Mysticpuma Posted August 23, 2020 Author Posted August 23, 2020 Bomber crew gun positions waving turrets/guns around like they are having a disco. Shown throughout this video And from 15 second mark here: 1 1
Indianer Posted August 26, 2020 Posted August 26, 2020 On 8/22/2020 at 1:54 PM, KG_S_Kalle_Kalutz82 said: I did all the things, unfortunally it did not changed anything but forced the game to crash two times Strange. Did you turn fxaa off ingame too? And same vsync settings? Maybe try "modus für geringe Latenz" off.
Columbar Posted September 1, 2020 Posted September 1, 2020 Hallo, I found bug: Gladiator has toe breakes like german planes (that is how it works) not differential breakes (that is how cocpit is modelled).
Mysticpuma Posted September 2, 2020 Author Posted September 2, 2020 The vehicle Conga continues in DWT: 1 1
ITAF_Airone1989 Posted September 3, 2020 Posted September 3, 2020 Whatever I do I cannot bail out when I'm flying Macchi (both serie III and serie VII). No problem with other airplanes.. Is it a bug? 1
Sokol1 Posted September 3, 2020 Posted September 3, 2020 No, happens that Italian planes pilotos are trained for bailout by German's Bf 109 pilotos. In Bf 109 you need "Jettison Canopy" before bail (default Ctrl+E), so set a key for trow away the canopy n Options > Controls > General, and use in in G.50, Machhi... BTW - This "Jettison" work for Hurricane too, but in this plane open canopy is OK for jump.
ITAF_Airone1989 Posted September 3, 2020 Posted September 3, 2020 (edited) @Sokol1 I know about the canopy, but also after that I trow it away I still cannot bail. No problems with 109.. Edited September 3, 2020 by ITAF_Airone1989
FTC_Karaya Posted September 4, 2020 Posted September 4, 2020 Seems like Patch 5.004 has been ninja'd onto Steam without much of a notice... 2 1
9./JG52_J-HAT Posted September 4, 2020 Posted September 4, 2020 Yup, and flick-stalls are gone in the 109!! Great stuff.
LLv34_Flanker Posted September 4, 2020 Posted September 4, 2020 S! Nice patch, the 109 felt like different plane now. Now if a check on the Tomahawk could be done. At the moment during my testing that plane is almost immune to stalling and spinning. Be it high or low speed. Unless either speed drops to about 100mph or you use even slightest of rudder. How I noticed this was that initiated a horizontal maximum turn, the stick all the way back with about 70deg bank angle. Power settings tested were between 22-30in and 2400rpm. During the turn plane did not slow down below 125mph at all, even keeping stick fully back. Neither did it try to stall, just buffeted a bit. If I applies rudder to center the ball, plane stalled and entered a spin. Another way to stall was to get nose above horizon to bleed speed to about 100mph. I also tested high speed stalls. Could not get the plane to do it, no matter how fast or violently I yanked the stick. Only got creaking and pilot blackout. So in short unless you use rudder input the Tomahawk is stall proof and does not lose energy at all with stick fully back, but keeps roughly 125mph and turns normally. Any ideas?
OBT-Mikmak Posted September 4, 2020 Posted September 4, 2020 (edited) About convoy accordioning, I tested it and it seems to work properly 80% of time (without accordioning). There is strange behavior times to times but nothing really problematic... In this example the convoy ran more than 130 Km (3 hours travel), the video has been speed up x16 (in game). You will see the trucks light at night at 7:08. Edited September 5, 2020 by OBT-Mikmak 1
JG-1_Ludwig Posted September 4, 2020 Posted September 4, 2020 I expected to hear the voice of Chris Economaki from the pits calling the action at any moment....
Sokol1 Posted September 4, 2020 Posted September 4, 2020 (edited) OBT-Mirmak Perhaps the problem is with pre-made convoys, that have different vehicles, like the one used in the previous video. Edited September 4, 2020 by Sokol1
Boomerang Posted September 5, 2020 Posted September 5, 2020 Guess: Could it be an invisible object with collision properties that was placed on the map at some point? The vehicles appear to be behaving in a manner in-order to avoid something at certain points??
Mysticpuma Posted September 6, 2020 Author Posted September 6, 2020 Weird bug/glitch - dust emitter attached to wing after ground collision:
9./JG52_J-HAT Posted September 6, 2020 Posted September 6, 2020 (edited) Just some more things I noticed. Landing gear still showing as lowered to other players in multiplayer if handle set to neutral after full retraction (two red lights confirmed). This was also a bug in the original CloD. Drop tank on Bf 109F-4 is still showing after being dropped on multiplayer. The players in the vicinity and who were looking at the aircraft when the tank was dropped saw it drop and don‘t see it anymore at all but it still shows for others. Reflections on the inside of the 109 canopy when the sun is low (6 am or 8 pm, for example) are so extreme under some angles that you can‘t see outside at all. One side reflects the sun and the other side reflects the side with the reflection, obstructing all outside view. On Tobruk or Channel maps. AI flying the Bf 109F still using full rudder deflection To both sides after patch. Observed in quick mission 4x 109Fs vs 4x Spits over the channel. Edit: Another quick mission over the desert in an F-4 Trop/derated. AI is flying with full left rudder after I enganged AI control in my plane after combat. With screenshot. Drop tanks and bombs missing as a loadout option for Bf 109F trop versions. Were they not used in the campaign or what is the reason behind this? From my previous posts: 109E-7 toe brakes bot animated in cockpit. Pedals don‘t move when applying brake. 109E-7 bomb arming panel is not clickable. I will post more as I come across them. Edited September 6, 2020 by J-HAT 1
LLv34_Flanker Posted September 8, 2020 Posted September 8, 2020 S! Ju88 cockpit. Outside temperature gauge does not show anything, the tooltip tells correct temperature. When trying to select bomb quantity the lever does not move. Neither any lights indicating bombs on the arming device.
Wiesel01 Posted September 10, 2020 Posted September 10, 2020 (edited) Bf109 E-1/E-3: A key that is assigned to function "increase prop pitch" will increase the prop pitch, resulting in a decrease of engine rotation speed, while the prop pitch indicator (the "clock") rotates counterclockwise. -> ok. A key that is assigned to function "decrease prop pitch" will decrease the prop pitch, resulting in an increase of engine rotation speed, while the prop pitch indicator (the "clock") rotates clockwise. -> ok. Why do the same key assignments cause the opposite on the Spitfire and Hurricanes in CloD? -> not ok for me. By the way, I'm talking about CloD Bitz/Tobruk v5.005 and I didn't check out other planes, just the 109's and the Spit/Hurri models with manual prop pitch / engine rotation speed controls. Edited September 10, 2020 by Wiesel01
ATAG_Flare Posted September 10, 2020 Posted September 10, 2020 1 hour ago, Wiesel01 said: Bf109 E-1/E-3: A key that is assigned to function "increase prop pitch" will increase the prop pitch, resulting in a decrease of engine rotation speed, while the prop pitch indicator (the "clock") rotates counterclockwise. -> ok. A key that is assigned to function "decrease prop pitch" will decrease the prop pitch, resulting in an increase of engine rotation speed, while the prop pitch indicator (the "clock") rotates clockwise. -> ok. Why do the same key assignments cause the opposite on the Spitfire and Hurricanes in CloD? -> not ok for me. By the way, I'm talking about CloD Bitz/Tobruk v5.005 and I didn't check out other planes, just the 109's and the Spit/Hurri models with manual prop pitch / engine rotation speed controls. This has always been a bit of a quirk of CloD. I don't know why but it's been like that forever. It would be nice to flip the 109 prop commands honestly.
Yardstick Posted September 10, 2020 Posted September 10, 2020 1 hour ago, ATAG_Flare said: This has always been a bit of a quirk of CloD. I don't know why but it's been like that forever. It would be nice to flip the 109 prop commands honestly. Agree 100%. It makes no sense that if I assign the same dial on my throttle to RPM for the British and US aircraft and for prop pitch on German aircraft that they work in opposite directions.
FTC_Karaya Posted September 11, 2020 Posted September 11, 2020 11 hours ago, ATAG_Flare said: This has always been a bit of a quirk of CloD. I don't know why but it's been like that forever. It would be nice to flip the 109 prop commands honestly. The way it is modelled on the German aircraft is actually more logical. Increasing a propellers pitch will cause it to grip more of the surrounding air --> air resistance increases which results in the engine and prop turning less quickly. Decreasing a propellers pitch will cause it to grip less of the surrounding air --> air resistance decreases which results in the engine and prop turning more quickly. TLDR: An increase in prop pitch should result in a decrease of rpms, a decrease in prop pitch should result in an increase of rpms.
Wiesel01 Posted September 11, 2020 Posted September 11, 2020 3 hours ago, JG4_Karaya said: The way it is modelled on the German aircraft is actually more logical. Increasing a propellers pitch will cause it to grip more of the surrounding air --> air resistance increases which results in the engine and prop turning less quickly. Decreasing a propellers pitch will cause it to grip less of the surrounding air --> air resistance decreases which results in the engine and prop turning more quickly. TLDR: An increase in prop pitch should result in a decrease of rpms, a decrease in prop pitch should result in an increase of rpms. That's exactly what i said. It's right on the 109 models, but works in the wrong direction for the british planes. So this is a bug in my view and should be corrected. For me, it doesn't matter if the controls setup would offer an assignment dealing with "increase/decrease prop pitch" or if there was an option to assign keys dealing with "increase/decrease engine rpm", like in DCS. The result should be the same with one and the same key assignment for all prop driven planes with manual controls. If you fly straight, don't change airspeed, don't change height, don't ply on the throttle - just keep the current setting: "increase engine rpm" -> impose a decrease in prop pitch to let engine rpm increase at same throttle position. "decrease engine rpm" -> impose an increase in prop pitch to let the engine rpm decrease at same throttle position. or "increase prop pitch" -> let engine rpm decrease acc. to the current throttle position. "decrease prop pitch" -> let engine rpm increase acc. to the current throttle position. That's the way it should be. For the british as well ? 1
Wolfstriked Posted September 11, 2020 Posted September 11, 2020 (edited) Been getting a weird bug in the BF109 E1 where I have to press the increase RPM button twice in order to make it actually start increasing.And then just now I was flying around and noticed my revs increasing by itself and can see the movement of rpm lever increase in cockpit. Edited September 11, 2020 by Wolfstriked
Sokol1 Posted September 12, 2020 Posted September 12, 2020 (edited) Quote bout convoy accordioning, I tested it and it seems to work properly 80% of time (without accordioning). The thing is the other 20%. ? This "accordioning" is really an "It's CloD!" If you set a single vehicle path in FMB, using waypoints or spline lines - in this case setting vehicle as NPC; inside FMB things went OK most time. But when you close the game, start again and select that mission, the vehicle loose their bearings, and start drive around like a beheaded ant. But if re-start the mission, now the vehicle know the path. Edited September 13, 2020 by Sokol1
Mysticpuma Posted September 13, 2020 Author Posted September 13, 2020 (edited) 3 hours ago, Sokol1 said: The thin is the other 20%. ? This "accordioning" is really an "It's CloD!" If you set a single vehicle path in FMB, using waypoints or spline lines - in this case setting vehicle as NPC; inside FMB things went OK most time. But when you close the game, start again and select that mission, the vehicle loose their bearings, and start drive around like a beheaded ant. But if re-start the mission, now the vehicle know the path. I did try it again and even got a vehicle to cross a bridge. Forgive the stutters, it appears that CloD isn'tworking as well as I hoped with shadowplay : Edited September 13, 2020 by Mysticpuma
JG-1_Ludwig Posted September 13, 2020 Posted September 13, 2020 On 9/11/2020 at 4:22 PM, Wolfstriked said: Been getting a weird bug in the BF109 E1 where I have to press the increase RPM button twice in order to make it actually start increasing.And then just now I was flying around and noticed my revs increasing by itself and can see the movement of rpm lever increase in cockpit. I have had this also... sometimes in the JU-88, but mostly in the 109. It only happened on the INITIAL change in pitch.... the very first time you adjust it. Once it moved, it moved the rest of the day correctly. Also THANKS to bug squashers for taking out that incredibly annoying habit of the 109 running the prop governor all the way down when you first get in the plane... and go to start the engine and the Prop is full travel coarse. Made me nuts.... so glad that is gone.
Team Fusion Buzzsaw Posted September 13, 2020 Team Fusion Posted September 13, 2020 On 9/11/2020 at 2:22 PM, Wolfstriked said: Been getting a weird bug in the BF109 E1 where I have to press the increase RPM button twice in order to make it actually start increasing.And then just now I was flying around and noticed my revs increasing by itself and can see the movement of rpm lever increase in cockpit. The E-1 has a manual propellor pitch controller. So if you point your nose down the engine revs will automatically increase with the increase in speed... there is no auto pitch controller to coarsen the pitch and reduce rpms. Manual pitch controllers require a continuous monitoring of the engine rpms... experienced 109E pilots will get to know the sound of the engine and when they are over-revving it.... they don't have to look at the rpm gauge. For those who are less experienced, you will need to be continually glancing down at the gauge. This is historically accurate. In fact we are doing the 109 pilots a favour by providing auto pitch versions of the E-4/E-4B/E-4N... in fact these were either unavailable till after the BoB or were functionally problematic.
Wolfstriked Posted September 13, 2020 Posted September 13, 2020 2 hours ago, Buzzsaw said: The E-1 has a manual propellor pitch controller. So if you point your nose down the engine revs will automatically increase with the increase in speed... there is no auto pitch controller to coarsen the pitch and reduce rpms. Manual pitch controllers require a continuous monitoring of the engine rpms... experienced 109E pilots will get to know the sound of the engine and when they are over-revving it.... they don't have to look at the rpm gauge. For those who are less experienced, you will need to be continually glancing down at the gauge. This is historically accurate. In fact we are doing the 109 pilots a favour by providing auto pitch versions of the E-4/E-4B/E-4N... in fact these were either unavailable till after the BoB or were functionally problematic. I know about the manual only pitch.What I was saying is that when you first press the increase rpm button nothing happens and only after releasing and pressing again does the rpm startto increase. About the ghost increasing of RPM happening.It wasn't from diving but I could see the rpm lever in cockpit moving upwards and I wasn't pressing the button.Has not happened again so maybe it was a fluke.
Sokol1 Posted September 13, 2020 Posted September 13, 2020 On 9/11/2020 at 8:15 AM, Wiesel01 said: That's exactly what i said. It's right on the 109 models, but works in the wrong direction for the british planes. Thing is that CloD controls logic is very generic (il-2:46 heritage), what result that more in German planes is minus in British and vice versa. ? See IL-2:GB for example, after they abandone the dumb "less keys is better" of former dev' leader, notice that for some controls, e.g. propeller pitch are different commands named in Controls, for use in different planes, because a unique logic (like in CloD) don't fit for all planes. Since CloD use one generic result in that "it's Clod!". But CloD have the advantage of allow set keys per plane, using the SAVE AS and LOAD - functions that can be used "on-the-fly" in seconds, so have at least a "German" and "British" profile is a good "band-aid" for this issues.
Wiesel01 Posted September 13, 2020 Posted September 13, 2020 (edited) On 9/10/2020 at 9:31 PM, ATAG_Flare said: This has always been a bit of a quirk of CloD. I don't know why but it's been like that forever. It would be nice to flip the 109 prop commands honestly. Hey Flare, thanks for the reply. Sounds like I'm not the first one who brought this up. But I couldn't find anything related on the bugtracker page yet. Do you know if this is a known issue there? I mean, maybe it's a complicated thing because all the old Spitfire & Hurri content in CloD is affected, but the new content Spitfires, Hurricanes and US-Hawks have the same issue. "Issue" from the point of view of one who has set up the controls based on Bf109 controls and then switches to "the other side" to get some experience there - only to see that the prop pitch controls are all reversed. I wonder why this seems unnoticed, because when a lot of new content has been created by TFS and all of that new content seems to have that same bug, it could either be unnoticed or just be one hell of a complicated thing to change in the code... 1 hour ago, Sokol1 said: Thing is that CloD controls logic is very generic (il-2:46 heritage), what result that more in German planes is minus in British and vice versa. ? See IL-2:GB for example, after they abandone the dumb "less keys is better" of former dev' leader, notice that for some controls, e.g. propeller pitch are different commands named in Controls, for use in different planes, because a unique logic (like in CloD) don't fit for all planes. Since CloD use one generic result in that "it's Clod!". But CloD have the advantage of allow set keys per plane, using the SAVE AS and LOAD - functions that can be used "on-the-fly" in seconds, so have at least a "German" and "British" profile is a good "band-aid" for this issues. Sokol1, thanks for the hint, I didn't know that we can set up two different control profiles. Going to check that out. However, i posted what I found here only to be constructive. It's good if there is a way to ease the pain with existing bugs, like that "two profiles" approach you mentioned. But in the end, I think it is still a bug and worth being discussed. TFS has done a lot of good things already to keep this Sim alive. And they improved countless things until this day. During that free-of-charge-support-time and also now, as a professional development team. Thanks to them, this Sim is now something that you can enjoy. And if they charge me for a "TFS 6.0" package one day...they already got me, won't hesitate. But still, CloD is a diamond... and in some ways, a diamond in the rough. Just wanted to call someone's attention to this. Edited September 13, 2020 by Wiesel01
Wiesel01 Posted September 13, 2020 Posted September 13, 2020 9 hours ago, Wolfstriked said: I know about the manual only pitch.What I was saying is that when you first press the increase rpm button nothing happens and only after releasing and pressing again does the rpm startto increase. About the ghost increasing of RPM happening.It wasn't from diving but I could see the rpm lever in cockpit moving upwards and I wasn't pressing the button.Has not happened again so maybe it was a fluke. Hi Wolf, I tried to recreate that issue, but failed. Bf109's just work perfectly with the prop pitch controls. Was there anything special when you had the issue? Map? Ground Start? Air Start? QuickMission? Self-Created Mission? I checked using a self-created mission with startup parked and engine off on the channel map. Found nothing like that..
ATAG_Flare Posted September 13, 2020 Posted September 13, 2020 2 hours ago, Wiesel01 said: Hey Flare, thanks for the reply. Sounds like I'm not the first one who brought this up. But I couldn't find anything related on the bugtracker page yet. Do you know if this is a known issue there? I mean, maybe it's a complicated thing because all the old Spitfire & Hurri content in CloD is affected, but the new content Spitfires, Hurricanes and US-Hawks have the same issue. "Issue" from the point of view of one who has set up the controls based on Bf109 controls and then switches to "the other side" to get some experience there - only to see that the prop pitch controls are all reversed. I wonder why this seems unnoticed, because when a lot of new content has been created by TFS and all of that new content seems to have that same bug, it could either be unnoticed or just be one hell of a complicated thing to change in the code... It's definitely a known issue, I'm not part of TFS but it's been like that since the initial release. If anything it is the 109 (and 110) controls that are reversed, not the Spit/Hurri. In fact all planes other than the 109/110 and maybe some other german types have the same type of control, a %based control that is max rpm (on constant speed props like the Spitfire Ia or the G50 or the Stuka) or fine pitch (on variable pitch props, for example the DH Hurricane or the Blenheim) at 100% and low rpm or coarse pitch at 0%. The 109 prop is different because rather than being an axis that can be moved quickly from 0% to 100%, or a two position switch between fine and coarse such as the DH Hurris, it is a 2 position switch that has an increase or decrease option - this is why you can't see a % for your prop in the 109, it only lets you know whether it's going up or down or static and you have to look at the clock dial. Now why this control is reversed compared to all of the others, I have no idea.
Wolfstriked Posted September 13, 2020 Posted September 13, 2020 (edited) 4 hours ago, Wiesel01 said: Hi Wolf, I tried to recreate that issue, but failed. Bf109's just work perfectly with the prop pitch controls. Was there anything special when you had the issue? Map? Ground Start? Air Start? QuickMission? Self-Created Mission? I checked using a self-created mission with startup parked and engine off on the channel map. Found nothing like that.. Go into cross country single mission in the E1 .Dont touch anything and then press and hold increase rpm button while looking at the increase RPM lever on dash.You will notice nothing happens until you release the button and press it again and then the lever moves. Same thing happens in all E and F family planes.Switch to manual first in those that have auto/manual governor function and then press the increase RPM button while looking at the switch in cockpit. Edited September 13, 2020 by Wolfstriked
Sokol1 Posted September 14, 2020 Posted September 14, 2020 On 9/12/2020 at 9:08 PM, Mysticpuma said: I did try it again and even got a vehicle to cross a bridge. Probable this vehicle path is now a issue without solution. Up to (MG) patch 2 or 3, vehicles behave OK, following waypoints as expected, but don't cross bridges - to be fair sometimes a truck with big wheels are able to cross, because the wheels allow him bypass the "invisible step" around bridges. Then a patch "for FPS" broken terrain (and other things). When you set waypoints for vehicle in open area - without terrain issues, the path coordinates are: [0_Chief_Road] 75569.11 182613.97 38.40 0 2 6.11 75381.16 182612.67 38.40 0 2 3.06 75392.50 182748.83 38.40 0 2 3.06 75565.43 182733.63 38.40 0 2 3.06 75567.21 182638.66 38.40 0 2 3.06 75424.70 182640.86 38.40 0 2 3.06 75422.80 182720.41 38.40 0 2 3.06 75519.73 182716.53 38.40 But if put near or over existing roads, near railroad or in airbase area, what happens: [0_Chief_Road] 77723.02 181679.22 38.40 0 3 2.08 S 2201 9 0.82 10.00 P 77696.28 181682.48 77720.77 181668.25 38.40 0 3 2.08 S 2201 9 0.82 10.00 P 77696.28 181682.48 77698.39 181637.20 38.40 The normal route coordinates became mixed with "S 2201...." coordinates. Happens that "S ####" are coordinates for "Spline Rods": E.g. For a train travel over railroad - in a section that have no issues; just need put the first and last waypoint, the path is automatically set following existing tracks, and "S ####" coordinates appear in mission code, because a "Spline Road" are embed in railroad path. [1_Chief_Road] (train) S 2119 12 0.52 5.00 P 76929.62 181376.92 0 2 11.11 S 2119 17 0.57 5.00 P 77708.43 181632.47 Seems that now are bits of "S ####" code spread everywhere around roads, some stretch of runways, over air base area, lacking in some railroad stretch, in taxi way - making AI despawn and spawn ahead in taxi ... seems that vehicles have difficult to decide what path follow, if set by waypoints or defined by "Spline Roads". In some parts try put just 2 waypoints for vehicles result in crazy zig-zags between the two points, and that "S ####" appear in mission code, they act like a "magnet" for the line between two waypoints. Game log sometimes register a "[13:21:55] PathFind.ApplyMap..." when loading a given mission, but sometimes no.
4SCT_V-Twin Posted September 15, 2020 Posted September 15, 2020 Hi. I don't know if it is a bug, but it happened to me some times having the plane damaged as I was shot at, but with no apparent reason because I did not hear any hit, nor I was involved in fights. Last time yesterday evening, I was landing at Bardia when suddenly my plane ceased to respond and a message appeared saying I lost rudder and ailerons controls and oil line was damaged. I did not hear any hit on my plane, no holes on the wings or whatsoever. After I crashed a message appeared saying I was shot down by cruiser ship X, ship that I never attacked or approached. Ther was indeed a ship group off the coast, but it was far and I did not see any AA activity or tracers. Maybe it's just my connection, which is not optimal (ping time around 100ms), or maybe it's a bug. Do someone have had same problem?
LLv34_Flanker Posted September 15, 2020 Posted September 15, 2020 S! @4SCT_V-Twin Seems there are no tracers or AA puffs from the battleship / cruiser. You suddenly just get killed without any sound etc. I supposed you mean the Operation Sandstorm on TFS #3 server.
J133-F_Ferge Posted October 20, 2020 Posted October 20, 2020 Also posted in Il-2 random crashes, but thought it’d suit here as well. This is regarding the Tobruk expansion for CoD. My game always crashes when I load the Wellington I/C Torpedo version. Doesn’t matter what the mission is or what the map is, whenever I use that aircraft to fly a mission, the flight will begin loading, get to 90% or so, then crash. Happens only when using a torpedo version of the Wellington. Standard Wellingtons work fine, and Torpedo He-111s work fine. Any suggestions would be greatly appreciated.
MicroWave Posted October 20, 2020 Posted October 20, 2020 (edited) On 10/20/2020 at 10:31 PM, IV./JG51-F_Ferge said: Also posted in Il-2 random crashes, but thought it’d suit here as well. This is regarding the Tobruk expansion for CoD. My game always crashes when I load the Wellington I/C Torpedo version. Doesn’t matter what the mission is or what the map is, whenever I use that aircraft to fly a mission, the flight will begin loading, get to 90% or so, then crash. Happens only when using a torpedo version of the Wellington. Standard Wellingtons work fine, and Torpedo He-111s work fine. Any suggestions would be greatly appreciated. You'll have to wait for the next patch. Edited October 23, 2020 by MicroWave
Columbar Posted October 23, 2020 Posted October 23, 2020 Hi, I don´t know if it is bug, but Tomahawk´s sight shows differently from Hurri/Spit sights. See picture below Same distance, same wingspan. Sight from Hurri/Spit shows correctly (at least for me ) 1
343KKT_Kintaro Posted October 23, 2020 Posted October 23, 2020 38 minutes ago, Columbar said: Hi, I don´t know if it is bug, but Tomahawk´s sight shows differently from Hurri/Spit sights. See picture below Same distance, same wingspan. Sight from Hurri/Spit shows correctly (at least for me ) Maybe the distance from seat to gunsight depends on the plane you are sitting in... thus, even if the model of gunsight is shared between two different types of plane, the reticle will show different sizes depending on the plane. The above is nothing but an assumption of mine.
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