Markodds Posted July 2, 2024 Posted July 2, 2024 Why am I invincible in this Campaign? It's not funny if there is no risk to your mission.
Gambit21 Posted July 2, 2024 Author Posted July 2, 2024 28 minutes ago, Markodds said: Why am I invincible in this Campaign? It's not funny if there is no risk to your mission. The player aircraft is not invincible - if this is the case, something has changed but I didn’t build it that way.
JG4_Moltke1871 Posted July 2, 2024 Posted July 2, 2024 Maybe he means invulnerable? I can die but as long I already finished the main task I am „re animated“ for the next mission and can play it… If I die or being captured the next mission should be locked in any case…
Jaegermeister Posted July 2, 2024 Posted July 2, 2024 52 minutes ago, Gambit21 said: The player aircraft is not invincible - if this is the case, something has changed but I didn’t build it that way. I also did not make the player invulnerable on purpose. If it is that way now, it is a mistake. The flight leader is invulnerable to insure the missions complete according to plan. There are other ways to accomplish this, but I did not change the logic very much in that regard. If the question regards mission completion if the player is killed, that can go either way. Some people get annoyed if they actually have to complete a mission to continue the campaign. Others get annoyed if they don’t so like most things, someone will not be happy either way.
Markodds Posted July 2, 2024 Posted July 2, 2024 I just bought the campaign on Steam. I am indestructible for some reason.
Gambit21 Posted July 2, 2024 Author Posted July 2, 2024 13 hours ago, Jaegermeister said: The flight leader is invulnerable to insure the missions complete according to plan. There are other ways to accomplish this, but I did not change the logic very much in that regard. Specifically it’s the story and voice comms/script really that he triggers.
Jaegermeister Posted July 2, 2024 Posted July 2, 2024 8 hours ago, Markodds said: I just bought the campaign on Steam. I am indestructible for some reason. Sounds like it got changed accidentally. I’ll take a look at it when I can.
Jaegermeister Posted September 24, 2024 Posted September 24, 2024 (edited) 21 hours ago, Markodds said: Any update? 😓 I have corrected the player being invulnerable in 9 of the 16 missions where that was the case. If all goes well, it should be in the next game update. You know... 2 weeks. Edited September 24, 2024 by Jaegermeister 4
Markodds Posted November 19, 2024 Posted November 19, 2024 Has this issue been fixed in the new update? I did not see it in the changelog.
Jaegermeister Posted November 19, 2024 Posted November 19, 2024 26 minutes ago, Markodds said: Has this issue been fixed in the new update? I did not see it in the changelog. That change was submitted back in September along with many other small corrections. It should be updated, and probably was just left off the changelog due to the amount of time that has passed. Why don't you check it out and let us know?
Markodds Posted November 20, 2024 Posted November 20, 2024 I have crashed my plane into the sea in all of your missions. I can confirm that you definitely do die every time 💀 1
Kubert Posted June 4 Posted June 4 (edited) Mission number 10 seems to be bugged. According description, start time should be 5:33 but in game time is 7:30. Another, and more serious is that, according waypoints on a map, leader should climb to 2300 meters after a first turn, but he stayed low and flown through a clouds until he crashed to the hill. I followed him, thinking it is scripted, but we both crashed. After restart, I decided to follow second pair, but they despawned behind the point where we should separate. With nobody left I could follow, I continued and finished mission alone. Another weird things happened in missions 5 and 9 when our escort flown very dangerously. They zig-zagged very close to us, sometimes on our level or under our formation. In mission 4 was ground vehicle (AA-truck) moving in queue between me and a leader when taxiing. Considering the narrative of that mission, it could be just chaos of the situation because it doesn't broke anything, but I don't think it was planned like that. Shouldn't vehicles be long gone from the way in time when formation starts taxiing? Despite small things it is exceptional campaign. I am not finished with it yet, so I hope next missions will be bug-free as 9 missions before. Edited June 4 by Kubert
Gambit21 Posted June 4 Author Posted June 4 2 hours ago, Kubert said: Mission number 10 seems to be bugged. According description, start time should be 5:33 but in game time is 7:30. Another, and more serious is that, according waypoints on a map, leader should climb to 2300 meters after a first turn, but he stayed low and flown through a clouds until he crashed to the hill. I followed him, thinking it is scripted, but we both crashed. After restart, I decided to follow second pair, but they despawned behind the point where we should separate. With nobody left I could follow, I continued and finished mission alone. Another weird things happened in missions 5 and 9 when our escort flown very dangerously. They zig-zagged very close to us, sometimes on our level or under our formation. In mission 4 was ground vehicle (AA-truck) moving in queue between me and a leader when taxiing. Considering the narrative of that mission, it could be just chaos of the situation because it doesn't broke anything, but I don't think it was planned like that. Shouldn't vehicles be long gone from the way in time when formation starts taxiing? Despite small things it is exceptional campaign. I am not finished with it yet, so I hope next missions will be bug-free as 9 missions before. Please make sure that you are not running any mods. Otherwise if such things are occurring, this is (A)Very new, and (B) not mission logic related, but rather core game/AI issues that may have cropped up. Essentially that’s going to be the case with any bug like this.
Kubert Posted June 4 Posted June 4 (edited) I never had any mods. Not now neither in the past. My game is in the purest form possible. Can someone check mission 10? Difference between time in the description and the game can be seen immidietly after spawn, and (possible) leader's crash less then 10 minutes later, so it doesn't take much time. For me, it happened two times in row exactly the same way, I also have a track if needed. In other missions there were no problems with hills. To me, it is look like altitude or speed is set too low for one waypoint. Edited June 4 by Kubert
Jaegermeister Posted June 6 Posted June 6 (edited) On 6/4/2025 at 11:00 AM, Kubert said: I never had any mods. Not now neither in the past. My game is in the purest form possible. Can someone check mission 10? Difference between time in the description and the game can be seen immidietly after spawn, and (possible) leader's crash less then 10 minutes later, so it doesn't take much time. For me, it happened two times in row exactly the same way, I also have a track if needed. In other missions there were no problems with hills. To me, it is look like altitude or speed is set too low for one waypoint. I checked Mission #10 1) You are correct, the mission time is different from the time stated in the briefing. You are the first person to mention it in about 5 years. I will change it and submit an update the next time I send in revised mission files. 2) There is no error in the waypoint altitude settings. This would be an AI issue. The leader waits for all the wingmen to catch up before climbing to altitude and this behavior has been previously discussed in bug reports. If you would like to test the climb to altitude speed of the Havoc and submit your results with documentation in a new bug report, it might be addressed by the Devs. Please refer to the bug reporting section for details about how to do that. The B-26 climb speed has recently been adjusted, so I am not being sarcastic. It would have to be researched and submitted in the correct format to be fixed. On 6/4/2025 at 8:21 AM, Kubert said: I followed him, thinking it is scripted, but we both crashed. After restart, I decided to follow second pair, but they despawned behind the point where we should separate. With nobody left I could follow, I continued and finished mission alone. Yes, AI formations do despawn once out of sight to allow for other planes to spawn and save resources. On 6/4/2025 at 8:21 AM, Kubert said: Another weird things happened in missions 5 and 9 when our escort flown very dangerously. They zig-zagged very close to us, sometimes on our level or under our formation. Also AI behavior and not related to mission design. On 6/4/2025 at 8:21 AM, Kubert said: In mission 4 was ground vehicle (AA-truck) moving in queue between me and a leader when taxiing. Considering the narrative of that mission, it could be just chaos of the situation because it doesn't broke anything, but I don't think it was planned like that. Shouldn't vehicles be long gone from the way in time when formation starts taxiing? That's new, I have never seen that before after flying all those missions many times. On 6/4/2025 at 8:21 AM, Kubert said: Despite small things it is exceptional campaign. I am not finished with it yet, so I hope next missions will be bug-free as 9 missions before. There are other AI bugs in the last few missions that I have brought up earlier in this thread. I do not believe the AI flying into the hills while landing in the last 2 missions has ever been satisfactorily corrected. It has been reported and test missions have been sent in. You can still land yourself to finish the missions. On 6/4/2025 at 10:34 AM, Gambit21 said: Otherwise if such things are occurring, this is (A)Very new, and (B) not mission logic related, but rather core game/AI issues that may have cropped up. Essentially that’s going to be the case with any bug like this. Yes, this statement from @Gambit21 is correct. Edited June 6 by Jaegermeister
Kubert Posted June 6 Posted June 6 (edited) 14 hours ago, Jaegermeister said: That's new, I have never seen that before after flying all those missions many times. I made a video about what I saw. Spoiler 14 hours ago, Jaegermeister said: 1) You are correct, the mission time is different from the time stated in the briefing. You are the first person to mention it in about 5 years. I will change it and submit an update the next time I send in revised mission files. I played another four missions and checked recorded tracks from previous ones. Mission time don't match the briefing in half of the missions: Mission 2 - briefing: 06:09 - mission: 06:40 Mission 5 - briefing: 07:42 - mission: 06:42 Mission 7 - briefing: 16:15 - mission: 18:15 Mission 8 - briefing: 05:49 - mission: 09:37 Mission 11 - briefing: 06:11 - mission: 07:11 Mission 13 - briefing: 15:00 - mission: 17:00 I didn't paid attention to that before I clearly saw a difference between start of mission 10 and it's picture in the briefing. And to be honest, except mission 10 where it would be much more epic to start in the dark and watch sun rise, in other missions I prefer the time as it is now in the game, not in the description. I still have two more missions to do, so I let you know if there are some more time differences. EDIT: Time in last two missions is OK. 14 hours ago, Jaegermeister said: 2) There is no error in the waypoint altitude settings. This would be an AI issue. The leader waits for all the wingmen to catch up before climbing to altitude and this behavior has been previously discussed in bug reports. If you would like to test the climb to altitude speed of the Havoc and submit your results with documentation in a new bug report, it might be addressed by the Devs. Please refer to the bug reporting section for details about how to do that. The B-26 climb speed has recently been adjusted, so I am not being sarcastic. It would have to be researched and submitted in the correct format to be fixed. Hmm, I have no idea how I could help an AI here. I was his only wingman and, because of clouds, kept so close to him that it was even little creepy. I probably won't do any testing here. I am not sure how and this is only scenario in the game where this behavior occurs. In career, A-20 is used as mid level bomber and always flies Anapa, Taman, Kerch direction, without need to outclimb hills in a way, so I don't know...it would be good to do, but also (probably) too much effort for too little gain. Spoiler I encountered another leader crash to a hill in mission 13, I am not sure if it is the same issue as in mission 10. Because now, leader had the altittude as written under waypoints, we completed the mission, but on the way home he decided to go directly through the highest hill in the area, instead the same valley as we came in. Our path and his crash site (red circle) is in the picture below. I know hills are natural enemy for an AI and often is impossible to do anything about that...but I think it is fair to let you know anyway. If it is fixable. Edited June 6 by Kubert
Kubert Posted June 6 Posted June 6 (edited) So I finished the campaign and have pretty mixed impressions. Spoiler Missions 1 to 9 were one of the best I ever played in very interesting environment...flying deep over the sea or far away at high altitudes over the Caucasus to fields around Maikop. But later when missions started to take place more in mountainous terrain, until then consistent quality kinda started to fall apart. In Mission 12 when targets were at a mountain over 2000 meters high, my squad leader couldn't attack and kept flying in circles endlessly. In Mission 13 were targets lower and he attacked, but hit the hill on the way home. Mission 14 went fine but I was confused by a fact that I was a leader for the first and the last time in the campaign without telling me in the briefing. It only mentioned that I will fly with a other pilot and direction we should go. With next pair starting next to us I had questions. Should I follow them? Am I a leader? Should I taxi and wait for a colleague? Where to stop on the runway to not break a taxi procedure? Should we both fly as independent planes without waiting each other? To avoid confusion after mission start, it would be the best to have something like BlackSix always gives to his briefings. Number of planes in the flight, if we starting on the runway or taxiing is required, where to taxi and so on. Mission 15 went as intended, but in the last mission again something went wrong. When following a leader as he flown through a valley under the height of a hilltops I heard one of our squadmates(?) calling he is wounded (I already knew what that mean). I was little bit slow and low and because of that I added a speed and made a circle, but couldn't find again the leader against background of a dark forest. Also I wasn't sure if we are only a pair or there are others behind me in the same flight, or others are different, independent flight. I was little worry to be slow, if someone was behind me. Anyway, with no-one in sight I decided to go home with all bombs still attached. As it was the last mission my story probably ended because pilot was shot for desertion.. In reality not only one squadmate crashed, but at least three of them. Circles on the map are just me trying to find the leader. He flown as intended and as I switched engines off back at the base, he ordered attack the targets, so he must have made it to the target zone. To wrap this up, this campaign is briliant when it works and frustrating when it don't. It is like Caucasus. Has many very high peaks but also low valleys. Edited June 6 by Kubert
Gambit21 Posted June 6 Author Posted June 6 These are new issues as already stated - AI problems. None of this happened for years until now. As far as ‘suddenly being leader’ - nobody else has ever reported a problem there…including during testing etc. It’s likely that how AI interprets/reacts to waypoints has changed again. The Devs should perhaps pull this campaign as I no longer maintain it, and fixing some of these AI flights might take @Jaegermeister too much time to be worth it. It took many (many) hours of adjusting, testing, adjusting…testing etc to get them to work, form up correctly, fly through the mountains etc to begin with.
Aapje Posted June 6 Posted June 6 52 minutes ago, Gambit21 said: The Devs should perhaps pull this campaign as I no longer maintain it, and fixing some of these AI flights might take @Jaegermeister too much time to be worth it. People paid for it, so it should be kept working... 1
Gambit21 Posted June 6 Author Posted June 6 (edited) Out of my hands at this point - I was compensated long ago and no ongoing financial compensation / maintenance agreement etc happening between me and 1C. Jason compensated me for making a pass, adding new clouds etc a few years ago. I’m done with it. If Jason was around that would be one thing, but he’s not. It’s up to the Devs at this point. Jaeger is working with them and IF he has the time to fix these issues, then that’s his call. He’s been great (fantastic, responsive, appreciated) at handling maintenance things that pop up but that won’t go on forever. In this case AI / waypoint issues might be easy or it might be an impractical number of hours depending. I don’t even have it installed so I can’t boot it and take a look. Edited June 6 by Gambit21 1 1
Trooper117 Posted June 6 Posted June 6 I own an older Tom Tom sat nav... it no longer get's supported with updates as technology has now moved on, so I no longer get traffic and speed camera updates. Nothing get's supported forever, get real chaps... 1 1
Jaegermeister Posted June 7 Posted June 7 3 hours ago, Gambit21 said: Out of my hands at this point - I was compensated long ago and no ongoing financial compensation / maintenance agreement etc happening between me and 1C. Jason compensated me for making a pass, adding new clouds etc a few years ago. I’m done with it. If Jason was around that would be one thing, but he’s not. It’s up to the Devs at this point. Jaeger is working with them and IF he has the time to fix these issues, then that’s his call. He’s been great (fantastic, responsive, appreciated) at handling maintenance things that pop up but that won’t go on forever. In this case AI / waypoint issues might be easy or it might be an impractical number of hours depending. I don’t even have it installed so I can’t boot it and take a look. When I went through Gambits' and quite a few other Scripted Campaigns in early 2024, It was agreed specifically to update those for use with Tactical ID codes, new looping special effects, increase the size of waypoints so that the AI could make turns, and add generic skins to the campaigns so that there were no more separate downloads needed to be installed. In various Scripted Campaigns, and particularly Havocs, I did a lot more work on them than was asked, required or compensated for. I recall that I spent over 2 weeks working full time on this one, which was about 100 hours of work to revise it. I already looked at the waypoint issues mentioned above and there is nothing wrong with them. That is an AI behavior issue that I do not have time to research. I also already mentioned the solution. The same goes for AI flying into the ground. That has been reported many times by myself and others. 3 hours ago, marcost said: Agreed - money paid, obligation incurred. Obligation incurred by whom? Certainly not the Campaign authors. BlackSix continues to update all of his Scripted Campaigns regularly because he is employed full time by 1C/777 Studios. None of the other Scripted Campaign authors are, including me. I have never seen any of the other Scripted Campaigns updated except the work I have done and continue to do when requested. Perhaps you are just assuming that there is an obligation to update these campaigns because that would be the ideal situation for the player. 12 hours ago, Kubert said: I made a video about what I saw. I believe you, I'm just saying it never occurred before now to my knowledge. Obviously I could test it to find out the details and I would have to if it was to be corrected. 12 hours ago, Kubert said: I played another four missions and checked recorded tracks from previous ones. Mission time don't match the briefing in half of the missions: Mission 2 - briefing: 06:09 - mission: 06:40 Mission 5 - briefing: 07:42 - mission: 06:42 Mission 7 - briefing: 16:15 - mission: 18:15 Mission 8 - briefing: 05:49 - mission: 09:37 Mission 11 - briefing: 06:11 - mission: 07:11 Mission 13 - briefing: 15:00 - mission: 17:00 I have never changed mission start times, or edited the mission briefings. If anything was to be done to address that, it would be to edit the text files and change the mission start time in the briefings to match the missions. Since this campaign is localized to German, Russian, Spanish and English, those files would have to be edited in all 4 languages, resaved and then uploaded to be updated. I will ask if it is a priority, and any of these other issues should be looked at in detail. There will be more work to do with the Odessa module so maybe it is possible, but I'm not making any promises. Keep in mind that I am in no way obligated to look at any of these issues, I have done so in the past just to help out the IL2 community. Comments implying that I am somehow obligated to do that will only make me more likely to pass up that generous offer on how to use my spare time in the future. 1 1
AndreiTomescu Posted June 7 Posted June 7 Let me jump is with some funny ...."wisdom"....;) A Scripted Campaign is like some young lady. All interesting at start, with good and less good, but beautiful none the less. But time will take a toll on her, more or less, and all that beauty will fade away, in time... Now about the paying issue.... Well , a scripted campaign that you paid for, it's....like marriage! I've noticed, over so many years, that a nice and shiny gift will keep my wife happy for just so long. As time goes by, keeping her up to date does require .....compensation! 😁 So I don't expect nor scripted campaigns, nor my wife to stay fully enjoyable forever. ☺️ My humble advice: enjoy, at least the scripted campaigns, while they're fresh! 😂😂😂 1
Gambit21 Posted June 7 Author Posted June 7 Well to be fair, the Developers (note the capital D) should take steps to make sure that campaign logic does not break if they’re going to continue to sell them. 4
Kubert Posted June 7 Posted June 7 I don't expect from anyone to rework the campaign. When it worked in the past and something broke it, this can happen again after release of the new module and updates later. So every fix can turn to be only temporary time consuming solution. In my opinion is better invested time to make new campaigns in less problematic (flat) areas or updating old ones in which are bugs less possible to happen. Maybe one day when IL-2 Great Battles series came to the end of support, after last update, than can be this campaign reworked to some final working version. I only provided feedback in case there were any easily fixable bugs. If not, at least you have an info about the current state of the campaign. I know the series' high standards of quality and I don't know if there are many people playing 5 year old campaigns to inform you of current issues.
marcost Posted June 7 Posted June 7 11 hours ago, Trooper117 said: I own an older Tom Tom sat nav... it no longer get's supported with updates as technology has now moved on, so I no longer get traffic and speed camera updates. Nothing get's supported forever, get real chaps... Agree completely, however TomTom probably don't have that model in their shop, selling it alongside the newest one. All the paid campaigns for sale are listed together, with no suggestion that some might not work as originally intended. It's a pity because I can only afford to pick up stuff in the sales and maybe don't have time to try them until months later, by which time they might be broken in some way. If it's a case of "caveat emptor", then maybe the shop should at least suggest reading the campaign forum thread before purchasing. Wish I had. Regards 1
Kubert Posted June 7 Posted June 7 To this day I played six scripted campaigns and from my experience I can say that they were, until now, without any bugs. Most of them were oldest ones. 10 Days of Autumn, Fortress on the Volga, Ice Ring, Sea Dragons, Kerch-Eltigen Operation. Havoc over the Kuban is the only one where I experienced some issues. Most of these issues were terrain related, and the others were small innocent things like car moving on taxi way, or typos in briefings. I would say that older campaigns becoming even better as time progresses. Because they are improved by theirs authors as game is updated. Havoc over the Kuban seems to be more prone to break because of location where it is placed. I am not too worried about other campaigns. They are all, or most of them, above flat terrain. The entire game would have to go horribly wrong to render the other campaigns unplayable.
marcost Posted June 7 Posted June 7 10 hours ago, Jaegermeister said: Obligation incurred by whom? The seller, who is also the one most likely to break it in the future. Your and the other authors' work is much appreciated! 1
1CGS BlackSix Posted June 7 1CGS Posted June 7 10 hours ago, Jaegermeister said: Obligation incurred by whom? Certainly not the Campaign authors. BlackSix continues to update all of his Scripted Campaigns regularly because he is employed full time by 1C/777 Studios. None of the other Scripted Campaign authors are, including me. I have never seen any of the other Scripted Campaigns updated except the work I have done and continue to do when requested. My situation is much more complicated and I approach campaign updates a little differently: - As a 1C Studios full time employee, I'm only responsible for free campaigns (Sea Dragons, Wind of Fury, etc.). I update them only if serious bugs are found or if I receive such a task from management. - I develop and support paid campaigns exclusively in my free time, and I make all decisions myself. - I try to constantly monitor the state of my old paid campaigns, adding new ground equipment, aircraft and capabilities, as well as adapting them to global changes in the project. Yes, I lose a lot of time on this and do not create anything new, but I believe that this has a positive effect on the reputation as a whole, and therefore on campaign sales. 1 2 1
Aapje Posted June 7 Posted June 7 (edited) 10 hours ago, Jaegermeister said: Obligation incurred by whom? Certainly not the Campaign authors. BlackSix continues to update all of his Scripted Campaigns regularly because he is employed full time by 1C/777 Studios. None of the other Scripted Campaign authors are, including me. I have never seen any of the other Scripted Campaigns updated except the work I have done and continue to do when requested. Perhaps you are just assuming that there is an obligation to update these campaigns because that would be the ideal situation for the player. By those selling the campaign, 1CGS. Whether 1CGS employs a paid or unpaid contractor to do the work, is ultimately an internal issue for 1CGS, not something that buyers should care about. And the obligation doesn't exist because it would be ideal for the player, but simply because something was and is being sold to the players, so they should get what they bought. Once Korea is out, I expect very few updates to GB anymore, so with a more stable platform, there should be fewer issues with campaigns breaking. Edited June 7 by Aapje 1 1
Jaegermeister Posted June 7 Posted June 7 (edited) 9 hours ago, Kubert said: I only provided feedback in case there were any easily fixable bugs. If not, at least you have an info about the current state of the campaign. I know the series' high standards of quality and I don't know if there are many people playing 5 year old campaigns to inform you of current issues. Thank you for providing the feedback, I was not trying to imply that it was not appreciated, regardless of what other discussions it has led to. 7 hours ago, BlackSix said: ... - I develop and support paid campaigns exclusively in my free time, and I make all decisions myself. - I try to constantly monitor the state of my old paid campaigns, adding new ground equipment, aircraft and capabilities, as well as adapting them to global changes in the project. Yes, I lose a lot of time on this and do not create anything new, but I believe that this has a positive effect on the reputation as a whole, and therefore on campaign sales. I was not trying to speak for you @BlackSix, I also consistently update any campaigns that I have made whenever issues are reported. Thanks for clarifying your approach. I think it is a matter of personal pride in your work as opposed to obligation if one has their work included in the official release. I also do these updates on my own time and agree with your reasoning. 7 hours ago, Aapje said: By those selling the campaign, 1CGS. Whether 1CGS employs a paid or unpaid contractor to do the work, is ultimately an internal issue for 1CGS, not something that buyers should care about. And the obligation doesn't exist because it would be ideal for the player, but simply because something was and is being sold to the players, so they should get what they bought. I tend to agree and if it were up to me, I would recommend that the underlying AI bugs be fixed, or the Campaign not be offered for sale with known issues. I'm sort of stuck in the middle because I want all of the campaigns to work and not everyone continues to be active with their content once it is initially done. So here we are, right back at the beginning. Like I said before, I'll see what I can do but I'm not promising anything in this case. Edited June 7 by Jaegermeister 2 1
Gambit21 Posted June 8 Author Posted June 8 On 6/7/2025 at 2:55 AM, Kubert said: Havoc over the Kuban seems to be more prone to break because of location where it is placed. I am not too worried about other campaigns. They are all, or most of them, above flat terrain. The entire game would have to go horribly wrong to render the other campaigns unplayable. Absolutely. The module was released with ZERO concession to AI terrain avoidance logic and attack logic with regard to mountains. Getting those flights to fly through those canyons, make turns, attack mountain tops etc etc took an extreme level of waypoint and attack zone testing/tweaking. It's no surprise that things have started to break. Further, there is no "join up" or "follow" logic in IL2 with regard to different flights joining up to fly in formation. So getting those flights of 12, 16, 32 or however many aircraft to somewhat fly together to a target also took a huge amount of tweaking/testing because it all had to be done with speed adjustments and offset waypoint placements. As core logic changes, this aspect as well will likely become broken in both campaigns. IL2 desperately needs "follow" logic. Flight A of four aircraft, join up with flight B of four aircraft etc. Pretty much essential functionality. 1
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