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  • 1CGS
Posted
On 11/24/2022 at 9:24 PM, Spaz-505 said:

Brief Description:  C-47 AIs do not keep formation

 

Detailed description, conditions:  I've observed putting a small number of C-47s (3 total in this case) in formation along with a player, the AI aircraft either do not keep formation, or do it poorly.  I've seen them pass the lead en route, fly off in their own direction, fly well above the lead as they approach the drop area, and do not maintain a steady position per the Command Formation order.  This is very similar to issues and discussions over the past few updates regarding AI behavior.

We need a track for analysis.

Posted
3 hours ago, -DED-Rapidus said:

We need a track for analysis.

Attached is the mission I put together quickly the day the C47 was released, just to get some air time.  It is setup for cooperative... I create and test all my missions as mission type "single" then updated it for cooperative and fly it with my buds.  The only difference is the mission type, otherwise they are exactly the same.

Spaz LP C47 Troop Insertion.rar

Posted (edited)
On 11/24/2022 at 5:49 PM, dbuile said:

Brief Description:  He 111 H-6s do not form up 

 

Detailed description, conditions:  In career mode, missions were flown at 1500m height in echelon left formations.  First mission I encountered where waypoint height was 2km and 3km, and formations was "V", the flight does not form up, displays erratic flight behavior (zoom climbs, and slow flight/high angle of attack for example). The Flight Lead occasionally circling on way to waypoint, presumably to allow flight to form up.  A 20 minute flight to waypoint mid-way to target took approx 50 to reach.  Afterwards, the flight eventually flew 90 degrees of course with some members way ahead.

 

Looking at the mission in the Editor, I notice the formation is set to V and "Loose" density.   Is "loose" formation causing this behavior?  I had to stay the eff away from how erratic they flew.

 

Alas, I'll put my Heinkel career on hiatus :(

 

Additional assets (videos, screenshots, logs):  

You can see the orig waypoints, and various carousels taken by flight lead, plus the veering off course on SE heading.  I went RTB when the flight showed no sign of forming up or even heading in the correct direction.

Track pics show a couple snaps about 30 mins apart, with the Flight Lead (von Schwerin) and the furthest out ahead of formation.
_gen.mission attached

He111-buggy-mission-post-report.thumb.png.ed379be91fcef6c2c7eb9c1dbb9a0436.png

He111-buggy-mission-track-2.thumb.png.206a428287b418ac22ea359fbe9c2e1c.png

He111-buggy-mission-track-1.png

_gen.zip 573.17 kB · 1 download

 

I confirm this new problem in my scripted missions, for example AI Ju 88 or Fw 190... with bombs. "V" formation rises too high, it's acting weird. 

Edited by saldy
Posted

The c47a group used above i nicked from VBF-12-Stele, seems to work (?) has a 100ms timer between the last wp and the attack area.

Maybe that's a clever trick to keep Ai order in class?c47_GROUP_VBF-12_Stele.zip

 

1900963209_-c47agroupVBF-12-Stele.thumb.jpg.07bc46e6fce24abffac3c4e3116fee76.jpg

Posted

Brief description:

1)refusing an order/taking the initiative against an order + 2)barrel that locks alone with loss of control + 3)AI that sees through the forest + objects


Detailed description, conditions:

1) allows himself to take initiative against a previous order

2) for no reason or clear process, the barrel sometimes locks or the player loses control (impossible to move the barrel without it being locked)

3)enemy AI shooting at the player without even seeing them first, through trees (as before) and now also through buildings


Additional assets (videos, screenshots, logs):

2022_12_1__12_7_39.thumb.jpg.11dce416c0283245f5caa060fc477b19.jpg2022_12_1__12_7_26.thumb.jpg.981b79503825b6f71bff71f1e70357bd.jpg2022_12_1__12_1_16.thumb.jpg.089b81f8d13962df0adb8e889ce0f0aa.jpg2022_12_1__12_0_38.thumb.jpg.a49df486787cb95a2926e9c891ffc168.jpg

bug IA bloque canon, tir et voit à travers forêt et objet, refus d'ordre.rar


Your PC config data (OS, drivers, specific software):

no mods, driver OK, windows 10

2022_12_1__12_6_51.jpg

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Posted

Brief description:

Order IA bug


Detailed description, conditions:

by giving a formation order, my squad to go for no reason in another direction, without applying the formation order on top of that... and as a bonus, in certain situations, the tanks seem able to cross rivers, so that the tank goes well under water, engine included...


Additional assets (videos, screenshots, logs):

2022_12_3__12_6_20.thumb.jpg.dd708fdb82b8e95c7a39c83adb8c17dc.jpg2022_12_3__12_6_17.thumb.jpg.990aea829f1083a3f5036087bd36adbe.jpg2022_12_3__12_6_16.thumb.jpg.2e049886ce60455b382846f5dcd5b423.jpg

bug IA formation, se casse ailleurs + tank insubmersible.rar


Your PC config data (OS, drivers, specific software):

no mods

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  • 2 weeks later...
Posted

Brief description:

Blazing Steppe Scripted Campaign Mission 11 "Don't Let'em look up" AI one hit kills
Detailed description, conditions:

As soon as I approach over the city and the german fighter arrive I got instant killed by one BF109. I tried almost 10 times. Always a one shot pilot kill, no matter how I approach the area. 
Additional assets (videos, screenshots, logs):

none

  • 2 weeks later...
Posted

Brief description:

AI in BF 110 E2 career tries to climb with 50% power

 

Detailed description:

I don't know, if it is the same bug, the bombers had, but the AI wingmen in the Moscow career, flying the Bf 110 E2 try to climb with about 50% power after takeoff, which results in a speed less than 200km/h and a very high AOA. This still happens in career mode, while in PWCG, which had the same issue before the last update, the issue is gone since the update. This happens in bombing missions, only. The flightleader reduces his speed after reaching the mission altitude to 250km/h and after some time fly a circle and then back to the missing wingmen.

I would like to add, that a speed of 250km/h for waiting for missing wingmen is too low. 300km/h would be more resonable, in my opinion.

 

Bf 110 E2 mission.zip

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Posted

Brief description:

In Tank Crew the driver AI damages the engine

 

Detailed description:

In Tank Crew, when you set the gear limiter to a gear, which is lower than the tank or self propelled AA gun can drive, the driver will drive all the time with maximum revs, as he only drives with maximum power. With the revs constantly being at the top of the red area on the RPM gauge, the engine gets damaged after some time and will eventually die. As you have to limit the gear in SP missions, as you are driving faster than the AI vehicles if you don't do it ( both, when in an attack, but also when driving in a convoy on a road, like in the SdKfz 10/5 missions), the AI driver has to be programmed, that he doesn't rev up to maximum, if he is in the highest allowed gear.

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Posted

Brief description:

AI AAA can shoot through the woods.
Detailed description, conditions:

In its current state, AI AAA can shoot through the woods, but player MGs, cannons, bombs, or rockets collide even with upper branches.
Additional assets (videos, screenshots, logs):

Replay - https://drive.google.com/file/d/1-omjhqW9Vg8LpECtHO5WqyonKT-E2Hco/view?usp=sharing

At the beginning you can see 3,7cm Flak firing in the middle of the forest and splashes around me. Then in around 02min you can see [CPT]Crunch also getting hit by the flak in the middle of the forest (https://combatbox.net/en/sortie/log/1914574/?tour=55).

 

Tracer round going all the way through forest.

image.thumb.png.c5f8567d76c18375434161fa1deda9f3.png

image.thumb.png.a055f31dfb6c6ea11a9d16e440364051.png

image.thumb.png.c8752036aeb52b67a87a8ca655c66127.png


Your PC config data (OS, drivers, specific software):

I think it's not important in this case ?

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  • 2 weeks later...
  • 1CGS
Posted
On 1/10/2023 at 3:26 AM, Mad_Mikhael said:

Brief description:

AI AAA can shoot through the woods.

That's right, this is how simplification works for AI vehicles and artillery gun.

  • 1CGS
Posted
09.01.2023 в 22:26, Mad_Mikhael сказал:

AI AAA can shoot through the woods.

Tree visibility checks are made only for ground targets, air targets will be engaged anyways. The solution is not to put AA guns into forests.

  • 1CGS
Posted
01.12.2022 в 18:43, moustache сказал:

1) allows himself to take initiative against a previous order

2) for no reason or clear process, the barrel sometimes locks or the player loses control (impossible to move the barrel without it being locked)

3)enemy AI shooting at the player without even seeing them first, through trees (as before) and now also through buildings

1. What exact order and what AI does against it? You mean other AI tank or AI gunner?

2. We're working on it, there's something to be done with AI modes;

3. That's a good catch, thank you for reporting. Seems that only AA guns are affected.

Posted
2 hours ago, Regingrave said:

1. What exact order and what AI does against it? You mean other AI tank or AI gunner?

2. We're working on it, there's something to be done with AI modes;

3. That's a good catch, thank you for reporting. Seems that only AA guns are affected.

everything is in the previous reports (as much mine as those of others ...... the files are present...

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  • 3 weeks later...
Posted
On 12/30/2022 at 9:51 PM, Yogiflight said:

Brief description:

AI in BF 110 E2 career tries to climb with 50% power

 

Detailed description:

I don't know, if it is the same bug, the bombers had, but the AI wingmen in the Moscow career, flying the Bf 110 E2 try to climb with about 50% power after takeoff, which results in a speed less than 200km/h and a very high AOA. This still happens in career mode, while in PWCG, which had the same issue before the last update, the issue is gone since the update. This happens in bombing missions, only. The flightleader reduces his speed after reaching the mission altitude to 250km/h and after some time fly a circle and then back to the missing wingmen.

I would like to add, that a speed of 250km/h for waiting for missing wingmen is too low. 300km/h would be more resonable, in my opinion.

 

Bf 110 E2 mission.zip 398.26 kB · 2 downloads


I do have similar issues...
JU87 - 7 planes take of, and the 2 latest plane airborn, will keep low speed and flaps down and messing the entire mission.
I tried all sorts of things to help it, but no luck
Mission attached - its a empty moscow map with the JU87 group
(the track file gets too big for this forum)

Missions.zip
 

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Posted

Brief description: AI Aircraft Crash in Landing Pattern


Detailed description, conditions:

Starting a few months ago I noticed the AI has a propensity to commit CFIT at a few different airfields in the Kuban map.
The most notable occurrences I have seen are at the strips around Gelendzhik and the field at Anapa (when landing in a northwesterly direction).
Additional assets (videos, screenshots, logs):

Recording of an AI Bf-109 crashing at Anapa: https://drive.google.com/file/d/1aA7tKK3X6JvYbIUUa1NcEiGxVQvR-W7u/view?usp=share_link
Your PC config data (OS, drivers, specific software):

64 Bit Windows 10
Intel i-5-8600 @ 3.10 GHz, 6 Cores

Nvidia GTX 1080 GPU

16 GB RAM

  • Upvote 1
Posted

I just wanted to report the same issue as @Ram399

On 2/8/2023 at 11:47 PM, Ram399 said:

Brief description: AI Aircraft Crash in Landing Pattern

In my FW 190 A5 career, my squadmates constantly crash into the mountains southeast of Anapa airfield, when turning to final aproach in northwestern landing direction

FW 190s crashing into mountains.zip

 

20230210230602_1.thumb.jpg.9a9d81af7aaa0006853420ad7afee017.jpg

  • Upvote 1
  • 2 weeks later...
Posted

Brief description: AI often won't maintain correct speed when flying to waypoints


Detailed description, conditions:  I've been trying to put together large groups of AI bombers - often 18 aircraft.  I've tried using 6 aircraft formations, which fall apart almost immediately.  I've used six 3 aircraft formations that work fairly well, but after 30 minutes or so, some of the formations are lagging over 2km behind, while others have passed the rest and moved to the front by 500m or more, while a few others veer off course.  After struggling with this, I created a new mission with 18 B-26s, arranged as before in 6 groups of 3, but with no formation commands, and each set to fly to a waypoint.  I created one, and then setup it's waypoint, and then copied and pasted that to create the remaining 17 aircraft.  I moved them all into the arrangement I wanted, and gave them slight altitude variations to avoid collisions.  After testing this I found the exact same problem - despite all the aircraft being instructed to fly to their waypoint at a specified speed, some would fly much faster or slower and get out of position very quickly.  However, some aircraft follow their instructions perfectly, and were still within 50m of their "wingmen" after 30 minutes.  Interestingly, when I re-ran the test a second time, I got the exact same results - the exact airplanes that were lagging or going too fast gave the exact same behavior.


Additional assets (videos, screenshots, logs):

 

Image of the bomber "formation" at mission start.

 

Image of how spread out they get after 30 minutes.  Note that the two pairs at the very back (1-2, 1-3, 4-2, and 4-3) had started next to the two lone aircraft at the very front.

 

Groups that had stayed together after 30 minutes.  Some of the groups however stayed very close together, flying almost identical speeds.

 

The MSNBIN file for the test mission


Your PC config data (OS, drivers, specific software):

Game version 5.004b

Win 10

i7-7700

16gb RAM

GTX1070

Posted

Brief Description: Cancellation of Traffic Interdiction mission by AI

Detailed Description: In a Traffic Interdiction mission with the FW 190 A5/U17 we got intercepted by Russian fighters near Gelendzik, like in every Traffic Interdiction mission with the FW 190 A5. After we got rid of the enemy fighters, we first went on, flying towards the ordered target area, but when we reached waypoint 4 (the waypoint on the RTB from the taget area, which was on our course to the target area, as you can see in the screenshot), my flight turned around and returned to base instead of flying to the target area.

20230224224038_1.thumb.jpg.b75f5ef63ae1e39425e535ce6ca2a828.jpg

 

Traffic Interdiction with FW 190 A5.zip

 

 

 

 

  • 2 weeks later...
No105_Swoose
Posted

Salute!  I wonder if you could take a look at a problem I seem to be having with the Spitfire Mark IX?  Several Spitfire Mark IX AI planes seem to have random, unexplained engine failures followed by crashes.  This has happened in several missions.  In the attached mission it happened after we had encountered and fought a formation of Bf-110Gs and while on one of the final CAP legs.  Maybe it's just my system?  But it's frustrating to lose four perfectly good aircraft for no apparently good reason.  I really like the Spitfire Mark IX but will probably transfer to a unit with a different aircraft type to avoid this problem.  Thanks.

Spitfires Over Normandy 1944-07-03.zip

  • 1CGS
Regingrave-
Posted
7 часов назад, No105_Swoose сказал:

Salute!  I wonder if you could take a look at a problem I seem to be having with the Spitfire Mark IX?  Several Spitfire Mark IX AI planes seem to have random, unexplained engine failures followed by crashes.  This has happened in several missions.  In the attached mission it happened after we had encountered and fought a formation of Bf-110Gs and while on one of the final CAP legs.  Maybe it's just my system?  But it's frustrating to lose four perfectly good aircraft for no apparently good reason.  I really like the Spitfire Mark IX but will probably transfer to a unit with a different aircraft type to avoid this problem.  Thanks.

We're investigating the issue.

  • Thanks 2
Posted
On 12/30/2022 at 9:51 PM, Yogiflight said:

Brief description:

AI in BF 110 E2 career tries to climb with 50% power

 

Detailed description:

I don't know, if it is the same bug, the bombers had, but the AI wingmen in the Moscow career, flying the Bf 110 E2 try to climb with about 50% power after takeoff, which results in a speed less than 200km/h and a very high AOA. This still happens in career mode, while in PWCG, which had the same issue before the last update, the issue is gone since the update. This happens in bombing missions, only. The flightleader reduces his speed after reaching the mission altitude to 250km/h and after some time fly a circle and then back to the missing wingmen.

I would like to add, that a speed of 250km/h for waiting for missing wingmen is too low. 300km/h would be more resonable, in my opinion.

 

Bf 110 E2 mission.zip 398.26 kB · 2 downloads

Just in case it wasn't noticed, the same happens in ground attack missions with Bf 109s as well. I had it happen in a Bf 109 E7 mission in a Moscow career and in a Bf 109 G6 mission in the first phase of the Normandy career.

@LukeFF, our 109s in the Normandy mission were carrying bombs. Wasn't it only Schlachtflieger units, which did bombings in Normandy?

  • 1CGS
Posted
1 hour ago, Yogiflight said:

 

@LukeFF, our 109s in the Normandy mission were carrying bombs. Wasn't it only Schlachtflieger units, which did bombings in Normandy?

 

For the first few days of the invasion, 109s did carry bombs, JG 3 being among them. 

 

https://www.asisbiz.com/il2/Bf-109G/JG3/images/Messerschmitt-Bf-109G6R1-Erla-Stab-II.JG3-Max-Bruno-Fischer-Evreux-Normandy-Jun-1944-02.jpg

 

That photo was taken at II./JG 3's airfield at Evreux 

  • Thanks 1
Posted
31 minutes ago, LukeFF said:

For the first few days of the invasion, 109s did carry bombs, JG 3 being among them. 

Strange, that the 109s did carry bombs, but the 190s didn't. Crazy Germans:biggrin:

  • 1CGS
Posted
4 hours ago, Yogiflight said:

Strange, that the 109s did carry bombs, but the 190s didn't. Crazy Germans:biggrin:

 

There were some Fw 190 units as well that operated as Jabos, including III./JG 54. ?

JG4_Moltke1871
Posted

I checked out in many constellations, in no case gunners of bombers/attackers react on enemy transporters even the if Ju52 is equipped with MG turret.

I think the gunner should open fire to ANY enemy plane?

Posted (edited)

after the "I refuse to follow my commander's orders and I shoot whoever I want", here is the "no, I shoot the enemies if I want, you don't have to give me orders, you're not my boss!!!"...

 

Refus de tir.rar

 

I sometimes feel like my crew consists of emo pre-teens in the midst of an existential crisis...

Edited by moustache
Posted

The AI of my flight very rarely survive, when they get shot down. When their aircraft gets damaged and they fly back to base, they often die, because they don't crashland their aircraft, but simply fall down. The losses of my squadrons always are huge, because every aircraft kill is a personal kill as well.

It usually looks like this:

20230320183719_1.thumb.jpg.30aa9d94b2bf88e7c77ca034542c84c5.jpg

  • Like 2
Posted (edited)


anthology of bugs: refusal of orders, guns that jam, AIs that see through objects/terrain... and others, with a bonus 7.62mm bullet that goes through 100mm of armor.. .

 

plusieurs bogues.rar

 

AI behaves like a prepubescent teenager in the midst of an existential crisis

Edited by moustache
Alexenyanna
Posted (edited)

Brief description: AI Taxi from runway to taxiway and back to runway

 

Detailed description: Sometimes in Normandy Career couple of planes dont takeoff from runway but they start on runway as usual and then leader requests taxi then turn to taxiway and taxi back to runway, and other planes takeoff.

Edited by Alexenyanna
11famich2013
Posted

Hi, guys, 

being new here  I was trying to get the grip of things, so I had fired up the career in PTWCG.

Long story short, me and 5 others AI planes SE5a including the  Ace McCudden were  not able to shoot down one Pfalz fighter and just 1 Halberstadt attack plane only.

 

AI planes were  flying around like buzzflies, both British and German alike. I shot one Halberstadt like 10 times, gunner dead,   plane full of holes , did not go  down... No 1+1 straight pass.AI always broke off.

 

Guys, I know , must have been discussed many times before, but hey, WTF, that is an immersion..?

 

I know, MP, VR support etc , but this..

 

SevenSidedDie
Posted

Hi all,

 

I've read page 12 of this thread, I can't see this bug specifically listed.

Brief description:

Friendly AI continually circling around where enemy planes were shot down and not proceeding any further with the mission.


Detailed description, conditions:

This is a Battle of Normandy career, flying Tempest's for the 486th. I've been noticing with this career the squadron turning back at the beginning of missions (I am not flight leader) just like they've seen an enemy plane, but I fly back with them and there's nothing and on we go again. I have not seen this behaviour in any of my four other careers, although much of the time I am the squadron leader where I suspect this wouldn't happen.

 

I've started noticing that this is now happening all the time in the middle of missions, where we'll encounter enemy fighters, shoot them down and continue with the mission. About a minute (roughly) later the squadron will disperse and turn back like they've seen another enemy and then go on a circle the crash site for the rest of the mission. I can continue without them but they will not move on once this happens and it's before reaching the primary objective (although objective is completed as these are Free Hunt missions).

 

Another possibility is the flight leaders have gone quite mad and are flying around in circle's dealing with guilt. I didn't think the AI were meant to be that detailed! ;)


Your PC config data (OS, drivers, specific software):

Windows 10 PC, vanilla IL-2 GB, AMD 5900X & PowerColor 6900XT, HP Reverb G2 & cheap Logitech HOTAS

Posted
1 hour ago, SevenSidedDie said:

Friendly AI continually circling around where enemy planes were shot down and not proceeding any further with the mission.

This is what I see that could be a cause:

The enemy is not formally killed and deleted. If the plane crashed the plane is destroyed but the AI pilot is alive and the plane is not attackable anymore.

If he is not deleted than the AI may consider he is there but he cannot attack it  or say he is in limbo and so it stays there circling.

The Delete after Death condition even if enabled has not been activated by the system for the crashed plane maybe because the pilot is still alive. This would be indeed a special condition: destroyed plane but AI pilot alive. The still flying fighter should do a pass on the crashed plane say good bye by rocking its wings and leave. ? 

 

The only way to avoid that in a mission is the following. When you are in an area where there could be aerial combat (depends on mission design) then you can force an AI plane to stop attacking after either a time limit or condition on the enemy plane. The time limit or the enemy plane condition will activate a Force Complete. If the attack happened along a set of waypoints or in an Attack Area or Attack command you need in any case then you need after a force complete to trigger the next waypoint you want the AI plane to go, otherwise it will circle on its spot.

 

Regarding the condition of the enemy plane or planes you can use an event trigger that combines crashed, killed, destroyed or even very damaged conditions to have the AI stop the combat. Otherwise it will be the time limit that will stop the combat. This can be heavy to implement but I use it in my missions on specific cases to ensure that there is no indefinite stalemate situations. A typical example is two fighter planes that have no more ammunition and continue attacking each other, or a plane attacking ground positions but without ammunition left. If the return to base condition is marked then the plane should go back to base (not always true) but will not continue the mission.

Same when using Attack Areas always set a plausible realistic time limit and then plan for what next if the time limit is reached, or if there is no more ammo. You can use event triggers or combine normal and complex trigger. 

 

As you see a lot of possibilities.

 

SevenSidedDie
Posted
12 hours ago, IckyATLAS said:

This is what I see that could be a cause:

The enemy is not formally killed and deleted. If the plane crashed the plane is destroyed but the AI pilot is alive and the plane is not attackable anymore.

If he is not deleted than the AI may consider he is there but he cannot attack it  or say he is in limbo and so it stays there circling.

The Delete after Death condition even if enabled has not been activated by the system for the crashed plane maybe because the pilot is still alive. This would be indeed a special condition: destroyed plane but AI pilot alive. The still flying fighter should do a pass on the crashed plane say good bye by rocking its wings and leave. ? 

 

The only way to avoid that in a mission is the following. When you are in an area where there could be aerial combat (depends on mission design) then you can force an AI plane to stop attacking after either a time limit or condition on the enemy plane. The time limit or the enemy plane condition will activate a Force Complete. If the attack happened along a set of waypoints or in an Attack Area or Attack command you need in any case then you need after a force complete to trigger the next waypoint you want the AI plane to go, otherwise it will circle on its spot.

 

Regarding the condition of the enemy plane or planes you can use an event trigger that combines crashed, killed, destroyed or even very damaged conditions to have the AI stop the combat. Otherwise it will be the time limit that will stop the combat. This can be heavy to implement but I use it in my missions on specific cases to ensure that there is no indefinite stalemate situations. A typical example is two fighter planes that have no more ammunition and continue attacking each other, or a plane attacking ground positions but without ammunition left. If the return to base condition is marked then the plane should go back to base (not always true) but will not continue the mission.

Same when using Attack Areas always set a plausible realistic time limit and then plan for what next if the time limit is reached, or if there is no more ammo. You can use event triggers or combine normal and complex trigger. 

 

As you see a lot of possibilities.

 

Thanks for the response, that does indeed match up with what I'm seeing.

 

The issue is this is the in game career mode for Battle of Normandy, not a mission I've built myself. It's not exactly a cheap product, so if it could be patched that would be great.

 

As a workaround is it possible to hack the career to make myself flight leader?

Posted
3 hours ago, SevenSidedDie said:

As a workaround is it possible to hack the career to make myself flight leader?

No! As far as I know Hacking the game, or retro-engineer it to modify it without prior agreement with the devs  is against the rules and may cause your definitive exclusion from the sim.  Modding is allowed. I agree that there can be a grey line between modding and hacking but in the case of the carreer if you modify its code, I would consider that it is more akin to Hacking.

  • Upvote 1
Posted

After an engagement with enemy aircrafts, the gunner of the Bf110 E2 doesn't close the rear hatch anymore. This causes additional drag and costs speed.

20230402135904_1.thumb.jpg.3d506f090f873e1c70e6476fbd5ba84a.jpg

 

Only advantage of this behaviour, after landing, when you open your hatch, the gunner's hatch is now open, too.?

 

 

 

 

  • 2 weeks later...
FeuerFliegen
Posted
On 4/2/2023 at 9:52 AM, Yogiflight said:

After an engagement with enemy aircrafts, the gunner of the Bf110 E2 doesn't close the rear hatch anymore. This causes additional drag and costs speed.

20230402135904_1.thumb.jpg.3d506f090f873e1c70e6476fbd5ba84a.jpg

 

Only advantage of this behaviour, after landing, when you open your hatch, the gunner's hatch is now open, too.?

 

 

 

 

 

Even worse- I tested it recently and saw no speed loss from opening and closing the rear gunner's hatch.  Not even modeled!  It was honestly one of the first things I noticed about IL-2 as I played WT before that and thought it was cool that they'd model in the ability to close the hatch for better speed.  Now my dreams are crushed!

  • Sad 1
Posted
1 hour ago, SCG_FeuerFliegen said:

Even worse- I tested it recently and saw no speed loss from opening and closing the rear gunner's hatch.  Not even modeled! 

Interesting. I currently use the workaround to change position to the gunners seat, because then the hatch closes and it stays closed when I go back to the pilots seat. But when this isn't even neccessary, then there is no reason to do so.

Another point for me is, the rear hatches of my squadmates stay open, too. But when their gunners opened their hatches it always was a clear sign, there is an enemy fighter attacking, in the case my gunner didn't call it out. This is now missing after the first enemy contact.

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