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Technical threads All discussions about technical issues |
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Thread Tools | Display Modes |
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#1
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It has been this way since the first release but it's not a bug, you just need to turn on the gauge.
There's a cockpit switch that you can use to monitor each cylinder head's temperature separately. It's switched off when you spawn (that's why you get 0 degrees showing), but clicking on it will cycle the "sensor" through all available cylinders and you will get a proper readout. ![]() As for the people getting graphical glitches on the black death track, this was not uncommon in IL2 either. A track is actually a set of commands for all units and the sim reflies the mission when you play it back. For this reason if you play back a track recorded with a previous version while running a newer one, changes made to the sim will affect how the track plays out. For example, if the terrain elevation has been changed in the patch you could get ground units appearing stuck inside the terrain or above it. In a similar fashion, if the flight model is changed it will affect how a dogfight is played back. I remember making some tracks of me practicing bomber busting in IL2:1946 and when i installed a patch the track was messed up for this reason. All the track does is tell the aircraft "give this and this control inputs at moment X, fire guns at moment Z" etc, so if the FM has changed the effect of the control inputs will change to. In my case, i had shot down all four bombers on my QMB practice mission but when i played back the track under a newer version every single attack run i made would show me going wide of the target and missing completely. This is a necessary compromise that has been around since the previous series and it's a trade-off: by making tracks essentially be a text file of control inputs matched to certain points in time and then having the sim refly the mission with these instructions, we are able to get a lot of playback time without using up much disk space. If they wanted to do away with this issue the could do so, but it might result in a larger file size per minute of track recorded. |
#2
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Bug: A massive rectangle lake in the middle of France, just south of St Pol, does not show on map and looks terrible.
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#3
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Multiplayer on beta server
Attacking formation of AI, on fourth pass screen froze, no sound, no CPU activity. ESC to exit to desktop with no game running or error message Server log was this [17:09:42] Server: Pilot of a Do 17 Z-1 () (AI) was killed. [17:09:42] Server: Ventral Gunner of a Do 17 Z-1 () (AI) was killed. [17:09:42] Server: Top Gunner of a Do 17 Z-1 () (AI) was killed. [17:09:42] Server: Nose Gunner of a Do 17 Z-1 () (AI) was killed. [17:09:42] Server: Do 17 Z-1 () (AI) was destroyed by SYN_Blackrat’s Hurricane (Rotol) (). [17:13:04] Server: SYN_Blackrat has left the server. [17:13:09] SteamServer: onP2PSessionConnectFail:76561198039725327 |
#4
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Gigabyte Z68 Intel 2500K (@4.3 ghz)212 CM Cooler 8GB Ram EVGA 660SC (super clocked) 2GB Vram CORSAIR CMPSU-750TX 750W 64 GB SSD SATA II HD WIN7 UL 64BIT |
#5
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Dunno if it was posted already...
In SP the loadup and fuel option doesnt work anymore. In MP it does. I guess it was also posted b4...the AI aiming procedure seem to be bugged now. No AI is able to shoot me, even in level flight.All tracers seem to pass me 1m too high. Last edited by Ivan Fooker; 06-22-2011 at 09:41 PM. |
#6
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The loadouts have never worked in SP. They just let you set them before but it did nothing when you actually flew. Stock loadouts only unless you alter the plane in the FMB.
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#7
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With installation of the new beta patch I now seem unable to set or have any wheel brakes in the controls section , the tiger moth ground handling is still very poor and although I love the new shiny effect it is not so good on tyers.
Ps , I would like to see the return of the bale out animation in one of these patches. Jafa. |
#8
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Have switched logging on in my client so hopefully that should pick it up, first time the game has crashed on me like that though.
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#9
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Also wish washy distance graphics, looks like tearing almost. Will post screenshots later. ATI stripes still there Ground water textures mixing on shoreline (a claim was made that this was fixed, it has not been.) What has happened is it appears less frequently and dissappears the closer you get to the shore. Can the developers please tell us (please this is not a whine) if the ATI blue stripes that only seem to effect 6xxx series cards is a game engine problem or a driver problem and whether this has been addressed with AMD? Have the developers even managed to replicate the issue? |
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