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Update 5.201 has been published


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Jaegermeister
Posted (edited)
7 hours ago, Avimimus said:

Wouldn't the issue of a Waco career be only one combat flight i.e. several training flights followed by a single assault flight (then fighting on the ground as airborne?) Could be good for a scripted campaign I suppose.

 

That would probably be the best way, because you would need to swap maps a couple of times. It occurred to me that "someone" could do a scripted campaign starting with training missions. Then it would move to the Lapino map to stand in for Sicily, then to D-Day on the Normandy map, then Rhineland for Market Garden and Operation Varsity. It would be cool to have vehicle missions in between in a tank or AAA vehicle where you had to return to the front lines and then back to your unit. Too bad we don't have a Player Vehicle Jeep with a Ma Deuce in the back you could stow in a Glider.

 

It could be done.

 

Edited by Jaegermeister
  • Upvote 4
=SqSq=Civilprotection
Posted
1 hour ago, Sneaksie said:

It should be possible - LShift-D not only releases the towing cable but also should hook it up if the distance is within limits.

Is this also possible between player aircraft in Multiplayer?

  • Upvote 1
Posted

Like others have reported, the New FREE Campaign "detachment Kuhlmey" just released in this version crashes IL-2 after hitting "start" on the 1st mission!

Posted
4 minutes ago, marpet01 said:

Like others have reported, the New FREE Campaign "detachment Kuhlmey" just released in this version crashes IL-2 after hitting "start" on the 1st mission!

 

It's also been stated its an oversight and was included by accident because its for a map not completed yet.

  • Upvote 1
Posted
10 hours ago, OBN_Server said:

Hi!
I just want to report something weird that is happening with my FC Server after the last update.
It used to run very stable with tick delay around 8.0 (with no players on) , then after the update

it can't run the same mission anymore hitting tick delay up to 400.0

(once got high, never get back to normal and if restart, the same happen again).

 

Considering it is all the same: mission, settings, hardware and good internet connection (100% fiber),

it must be something with the changes of the update.

 

P.s The mission files are attached in this post.

 

 

Old Birds Nest.zip 2.53 MB · 0 downloads

obn issue.jpg

 

obn issue2.jpg

I can confirm this issue some missions I have are a year old and untill this update ran fine, now there broken please look into this.

  • Upvote 2
JG4_Moltke1871
Posted (edited)

Just a few thoughts for the new career mode starting in September 1916

I had a balloon attack mission with the FE2b.
First problem: there is no balloon attack order in the gunner orders list (F keys) if you open it by menu.

Second I give order balloon attack by key command but the gunner still focused on enemy planes.

 

Another Issue:

I guess Breguets are placeholders in 1916 missions. But a bad choice because it’s nearly impossible to interpret em with a Halberstadt D.II ??

Please replace em as soon as possible with RE8 or FE2b 

Edited by JG4_Moltke1871
JG4_Moltke1871
Posted
13 hours ago, LukeFF said:

 

Yes, that's a tehcnochat bug. The IAR 80 only has cockpit and navigation lighting.

Maybe not a techno chat bug only because there is a clear sound of a switching button to hear 

Posted
7 hours ago, Jaegermeister said:

 

That would probably be the best way, because you would need to swap maps a couple of times. It occurred to me that "someone" could do a scripted campaign starting with training missions. Then it would move to the Lapino map to stand in for Sicily, then to D-Day on the Normandy map, then Rhineland for Market Garden and Operation Varsity. It would be cool to have vehicle missions in between in a tank or AAA vehicle where you had to return to the front lines and then back to your unit. Too bad we don't have a Player Vehicle Jeep with a Ma Deuce in the back you could stow in a Glider.

 

It could be done.

 

 

That player jeep is a longtime wish for me, and please remove the backwards looking passenger officer; one is fine but a convoy with them looks 'fabulous".

And this huge bazooka thing as select-able option?

 

Willysantitank-106sr.jpg.601f1cadc8fcfae297316c48758af3a0.jpg

Posted

That is a recoiless 57 rifle. I do not believe that setup was post war.

JG4_Moltke1871
Posted

Why no Hanriot career available????

or am I blind? ?

  • Upvote 1
Posted
15 hours ago, Yogiflight said:

But still no animation of the bomb fuze switches in any German aircraft.

 

To be completely fair, though, that is a complaint about some switches not being animated - rather than a complaint about a lack of systems modelling.

Posted

Updated with no drama, thank you very much really appreciated, the IAR is a beauty, congratulations to the modeller and all who worked on it. :drinks::joy:

 

Take care and be safe.

 

Wishing you all the very best, Pete. :biggrin:

Posted (edited)
On 12/20/2023 at 7:13 AM, LukeFF said:

 

You have to turn on the bomb control system first. It's explained on the Specifications page. 

 

(The trigger on the flight stick was used for both the MGs and bombs, so part of what you're doing is switching the circuit from one weapon release system to the other one). 

Working, but...

 

Opening/closing the 'virtual' bomb bays lets my JetSeat vibrate the same was as if I open/close real bomb bays...

 

Deci

 

PS: In addition:

There should be only 1 trigger button for both (guns/bombs)

And the handling of what is fired/released should be managed by the settings of the circuit

(or have I missunderstood that part)

 

In fact there are different 'joystick' buttons to fire guns and release bombs.

But the bombs will only be released after the 'circuit' was set to bombs,

while the guns will fire allways...

Edited by JG4_Deciman
  • 1CGS
Posted
2 hours ago, JG4_Deciman said:

Working, but...

 

Opening/closing the 'virtual' bomb bays lets my JetSeat vibrate the same was as if I open/close real bomb bays...

 

Deci

 

PS: In addition:

There should be only 1 trigger button for both (guns/bombs)

And the handling of what is fired/released should be managed by the settings of the circuit

(or have I missunderstood that part)

 

In fact there are different 'joystick' buttons to fire guns and release bombs.

But the bombs will only be released after the 'circuit' was set to bombs,

while the guns will fire allways...

 

Yes, it's a limit to what the code can handle. The rocket launchers in American plans are the same, as they should be fired by the MG trigger too but the "fire rockets" command is instead utilized.

Posted

Quite liking the career changes so far.  The front lines seem more alive.  See how it pans out over a few flights with my existing careers in  progress.

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  • Upvote 1
Posted

in changelog number 8: Tactical numbers set by the player will be saved.

 

where?

 

in career i must always change my number and colour to my likings in every flight.

in quick mission i must do the same

 

another bug: in career all my flightmembers use the same number! i have 5 planes with number 3 in my flight.

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Posted
5 minutes ago, Martin077 said:

in changelog number 8: Tactical numbers set by the player will be saved.

 

where?

 

It's a multiplayer thing.

 

5 minutes ago, Martin077 said:

another bug: in career all my flightmembers use the same number! i have 5 planes with number 3 in my flight.

 

Not a bug - if this is a German flight, there is a small amount of numbers available to choose from, based on the way the tactical codes are rendered. 

Posted

I noticed, there is a new mission type in the Hs 129 career. 'Ground Forces Request' with 8 aircrafts instead of the 4, you have in all the other mission types. I am curious how it will run. So far it was only an AI mission in my career.

  • Like 1
Posted
12 minutes ago, LukeFF said:

 

It's a multiplayer thing.

 

 

Not a bug - if this is a German flight, there is a small amount of numbers available to choose from, based on the way the tactical codes are rendered. 

 

before this patch i didnt notice this in my career.

it is the third flight when ALL Ai pilots use the number 3.

 

thanks for the reply maybe make it clear in patchnotes that the number thing is multiplayer related :)

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Posted
6 minutes ago, Yogiflight said:

I noticed, there is a new mission type in the Hs 129 career. 'Ground Forces Request' with 8 aircrafts instead of the 4, you have in all the other mission types. I am curious how it will run. So far it was only an AI mission in my career.

 

Yes, I can cut it down to 4 planes if necessary. I didn't notice this was added to Hs 129 careers before the update went live.

Proper_Charlie
Posted (edited)
23 hours ago, Sneaksie said:

It should be possible - LShift-D not only releases the towing cable but also should hook it up if the distance is within limits.

@Sneaksie - We had our first multiplayer session with the glider tonight - mostly successful, and we were able to hook up, taxi, take off, disconnect etc. with C-47s towing WACOs in a deathmatch mission.  Please can you confirm what the required conditions are, for a C-47 to hook up with a WACO glider?

The only negative feedback we had is that the glider works too well ?. The glide ratio for a heavily loaded WACO is better than we were expecting... not at all a game-breaker, but perhaps something to look at in a future pass.

Edited by Proper_Charlie
Posted
35 minutes ago, Proper_Charlie said:

@Sneaksie - We had our first multiplayer session with the glider tonight - mostly successful, and we were able to hook up, taxi, take off, disconnect etc. with C-47s towing WACOs in a deathmatch mission.  Please can you confirm what the required conditions are, for a C-47 to hook up with a WACO glider?

The only negative feedback we had is that the glider works too well ?. The glide ratio for a heavily loaded WACO is better than we were expecting... not at all a game-breaker, but perhaps something to look at in a future pass.

 

The weight of an aircraft makes no real difference to the glide ratio. If you are heavier, you go down at the same angle, only faster.

  • Upvote 1
Posted

Troops not exiting my Waco. Landed, came to stop, opened canopy (nose hatch lifted) and hit bomb release (both keybind and keyboard "B". They just continue to sit (scared stiff?). 

=SqSq=Civilprotection
Posted (edited)
4 hours ago, Proper_Charlie said:

The only negative feedback we had is that the glider works too well ?. The glide ratio for a heavily loaded WACO is better than we were expecting... not at all a game-breaker, but perhaps something to look at in a future pass.

I had a similar feeling after trying them out. They really just keep going lol. I was a little disappointed with the spoilers so far as they don't seem to "spoil" the lift, and work like super weak airbrakes. But I really hope that continue to develop the technology.

 

Also, a separate minor glitch. Here is a screenshot I took of another glider in multiplayer:

image.thumb.jpeg.60ffbd3166053b532cb5dfa6fde17744.jpeg

His pilot disappeared and reappeared correctly, but not his copilot

Edited by =SqSq=Civilprotection
Adding Screen shot
  • Upvote 2
  • 1CGS
Posted
On 12/20/2023 at 9:28 PM, OBN_Server said:

Hi!
I just want to report something weird that is happening with my FC Server after the last update.
It used to run very stable with tick delay around 8.0 (with no players on) , then after the update

it can't run the same mission anymore hitting tick delay up to 400.0

(once got high, never get back to normal and if restart, the same happen again).

 

Considering it is all the same: mission, settings, hardware and good internet connection (100% fiber),

it must be something with the changes of the update.

 

P.s The mission files are attached in this post.

 

 

Old Birds Nest.zip 2.53 MB · 0 downloads

obn issue.jpg

 

obn issue2.jpg

 

That is a great finding and report. I've analysed your mission - looks like troubles are in ground units starting offensive 15 minutes after mission start. Will try to repair it till hotfix.

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  • Upvote 2
Posted

Very many thanks for the update.  :)

 

The Waco glider is fun to fly  :joy:  and the Chicago Night Normandy single mission for a glider pilot is very immersive! :clapping:

 

I never thought I would experience something like this in a combat flight sim, so many congratulations.  :salute:

 

Happy landings,

 

Talisman

image.png.697d31a21bcaaadac63eedbebe12f209.png

 

 

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  • Upvote 2
Posted
7 hours ago, Han said:

 

That is a great finding and report. I've analysed your mission - looks like troubles are in ground units starting offensive 15 minutes after mission start. Will try to repair it till hotfix.

 

Thanks to consider this issue.
I've did some testing on that mission feature that triggers the issue in order to discover more details about what exactly is causing the problems.

 

The infantry offensive is a group of static objects of several diferent types such as mgs nests, bunkers, tanks, tents and artillhery pieces.

The issue stop happen for me after I did removed all the MG's (11) and Tanks (2) objects, so those must be direct related with the issue.
     vehicles\mk5m
     vehicles\hotchkissmle14
     vehicles\hotchkissmle14-aa
     vehicles\mg08

 

cheers

Gus

Posted (edited)
On 12/20/2023 at 12:27 PM, Sneaksie said:

To have a glider towing mission in C-47 you can play C-47 in Normandy or Rhineland Career mode - you should get it during major airborne operations. If you want to create a glider towing mission yourself in the editor, place your C-47 in front of the glider, 115 meters between their centers so the tow rope would be 95-99 meters in length.

Question 1:

Is it possible to have gliders (player controlled) airspawning and beeing connected to a (player controlled) skytrain in a multiplayer mission?

My quess would be no...

 

Question 2:

Same but for a coop mission

 

Question 3:

How can a glider pilot drop the connection to his towing plane?

(release the rope)

What keybinding is responsible?

 

Deci

 

PS: Question 4

Can (in case of multiplayer/coop) the pilot of the towing plane

release the connections to his towed planes?

in case yes, what keybinding is responsible?

Edited by JG4_Deciman
Posted

Gunner AI Pe2 terminator style mode again?

  • 1CGS
Posted
10 minutes ago, JG4_Deciman said:

in case yes, what keybinding is responsible?

Jettison stores (LShift+D by default) in both cases. It is listed in the glider description in-game.

Posted
2 minutes ago, Sneaksie said:

Jettison stores (LShift+D by default) in both cases. It is listed in the glider description in-game.

Thanks.

 

Additional question...

 

The video I lately watched has 2 gliders connected to a skytrain.

They use only 1 rope (connected to both gliders at the end and caught in the center by the skytrain)

What if 1 glider releases the rope (looses connection to server, was shot down, ...)

Will the rope be still fixed to the second glider (even if with a longer distance)?

  • 1CGS
Posted
40 минут назад, JG4_Deciman сказал:

Question 1

If you'll be able to synchronize their spawn at the right distance — yes, but there's no guarantee it will work reliable, so it's more safe to have them connected on the ground. It should work better if towing plane or the glider is AI, spawned when the player is spawned.

 

40 минут назад, JG4_Deciman сказал:

Question 2

Yes.

 

40 минут назад, JG4_Deciman сказал:

Questions 3, 4

Yes, both towing plane and the glider can use release command to (LShift+D by default) to detach.

 

21 минуту назад, JG4_Deciman сказал:

The video I lately watched has 2 gliders connected to a skytrain.

In the game only one glider can be connected.

JG4_Moltke1871
Posted

Sadly I have to confirm the CTD’s reported here in other sections in Flying Circus career mode. 
The issue with the online servers is already addressed.

Together with the broken RE8 bombsight not a good start for Flying Circus 3 ?

Forward dev team, a whole community counts on your skills ! ??

Posted

Wow, quick fixes and a lot of them. Thanks!

JG4_Moltke1871
Posted
17 minutes ago, Sneaksie said:

5.201b Patch Changelist

  1. Fixed a significant slowdown in multiplayer on the Western Front map;
  2. Fixed a CTD caused by Halberstadt D.II being destroyed in mid-air and its parts falling from a high altitude;
  3. Rheinland Career: fixed a bug in the mission of towing gliders to Bastogne (some gliders appeared well above the towing C-47s and weren't connected to them);
  4. All Flying Circus Vol.III aircraft have their own historical scenarios added;
  5. Reduced the cautiousness of AI WWI fighter pilots a bit (they will now be able to pull higher AoA closer to the stall limit);
  6. Pilot's Career: added new mission types "Ground Forces Request" and "Forward Control Post";
  7. German fighters and attack aircraft armament in Normandy and Rheinland Career mode made more historically accurate: underwing guns removed from the Bf 109 (their use was largely abandoned beginning in 1944), and the Fw 190 A-6 and A-8 carry a single 250kg bomb (the most common bomb load for this timeframe);
  8. Normandy Career: fixed a bug with V-1 missile strikes aimed at German held cities;
  9. I.A.R.80: inner and external texturing improved;
  10. I.A.R.80: fixed a bug with techno-chat message about landing light activation;
  11. I.A.R.80: increased the detail level of the canopy frame behind the pilot's seat;
  12. I.A.R.80 added to AQM mode on Stalingrad and Kuban maps;
  13. DFW C.V: fixed inability to start the engine in winter temperatures;
  14. R.E.8: corrected the bomb sight;
  15. R.E.8, F.E.2b, Halberstadt D.II: updated AI settings;
  16. R.E.8, F.E.2b: added missing illustrations to the seat selection dialog in the multicrew menu in multiplayer;
  17. Fixed the multicrew stations screen in multiplayer. Important: selecting a country in the multicrew station selection menu now also determines the player's coalition, which can lead to a penalty assigned on the server depending on its settings;
  18. Fixed the saving of customizable tactical codes in multiplayer;
  19. Career: Added "Select All/Deselect All" button to the regiment filter by aircraft;
  20. AI glider pilots maintain horizontal flight better;
  21. AI glider pilots utilize spoilers when landing;
  22. AI glider pilots won't follow orders from the forward observers on the ground;
  23. AI pilots of the towing aircraft will release the glider before landing;
  24. I.A.R.80: an external head armor part is affected by modifications correctly;
  25. To prevent problems with the glider attachment to the towing aircraft, the towing cable attaches at at least 92 meters distance;
  26. Fixed texture issues on the faces of British WWI pilots;
  27. Resaving the missions using the Resaver.exe utility won't cause the localization data to be lost.


 

 

Good job and thanks a lot!

[806th]_RipGZW
Posted
On 12/21/2023 at 3:32 AM, Jaegermeister said:

 

That would probably be the best way, because you would need to swap maps a couple of times. It occurred to me that "someone" could do a scripted campaign starting with training missions. Then it would move to the Lapino map to stand in for Sicily, then to D-Day on the Normandy map, then Rhineland for Market Garden and Operation Varsity. It would be cool to have vehicle missions in between in a tank or AAA vehicle where you had to return to the front lines and then back to your unit. Too bad we don't have a Player Vehicle Jeep with a Ma Deuce in the back you could stow in a Glider.

 

It could be done.

 

i Totally agree with you

Posted

Well done, guys, that’s some quick work! Appreciate your efforts.

Posted (edited)
1 hour ago, Sneaksie said:

5.201b Patch Changelist

  1. Fixed a significant slowdown in multiplayer on the Western Front map;
  2. Fixed a CTD caused by Halberstadt D.II being destroyed in mid-air and its parts falling from a high altitude;
  3. Rheinland Career: fixed a bug in the mission of towing gliders to Bastogne (some gliders appeared well above the towing C-47s and weren't connected to them);
  4. All Flying Circus Vol.III aircraft have their own historical scenarios added;
  5. Reduced the cautiousness of AI WWI fighter pilots a bit (they will now be able to pull higher AoA closer to the stall limit);
  6. Pilot's Career: added new mission types "Ground Forces Request" and "Forward Control Post";
  7. German fighters and attack aircraft armament in Normandy and Rheinland Career mode made more historically accurate: underwing guns removed from the Bf 109 (their use was largely abandoned beginning in 1944), and the Fw 190 A-6 and A-8 carry a single 250kg bomb (the most common bomb load for this timeframe);
  8. Normandy Career: fixed a bug with V-1 missile strikes aimed at German held cities;
  9. I.A.R.80: inner and external texturing improved;
  10. I.A.R.80: fixed a bug with techno-chat message about landing light activation;
  11. I.A.R.80: increased the detail level of the canopy frame behind the pilot's seat;
  12. I.A.R.80 added to AQM mode on Stalingrad and Kuban maps;
  13. DFW C.V: fixed inability to start the engine in winter temperatures;
  14. R.E.8: corrected the bomb sight;
  15. R.E.8, F.E.2b, Halberstadt D.II: updated AI settings;
  16. R.E.8, F.E.2b: added missing illustrations to the seat selection dialog in the multicrew menu in multiplayer;
  17. Fixed the multicrew stations screen in multiplayer. Important: selecting a country in the multicrew station selection menu now also determines the player's coalition, which can lead to a penalty assigned on the server depending on its settings;
  18. Fixed the saving of customizable tactical codes in multiplayer;
  19. Career: Added "Select All/Deselect All" button to the regiment filter by aircraft;
  20. AI glider pilots maintain horizontal flight better;
  21. AI glider pilots utilize spoilers when landing;
  22. AI glider pilots won't follow orders from the forward observers on the ground;
  23. AI pilots of the towing aircraft will release the glider before landing;
  24. I.A.R.80: an external head armor part is affected by modifications correctly;
  25. To prevent problems with the glider attachment to the towing aircraft, the towing cable attaches at at least 92 meters distance;
  26. Fixed texture issues on the faces of British WWI pilots;
  27. Resaving the missions using the Resaver.exe utility won't cause the localization data to be lost.

Thank you for the hot fix but when I’m carrying a bomb on the IAR 80 and press the button on my HOTAS to drop it it doesn’t release while on every other plane the bombs release.

 

Edit: never mind it’s all good now 

Edited by Enceladus828
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