choice - the plane is without possibility to steer, control (firstly you have to choose a flyable one and then AI to make it steerable). Greetings

That's a long known bug that was universally accepted by players as a feature and it remained in game on players request therefore we don't have plans to change this.

IceFire 11-26-2012 12:58 AM

Quote:

Originally Posted by Aviar (Post 483738)
If you are talking about a Dogfight server, the host will choose which planes are 'flyable'. Not every server has all planes as flyable. In fact, most have a limited flyable planeset.

Also, there is no real 'bug' here. The only reason you can 'fly' particular (no cockpit) AI planes online is because the IL-2 exe has been hacked and modded. This 'feature' is actually an unauthorized 'mod' and to say that there is a 'bug' involved because the 'feature' does not perform up to your standards is stretching the issue quite a bit.

I suspect you are new to IL-2. I suggest a little more patience and investigation before posting 'bug' reports. This game has been around for over 10 years and the community is well aware of most of the serious issues.

Welcome to IL-2.


Aviar

Actually, even before modding, you could put the internal code name for an aircraft in the Homebase section of a .mis file and be able to select that aircraft and fly it. We use that feature on UK-Dedicated on some scenarios to fly heavy bombers (B-17s for example) and have done so for many many years.

It's a bug but its a beneficial one in the right circumstances. This one has proved useful and I'm pretty glad it exists. We try and put instructions on the briefing of any scenario that uses that so that players are aware (if they RTFM).

maxim42 11-26-2012 12:54 PM

Thank you for the explanation. It is nice that we can fly both flyable and AI planes. The only disturbing thing is that if I chose AI as a first plane during the multi session, I can't steer it. To steer it I have to chose the flyable one firstly. And at the beginning the camera is disturbed as AI planes haven't got cockpits. Greetings!

EDIT: I have just noticed that in BI-6 plane the wing engines are still working even without fuel.

D-XXI 11-28-2012 08:14 AM

Incorrect flaps on RE2000
 
The flaps on the Reggiane RE2000 are working the opposite as you would expect.
While retracting them you get a nose-up effect where as all the other planes you get a normal nose-down effect because of the decrease in lift.

EJGr.Ost_Caspar 11-28-2012 02:07 PM

Quote:

Originally Posted by D-XXI (Post 484271)
The flaps on the Reggiane RE2000 are working the opposite as you would expect.
While retracting them you get a nose-up effect where as all the other planes you get a normal nose-down effect because of the decrease in lift.

The problem is, what you 'expect' and what you call 'normal'.
In fact, the Re2000 is the only plane in game so far, that has its flaps behaviour modeled correctly. At least, such behaviour would be correct for most planes, but in detail it depends on the type of the flaps and their position relative to the CoG.

D-XXI 11-28-2012 09:20 PM

Thank you for your answer. I thought it could be a simple fix, being only the RE2000.

Looking at your explanation: In fact, the Re2000 is the only plane in game so far, that has its flaps behaviour modeled correctly. I would like to change the text of my my bug report to:

All planes except the RE2000 have incorrect flap behaviour.

But you already know it and I can imagine that it will be a lot of work to model this correctly for all planes. The wonderful things you are working on now are more important to me. Thank you for your commitment and devotion to IL2 and it's fans.

Blaf 11-29-2012 12:33 PM

Quote:

Originally Posted by EJGr.Ost_Caspar (Post 484317)
The problem is, what you 'expect' and what you call 'normal'.
In fact, the Re2000 is the only plane in game so far, that has its flaps behaviour modeled correctly. At least, such behaviour would be correct for most planes, but in detail it depends on the type of the flaps and their position relative to the CoG.

Huh :shock:
these are pretty surprising news! Good to know...

Bolelas 11-30-2012 10:00 PM

But, has Caspar said, it depends on the center of gravity and other stuff, so you can not say that all other planes are incorrect. I think in the spitfire manual it says, after flaps, aply trim down, but not sure, i will check that one.

idefix44 12-01-2012 03:28 AM

In real life, on Spitfire, flaps are only used to take-off and land.
When you take-off or land, trims must be in neutral position...

Bolelas 12-01-2012 12:19 PM

As far as i know flaps in the spitfire only have 2 positions, up or fully down, so they can only be used for landing.(as far as i know, this is just my 2 cents ) I have a copy of a spitfire manual that came with a game i bought for MSFS9, and for take off, flaps must be up.
But the question here is , when flaps are applied, what sould be the aircraft behavior,-nose up, or nose down- (no mather what for you are aplying flaps, or the amount). In this manual i have (from Just Flight), and it claims to be a copy from the original, it says: "change of trim... Flaps down ----- nose down", so i can understand if nose down is to be applied, putting the flaps down brings the spitfire nose up, and, in the case of our game (1946) the spitfire is correctly modeled.


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