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-   -   4.10 Support & Bug Reporting (http://forum.fulqrumpublishing.com/showthread.php?t=17766)

IceFire 01-21-2011 04:18 AM

Make sure that you're pointing the patch to the same directory as the game exists in.

EJGr.Ost_Caspar 01-21-2011 08:27 AM

Additionally you can unpack the patchfile (i.e. with WinRar) to any wanted folder and manually move the files then into your game directory (overwritig existant ones).

Viikate 01-21-2011 10:11 AM

Quote:

Originally Posted by crucislancer (Post 214092)
So, perhaps someone here can help clear this question up regarding the YE & YG beacons. I content that they work exactly as instructed in the 4.10 guide. I haven’t had any problems. However, check out this link from mission4today, the post by KrashanTopolova on January 17th and after that:

http://mission4today.com/index.php?n...wtopic&t=11697

He’s saying that he hears Morse code letters from the YE beacon that are not part of the random code generated for carriers, and they these extra letters are used for more advanced navigation that wasn’t documented in the 4.10 guide. I’ve used the YE beacon quite a few times, and other then the sector code and the ID code that is generated every 10th time, I haven’t heard anything different.

Can anyone (particularly Team Daidalos folks!) shed some light on this?

This sounds like a case of
misheard lyrics

Letter "J" never exists in the code since it is one of the long 4 beep letters. However if pilot is right at the middle of two sectors, he might hear for example E (dot) and O (dash dash dash) from the two sectors and it is very easy to interpret this as J (dot dash dash dash) if you ignore the pause between the two letters.

basola 01-21-2011 11:37 AM

minor bug.

with a multiengines throttle, not some pitch and power values are showed into monitor.
They are changed but not showed in monitor.


engine2 pitch and same in 3 or 4.

idem in engine power 3 (or4, don't remember as well)

crucislancer 01-21-2011 11:21 PM

Quote:

Originally Posted by Viikate (Post 214655)
Letter "J" never exists in the code since it is one of the long 4 beep letters. However if pilot is right at the middle of two sectors, he might hear for example E (dot) and O (dash dash dash) from the two sectors and it is very easy to interpret this as J (dot dash dash dash) if you ignore the pause between the two letters.

Yeah, it’s pretty much my thinking, that he’s hearing something that isn’t there either because he’s mixing two letters together or he’s not translating the dots and dashes to the correct letter in the first place. His vague answers just made me think he was blowing smoke. He dropped his claims so I’ll leave it alone.

flakmagnet1 01-22-2011 01:43 AM

I insured that I checked the proper pathway it still will not install the I did manual unpack and moved the files still no luck. Is their some thing about steam games that would prevent me from doing install?

Aardvark892 01-23-2011 12:02 AM

QMB and recognizable AAA
 
Daidalos Team,

Thank you VERY much for the 4.10 patch. I do not have a bug to report here, but I do need some information that I know of no other way to get other than to ask.

I'm building a set of missions to add the Italy Online map to the QMB. Sakai007 from the Mission4Today.com forums built at my request an excellent template to use for these missions, but unfortunately the types of AAA that he placed around the airfields are firing at aircraft even when the AAA option is turned off in the QMB.

I'm assuming that this means the QMB recognizes some objects as AAA, but not others. This presents a problem when trying to build QMB missions, as I do not want any object to act as AAA when the player selects "AAA none" in the menu.

Can you please tell me how to know which objects the QMB recognizes as AAA and can therefore turn them off as necessary? Is it a particular type of object, for example "only those items which have the letters AAA in the name" or something like that?

I know your team is busy, but if you do have a chance, I would greatly appreciate your help. FYI, in the interim I'm going to print out all the .mis from the stock QMB missions and make a list of AAA used that can be disabled... at least it's a start.

Thanks!

EDIT: I discovered the answer. The types of AAA that will disappear when the Defenses: None option is chosen are:

85mm AA
25mm AA
37mm AA 61-K
88mm Flak 18
30mm Flak 30
.50 Browning AA
DShKAA
76mm AA 3-K
4x7.62 Maxim AA
7.62 Maxim AA
Type 98 20m AAA
Type 2 2x25mm AAA
Type 96 3x25mm AAA

There may be more, but those are the only ones I could discover. I hope this helps someone.

SkyFan 01-23-2011 01:40 PM

Incorrect Guard's Symbol Placement (Old Bug of the Game)
 
5 Attachment(s)
Dear DT members,
please put your attention to old bug of the game existing since beginning (a long far from 4.10m) but still not fixed. I mean incorrect placement of Guard's Symbol at aircrafts of almost all Soviet Guards Regiment. For example, Spitfires Mk Vb of Soviet 57th Guards Fighter Regiment (57 GIAP) had Guard's Symbol at the tail (please look photo).
But when we assign this aircraft (with corresponding skin) to it's native regiment, the second Guard's Symbol appears at the board near cockpit (please look two next images). That's incorrect. It is possible to avoid this situation using option "Soviet Army_none" in settings (please see two last images). But it makes your wonderfull Reginent Pack useless :( at least accordind Soviet Guard's regiments.
In the same time Soviet Guards Regiments never had standard of Guards Symbols placement, there were a lot of versions. Sometimes aircrafts of Guards Regiments had no such symbol at all. I have a lot of photo's if you need any additional confirmation.
So, my proposition: please cancel appearance of Guards Symbols for soviet aircraft in settings at all. Skin-makers will do it better if necessary,
Thank you in advance and best regards.

Aardvark892 01-24-2011 05:45 AM

Dogfight maps in folder 4 are incorrect
 
1 Attachment(s)
Team Daidalos,

On Mission4Today.com a member reported that whenever he spawned on a particular dog fight map (in IL2\Missions\Net\Dogfight\4) he was immediately fired upon by all of the AAA stationed around his home base.

With some research, I discovered that most of the maps in folder 4 (maps 6-12) had all of the AAA set to neutral, which means that they would not change color to the home base color when a player spawned, causing them to fire on that player.

I discovered that by changing all of the AAA on those maps to RED, they would automatically change to the appropriate color of the home base, and not open fire. In the FMB, they still appear either red or blue (the only colors you can assign them in the FMB) but in-game on the mini-map they show the correct color.

These maps are in folder 4, and numbered 1-6 on the map selection screen in the MP menu, but in the FMB they are numbered 6-12.

I have fixed all of those maps, and I have attached the .zip to this post. To fix these maps, just unzip the files directly into IL2\Missions\Net\Dogfight\4 and overwrite the current missions. PLEASE backup these maps before you make any changes.

I hope this helps.

K_Freddie 01-24-2011 12:53 PM

AI's low level fighting ability below 10m ?
 
More of an AI weakness than a bug, but is it possible to adjust the AI's low level fighting ability. This track show's that I can survive 4 ace AI's in Spits, if I keep my altitude about 10m - 20m.

It seems that the AI can fly down to this level, but it cannot DF/Fight. It even lacks the ability to come down from height and straffe me at this level.
Is there any way to change this.


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