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Posted (edited)
7 hours ago, Han said:

 

 

In your CEP 50% equation; CEP = Area/3/2

 

 Area / 3 is a way to represent 1 standard deviation of a normal distribution.  If the bullet impacts are distributed Normally, Gaussian, then 34% of the rounds will impact within 1 standard deviation of aim point.  So dividing the area by 3 gives you about 1 standard deviation. 

 

SSfvGxa7zTykbfVPU3QuQ5uVqqtpJnWHBPuE1yZYykm1MCYZQnVa9fzPdDYSOgVd8PXxGMSPA9nj5Tnf0ePV66ouG_y5grEoWD2YxH5NDqEwnyLaJTtPewjspeThM6ebst_92Qay=s0

 

In the next part of this equation, you are dividing ( Area / 3) by 2.  As a way to compute a radius.

N3hLfH5wYB-e2F6X9NUNAq6jwxMFen7l9ZHtfqyz3Jki56d26D20cUfs8E8QAvBfO7lG0nYfEa7ccI-ON5KGr-yO5G-LXtpGwwNQbh5EAJ7Rr1VKoNnSZFvCVcSjJMPCe6rvebXl=s0

 

Then compute the dispersion angle through trigonometry.

  8BPQYegY2z9zmVM5be3RjhP2e627z2ptaf_d7U7zIpMKSVADaiSw9Dg4R-nRSGDFViu-PDDg2TWwjADdqu677yxiO7HG0PAM20bzYosJ8dbS2jcUb1eCsHrsGkvk60o3j4pOIQZ9=s0


 

Your method is giving you half of the dispersion angle of a circle 30% of the total area. This method is functionally calculating a dispersion angle for a circle 15 % the size of the 100 % Dispersion.  

mu6iVL9TKmIUKGm83_n5BJRp0VF0hUU3ndRBPC2b5txOBsDTAf20S-6P2AdSdw8FjUCX6x3jzPihKHB-FHYw1wCDwlT1j5IS9i4b9cKuerkonyK8O87Y_YbQPW67XjE_N4VxszBa=s0

 

I think what your looking to model is angle of the 30% circle

7DmWalgorSQ35v4oz67ob3rggjbKO_BLypXqBSbbX2yyvwvZ_StGhfZEbjnSRCXbmbrD3H7xib9OrbSucxeleOA9PGibv-aBYM6w6Uvx7TCIudB3OISKzdTgGDy9IxxSlbNuzBT0=s0

 

If that’s the case Just take 30/33 % of 8 Mils and convert it to degrees. 

Since the 100 % rating is 8 mils. 

Fti0awI76X8TY91gVbCuXzM-VRoEBdawq9ngoqDgFId6dNG14p4wwDKAkaJCcLhK2xAQpk5Ldln-K2PAU8gvsIRba2kw6o68ejd6J3DPE69Jjb049tJS3DUR4yL-BnOpoesi_DEP=s0

 

This would be 0.152406 degrees

 

The reason my mod changes the dispersion to 6 times the base is because it’s attempting to replicate the 100 % Dispersion circle through the heat scaling. Which is why it’s 6 times higher than the base game. The base game gives a dispersion circle with an area 15% of what the Air Force indicates. Since 6.66e * 15 = 100. 

 

Does the system increase or decrease the base dispersion based on a random dice role with a Gaussian distribution?

Edited by Yak_Panther
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Posted

 

On 9/6/2021 at 12:06 AM, Han said:

I'm understand that digging the configs is a great deed and fun, but let's discuss not deep internal things of how game code is working but the troubles you see in game.

 

Posted

Hi @Han

 

There's probably a lot we might not know about in the background (I know the ballistics system is incredible complex) so I think we can just focus on the end result. 

 

We've discovered that the dispersion currently implemented is a little on the low side and we're fortunate enough to have a very good source showing us the best case patterns we should expect for 1 gun. 

 

17 hours ago, Han said:

Anyway, CEP circle - is a circle where 50% of hits are located. In normal dispersion it's ecual to 33% of radius of full dispersion circle.

 

So if full dispersion is 8 feet in diameter (at 2000ft), than CEP radius is 8/3/2=1.33333 feets at 2000 ft range

atan(1.33333/2000)=0.038197° - you see it in config (a bit differ while exact full dispersion source was a bit differ).

 

So taking into account what you stated above, if the team updated the config file to have a full dispersion diameter of 16 feet (8 mils) at 2000 ft instead of 8 feet (4 mils) and kept the CEP calculations the same, then we would be left with a pattern very similar to the source material we see above? 

 

I think that's a pretty good solution with a comparatively small amount of effort from the team and you guys can move onto the rest of your work! :)


(Forgive me if that's what you have suggested and I have missed that)

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Posted

Hello, 

.50, .30, .303, 37mm M4 and 20mm Hispanos dispersion will be corrected in next update according to the updated set of sources. 

 

Trouble was that before (in 2015) we have had no notes that 8ft at 2000ft is not 100% hit circle but 75% hit circle. Also we have had no any dispersion info for other guns from this list. Now we have - with your assist - thank you for that. 

 

Also, having some new dispersion info for M4 37mm which is pretty close to soviet 37mm guns dispersion historical data - we can do a better suggestion for 40mm Vickers class S dispersion. 

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1PL-Husar-1Esk
Posted

@Han ww1 machine guns have correct dispersion ?

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Posted
1 hour ago, 1PL-Husar-1Esk said:

@Han ww1 machine guns have correct dispersion ?

 

have you any new data on LMG or Vickers dispersion for any plane with syncronized MGs?

1PL-Husar-1Esk
Posted
1 hour ago, Han said:

 

have you any new data on LMG or Vickers dispersion for any plane with syncronized MGs?

No,  but looking  how accurate those are in the FC, I had that doubt.  

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Posted
5 hours ago, 1PL-Husar-1Esk said:

No,  but looking  how accurate those are in the FC, I had that doubt.  

 

They're on level of worst (in terms of size of dispersion field) of MGs from ww2.

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=KG76=flyus747
Posted

 1) Bomb sight twitching bug.
Whatever is causing this issue makes lining up for target extremely disorientating. I do not know what triggers this bug. 

 

 

2) He 111 H-6 and H-16 top gunner audio bug.

In both aircraft, the top gunner audio is always as if the canopy was open (even though on the H-16 this is not possible). The result is it is noticeably louder in this position than compared to the others. In the video you will see my cycle thru all H-6 gunners and notice the audio difference. May need to turn up volume.

 

 

3) Missing crosshair reticule for H16 gunner

When hopping in a friendly H-16 gunner, the bottom gunner reticule does not show up, leaving the player with no reference from which to aim from. This, however, is not true when operating the bottom gunner of your own H-16. The issue seems to only exist when hopping in someone else's H-16 bottom gunner.

5unXUBu.thumb.png.f1d34ad479e6f8e79416b2732fc14b19.png

 

 

4) He 111 H-6 and H-16 Fuel Tank inaccuracies

The dimensions of the wing fuel tanks on both the H-6 and the H-16 aircraft are incorrectly modelled. I have provided photographs for reference. They are from the H-6 manual. I do not have reference material for the H-16, but I assume it is no different.

8xXxDUh.thumb.png.69b5ee08749c1739be19cf2370961322.png
2.JPG.0fff74f8484de3aaa52dc37030120816.JPG1.thumb.JPG.880b976ecbbdcb62e96f3319ba75fe72.JPG

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Posted

Hello =KG76=flyus747

 

1 - I"ve spent some time on attempts to reproduce this bug trying to copy the situation on your video and I've no luck. How to achieve it step-by-step from game starting?

 

2 - We will check this and I suppose that this should be adjusted a bit. 

 

3 - To be fixed in the next update, thank you.

 

4 - Ve have listed this issue and it will be fixed one day. Thank you.

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Posted
On 9/6/2021 at 12:06 AM, Han said:

Hello,

I'm understand that digging the configs is a great deed and fun, but let's discuss not deep internal things of how game code is working but the troubles you see in game.

 

To finally remove your doubts that we (the team) do not know how our own config files are working - here is the test.

 

1st large stroke of gunsight is 1.1076° deviated from zero.
1.1076°/3=0.3692° is configured for burst dispersion (sigma - standart deviation - parameter in Normal distribution).

 

Gun is loaded by 800 rounds with insane rate of fire for test, all shells with tracers. Gun overheating zeroed.

 

As you can see - all projectiles are inside the limits of 1st large strokes (to the left and to the right) of gunsight.

 

So result in simulation is totally corresponds to configuration parameter (sigma) of gun dispersion.

 

And this how dispersion pattern is looks like (800 shots in one moment):

image.png

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Posted

:o:

I need that on my mosquito :biggrin: 


Thank you for the explanation!

Posted (edited)
On 9/8/2021 at 11:11 PM, Han said:

Hello =KG76=flyus747

 

1 - I"ve spent some time on attempts to reproduce this bug trying to copy the situation on your video and I've no luck. How to achieve it step-by-step from game starting?

 

 

Hi @Han!

Many thanks for responding to @=KG76=flyus747 and his thread.

 

I have encountered this problem of the bomb sight 'skipping' for several years now, and it has never been resolved. Unfortunately I cannot provide any logical step to reproducing the error; it is completely spontaneous, I know this as I routinely flew JU-88 raids with several other players, and it would appear to be a random chance that some would have the bug, and others wouldn't.

 

The only possible conclusion we came to was that if a player flew a second sortie on the same server without disconnecting and reconnecting, their chance of encountering the bug seemed to increase. I have reported on this issue for a long time now; please see here and here for some more comments. The only way to fix the error, once encountered, was to disconnect from the server and reconnect.

 

Thanks, and all the best.

Edited by Leifr
Posted

hello, I'm not sure it's really a bug, but something tickles me in the tank: if I'm not mistaken (I'm speaking for the German side, maybe it's the same for the allies ...), but the loader is in charge of reloading the shells and the coaxial machine gun? in the game, this can fire the machine gun AND reload the shells at the same time ?!

=KG76=flyus747
Posted (edited)
On 9/8/2021 at 3:11 PM, Han said:

Hello =KG76=flyus747

 

1 - I"ve spent some time on attempts to reproduce this bug trying to copy the situation on your video and I've no luck. How to achieve it step-by-step from game starting?

 

2 - We will check this and I suppose that this should be adjusted a bit. 

 

3 - To be fixed in the next update, thank you.

 

4 - Ve have listed this issue and it will be fixed one day. Thank you.

Hi Han, thanks for getting back to me, I was afraid these issues would never see the light of day because not many people fly bombers.

 

1. I do not know how to replicate this bug. I am afraid to open the bomb sight when I am on the ground because I am afraid that is what triggers the bug, but then sometimes I open it for the first time at 5km and it shows up then so, I wish I could give you a better answer but the fact of the matters is, I do not know how to replicate the bug. I have a few theories but they all fall apart at some point. The simplest explanation is that every time you open the bomb sight, there is a 10% chance you get the bug. It is something about this bomb sight interface. Every time anyone uses the bomb sight, they just get a roll of the dice. Either they get a buggy bomb sight or a normal bomb sight, there is no way to anticipate. There is no way to workaround it except by restarting the entire game.

 

On the topic of the bomb sight, I wish to also bring to your attention two additional bugs that I have finally been able to get recordings of as I do not know how it is created.

 

"Scrolling Speed" Bug  (Note the difference in scrolling speeds before/after 00:19)

 

"Stuck View" Bug (Note the "stuck" camera at 00:07)

 

This is what makes the bug so scary, it cannot be anticipated or avoided. It happens when it wants to and just screws the bomb aimer over. Today I flew with 4x111 and the lead had to back down because he found out he had the bug while on the bomb run. Luckily, mine still worked so I aimed for all of us. The issue must lie within the interface itself. This interface computer is easy to break or use outside its intended limits.

 

2. The 111 H-6 top gunner can open or close his canopy. When it is open, it is loud. When it is closed, it is quiet. On the 111 H-16 top gunner, you cannot open the canopy, however, it is always loud. 

 

3. Glad to hear, many thanks.

 

4. Very much looking forward to it.

Edited by =KG76=flyus747
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Posted (edited)

Brief description: Hurricane S gun bug
 

Detailed description, conditions: Hurricane II 40mm S gun runs out of ammo after about 5 minutes of flight regardless if any rounds are fired or not. Initially I thought this was an issue affecting multiplayer but I've subsequently tried it in a quick mission and it has occurs there too.  Does Il2 model jamming due to temperatures or hard manouevring?

 

 

 

 

 

 

Edited by thrila
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Posted
On 9/11/2021 at 3:58 PM, =KG76=flyus747 said:

The 111 H-6 top gunner can open or close his canopy. When it is open, it is loud. When it is closed, it is quiet. On the 111 H-16 top gunner, you cannot open the canopy, however, it is always loud. 

We are aware of the problem, it is in the tasks for correction, we apologize for the delay in fixing it.

 

On 9/11/2021 at 5:30 PM, thrila said:

Brief description: Hurricane S gun bug

Look at the control settings, namely the item responsible for reloading weapons. Can there be a frequent pressing of the recharge?

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Posted
11.09.2021 в 10:28, moustache сказал:

in the game, this can fire the machine gun AND reload the shells at the same time ?!

Coaxial machine gun is fired by the gunner.

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Posted
59 minutes ago, Regingrave said:

Coaxial machine gun is fired by the gunner.

ok, as much for me, this book (Michael Green et Gladys Green, Panther : Germany’s quest for combat dominance, Oxford, Osprey Publishing, 2012) said the opposite, speaking specifically of the panther, but I do not know if it is a reliable source ...

Posted
On 9/7/2021 at 5:01 AM, Han said:

have you any new data on LMG or Vickers dispersion for any plane with syncronized MGs?

 

Probably old data, but Bennett relied mainly on these two sources:

https://discovery.nationalarchives.gov.uk/details/r/C3305085 (Notes on the work of Orfordness armament experimental station in connection with sights and tactics in aerial gunnery - AIR 1/2427/305/29/942)

https://discovery.nationalarchives.gov.uk/details/r/C6322627 (Trials of Lewis Guns fitted with wind vane and ring sights - AIR 2/51/AB275/2355).

 

It is a bit tricky because there were so many sources of dispersion (the gun itself, the rigidity of the mount, airframe/engine vibration, turbulence - and both wind and gee effects on the flexible mounts). I'm not sure these sources discriminate between all of these different causes. Still, I hope those sources help (if you don't already have them).

 

Btw. Bennett also notes the impact of airspeed and fatigue on the ability to reload the over wing Lewis gun (and presumably, any type of working of the guns means only one hand on the stick - doubling the effective forces to operated the controls) - but that was based on other sources (first-hand accounts). Still, with the new pilot fatigue and wind-speed systems it might be worth considering someday.

Posted
On 9/12/2021 at 11:25 PM, -DED-Rapidus said:

Look at the control settings, namely the item responsible for reloading weapons. Can there be a frequent pressing of the recharge?

 

I checked and you are correct. Recharge was mapped to the same button as zoom on my joystick.

 

I was not aware recharge was mapped to my stick by default. I've now unmapped it.

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=KG76=flyus747
Posted
On 9/12/2021 at 3:25 PM, -DED-Rapidus said:

We are aware of the problem, it is in the tasks for correction, we apologize for the delay in fixing it.

 

Look at the control settings, namely the item responsible for reloading weapons. Can there be a frequent pressing of the recharge?

Understood, glad to hear.

 

Is there any hope for fixing the mysterious bugs on the bomb sight?

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Posted
27 minutes ago, =KG76=flyus747 said:

Is there any hope for fixing the mysterious bugs on the bomb sight?

Unfortunately, there is no clear pattern, I periodically return to attempts to reproduce this problem.

=KG76=flyus747
Posted (edited)
7 hours ago, -DED-Rapidus said:

Unfortunately, there is no clear pattern, I periodically return to attempts to reproduce this problem.

It is one of those bugs that only occurs once every 20 or so times. I suspect that everytime you start the bomb sight, there is a ~5% chance of occurrence. 

The only way to experience this for yourself is spend time bombing. Set up the bomb sight before you takeoff (I suspect that increases likelihood of occurrence) and scroll up and down a lot. Try to break it. Make several inputs on the interface in a short amount of time. Maybe then will it reveal itself.

Maybe it won't happen tomorrow, or next few days, but maybe it will happen out of nowhere one day and when it happens, you are done for. No way to fix it inflight, you can only quit game.

Edited by =KG76=flyus747
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Posted

Brief Description: Ammunition load for SPAD 7 180hp is wrong.

 

Detailed description:  Loading into single player QMB I had the HUD turned on and it showed 500 rounds for ammo capacity and seems like it fires for that length of time.  It should be 350 rounds according to the specifications.  

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Posted

Brief Description:

The bomb craters in game are currently far too large, especially for the larger bombs. Aside from being inaccurate, this also causes players confusion when objects are undamaged, despite being inside the crater.

 

Detailed description:

This document suggests that a good rule of thumb for crater size is Diameter[m]=0.8W[Kg TNT]^1/3 (+/- 30%). The variation accounts for soil type and conditions.

 

That would suggest diameter values of:

2500kg             9m - 16m (contact fuse) 11m - 21m (delay fuse) average 14m Ingame value about 120m

2000kg             8m - 15m (contact fuse) 11m - 20m (delay fuse) average 13m Ingame value about  120m

1800kg             8m - 15m (contact fuse) 10m - 19m (delay fuse) average 13m Ingame value about  120m

1000kg            6m - 12m (contact fuse) 8m - 16m (delay fuse) average 11m    Ingame value about  120m (7.5-20 times too big!)

500kg              5m - 10m (contact fuse) 7m - 12m (delay fuse) average 8m     Ingame value about  50m

454 (500lb)kg 5m - 9m (contact fuse) 6m - 12m (delay fuse) average 8m 

250kg              4m - 8m (contact fuse) 5m - 10m (delay fuse) average 7m      Ingame value about  40m

227 (250lb)     4m - 7m (contact fuse) 5m - 10m (delay fuse) average 7m  

200kg             4m - 7m (contact fuse) 5m - 9m (delay fuse) average 7m   

100kg              3m - 6m (contact fuse) 4m - 7m (delay fuse) average 6m       Ingame value about 15m

50kg                2m - 5m (contact fuse) 3m - 6m (delay fuse) average 4m      Ingame value about 10m

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  • 2 months later...
Posted

Brief Description:

Bomb dropping sequence in FW 190 A/F/G8 is incorrect

 

Detailed Description:

The sequence should be like this:

				left	center	right
I	Centre bomb first	3 5	1	4 2
II	Centre bomb inbetween	1 5	3	4 2
III	Centre bomb last	1 3	5	4 2		

 

With 3xSC 250 it is identical:

I	Centre bomb first	C -> R -> L
II	Centre bomb inbetween	L -> C -> R (In game: L -> R -> C)
III	Centre bomb last	L -> R -> C

 

Additional Assets:

Because of the somewhat confusing sequence they started putting an overview table on the middle console:

1320809876_Mittelkonsole1.thumb.jpg.a58f01516cb7429acdf54ee882d22106.jpg

 

 

 

 

 

Posted
On 9/28/2021 at 7:09 AM, [DBS]Browning said:

Brief Description:

The bomb craters in game are currently far too large, especially for the larger bombs. Aside from being inaccurate, this also causes players confusion when objects are undamaged, despite being inside the crater.

 

Detailed description:

This document suggests that a good rule of thumb for crater size is Diameter[m]=0.8W[Kg TNT]^1/3 (+/- 30%). The variation accounts for soil type and conditions.

 

That would suggest diameter values of:

2500kg             9m - 16m (contact fuse) 11m - 21m (delay fuse) average 14m Ingame value about 120m

2000kg             8m - 15m (contact fuse) 11m - 20m (delay fuse) average 13m Ingame value about  120m

1800kg             8m - 15m (contact fuse) 10m - 19m (delay fuse) average 13m Ingame value about  120m

1000kg            6m - 12m (contact fuse) 8m - 16m (delay fuse) average 11m    Ingame value about  120m (7.5-20 times too big!)

500kg              5m - 10m (contact fuse) 7m - 12m (delay fuse) average 8m     Ingame value about  50m

454 (500lb)kg 5m - 9m (contact fuse) 6m - 12m (delay fuse) average 8m 

250kg              4m - 8m (contact fuse) 5m - 10m (delay fuse) average 7m      Ingame value about  40m

227 (250lb)     4m - 7m (contact fuse) 5m - 10m (delay fuse) average 7m  

200kg             4m - 7m (contact fuse) 5m - 9m (delay fuse) average 7m   

100kg              3m - 6m (contact fuse) 4m - 7m (delay fuse) average 6m       Ingame value about 15m

50kg                2m - 5m (contact fuse) 3m - 6m (delay fuse) average 4m      Ingame value about 10m

Well that would make me feel better about stuff not blowing up I guess

  • 4 weeks later...
[_FLAPS_]RogoRogo
Posted
On 4/25/2021 at 5:46 AM, [_FLAPS_]RogoRogo said:

Brief description:

All narrow-gear airframes - currently therefore applies to Spitfires only - experience frequent interruption during REAM in RRR by movement of airframe due to the slighest wind-condition on the ground
 

Detailed description, conditions:

When Spitfires use RRR on an airfield in the service zone, the REARM process will be frequently interrupted due to the airframe being tilted into its suspension in the slightest wind-condition on the ground. This ONLY affects the REARM process, the REFUEL process will not be interupted by the same airframe tilt in the very same conditions.
The surface condition is not relevant as the suspension rumble-tilt happens on all available surfaces. 
The application of brake power (permanent press of keybind) is not relevant as it does not affect / does not hinder / does not stop the aiframe suspension fumble-tilt.
The intensity of the tilt is not relevant as the slightest presence of a wind condition and the resulting slightest of tilts aborts/interupts the REARM process (orange techchat message).

Local client hardware, ping, FPS, packet fragmentation aso are also not relevant as the interrupt is a local condition and not performance related.

 

The bug would affect all narrow-gear airframes but in realiter currently only affects Spitfires (Mk V, Mk IX tested, Mk XIV not tested).

As only the REARM process is affected, and the very same aiframe tossing/suspension tilt/externally caused airframe movement does neither affect the REFUEL process (both in player-agency as keybind-triggered and keybind-aborted/controled), nor  the automated REPAIR process (no player agency, starts with engine off) a higher movement tolerance trigger / timeout on movement for the REARM abort seems advizable if no other solution is feasible.

Bug actively observed throughout entire first quarter of 2021, first observation in 2020 after introduction of RRR iterations. 

 

WORKAROUND (temporary):

repeat REARM process / reinitiate until "REARM COMPLETE" message appears (in itself questionable, as the process is supposed to mimic the unloading and reloading of ammunition and cocking, cleaning, servicing of guns, thus the second by second step-progress being possible at all for guns as a byproduct of the as-of-yet nucleonic payload player agency feels off in itself)
 

Additional assets (videos, screenshots, logs):
-


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

not bug-relevant or interdependent but dxdiag attached

DxDiag.rar 15.42 kB · 1 download


After a long time of staying aware of the issue there is an update to be made to the bug.

The movement is not trigerred by a wind condition. It is the process itself "rocking" the airframe around in the suspension, stopping the "REARM" process over and over.
There is some corelation with the surface the airframe is standing on. 
The rocking is less pronounced (as in might not interrupt the process but still does arbitrarily) when the aiframe stands on a flat concrete airfield surface and the bug is at its worst on grass airfields/RRR zones in grass (which is the standard situation).

The process itself triggers a "Schaukeln" of the airframe - which may or may not be the weight of the ammo boxes (if value modelled) being removed in sequence left-then-right - and the "Schaukeln" (aka rocking) interrups the airframe.
As restarting the process still causes rocking over and over with every restart, it does seem that the weiht is not modelled but the animation is a cosmetic one for the purpose of fidelity (which is positive) - but from an outside PoV one can only observe, not resolve.

As stated before, and adjustment of the movement tolerance trigger would already resolve it as a workaround.
Alternatively either a slight adjustment of the cosmetic animation or whatever causes the rocking would also resolve the issue now being reported (present since day 1 of RR) 8 months ago.

  • 1CGS
Posted
On 1/17/2022 at 6:07 PM, [_FLAPS_]RogoRogo said:

After a long time of staying aware of the issue there is an update to be made to the bug.

The problem of rocking now is not as acute as the problem with an unexpected toss, that's really a headache.

[_FLAPS_]RogoRogo
Posted
11 hours ago, -DED-Rapidus said:

The problem of rocking now is not as acute as the problem with an unexpected toss, that's really a headache.

definitely - where before the bug was seemingly caused by an outside-in event, it has now become clear by empiric observation that the bug is in fact an inside-out condition.

While I can state that it affects both the MkV and the Mk IX I have no data point for the Mk XIV - but it might be well the case if based on the same keylogs in foundation.

Again a resolve at least on a temporary level might be a simple adjustment of the movement tolerance trigger (intentious movement of airframe by player disrupting RRR with a 0,75s delay) to a value just slightly above the duration of the aiframe "rocking" - this might not have any undesired consequences as it seems to be a stopwatch duration trigger, thus could not be unintentionally or even intentionally abused for something akin to a "rolling rearm" causing chaos and collisions in RRR zones.

The reproduction rate is 100% as described above and in the original bug report.

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JG_52_Karaya1
Posted

Brief description:  

Hs-129,wrong muzzle fire/smoke effect for cannons?    
Detailed description, conditions:

When i fire the cannons only on the Hs 129 there is also smoke coming out of the lower mounted MG 17. I think that should not be the case.
Additional assets (videos, screenshots, logs):

437563801_HS-129Cannonsfiring.thumb.jpg.8ac78d8c88549f28670fa9fdcf7439a1.jpg


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

Intel i9-11900k,32GB RAM,Nvidia GeForce RTX 3090,Win11 Home 64Bit,Oculus Rift S

 

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Posted

Having the spent shell casings coming out is a nice visual effect and adds to realism. The shell sizes also seem to be in relation to caliber which add even more to realism and immersion.

I was flying the Yak 9 and it has some pretty, large shells coming out due to the cannon firing through the propeller axis.

When I switched  to the Yak 9T there were no shells coming out at all. I looked at the plane and the ejector hole is at the same place as the Yak9 so maybe something is missing. 

I then decided to test all the planes Axis and Allies to see how stands the situation. I mean planes where the pilot can fire the guns, which is mainly fighter planes but some bombers allow the pilot to fire guns like the A20. The U-2VS pilot can fire the gun if the optional fixed machine gun is mounted. And by the way when you fire it, you do see the shell casings flying away "well done"!  You can do this quickly using the QMB on the Lapino map to have a quick test turnover.

Here are my results:

 

Axis planes where I could see no shell casing coming out of the plane when the pilot is firing:

  • BF 109 models: G-4, F-4, F-2, E-7.
  • MC 202
  • JU87

 

Allied planes:

  • Yak9T (Yak9 is ok)
  • Pe2Ser87 (Pe2Ser35 is ok)

I do not think some planes had retainer boxes for the shells but I am not an expert.

I have not checked the WWI planes.

  • Thanks 1
Posted (edited)

Brief description: gun bug
 

Detailed description, conditions: online, FW 190. During online mission a wierd gun bug appeared. After pushing a trigger a sound of guns could be heard without a visual effects of projetiles leaving a barrel (cannons as well as machineguns) while counters of ammo had been showing a decreasing level. No projectiles registered in game, neither on my client nor on client of my friend nor on clients of targets nor on server log.

Next mission a brief gun check at the begining of the misison passed but later during mission it happened during fight again. Later during the mission I tried to empty ammo with a longer shots to test if any ammo is going to get registered in game, with only a tiny possitive result (approximately 1/10 of machinegun projectiles, no cannons).

A complete restart of PC seemed to restore a behavior to a funcional state.

Edited by 1stCL/Autodeath
  • 1CGS
Posted
On 1/22/2022 at 7:08 PM, JG_52_Karaya1 said:

Brief description:  

Hs-129,wrong muzzle fire/smoke effect for cannons?  

thank you, there is really no smoke from the upper guns.

On 1/26/2022 at 9:20 AM, 1stCL/Autodeath said:

Brief description: gun bug

If the problem occurs again, record a video, please.

  • 1 month later...
Posted (edited)
On 1/22/2022 at 1:57 PM, IckyATLAS said:

Having the spent shell casings coming out is a nice visual effect and adds to realism. The shell sizes also seem to be in relation to caliber which add even more to realism and immersion.

I was flying the Yak 9 and it has some pretty, large shells coming out due to the cannon firing through the propeller axis.

When I switched  to the Yak 9T there were no shells coming out at all. I looked at the plane and the ejector hole is at the same place as the Yak9 so maybe something is missing. 

I then decided to test all the planes Axis and Allies to see how stands the situation. I mean planes where the pilot can fire the guns, which is mainly fighter planes but some bombers allow the pilot to fire guns like the A20. The U-2VS pilot can fire the gun if the optional fixed machine gun is mounted. And by the way when you fire it, you do see the shell casings flying away "well done"!  You can do this quickly using the QMB on the Lapino map to have a quick test turnover.

Here are my results:

 

Axis planes where I could see no shell casing coming out of the plane when the pilot is firing:

  • BF 109 models: G-4, F-4, F-2, E-7.
  • MC 202
  • JU87

 

Allied planes:

  • Yak9T (Yak9 is ok)
  • Pe2Ser87 (Pe2Ser35 is ok)

I do not think some planes had retainer boxes for the shells but I am not an expert.

I have not checked the WWI planes.

Unfortunately Update 4.703 did not include a correction on this one.

Luckily the  new JU88-C6 is perfect with the two shell casing sizes at the right places.

Let's hope this fix for next Update.

Edited by IckyATLAS
=AD=Kap-the-head
Posted

 

The cockpit automatically closes after firing ROFS-132. Haven't tried other rocket systems.

  • 1CGS
Posted
42 minutes ago, Kap-the-head said:

 

The cockpit automatically closes after firing ROFS-132. Haven't tried other rocket systems.

 

You have either a keybinding conflict there, or it's the weight of the canopy closing (Il-2 canopies are as I recall modeled as not having a latch to hold it rearwards).

=AD=Kap-the-head
Posted
5 minutes ago, LukeFF said:

 

You have either a keybinding conflict there, or it's the weight of the canopy closing (Il-2 canopies are as I recall modeled as not having a latch to hold it rearwards).

But it does not happen with the deployment of any other weapon (bombs, Vya-23). Only with rockets. And I haven't changed any keyboard setting after the patch.

  • 1CGS
Posted
2 hours ago, Kap-the-head said:

But it does not happen with the deployment of any other weapon (bombs, Vya-23). Only with rockets. And I haven't changed any keyboard setting after the patch.

 

Sorry, but I don't know what else to suggest - all of my inputs here are set to their defaults, and I can fire these rockets with the Il-2 just fine.

  • Like 1

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