=AD=Kap-the-head Posted March 19, 2022 Posted March 19, 2022 10 hours ago, LukeFF said: 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. You were correct. My rockets were tied to open/close window somehow. Problem fixed. Thanks.
=KG76=flyus747 Posted March 19, 2022 Posted March 19, 2022 Brief description: Bombsight BugsDetailed description, conditions: On occasion, the bombsight will have one of three bugs. Twitching Bug - Camera twitches in an uncontrollable manner. Most of the time, this forces bomber players to abort their runs. Inconsistent Scrolling Speed - The knobs used to scroll the sights can sometimes move at inconsistent speeds. Stuck View Mode - The bomb sight forgets where MANUAL view is and instead shows you the VIEW mode picture even though the sight is set to MANUAL, causing bombers to completely miss their targets. Additional assets (videos, screenshots, logs): Footage of these bugs are embedded below for review. This bug took a long time to address because it was very difficult to repeat. I am still not sure how to repeat it but I have managed to capture some footage. The details are explained in the descriptions of the videos. 1. Twitching Bombsight When this happens the only fix is to restart the game. 2. Inconsistent Scrolling Speed Bug. At 0:00, I am applying max scroll and the scope pans fast. At 0:20, I am once again applying max scroll but this time, the scope pans very slowly. 3. Stuck View Mode At 0:07, I switch from VIEW to MANUAL, yet the scope is clearly still looking at where VIEW was previously looking at. Throughout the video, you will see me constantly jump out and in the bombsight. When I am in the bombsight, I am constantly switching between VIEW and MANUAL modes. Using this method I was able to occasionally have the bug reappear. In practice, less experienced players who are unfamiliar with these 3 bugs will often simply abort their bombing runs or have their bombs fall completely off target because their sole aim mechanic is no longer reliable. For the more experienced players who can still make due with these obstacles, it makes for a completely unappealing gameplay. 1 2
1CGS -DED-Rapidus Posted March 21, 2022 1CGS Posted March 21, 2022 On 3/20/2022 at 6:39 AM, =KG76=flyus747 said: Brief description: Bombsight Bugs Especially the first problem is the most painful, the search for its reproduction is my personal headache (
LF_Mark_Krieger Posted April 16, 2022 Posted April 16, 2022 (edited) On 12/15/2021 at 2:52 PM, JG4_dingsda said: 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: Perhaps the sequence with the three 250 kg bombs is the same because the mechanism is the same with both configurations? (dont know how it was historically). Can't read the overview table clearly enough in the pic. Lookind for it on internet, but I don't find it. So if you want to release the untherbelly bomb in second place you have to play with the switch? In fact I've been a long time without understanding if it was a bug or not. I think @LF_Gallahad explained it to me once, but I'm not sure right now. Edited April 16, 2022 by LF_Mark_Krieger
CountZero Posted June 18, 2022 Posted June 18, 2022 (edited) Brief description: Torpedos pass through ships without exploding Detailed description, conditions: Torpedos lanched from boats or submarines pass through ships without exploding on contact. No mods active. Additional assets (videos, screenshots, logs): Test mission by SquashmanMikeEH https://www.mediafire.com/file/klorb7qxbdmrua0/IL2_GB_Torp_Test.7z/file Picture of torpedo from mission, lanched from submarine, passing through enemy ship without exploding Spoiler Edited June 18, 2022 by CountZero add picture 1
IckyATLAS Posted June 19, 2022 Posted June 19, 2022 14 hours ago, CountZero said: Brief description: Torpedos pass through ships without exploding Detailed description, conditions: Torpedos lanched from boats or submarines pass through ships without exploding on contact. No mods active. Additional assets (videos, screenshots, logs): Test mission by SquashmanMikeEH https://www.mediafire.com/file/klorb7qxbdmrua0/IL2_GB_Torp_Test.7z/file Picture of torpedo from mission, lanched from submarine, passing through enemy ship without exploding Hide contents Really passing through or is it a depth problem. This happened when torpedoes where at a depth that made them pass under the ship hull. The way it is modeled maybe the depth is too high.
CountZero Posted June 19, 2022 Posted June 19, 2022 30 minutes ago, IckyATLAS said: Really passing through or is it a depth problem. This happened when torpedoes where at a depth that made them pass under the ship hull. The way it is modeled maybe the depth is too high. Where do you set depth of torpedos (without using mods, and changing it directly in torpedo files using mods dont help)? before update torpedos like that hit and exploded no mather ship type or version of torpedo.
IckyATLAS Posted June 19, 2022 Posted June 19, 2022 (edited) I have an issue with the Arado bombsight dive or horizontal. According to the airplane specifications LShift+V will activate the view and that works fine see picture below. RAlt+F (Rear view) and LAlt+M (Reticle light) both work well. But RShift+Period/Semicolumn (target height and wind speed) does not work and displayed values remains fixed and there is no change. I have supposed that when these commands are executed, the top left altitude indicator in the bombsight should change to the altitude we want to set. But the indicator arrow remains stuck at over 24 see picture. By the way these should be meters maybe 24'000 as I have chosen in the parameters to have units that are plane dependent and German planes were metric. The operational max altitude was 11'000 meters or 36'000 feet. I do not understand what this value means. And also I have the same image if I use the dive or the horizontal bombsight, no difference same problem. Check the image below. The plane is flying at 5'000 meters. 14 minutes ago, CountZero said: Where do you set depth of torpedos (without using mods, and changing it directly in torpedo files using mods dont help)? before update torpedos like that hit and exploded no mather ship type or version of torpedo. No you cannot set the depth but I was mentioning that maybe the AI model was using a too deep value for torpedo depth. In real war all torpedoes did not work and there were misses and duds. The worst torpedoes were the US ones and the best the Japanese ones. But in any case here it is only AI control and it could well be that there is some randomness set on torpedo depth to just mimic reality. If a torpedo is too shallow it can be detected more easily and far away. If it is deeper it is less visible and detectable. But too deep and it goes under. Keeping depth steady was a challenge in WWII torpedoes. Edited June 19, 2022 by IckyATLAS
CountZero Posted June 19, 2022 Posted June 19, 2022 2 hours ago, IckyATLAS said: ... No you cannot set the depth but I was mentioning that maybe the AI model was using a too deep value for torpedo depth. In real war all torpedoes did not work and there were misses and duds. The worst torpedoes were the US ones and the best the Japanese ones. But in any case here it is only AI control and it could well be that there is some randomness set on torpedo depth to just mimic reality. If a torpedo is too shallow it can be detected more easily and far away. If it is deeper it is less visible and detectable. But too deep and it goes under. Keeping depth steady was a challenge in WWII torpedoes. Im confused, so are you saying this is bug but its torpedo depth bug not torpedo pasing through ship hull bug ? Or are your trying to say that everything is ok, and sometimes torpedos will malfunction or go to deep, and they were behaving like now also before update ?
IckyATLAS Posted June 19, 2022 Posted June 19, 2022 20 minutes ago, CountZero said: Or are your trying to say that everything is ok, and sometimes torpedos will malfunction or go to deep, and they were behaving like now also before update ? Most probably yes. But it can also be a bug as it happened before with an update that made the ships floating lower in the Kuban sea. It was then corrected. Only the devs have the final answer.
CountZero Posted June 19, 2022 Posted June 19, 2022 2 hours ago, IckyATLAS said: Most probably yes. But it can also be a bug as it happened before with an update that made the ships floating lower in the Kuban sea. It was then corrected. Only the devs have the final answer. But before this last update players played with torpedo mod that replaces bombs with toredos with no problems, torpedos every time exploded, and never pass below ship. And after last update every single one torpedo behaves like in bug report, you can run test mission and see. Thats why when players reported it to me in mod section i checked if mod is problem, and when i see nothing can be changed i check clean game and see this same behavior. This is clearly new thing, as before every single torpedo hit, game dosent sim malfunctions or various depths, both torpedos in game cruies on same depth, and files before and after update show that didnt change. Pic of 6 torpedos passing through ship, statisticly atleast 1 would explod if there is some random fail , they are set to cruise at 1m depth, there was 100+ like that in test, and it started after update. This is not something i saw once, and i played with torpedos before update, and never saw single one pass below ship. Spoiler 1
IckyATLAS Posted June 19, 2022 Posted June 19, 2022 4 hours ago, CountZero said: But before this last update players played with torpedo mod that replaces bombs with toredos with no problems, torpedos every time exploded, and never pass below ship. And after last update every single one torpedo behaves like in bug report, you can run test mission and see. Thats why when players reported it to me in mod section i checked if mod is problem, and when i see nothing can be changed i check clean game and see this same behavior. This is clearly new thing, as before every single torpedo hit, game dosent sim malfunctions or various depths, both torpedos in game cruies on same depth, and files before and after update show that didnt change. Pic of 6 torpedos passing through ship, statisticly atleast 1 would explod if there is some random fail , they are set to cruise at 1m depth, there was 100+ like that in test, and it started after update. This is not something i saw once, and i played with torpedos before update, and never saw single one pass below ship. Hide contents Definitively a bug.
1CGS LukeFF Posted June 19, 2022 1CGS Posted June 19, 2022 9 hours ago, IckyATLAS said: I have supposed that when these commands are executed, the top left altitude indicator in the bombsight should change to the altitude we want to set. But the indicator arrow remains stuck at over 24 see picture. By the way these should be meters maybe 24'000 as I have chosen in the parameters to have units that are plane dependent and German planes were metric. The operational max altitude was 11'000 meters or 36'000 feet. I do not understand what this value means. That's the dive angle, not altitude. 1
IckyATLAS Posted June 19, 2022 Posted June 19, 2022 12 minutes ago, LukeFF said: That's the dive angle, not altitude. Oops! Thanks. I was flying horizontal when the picture was taken. I am missing a manual here.
Mtnbiker1998 Posted July 12, 2022 Posted July 12, 2022 have misfires been added to the WW2 aircraft, or is this a bug? I tested many different aircraft tonight in the QMB and after a few sorties each, at least 1 gun per plane would end up jamming. Seems to mostly affect MGs, but that could just be perceived due to higher ammo counts/firerate. I've done a lot of magdumping in this game and have never seen this before nor have I heard anyone mention it. Obviously its been a feature of the WW1 planes since RoF, but this is my first time seeing it in WW2 after nearly 700 hours of playing. Track attached. Testing with P-51D-15, shortly before the outboards run out of ammo you can see the left (right from the camera perspective) center gun stops firing. After using the rest of my ammo I return to the cockpit, used the reload commands and was able to fire the remaining rounds from that gun. Side note: to the best of my knowledge it was not possible to rack the guns in the Mustang from the cockpit, but its been awhile since I went digging through the pilot handbook, can anyone verify that for me? Game is running mods off with no mods installed via jsgme or otherwise. if it's a new feature, cool! But it should probably be ensured that all aircraft that cannot clear jams from the cockpit historically don't have the capability to in game. WW2Misfires.zip 1
RNAS10_Oliver Posted August 5, 2022 Posted August 5, 2022 Brief description: Error Message With Bomb Modification For The O/400 Detailed description, conditions: Just been in the Quick Missions mode going over each aircraft and setting up my controls. I went to take the Handley Page Type O/400 with the 1650 pound bomb modification and end up receiving an error message when the mission starts. After clicking ok upon the error the game continues as normal it seems. Additional assets (videos, screenshots, logs): Your PC config data (OS, drivers, specific software): Intel i5-2500 @3.30GHz 16GB RAM NVIDIA GeForce GTX 1060 6GB NVIDIA Driver Version 496.13 Windows 10 Home, 64-Bit 1
Bars- Posted August 8, 2022 Posted August 8, 2022 Brief description: P-51B aileron trim bug. Detailed description, conditions: Aileron trim doesn't work on P-51B. Neither aileron trimming itself nor aileron trim tab or trim tab control are moving. QUICK MISSIONS and MULTIPLAYER. Additional assets (videos, screenshots, logs): Your PC config data (OS, drivers, specific software):
Supercharger Posted August 10, 2022 Posted August 10, 2022 On 11/17/2019 at 3:18 PM, Supercharger said: I experienced an issue with the intercooler shutters of the P-38. Physically they open and close as they should, if commanded with the cockpit control switch. But i am unable to see any correlation between the carburettor temp. and the position of the intercooler shutters. In other words, the carburettor temp. depends only on the turbocharger speed and manifold pressure. The conclusion is, that the mass air flow of intercooler shutters open or close is not simulated yet. On the P 47 for example, the system works as designed, the turbocharger is hard at work the duct temp. is high you open the shutters a little bit and the charge cools down. game is currently 4.001c and works well! Ok we have 4.707 and nothing changes yet, P-38`s intercooler doors are still just an optical gadget....
1CGS -DED-Rapidus Posted August 11, 2022 1CGS Posted August 11, 2022 @Mtnbiker1998, misfires in weapons are modeled mainly in FC1 and FC2 aircraft, there are no misfires in weapons in World War 2 era aircraft yet. On 8/6/2022 at 3:28 AM, RNAS10_Oliver said: Brief description: Error Message With Bomb Modification For The O/400 Thanks for WTR (reproducing the problem).
Bars- Posted August 13, 2022 Posted August 13, 2022 Brief description: P-51D aileron trim bug. Detailed description, conditions: Aileron trim doesn't work on P-51D. Neither aileron trimming is happenning nor aileron trim tab and trim tab control are moving. Additional assets (videos, screenshots, logs): Your PC config data (OS, drivers, specific software):
Gingerwelsh Posted August 14, 2022 Posted August 14, 2022 11 hours ago, Bars- said: Brief description: P-51D aileron trim bug. Detailed description, conditions: Aileron trim doesn't work on P-51D. Neither aileron trimming is happenning nor aileron trim tab and trim tab control are moving. Additional assets (videos, screenshots, logs): Your PC config data (OS, drivers, specific software): All 3 trims work on my P-51D, including animations. Check your settings. ..
Mike2945 Posted September 7, 2022 Posted September 7, 2022 Brief description: Hurricane MkII weapon bug. Detailed description: the Hurricane with weapon configuration of 2 x 12.7mm BS / 2 x 20mm ShVAK seems to have a bug in that weapon group 2 is not recognised in the key settings. Whatever key you set it, the 20mm guns do not fire. All other weapon configurations are OK.
1CGS LukeFF Posted September 7, 2022 1CGS Posted September 7, 2022 44 minutes ago, Mike2945 said: Brief description: Hurricane MkII weapon bug. Detailed description: the Hurricane with weapon configuration of 2 x 12.7mm BS / 2 x 20mm ShVAK seems to have a bug in that weapon group 2 is not recognised in the key settings. Whatever key you set it, the 20mm guns do not fire. All other weapon configurations are OK. The 20mm guns are programmed to fire at the same time as the 12.7mm guns. 1
Mike2945 Posted September 8, 2022 Posted September 8, 2022 I'm not sure that is the case - if you set a key/trigger for Wpn Gp 1 then only the 12.7mm guns fire - the 20mm guns do not fire. Mike
1CGS LukeFF Posted September 10, 2022 1CGS Posted September 10, 2022 On 9/8/2022 at 4:05 PM, Mike2945 said: I'm not sure that is the case - if you set a key/trigger for Wpn Gp 1 then only the 12.7mm guns fire - the 20mm guns do not fire. Mike Have a closer look, and enable the HUD when you fire all the guns at the same time with the spacebar on your keyboard. You'll see that the ammo counter for both the MGs and the cannons decreases when firing everything at the same time. The Weapon Group 1 command will also give you the same result, since all four weapons are wired to fire from the trigger on the flight stick.
Thales Posted September 11, 2022 Posted September 11, 2022 Brief description: The reflector sight for the He 111 H-16's ventral gunner is misaligned. Detailed description, conditions: Currently the correct aiming point for the He 111 H 16's ventral MG 81Z is offset to the lower left of the reflector sight's reticle. This can be confirmed by comparing the position of the reticle with that of the aiming help when not nestling to the gunsight (see screenshot). Additional assets (videos, screenshots, logs): 1
moustache Posted October 18, 2022 Posted October 18, 2022 Brief description: equipement bug Detailed description, conditions: installing or removing the additional fuel tank on the churchill does not change the amount of fuel in the tank... Additional assets (videos, screenshots, logs): 1
1CGS -DED-Rapidus Posted October 22, 2022 1CGS Posted October 22, 2022 On 9/11/2022 at 9:39 PM, Thales said: Brief description: The reflector sight for the He 111 H-16's ventral gunner is misaligned. The default view can be changed, I don't see any particular inconvenience, thank you.
1PL-Husar-1Esk Posted April 4, 2023 Posted April 4, 2023 The damage (blast) from big bombs almost noneexistent. There is no point to equip with big bombs and slows down aircraft speed vs buildings ,only direct hit can destroy any building in this game. Taking small bombs make the same job if hit directly. This is crater from 2000 lb bombs. 1 3
SIA_ArcTander Posted April 15, 2023 Posted April 15, 2023 (edited) Brief description: Spitfire MKXIVE fuel loadout incorrect (especially FR) Detailed description, conditions: Spit XIVE fuel load is 505L (112Gal) same as the XIV when it should be max 142.5Gal. Literature and pilot notes refer to an additional 31 Gallon tank in the rear with a separate fuel cock. Details in thread Additional assets (videos, screenshots, logs): Your PC config data (OS, drivers, specific software): Edited April 15, 2023 by SIA_ArcTander Clarity
1CGS LukeFF Posted April 15, 2023 1CGS Posted April 15, 2023 4 hours ago, SIA_ArcTander said: Brief description: Spitfire MKXIVE fuel loadout incorrect (especially FR) Detailed description, conditions: Spit XIVE fuel load is 505L (112Gal) same as the XIV when it should be max 142.5Gal. Literature and pilot notes refer to an additional 31 Gallon tank in the rear with a separate fuel cock. Details in thread Additional assets (videos, screenshots, logs): Your PC config data (OS, drivers, specific software): It's not incorrect. The real fuselage tank was only used with the photo-recon modification and most of the time it was sealed off.
JG4_Moltke1871 Posted April 16, 2023 Posted April 16, 2023 (edited) Gotha G.V. Fuel gauge error: I reported often the fuel consumption of the Gotha G.V. is wrong. But it ssems ok, the fuel gauge seems not work correctly. Everything above 300 liters seems ok, but lower it shows the wrong content. Over this volume i can observe about 100+ liters per hour consumption. Between 300 and 200 it shows me the content reduce only 50 liters per hour. Means the fuel gauge have a wrong output in this phase but the real fuel tank seems correctly calculatet. My Airstart Test Flight in QMB: I set the Fuel on 250 Liters and carry 4x 100 kg bombs. When I start the Mission the Fuel gauge shows me 280 Liters. After 30 minutes full throttle flight the fuel gauge shows 255 Liters. (only 25 Liters consumption, shoult be 50+) After 60 minutes full throttle flight shows me 230 Liters. (only 50 liters consumption, should be 100+) After 90 minutes full throttle flight shows me 120 liters. ( A big step, about 100+ Liters like it should be. After about 100 minutes fuel is empty. Depending on the flight time the real consumption is 75 liter per hour per engine, that seems correctly and that corresponds to the specified 5 hours flight time with a load and a full tank. But something seems to slow down the fuel gauge when its between 200 and 300 liters. Please fix that and dont let our brave Gotha pilots die by wrong fuel calculations ? Edited April 16, 2023 by JG4_Moltke1871
Yogiflight Posted May 17, 2023 Posted May 17, 2023 In the Me 410 the key for the safety switch of the bombs doesn't work. There is no way to unarm them.
1PL-Husar-1Esk Posted May 20, 2023 Posted May 20, 2023 FC. Camel. After last update my convergence is always resetting to 150 meters.
czech693 Posted May 20, 2023 Posted May 20, 2023 (edited) 12 hours ago, 1PL-Husar-1Esk said: FC. Camel. After last update my convergence is always resetting to 150 meters. Yep it's borked. In FC I'm getting 400m default and in BOX it's 600m. Changing it in QMB doesn't work as it reverts back in the aircraft details page. Edit: Though changing this line in the startup.cfg would fix it: reset_configs = 0; changed to 1. But didn't have any effect. Also, noticed it's more convuluted than I originally thought. Did the Camel, Snipe, and Dolphin. All were at 400, changed to 230, and in the Briefing setup it was changed to 150. The Spad 13 and SE5a started at 400, changed to 230, and were back to 400 in setup. All the BOX aircraft that I tested started at 600, set to 230, and all reverted to 600. Edited May 21, 2023 by czech693 2
JG1_Wittmann Posted May 26, 2023 Posted May 26, 2023 On 5/20/2023 at 12:05 PM, czech693 said: Yep it's borked. In FC I'm getting 400m default and in BOX it's 600m. Changing it in QMB doesn't work as it reverts back in the aircraft details page. Edit: Though changing this line in the startup.cfg would fix it: reset_configs = 0; changed to 1. But didn't have any effect. Also, noticed it's more convuluted than I originally thought. Did the Camel, Snipe, and Dolphin. All were at 400, changed to 230, and in the Briefing setup it was changed to 150. The Spad 13 and SE5a started at 400, changed to 230, and were back to 400 in setup. All the BOX aircraft that I tested started at 600, set to 230, and all reverted to 600. I have seen this happening in many of the german ac i fly. Specifically the 410 after these patches.
1CGS LukeFF Posted May 26, 2023 1CGS Posted May 26, 2023 44 minutes ago, JG1_Wittmann said: I have seen this happening in many of the german ac i fly. Specifically the 410 after these patches. It was fixed after the last update.
mic Posted June 5, 2023 Posted June 5, 2023 Brief description: Mig3 with Shvak20 has no tracers Detailed description, conditions: Just been in the Quick Missions mode to train shooting and I discovered I couldn't see where were going the shells with the Shvak 20mm on Mig 3 as there as no tracers. With 2 UB machine gun instead of Shvak, I do have tracers. I checked with a yak 1 and I do see tracers from the Shvak 20mm gun in the same quick mission.
1CGS LukeFF Posted June 5, 2023 1CGS Posted June 5, 2023 1 hour ago, mic said: Brief description: Mig3 with Shvak20 has no tracers Detailed description, conditions: Just been in the Quick Missions mode to train shooting and I discovered I couldn't see where were going the shells with the Shvak 20mm on Mig 3 as there as no tracers. With 2 UB machine gun instead of Shvak, I do have tracers. I checked with a yak 1 and I do see tracers from the Shvak 20mm gun in the same quick mission. Yes, that's correct. ShVAK ammunition in 1941 was produced without tracers: Quote 15. Tracer rounds removed from ShVAK autocannons for Battle of Moscow timeframe planes because they were produced later in 1942;
357th_KW Posted June 5, 2023 Posted June 5, 2023 2 hours ago, LukeFF said: Yes, that's correct. ShVAK ammunition in 1941 was produced without tracers: In light of that, is there any chance of getting a belt with no tracers for late war US aircraft some day?
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