Voidhunger Posted July 9, 2020 Posted July 9, 2020 In Ferdinand tank its possible to speed up rotation of the commander and gunner rear/side periscope if you press key to rotate to the other side while holding the previous one. Press Rshift + key to rotate to the left and now press key to rotate to the right (still hold key to the left) and the speed of the rotation is rapidly increased. I dont know if its bug or feature. 1
1CGS -DED-Rapidus Posted July 10, 2020 1CGS Posted July 10, 2020 8 hours ago, Voidhunger said: In Ferdinand tank its possible to speed up rotation of the commander and gunner rear/side periscope if you press key to rotate to the other side while holding the previous one. Press Rshift + key to rotate to the left and now press key to rotate to the right (still hold key to the left) and the speed of the rotation is rapidly increased. I dont know if its bug or feature. Thank you for the useful and clear WTR.
6FG_Big_Al Posted July 10, 2020 Posted July 10, 2020 (edited) Brief description: Pixelation of the exterior modelDetailed description, conditions: It is still an AMD driver problem. (I didn't find this particular case here on the fast track, so I posted it here.) If you select the MSAA option, there are pixels flickering on the aircraft surface in the exterior view. There is also a "broken" shadow on this side from time to time. In the assets you find the original post in the 4.006 thread for the issue with some pictures. Additional assets (videos, screenshots, logs): https://forum.il2sturmovik.com/topic/61739-ati-radeon-troubles-after-4006-update/?do=findComment&comment=946963https: My PC specs: Win 10 / RX 5700 XT (Driver: 20.7.1) / AMD Ryzen 5 1600X Processor / 16GB RAM Edited July 10, 2020 by 6FG_Big_Al fixed driver version
1CGS -DED-Rapidus Posted July 10, 2020 1CGS Posted July 10, 2020 @6FG_Big_Al, please, take a screenshot of the graphics settings in the game, and the second question is, did you reset the graphics settings in the driver to default?
vonGraf Posted July 10, 2020 Posted July 10, 2020 After the update I have some of the roads and railways hovering ~50m above the ground when playing singleplayer missions (generated by PWCG). It's difficult to see but it happened on the Moscow map in summer and winter.
6FG_Big_Al Posted July 10, 2020 Posted July 10, 2020 18 minutes ago, -DED-Rapidus said: @6FG_Big_Al, please, take a screenshot of the graphics settings in the game, and the second question is, did you reset the graphics settings in the driver to default? Hi @-DED-Rapidus, to answer your question yes the settings of the driver are default. Even when I did a small mistake. (The current version of the driver is: 20.7.1) The ingame settings are under the spoiler. Spoiler If there is anything else I can do or test, don't hesitate to ask me 1
1CGS -DED-Rapidus Posted July 10, 2020 1CGS Posted July 10, 2020 4 hours ago, vonGraf said: After the update I have some of the roads and railways hovering ~50m above the ground when playing singleplayer missions (generated by PWCG). It's difficult to see but it happened on the Moscow map in summer and winter. There was an elevation correction on the map of Moscow, so wait for the PCWG fix.
vvuorela Posted July 10, 2020 Posted July 10, 2020 5 hours ago, -DED-Rapidus said: There was an elevation correction on the map of Moscow, so wait for the PCWG fix. I can see same issue on Moscow map. Only some roads, not all of them. Quick mission, no mods. 1 1
1CGS -DED-Rapidus Posted July 11, 2020 1CGS Posted July 11, 2020 5 hours ago, vvuorela said: I can see same issue on Moscow map. Only some roads, not all of them. Quick mission, no mods. if possible, attach the L2\data\missions\_gen.missionn map file to the message.
vonGraf Posted July 12, 2020 Posted July 12, 2020 On 7/10/2020 at 5:25 PM, -DED-Rapidus said: There was an elevation correction on the map of Moscow, so wait for the PCWG fix. Seems a mod for another map was causing this in my case. I've tested it the vanilla game now and didn't see any issue anymore.
1CGS -DED-Rapidus Posted July 12, 2020 1CGS Posted July 12, 2020 @vonGraf, this kind of problem occurs when the editor and IL2 are working simultaneously.
vonGraf Posted July 12, 2020 Posted July 12, 2020 4 hours ago, -DED-Rapidus said: @vonGraf, this kind of problem occurs when the editor and IL2 are working simultaneously. That's good to know too. Thank you.
1CGS -DED-Rapidus Posted July 13, 2020 1CGS Posted July 13, 2020 @vonGraf, or not enough video memory )
vonGraf Posted July 13, 2020 Posted July 13, 2020 12 hours ago, -DED-Rapidus said: @vonGraf, or not enough video memory ) In my case I had to disable my Kuban and Bodenplatte map mod to get the Moscow map working correctly again. I could even enable all my other mods again, it's all good now in vanilla singleplayer and PWCG missions. But thanks for your tips. I wasn't aware that a mod for the i.e. Kuban map can affect the Moscow map too. Ok, learnt something new about the game, that's good as well. My graphic card has 8 GB that should be enough; IL2 (+Win10) consumes 4 - 6 GB depending on the settings.
Voidhunger Posted July 13, 2020 Posted July 13, 2020 (edited) Brief description: Duplicated tank explosion on the ground without object (tank) Detailed description, conditions: QMB Prokhorovka map, in one case I knocked out Panzer IVG which exploded and at the same time explosion was duplicated on the ground without tank. on the second occasion in the same mission Panzer III was knocked out by AI and again the explosion of the tank was duplicated on the ground. Version 4.008b Additional assets (videos, screenshots, logs): Edited July 13, 2020 by Voidhunger
1CGS -DED-Rapidus Posted July 14, 2020 1CGS Posted July 14, 2020 @Voidhunger, I have been hunting for this bug for a long time, I myself had a similar anomaly, but I didn't manage to record the track, I hope you did it?
Voidhunger Posted July 14, 2020 Posted July 14, 2020 33 minutes ago, -DED-Rapidus said: @Voidhunger, I have been hunting for this bug for a long time, I myself had a similar anomaly, but I didn't manage to record the track, I hope you did it? Yes i have it. I will find a way to upload it 1
Voidhunger Posted July 14, 2020 Posted July 14, 2020 (edited) 2 hours ago, -DED-Rapidus said: @Voidhunger, perfect! Here it is 6:47 10:00 https://www.rapidshare.com.cn/q4fovYJ Edited July 14, 2020 by Voidhunger 1
Voidhunger Posted July 14, 2020 Posted July 14, 2020 13 hours ago, -DED-Rapidus said: @Voidhunger, perfect! Hi, another one in 6:40 time https://www.rapidshare.com.cn/K1X8GNC 1
Voidhunger Posted July 20, 2020 Posted July 20, 2020 Hi, there is sometimes this strange smoke what I at first thought its a new graphic effect. I dont know if its related to the endless firing bug and the flash from the gun its not visible. T34 at 2:35 I think. https://www.rapidshare.com.cn/OCTJR9k 1
1CGS -DED-Rapidus Posted July 21, 2020 1CGS Posted July 21, 2020 9 hours ago, Voidhunger said: there is sometimes this strange smoke what I at first thought its a new graphic effect. I dont know if its related to the endless firing bug and the flash from the gun its not visible. Most likely the sticking effect gunsmoke, the t-34 was hit at the time of the shot, when there was a withdrawal of gunpowder gases from the tower. 1
Voidhunger Posted July 30, 2020 Posted July 30, 2020 (edited) Hi Rapidus, I was hit badly in PzIV and survived, tank started to burn, commander and loader dead. Main gun damaged, engine damaged, fuel leak and more. Fire was extinguished and I was able to drive. Survived another shot. Started to fire again at KV1 (unfortunately confused the right one and I was firing at the already knocked out :)). Excellent experience to survive some shots with internal damage and wounded/killed crew! Excellent stuff, this I want to see more in every tank please!!! Anyway I wanted to carefully get close, but ran out of fuel. I press the eject button and right after the driver get out, tank started to burn and before the gunner left out tank exploded. Is it a bug or some kind of self destruct feature? and you can see at the 3rd screenshot that the duplicit explosion bug is there too. Im seeing this duplicit explosion bug extremely often in video its at cca 12:10 time https://www.rapidshare.com.cn/8HvjQrD Edited July 30, 2020 by Voidhunger
1CGS -DED-Rapidus Posted July 30, 2020 1CGS Posted July 30, 2020 @Voidhunger, the problem is known ) this is not a feature unfortunately. You turned on the evacuation animation, but at this moment there was an explosion, since everyone in the crew was killed, the camera took a neutral (initial) position of the driver's seat. and there's that damn double explosion again.... 1
Foundouli91 Posted August 8, 2020 Posted August 8, 2020 (edited) Hi, first, thanks for your time! Brief description: As you can see at my pictures, I got this bad graphic issues. I got this issues for about 2 weeks now. The issue doesn´t came from the gpu, because I already tested a second one and it got the same issue. I also tested all the graphic settings to solve this problem, but only FXAA makes a little difference. With FXAA the issue is a bit smaller. Detailed description, conditions: First everything looks fine and after less then a minute the clouds, sky and horizon changes with glimmer, flicker and waves. Your PC config data (OS, drivers, specific software): Windows 10 Pro 64-Bit 18363, AMD Ryzen 7 3700X, 32 RAM, RTX 2070 Super - Samsung 2560 x 1440 (32bit) (144hz) Maybe someone of you solved that problem. Thanks in advance! Edited August 8, 2020 by Foundouli91
GOA_Walter_Nowotny Posted August 12, 2020 Posted August 12, 2020 Hello devs: Brief description: In Rheinland map, Venlo airfield, ghost icon (or something) over taxiwayDetailed description, conditions: When you taxi in this taxiway there´s some strange thing that broke your plane (if going fast) or move your plane like a crush when taxi low. Maybe a ghost tree? Checked in clean Rheinland map with no icons, cities, bridges (template) Your PC config data (OS, drivers, specific software): Win10, i5 7600k, Asus Maximus IX, 1070ti, 32GB RAM, 500GB M.2 Additional assets (videos, screenshots, logs):Attached
1CGS -DED-Rapidus Posted August 14, 2020 1CGS Posted August 14, 2020 @GOA_Walter_Nowotny, you already have a mission ready) please attach it to the message.
GOA_Walter_Nowotny Posted August 18, 2020 Posted August 18, 2020 @-DED-Rapidus attached, maybe the .list file have my pc config route. Also now I have a issue with Velikie Luki summer map. Map works fine, but when you get out the game, it freeze and this message is displayed: "Config errors found. Saved to 'CFG Pool.log' Checked this file and displays this info: luascripts/worldobjects/blocks/static_boxnb_3.txt: Invalid arguments number (3 instead of 4) of var: energyloss luascripts/worldobjects/blocks/static_tanknb_5.txt: Invalid arguments number (3 instead of 4) of var: energyloss luascripts/worldobjects/blocks/static_platformemptynb_3.txt: Invalid arguments number (3 instead of 4) of var: energyloss luascripts/worldobjects/blocks/static_tanknb_3.txt: Invalid arguments number (3 instead of 4) of var: energyloss luascripts/worldobjects/blocks/static_platformnb_3.txt: Invalid arguments number (3 instead of 4) of var: energyloss luascripts/worldobjects/blocks/static_pass_5.txt: Invalid arguments number (3 instead of 4) of var: energyloss luascripts/worldobjects/blocks/static_pass_3.txt: Invalid arguments number (3 instead of 4) of var: energyloss luascripts/worldobjects/blocks/static_platformnb_5.txt: Invalid arguments number (3 instead of 4) of var: energyloss @-DED-Rapidus do you need new bug-Issue report for this Velikie Luki summer map or with this info is fine? Thanks, regards, Venlo_Mision.rar
AEthelraedUnraed Posted August 19, 2020 Posted August 19, 2020 Brief description: Too short LOD distance for the high-res buildingsDetailed description, conditions: Since 4.009, the LOD distance of the high-res buildings seems to have been changed to a *much* too close distance (see screenshot). This results in the buildings looking quite ugly up close. The LOD distance seems to be calculated from the center of the building group instead of for each individual building; since some buildings groups are quite large, the effect can be quite clear and ugly. The problem is especially apparent on the semi-destroyed buildings, as the roof/walls of the lower-LOD models are generally a single quad. I didn't notice this problem before 4.009. Additional assets (videos, screenshots, logs): Your PC config data (OS, drivers, specific software): Win10 1909, latest RTX 2060 driver, graphics settings Ultra with 4k textures and distant buildings.
THERION Posted August 19, 2020 Posted August 19, 2020 3 hours ago, AEthelraedUnraed said: Brief description: Too short LOD distance for the high-res buildingsDetailed description, conditions: Since 4.009, the LOD distance of the high-res buildings seems to have been changed to a *much* too close distance (see screenshot). This results in the buildings looking quite ugly up close. The LOD distance seems to be calculated from the center of the building group instead of for each individual building; since some buildings groups are quite large, the effect can be quite clear and ugly. The problem is especially apparent on the semi-destroyed buildings, as the roof/walls of the lower-LOD models are generally a single quad. I didn't notice this problem before 4.009.Additional assets (videos, screenshots, logs): Your PC config data (OS, drivers, specific software): Win10 1909, latest RTX 2060 driver, graphics settings Ultra with 4k textures and distant buildings. What map are you using in your case (screenshot)? All maps but the Prokhorovka map have lower detailed buildings.
AEthelraedUnraed Posted August 19, 2020 Posted August 19, 2020 Just now, THERION said: What map are you using in your case (screenshot)? All maps but the Prokhorovka map have lower detailed buildings. That means I must be using the Prokhorovka map, doesn't it? ?
AEthelraedUnraed Posted August 21, 2020 Posted August 21, 2020 (edited) Brief description: A-20 British gunner modelDetailed description, conditions: Although not explicitly mentioned in the 4.006 changelog as one of the planes with a pilot model that depends on the assigned nationality, the A-20 pilot and observer do change their model if they're set to GB. However, the tail gunner still uses the Soviet model.Additional assets (videos, screenshots, logs): Your PC config data (OS, drivers, specific software): Win10 1909, latest RTX 2060 driver, graphics settings Ultra with 4k textures and distant buildings, though I doubt this is of any use in this case ? Edited August 21, 2020 by AEthelraedUnraed 1
1CGS -DED-Rapidus Posted August 21, 2020 1CGS Posted August 21, 2020 2 hours ago, AEthelraedUnraed said: Brief description: A-20 British gunner model Thanks! On 8/19/2020 at 8:37 PM, AEthelraedUnraed said: Brief description: Too short LOD distance for the high-res buildings Please write down the track, we need an example for analysis. On 8/19/2020 at 12:59 AM, GOA_Walter_Nowotny said: attached, maybe the .list file have my pc config route. Also now I have a issue with Velikie Luki summer map. Map works fine, but when you get out the game, it freeze and this message is displayed: "Config errors found. Saved to 'CFG Pool.log' Thank you, we fixed this problem, the next update will fix it(we will deal with Venlo airfield later.).
AEthelraedUnraed Posted August 23, 2020 Posted August 23, 2020 (edited) On 8/21/2020 at 4:40 AM, -DED-Rapidus said: Please write down the track, we need an example for analysis. I've provided a Minimal Working Example mission (basically one (damaged) house and a tank) as well as a track recording to illustrate the problem. Although there's only one building in the mission, the problem exists with all high-res buildings as far as I can tell (although it is more visible on some). I've pinpointed the problem to the FOV settings that are quite wide for the tank commander position. The effect can be seen in the screenshots below (I took just the center part of the screen): Note how in the upper left screenshot the building is basically invisible from a relatively short distance due to the wrong LOD being used at the (default for the Pz.IV commander) FOV of 92 degrees! If I decrease the FOV to 88 degrees, the building does suddenly show up. As stated, my graphics settings are Ultra with 4k textures and distant buildings. My resolution is 1920x1080. Low_Lod_MWE.zip Edited August 23, 2020 by AEthelraedUnraed 1
1CGS -DED-Rapidus Posted August 25, 2020 1CGS Posted August 25, 2020 @AEthelraedUnraed, thank you, we are analyzing the problem.
J99_Sizzlorr Posted August 26, 2020 Posted August 26, 2020 (edited) Brief description: On the Arras map trains will not cross some bridges when you make the bridges an active object by creating a linked entity Deatailed description: The train will stop on the bridge and will not move any further. If the bridge is no linked entity the train will pass over it with no issues. Map coordinates for bridges identified as not working as a linked entity according to the GUI map: 0608/5 the eastern one 0407/7 Edited August 26, 2020 by J99_Sizzlorr
J99_Sizzlorr Posted August 26, 2020 Posted August 26, 2020 (edited) Brief description: British and German WW1 tanks don't fire their MGs at planes, WW1 tanks also can not crush every barbed wire model used on the frontline of the Arras map. Deatailed description: British and German WW1 tanks don't fire their MGs at planes, even if you activate air targets in the attack area MCU. They also seem to only use their MGs when the attack area MCU is set to attack ground. WW1 tanks also can not crush every barbed wire model used on the frontline on the Arras map. The tanks will roll over the wire, which makes it burn and then get stuck on it. Edited August 26, 2020 by J99_Sizzlorr
1CGS -DED-Rapidus Posted August 28, 2020 1CGS Posted August 28, 2020 On 8/26/2020 at 7:49 PM, J99_Sizzlorr said: Brief description: On the Arras map trains will not cross some bridges when you make the bridges an active object by creating a linked entity Deatailed description: The train will stop on the bridge and will not move any further. If the bridge is no linked entity the train will pass over it with no issues. Map coordinates for bridges identified as not working as a linked entity according to the GUI map: 0608/5 the eastern one 0407/7 On 8/26/2020 at 8:45 PM, J99_Sizzlorr said: Brief description: British and German WW1 tanks don't fire their MGs at planes, WW1 tanks also can not crush every barbed wire model used on the frontline of the Arras map. Deatailed description: British and German WW1 tanks don't fire their MGs at planes, even if you activate air targets in the attack area MCU. They also seem to only use their MGs when the attack area MCU is set to attack ground. WW1 tanks also can not crush every barbed wire model used on the frontline on the Arras map. The tanks will roll over the wire, which makes it burn and then get stuck on it. In both cases we need your missions that have a problem.
J99_Sizzlorr Posted August 28, 2020 Posted August 28, 2020 (edited) TanksandTrains.rar 3 hours ago, -DED-Rapidus said: In both cases we need your missions that have a problem. Edited August 28, 2020 by J99_Sizzlorr 1
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