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IL-2 Sturmovik Cliffs Of Dover and Desert Wings - Tobruk: Update 5.036


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  • Team Fusion
FG28Artist
Posted

Greetings, Pilots!

 

It's been a long time since the last patch ... But we've been busy with stuff not yet going into a patch and when we were ready, we got trouble with a code signing certificate (Buzzsaw wrote about that).

 

Please note: There is a problem connecting to multiplayer servers

 

The cause for the Patch 5.036 - Multiplayer Connection Bug is the Hurricane IIc and all its variants: If a player spawns in it, it will give him an error and prevent anyone else from joining the server after that until you restart the server - or maybe also until after that plane has been completely de-spawned (I'm not sure about that). In Singleplayer, Missions with the Hurricane IIc (and variants) simply fail to load.

 

We found cause and fix and will publish a hotfix on Monday.

 

Until then I suggest

* that the Server Administrators (temporarily) remove the Hurricane IIc and all its variants from the birthplaces.

* That players please refrain from spawning in a Hurricane IIc or one of it's variants.

 

 

------------------------

 

So, here's patch 036:

 

*** New: AI Air Group Formation and Spacing  Air Groups now have formation and spacing set at waypoints.  Previously all AI air groups used the same fixed spacing and flew in the formation specified for the entire flight.  Now the full range of spacings can be set at the waypoint level. Formation is also at the waypoint level. [Oskar]

*** New: AI Bombers bomb spacing Mission builders can specify the series bomb spacing of AI controlled bombers. [Oskar]
Known Bug: The field is initially disabled when you create a new air group. Save your new mission and reload it. Then everything works correctly.

*** New: Loadouts Many new loadout options now available on SP mission custom screen. [Oskar]

*** Fix: Bf-110 C-6 Loadout corrected to have six magazines of ten rounds. https://www.tfbt.nuvturais.de/issues/1450 [Oskar]

*** Fix: Map Temperature Map ambient temperatures updated; Channel Summer: 24, Channel Fall:  5, Channel Winter:  -5, Tobruk: 27 [Oskar]

*** New: Temperature varies by Time of Day Map temperature is daytime high.  When missions are loaded the temperature is modified depending on time of day. [Oskar]

*** Czech "Version of Getting Started and Troubleshooting Guide" updated [Manual and Localisation Team]

*** Campaign "Tempesta sull' Africa": added briefings in Italian [Manual and Localisation Team]

*** Short manuals: English version updated [Manual and Localisation Team]

*** Flashcards - Torpedo sight update [Manual and Localisation Team]

*** Getting Started and Troubleshooting Guide - Czech updated [Manual and Localisation Team]

*** Manuals: New "Advanced skinning tutorial. Guide to skinning small parts" [major_setback]

*** Fix: Belting update All Training and Observation rounds removed from default belts. [Oskar]

*** New: Mission scripts Script writers now have access to MissionFileName and ScriptFileName values. [Oskar]

*** Sounds Added: Ocean water sound effect. [Slipstream]

*** Sounds Added: Engine load effects for all Merlin's. [Slipstream]

*** Sounds Fixed: An issue causing ambient wildlife sounds (birds etc...) to not play correctly. [Slipstream]

*** Sounds Fixed: Occlusion issues across multiple events. [Slipstream]

*** Sounds Fixed: External cockpit hatch sounds now adhere to distance and occlusion. [Slipstream]

*** Sounds Fixed: Distance dropoff issues with Jumo Series Engines. [Slipstream]

*** Sounds Fixed: An issue causing Lorenz beam sounds to get stuck on a steady tone. [Slipstream]

*** Fixed dull water blocks on various maps (but not those on map edges, yet) [Artist]
https://www.tfbt.nuvturais.de/issues/1349

 

 


 

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  • FG28Artist pinned this topic
Posted

AI flights (Hurricane I Rotol 100) crash into eachother when taking off from fields spawning the flight in 2 (Croydon/Hawkinge) or 3 ( Hornchurch) columns.

 

  • Haha 1
  • Upvote 1
Posted

Agree with theOden

 

In SP 109 flights do the same

For a six aircraft mission take off pattern was 2:2:2 staggered now 3:3 abreast

AI crashes into each other as the aircraft on the left tries to get onto the center of the runway [ runway too narrow for 3 abreast ? ]

Tried several missions all with the same result

Looks like the new patch has made take offs impossible without major accidents

Posted

@FG28Artist  I can see a lot of clamouring from the Snorkel wearers to be beta testers but, if not already, by virtue of @Bf109Aces interest in SP and willingness to try stuff out, plus his feedback, theres potentially a good SP beta testing asset right there if hes not already (Id hope the ODEN already had an invite). 

 

Here in SP Buzzsaws "new testers will only confirm what we know" may not exactly ring true. 

Posted (edited)
Quote

*** New: AI Air Group Formation and Spacing  Air Groups now have formation and spacing set at waypoints.  Previously all AI air groups used the same fixed spacing and flew in the formation specified for the entire flight.  Now the full range of spacings can be set at the waypoint level. Formation is also at the waypoint level. [Oskar

 

Can see a whole lot of AI in mid-air collisions now, when they spawn in the air.

 

Could it be related to the waypoints spacing setting?

It appears that for existing missions, where spacing was not set previously, it now defaults to 'NEAR'.

That's how the setting shows up when I now look at a mission in FMB.

 

By changing 'NEAR' to 'MIDDLE' for the first two waypoints, the collisions are prevented.

Please consider changing the default value (ie. not set in mission) from 'NEAR' to  'MIDDLE' for all waypoints, if spacing was not set.

 

Am using a set of over 250 missions (or sub-missions) and I am not going to manually edit them all.

 

Edit: Looks like it is sufficient to load the mission file in the FMB, then Save it. No need to edit the waypoints. That's a lot less effort... lol

Edited by DD_FT-
  • Like 1
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Posted

Observed some weird AI behaviour: 

Spitfire few thousand feet higher than a flight of five Ju88 in VIC formation, it dives down towards the 88's, until (I guess) it thinks it goes too fast, it pulls out of the dive, does a barrel roll, steadies out, then dives again. And again it thinks it goes too fast,  pulls out, does barrel roll, steadies out.

As such may not be a problem, but it keeps doing this, even when closing in on the six of the bombers, where it is already being fired at by the bombers' gunners.

(Note: The Spitfire was all on his own) Eventually, it did get close enough to the bombers to open fire and do some damage.

Sorry, cannot tell what the Skill level of the AI was... 

 

Have never seen that before...

 

il2sturmhav
Posted (edited)

After this update I found another problem with AI in quick mission (bombers over channel). When the mission begins, almost all of He-111s crash.

Snímek obrazovky (123).png

Snímek obrazovky (124).png

Edited by il2sturmhav
  • Team Fusion
Posted

We are looking at these issues and will be releasing a patch shortly.

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Bussard_x
Posted (edited)

Playing the St Omer Circus mission, here also the AI crash when trying to take-off with 3. Another thing is that the Bf109F overheats a few minutes after take-off, radiator on automatic. It seems to be a cold engine start now, which was not the case in the previous version.  

Edited by Bussard2
  • Team Fusion
Posted
13 hours ago, DD_FT- said:

Observed some weird AI behaviour: 

Spitfire few thousand feet higher than a flight of five Ju88 in VIC formation, it dives down towards the 88's, until (I guess) it thinks it goes too fast, it pulls out of the dive, does a barrel roll, steadies out, then dives again. And again it thinks it goes too fast,  pulls out, does barrel roll, steadies out.

As such may not be a problem, but it keeps doing this, even when closing in on the six of the bombers, where it is already being fired at by the bombers' gunners.

(Note: The Spitfire was all on his own) Eventually, it did get close enough to the bombers to open fire and do some damage.

Sorry, cannot tell what the Skill level of the AI was... 

 

Have never seen that before...

 

AI aircraft will not voluntarily exceed their maximum allowable dive speed.  If the mission builder positions them high above their targets, to the point dive acceleration will put them past max. allowable speed when they attack, they will pull out to reduce speed, then dive again to attack.

Cybermat47
Posted
19 hours ago, DD_FT- said:

Edit: Looks like it is sufficient to load the mission file in the FMB, then Save it. No need to edit the waypoints. That's a lot less effort... lol

 

Thanks for the discovery. All official campaigns, single missions, quick missions, and training missions have now been through this treatment and the fixed files are ready for the upcoming hotfix :) 

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Posted
6 hours ago, Buzzsaw said:

AI aircraft will not voluntarily exceed their maximum allowable dive speed.  If the mission builder positions them high above their targets, to the point dive acceleration will put them past max. allowable speed when they attack, they will pull out to reduce speed, then dive again to attack.

Yes, I realize that, it just looks so weird to see him dive towards the enemy aircraft, getting close to opening fire, and next pull out of the attack, do the roll and dive in again.

 

As such, no issues with the maneuver, its more the timing of it that feels off.

That said, maybe it was a one time thing I came across ;) So - no problem in the end.

Thanks for your reply!

 

Posted

Edit: Looks like it is sufficient to load the mission file in the FMB, then Save it. No need to edit the waypoints. That's a lot less effort... lol

Edited 16 hours ago by DD_FT-

 

Not sure what you mean here

I am in and out of FMB whilst building a campaign and it seems to make no difference to the spacing settings.

All my previous missions for the campaign, which were developed before the update 5.036, worked fine.

Now I have collisions on take off, aircraft veering off to the left or right on take off and airstart aircraft [ bombers and fighters] in almost guaranteed collisions within 10sec of starting the mission. To me, the default setting of 'near' is too near or maybe the default setting should be 'middle'?

I notice that the new feature of spacing and formation is not available for the take off waypoint [ if it was, could that perhaps sort out the take off debacle ?]

Sad to say it, but trying to set up a mission has become almost unplayable due to all the 'own goals'

Really hope the hotfix arrives fast 

 

Posted

One more thing....

the mission I am currently developing had AI Stukas attacking an airfield.

Always did so with no problem.

Since the update, after dropping their bombs successfully [ as directed ] they now return to the airfield, for a second dose of flak and try to stafe the airfield but end up doing barrel rolls straight into the ground. One loses almost the entire staffel.

The setting for the waypoint prior to 5.036 was set on 'Target' 'Auto' '1' and NOTHING has been changed.

Again, seems 5.036 has messed with one's settings as the '1' instruction is now ignored and along with the collisions, has certainly made this mission unplayable.

 

Bussard_x
Posted (edited)

Edit: Looks like it is sufficient to load the mission file in the FMB, then Save it. No need to edit the waypoints. That's a lot less effort... lol

Edited 16 hours ago by DD_FT-

 

This is not the solution. I did this and the custom option appears to be empty now.

 

image.thumb.png.015ae2cd1abef8c099b050fa0a35fc25.png

Edited by Bussard2
Cybermat47
Posted
1 hour ago, Bussard2 said:

This is not the solution. I did this and the custom option appears to be empty now.

 

This is happening with brand new .mis files as well, we're working on this problem too.

Posted
3 hours ago, Bf109Ace said:

Edit: Looks like it is sufficient to load the mission file in the FMB, then Save it. No need to edit the waypoints. That's a lot less effort... lol

Edited 16 hours ago by DD_FT-

 

Not sure what you mean here

I am in and out of FMB whilst building a campaign and it seems to make no difference to the spacing settings.

All my previous missions for the campaign, which were developed before the update 5.036, worked fine.

Now I have collisions on take off, aircraft veering off to the left or right on take off and airstart aircraft [ bombers and fighters] in almost guaranteed collisions within 10sec of starting the mission. To me, the default setting of 'near' is too near or maybe the default setting should be 'middle'?

I notice that the new feature of spacing and formation is not available for the take off waypoint [ if it was, could that perhaps sort out the take off debacle ?]

Sad to say it, but trying to set up a mission has become almost unplayable due to all the 'own goals'

Really hope the hotfix arrives fast 

 

Open the mission file in the FMB, click on File, Save. That is all.

 

For the specific issue I had (spawning AI flights in the air end up colliding with each other, using the missLoad command in dedicated server) it appears to be the solution. 

 

I have not been looking at any other situation, so I am not claming anything related to take off or landing.

  • Team Fusion
FG28Artist
Posted

There is a problem connecting to multiplayer servers ... it did not happen on various pre-release multiplayer test, but it happens now. Not with every server and not all the time at the same server. Seems to have something to do with the mission (or what is happening in the mission at the moment the player tries to connect).

We are investigating what is going wrong.

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  • Team Fusion
FG28Artist
Posted

Preliminary investigations show that the Hurricane IIc is (one of?) the culprit. Once a player has spawned in it, any subsequent attempts to connect to the server (by other players and the player himself) fail on an exception loop.

 

Investigation continues.

 

So: Don't use that aircraft, please!

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  • Team Fusion
FG28Artist
Posted

The cause for the Patch 5.036 - Multiplayer Connection Bug is the Hurricane IIc and all its variants.

 

If a player spawns in it, it will give him an error and prevent anyone else from joining the server after that until you restart the server - or maybe also until after that plane has been completely de-spawned (I'm not sure about that).

 

In Singleplayer, Missions with the Hurricane IIc (and variants) simply fail to load.

 

We made no changes with the Hurricane IIc since the last patch, so this must be a side effect of something else we did. I have no idea what, yet.

We're working hard on finding what it was.

 

Until we've found out, I suggest that the Server Administrators (temporarily) remove the Hurricane IIc and all its variants from the birthplaces.

 

Players: Please do not spawn in a Hurricane IIc or one of it's variants.

  • Team Fusion
FG28Artist
Posted
We found cause and fix and will publish a hotfix on Monday.

 

Until then I suggest

* that the Server Administrators (temporarily) remove the Hurricane IIc and all its variants from the birthplaces.

* That players please refrain from spawning in a Hurricane IIc or one of it's variants.

 

  • Like 1
  • Upvote 1
Bussard_x
Posted

Was the 3 abreast take-off supposed to be a new feature or unexpected?

  • Team Fusion
FG28Artist
Posted
14 hours ago, Bussard2 said:

Was the 3 abreast take-off supposed to be a new feature or unexpected?

Both ?: It was not meant to be in the patch, but somehow wiggled itself into it.

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  • Team Fusion
FG28Artist
Posted

Hotfix will be a new patch and be published on Tuesday.

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  • FG28Artist unpinned this topic
  • Team Fusion
FG28Artist
Posted
On 5/4/2023 at 6:23 PM, theOden said:

AI flights (Hurricane I Rotol 100) crash into eachother when taking off from fields spawning the flight in 2 (Croydon/Hawkinge) or 3 ( Hornchurch) columns.

 

 

On 5/5/2023 at 9:23 AM, Bf109Ace said:

Agree with theOden

 

In SP 109 flights do the same

For a six aircraft mission take off pattern was 2:2:2 staggered now 3:3 abreast

AI crashes into each other as the aircraft on the left tries to get onto the center of the runway [ runway too narrow for 3 abreast ? ]

Tried several missions all with the same result

Looks like the new patch has made take offs impossible without major accidents

 

On 5/5/2023 at 5:28 PM, il2sturmhav said:

After this update I found another problem with AI in quick mission (bombers over channel). When the mission begins, almost all of He-111s crash.

 

 

 

On 5/6/2023 at 1:38 AM, Bussard2 said:

Playing the St Omer Circus mission, here also the AI crash when trying to take-off with 3. Another thing is that the Bf109F overheats a few minutes after take-off, radiator on automatic. It seems to be a cold engine start now, which was not the case in the previous version.  

 

 

We've identified what went wrong and are making final tests. Then we'll publish a fix.

 

We're really sorry for this, but sometimes things like this slip through ... we always try to guard against the expected  ... and then the unexpected happens ?

 

 

On 5/5/2023 at 1:04 PM, DD_FT- said:

Am using a set of over 250 missions (or sub-missions) and I am not going to manually edit them all.

 

Edit: Looks like it is sufficient to load the mission file in the FMB, then Save it. No need to edit the waypoints. That's a lot less effort... lol

 

No need to do that, wait for the upcoming fix: It will treat all mission files correctly.

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