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Game version 4.705 discussion: Mosquito and some improvements


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  • 1CGS
Posted
7 hours ago, derrick263 said:

I can no longer launch any of the Achtung Spitfire scripted campaigns after applying this update. The campaign starts but when it goes to the pilot's private journal, the screen size is wrong and doesn't display the button so I can start the campaign. I cannot get past this screen to start the campaign. I'm running 3440x1440 resolution and I have rebooted the computer since installing the update.

 

We will fix that soon.

If you will just wait a bit - it will be closed automatically and mission will start.

FTC_Mephisto
Posted

Massive issues yesterday evening (after hot fix) with not seeing the tracers of the AAA guns in multiplayer. 

  • Upvote 1
SYN_Haashashin
Posted
8 hours ago, derrick263 said:

I can no longer launch any of the Achtung Spitfire scripted campaigns after applying this update. The campaign starts but when it goes to the pilot's private journal, the screen size is wrong and doesn't display the button so I can start the campaign. I cannot get past this screen to start the campaign. I'm running 3440x1440 resolution and I have rebooted the computer since installing the update.

Hi,

 

As Han said, the picture will (should) close by itself after a minute or so, its depending of how long its the diary itself.

 

Note: Wont ever use that picture method againg due to resolutions.

Posted
49 minutes ago, Han said:

We will fix that soon.

If you will just wait a bit - it will be closed automatically and mission will start.

and for this? some hot fix planned?CaptureTC2.thumb.PNG.01fd6ead8c09ca14dbf042bf9f2c8b33.PNGCaptureTC.thumb.PNG.a0ab6800297fb74feda2428f22e2fea4.PNG

JG4_Moltke1871
Posted

Gyro scope, EZ42…

The Info of to set the wingspan in these scope stays permanently in the techno chat, not remove after a few seconds like all other informations.

  • 1CGS
Posted
54 minutes ago, moustache said:

and for this? some hot fix planned?

We can't confirm the missing sounds. What tank, mission? Singleplayer or multiplayer?

The same goes for the gunner shooting by himself - what mission, tank, which orders were given, etc.

Noisemaker
Posted

14.57GB?  Are you kidding me?

  • Confused 1
Posted
5 minutes ago, Sneaksie said:

We can't confirm the missing sounds. What tank, mission? Singleplayer or multiplayer?

for me, I saw it in Pz IV, in panther, in T34 and in KV. it is as much in multi as in solo, whether it is modded / not modded, official content like that of modders... @ShampooActual can perhaps bring you other precision, he too complained about it...

 

8 minutes ago, Sneaksie said:

The same goes for the gunner shooting by himself - what mission, tank, which orders were given, etc.

this problem has already been reported for a looooooooooooong time and says "treaty" (something like 1year...)... the details are already given in the bug report section... beginning in page 8

maybe @Yogiflight can give more information?

Angels-6Runwayrht
Posted

Ecstatic!

 Absolutely breathtaking piece of machinery in motion with a notion to bring on the hurt!!!..

 

  Thank You to all that created her.  

Posted

The Mosquito is fantastic, Thank you to all involved with the development. Taking out subs with the 5 pounder is outstanding!

J99_Sizzlorr
Posted

I can't get the winches on the balloons to work. I can attach balloons to the winch but it will not rise to it's waypoint. What am I missing?

  • Thanks 1
  • Upvote 1
Yogiflight
Posted
26 minutes ago, Sneaksie said:

The same goes for the gunner shooting by himself - what mission, tank, which orders were given, etc.

QMB 1 vs. 1, platoon vs. platoon, almost every scripted mission, every German tank and I would guess the Allied tanks as well, no orders given. For example every 1 vs. 1 scenario in QMB, mission starts, I start the engine and before I even was able to change position to commander, the gunner calls out 'tank 10 o°clock 1300m', then he turns the turret and starts shooting on his own. This is how it works every time. The same in scripted missions, no autopilot activated, no orders given, the gunner , magically, notices a target outside of his FOV, calls out the target, turns the turret and starts shooting. And it doesn't matter at all, how far away the target is. I had it happen in one of the scripted TC missions, that my gunner shot at 1400m at a Russian tank, frontally, in a Panzer III.

  • Upvote 2
Posted
1 minute ago, Yogiflight said:

QMB 1 vs. 1, platoon vs. platoon, almost every scripted mission, every German tank and I would guess the Allied tanks as well, no orders given. For example every 1 vs. 1 scenario in QMB, mission starts, I start the engine and before I even was able to change position to commander, the gunner calls out 'tank 10 o°clock 1300m', then he turns the turret and starts shooting on his own. This is how it works every time. The same in scripted missions, no autopilot activated, no orders given, the gunner , magically, notices a target outside of his FOV, calls out the target, turns the turret and starts shooting. And it doesn't matter at all, how far away the target is. I had it happen in one of the scripted TC missions, that my gunner shot at 1400m at a Russian tank, frontally, in a Panzer III.

I even add that he can see through objects/terrain on top of that, just like the enemy...

  • Upvote 2
Posted
8 hours ago, Charon said:

@Ala13_UnopaUno_VR @=VARP=Ribbon, others with FPS problems... are you using openvr_fsr by any chance? This update overwrote my copy of openvr_api.dll (correctly, as I told Steam to repair the installation). Try restoring the fsr version. I initially lost about 30fps, but only because I was rendering at a much higher resolution than I meant to.

No, i use default openVR, some mix of ingame settings and ~60% steamVR resolution for G2.

First framedrop i noticed after clouds hotfix (before hotfix performance and everything was great) and later another framedrop happened after new skybox.

 

I use QMB,Kuban map (port bay), Spit9 vs 8xHe111 for tests after each significant update and to test settings.

Also new lightning still causes too much glare in VR increasing a lot god rays effect and in certain situations one lens goes white from glare while other one being fine depending on look direction vs. Sun.

Lastly in Mossie over BoBp map with few vehicles on ground frames drops to record 30fps with stutters flying low on that map.

II./JG1_Kadin
Posted (edited)

Error 10027 non steam version.

After a few failed attempts to update to latest version, I deleted the "updates" folder and the update downloaded and installed as per usual.  However, while the main screen loads fine,  trying to log-in leads to error "#10027 failed to verify packed data".  After a few deletions of the update folder with no different results, I reinstalled IL2 (on top of existing installation). This resulted to the same error.  Then I started the hit or miss tactic.

Got lucky.  Once the "Enable Mods" box is checked on the Launcher, no more errors.  IL2 continues to load with no problem.

So the question remains, why are those two related?

Please advise.

Edited by II./JG1_Kadin
Posted (edited)
On 6/1/2022 at 3:51 PM, FlyingShark said:

I now found a solution.

I downloaded that dll file and the game now starts on my pc.

This is where I found it:

https://www.dll-files.com/d3dcompiler_47.dll.html

 

Put it in: windows/system32.

Be careful to choose the right version (64bit or 32bit).

And don't shoot me if for one reason or another it won't work for you (computers you know).

 

Have a nice day and good luck.

 

:salute:

 

Thanks for the tip but I was hoping the hotfix would fix this issue but tried again after installing 4.705b and same problem persists...

 

Quote

---------------------------
Il-2.exe - System Error
---------------------------
The program can't start because D3DCOMPILER_47.dll is missing from your computer. Try reinstalling the program to fix this problem.
---------------------------
OK   
---------------------------

 

I'm using the Steam version and wonder if there are any way to downgrade to previous version 4.704 since that worked fine for me?

 

 

Edited by KeyCat
Posted

I see no static Mosquito in the Editor. We start having a sizeable list of planes not available as static objects. Using Live objects to have static displays is a real waste of resources.

 

  • Upvote 4
Jade_Monkey
Posted
26 minutes ago, IckyATLAS said:

I see no static Mosquito in the Editor. We start having a sizeable list of planes not available as static objects. Using Live objects to have static displays is a real waste of resources.

 

 

Yes, hopefully we get them with the release of the map, and also some additional airfield static objects would be very welcome, like mechanics, cranes, more oil barrels and ammo.

  • Upvote 4
Docholiday
Posted

Yepeeeeh ?

 

 

The Mosquito FB    ????

 

THX a lot

 

Doc

  • 1CGS
Regingrave-
Posted
26 минут назад, Yogiflight сказал:

QMB 1 vs. 1, platoon vs. platoon, almost every scripted mission, every German tank and I would guess the Allied tanks as well, no orders given. For example every 1 vs. 1 scenario in QMB, mission starts, I start the engine and before I even was able to change position to commander, the gunner calls out 'tank 10 o°clock 1300m', then he turns the turret and starts shooting on his own. This is how it works every time. The same in scripted missions, no autopilot activated, no orders given, the gunner , magically, notices a target outside of his FOV, calls out the target, turns the turret and starts shooting. And it doesn't matter at all, how far away the target is. I had it happen in one of the scripted TC missions, that my gunner shot at 1400m at a Russian tank, frontally, in a Panzer III.

This is not a bug, tanks in QM skirmish missions have their orders to engage enemy from the mission start via MCU Command:AttackArea, they don't need any specific orders from the player to engage targets if the distance is less than 1400 metres. With no commands from the mission player's tank wont engage targets of his own, unless autopilot is enabled and commander's order is given.

Posted
4 minutes ago, Regingrave said:

This is not a bug, tanks in QM skirmish missions have their orders to engage enemy from the mission start via MCU Command:AttackArea, they don't need any specific orders from the player to engage targets if the distance is less than 1400 metres. With no commands from the mission player's tank wont engage targets of his own, unless autopilot is enabled and commander's order is given.

so being able to see through an object/terrain is not a bug?

11 indicateurs à suivre pour évaluer la performance de votre vidéo

In any case, it also happens outside the QMB...

  • Haha 1
AEthelraedUnraed
Posted
1 hour ago, KeyCat said:

I'm using the Steam version and wonder if there are any way to downgrade to previous version 4.704 since that worked fine for me?

Nope, but it should be very possible to fix the issue. With the Steam version, it's likely as easy as verifying the integrity of the game files. If not, re-installing should solve the issue :)

  • 1CGS
Regingrave-
Posted
29 минут назад, moustache сказал:

so being able to see through an object/terrain is not a bug?

 

In any case, it also happens outside the QMB...

It will happen whenever player's tank receive MCU Command: AttackArea from the mission, which is common not only for QM skirmish, but for the scripted campaign missions as well.

 

Obstacle visibility check is working fine, if there is a bug, send me a mission where it reproduces and AI clearly fires on enemy it cannot see through obstacle or terrain. As for the FOV — AI gunner use visibility sectors of all crew members to aquire targets, not only his own.

Posted
9 minutes ago, Regingrave said:

It will happen whenever player's tank receive MCU Command: AttackArea from the mission, which is common not only for QM skirmish, but for the scripted campaign missions as well.

 

Obstacle visibility check is working fine, if there is a bug, send me a mission where it reproduces and AI clearly fires on enemy it cannot see through obstacle or terrain.

 

32 minutes ago, moustache said:

so being able to see through an object/terrain is not a bug?

they don't fire, they see...

  • 1CGS
Regingrave-
Posted
6 минут назад, moustache сказал:

they don't fire, they see...

How can you tell whether the gunner does see the target or not, if it doesn't engage it? If they don't engage — this is not a bug.

Anyways, I need a mission to reproduce it.

Posted (edited)
7 minutes ago, Regingrave said:

How can you tell whether the gunner does see the target or not, if it doesn't engage it? If they don't engage — this is not a bug.

Anyways, I need a mission to reproduce it.

I repeat myself:

 

51 minutes ago, moustache said:

so being able to see through an object/terrain is not a bug?

11 indicateurs à suivre pour évaluer la performance de votre vidéo

 

and in any case, if it doesn't, there remains the situation where the ia suddenly stops following orders:

it's roughly always the same, just more hasardous...

 

Edited by moustache
Yogiflight
Posted
59 minutes ago, Regingrave said:

With no commands from the mission player's tank wont engage targets of his own, unless autopilot is enabled and commander's order is given.

And this is exactly the way it should be. I am the tank commander, so it is me, who has to decide to attack the enemy tank, not my gunner.

Second point, my gunner engages enemy, he could not even know, it is there, as it is outside of his FOV. This is highly unrealistic.

Third point, if my gunner would start shooting on an enemy, without my order to do so, I would kick him in his back.

This all was not in the game at the beginning, it was implemented later, and I have no idea, why. It makes the game unplayable, as I am only a passenger, viewing, what my gunner is doing, except I enter the gunner position, which gives me the smaller FOV of the gunner.

  • Upvote 2
AEthelraedUnraed
Posted
3 minutes ago, Yogiflight said:

And this is exactly the way it should be. I am the tank commander, so it is me, who has to decide to attack the enemy tank, not my gunner.

Second point, my gunner engages enemy, he could not even know, it is there, as it is outside of his FOV. This is highly unrealistic.

Third point, if my gunner would start shooting on an enemy, without my order to do so, I would kick him in his back.

This all was not in the game at the beginning, it was implemented later, and I have no idea, why. It makes the game unplayable, as I am only a passenger, viewing, what my gunner is doing, except I enter the gunner position, which gives me the smaller FOV of the gunner.

In fact, the gunner *does* have an order to do so, as Regingrave already said ;). It might not be your order, but it is an order that was given by the mission logic. There's nothing strange or wrong with that.

Yogiflight
Posted
3 minutes ago, AEthelraedUnraed said:

There's nothing strange or wrong with that.

Oh, there is absolutely eveything strange and wrong with it, when I don't have the decision, if my gunner attacks enemy tanks. We are not talking about aircrafts with gunners, here it is ok, when the gunners shoot on their own, but not in tanks. I was commander of a tank IRL, no gunner is allowed to shoot without his commander's order.

  • Like 1
Posted
44 minutes ago, AEthelraedUnraed said:

Nope, but it should be very possible to fix the issue. With the Steam version, it's likely as easy as verifying the integrity of the game files. If not, re-installing should solve the issue :)

 

Will try, thanks!

  • 1CGS
Regingrave-
Posted
9 минут назад, Yogiflight сказал:

Second point, my gunner engages enemy, he could not even know, it is there, as it is outside of his FOV. This is highly unrealistic.

As I previously said, AI gunner use FOV of all crew members to aquire targets, not only his own.

AEthelraedUnraed
Posted
1 minute ago, Yogiflight said:

Oh, there is absolutely eveything strange and wrong with it, when I don't have the decision, if my gunner attacks enemy tanks. We are not talking about aircrafts with gunners, here it is ok, when the gunners shoot on their own, but not in tanks. I was commander of a tank IRL, no gunner is allowed to shoot without his commander's order.

But the commander of the tank *has* given the order to fire, that's the thing. The mission logic gives the gunner the order to fire.

Posted
5 minutes ago, Regingrave said:

As I previously said, AI gunner use FOV of all crew members to aquire targets, not only his own.

is it pervitin or vodka that gives him the ability to see through an object/terrain?

it looks like a strong thing...

homme fou danser boite de nuit clubber Image, GIF animé

 

that the order is given from the start to fire on the enemies, either (even if it seems a bit silly...), but that the shooter, or even the commander, locates a target behind a hill. ..

  • Upvote 1
Dusty_Steppes
Posted
1 hour ago, Regingrave said:

As for the FOV — AI gunner use visibility sectors of all crew members to aquire targets, not only his own.

 

This should apply to tanks where the commander is also the gunner. In tanks where there is a dedicated gunner and commander, the commander should be using the visibility sectors of all crew members to acquire situational awareness and give commands accordingly.

Eisenfaustus
Posted
1 hour ago, Yogiflight said:

Oh, there is absolutely eveything strange and wrong with it, when I don't have the decision, if my gunner attacks enemy tanks. We are not talking about aircrafts with gunners, here it is ok, when the gunners shoot on their own, but not in tanks. I was commander of a tank IRL, no gunner is allowed to shoot without his commander's order.

Yes - but once the first shot is fired I usually give my gunner a sector to watch and fire at will - especially on the attack, where time is of the essence - while I watch a different sector myself. I always wanted my men to fight independently within mission parameters until changing situation demands new … combat missions(?) - i‘m not sure what is the English equivalent for Kampfauftrag as leadership on platoon level works a little differently in the Anglo-American forces. 
 

Yogiflight
Posted
1 hour ago, AEthelraedUnraed said:

The mission logic gives the gunner the order to fire.

Then the mission logic should be changed somehow. Because the way it is now, that the 'game commander' gives the gunner the order to shoot, doesn't give me any reason to play this. I have to be the tank commander and it has to be my decision, when to shoot at enemy.

 

6 minutes ago, Eisenfaustus said:

Yes - but once the first shot is fired I usually give my gunner a sector to watch and fire at will - especially on the attack, where time is of the essence - while I watch a different sector myself. I always wanted my men to fight independently within mission parameters until changing situation demands new … combat missions(?) - i‘m not sure what is the English equivalent for Kampfauftrag as leadership on platoon level works a little differently in the Anglo-American forces. 
 

This is different between infantry and tanks, even if it is only an IFV, like in my case. In infantry, the platoon leader, who has the command over the platoon's fire, can not always see, what is happening. So, like you said, after the first shot, the soldiers fire on their own, until he gives order to stop. In a tank, the gunner calls out enemy, he recognized, but the commander gives the order to fire. Only in absolute selfdefense, so close distance and the enemy's gun already pointing at you, the gunner is allowed to shoot on his own. But this is the only exception.

AEthelraedUnraed
Posted
59 minutes ago, moustache said:

is it pervitin or vodka that gives him the ability to see through an object/terrain?

it looks like a strong thing...

 

that the order is given from the start to fire on the enemies, either (even if it seems a bit silly...), but that the shooter, or even the commander, locates a target behind a hill. ..

As Regingrave has said a couple of times now, the Devs need a mission (and track, preferably) where a tank fires at a target it can't see, before they can do anything about it. If you want your perceived bug fixed, please provide that data.

 

1 hour ago, Yogiflight said:

Oh, there is absolutely eveything strange and wrong with it, when I don't have the decision, if my gunner attacks enemy tanks. We are not talking about aircrafts with gunners, here it is ok, when the gunners shoot on their own, but not in tanks. I was commander of a tank IRL, no gunner is allowed to shoot without his commander's order.

I can see your point though, but it isn't as simple an issue as you make it out to be ;) The problem is that IL2 caters to the desired play style of everyone. That includes people who like to drive, rather than be the gunner/commander. For those people, it is necessary to have the tank commander give the fire order whenever the mission logic says so, as otherwise the tank wouldn't ever fire. Having the gunner only fire after a human player would manually confirm the orders given by the mission logic would preclude the possibility of being a driver while the commander and gunner take care of the rest.

 

I *think* one workaround for you might be to issue the "hold fire" order at mission start; I don't think the mission logic will overrule that order.

Posted
27 minutes ago, AEthelraedUnraed said:

I can see your point though, but it isn't as simple an issue as you make it out to be ;) The problem is that IL2 caters to the desired play style of everyone. That includes people who like to drive, rather than be the gunner/commander. For those people, it is necessary to have the tank commander give the fire order whenever the mission logic says so, as otherwise the tank wouldn't ever fire. Having the gunner only fire after a human player would manually confirm the orders given by the mission logic would preclude the possibility of being a driver while the commander and gunner take care of the rest.

in this case, what is the point of having an order system where you can choose to authorize shooting or not, to authorize firing only when stopped or at a certain speed, or can define priority targets. .. then what is the order system for?

 

nothing complicated in there: there is a system of order, lines of sight, an organization of shooting and decisions (a hierarchical system in short), you just have to leave the player the possibility of choosing and ensuring that the gameplay mechanics work, bugs fixed...we make a healthy base and we leave the player decided, a bit like what the developers of Arma do

Posted (edited)
2 hours ago, Regingrave said:

How can you tell whether the gunner does see the target or not, if it doesn't engage it? If they don't engage — this is not a bug.

Anyways, I need a mission to reproduce it.

 

they dont fire they see ??  

It makes me think of the tank turret bug... am I right? 
when the gunner is ordered to stop firing he doesn't shoot anymore but the turret starts to move by itself, as if the gunner sees a target that is invisible... because moreover he doesn't even point the gun at a present target but rather in the void. 

This is a bug that I've been fighting with for months... and that has been present for more than 1 year... and that I'm still waiting for the promise that it will be fixed after July as a member of the TC team told me.    

 

and I say it again and again, this bug only appears if the player's tank is linked to one or more tanks.  
in fact if the player's tank has no waypoint linked to it the problem does not appear. 
the waypoint is necessary to move a platoon of tanks linked to the player's tank.  

 

 

Edited by TIGRE88
  • Upvote 1
Posted (edited)
39 minutes ago, AEthelraedUnraed said:

As Regingrave has said a couple of times now, the Devs need a mission (and track, preferably) where a tank fires at a target it can't see, before they can do anything about it. If you want your perceived bug fixed, please provide that data.

just open the QMB, use the F5 key, you will see the tank turn its turret towards "its target"... and AGAIN, for me, they DON'T shoot, just SEE...

and as said before, the bug is the same as reported before, just more random...

Edited by moustache
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