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Technical threads All discussions about technical issues |
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#1
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Indeed beta drivers, upgraded to them after getting this error with 266.58, as per the faq. =)
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#2
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I concur about the clockspeed of the GPU not ramping up from idle sometimes.
On my system with crossfire disabled and HD 6870 cards and CCC 11.3 (the same with 11.2). It's intermittent. It clocks up and down seemingly random sometimes and sometimes it won't clock up at all?! Tested with ATT monitoring option letting it run in the background and then shutting down the game to watch the monitored timeperiod.
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Gigabyte MA790FX5-UDP Phenom II X4 955 BE 3,4 GHz 8 GB DDR3 1333 Raid 0 Array 2x Radeon XFX HD6870 1GB |
#3
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Markings on ground vehicles (as can be set in FMB) do not show. I tried this yesterday - setting up a company of Panzer III and Panzer IV and assigned them to 1. Panzerdivision but no decals were shown (not even the obligatory Balkenkreuze).
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#4
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When taking off ground rolling sound persists even in flight with wheels retracted.
One thing I redid today on purpose with respect to the little black lines connected to the windows in the in-flight-screen: They appear in fact when one clicks INTO the window in order to activate them. They seem to some sort of cursor waiting for some written input. I handle them right now by leaving activated the frames and cautiously klicking on the frame when trying to activate this window. If they are once there only closing the window helps. |
#5
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The barges have wake inside their hulls see screen shot
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#6
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I'm sorry, didn't have the strength to read through all, so there might be some redundance in my post.
Here's the Bug's I've found sofar: 1. Full mission builder - to ADD a plane to list (in spawn point), you need to DELETE it, and vice versa - so the buttons are switched. Same for ADD ALL/DELETE ALL Edit: This actually works correct - however the labeling is confusing, as the left hand side states "available" and right side "selected". Thus I'd understand that "available" is the list where I can "select" the planes to use. In reality it's the otherway around. Planes listed in "available" are the ones used - this being the case, ADD and DELETE buttons work correct. However, I recommend changing the labeling 2. Tracks have stutter/lag that was not there in the actual play 3. 50% of my tracks so far stop after 10-30sec and crashes the whole client. The tracks behave the same in other comps too. 4. In game - AVI-converter doesn't work, might be related to not working tracks, as it sometimes seems to work fairly ok, at least for a while. 5. Sometimes, when plane on ground and not moving, there is constant "background" clanging (like you would be rolling on the ground) - it will stop when you take off, but after landing and coming to full stop and turning engine off, the sound still stays. I've had one time when this didn't happen and everything was "as it should". 6. When selecting quick mission and changing the aircraft (for example from spit to 109) and then flying - everything ok. After the mission you launch the same mission with same setup - you end up in spit, even if the mission-window indicated that you are flying a 109. This keeps happening, until you select another mission, select the mission you wanted again, and again change the plane. 7. Radio doesn't work in anyway (at least for me). I can't order my wingmen or contact ground. I can actually ask for takeoff/landing clearance, but I will never get response. No-one ever responses either by voice or by actions to my orders. Couldn't find anywhere what "frequency" I should use. 8. AI is (if possible) even more stupid than in "original" Il-2. While going to land, I had 7 109's in formation with me. I did ask for landing clearance (no answer of anykind for several minutes), I did order my group to do several other things, like go home, and so on. But they stayed right on my wing. So when I landed, ALL 7 of them made nice crashlands AT THE SAME TIME on both sides of the runway... It was both hilarious as well as very sad moment. 9. ADD (6/4/2011) - in FMB when you set a spawn area and mark it as "spawn as parked" the planes will randomly spawn on some airfield - these fields can be very far apart (several minutes of flight time ~ 100km?) - and usually NOT in the AF you placed the spawn area. Now - the game is beautiful, the aircrafts behave as they should and (compared to the orig. Il-2) the dogfights are now much more like they should be. Weapons and ammunition behave more believable (goes to AA as well) The graphics are great and overall I'm VERY happy about it and this game has extreme potential. And the FMB is extremely promising, that future Online-wars will be awesome. BUT - you'd think that after the so many years we've been waiting for this game, you'd do your testing yourself, not with paying customers. Or enlist volunteers to do the testing for free - because all of those bugs I've found are so obvious, that either you didn't do testing at all, or your testing team needs to be fired. In future (patches, add-ons) - if you need free testing resources, feel free to contact me and my squadmates at www.lelv30.net. While I'm at it - if anyone can send me how to make an "old time" dogfight multiplay map with FMB (people can join midfight, select ac and spawn on airfield) I'd appreciate it. Post a link to "how to" or send me a mission so I can open it and check it out myself. I'll be updating this post with bugs as I find them. - LeLv30_Finwolf - Last edited by LeLv30_Finwolf; 04-06-2011 at 05:27 AM. |
#7
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#8
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@Finwolf: How do you record a track? I couldn't find the keybinding in the menu ...
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#9
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- Finwolf - |
#10
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Thanks, Finwolf!
Another issue that I believe is not correctly implemented at least for the Spit 2a. It concerns elevator trimming (perhaps also for rudder and aileron trimming, didn't look at this). Currently, when the trim tab is pointing up (that is its trailing edge) it works as nose up that is it reduced nose-down tendencies without trimming. When trim tab is pointing down it works as nose down. In other words trim tab down "pulls" the elevator down hence making dip the nose while trim tab up "pulls" elevator up hence making the nose go up. I think it should be the other way round: trim tab down should "pull" elevator up hence making nose rise and trim tab up should "pull" elevator down hence making nose dip down. Here a little drawing of the horizontal stabilizer with elevator and trim tab to illustrate what I mean. The upper drawing presents the current situation while I think it should be like in the bottom drawing: ![]() I tried to draw some qualitative stream lines as I think they would be on a real aircraft. I draw the lines closer where there is acceleration and pressure decrease. Let's consider the upper side for a moment: The elevator and the horizontal stabilizer surface form a profile and with the elevator down the stream lines expand on the upper surface, accelerate and have air pressure reduced. Hence the air "sucks" the tail upward. Now the streamlines hit the trim tab that is - as seen from the air particles - like some sort of obstacle. The particle will rush against it and therefore will decelerate. Pressure climbs up. So lockally in this reagion the air wants to push the surface down. But it is important to note that this pushing down is only lockally that is where the trim tab is. From this results a moment that will push the elevator down so helping the pilot to push the nose down. That's exactly how we want it. Of course the stream lines on the belly side experience it in the opposite way. First the stream lines want to push the tail up but locally near trim tab it wants to pull the elevator down. I hope I was able to explain it as I see it in an understandable way. Last edited by 41Sqn_Stormcrow; 04-03-2011 at 04:43 PM. |
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