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

FatBug 01-14-2011 12:50 AM

Hello!

First of all, I would like to thank to the team "TEAM DAIDALOS", for their efforts and countless hours, consumed
for the further development of our favorite game. And all this only in exchange for some kind words,
whatever our impatience and complaining. Hat off!
Thanks also to all those, who through their efforts in any way contribute.
Now, about bug. I'm not shure is it a bug or it is modeled this way.
In Hs129 both variants, when it is on the ground, the cockpit does not close completely every time. It seems to me depending on the direction of view. Side windows are OK.
I apologize if this has already been posted somewhere, but I could no find. I hope that my English is understandable enough.

Salute
FatBug

lordish2001 01-14-2011 02:10 AM

Up 2.01
 
Quote:

Originally Posted by Ala13_Kokakolo (Post 211796)
Did you patch on top of the UP2.01???

No I put it on top of the latest 4.09m I don't even know what UP 2.01 is

lordish

Ala13_Kokakolo 01-14-2011 11:13 AM

Quote:

Originally Posted by lordish2001 (Post 211941)
No I put it on top of the latest 4.09m I don't even know what UP 2.01 is

lordish

That mistake happens sometimes when the il2.exe is corrupted. My advise will be reinstall from scratch. Keep a copy of your config ini, the USER folder, missions and skins (so you will be able to recover everything you have) and reinstall the whole thing from scratch.

Up or Ultrapack is one of the most popular set of mods available. It comes with an reinstall option which compares your version with a UP version online and fix errors. That'a why I was asking.

Ala13_Kokakolo 01-14-2011 11:25 AM

Dear Team Daidalos,

Sorry to be a pest but this problem is eating me alive. I when my old and much loved joystick saitek x45 died a few months ago have bought saitek x65f and one of the main reasons why I bought this throttle was because it comes with twin throttle. I love to fly two engine planes and I knew 4.10 was including multiengine capabilities. When my Joy arrived we were still with 4.09 and I remember I tried both throttle with IL2 and I have realized the right throttle is not understand by the game. If I link this throttle with the power it does not follow the full range, it has only two positions, 0% or 50% and even this ones are not progressive. When the throttle is full down this is equal to 0 and when is full up is 50% but no progression in between. Left throttle though works fine.

I thought at the time it was a problem with the fact 4.09 does not have multiengine possibilities so I waited with expectancy the arrival of 4.10. That day has arrived and now I still have the same problem to whichever axis I link the right throttle to. I have contacted also saitek with an explanation of the problem but because this twin joystick works fine with other more modern games (like fsx) I think the problem is in the way il2 communicates with my joy.

I would love to know if someone has similar issues with this or another twin throttle joystick and if there is any way to overcome it.

Thanks.

MrBaato 01-14-2011 07:45 PM

I can't do wide cockpit view in the machi 202-205 in 4.10

Genosse 01-15-2011 11:22 AM

FM Change on Hurricane Mk. II field mod?
 
Since 4.10 the engine of this Hurricane can't take any negative Gs. Has this been changed intentionally? :confused:

TheGrunch 01-15-2011 11:31 AM

Well, it is an accurate change. The Merlin XX has a float carburettor, and the "Miss Shilling's orifice" device that allowed the engine to withstand negative Gs for a short duration was an RAF retrofit in early '41. Unless there is evidence of systematic use of a similar device in VVS Hurricanes, that is.

alexei1789 01-15-2011 11:40 AM

prop pitch % invisible
 
Hi DT !
Sorry if this has been reported, but i found a minor problem:
without cockpit view, prop pitch "XX%" is not displayed any more, replaced by " {.}" The command still works however.

thanks for this good work !

A.

Genosse 01-15-2011 05:30 PM

Quote:

Originally Posted by TheGrunch (Post 212430)
Well, it is an accurate change. The Merlin XX has a float carburettor, and the "Miss Shilling's orifice" device that allowed the engine to withstand negative Gs for a short duration was an RAF retrofit in early '41. Unless there is evidence of systematic use of a similar device in VVS Hurricanes, that is.

Copy that, Grunch. Then I need to live with it ... ;)

Ertsog 01-15-2011 11:10 PM

1 Attachment(s)
Description I-16 (in russian):
http://i16fighter.ru/materials/docs/docs.htm

Technical specification I-16 (Google translator):
to lower a flap, it is necessary to press the handle, the creeping mechanism will depart back and will deduce an edge from gearings with a ratchet. Than at handle rotation, the case 10 rigidly connected with her, will rotate in ball-bearings. Together with the case the cylinder 6 with screw cutting which will force the screw 12 to leave the case will rotate also. Thus the flap to fall.


That is for lowering of flaps the special mechanism with a manual drive and a screw gear with smooth adjustment of a corner of release of flaps has been established.
The desperate request to developers to correct this bug and to return manual regulation of a corner of a deviation of flaps on I-16.

Qpassa 01-15-2011 11:35 PM

You have changed a lot the Spitfire 4 cannons ( now of 1942) , his engine stalls and it runs less.
It is real or just my imagination?

Azimech 01-15-2011 11:36 PM

I admire that you can deduce you can have more control over your flaps than is currently possible, because from this translation, I cannot.

And welcome to this forum.

zakkandrachoff 01-16-2011 01:40 AM

i have a little problem whit the Flaps that are activate when i move the mousse, generaly in the Bf-109.
i try change a key in "controls", end of the list, sayd FLAPS - mousse or something like that , but i cant change it.

someone have the same problem and fix it?

swiss 01-16-2011 02:00 AM

Quote:

Originally Posted by zakkandrachoff (Post 212607)
i have a little problem whit the Flaps that are activate when i move the mousse, generaly in the Bf-109.
i try change a key in "controls", end of the list, sayd FLAPS - mousse or something like that , but i cant change it.

someone have the same problem and fix it?

You have mapped the flaps to the mouse axis?

zakkandrachoff 01-16-2011 03:47 AM

Quote:

Originally Posted by swiss (Post 212613)
You have mapped the flaps to the mouse axis?

no no, is ctrl F for put the flaps and F to raise the flaps.

when i move the cursor of the mousse, the flaps down.

Gryphon_ 01-16-2011 04:34 AM

I noticed that my log file was full of this exception, over and over, repeated thousands of times after an online game this evening. Other players were experiencing very odd things at the time like exploding in mid air when taking off. We had about 50 players in game, the map uses 30 tank columns as Chiefs, and there are a lot of static objects including AAA, so it was busy, and it looks like something broke the server.

If it is of interest PM me with an email address where I can submit the mis file and the ntrk file.

[8:20:25 PM] java.lang.NullPointerException
[8:20:25 PM] at com.maddox.il2.objects.vehicles.tanks.TankGeneric. gunInMove(TankGeneric.java:2311)
[8:20:25 PM] at com.maddox.il2.ai.ground.Aim.tick_(Aim.java:411)
[8:20:25 PM] at com.maddox.il2.objects.vehicles.tanks.TankGeneric$ Move.tick(TankGeneric.java:1536)
[8:20:25 PM] at com.maddox.il2.engine.Interpolators.tick(Interpola tors.java:222)
[8:20:25 PM] at com.maddox.il2.engine.Actor.interpolateTick(Actor. java:434)
[8:20:25 PM] at com.maddox.il2.engine.InterpolateAdapter.msgTimeOu t(InterpolateAdapter.java:174)
[8:20:25 PM] at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOu t.java:73)
[8:20:25 PM] at com.maddox.rts.Message._send(Message.java:1217)
[8:20:25 PM] at com.maddox.rts.Message.sendToObject(Message.java:1 191)
[8:20:25 PM] at com.maddox.rts.Message.sendTo(Message.java:1134)
[8:20:25 PM] at com.maddox.rts.Message.trySend(Message.java:1115)
[8:20:25 PM] at com.maddox.rts.Time.loopMessages(Time.java:252)
[8:20:25 PM] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[8:20:25 PM] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.ja va:131)
[8:20:25 PM] at com.maddox.il2.game.Main.exec(Main.java:437)
[8:20:25 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java: 235)
[8:20:25 PM] java.lang.NullPointerException
[8:20:25 PM] at com.maddox.il2.objects.vehicles.tanks.TankGeneric. gunInMove(TankGeneric.java:2311)
[8:20:25 PM] at com.maddox.il2.ai.ground.Aim.tick_(Aim.java:411)
[8:20:25 PM] at com.maddox.il2.objects.vehicles.tanks.TankGeneric$ Move.tick(TankGeneric.java:1536)
[8:20:25 PM] at com.maddox.il2.engine.Interpolators.tick(Interpola tors.java:222)
[8:20:25 PM] at com.maddox.il2.engine.Actor.interpolateTick(Actor. java:434)
[8:20:25 PM] at com.maddox.il2.engine.InterpolateAdapter.msgTimeOu t(InterpolateAdapter.java:174)
[8:20:25 PM] at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOu t.java:73)
[8:20:25 PM] at com.maddox.rts.Message._send(Message.java:1217)
[8:20:25 PM] at com.maddox.rts.Message.sendToObject(Message.java:1 191)
[8:20:25 PM] at com.maddox.rts.Message.sendTo(Message.java:1134)
[8:20:25 PM] at com.maddox.rts.Message.trySend(Message.java:1115)
[8:20:25 PM] at com.maddox.rts.Time.loopMessages(Time.java:252)
[8:20:25 PM] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[8:20:25 PM] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.ja va:131)
[8:20:25 PM] at com.maddox.il2.game.Main.exec(Main.java:437)
[8:20:25 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java: 235)
[8:20:25 PM] java.lang.NullPointerException
[8:20:25 PM] (....repeats for another 30MB of text)

Ertsog 01-16-2011 10:59 AM

Quote:

Originally Posted by Azimech (Post 212592)
I admire that you can deduce you can have more control over your flaps than is currently possible, because from this translation, I cannot.

Sorry for my english.
In the technical description of the aircraft I-16 shows the principle of the mechanism for lowering the flaps.
He was working on a mechanism similar to the jackscrew. Through this mechanism, release of the flap was carried out smoothly by hand the pilot without fixed positions flaps. Also in the cockpit of I-16 was a pointer (check) of the flaps.
However, in patch 4.10 for IL-2 on the plane I-16 has only two fixed positions flaps. This should be fixed in the next patch!

FoolTrottel 01-16-2011 11:13 AM

Quote:

Originally Posted by Ala13_Kokakolo (Post 212025)
Dear Team Daidalos,

Sorry to be a pest but this problem is eating me alive. I when my old and much loved joystick saitek x45 died a few months ago have bought saitek x65f and one of the main reasons why I bought this throttle was because it comes with twin throttle. I love to fly two engine planes and I knew 4.10 was including multiengine capabilities. When my Joy arrived we were still with 4.09 and I remember I tried both throttle with IL2 and I have realized the right throttle is not understand by the game. If I link this throttle with the power it does not follow the full range, it has only two positions, 0% or 50% and even this ones are not progressive. When the throttle is full down this is equal to 0 and when is full up is 50% but no progression in between. Left throttle though works fine.

I thought at the time it was a problem with the fact 4.09 does not have multiengine possibilities so I waited with expectancy the arrival of 4.10. That day has arrived and now I still have the same problem to whichever axis I link the right throttle to. I have contacted also saitek with an explanation of the problem but because this twin joystick works fine with other more modern games (like fsx) I think the problem is in the way il2 communicates with my joy.

I would love to know if someone has similar issues with this or another twin throttle joystick and if there is any way to overcome it.

Thanks.

Use the Hardware Setup, Input screen to check the sensitivity settings for that Axis.
Set them to all 100 for it. Also check whether deadband and filtering are set to zero.

Seeker 01-16-2011 11:55 AM

Quote:

Originally Posted by Ertsog (Post 212675)
Sorry for my english.
In the technical description of the aircraft I-16 shows the principle of the mechanism for lowering the flaps.
He was working on a mechanism similar to the jackscrew. Through this mechanism, release of the flap was carried out smoothly by hand the pilot without fixed positions flaps. Also in the cockpit of I-16 was a pointer (check) of the flaps.
However, in patch 4.10 for IL-2 on the plane I-16 has only two fixed positions flaps. This should be fixed in the next patch!

How would you implementt that as a button press? Especialy seeing how flaky trim is when operated by key presses?

You'd be better off mapping the flaps to a joystick axis (flaps on a slider), that would be more realistic for what your seeking.

Or you could map them to the mouse axis as zakkandrachoff had done (not that he seems happy with it)

@ zakkandrachoff:

You can map flaps two places, with a button, as you've done, but also as a joystick control if you scroll right down to the bottom of the "controls screen". I bet you've got the flaps mapped as BOTH a button AND an axis. If you have, the ais will take precedence and over rule the button, which is what you seem to be describing

Sokol1 01-16-2011 01:33 PM

Quote:

i have a little problem whit the Flaps that are activate when i move the mousse, generaly in the Bf-109.
i try change a key in "controls", end of the list, sayd FLAPS - mousse or something like that , but i cant change it.
someone have the same problem and fix it?
Go to Controls > Scroll to HOTAS section (end of list), find FLAPS, click in front the name, when you see a box, move some AXIS (since HOTAS dond use BUTTON) ie. your scroll mouse wheel (recognize as AXIS).

Done, Flaps now are under control of scroll wheel (Or if you have a HOTAS with many AXIS, ie G940 use some rotary).

But, if you desire use scroll wheel AXIS for control another (Axis) function, ie Radiator?
Repeat the above process in Radiator box, now Flaps in HOTAS section are blank (no AXIS assigned).

By the way, you can simultaneous control Flaps with two keys too assigned in Controls > Aircraft Controls (in begin of list).

If I remember correctly, default keys for Flaps are F (up) and V (down).
Same process (assign AXIS and Button) valid for Radiator, Brakes, Power, Prop Pitch, Rudder, ZOOM...

Sokol1

Seeker 01-16-2011 05:11 PM

Feature wish
 
Or may be it's possible already?

Is it possible to replace the graphic (I presume a BMP?) presented in the map room with a custom one? One showing flight notes and player alterations such as route marking?

If not, could it be a 4.11 thing?

Background:

A squad mate and I have a project going where I write squad coops and post the mission files to him, he then writes the detailed briefings.

Annotating the map room graphic, or even better, the GPS map graphic would be great.

Corsican Corsair 01-16-2011 06:17 PM

Where are the new Spit folders?
 
I noticed that the folders for the eight new models of Spitfire do not exist. How to add skins for these aircraft?

Regards.

Ertsog 01-16-2011 06:24 PM

1 Attachment(s)
Quote:

Originally Posted by Seeker (Post 212694)
How would you implementt that as a button press? Especialy seeing how flaky trim is when operated by key presses?
.....

Why are you asking about the control?
I was flying as a joystick (Saitek X-52 flaps are assigned to the axis), and without the joystick on the keys!
Currently in patch 4.10 flaps have two strictly fixed positions - cleaned and released for landing!
However, the technical description described that the flaps released manually pilot smoothly without any fixed positions. The mechanism was similar to the manual jackscrew. See the drawing (I-16 type 24), the position of number 17, mechanism and the grip (knob) of handle-operated drive were located on the left side of airplane (left of the pilot):

David603 01-16-2011 06:33 PM

Quote:

Originally Posted by Corsican Corsair (Post 212768)
I noticed that the folders for the eight new models of Spitfire do not exist. How to add skins for these aircraft?

Regards.

Create folders with these names, and put the skins there.

SpitfireMkIX25lbsCLP
SpitfireMkIXcHF
SpitfireMkIXcM61
SpitfireMkIXcM63
SpitfireMkVb12lbs
SpitfireMkVb16lbs
SpitfireMkVbM4616lbs
SpitfireMkVc16lbs

zakkandrachoff 01-16-2011 08:26 PM

Quote:

Originally Posted by Seeker (Post 212694)
How would you implementt that as a button press? Especialy seeing how flaky trim is when operated by key presses?

You'd be better off mapping the flaps to a joystick axis (flaps on a slider), that would be more realistic for what your seeking.

Or you could map them to the mouse axis as zakkandrachoff had done (not that he seems happy with it)

@ zakkandrachoff:

You can map flaps two places, with a button, as you've done, but also as a joystick control if you scroll right down to the bottom of the "controls screen". I bet you've got the flaps mapped as BOTH a button AND an axis. If you have, the ais will take precedence and over rule the button, which is what you seem to be describing


tanks!!!!!!!!!!!!!!!!
i change the flaps for the power button and them in power, i put this again , so in Flaps i dont have nthing! nice, txs man!
http://i970.photobucket.com/albums/a...choff/zxzx.jpg

Corsican Corsair 01-16-2011 09:53 PM

Quote:

Originally Posted by David603 (Post 212773)
Create folders with these names, and put the skins there...

Great thanks, David603! :grin:

Ala13_Kokakolo 01-17-2011 01:25 PM

Quote:

Originally Posted by FoolTrottel (Post 212681)
Use the Hardware Setup, Input screen to check the sensitivity settings for that Axis.
Set them to all 100 for it. Also check whether deadband and filtering are set to zero.

Thanks but that is not the problem. I have both throttle with the same settings. It seems a problem with the way il2 communicates with saitek software.

BlitzPig_Voidcracker 01-17-2011 05:40 PM

I've noticed that since updating to 4.10 the tracks you record do not show custom skins but only the default ones. If you used a custom skins online and made a recorded track, when you watch it your plane appears in the unmarked default skin it has.
This happens both offline and online and both with Ntracks and regular tracks.
Also, if you chose a nose art over even a default skin, it too, won't show in the recorded track...

Any ideas?

Thanks!

Tempest123 01-18-2011 09:43 PM

There is a bright green Mc.202 listed in the AI aircraft (Mc.202 1942 with no series number), the 3d model looks slightly less detailed than all the other macchis, I always wondered where this mystery aircraft came from, anyone?

JG53Frankyboy 01-18-2011 09:55 PM

this was the first Mc202 that was added to the game long time ago , only avaialble as AI

the now flyable Mc202s have other, improved 3D modells. the old one was just not deleted (to avaoid prpplems with old missions where it appeared) and stayed AI only.

Spudman 01-19-2011 02:36 AM

IL-2 no longer works for me at all. When I start the sim., the title screen comes up for about half a second and it's a fuzzy red color. It blacks out and then a solid red screen comes up for about another half a second and then the screen goes black and goes back to my desktop. That's it.

_RAAF_Furball 01-19-2011 04:20 AM

Have you checked that your screen resolution in conf.ini is correct?

_RAAF_Smouch 01-19-2011 04:51 AM

Sorry if this is a doulbe post,

We tested out a MD map last night with the Lexington as a home base.

Only five pilots in game, it took some time to be able to spawn on the deck. No more than two at any one time. And once the first people had spawned and were airborne we noticed that when the next lot spawned that they either showed up as being either 1/3 of a deck length aft of the carrier (ie over water) or in the front third of the deck.

Here two screen shots taken by _RAAF_Furball (who was hosting the mission test.)
http://i10.photobucket.com/albums/a1...h/offdeck1.jpg

http://i10.photobucket.com/albums/a1...h/offdeck2.jpg


Anyone else had this problem?

not sure if it's a bug or connection issue.

Aviar 01-19-2011 09:30 PM

I hosted an MDS Dogfight server the other day and didn't see any problems like that. I had three carriers and multiple players spawning on all of them.

The problem we had was that the 'Tower' voices were in both American and Russian. (I had 'None' chosen as my Air Force.)

Aviar

crucislancer 01-20-2011 12:06 AM

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?

Nicholaiovitch 01-20-2011 05:16 PM

1) Re problem posted by RAAF Smouch:-

We had this with 4.09 online about two years ago. I think it is probably a "packet loss" problem when flying online. Have not seen it since our host upgraded his server and connection. I don't think it is 4.10 specific.


2)
Quote:

Originally Posted by Aviar (Post 214033)
I hosted an MDS Dogfight server the other day and didn't see any problems like that. I had three carriers and multiple players spawning on all of them.

The problem we had was that the 'Tower' voices were in both American and Russian. (I had 'None' chosen as my Air Force.)

Aviar

The problem with getting the Russian language when you select "None" as the Army (to enable a personal skin to be used") is due to only one version of 4.10 (not area specific) being issued, whereas the 4.07 disk was issued in US/Europe/Russia.

As with all patched issues (4.09 included), the only cure that I have found is to make another copy of your "Samples/Speech/RU" file, replace the Russian actors files with the GB actors files, rename something like (GBRU) and activate this file (re-naming original to RURU) as "RU" for all but Eastern front missions........hope that makes sense! However, each punter flying Army "None" has to do this within his own installation. I do not think this affects CRT=2 for online.

If anyone else has another fix for this...please lets hear it?

Nicholaiovitch:)

Corsican Corsair 01-20-2011 11:07 PM

Homin indicator bug
 
The homing indicator doesn't work for A6M7-62 & 63.

_RAAF_Smouch 01-20-2011 11:56 PM

Quote:

Originally Posted by Nicholaiovitch (Post 214364)
1) Re problem posted by RAAF Smouch:-

We had this with 4.09 online about two years ago. I think it is probably a "packet loss" problem when flying online. Have not seen it since our host upgraded his server and connection. I don't think it is 4.10 specific.

Thanks for the reply Nicholaivitch :)

Romanator21 01-21-2011 12:18 AM

Hi DT

There is a bug regarding the Re.2000 gunsight. When damaged, the iron pipper comes down as it should, but it or the player "camera" is not centered properly over the rings on the glass. As a result, all of the bullets fly far below the aiming point, never reaching it.

Another problem occurs when pressing F2, then F1. The camera position changes for some reason and the bullets fly too high. Pressing ShiftF1 once returns the view to default (not centered on the sight) and pressing it again returns the view to the sight-centered position (where again the bullets fly too low). In effect there are three sight-views possible, none of which are useful.

I don't know if this is an issue with other Italian planes that have this sight.

EDIT: I don't know how old this bug is, but my Polish pilots sometimes speak Japanese.

flakmagnet1 01-21-2011 02:58 AM

4.10 won't install
 
:( I purchased IL-2 1946 from steam as a down load, it was downloaded as 4.09m, I have been trying to install 4.10 but it won't install keeps showing as 4.09m any help please

windows 7 64bit::(

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.

Aviar 01-24-2011 09:55 PM

Quote:

Originally Posted by Aardvark892 (Post 215852)
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.

Thank you, but this has already been reported weeks ago. Yes, it's clear that the AAA on the bases is neutral. That has been reported too. The important fact to realize is that the missions are EXACTLY the same as they were in 4.09. That's the problem. In 4.09, the AAA was neutral but did not fire at a player spawning on the base.

In 4.10, the AAA is still neutral but now fires on any player that spawns on the base. That is the bug that needs to be addressed.

Yes, there is a temporary workaround if someone needs it. However, the bug itself needs to be addressed as it may affect a lot more maps/missions than just those particular DF maps you mentioned.

Aviar

Aardvark892 01-25-2011 06:34 AM

Aviar, thank you for that information. I had no idea. This is important and could affect anyone who uses my "fix" later down the line. I'll make sure that this info is known with that fix as well as on the M4T forums.

Cheers!

Wolkenbeisser 01-25-2011 08:53 PM

Three very old bugs (older than 4.09m), and maybe almost forgotten... :-P
...but maybe easy to fix:


1. With P-51B, P-51C and Mustang MkIII, smoke only comes out of the left smokestaks of engine (you can see it best from external view). P-51D's are fine.


2. P-47D-27 (and the newer one) have a red seat if you look at it inside the cockpit.


3. Wings of P-40's (except P-40B/C) have a to great angle in relation to the fuselage. If you use external views and watch from the nose, you can see, that the Wingtips are to high compared to the wingroot. Meaning the "V" of the wings is too much bent skywards. Best viewable if you compare it with real pictures or the P-40B/C in game.


Would be nice, if one could fix these bugs. Anyway: Very good job TD. Thank you very much for your work.

JG52Karaya 01-25-2011 09:12 PM

I've lately noticed that whenever I start a mission (QMB) I have the following error code written in my console (and logfile).

Game is 4.10 stock

Quote:

[7:28:02 PM] SectFile load failed: null
[7:28:02 PM] java.io.FileNotFoundException
[7:28:02 PM] at com.maddox.rts.SFSInputStream.<init>(SFSInputStrea m.java:65)
[7:28:02 PM] at com.maddox.rts.SFSReader.<init>(SFSReader.java:19)
[7:28:02 PM] at com.maddox.rts.SectFile.loadFile(SectFile.java:157 )
[7:28:02 PM] at com.maddox.rts.SectFile.loadFile(SectFile.java:136 )
[7:28:02 PM] at com.maddox.rts.SectFile.<init>(SectFile.java:10
[7:28:02 PM] at com.maddox.rts.SectFile.<init>(SectFile.java:6
[7:28:02 PM] at com.maddox.il2.gui.GUIQuick.checkCustomAirIni(GUIQ uick.java:1339)
[7:28:02 PM] at com.maddox.il2.gui.GUIQuick.<init>(GUIQuick.java:1 477)
[7:28:02 PM] at com.maddox.il2.gui.GUI.create(GUI.java:15
[7:28:02 PM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:70 0)
[7:28:02 PM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:35 7)
[7:28:02 PM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.j ava:211)
[7:28:02 PM] at com.maddox.il2.game.Main.exec(Main.java:420)
[7:28:02 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java: 235)

Ventura 01-25-2011 10:56 PM

Not sure if this is redundant (did quick search) but:

MTO map in FMB when creating missions shows the piers and docks (in large harbour on upper right Island) but when you attempt to 'play' within FMB and on HL, the pier and docks are invisible.

MTO 'light' shows same piers and docks but are fully visible when played.

REVISION: MTO 'light' map: the piers show up when RED aircraft spawn (I had them time out so I didn't see it earlier)

Dance 01-26-2011 05:25 PM

Just came across this, I didn't see it in the 4.101 RC - List of fixes. so here it is,
Spitfire F IXc, 1942 with any loud out containing 2 x 250lb bombs, one 250 pounder is missing.

JG52Karaya 01-26-2011 08:20 PM

Quote:

Originally Posted by Dance (Post 216904)
Just came across this, I didn't see it in the 4.101 RC - List of fixes. so here it is,
Spitfire F IXc, 1942 with any loud out containing 2 x 250lb bombs, one 250 pounder is missing.

from the 4.101 bugfix list

19. Spitfire Mk.IXc 1942 - when 2x250lb bombs loadout selected, only one (left-side) bomb is shown under wings in loadout screen and in game.

Dance 01-26-2011 08:43 PM

Pardon my faux pas, I looked up and down that list several times and missed it :wink:

Ala13_Kokakolo 01-26-2011 11:22 PM

Please Team Daidalos, any information about the use of dual throttle with saitek x65f in 4.10?

Aardvark892 01-27-2011 06:07 AM

P-51D-20 Cockpit switch upside down?
 
1 Attachment(s)
Forgive me if this has already been reported. I did not see it in this thread (it's hard to dig through 67 pages, post by post). This may not be a bug, but I believe it is.

On the left side of the dashboard of the P-51D-20 there is a small switch set that seems to be upside down.

Picture attached.

I hope this helps.

SkyFan 01-27-2011 04:22 PM

Attention!!! Zombies in air!!!
 
2 Attachment(s)
Dear DT members,
unfortunately next two 4.10m's bugs were recently found:
1) Killed gunner continues to shoot despite his death like's zombie :eek: (see enclosed image)
2) Gunner's death including blood at the cockpit doesn't reflect in ntrk records :( .
To be sure please see enclosed track, taking into account, that there is the same event on enclosed image and in track. My colleague Sparr firstly started mission, secondary started record, than he killed Bf-110s gunner, use "Pause", use "Print Screen" and continue his flight. But the same gunner is dead in screen from the mission and alivey in track. Something wrong isn't it?
Is it possible to fix?
Thank you beforehand and best regards.

Aviar 01-27-2011 05:58 PM

Quote:

Originally Posted by SkyFan (Post 217451)
Dear DT members,
unfortunately next two 4.10m's bugs were recently found:
1) Killed gunner continues to shoot despite his death like's zombie :eek: (see enclosed image)
2) Gunner's death including blood at the cockpit doesn't reflect in ntrk records :( .
To be sure please see enclosed track, taking into account, that there is the same event on enclosed image and in track. My colleague Sparr firstly started mission, secondary started record, than he killed Bf-110s gunner, use "Pause", use "Print Screen" and continue his flight. But the same gunner is dead in screen from the mission and alivey in track. Something wrong isn't it?
Is it possible to fix?
Thank you beforehand and best regards.

I can't really prove it, but I have a possible explanation. If you've been playing IL-2 for any length of time, the following has happened to you:

You are fly along and pressing the trigger to fire your guns when all of a sudden you are hit and killed instantly. Well, in the game, your screen goes black but your guns continue to fire. They continue to fire until you run out of bullets or crash. This has been happening in IL-2 for many years.

So, maybe this is what happened in your track, but to the gunner instead of the player. I think it's not unreasonable to say that the game code handles both of those particular deaths in the same manner.

Aviar

SkyFan 01-27-2011 06:50 PM

1 Attachment(s)
Dear Aviar, thank you for feedback.
Quote:

Originally Posted by Aviar (Post 217537)
You are fly along and pressing the trigger to fire your guns when all of a sudden you are hit and killed instantly. Well, in the game, your screen goes black but your guns continue to fire. They continue to fire until you run out of bullets or crash. This has been happening in IL-2 for many years.

Yes, it took place sometimes, and with me too.
Quote:

Originally Posted by Aviar (Post 217537)
So, maybe this is what happened in your track, but to the gunner instead of the player. I think it's not unreasonable to say that the game code handles both of those particular deaths in the same manner.

I have just make such experience myself besides my colleagues (track enclosed). I tried just to kill gunner but not shoot down the aircraft (it fell down itself later). It seems strange but everything is OK. Dead gunner is lying quietly and blood presents both in the game and in the track.
So, it seems, you are right. However me and my colleagues will make additional tests to clarify the situation.
Sorry for disturbance and best regards.

flyingscotsman 01-28-2011 08:27 AM

I too have slowed to a crawl after 4.10 over a clean & verified , reinstall, 408, 4.09.
What do you mean a fixed .exe file. How can I get that>
Thank you

In fact I have 'solved' it by doing what it says earlier on this whole series. In QMB changed the map,
changed plane....and it all worked....sorry for wasting people's time. (First log on, first post, first error !)

Azimech 01-29-2011 09:55 AM

Has the Mig 9 throttle bug been reported yet?

If not, here goes.

If you advance one engine to 100% suddenly the other follows.

Edit: Same for the Go-229.

Aviar 01-29-2011 05:51 PM

Quote:

Originally Posted by Azimech (Post 218377)
Has the Mig 9 throttle bug been reported yet?

If not, here goes.

If you advance one engine to 100% suddenly the other follows.

Edit: Same for the Go-229.

Do you mean you have 'Engine 1 Selected' or 'Engine 2 Selected' and both engines rev up? That does not happen on my computer. I can control each engine seperately.

Aviar

JHartikka 01-29-2011 05:59 PM

We Bomber Pilots
 
1 Attachment(s)
Almost Realistic But Not Quite..!

Just to get bomber work authentic, too, reminding of the three main errors of this otherways truthful flight simulator:

1. Bomb SALVO settings.
2. Fuse settings for pilot to manage.
3. Missing bomb damage after pilot hit.


Nr 1 means that this sim has a queer property of dropping bombs as pairs. I guess that we are rather unanimous that back in those days bomb effect was with all efforts maximized. It would have been unprecedentedly foolish to waste bomb effect by dropping bombs as pairs into the same spot! Luckily, there already is a fix available for this IL sim 'idiot pairs of bombs' dilemma so it should not be very difficult to set correct with some future patch, I hope! :)

Nr 2 means of course that for every mission bombs were funished with a fuse best suited for that particular mission. Again, bombs were never carried to be wasted in those days! It was crew's choice to say the last word about fuse that would be best for the mission. Pilot select should be the case with this sim, too, if we wish to further keep the sim historically accurate instead of becoming just another fancy game?

Nr 3 is the IL sim curious feature that bombs released before but exploding after flak or enemy interceptor has hit the bomber pilot do not cause any damage. In reality, bombs of course were quite as dangerous even after the aircraft that dropped them was hit.


Regards,

- J. Hartikka -

Finland

There are wartime photos I added to messages http://forum.1cpublishing.eu/showthr...d=1#post210220 and http://forum.1cpublishing.eu/showthr...782#post213782 and http://forum.1cpublishing.eu/showthr...588#post216588

Jack_Aubrey 01-31-2011 10:25 AM

Theres something strange about the Bk 3.7 gondola... with 4.09 i was able to hit almost any given tank and destroy it now with 4.10 it seem to have an even bigger fall even when i'm doing almost 90º against the tank O.O

Azimech 01-31-2011 11:46 AM

Quote:

Originally Posted by Aviar (Post 218500)
Do you mean you have 'Engine 1 Selected' or 'Engine 2 Selected' and both engines rev up? That does not happen on my computer. I can control each engine seperately.

Aviar

I use the engines on seperate axis on my controller. Both engines selected, using the slider for left is doing fine until I reach 100%, then it pulls the right engine to 100% as well, and vice versa for the right slider.

Azimech 01-31-2011 11:47 AM

Quote:

Originally Posted by Jack_Aubrey (Post 218956)
Theres something strange about the Bk 3.7 gondola... with 4.09 i was able to hit almost any given tank and destroy it now with 4.10 it seem to have an even bigger fall even when i'm doing almost 90º against the tank O.O

Has been reported and will be corrected in the mini patch.

Ala13_Kokakolo 01-31-2011 01:06 PM

Hi Guys,

Sorry to be a pest but this is the third time I ask and I did not have any answer yet. There is a problem with the saitek x65f joystick. The dual throttle does not work fine with IL2. The right throttle is not recognized by the software. It reads it as a two positions switch (even if it call it a slider, it only has two positions once linked, 0% or 50%). It is not a problem with the saitek sofware (i have checked all possibilities). There is a mistake in the way IL2 communicate with it.

Please Team Daidalos, give some light into this: Is it fixable? are you aware of it? Do you have the means (saitek support for example) to fix it? I thinking about selling the joy and getting the warthog instead... but still do not know if it will work or i will get the same problem. Please can you drop a single line to comment on this?

Aviar 01-31-2011 09:56 PM

Quote:

Originally Posted by Azimech (Post 218977)
I use the engines on seperate axis on my controller. Both engines selected, using the slider for left is doing fine until I reach 100%, then it pulls the right engine to 100% as well, and vice versa for the right slider.

This is total instinct, but I would guess it's an issue with your controller or your controller software.

Aviar

Azimech 02-01-2011 10:55 AM

Nope. Because the rest of the two engined planes don't have this problem.

silverliu 02-02-2011 04:16 PM

Aiming point of all guns on the FW190A8 FW190A9 is below the center of Revi circle.


FW190A6 that is OK.

silverliu 02-02-2011 04:21 PM

By the way,

if the records could provide wingtip smoke for aircraft , that would be better to review the quick records of fight.

MOH_Hirth 02-02-2011 10:04 PM

Just a sugestion: improve the guns efects (Flash and smoke hit, tracers smoke...), thanks!

45th Texas 02-05-2011 06:12 AM

4.10 and runway lights
 
Yes, seems the position or, presence of becons or, angle of decent does not effect the distance that the lights are turned on. I also tried extending out the lights but not much improvement. Then by accident I turned the whole approach system around and landed from the opposite direction and bingo...could turn on the lights just after the first beacon sounded. This was with the B-25. Seems to be connected with the runway characteristics. Other runways were fine when first tried.

45th Texas

SkyFan 02-12-2011 09:47 AM

Something wrong with ntrk-records in 4.10m again
 
2 Attachment(s)
Dear DT members, please look two enclosed images.
B25_&_Carrier_409.jpg shows that the track reflects recorded events correct in 4.09m
B25_&_Carrier_410.jpg shows current (in 4.10m) visualisation of the same event in the same track and in the same moment.
Is it possible to correct?
Thank you beforehand and the best regards.
P.S.The track concerns to 11th mission of wonderful "For Good Pilots" campaign by Alejandro Gomez.

_RAAF_Firestorm 02-13-2011 08:58 PM

Dear TD, I've searched through this thread and have not found this potential bug listed:

When online and watching someone else from external views, I can see their bomb strapped on a hard point but in many instances, I no longer see the bomb drop when released, it simply disappears. The bomb seems to go invisible from the point of release to the point of impact. When the bomb goes invisible, the explosion is not seen either, however the effect of that explosion on other objects is evident. The same effect has been reported by other squad members, we initially thought this was a packet loss issue but even when we've been hosting locally, with strong connections and low pings, the effect persists.

Note that this does not seem to occur when bombs are dropped from a bomb bay, it only happens when they are dropped from a centre or wing mounted hardpoint.

For your consideration.

Phil_K 02-14-2011 03:13 PM

I mentioned this in the 4.101 thread but just in case...

The unit I./KG4 doesn't work - it seems to kick the player out of the plane (blue sky only when mission starts)

All other KG4 units seem to work OK.

EJGr.Ost_Caspar 02-14-2011 08:40 PM

Quote:

Originally Posted by _RAAF_Firestorm (Post 223633)
Dear TD, I've searched through this thread and have not found this potential bug listed:

When online and watching someone else from external views, I can see their bomb strapped on a hard point but in many instances, I no longer see the bomb drop when released, it simply disappears. The bomb seems to go invisible from the point of release to the point of impact. When the bomb goes invisible, the explosion is not seen either, however the effect of that explosion on other objects is evident. The same effect has been reported by other squad members, we initially thought this was a packet loss issue but even when we've been hosting locally, with strong connections and low pings, the effect persists.

Note that this does not seem to occur when bombs are dropped from a bomb bay, it only happens when they are dropped from a centre or wing mounted hardpoint.

For your consideration.


Confirmed, but this is a very old issue. I'm not sure if its even a bug, as the information is delivered (hit or not hit), unlike the visual.

_RAAF_Firestorm 02-15-2011 01:10 AM

Many thanks for replying Caspar, much appreciated.

Perhaps it might be the case that a greater number of occurences have been noted since we started using MDS compatible maps with 4.10, so in turn we've become much more aware of the problem? Who knows.

Nevermind - just happy to have your advice on it. Cheers,

Tempest123 02-15-2011 03:21 AM

Probably a very old bug, but a good portion of the main tires of the landing gear on the Yak-3 poke up through the upper wing when retracted.

IceFire 02-15-2011 04:34 AM

Quote:

Originally Posted by Tempest123 (Post 224248)
Probably a very old bug, but a good portion of the main tires of the landing gear on the Yak-3 poke up through the upper wing when retracted.

Yep that's an old one... and it's not the only plane with that problem or with gear retraction animation problems. The Hurricane and P-51 have some issues there too.

Daniël 02-15-2011 02:17 PM

Quote:

Originally Posted by IceFire (Post 224261)
Yep that's an old one... and it's not the only plane with that problem or with gear retraction animation problems. The Hurricane and P-51 have some issues there too.

P-40 too, I think

jayrc 02-17-2011 04:59 AM

spitfire nuetral rudder trim
 
Has this already been discussed, I always have to hit a button to set the rudder trim to nuetral, otherwise she's always pulling left.

daidalos.team 02-17-2011 06:48 AM

Alright! Thanks alot everyone for all your input and reports! It was definitly very helpfull.

If you find issues, that are new or still existing with 4.10.1m, so please go to the according thread here:


http://forum.1cpublishing.eu/showthread.php?t=18753


@Admins: we would like to keep this sticky for a while, so we (and everyone else) have a fast access to the postings, if needed. It can be closed though. Thanks in advance!


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