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  #161  
Old 09-29-2015, 01:08 PM
Pursuivant Pursuivant is offline
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Left side waist MG on the S.M.79 isn't properly "zeroed" - bullets fired from the weapon strike slightly to the left of where it is aimed.

Not a big deal at close ranges, but makes it hard to hit distant targets.
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  #162  
Old 10-08-2015, 10:55 AM
JacksonsGhost JacksonsGhost is offline
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AI nose-over in start positions when fired on if using taxi-to-takeoff option, even if they're not actually hit. It seems that this problem is mostly fixed if the taxiing flight is set to a skill level of Rookie, although I still had one nose over after many trial runs. It appears that the AI might have their brakes set to ON during the delay period of taxi-to-takeoff but still attempt to apply power when shot at (unless they're a Rookie). Unfortunately setting the skill level to Rookie is a most unsatisfactory work-around in many cases.

For further discussion on this see M4T thread:
http://www.mission4today.com/index.p...wtopic&t=20404

AND ... if the lead aircraft is disabled the other aircraft in the flight just sit there, even when set up for a line-abreast takeoff where the lead aircraft is no obstacle.
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  #163  
Old 10-16-2015, 03:46 AM
JacksonsGhost JacksonsGhost is offline
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I wrote a full bug report over a week ago but it hasn't been posted for some reason so here's the short version:

AI aircraft nose-over in start positions when fired on if using a taxi-to-takeoff waypoint. Rarely occurs if target aircraft skill is set to Rookie, but that is a very unsatisfactory work-around.

Also, if the lead aircraft in the flight is disabled the other aircraft will just sit there doing nothing even if the lead aircraft is not blocking their path.

It seems we're not meant to use taxi to takeoff in a combat zone!
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  #164  
Old 10-25-2015, 06:26 PM
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Janosch Janosch is offline
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Black sun is rising. Here are some more cockpit internal model oversights that I found:

In the early Ki-43 models, the sun shines through the pilot's headrest, except when blocked by the rear canopy frames. Also, the sun shines through the frontmost vertical canopy frames (between which the gunsight is) on all Ki-43 models.

The early Ki-43s and the D3A have gunsight covers. Their covers don't block the sun when closed. I also tested this with the Fokker D.XXI, and its gunsight cover does block the sun. But there's more: in Fokker, Ki-43 and D3A, the sun shines through the closed cover if you look "through" the scope using the gunsight view. This is a minor annoyance however, as there's usually no reason to attempt to look through the telescopic gunsight if the cover is closed.
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  #165  
Old 10-26-2015, 03:22 AM
Pursuivant Pursuivant is offline
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AI aircraft don't recognize static game objects (armor, vehicles, planes, ships, buildings, V-1 rails) when taxiing or taking off. They plow right into them rather than attempting to avoid them.

Static game objects seem to be immune to the effects of aircraft running into them during taxiing or takeoff. Even if the AI plane blows up, the object is undamaged - this applies to any static thing in the game, not just static objects.
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  #166  
Old 10-26-2015, 03:28 PM
Tolwyn Tolwyn is offline
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Yup. You don't want them to have to take up game CPU cycles attempting to adjust for decorations.

Best bet is as mission designer, understand the limitations of the taxi to takeoff usage and don't put stuff in their way.


Quote:
Originally Posted by Pursuivant View Post
AI aircraft don't recognize static game objects (armor, vehicles, planes, ships, buildings, V-1 rails) when taxiing or taking off. They plow right into them rather than attempting to avoid them.

Static game objects seem to be immune to the effects of aircraft running into them during taxiing or takeoff. Even if the AI plane blows up, the object is undamaged - this applies to any static thing in the game, not just static objects.
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  #167  
Old 10-26-2015, 04:42 PM
Pursuivant Pursuivant is offline
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Quote:
Originally Posted by Tolwyn View Post
Yup. You don't want them to have to take up game CPU cycles attempting to adjust for decorations.

Best bet is as mission designer, understand the limitations of the taxi to takeoff usage and don't put stuff in their way.
I mostly agree. The only time the AI's inability to recognize static objects would be legitimate factor is if you're trying to to create an odd mission where AI would have to taxi around an object before it can take off. Or where you're deliberately trying to block off a certain runway so that AI aircraft won't take off or land there.

In both cases, the workaround is to use a mobile game object instead.

But, I have to wonder if flying AI planes "know" to avoid ground objects. For example, will they swerve to avoid collisions with radio towers or barrage balloons?

The fact that static game objects don't take damage due to collisions with aircraft is the more serious problem.
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  #168  
Old 10-26-2015, 06:26 PM
Tolwyn Tolwyn is offline
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They won't try to avoid those objects. It would be yet another "chief" (what this game calls them) that would have to report position, (even static) and have the AI realize it's there.

Mobile object (moving chief) with timeout is probably the best bet, or to be creative.

In reality, planes didn't have to worry about objects to taxi around. In addition, they had spotters (sometimes sitting on their wings) to help them (for nose-high tail draggers).

I know what you're saying... but we just have to be creative as mission designers to "fool" the player's reality.

Radio towers and Barrage Baloons are static (decorative). So, no. They'd plough right into them.

Quote:
Originally Posted by Pursuivant View Post
I mostly agree. The only time the AI's inability to recognize static objects would be legitimate factor is if you're trying to to create an odd mission where AI would have to taxi around an object before it can take off. Or where you're deliberately trying to block off a certain runway so that AI aircraft won't take off or land there.

In both cases, the workaround is to use a mobile game object instead.

But, I have to wonder if flying AI planes "know" to avoid ground objects. For example, will they swerve to avoid collisions with radio towers or barrage balloons?

The fact that static game objects don't take damage due to collisions with aircraft is the more serious problem.
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  #169  
Old 10-30-2015, 01:45 PM
baball baball is offline
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I've recently found that the TB3's rudder still works even if the vertical stabilizer is shot. This bug has occured while i was flying the m34-r version and i haven tested with the other one. It's not really visible but I had rudder full right in this case.
grab0003.jpg

Furthermore, there is a problem where two SBDs (most of the time #4 and #5) collide into eachother when two formations of four planes fly together.
Sorry for the bad quality.
grab0004.jpg

It also happens with F4Fs when they are at the second waypoint before the objective (also #4 and #5).
grab0007.jpg
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  #170  
Old 11-01-2015, 04:17 PM
Lucas_From_Hell Lucas_From_Hell is offline
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Sorry if it's been mentioned before, but the Il-2 aircraft are missing their tail numbers. All Il-2 only have stars now when markings are on.

Great patch by the way!
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