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  • 1CGS
Posted
4 minutes ago, 357th_KW said:

 

In light of that, is there any chance of getting a belt with no tracers for late war US aircraft some day? 

 

 

I can certainly ask. ?

  • Thanks 1
Posted
16 hours ago, LukeFF said:

 

Yes, that's correct. ShVAK ammunition in 1941 was produced without tracers: 

 

 

Hello,

 

Many thanks for the quick answer, I had no idea about that

  • 1 month later...
Posted

I think in the Hs 129 the sequence in which the 50kg fuselage bombs get dropped, is wrong. In game the two front bombs get dropped first, then the two rear bombs. I would guess, the sequence should be the same as with the ER 4 ETC 50, used by the FW 190 A5 and the Bf 110s, so the two left bombs (front first, rear second) should be dropped first, then the two right ones. This way the drag with two bombs is lower, than with two bombs side by side.

  • Thanks 1
  • 4 months later...
Posted

Brief description: Cannons in bf 110 E-2 can be reloaded even if the gunner is dead.
Detailed description, conditions: The MG-FF cannons are drum-fed and must be reloaded by the gunner. However, in game they can be reloaded even if the gunner is dead.
Additional assets (videos, screenshots, logs): Track attached below.

Spoiler




Your PC config data (OS, drivers, specific software): Recorded in 5.108

110reload.zip

Posted

Brief description: Revi should be depressed 3° in Ju 87.
Detailed description, conditions:

 

For bombing, the reticle should have a fixed offset three degrees down, so that in a 70° dive with zero wind the bomb hits exactly at the point of aim when it is thrown from 1000m. The circle itself has a radius of three degrees, so the guns should converge on the intersection between the circle and the vertical post.

 

 From BArch RL 1/660 L.Dv. 20/2 Die Ausbildung im Bombenwurf aus dem Sturzflug, Reich's printing office Berlin, Germany 1940, translated (in part) in Stuka, Bergs and Kast.
 

Quote

 

The diameter of the aiming circle on the reflector sight corresponds to a distance of 10% of the target distance in each case, e.g. 10m at 100m target distance. The distances of the ends of the three crosshair lines from the tip of the aiming post each correspond to 1% of the target distance. Expressed in angular dimensions, the radius of the light circle is 3°.

Due to the fact that at dive angles between 50° and 80° the total value of the lead and wind correction angle generally exceeds 3° would result in a calculated dive aiming point that lies outside the circle if the reflex sight is adjusted as for shooting. To remedy this, the reflector sight used for bombing must be adjusted in such a way that when aiming via the aim post, a lead angle corresponding to the average required angle is already used, or an adjustable reflector sight must be used.

In practice, it is advisable to base the adjustment for the Ju 87 on a lead angle of 3°. This means that a lead angle of 3°  is always achieved when aiming via the aiming post, and a lead angle of 6° is achieved when aiming at the point where the circle intersects with the vertical axis [aiming post]. The upper intersection point of the vertical axis with the circle results in a sight line parallel to the adjustment axis and thus the sight line for shooting with the machine gun.

 

 

You can obtain L.Dv 20/2 here: https://www.museumalkmaar40-45.nl/voorschriften-manuals/l-dv-l-dv-g-l-dv-t/l-dv-1-l-dv-49 . The relevant text starts on page 17.

 

Also note the reticle sketches:

 

https://forum.il2sturmovik.com/uploads/monthly_2023_05/example1.PNG.373b3fd97225e8b1705707696c3df9f2.PNG

 

https://forum.il2sturmovik.com/uploads/monthly_2023_05/example2.PNG.141eb16908320e3d28a804014c079fb3.PNG

https://forum.il2sturmovik.com/uploads/monthly_2023_05/example3.PNG.69c5397bbce5bd469caafafb00156026.PNG

 

 

This is independently confirmed by Heinz-Georg Wilhelm Migeod in an interview here:
 

Spoiler



 

Quote

 

The classical diving angle was 70°. And by the 70° degrees, the bomb naturally when you had released it didn't go on in this 70°. It fell to the [???] . So therefor we had a lag. And this lag was calculated out by a switch of our sight.

 

You may object that the revi isn't adjustable. That is incorrect, the height adjustment screw is underneath the cover, as can be seen in e.g. the Revi C/12D manual, Figure 2, labeled "hohenjustierschraube".

 

I'm not able to find documentation for how the revi should be adjusted when the Stuka is equipped with gunpods, however I think it's safe to say that in this case it would have been adjusted so the guns converged at the point of aim. According to Williams and Gustin, Flying Guns of WWII, p134, the WB 81 pods were set either at 0 or 15 degrees; You've chosen to model the 0 degree version which is fine.

 

Additional assets (videos, screenshots, logs): Note that I've previously posted about this here. I'm unsure if you would like me to re-post this sort of thing in the bug thread, for easier triage.

 

Note how as a consequence of the 0° adjustment, tutorials for the stuka (e.g. by requiem) tend to recommend an ahistorical 90° dive angle.


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

Posted

Brief description: Ju 87D: ASK-R incorrectly labeled for Massenwurf.


Detailed description, conditions:

 

Here are a variety of ASK-R bomb release controllers from the deutscheluftwaffe collection:

 

  1. https://www.deutscheluftwaffe.de/fl-50969-abwurfschaltkasten-ask-r-1944
  2. https://www.deutscheluftwaffe.de/fl-50969-abwurfschaltkasten-ask-r-1944-2
  3. https://www.deutscheluftwaffe.de/fl-50969-abwurfschaltkasten-ask-r-1944-3
  4. https://www.deutscheluftwaffe.de/fl-50969-abwurfschaltkasten-ask-r-1944-4
  5. https://www.deutscheluftwaffe.de/fl-50969-abwurfschaltkasten-ask-r-1944-5

The ASK-R as modeled in our Stuka reproduces the hand-written Massenwurf ("mass throw") present on artifact #3. But this label isn't part of the standard ASK-R: it's part of a barrier plate added later to permanently lock the switch box in the "drop all" position. Since our Stuka isn't equipped with this barrier plate, the Massenwurf label should be removed and replaced with small text 'Einzelabwurf' and 'Ein', as in artifacts #2, 4, and 5.

 

Additional assets (videos, screenshots, logs):

 

ASK-R as currently modeled in game.

text.thumb.jpg.969bbb8043606ea4301c08f8f9e3cd52.jpg

 

 


Your PC config data (OS, drivers, specific software): 5.108

  • Thanks 1
  • 1 month later...
Posted

Brief description: IAR 80 Altimeter and temperature gauge are jumpy.


Detailed description, conditions: The altimeter in the IAR 80 seems to only read to the nearest 50m (?), with the result that the needle jumps conspicuously when climbing or descending, rather than moving smoothly.

 

The needle on the temperature gauge to the left of the altimeter can also be observed to jump in discrete steps, although it is less conspicuous.

 

Additional assets (videos, screenshots, logs):

  • Thanks 1
  • 1 month later...
Posted

the cannons don't work anymore.. 1 30mm HE round used to be devastating, now even the 37mm cannons barely do any damage. shooting mustangs and spitfires with 5 or more 30mm cannon shells and watching them keep flying around is absurd

  • 1CGS
Posted
17 hours ago, phillabust said:

the cannons don't work anymore.. 1 30mm HE round used to be devastating, now even the 37mm cannons barely do any damage. shooting mustangs and spitfires with 5 or more 30mm cannon shells and watching them keep flying around is absurd

 

Please post track files showing what the problem is, thanks. ?

Posted (edited)

Brief description: Static Opel Trucks are 50% tougher than other trucks.
Detailed description, conditions: static_opel and static_opel_fuel blocks have default durability values of 1500. All other static trucks have default durability values of 1000. This is true both in the editor and in generated missions.
Additional assets (videos, screenshots, logs):
Your PC config data (OS, drivers, specific software):

Edited by Charon
FAE_Cazador
Posted (edited)

Brief description: SC250 kg german bomb hitting russian destroyer’s mast breaks but doesn’t explode

 

Detailed description, conditions: Multiplayer, Finnish Air War campaign, BoK map, Black Sea, Bf-109G2 attacking russian destroyer with 250 kg bomb in a dive, 5” fuze delay, bomb hits main mast but bomb does not explode but breaks itself, ship is undamaged. 

 

Additional assets: see attached video, from 2 points of view. Bomb hits ship’s second mast and a puff of smoke is seen, but no explosion. Other similar plane in the background (2nd take) makes the same attack hitting another destroyer in other place and her bomb does explode.

 

Impacto mastil.zip

Edited by FAE_Cazador
Spelling
  • 1 month later...
Anonymousgamer
Posted (edited)

Brief description: Rockets not exploding.

 

Detailed Description: I am playing the "Wings over Caen" campaign and in the second mission rockets are not exploding. There's just a pile of dirt that soots up into the air. 

 

Additional Assets: 

 

Edited by Anonymousgamer
  • 1CGS
Posted
1 hour ago, Anonymousgamer said:

Brief description: Rockets not exploding.

 

Detailed Description: I am playing the "Wings over Caen" campaign and in the second mission rockets are not exploding. There's just a pile of dirt that soots up into the air. 

 

Additional Assets: 

 

They're AP rockets. Not a bug.

Anonymousgamer
Posted (edited)
5 hours ago, LukeFF said:

 

They're AP rockets. Not a bug.

If so they haven’t managed to take an out a single tank no matter how many I launch at one. In fact the AP rockets aren’t capable of taking out a simple truck!

Edited by Anonymousgamer
  • 1CGS
Posted
18 hours ago, Anonymousgamer said:

If so they haven’t managed to take an out a single tank no matter how many I launch at one. In fact the AP rockets aren’t capable of taking out a simple truck!

 

@BlackSix might be able to explain more here about why this armament was chosen. 

Anonymousgamer
Posted

How much does it take to take out a locamoutive? In the scripted campains heavy armored vehicles and locomotives seem to be impervious to any kind of weaponry. Thats got to be a bug.

  • 3 weeks later...
Posted

albatros DII  MG 's ammunitions tape animations doesn't work

  • 1CGS
Posted
10 hours ago, Stefano77 said:

albatros DII  MG 's ammunitions tape animations doesn't work

 

Do you mean the MG belt?

  • 1 month later...
Posted

Brief description: Li-2 gunner reflector sight not appearing
Detailed description, conditions: This issue appears consistently when a teammate takes control of the top gunner position in the Li-2, I have confirmed with other friends that the issue appears for them as well.
Interestingly, there does not appear to be an issue if the pilot themselves assumes the gunner position, only when teammates do.
Additional assets (videos, screenshots, logs):  I have provided screenshots of my friend in the gunner position, where the reflector sight is not working, the engines in the picture are turned on.
Your PC config data (OS, drivers, specific software): /

20240713181337_1.jpg

20240713181346_1.jpg

  • Thanks 1
  • 4 months later...
Posted

Brief description: Fokker E.III anemometer not working
Detailed description, conditions: Seems stuck at max value. I've not checked to see if other aircraft have the same issue.
Additional assets (videos, screenshots, logs):

Eindekker-Anemometer-Bug.png

  • Thanks 1
  • Upvote 1
  • 1 month later...
Posted

In the Me 410 the keys for 'Bombs safety switch' and 'Bombs safety on' do not work. The bombs are always armed.

And a question, is it correct that the A-1/U2 modification doesn't have the landing light? There is a cover, where the landing light usually is. If this is correct, then it is not really the perfect version for the night intruder missions in the career mode.

  • 1CGS
Posted
On 12/29/2024 at 2:54 AM, Yogiflight said:

And a question, is it correct that the A-1/U2 modification doesn't have the landing light? There is a cover, where the landing light usually is. If this is correct, then it is not really the perfect version for the night intruder missions in the career mode.

 

I chose the mod in question for career mode based on what is in the Flurschaden Geschwader book and what the monthly reports say on ww2.dk, in terms of plane variants on hand. But if I've somehow misread something I'd be glad to update it.

 

On 12/29/2024 at 2:54 AM, Yogiflight said:

In the Me 410 the keys for 'Bombs safety switch' and 'Bombs safety on' do not work. The bombs are always armed.

 

Will report it, thanks.

  • Like 1
  • 6 months later...
Charon
Posted (edited)

Brief description:  LaGG-3 series 4 gunsight vertical adjustment not modeled. 
Detailed description, conditions: Other recent planes, such as the Mosquito and the Typhoon, feature gunsights that can be adjusted for use with rockets or bombs. The PBP-1 gunsight is likewise capable of this (p8, lower right), but this isn't modeled in game, even on the new planes.
Additional assets (videos, screenshots, logs):

Edited by Charon

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