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LF_BULLET21
Posted (edited)
2 hours ago, LukeFF said:

 

Check your difficulty settings.

Fixed!!! 👋Many thank´s 😉

Edited by LF_BULLET21
  • 3 weeks later...
Posted (edited)

Brief description: IL-2s struggle with climbing on Kuban map.
Detailed description, conditions: It seems that IL-2s can't climb properly on Kuban map. Especially mod.43. They fly slightly above 250kph with minimal altitude gains. By watching an autopilot it seems that they climbing at 1900 RPM and even then theirs engines are almost at 100°C. Are they afraid of burning them? Version mod.42 is slightly better but still worse than on Stalingrad map. Can it be because of higher temperature on Kuban? It makes IL-2 squadrons on Gelendzhik unusable, because they can't outclimb nearby hills at that short distance. Krasnodar squadrons are able to survive, but it is still painful to follow them at that sluggish speed.
Additional assets (videos, screenshots, logs): Can be replicated by starting career and switching to autopilot.

Edited by Kubert
9./JG52Gruber
Posted
14 hours ago, Kubert said:

Brief description: IL-2s struggle with climbing on Kuban map.
Detailed description, conditions: It seems that IL-2s can't climb properly on Kuban map. Especially mod.43. They fly slightly above 250kph with minimal altitude gains. By watching an autopilot it seems that they climbing at 1900 RPM and even then theirs engines are almost at 100°C. Are they afraid of burning them? Version mod.42 is slightly better but still worse than on Stalingrad map. Can it be because of higher temperature on Kuban? It makes IL-2 squadrons on Gelendzhik unusable, because they can't outclimb nearby hills at that short distance. Krasnodar squadrons are able to survive, but it is still painful to follow them at that sluggish speed.
Additional assets (videos, screenshots, logs): Can be replicated by starting career and switching to autopilot.

Can confirm on Kuban that AI's crashes all types in grid 1421.3.

Posted (edited)

I did not mean to point on ground avoidance by AI. It is known issue since IL-2 (2001) and don´t think it can be fixed at all. Problem I found, is about wrong (or too careful?) engine managment by AI IL-2 mod.43 pilots (mod.42 as well ???). It seems to me that they try to avoid engine overheat by reducing RPM to 1900. They act the same way over hills and over flat terrain. In my case it's not a ground issue, but something else, what keep them to climb only at 1900RPM instead of full power.

Edited by Kubert
  • 1CGS
Posted
On 8/30/2024 at 3:41 PM, Kubert said:

Brief description: IL-2s struggle with climbing on Kuban map.
Detailed description, conditions: It seems that IL-2s can't climb properly on Kuban map. Especially mod.43. They fly slightly above 250kph with minimal altitude gains. By watching an autopilot it seems that they climbing at 1900 RPM and even then theirs engines are almost at 100°C. Are they afraid of burning them? Version mod.42 is slightly better but still worse than on Stalingrad map. Can it be because of higher temperature on Kuban? It makes IL-2 squadrons on Gelendzhik unusable, because they can't outclimb nearby hills at that short distance. Krasnodar squadrons are able to survive, but it is still painful to follow them at that sluggish speed.
Additional assets (videos, screenshots, logs): Can be replicated by starting career and switching to autopilot.

 

On 8/31/2024 at 6:04 AM, 9./JG52Gruber said:

Can confirm on Kuban that AI's crashes all types in grid 1421.3.

 

On 8/31/2024 at 11:09 AM, Kubert said:

I did not mean to point on ground avoidance by AI. It is known issue since IL-2 (2001) and don´t think it can be fixed at all. Problem I found, is about wrong (or too careful?) engine managment by AI IL-2 mod.43 pilots (mod.42 as well ???). It seems to me that they try to avoid engine overheat by reducing RPM to 1900. They act the same way over hills and over flat terrain. In my case it's not a ground issue, but something else, what keep them to climb only at 1900RPM instead of full power.

 

I need a mission file I can share with our QA team. 

Posted
On 8/31/2024 at 12:41 AM, Kubert said:

 It seems that IL-2s can't climb properly on Kuban map. Especially mod.43. They fly slightly above 250kph with minimal altitude gains. By watching an autopilot it seems that they climbing at 1900 RPM and even then theirs engines are almost at 100°C.

Can it be, that not all the flight members have formed up to the flight? There is an issue, that flightleaders with all aircrafts wait for their flight to be complete at speeds of 250-270 km/h, while the missing aircrafts catch up with only 300 km/h, which then takes much too long until your flight is complete. And once the player joined the flightleader, the flightleader starts to lose about 50m of altitude down to 450m and then starts to climb about 100m to lose altitude again down to 450m, and start climbing again and so on until the last member of the flight arrived, then the flight climbs to mission altitude.

Posted (edited)

@LukeFF To see this, simply start career in any IL-2 squadron on Kuban map from first day, switch to autopilot and watch RPM, speed and temperatures. I tried it more than once with same results. It is really easy to replicate.

 

@Yogiflight In 600 hours of flying mostly single player, I never encoundered issue you describing. Right now I have running Moscow Career as IL-2 and my flight members don't care at all about how much I am lagging behind. My bet is, that problem is something with engine managment. Later versions of IL-2 are heavier, especially mod.43. And I think Kuban map has the hottest weather of three maps now available. So hot weather + full power because of IL-2 weight in my opinion can make AI little bit confused about what to do. It want climb at full speed because of weight, but it also want prevent engine from overheating. This is just my observation...problem can be somewhere completely else.

Edited by Kubert
Posted

@Kubert

 

I can already tell you that Luke will still want a mission file from you. If it's easy to replicate, then you can easily make one.

  • 1CGS
Posted
17 hours ago, Aapje said:

@Kubert

 

I can already tell you that Luke will still want a mission file from you. If it's easy to replicate, then you can easily make one.

 

Correct 

Posted
23 hours ago, Kubert said:

Right now I have running Moscow Career as IL-2 and my flight members don't care at all about how much I am lagging behind.

I was not talking about the player lagging behind. When you fly in position number 2, number 3 and 4 are usually lagging behind for quite some time, for the reasons I mentined. Or it is just a German thing and doesn't happen in Russian careers.

  • 1 month later...
  • 1CGS
Posted
On 10/11/2024 at 6:16 AM, Kubert said:

 

Thanks. Do you happen to have one where the Il-2s take off from Gelendzhik? Also, some remarks from one of our mission designers:
 

Quote

In the attached mission Il-2 43's don't crash. But the takeoff is not from Gelendzhik, the takeoff is from Krasnodar. Or is it a mission to show rpm and temp? Il2 43 is heavier, the temperature is 24 °C, and it's very hot, so their engines are almost at 100°C. The AI also needs to hold the formation, That's why the speed is slower than in waypoint.

 

Posted

I had no intention to make them crash before, that's why I chose Krasnodar. It was to show RPM and temp as the designer asked. I know mod.43 was heavier, but it was really such a brick? 😱 When I am leader, I can climb to 1000 meter with a boost and open radiators just fine and AIs can still catch me. It takes just a few minutes. When AI or autopilot is leader, they climb for an eternity at 1900 RPM with minimal altitude gain. Can't they just climb with boost  and then cool down the engine as player can?

 

Here is a mission from Gelendzhik. I started this mission with only 3 planes to make them form up quickly without any stragglers.

IL-2 mod.43 - Gelendzhik climb.zip

  • Thanks 1
Posted (edited)

...and because I am not annoying enough, I found another (now definitely) bug. 🙃

 

Brief description: At one point, missions for No.26 Sqn RAF become outside of the map.

 

Detailed description: In Battle of Normandy, since phase Battle for Caen and Saint-Lo all Artillery Spotting missions for No.26 Sqn RAF are outside of the map. Before this phase is everything OK.

 

Additional assets: Where are they sending me? To Spain? 😂

IL-2  Sturmovik  Battle of Stalingrad Screenshot 2024.10.14 - 19.41.23.92.png

No.26 Sqn RAF - objective not on the map.zip

Edited by Kubert
  • Thanks 1
  • 1CGS
Posted
21 hours ago, Kubert said:

...and because I am not annoying enough, I found another (now definitely) bug. 🙃

 

Brief description: At one point, missions for No.26 Sqn RAF become outside of the map.

 

Detailed description: In Battle of Normandy, since phase Battle for Caen and Saint-Lo all Artillery Spotting missions for No.26 Sqn RAF are outside of the map. Before this phase is everything OK.

 

Additional assets: Where are they sending me? To Spain? 😂

IL-2  Sturmovik  Battle of Stalingrad Screenshot 2024.10.14 - 19.41.23.92.png

No.26 Sqn RAF - objective not on the map.zip 1.35 MB · 0 downloads

 

Thanks, it'll be fixed. Turns out these careers should be ending with the conclusion of chapter 3, so congrats, you did well. 🙂

Posted

So No.26 Squadron will be removed after Breakthrough from the Beachhead? Before Battle for Caen and Saint-Lo starts? If so, than I still consider that as fix. Better than bugged squadron which shouldn't be here at all. 👍

 

Actually I didn't play this career yet. Was just curious what kind of missions this squadron getting, when it is last one with Spitfire V so late in the war. But one day, I definitely want to try to be a spotter. One month of spotting in career should be enough...and then transfer. 

  • 1CGS
Posted
51 minutes ago, Kubert said:

So No.26 Squadron will be removed after Breakthrough from the Beachhead? Before Battle for Caen and Saint-Lo starts? If so, than I still consider that as fix. Better than bugged squadron which shouldn't be here at all. 👍

 

Yes, when chapter 3 ends, this squadron will be removed from the map. 

 

Crazy as it may seem, I think there are one or two Spitfire V fighter squadrons that are flyable in July, but as I'm not at my computer right now I can't confirm that. 

Posted

After No.26 will be fixed, No.26 and No.63 will be spotters active only during landing and breakthrough phase. No.130, 501 and Canadian 402 have Spitfire V as well, even longer after breakthrough from the beachhead as 26 and 63, but they don't do artillery spotting. Also all of them switch to newer aircraft over time. 130 and 402 to Spitfire XIV and 501 to Tempest. 

 

I am planning to start new Normandy/Bodenplatte career soon, so I did little research not long ago. 😅

  • 1CGS
Posted

Alright, yes, that's what I thought. 👍🏻

Posted (edited)

Brief description: Spitfires crashing each other when escorting bombers.

 

Detailed description: I started P-47 career in Battle of Normandy. Two ground-attack missions in, and both had the same scenarion. Our Spitfire escort did their job, fight some enemies, but over time they has been wiped out in mid-air collisions when cruising between our target and the base. Only one last Spitfire made it with us back, but even he for some reason crashed after last P-47 landed. The last one crashed near airfield in both missions, so I doubt it was because damage. He lookedfine last time I seen him...no fuel or oil leaks or anything.

 

Additional assets: 

Two collisions on the way.

IL-2SturmovikBattleofStalingradScreenshot2024_10.21-18_47_02_29.thumb.png.50e6373751b2ef54ba09a9b55b7a5eb2.png

 

Crash near airfield

IL-2SturmovikBattleofStalingradScreenshot2024_10.21-18_47_19_35.thumb.png.41cd27c4bc09d88c1bc46d0eb1f7490f.png

 

I have mission file from the second mission.

Crashing Spitfires.zip

 

Edit: Also, I flown entire mission from takeoff to landing personally as number eight in formation without autopilot or time compression.

Edited by Kubert
  • Thanks 1
Posted (edited)

If the player is not flight lead there's nothing we can do to warn our wingmen of coming enemy planes. Fire flares, give the 'attack' hand gestures, wriggle the wings, turn on landing lights, fly crazy all around them, nothing works.

 

Depending on weather and altitude, I usually can spot formations of 4 or more fighters at a minimum of 10 kilometers, usually more - 15, even 20 kms if it's an 8 fighter formation. Depending on where they are coming from I may have up to 2 minutes to warn my wingmen.

 

And theres's nothing I can do. This is maddening.

 

https://drive.google.com/drive/folders/1aMxXyV-pPTNFe7dV3w13bk-yRX3A9lcX?usp=sharing

 

BombArty-Cant-Warn-Wingmen-Attempt1.rar

BombArty-Cant-Warn-Wingmen-Attempt2-TechnoChat-Gone.rar *

Bombarty-Cant-Warn-Wingmen-Attempt3.rar

AttVehCol-Cant-Warn-Wingmen-1-Attempt-Decimation.rar

BombTroops-Cant-Warn-Wingmen-4-Aces-Killed.rar

 

Even with the horrible training and no radios/ bad radios of soviet pilots and planes, I think in real life they would have noticed if one of them would have started going crazy around them.

 

*The tecnochat has been fixed, ignore that part.

 

 

edit: To add to that, even when there are a few experienced pilots in the mission their detection and reaction skills are horrible. Even if the mission is led by a 10+ kills ace and there are 2 or 3 other pilots with close to or more than 10 kills, they still are horrible and make no difference, blind slow zombies all of them.

Edited by Aleksander55
  • Like 1
Posted (edited)

Related to the above post about the player having no way to warn the wingmen if we are not flight lead:

 

THE CONNUNDRUM AND LACK OF LOGIC OF NO RADIO - SUDDENLY I HAVE RADIO.

 

It's simple to understand and needs no track.

 

If the player is not flight lead we have no radio communication. But if the player is next in command and the flight lead is killed suddenly, like by magic, we gain radio commands.

 

1 - THERE'S NO WARNING WHEN THAT HAPPENS. - In the middle of a confusing dogfight there's no way to know that the lead/higher ranking pilots have been killed and no way to know we are the next in command.

 

2 - IT MAKES NO SENSE. - We have no radios to warn these ridiculous zombie bots. But suddenly if higher ranks get killed we have access to radios. By all that is Holy, it would be a very good solution for me to stop ripping my last hairs off my skalp if the devs would make up their minds and give us solid commands to activate our zombie wingmen.

Edited by Aleksander55
  • Like 2
Posted (edited)

Missions are still being given to I-16s beyond the AI range.

 

https://drive.google.com/drive/folders/1aMxXyV-pPTNFe7dV3w13bk-yRX3A9lcX?usp=sharing

 

2024_6_13__12_14_0.thumb.jpg.7c981f52c4c4884e2b681681782fff00.jpg

 

2024_6_15__13_57_9.thumb.jpg.53179bca9cbc20e1ef1381e0e6ae5c0b.jpg

 

2024_6_15__13_57_12.thumb.jpg.25678d3a2e840215a32e088a78023ce2.jpg

 

2024_6_15__13_57_18.thumb.jpg.453cf96ec4077b47170da9d133e66543.jpg

 

**************************************************************

 

BombTroops-155km-AlmostGotThere-DidWarningWork-TCGone.rar

BombTroops-155km-AlmostGotThere-2.rar

 

2024_6_17__11_4_10.thumb.jpg.a57daf595d38f257706378acd666e36a.jpg

 

2024_10_22__0_44_43.thumb.jpg.ce4fbcc12291cba702f80edf834de716.jpg

 

2024_10_22__0_45_10.thumb.jpg.e9428f5a2ee5b38279a2bafc2e870781.jpg

 

In this example as the title says, that's the most optimistic range that is not really practical. The AI almost got there (155kms) with favourable winds, even with a small dogfight before. They also have the 'wait-for-player' bug that will be adressed later.

 

*****************************

 

BombRiver-139km-Bingo-Right-After-Bomb-10-45-Bad-Aim-I16s.rar

BombRiver-139km-AI-Cruise-Control-Madness.rar

 

2024_6_17__15_40_55.thumb.jpg.fd69208d7c5d9547b558d628f4ecfd42.jpg

 

2024_6_17__15_27_12.thumb.jpg.7da9318a3b589db369a40491c69e49c1.jpg

 

In this one in Moscow, with mixed Mig-3s and I-16s, the I-16s declared bingo right after dropping their bombs on target, no dogfight  before. AI cruise control madness shows the player's Mig-3 under AI control moving every available engine control during cruise all the time, it's the same for I-16s.

 

********************************

 

BombTroops-125km-XRay-Bingo-After-Few-Mins-Dogfight-TooSlowCruise.rar

 

2024_6_15__15_23_40.thumb.jpg.7e2092d83376e27a5b9306cf8e4f586f.jpg

 

2024_6_15__15_36_53.thumb.jpg.bcbde001baa97b7caf5e8f5c1cab65b5.jpg

 

The maximum practical range for AI I-16s in bomb/rocket missions is probably around 120 kms. Even at that distance bingo fuel will be declared very quickly if they need to dogfight.

 

In this one at 125kms and fairly direct routes they started declaring bingo after less than 2 minutes of dogfight right after dropping the bombs.

 

**********************************************

 

For whoever is doing these missions: If historic books relate I-16s bombing missions at 150kms or more with no fuel problems:

 

1 - Fix the I-16 fuel comsumption or -

2 - Fix the AI moving every engine control maniacally during cruise or -

3 - Allow landing in closer friendly airfields so AI can complete mission. Have the flight lead announce - 'Land on closest friendly airfield' when they reach bingo status and continue with the mission.

 

I could complete a few missions alone by landing on friendly airfields.

 

2024_6_15__14_10_52.thumb.jpg.9214e29b5c0b5eed220aa5f4b0b79590.jpg

 

 

Edited by Aleksander55
  • Like 1
Posted (edited)

The 'wait for me' bug.

 

https://drive.google.com/drive/folders/1aMxXyV-pPTNFe7dV3w13bk-yRX3A9lcX?usp=sharing

 

AttVehCol-Typical-Abandonment-Slow-Low-Waitforme-Lose-Padlock.rar

Bombarty-Waiting-For-Me-Bug.rar

TheyWaitForMe-IHaveNoAmmo-BadReactions-3GoodPilots.rar

 

 

When an AI wingman has no more ammo they declare so over radio (one more insane contradiction of the radio/no radio problem) and go back to base. The rest of the flight will not wait for him.

 

When the player has no more ammo the player's 'avatar' doesn't declare so, so the rest of the flight will keep on waiting for him if they still haven't got to the mission objective area.

 

In the ground attack missions that I'm always complaining about, if we are lucky only 2 enemy fighters will attack us on route. Sometimes I'm able to quickly dispatch even 4 of them before they decimate the flight of unreactive zombies.

 

The problem is that after this I'll usually have no ammo or only have a few dozen 7.62mm rounds. If I still have only a bit of Shkas ammo I can't really destroy any ground target and certainly can't shoot down the ironbloodinium german planes. So, I shoot the last 100 or so rounds of mg ammo in the air and go back to base. I can't warn them I have no more ammo. The 'avatar' doesn't do it like any other wingman.

 

The zombies keep waiting for me. The waiting routine is: They drop down to 500 meters and slow down to 200kmh. Even over enemy territory. 🤦‍♂️ I understand this was done due to complaints that they left the player behind. But they keep waiting for someone with no ammo.

 

And they fly at this speed and altitude until they get very close to the target. Only when they get to within 3 kms or so do they decide to enter the bombing routine. If the german flak hadn't been severely nerfed they'd all get anihilated.

 

Please fix this. When the player has no more ammo have the pilot's avatar declare so over the Schrodinger's radio, so that the zombies won't wait for us anymore.

 

Also, have a limit distance even if the player still has ammo. If they distance from the player let's say. Some 50kms. Then they'll wait no more.

Edited by Aleksander55
  • Like 1
Posted

Bugs in the Airfield defense mission.

 

I'd like to thank for the inclusion of the airfield defense mission. Unfortunately there are a few flaws and bugs.

 

https://drive.google.com/drive/folders/1aMxXyV-pPTNFe7dV3w13bk-yRX3A9lcX?usp=sharing

 

1 - Friendlies that take off from the airfield that we have to defend dogfight for at most 1-2 minutes, then they 'deactivate', turn zombies and start a circling pattern a short distance away from the airfield

 

AirfDef-Friendlies-TakeOff-TurnZombie.rar

AirfieldDefense-Friendlies-TakeOff-Quickly-Deactivate-Circuits.rar

AirfieldDefense-Friendlies-Takeoff-Quickly-Turn-Zombie.rar

 

2 - Sometimes friendlies don't take off from the airfield we have to defend. I don't know if it's a bug or mission design possibility, but when this happens, the mission usually doesn't complete and is a 'failure', even if it's highly successfull (all enemy aircraft shot down)

 

AirfDef-NoFriendlies-TakeOff.rar

 

3 - Sometimes the enemy fighters can't/ wont drop their bombs. When this happens usually the mission also doesn't complete and is a 'failure' even if successfull.

 

AirfDef-Mission-Doesnt-Complete-109s-Cant-Drop-Bombs.rar

 

4 - Sometimes there's no friendly air defenses at the airfield. Again I don't know if it's a bug or mission possibility. I think this only happened once and again the mission wouldn't complete and was a 'failure'.

 

I have no track for this one it seems. I don't know if I lost it or failed to record.

 

 

5 - As a side note, this is the only time this one bug happened in my setup. The flight lead of the airfield friendlies asked for and chose to taxi around instead of taking off. Damaged his plane and the rest of the flight took off normaly.

 

AirfieldDef-TakeOff-Friendlies-Quickly-Deactivate-Lead-Taxis-Off-1-20.rar

 

It could be that certain bugs/flaws/'features' only happen given a certain computer power. Mine is oldish and I had never seen this bug that I have seen complained about many times. Like in the 'ARMA/Operation Flashpoint' games, certain AI behaviors were dependent on computer power and how smooth a frame rate we could get.

  • Like 1
Posted (edited)

https://drive.google.com/file/d/19wKVbI6uX0JggGQFQJdQsK-y_HerQcDC/view?usp=sharing

 

No airfield flak without player presence nearby. This one seemed to have been solved but it appeared again in this one mission. 'Manfred' can be seen very close to it at around 6 minutes.

 

Bombarty-Awacs-109s-XRay-NO-AIRBASE-AAA-WITHOUT-PLAYER.rar

 

2024_10_21__22_13_43.thumb.jpg.299fa10b18957515430d166fea0b2e66.jpg

 

***********************

 

Airfield-Flak-Diappears-11-43.rar

 

This one used to happen many updates, more than 2 years ago. My airfield flak disappears with me dogfighting enemy planes right over it. Happens at around 11:40.

Edited by Aleksander55
  • 1CGS
Posted
20 hours ago, Kubert said:

Brief description: Spitfires crashing each other when escorting bombers.

 

Detailed description: I started P-47 career in Battle of Normandy. Two ground-attack missions in, and both had the same scenarion. Our Spitfire escort did their job, fight some enemies, but over time they has been wiped out in mid-air collisions when cruising between our target and the base. Only one last Spitfire made it with us back, but even he for some reason crashed after last P-47 landed. The last one crashed near airfield in both missions, so I doubt it was because damage. He lookedfine last time I seen him...no fuel or oil leaks or anything.

 

Additional assets: 

Two collisions on the way.

IL-2SturmovikBattleofStalingradScreenshot2024_10.21-18_47_02_29.thumb.png.50e6373751b2ef54ba09a9b55b7a5eb2.png

 

Crash near airfield

IL-2SturmovikBattleofStalingradScreenshot2024_10.21-18_47_19_35.thumb.png.41cd27c4bc09d88c1bc46d0eb1f7490f.png

 

I have mission file from the second mission.

Crashing Spitfires.zip 1.29 MB · 1 download

 

Edit: Also, I flown entire mission from takeoff to landing personally as number eight in formation without autopilot or time compression.

 

It's not a collision issue, Spitfires don't have enough fuel without drop tanks to fly to France, do battle, and return to England.

Posted
2 hours ago, LukeFF said:

 

It's not a collision issue, Spitfires don't have enough fuel without drop tanks to fly to France, do battle, and return to England.

 

Then isn't it an issue with the mission generation?

Posted

In the first mission, four Spitfires was marked on the map as down near waypoint 2 which was near French coast. One made it back to our airfield and crashed after we landed. So 4 of them were down long before they can spend all fuel, if their colleague made it back with us. I am not sure what happened to the last one...becouse 6 are usually an escort.

 

In the second mission. That was slightly longer, 184 km, all Spitfires made it to target area, fought off two FW-190s and flown with us almost to England. So even when this mission was longer than previous and after dogfight with FWs, this time Spitfires made it two times farther than those in mission 1. So it is not possible that Spitfires in mission 1 would spend all their fuel before target area when these in mission 2 was able to fly back from longer mission even after dogfight which cost them fuel as well.  Also, no bingo fuel was reported through radio. I saw two collisions by my eyes.

 

According to specification, Spitfire can be in the air 1 hour and 40 minutes. My first mission lasted 1 hour and 24 minutes, second mission 1 hour and 25 minutes. I know specification mean economic flight in specific altitude and specific speed, but those missions were 20 minutes shorter and in both I landed as the last P-47. So I was circling  around 10-15 minutes above airfield waiting in the row for landing. Last Spitfire was always circling with us. So he must have still fuel.

 

Next time I make a screenshots and keep hoarding evidence. 😄 If I don't die before that. It is Iron man career. :scratch_one-s_head:

  • Thanks 1
Posted (edited)

Very first mission generated in a career attempt, starting with Battle of Moscow. Flying in a group of 9 aircraft, mostly I-16 s with one MiG-3, the flight gets jumped by a pack of 109E-7s before they reach the target.

 

Issues:

 

1) The flight leader doesn't seem to respond to this until the enemy is extremely close and has seemingly circled around him several times.

2) When he does respond it's usually too late and cue a flood of "I'm Wounded" comments. Sometimes one aircraft will be attacked and split off, and the main flight will just completely ignore that someone else is being chased down and shot up and screaming about it until the rest of them are attacked.

3) When they do respond they immediately drop their bombs which renders the mission impossible to complete successfully, which will result in a "failed" mission regardless of what you do.

4) Several times I tried to break off early and rush to the target to attack it with my bombs and avoid inevitable slaughter of the flight. When trying to attack the enemy vehicle column with my bombs I "incur a penalty for attacking friendly", despite no friendlies being around, only enemies.

5) Why are there so many bombing missions of this type when selecting a fighter unit? In other career attempts with other fighter units, 70-80% of the missions all seem to be "bomb this" or "bomb that", typically with no escort, so if you get jumped before you reach the target, the bombs get dropped and the mission cannot be completed successfully.

 

BoM Attack Vehicle Column.zip

Edited by Lord_Cool
  • Thanks 1
  • Upvote 1
  • 1CGS
Posted
23 hours ago, Kubert said:

In the first mission, four Spitfires was marked on the map as down near waypoint 2 which was near French coast. One made it back to our airfield and crashed after we landed. So 4 of them were down long before they can spend all fuel, if their colleague made it back with us. I am not sure what happened to the last one...becouse 6 are usually an escort.

 

In the second mission. That was slightly longer, 184 km, all Spitfires made it to target area, fought off two FW-190s and flown with us almost to England. So even when this mission was longer than previous and after dogfight with FWs, this time Spitfires made it two times farther than those in mission 1. So it is not possible that Spitfires in mission 1 would spend all their fuel before target area when these in mission 2 was able to fly back from longer mission even after dogfight which cost them fuel as well.  Also, no bingo fuel was reported through radio. I saw two collisions by my eyes.

 

According to specification, Spitfire can be in the air 1 hour and 40 minutes. My first mission lasted 1 hour and 24 minutes, second mission 1 hour and 25 minutes. I know specification mean economic flight in specific altitude and specific speed, but those missions were 20 minutes shorter and in both I landed as the last P-47. So I was circling  around 10-15 minutes above airfield waiting in the row for landing. Last Spitfire was always circling with us. So he must have still fuel.

 

Next time I make a screenshots and keep hoarding evidence. 😄 If I don't die before that. It is Iron man career. :scratch_one-s_head:

 

One of our mission designers played the attached mission. The Spitfires crashed in the Channel before reaching England. If you saw airplane collisions in the mission, we need a track or video showing this, thanks.

Posted (edited)

Just did my homework. Sending you mission file and directory with three tracks of spitfire collisions. I wanted to do so yesterday, but the game trolled me and gave me as an escorts P-47 instead Spitfires. 😄 At least I know now, that it is probably Spitfire specific issue because P-47s did not collided. 

 

I uploaded files here because they are too big (50mb) to upload directly. If it's a problem, I can upload them differently, just tell me where. 

 

https://file.io/cYLTu1UgeS5v

Edited by Kubert
  • Thanks 1
Posted (edited)

If the player is not commander of an I-16 unit, the AI will never use the 20mm Shvaks. They are available to the player. Maybe have a system where only the higher ranks have access to the Shvaks, or random usage by all in a mission, but always leave them available to the player no matter the rank.

 

2024_10_29__2_8_56.thumb.jpg.e99404aa43a08b93c7975d4d040f1fe9.jpg

 

 

 

********************************************************************************

 

With the player as commander of an I-16 unit, if we get to the mixed I-16s and Mig-3s units:

 

There are certain missions that will lock access of the Shvaks for the I-16s if they are locked out of the Mig-3s, even if they are not the same model - Mig-3s used synchronized Shvaks while I-16s used unsynchronized ones.

 

2024_10_29__2_18_19.thumb.jpg.72f68f9bdda3691cec97cfc6be6d84bf.jpg

 

2024_10_29__2_18_8.thumb.jpg.939073a210bdc2dcb6c7b64937d6d66c.jpg

 

2024_10_29__2_18_22.thumb.jpg.4c493be1cb07b663fccbd23a8a7aa5e9.jpg

Edited by Aleksander55
Posted (edited)

There's still a high danger of my wingmen AI 'turning off' once 'MISSION COMPLETED' appears.

 

https://drive.google.com/drive/folders/1aMxXyV-pPTNFe7dV3w13bk-yRX3A9lcX?usp=sharing

 

IntAttacker-AI-Lead-Shoots1Down-MissionComplete-BrainsOff.rar

 

In this one I was not flight lead, it was very close to the airbase which might have something to do with this particular example. The leader Nurgali shoots one 109 down at around 1:30. Immediately he and all wingmen 'deactivate', turn zombie and start the landing circuit. Luckily there was no fighter escort and the other fighters were locked into bombing mode.

 

There has been some mitigation of this problem but it still can happen especially in intercept bombers and attackers missions. If I'm flight lead I'm always afraid to be the first to heavily damage or shoot down a mission objective bomber or attacker for fear of my wingmen turning zombie once 'Mission Complete' appears. So I usually wait for one of them to do it first, even with escorts around. I don't think I need to say how tiring and annoying always having this preocupation is. Please, please fix this. 🙃

 

This problem used to be so prevalent that up to this day I'm never sure if my wingmen are active or not. Even if I'm not the first to shoot one down. MISSION COMPLETE - 'Are my zombies still active?'. Please, please fix this. 🫠

 

This mission also shows how the I-16 AI will never install the 20mm Shvaks if the player is not unit commander.

 

2024_10_29__4_30_46.thumb.jpg.b416bfb89b6b9681b1c339807256d11f.jpg

 

2024_10_29__4_32_14.thumb.jpg.21f7b53827491624c228f480a2ef5836.jpg

 

2024_10_29__4_37_8.thumb.jpg.03cc47dfd362e77bdf16052d4652c264.jpg

 

2024_10_29__4_38_9.thumb.jpg.9e759b549c3b35a4a254bf7e41f1ab43.jpg

 

2024_10_29__4_38_24.thumb.jpg.466b21c01d8a6cb475b7156105d75678.jpg

Edited by Aleksander55
  • 1CGS
Posted
12 hours ago, Aleksander55 said:

If the player is not commander of an I-16 unit, the AI will never use the 20mm Shvaks. They are available to the player. Maybe have a system where only the higher ranks have access to the Shvaks, or random usage by all in a mission, but always leave them available to the player no matter the rank.

 

2024_10_29__2_8_56.thumb.jpg.e99404aa43a08b93c7975d4d040f1fe9.jpg

 

 

 

********************************************************************************

 

With the player as commander of an I-16 unit, if we get to the mixed I-16s and Mig-3s units:

 

There are certain missions that will lock access of the Shvaks for the I-16s if they are locked out of the Mig-3s, even if they are not the same model - Mig-3s used synchronized Shvaks while I-16s used unsynchronized ones.

 

2024_10_29__2_18_19.thumb.jpg.72f68f9bdda3691cec97cfc6be6d84bf.jpg

 

2024_10_29__2_18_8.thumb.jpg.939073a210bdc2dcb6c7b64937d6d66c.jpg

 

2024_10_29__2_18_22.thumb.jpg.4c493be1cb07b663fccbd23a8a7aa5e9.jpg

 

There is no issue here. For one thing, 20 mm cannons were a very late addition to the available armament for MiG-3s, and there were a lot of I-16s in frontline usage with only machine guns. 

  • 1CGS
Posted

Alright, regarding these issues, per one of our mission designers:

  • The player's group is not deactivated. Due to the close action point, wp_land is launched immediately after the mission is complete, which starts the command "Land". The range will be increased in the next update to generate an action point in "Intercept ground attack planes: missions.
  • Once 1 bomber is shot down and the leader is 1 km away, then the mission objective is complete. Then it enables wp_land with low priority so that allied planes continue the fight. There's no bug here. Usually the interception is far from the player's airfield. But if a situation like in "intercepting ground attack planes" happens, please send us a track.

 

 

Posted (edited)

Very first mission at the beginning of a Normandy career attempt with US pilot. A group of P47D-22 are to bomb something in France. Did not get very far, couldn't even take off.

 

Issues:

 

1) First couple of aircraft lined up on the runway don't take off, they just sharply turned to the left and taxi around to to the rear, after which they just slowly roll forward and crash/bump into and damage other aircraft lined up waiting to take off.

2) None of the aircraft seem to take off because of the above.

Normandy P47 Bomb Mission.zip

Edited by Lord_Cool
  • Thanks 1
  • 1CGS
Posted
On 10/22/2024 at 2:57 PM, Lord_Cool said:

Very first mission generated in a career attempt, starting with Battle of Moscow. Flying in a group of 9 aircraft, mostly I-16 s with one MiG-3, the flight gets jumped by a pack of 109E-7s before they reach the target.

 

Issues:

 

1) The flight leader doesn't seem to respond to this until the enemy is extremely close and has seemingly circled around him several times.

2) When he does respond it's usually too late and cue a flood of "I'm Wounded" comments. Sometimes one aircraft will be attacked and split off, and the main flight will just completely ignore that someone else is being chased down and shot up and screaming about it until the rest of them are attacked.

3) When they do respond they immediately drop their bombs which renders the mission impossible to complete successfully, which will result in a "failed" mission regardless of what you do.

4) Several times I tried to break off early and rush to the target to attack it with my bombs and avoid inevitable slaughter of the flight. When trying to attack the enemy vehicle column with my bombs I "incur a penalty for attacking friendly", despite no friendlies being around, only enemies.

5) Why are there so many bombing missions of this type when selecting a fighter unit? In other career attempts with other fighter units, 70-80% of the missions all seem to be "bomb this" or "bomb that", typically with no escort, so if you get jumped before you reach the target, the bombs get dropped and the mission cannot be completed successfully.

 

BoM Attack Vehicle Column.zip 391.78 kB · 3 downloads

 

Regarding points three and four, per one of our mission designers:

 

3. That's not true. The mission can be completed without bombs.

You must destroy 1 vehicle from the enemy convoy. After that, if you have bombs, attack timer will be between 1 and 2 minutes (on the i-16). If you don't have bombs, attack timer will be between 2,5 and 4 minutes. After this time, the mission will be completed. Or you can destroy 20 enemy units faster and the mission will also be completed.

4. There are no friendly fake_blocks in the target area. Most likely you damaged your plane with your own bombs or with ricochets from your machine guns. If not, please upload a video or a track.

  • 2 weeks later...

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