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IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games.

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  #1  
Old 05-19-2011, 01:35 AM
justme262 justme262 is offline
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For now please unbind the prop pitch from an axis and bind it to a pushkey, which is not all that unrealistic. Sorry about that!
I think it's is the other way round. The PP sticks when bound to a push key but works when bound it to an axis. At lest on my system.

At fist I thought someone should be shot for this bug...
But now I have been forced to assign an axis I find PP is more important on axis than throttle so I am actually better off.
  #2  
Old 05-19-2011, 01:59 AM
ReconNZ ReconNZ is offline
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Originally Posted by luthier View Post
We are indeed aware. They are working and saving, it's just the game fails to read them when loading a mission file.

The programmer who can fix it is also our network programmer, and he was so deep in the trenches fixing the net code we had to call the Chilean mine rescue team to get him out. Those loadout options are actually exactly what he's working on next.
lol, Luthier you are a star.

Thanks to you and your team for all your hard work. Its much appreciated and you have a real fan base out here who will continue to support you and your team in your endeavours. We wish you the best of luck and look forward to supporting you and your future releases. Personally I'm more than happy to purchase a second copy of CloD to show my support.

Recon.
  #3  
Old 05-19-2011, 02:01 AM
Stanger Stanger is offline
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Originally Posted by ReconNZ View Post
lol, Luthier you are a star.

Thanks to you and your team for all your hard work. Its much appreciated and you have a real fan base out here who will continue to support you and your team in your endeavours. We wish you the best of luck and look forward to supporting you and your future releases. Personally I'm more than happy to purchase a second copy of CloD to show my support.

Recon.
Yes I will be purchasing a second copy when the USA comes out. need it on DVD.
  #4  
Old 05-19-2011, 01:43 AM
Blackdog_kt Blackdog_kt is offline
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Originally Posted by cheyennepilot View Post
My pp is working fine in the 109 E3 ¿maybe because I have it mapped to an analogue axis?
Exactly.
Post-patch it should work like a spring loaded switch with a continuous effect when it's not centered (which would also give much better control via keys/buttons) but after the first time you use it, it snaps to one of the two extreme positions.

Interestingly enough, if it worked as intended it would be hard to use it with a slider: any position except the slider being centered should give a constant pitch change.

Quote:
Originally Posted by Gollum View Post
Not sure if its a bug. 3 positions. (not sure how accurate historically).

1) up - fines prop
2) middle - Prop fixed at position
3) down - coursens prop.

I'm still mad though.== see post above
It's true there are three positions but for the switch, not the prop.

The top position of the switch makes pitch finer and increases RPM for as long as you press it, when you let it go it should snap back to center and no pitch changes should occur (bear in mind that pitch changes are not the same as RPM changes, RPM could still change for a given pitch if your airspeed or throttle inputs change).

The same should happen for the lower position, coarsening pitch for as long as it's pressed.

Meaning, it shouldn't behave like an axis but like a switch that changes pitch while it is deflected and then automatically returns to center and stops changing anything.

This is much like the water radiator controls or the manual flaps on the 109, as long as you keep the button pressed something happens, when you stop pressing it stops changing position.

What currently happens is that any pitch change will lock it into an extreme position and since any off-center position results in a continuous input, it will keep changing the pitch on its own.

I hope i'm making sense.




Quote:
Originally Posted by luthier View Post
This is unintended. Someone is getting murdered tomorrow morning, hot fix is coming right up.

For now please unbind the prop pitch from an axis and bind it to a pushkey, which is not all that unrealistic. Sorry about that!
Thanks for the prompt replies. Actually the people who have problems are the ones who use keys, it works fine for people who bind it to a slider.

The problem comes from the fact that once you give it any command it snaps to the extreme position instead of coming back to center when you release the key.

As long as it's off center, the prop pitch "motors" keep running: you either end up with a prop that wants to run max RPM all the time, or one that tries to feather all the time.

I hope i'm clear enough in the explanation.


Apart from that, performance is indeed improved on my two year old PC:
Asus P6T deluxe motherboard
i7 920 @ 2.7 Ghz (no overcloking)
Msi Cyclone Ati 4890 1GB
and only 3GB of RAM

I run 1680x1050 on mostly medium settings, aircraft models and land shading on high, grass on, roads on, shadows on, vsync on, SSAO off and it flies really smooth.

So it's not all bad, in fact the only negative thing on this patch for me was the prop pitch bug. There's still a lot to fix, but at least the amount of things improving is more than those that get broken, so we're gradually getting there

P.S.

I've done a lot of testing in regards to controls and so on, if you guys need a list of gameplay related issues (instruments not working in certain aircraft, reversed controls in certain turrets, etc) shoot me a PM and i'll send you what i've found.

It's a couple of issues that affect the bombers mostly, plus some weird control logic in the way the engine controls work in a couple of aircraft (DH-prop Hurricane, Tiger Moth) and the carb heat levers not responding to a continuous keypress (you need to tap them repeatedly instead of holding them down).

I've already posted numerous times on the relevant threads but it does tend to get lost amid the other issues.
  #5  
Old 05-19-2011, 02:03 AM
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SG1_Lud SG1_Lud is offline
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Originally Posted by Blackdog_kt View Post

Interestingly enough, if it worked as intended it would be hard to use it with a slider: any position except the slider being centered should give a constant pitch change.

Hey Blackdog ,)

The programmer left a big central dead zone, I am using a G940, it has two thottles. The most left is what I was using as pp. I was lazy to change it for a button so I kept it.

And now all i have to do is push to the top forward to pitch down, and the opposite to pitch up, returning to the center to stop the "motor", and as the center is big, I dont need to be precise.

Hope it makes sense now.
  #6  
Old 05-19-2011, 03:40 AM
MadBlaster MadBlaster is offline
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Originally Posted by Blackdog_kt View Post
Interestingly enough, if it worked as intended it would be hard to use it with a slider: any position except the slider being centered should give a constant pitch change.
For consistency, they could map the pp axis (range -1 to 1) as a three way switch. (i.e., -1= courser/closed circuit, 1=finer/closed circuit, <> -1 or 1 = open circuit. So, you will have to hold the button at -1 or 1 until the pitch gets to where you need it to be on the clock face, instead of like old IL-2 where you could lead it to where you needed it be by adjusting the axis value (i.e., -1 to 1 and everything in between) and letting the game (i.e., the lag of the virtual electric motor) catch up to your input. Seems more realistic this way.
  #7  
Old 05-19-2011, 03:49 AM
MadBlaster MadBlaster is offline
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Originally Posted by MadBlaster View Post
For consistency, they could map the pp axis (range -1 to 1) as a three way switch. (i.e., -1= courser/closed circuit, 1=finer/closed circuit, <> -1 or 1 = open circuit. So, you will have to hold the button at -1 or 1 until the pitch gets to where you need it to be on the clock face, instead of like old IL-2 where you could lead it to where you needed it be by adjusting the axis value (i.e., -1 to 1 and everything in between) and letting the game (i.e., the lag of the virtual electric motor) catch up to your input. Seems more realistic this way.
Edit:

Sorry, late post. Read up above about the large deadzone (i.e, <>-1 or 1 =open circuit).
  #8  
Old 05-19-2011, 06:49 AM
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Redroach Redroach is offline
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Originally Posted by ReconNZ View Post
Luthier

Are you able to comment on the plane loadouts not working in the QMB and the external weathering and serial numbers etc not working at all?

I know it's not a major priority, but your comment that it should be working worries me that you arent aware that it's broken!

Much appreciated,

Recon.
This got me worried as well. The plane loadout/customization options do not work at all.. No ammo changes, no plane weathering, no custom callsign (whatever it's good for as I got proof now that Radio commands weren't implemented at all), no plane weathering, serial number, custom convergence..hell, I even can't enter convergence numbers 50% of the time, as input from the keyboard seems to be blocked then.
In short, clear words: Nothing, nothing at all is working from the "plane" menu point downwards, except for maybe in FMB. No fancy recipe of saving different things in a certain order changed that. The menu is just facade.

Also, the prop pitch issue seems to be miscommunicated, too - it's not the axis that's buggy it's when keyboard keys are assigned to manage PP. Key-board-keys.

I've found this rather shocking, to be honest. The forums report, moan about, whine for (take your pick) major issues for quite some time (since release, actually) and you aren't even aware of it? Sorry, that takes some time to digest.
There seems to be major communication issues on 1C's side and I would politely suggest to fix that first, as that's the basis of all basics...

Sorry, but my patience is finally gone and I can't take people lying to me, especially when I gladly handed out 60€ in good faith and anticipation. I can remember people stating "it will all be fixed in 6 month's time" and I'm eager to see that, considering that, aside from performance and that fancy, super-cool full-screen-mode, nothing has happened yet.
  #9  
Old 05-19-2011, 07:12 AM
Wolf_Rider Wolf_Rider is offline
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the Loadouts/ Serial number/ Weatherings/ Banding Colours etc do work in the FMB (though I'm not sure about the number of Kill stamp), just not the QMB
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  #10  
Old 05-19-2011, 07:14 AM
JG14_Jagr JG14_Jagr is offline
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Originally Posted by Redroach View Post
In short, clear words: Nothing, nothing at all is working from the "plane" menu point downwards, except for maybe in FMB. No fancy recipe of saving different things in a certain order changed that. The menu is just facade.

I've found this rather shocking, to be honest. The forums report, moan about, whine for (take your pick) major issues for quite some time (since release, actually) and you aren't even aware of it? Sorry, that takes some time to digest.
Get some reading comprehension skills..

Quote:
Originally Posted by ReconNZ
Are you able to comment on the plane loadouts not working in the QMB and the external weathering and serial numbers etc not working at all?

posted by Luthier We are indeed aware. They are working and saving, it's just the game fails to read them when loading a mission file.

The programmer who can fix it is also our network programmer, and he was so deep in the trenches fixing the net code we had to call the Chilean mine rescue team to get him out. Those loadout options are actually exactly what he's working on next.
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