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-   -   4.101 Support & Bug Reporting (http://forum.fulqrumpublishing.com/showthread.php?t=18753)

daidalos.team 02-15-2011 08:56 PM

4.101 Support & Bug Reporting
 
Dear IL-2 fans,

As before please report any 4.101 related issues here. Be specific and precise. Pictures, tracks, logs are most helpful.

Please do not use this thread for discussions. It's for reporting only. We would like to keep this thread as clean as possible. Thank you for respecting this.

Known limitation of 4.101:

Please do not use the following regiments. They will cause incorrect loading.

Stab/JG 1
Stab/JG 5
I./KG 4
Nahaufkl.Gr. 1
KGrzbV 5
KGrzbV 50
KGrzbV 40
KGrzbV 60
Escadrila 4 Recunoaştere

Zorin 02-15-2011 09:48 PM

Two things I notice regarding boost messages. Both Fulmar and Do217 display wrong boost system name.

Gryphon_ 02-16-2011 12:35 AM

1 Attachment(s)
The DS throws a null pointer exception when it tries to load a V1 rocket like the one in the attached map. The DS keeps running, but there is no V1 in game.

Azimech 02-16-2011 01:51 AM

Nice to be able to request the runway lights at 10km, but they are still only visible from 5km or less. Airfield campfires are visible starting at 10km.

And requesting those lights on Slovakian or Bessarabian wide grass fields seems not to be possible. I get no answer, and nothing happens, even when parked or ditched on the runway. What are the allowed parameters for placing them?

The two-engined jets still have the bug that if you increase one engine to 100%, automatically the other one follows. This doesn't happen in piston-engined aircraft.

kennel 02-16-2011 05:47 AM

MK101 & 103 still not visible in arming screen on the HS-129. They show up in game however.

csThor 02-16-2011 07:15 AM

Quote:

Originally Posted by kennel (Post 224677)
MK101 & 103 still not visible in arming screen on the HS-129. They show up in game however.

Won't change since they're part of the aircraft texture and can be skinned by the player. But the downside of this is that they're not visible in the arming screen. :-?

JtD 02-16-2011 08:11 AM

Quote:

Originally Posted by Azimech (Post 224661)
The two-engined jets still have the bug that if you increase one engine to 100%, automatically the other one follows. This doesn't happen in piston-engined aircraft.

Works OK for me. Maybe you can send a mail to TD, with your hardware setup and enclose a small track where it happens?

Azimech 02-16-2011 09:50 AM

Forgot to mention, it only happens with sliders, not with the keyboard.

Franboy01 02-16-2011 02:44 PM

Hello,

I'd like to share a bug that many have found. In the French version, when I set the controls and I want to put a command button, for example"μ" , when I select, left, is marked instead of "μ" I have this: "////". And it's not just for this key !

A problem in the translation surely ! :???:

Thank you in advance !!

PS: Sorry for my bad English because I use a translator and I'm French !

JtD 02-16-2011 03:27 PM

Franboy, this seems to be because the game takes every keyboard as a US keyboard.

However, the button you press in the setup will be the one working in game, even if it gets the same label. At least in my case.

Zorin 02-16-2011 04:22 PM

Quote:

Originally Posted by JtD (Post 224815)
Franboy, this seems to be because the game takes every keyboard as a US keyboard.

However, the button you press in the setup will be the one working in game, even if it gets the same label. At least in my case.

Well my Ü and Ä do not work anymore.

Nicholaiovitch 02-16-2011 04:36 PM

Please supply online Home Base spawning position info. for invisible runway 5 and 6 in DF missions.

A small diagram or just a few lines would help enormously in refining DF missions for online use.

Do players spawn line astern near runway threshold? Echelon as AI? Other?

Many thanks.

Nicholaiovitch:-)

JtD 02-16-2011 04:40 PM

Quote:

Originally Posted by Zorin (Post 224835)
Well my Ü and Ä do not work anymore.

Still work for me. So do y and z. They show as something else, but work OK.

Zorin 02-16-2011 05:19 PM

Quote:

Originally Posted by JtD (Post 224848)
Still work for me. So do y and z. They show as something else, but work OK.

Mine show as Ü and Ä in the setup screen but pressing the button just doesn't return anything anymore.

EJGr.Ost_Caspar 02-16-2011 05:59 PM

Mine works too. But indeed show strange signs in the setup.

FAE_Cazador 02-16-2011 06:47 PM

Quote:

Originally Posted by Franboy01 (Post 224797)
Hello, I'd like to share a bug that many have found. In the French version, when I set the controls and I want to put a command button, for example"μ" , when I select, left, is marked instead of "μ" I have this: "////". And it's not just for this key !

This has happened as well with Spanish keyboards, probably from the very beginning of IL2, I can't remember it. When you assign non-standard latin alphabet letters, like º ª + ç . ; ' etc etc to some actions, other signs are shown on the setup screen, but the assigned key works well. The reason probably is that marked by JtD regarding different country-keyboards. Just write down your assigned keys in your alphabet.

blowpipe 02-16-2011 07:14 PM

Is there a learning mode for Morse and where?
Thanks in advance:confused:

Gunshi091 02-16-2011 08:41 PM

Quote:

Originally Posted by blowpipe (Post 224918)
Is there a learning mode for Morse and where?
Thanks in advance:confused:

Here blowpipe , someone made a cool tool for the community ;) :

http://mission4today.com/index.php?n...etails&id=4006


Download and print it , it's very easy to use it afterwards

OrangeYoshi 02-16-2011 10:14 PM

Quote:

Originally Posted by blowpipe (Post 224918)
Is there a learning mode for Morse and where?
Thanks in advance:confused:

From the 4.101 changelog:

46. Players complain that hearing/understanding Morse code is too difficult. Added "learning mode" and ability to show Morse code as text & conf.ini parameters to enable it.

Client side can enable this feature with ShowMorseAsText=1 (under GAME) and server side can disable this online with allowMorseAsText=0 (under NET)

blowpipe 02-16-2011 10:29 PM

Thanks Gunshi091, but I already have it.
I read in the list of fixes for a possible ,,Learning mode ,,and a textline in the conf.ini.
Is it possible to add a textline like ,,ShowMorseAsText=1 in the game section?
Anybo:confused:dy?

RaptorRage 02-17-2011 02:17 AM

When going into a Dogfight mission and checking the arming page, the aircraft listing includes the entire roster of non-flyable AI aircraft rather than only player flyable aircraft.

If selecting one of the non-flyable aircraft and entering the game, it starts with the clipped view within the terrain, and of course no ability to enter the cockpit. Going to external view will show the selected AI aircraft either on the ground or flying with no control capability.

Ventura 02-17-2011 02:29 AM

Field Artillery emplacements
 
First and foremost, thank you very much for your time on 4.10.1. :)

A minor and possibly already mentioned issue is that of Artillery pieces (In this case, the 75mm and 105mm IJA howitzers) positioned in dug in emplacements or sandbag positions.
Though the barrel physically clears the emplacements and or sandbags, the guns do not/cannot shoot. Ive tried moving the gun back within the emplacement with no resolution. As i said kind of a minor thing, but it does look cooler when they are in a reinforced emplacement!

Again, Thank you TD!

orangefood 02-17-2011 03:19 AM

He-111 is all messed up. Only one visible bomb when flying with 2. Also, brakes are stuck on the left wheel. Other then that good job!

Genosse 02-17-2011 06:07 AM

Compass heading and beacons
 
Folks!

For some reason I cannot change the compass heading nor select any beacon given in any DF nor COOP mission anymore. Can anybody confirm this? Maybe it's concerning just my IL-2 installation...

:confused:


** EDIT ***

After activating the "realistic navigation" option the compass and beacon setting worked again. Sorry to bother you, folks! :rolleyes:

SaQSoN 02-17-2011 06:52 AM

Quote:

Originally Posted by Ventura (Post 225047)
A minor and possibly already mentioned issue is that of Artillery pieces (In this case, the 75mm and 105mm IJA howitzers) positioned in dug in emplacements or sandbag positions.
Though the barrel physically clears the emplacements and or sandbags, the guns do not/cannot shoot. Ive tried moving the gun back within the emplacement with no resolution.

This is known issue from long ago. For some reason, AI thinks, that the trench is in the field of fire and AI doesn't "see" targets.

There is the way around it: using the "destruction" tool in FMB set the trenches to "destroyed" state. They won't look much different from the intact ones, but the gun inside the trench will be able to fire.

Alien 02-17-2011 05:14 PM

I cannot launch game :( When I double-clicked shortcut, nothing happened. Made the same with exe file - the same thing.

JtD 02-17-2011 07:33 PM

Sounds as if something is broken with your install - maybe try downloading the patch again, in case this is the broken part?

SEE 02-17-2011 07:44 PM

46. Players complain that hearing/understanding Morse code is too difficult. Added "learning mode" and ability to show Morse code as text & conf.ini parameters to enable it.
Client side can enable this feature with ShowMorseAsText=1 (under GAME) and server side can disable this online with allowMorseAsText=0 (under NET)


I have added 'ShowMorseAsText=1' to the config.ini and works fine but is 'learning mode' the same as the Morse appearing in text? From the above it could be interpreted as two additions to the new patch.

Many thanks TD and the Spitty is great...or am I suffering a 4.101 placebo effect............:grin:

Alien 02-17-2011 09:00 PM

Redownloaded from other mirror, installed over and still doesn't work :(

EJGr.Ost_Caspar 02-17-2011 10:24 PM

Just for checkup, Alien... you had a clean 4.07 -> 4.08 -> 4.09 -> 4.10 before?

MrBaato 02-18-2011 10:33 AM

Loosing a wing with the p11 is pretty glitchy

The damage done cant always be seen from the cockpit

FG28_Kodiak 02-18-2011 10:48 AM

@Alien:
http://www.mediafire.com/file/zgymzymi00j/IL2Dlls.rar
Use the mg_snd_*.dlls from this rar they will normaly solve the problem.

FG28_Kodiak 02-18-2011 10:52 AM

Quote:

Originally Posted by RaptorRage (Post 225037)
When going into a Dogfight mission and checking the arming page, the aircraft listing includes the entire roster of non-flyable AI aircraft rather than only player flyable aircraft.

If selecting one of the non-flyable aircraft and entering the game, it starts with the clipped view within the terrain, and of course no ability to enter the cockpit. Going to external view will show the selected AI aircraft either on the ground or flying with no control capability.

I confirm this Bug, have it also on some Dogfight Maps. New Clean Install, no Mods installed.

KG26_Alpha 02-18-2011 11:22 AM

Quote:

Originally Posted by orangefood (Post 225068)
He-111 is all messed up. Only one visible bomb when flying with 2. Also, brakes are stuck on the left wheel. Other then that good job!

I cannot replicate these errors.

orangefood 02-18-2011 02:54 PM

use sc-2000

Qpassa 02-18-2011 03:21 PM

Quote:

Originally Posted by orangefood (Post 225694)
use sc-2000

proof:
http://i.imgur.com/z90bh.png
Also happens in JU-88
http://i.imgur.com/nnjQl.png

MicroWave 02-18-2011 07:18 PM

Spanish language is not supported officially.
You must be using a mod.

EDIT: You are supposed to have only 1 bomb. The issues you are having are those with localization. The text should say 1xSC 2000 regardless how the internal variable is called. ;)

EvilJoven 02-18-2011 07:21 PM

I can't choose 2xSC2000 as a loadout at all. Everything else with the HE-111 seems fine.

I have found some issues though:

I can confirm that if you make a DF mission without aircraft limitations it makes AI craft selectable.
EDIT: Temporary work around is to edit the home base and make at least one plane unavailable.

I still can't make the MK13 Late torpedo available in DF no matter what I've tried. I've gone so far as to edit the mission file manually.

MicroWave 02-18-2011 07:30 PM

Quote:

Originally Posted by EvilJoven (Post 225882)
I can't choose 2xSC2000 as a loadout at all. Everything else with the HE-111 seems fine.

I have found some issues though:

I can confirm that if you make a DF mission without aircraft limitations it makes AI craft selectable.

I still can't make the MK13 Late torpedo available in DF no matter what I've tried. I've gone so far as to edit the mission file manually.

Wasn't AI planes selectable in DF requested feature? I think it is meant to work with no cockpit servers.

MK13 Late has a lower date limit. I don't have the files with me so I can't tell you when they were introduced, but try to set the date to 1946 or something. Oh, and we know that FMB shows MK13 Late regardless of the date.

EvilJoven 02-18-2011 07:43 PM

That fixed the torpedos, Thanks.

As for making AI planes available on DF servers by default, I'm pretty sure what people wanted was to be able to make them flyable if they edited them in to the home base parameters, not available by default. A lot of us play with externals on simply because taxiing is rather hazardous without externals due to stuff like planes spawning right in front of you and don't want to be able to fly planes without cockpits.

Qpassa 02-18-2011 08:02 PM

Well It's a non official tranlation because OM or 1C or Ubi didnt thought in the Spanish and Latinoamerican players( and why we have asked repeatedly held that Spanish ought to be supported in this simulator :rolleyes: )
I' ll reinstall tomorrow thanks :-)

Aviar 02-18-2011 10:16 PM

Quote:

Originally Posted by MicroWave (Post 225889)
Wasn't AI planes selectable in DF requested feature? I think it is meant to work with no cockpit servers.

I'm not sure about that. However, AI planes were requested to be available as Recon planes in the MDS....and this was indeed added in 4.10.1.

Aviar

RaptorRage 02-19-2011 03:58 AM

Quote:

Originally Posted by EvilJoven (Post 225882)
I can confirm that if you make a DF mission without aircraft limitations it makes AI craft selectable.
EDIT: Temporary work around is to edit the home base and make at least one plane unavailable.

I verified in FMB that moving an aircraft to the reserved list in a dogfight map homebase will remove the nonflyable AI planes from the list when playing the map. However I now have found that if you go back into FMB and put the reserved aircraft back to the available list, that it now appears at the bottom of the aircraft list for that dogfight map rather than in its original alphabetical location, and the AI aircraft that were originally present also do not reappear in the list.

Alien 02-19-2011 04:23 PM

OK, problem solved :) THX!

kennel 02-19-2011 04:50 PM

Flying online on Spits vs 109s 4.10.1, I watched 2 AI bombers possibly HE111s
do a bomb drop. I estimate distance at least 2km the bombers were black specks however I saw 2 glowing fluro blue dots which I imagine to be the bombs fall away from the bombers, they reminded me of the photon torpedos you get with Star trek, but im in a 190 on the Eastern front.

Azimech 02-19-2011 04:54 PM

Quote:

Originally Posted by kennel (Post 226178)
Flying online on Spits vs 109s 4.10.1, I watched 2 AI bombers possibly HE111s
do a bomb drop. I estimate distance at least 2km the bombers were black specks however I saw 2 glowing fluro blue dots which I imagine to be the bombs fall away from the bombers, they reminded me of the photon torpedos you get with Star trek, but im in a 190 on the Eastern front.


Read the 4.10 guide and enlighten yourself :)

KG26_Alpha 02-19-2011 04:57 PM

Quote:

Originally Posted by orangefood (Post 225068)
He-111 is all messed up. Only one visible bomb when flying with 2. Also, brakes are stuck on the left wheel. Other then that good job!

Quote:

Originally Posted by KG26_Alpha (Post 225611)
I cannot replicate these errors.

Quote:

Originally Posted by orangefood (Post 225694)
use sc-2000


Quote:

Originally Posted by Qpassa (Post 225720)


Quote:

Originally Posted by EvilJoven (Post 225882)
I can't choose 2xSC2000 as a loadout at all. Everything else with the HE-111 seems fine.

I have found some issues though:

I can confirm that if you make a DF mission without aircraft limitations it makes AI craft selectable.
EDIT: Temporary work around is to edit the home base and make at least one plane unavailable.

I still can't make the MK13 Late torpedo available in DF no matter what I've tried. I've gone so far as to edit the mission file manually.



From the 4.10 release notes readme file.

http://forum.1cpublishing.eu/showthread.php?t=17765

Weapon related changes:
New 3D models for SC50, SC70 & Wfr.Gr. 21.
New ETC50VIIId bomb rack for Bf 109 series.
All new weapon meshes for Hs-129.
Loadout changes for Bf 109 & He 111 H-6 & Ju 88 A-4.
Torpedo-Kommandogerät for Ju 88 A-17, Ju 88 A-4/Torp and He 111 H-6.
Fuse arming for bombs.
Realistic torpedo drop speeds & heights.
External stores jettison feature. (bombs, BK7.5 & Wfr.Gr. 21).
Adjusted ammo count for F6F-3, F6F-5, Bf 109, Morane & various IL-2 variants.

EJGr.Ost_Caspar 02-19-2011 08:19 PM

Indeed... 2xSC2000 and 2xSC1800 were unhistorical loadouts.

Qpassa 02-19-2011 08:27 PM

Ok, thanks fellas

CadMan 02-19-2011 08:47 PM

landing lights
 
Getting this on some bases on solomon's maps as well.

Quote:

Originally Posted by Azimech (Post 224661)
..................And requesting those lights on Slovakian or Bessarabian wide grass fields seems not to be possible. I get no answer, and nothing happens, even when parked or ditched on the runway. What are the allowed parameters for placing them?......

Also now 4101 setting lights to none no longer leaves them on, landing light request now controls them.

Gryphon_ 02-19-2011 09:49 PM

When building missions with the new Test Runway 5, it is possible to create a base (on very flat ground) with ground spawns - which is a big step forward.

Unfortunately, while in the aircraft taking off it looks like you are on the ground, but in external view you are on an invisible runway some feet above it.

EJGr.Ost_Caspar 02-19-2011 11:22 PM

Quote:

Originally Posted by Gryphon_ (Post 226251)
Unfortunately, while in the aircraft taking off it looks like you are on the ground, but in external view you are on an invisible runway some feet above it.

This the case, when at one point or edge the runway object is on a small hill or such, and the whole runway object, staying 100% horizontal, is shifted upward by this. To prevent this, make sure its all 100% flat area (which hardly will be anywere else than water, small islands and near rivers).

Its no bug.

Spinnetti 02-20-2011 03:29 AM

Loading (splash) screen in low-res color...
 
Not sure if this has been discussed already or not, but the load screen since 4.10 has appeared to be about 8bit color depth.. Worked fine in all version up to then.

EJGr.Ost_Caspar 02-20-2011 11:53 AM

Quote:

Originally Posted by Spinnetti (Post 226321)
Not sure if this has been discussed already or not, but the load screen since 4.10 has appeared to be about 8bit color depth.. Worked fine in all version up to then.

Please make a screenshot of that! :-P

Spinnetti 02-20-2011 04:33 PM

Quote:

Originally Posted by EJGr.Ost_Caspar (Post 226367)
Please make a screenshot of that! :-P

Sorry, was my mistake... not an issue with 4.101.

EJGr.Ost_Caspar 02-20-2011 05:24 PM

Ok, thanks!

rakinroll 02-20-2011 10:17 PM

I noticed that Bf-109F-4 get overheat very quickly. I was able to run at 105% throttle with fully open radiator without any overheat. And also i got some freezes after updating 4.101.

1.JaVA_Sharp 02-21-2011 09:24 PM

can't reset proppitch on my stick. In some cases I see the proppitch lever moving along with the throttle..

dflion 02-22-2011 03:44 AM

Red Tint on new runway - still appearing?
 
1 Attachment(s)
I have attached a grab of an airfield on the Palau/Online Map showing the 'red tint' still appearing. I have successfully installed 4101.

Thanks DFLion

IceFire 02-22-2011 04:42 AM

Quote:

Originally Posted by rakinroll (Post 226534)
I noticed that Bf-109F-4 get overheat very quickly. I was able to run at 105% throttle with fully open radiator without any overheat. And also i got some freezes after updating 4.101.

Which map? That is a key factor... some maps are hotter than others.

JtD 02-22-2011 05:36 AM

Quote:

Originally Posted by dflion (Post 226932)
I have attached a grab of an airfield on the Palau/Online Map showing the 'red tint' still appearing. I have successfully installed 4101.

Thanks DFLion

It is supposed to be like that in the FMB. It should be invisible when playing, though.

rakinroll 02-22-2011 09:27 PM

Quote:

Originally Posted by IceFire (Post 226937)
Which map? That is a key factor... some maps are hotter than others.

Sry IceFire, i did not know that map is effecting the engine coolant system. When this option added to the game?

EJGr.Ost_Caspar 02-22-2011 10:54 PM

Its been there for a long time.

JG53Frankyboy 02-22-2011 11:41 PM

Quote:

Originally Posted by rakinroll (Post 227167)
Sry IceFire, i did not know that map is effecting the engine coolant system. When this option added to the game?

fly a Ju88 or a He111 for example to test it, they have temprature gauges :)

dflion 02-23-2011 03:44 AM

Red tint on map still visible when flying the mission?
 
Quote:

Originally Posted by JtD (Post 226945)
It is supposed to be like that in the FMB. It should be invisible when playing, though.

Thanks JtD,
Unfortunately it is still visible when flying the mission? This airfield is a recreation of the Japanese 'Zero' fighter base at 'Vunakanau' near Simpson Harbour Rabaul which I am using the Palau/Online map to simulate.
DFLion
PS The Solomon Islands Maps are excellent!

rakinroll 02-23-2011 10:55 AM

Quote:

Originally Posted by EJGr.Ost_Caspar (Post 227198)
Its been there for a long time.

Quote:

Originally Posted by JG53Frankyboy (Post 227211)
fly a Ju88 or a He111 for example to test it, they have temprature gauges :)

Thank you guys, good information.

dflion 02-24-2011 12:23 AM

Red Tint gone flying mission!
 
I have reloaded 4.101 and now everything working ok. Thanks
DFLion

BadAim 02-24-2011 01:18 AM

Quote:

Originally Posted by 1.JaVA_Sharp (Post 226845)
can't reset proppitch on my stick. In some cases I see the proppitch lever moving along with the throttle..

I'm having a similar/the same problem. My prop pitch seems to move around randomly. I thought it was my stick gone haywire at first, but it seems to be fine in the stick manager.

1.JaVA_Sharp 02-24-2011 09:03 AM

Quote:

Originally Posted by BadAim (Post 227616)
I'm having a similar/the same problem. My prop pitch seems to move around randomly. I thought it was my stick gone haywire at first, but it seems to be fine in the stick manager.

For some reason the problem is now fine and solved....

Romanator21 02-24-2011 10:43 PM

Some bugs (some are probably very old). I want to repeat a couple things, because I'm not sure if they were seen.

Yak-1 forward canopy frames disappeared during the course of a dogfight - I think this has to do with damage, probably of the engine or cockpit, in the way that the frames on the Corsair Mk.I turn white.

On some planes, the tires do not roll at low speeds, such as the Yak-1

I was messing around and noticed that 4 men bailed from an He-111 while 4 remained inside (dead). I repeated this again, this time with 5 bailing, and 4 remaining. From the cockpit alone, two men bailed, and both remained inside. It's as if ghosts jumped out of the bodies! (or pilots were having an out of body experience ;) )

When the engines stop on the He-111, one prop is grey (not black) and doesn't bend on impact with terrain (instead, clipping occurs).

Pu-2.5 ordinance still without texture (old bug).

On the Spit Mk9 1942 version, there is a charred hole texture, but no hole. This is similar to the kind of damage that appears on the Bf-110 rudders when shot up with the gunner - a "chunk" is taken from the rudder (normal) which then fills up again as more damage is taken, leaving the charred paint texture, but no apparent damage. I can't remember where else I've seen this kind of bug (rudders and elevator surfaces of some planes?)

I mentioned this before, but the Re-2000 emergency iron-sight is not lined up properly and makes aiming difficult. When hitting outside view, then inside view, the alignment is even worse, and one has to hit ShiftF1 a couple times to get it to the closer (but still wrong) alignment.

Previously mentioned, but many planes have ghost-props which do not munch/stop when coming into contact with another plane. I was doing silly formations and wondering how in the world I could get so close - until I pressed F2 and saw the clipping :)

Previously reported, but there is a damage bug with regards to the Dauntless. When shooting the left wing center-section (where flaps are) the oil cooler under the nose will begin to smoke. To eliminate variables, this was done with the plane's own gunner, which still caused this reaction 90% of the time. This is more than a cosmetic issue, as the engine does seize after several minutes.

Thanks again guys for the work and support :)

IceFire 02-24-2011 11:11 PM

Quote:

Originally Posted by rakinroll (Post 227335)
Thank you guys, good information.

Yep as they say it's been there for a long time.

I MAY have been a IL-2 1.0 feature. It's definitely not new.

EJGr.Ost_Caspar 02-24-2011 11:23 PM

Quote:

Originally Posted by Romanator21 (Post 228039)

Yak-1 forward canopy frames disappeared during the course of a dogfight - I think this has to do with damage, probably of the engine or cockpit, in the way that the frames on the Corsair Mk.I turn white.

Never heard of these or seen. Anyone?
You are sure, you use stock cockpit textures?

Quote:

I mentioned this before, but the Re-2000 emergency iron-sight is not lined up properly and makes aiming difficult. When hitting outside view, then inside view, the alignment is even worse, and one has to hit ShiftF1 a couple times to get it to the closer (but still wrong) alignment.
Not confirmed. I tested it. Its working well, with two times pressing Shift+F1 (its meant to work that way). Its then aligned.

Screenshots for both please. Thanks! ;)

Tempest123 02-25-2011 02:21 AM

I'm not sure but I think Romanator is talking about the external cockpit model Caspar

Romanator21 02-25-2011 02:32 AM

No problem,

Corsair MkI damaged:

http://i984.photobucket.com/albums/a...8-00-41-84.jpg

Yak canopy frames before:

http://i984.photobucket.com/albums/a...8-05-15-30.jpg

After (also note odd placement of metal vs. wood bullet holes):

http://i984.photobucket.com/albums/a...8-04-34-90.jpg

Re-2000 gunsight. These are the three views possible. I used a house to help keep my aim steady. I paused the game and took snaps, the only change being the view (shiftF1)

Bullets high and to the left (Centered view)
http://i984.photobucket.com/albums/a...8-18-21-80.jpg

Bullets high (Gunsight view when the thing worked :P)
http://i984.photobucket.com/albums/a...8-18-18-51.jpg


Bullets low (New Gunsight view)
http://i984.photobucket.com/albums/a...8-18-09-98.jpg

The last shot shows the "best" view, but it should be clear that this is not quite right. I have to aim higher or pull more lead than what is normal. In order to hit a non-maneuvering target (yes, even at convergence distance), I actually have to aim above it, or just shoot when it's being obscured by the sight mounting (neither of which is easy). :)

Romanator21 02-25-2011 02:47 AM

This is the image of the SBD I posted a while ago, but I'm not sure if anyone saw it:

http://i984.photobucket.com/albums/a...k/grab0022.jpg

While the Corsair and Yak bugs are cosmetic, I feel that this one is serious. I also have to wonder what other DM bugs are present but not visible like this one is.

IceFire 02-25-2011 05:27 AM

What level are your graphics set at? Very blurry ground textures there. Perhaps it's a lower detail level setting that is exposing the problem here. I fly the Yak-1 a lot (and the Corsair, but not the Mark I model) and that's a new one. The model has other long standing graphical issues but that's new for me.

EJGr.Ost_Caspar 02-25-2011 09:24 AM

Thanks Romanator... now its all clear what you mean. About the iron sight: confirmed. :)

Romanator21 02-25-2011 09:42 AM

Good to hear Caspar, thank you.

Icefire, I have everything set to the highest level. Only landscape is down low. It saves a load on FPS and almost looks the same as Excellent from 1000+ meters.

I can't imagine why object detail settings should affect the canopy of the Yak after taking some damage anyway. It should either be there, or it shouldn't - not disappearing in the middle of a fight.

However, it is only a minor issue, relatively.

EJGr.Ost_Caspar 02-25-2011 11:27 AM

Quote:

Originally Posted by Romanator21 (Post 228142)
I can't imagine why object detail settings should affect the canopy of the Yak after taking some damage anyway.


Oh... theoretically it could well do, as all is set up by material setting in 3D model and with different grafic settings, it uses a different set of materials (low res ones i.e.).
So if some material info is wrong in the programming or the model, it uses a wrong (transparent) or non (white) material. Just a hypotesis.

rakinroll 02-25-2011 11:46 AM

Quote:

Originally Posted by IceFire (Post 228043)
Yep as they say it's been there for a long time.

I MAY have been a IL-2 1.0 feature. It's definitely not new.

Thank you IceFire.

Fafnir_6 02-25-2011 05:23 PM

Quote:

Originally Posted by Romanator21 (Post 228142)
Good to hear Caspar, thank you.

Icefire, I have everything set to the highest level. Only landscape is down low. It saves a load on FPS and almost looks the same as Excellent from 1000+ meters.

I can't imagine why object detail settings should affect the canopy of the Yak after taking some damage anyway. It should either be there, or it shouldn't - not disappearing in the middle of a fight.

However, it is only a minor issue, relatively.

I think that the damaged Yak canopy bug has been there since the first IL-2 was released. It would be nice to see it finally fixed.

Cheers,

Fafnir_6

Aardvark892 02-27-2011 05:07 AM

EDIT: never mind. I discovered my error after posting this.

45th Texas 02-27-2011 05:32 AM

Two out of 10 squad members can receive the NDB's but not the YE carrier beacons. I think all have added the "Send code as Text" change to the conf.ini file. Anyone have an idea what we can do? We have tried updating the 4.101 with same result. Can we delete a folder before update that might fix this?
Thanks,
45th Texas

Avimimus 02-28-2011 02:42 PM

A bit late, but here is my report from 4.10:
http://web.ncf.ca/ee555/4.10reportforTD.pdf

I believe one item has been fixed in the new patch, but most remain (also has a couple of minor suggestions).

S!

ADorante 02-28-2011 03:25 PM

I flew some japanese fighters on the Solomon Island map in the Quick mission editor on Axis side scramble missions.
After switching the map to Smolensk and changing the aircraft to Bf-109F-4 the fighter plane retained red sun roundel markings instead of the Balkenkreuz in-game.
(After changing to Allied side, and another plane, starting the flight, and back again to previous settings the Balkenkreuz retuned to normal inside of Il2-engine.)

-------------
Thanks for your combined effort, TD. Il-2 in all its iterations has been uninterrupted on my harddrive since the first demo. A year ago I thought that I finally should deinstall it until I get a fast enough computer with Il-2:COD. But your patch 4.10 convinced me that there is still more life in it.

jameson 02-28-2011 03:56 PM

I'd like to request someone have a look at manual prop pitch on 109e's and 109's in general. According to the manual for a 109e, the manual prop pitch setting should be set to 11.45 on the clock on the instrument panel for takeoff. Ingame if set on manual setting to 11.45 the plane at 110% throttle does not gain much speed or ever take off but if set to 12.00 (at finer prop pitch!) it rapidly accelerates and takes off as it should. This is crazy. From the G6 flight manual it is recommended to switch to manual setting and set it to 11.30 for landing, it is possible that all 109's were landed this way in real life, including the k's.
At the moment the way prop pitch works is something of a mystery, so explanation at least for the inconsistency of the e's, even if it cannot be fixed?

FG28_Kodiak 02-28-2011 04:20 PM

Where do you have your information from?

12 on the clock is the correct value, not 11:45.

jameson 02-28-2011 07:24 PM

Where do you have your information from?

Er, short answer don't know. It was something that I read sometime back and can't remember where or what it was, but it was obviously wrong. I just checked the 109e manual and it confirms what you say that 12.00 is the right setting for takeoff and landing. So apologies to all and humble pie for me. Now I'll have to find out where I got that idea from. All the best.

Romanator21 02-28-2011 09:08 PM

Old bug - on many planes still parked on the ground, the vertical speed indicator shows a slight descent. This has a big effect on cruise - one often finds himself climbing the whole time...

Tempest123 02-28-2011 09:23 PM

Quote:

Originally Posted by Romanator21 (Post 229362)
Old bug - on many planes still parked on the ground, the vertical speed indicator shows a slight descent. This has a big effect on cruise - one often finds himself climbing the whole time...

+1 and the slip indicator ball does not function properly on many aircraft which feature it. I.e to turn you should need to "step on the ball", to coordinate the turn, but this produces unpredictable results sometimes.

spider67 03-01-2011 10:52 PM

Malfunction turn and bank indicator
 
On the BF109-E series. I cannot make a standart virage at 30 degres rate now cause the indicator don't move or not enough, i am afraid when i should fly in a night mission or in a very hazy one without this instrument out of service.
I didnt see anything about this in the bug report of the 4.10 but it didn't work already.
Compare with the 4.09 and see!!

Also thx a lot for the job guys!!:)

EJGr.Ost_Caspar 03-02-2011 08:47 AM

What do you mean by 'virage'?`Which indicator? In a quick check I found all gauges working.

spider67 03-02-2011 08:58 AM

The indicator is the turn and bank indicator (number 7 on the 109 board) and a virage is a turn (left or right) or a curve.
Try to turn with a 4.09 and look the indicator and do the same with the 4.101 or 4.10 and see.

sniperton 03-02-2011 04:52 PM

"Markings on" has no effect on some planes when flying the stock il2fb Italian squad 356squadriglia. The other stock squad (i01) and the new squads seem to work properly.

Planes affected include G.50 and Cr.42. Still it works on others like Mc.200.

Problem first encountered after upgrading from 4.10. Anyone please try to replicate.

KG26_Alpha 03-02-2011 05:14 PM

Quote:

Originally Posted by EJGr.Ost_Caspar (Post 229853)
What do you mean by 'virage'?`Which indicator? In a quick check I found all gauges working.

I think virage is French for direction/turn/heading.

So in this context the turn bank indicator is what he's referring to its not as precise as before in v4.09m for instrument flying (IFR)
as what's happening is the indicator at 30' shows full L or R in v4.09, and in v41.01 it seems to the angle as relative at full L or R approx 45'

Have a look it will make sense :)




.

spider67 03-02-2011 05:48 PM

Thanks for ur help Alpha ;)
In fact at 30° in 4.101 the arrow stay in the middle when u have the ball in the middle......
Have a look please!!

csThor 03-02-2011 06:37 PM

Quote:

Originally Posted by sniperton (Post 229971)
"Markings on" has no effect on some planes when flying the stock il2fb Italian squad 356squadriglia. The other stock squad (i01) and the new squads seem to work properly.

Planes affected include G.50 and Cr.42. Still it works on others like Mc.200.

Problem first encountered after upgrading from 4.10. Anyone please try to replicate.

You mean the unit badge? I simply think that neither Cr.42 nor G.50 have an overlay for unit emblems specified. It's not a bug, but not really a feature, either. :mrgreen:

wildwillie 03-02-2011 09:25 PM

We keep running into an "out of memory" error on the DS. This error occurs about 2 to 3 times a week (Usually with a large population). When the error occurs, the DS is frozen and has to be restarted. Here is the excerpt from the console window(Fatal error at the bottom):

Quote:

20695>user "hellfinger" STAT
-------------------------------------------------------
Name: hellfinger
Score: 275
State: Captured
Enemy Aircraft Kill: 1
Enemy Static Aircraft Kill: 0
Enemy Tank Kill: 0
Enemy Car Kill: 10
Enemy Artillery Kill: 5
Enemy AAA Kill: 0
Enemy Wagon Kill: 0
Enemy Ship Kill: 0
Enemy Radio Kill: 0
Friend Aircraft Kill: 0
Friend Static Aircraft Kill: 0
Friend Tank Kill: 0
Friend Car Kill: 0
Friend Artillery Kill: 0
Friend AAA Kill: 0
Friend Wagon Kill: 0
Friend Ship Kill: 0
Friend Radio Kill: 0
Fire Bullets: 2139
Hit Bullets: 115
Hit Air Bullets: 115
Fire Roskets: 0
Hit Roskets: 0
Fire Bombs: 10
Hit Bombs: 1
-------------------------------------------------------
20696>Owner == null
com.maddox.rts.NetException: Owner == null
at com.maddox.rts.net.NetFileRequest.doRequest(NetFil eRequest.java:89)
at com.maddox.rts.net.NetFileTransport$Answer.netInpu t(NetFileTransport.
java:141)
at com.maddox.rts.net.NetFileTransport.netInput(NetFi leTransport.java:55
0)
at com.maddox.rts.NetObj.msgNet(NetObj.java:375)
at com.maddox.rts.MsgNet.invokeListener(MsgNet.java:5 6)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1 191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.DServer.loopApp(DServer.java:1 78)
at com.maddox.il2.game.Main.exec(Main.java:437)
at com.maddox.il2.game.DServer.main(DServer.java:431)
Owner == null
com.maddox.rts.NetException: Owner == null
at com.maddox.rts.net.NetFileRequest.doRequest(NetFil eRequest.java:89)
at com.maddox.rts.net.NetFileTransport$Answer.netInpu t(NetFileTransport.
java:141)
at com.maddox.rts.net.NetFileTransport.netInput(NetFi leTransport.java:55
0)
at com.maddox.rts.NetObj.msgNet(NetObj.java:375)
at com.maddox.rts.MsgNet.invokeListener(MsgNet.java:5 6)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1 191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.DServer.loopApp(DServer.java:1 78)
at com.maddox.il2.game.Main.exec(Main.java:437)
at com.maddox.il2.game.DServer.main(DServer.java:431)
Owner == null
com.maddox.rts.NetException: Owner == null
at com.maddox.rts.net.NetFileRequest.doRequest(NetFil eRequest.java:89)
at com.maddox.rts.net.NetFileTransport$Answer.netInpu t(NetFileTransport.
java:141)
at com.maddox.rts.net.NetFileTransport.netInput(NetFi leTransport.java:55
0)
at com.maddox.rts.NetObj.msgNet(NetObj.java:375)
at com.maddox.rts.MsgNet.invokeListener(MsgNet.java:5 6)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1 191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.DServer.loopApp(DServer.java:1 78)
at com.maddox.il2.game.Main.exec(Main.java:437)
at com.maddox.il2.game.DServer.main(DServer.java:431)
user "E69_Advan"
N Name Ping Score Army Aircraft
56 E69_Advan 142 0 (2)Blue White 48 + Bf-109G-2
20697>chat Weapons Loadout OK TO "E69_Advan"
Chat: Server: Weapons Loadout OK
20698>Chat: -=77fs=-_Augur: <tl
chat Mission TimeLeft: 77 Minutes TO "-=77fs=-_Augur"
Chat: Server: Mission TimeLeft: 77 Minutes
20699>socketConnection with 95.132.29.186:28876 on channel 2851 lost. Reason:
Chat: --- HappyD has left the game.
user "steaktartare"
N Name Ping Score Army Aircraft
57 steaktartare 113 0 (2)Blue < + Bf-109G-6
20700>chat Weapons Loadout OK TO "steaktartare"
Chat: Server: Weapons Loadout OK
20701>Chat: steaktartare: hi all!
Exception in thread "main" java.lang.OutOfMemoryError
<<no stack trace available>>
I'm not sure if the rts excpetions before it caused it or not.

We've had this same error with 4.10 and 4.10.1. Do not remember it with 4.09m though, although we usually did not have that type of consistan population with the 4.09m server.

There were 68 in-game at the time of the error. In the evening EUR time and on weekends it is not unheard of to have 80+ players.

Thanks,

WildWillie

spider67 03-03-2011 09:53 AM

And always with the BF 109-E series, why the compas stays on the north, the little plane doesn't give the heading to the next waypoint or bearing to my airfield but it gives my own heading ?
Can you have a look in the 4.09 and compare in the 4.10 and more
Thanks

Nicholaiovitch 03-03-2011 10:17 AM

Quote:

Originally Posted by spider67 (Post 230172)
And always with the BF 109-E series, why the compas stays on the north, the little plane doesn't give the heading to the next waypoint or bearing to my airfield but it gives my own heading ?
Can you have a look in the 4.09 and compare in the 4.10 and more
Thanks

See Page 28 of the 4.10 manual ref. "Instrument changes when realistic navigation option is turned on."

Nicholaiovitch:)


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