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Update 5.201 has been published


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Posted
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.

 

Thx a lot and for quick reaction! Canopy of IAR-80/81 is fixed already! Many thx! 

 

Posted
7 minutes ago, Enceladus828 said:

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.

 

Need to go through the plane specs. Have to switch the circuit panel to allow the bomb to drop.

Posted (edited)

   Thanks WF map has returned to normal ,Only fix I saw missing was FFB input for Re8 it is still like a stick in a bucket of oatmeal.

Edited by WWBiker_
Posted

Question 1)  When you switch to bombing with the IAR 80, are the flaps supposed to come down?

 

Question 2)  At the top left of the windscreen/canopy on the IAR 80 there is a tube to launch flares.    Isn't it supposed to have a closing flap of some sort?   Seems like the pilot gets blasted with air the whole time if its currently correct.

 

Thanks...

 

Again...great plane! 

Posted

Nothing against hotfixes, but I wonder if it could be done in a less disruptive way.

 

 

 

 

Posted

Thanks and merry christmas for the whole team ?

  • Like 1
Posted
10 minutes ago, Vishnu said:

 

 

Question 2)  At the top left of the windscreen/canopy on the IAR 80 there is a tube to launch flares.    Isn't it supposed to have a closing flap of some sort?   Seems like the pilot gets blasted with air the whole time if its currently correct.

 

Thanks...

 

Again...great plane! 

 

According to a cockpit diagram and translation, its the cockpit air intake. I think the flare tube is on the lower left in the lower fuselage.

  • Like 1
  • 1CGS
Posted
28 minutes ago, Vishnu said:

Question 1)  When you switch to bombing with the IAR 80, are the flaps supposed to come down?

 

Question 2)  At the top left of the windscreen/canopy on the IAR 80 there is a tube to launch flares.    Isn't it supposed to have a closing flap of some sort?   Seems like the pilot gets blasted with air the whole time if its currently correct.

 

Thanks...

 

Again...great plane! 

 

Yes, part of turning on the bomb control system is that it lowers the flaps so they act like air brakes. 

 

And yes, as @FuriousMeow said, the opening on the canopy frame is for cockpit ventilation. The flare-launching tube is to the left of the pilot's seat.

  • Thanks 2
Jaegermeister
Posted (edited)

 

On 12/22/2023 at 4:50 PM, Sneaksie said:

5.201b Patch Changelist

 

         4. All Flying Circus Vol.III aircraft have their own historical scenarios added;

 

Merry Christmas!

 

 

Edited by Jaegermeister
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  • Upvote 1
Posted

The IAR80 with MG-151/20's dogfighting AI is bugged. It seems to be lining up to a 'ghost' or geometry artifact of the player's aricraft, so it's firing at nothing. The other 2 armament options are working correctly. Tested this flying the I-16, Hurricane, Yak-1-69 and 109F4.

 

An older bug that disappeared before I registered on this forum is back: Firing only MGs in aircraft that have both MGs and autocannons and the option to fire them separately is depleting the autocannon ammo. It's not 'misfiring/short circuiting' or something like that , external view shows that the autocannon ammo is simply being deleted. I tested this on the I-16, Yak-1 and 109F4.   Problem solved, that was my mistake.

 

IAR80-20mm-Dogfighting-AI-Bug.rar

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Posted
2 hours ago, Aleksander55 said:

An older bug that disappeared before I registered on this forum is back: Firing only MGs in aircraft that have both MGs and autocannons and the option to fire them separately is depleting the autocannon ammo. It's not 'misfiring/short circuiting' or something like that , external view shows that the autocannon ammo is simply being deleted. I tested this on the I-16, Yak-1, and 109F4

 

 

I'm not seeing that? How are you doing the test? I fired off all mgs with a P38 and then Yak-1 until bingo, then fired off the cannon rounds. The cannons were not depleted while the mgs were, which is correct. 

 

Is there something else you're doing?

 

Just fired off all 7.62 in a 109f4. Watched the ammo counters go down for mg, cannon stayed full. Had bagel 7.62 left, still full cannon and proceeded to do a few strafing runs using only the 20mm until it ran out. 

 

Posted
53 minutes ago, FuriousMeow said:

 

I'm not seeing that? How are you doing the test? I fired off all mgs with a P38 and then Yak-1 until bingo, then fired off the cannon rounds. The cannons were not depleted while the mgs were, which is correct. 

 

Is there something else you're doing?

 

Just fired off all 7.62 in a 109f4. Watched the ammo counters go down for mg, cannon stayed full. Had bagel 7.62 left, still full cannon and proceeded to do a few strafing runs using only the 20mm until it ran out. 

 

 

Fire some bursts of mg, short or a bit longer. After each time wait a bit and 1, 2 or 3 rounds of cannon will drop. It wont completely deplete the cannon ammo but it's enough that if you use mgs to puncture radiators for example, it could 'disappear' up to 20, 30, 40 rounds of cannon ammo.

 

I'm using the instrument bar to control that as shown in my screenshots.

Posted
13 minutes ago, Aleksander55 said:
Spoiler


Fire some bursts of mg, short or a bit longer. After each time wait a bit and 1, 2 or 3 rounds of cannon will drop. It wont completely deplete the cannon ammo but it's enough that if you use mgs to puncture radiators for example, it could 'disappear' up to 20, 30, 40 rounds of cannon ammo.

 

I'm using the instrument bar to control that as shown in my screenshots.

 

 

Enabled instrument panel. Firing off short burst, few second burst, several seconds burst. Waiting a second, two, five, burst again, still cannon stays at 200 for the 151/20 with the 109F4.

 

If it's not a key bind, you sure your HOTAS or some other input doesn't have a short in it causing erroneous inputs?

  • Upvote 1
Posted (edited)

EDIT: Oookay. ? Thanks for the tip, FuriousMeow, the button I assigned to firing weapons group 1 was also assigned to reloading all weapons. I never used this command so I didn't even know it existed or was assigned to the same button.

 

Problem solved.

Edited by Aleksander55
  • Upvote 1
Posted (edited)

No idea, so far can't reproduce it. I don't think it's a cycling issue, obviously that would impact mg and cannons. Instead I'm thinking could be something that's causing the cannon to fire unintentionally. I had a joystick that after a few years a button would act as if it had been depressed when the stick was moved a certain way. So whatever was assigned to that button would activate, but wasn't consistent either. 

 

Could be something with Win7 too.

 

Good luck with the upgrade. Win7 to 10 was painless for me. 

Edited by FuriousMeow
  • Upvote 1
Posted
1 minute ago, FuriousMeow said:

No idea, so far can't reproduce it. I don't think it's a cycling issue, obviously that would impact mg and cannons. Instead I'm thinking could be something that's causing the cannon to fire unintentionally. I had a joystick that after a few years a button would act as if it had been depressed when the stick was moved a certain way. So whatever was assigned to that button would activate, but wasn't consistent either. 

 

Could be something with Win7 too.

I solved it, thanks for your tip. It was my mistake.? Same button was also assigned for 'reload all weapons' all this time.

Posted

Oh yeah, that one has caught a few people out. Glad you got it solved!

  • Thanks 1
JG4_Moltke1871
Posted

The Bug in front of the computer.

An experience we all have sooner or later ?

  • Haha 2
Posted
42 minutes ago, JG4_Moltke1871 said:

The Bug in front of the computer.

An experience we all have sooner or later ?


At my old company, an IT guy told

me that they would categorize some employee-reported issues as PICNIC:

 

Problem In Chair, Not In Computer.

 

  • Haha 9
CaptainFlemme
Posted (edited)
19 minutes ago, EAF19_Marsh said:


At my old company, an IT guy told

me that they would categorize some employee-reported issues as PICNIC:

 

Problem In Chair, Not In Computer.

 

I love it :) !! We would similarly call it CKI problem (ICC in French) : Chair-Keeboard Interface :P.

 

Anyway, wonderfull new update, the new seasons are quite nice :D

Edited by CaptainFlemme
Adding last sentence
Posted

  

12 hours ago, Sneaksie said:

 

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);

 

Shouldn't some of the Bf-109s be briefly re-equipped with them during Rhineland (e.g. during Bodenplatte itself)? 

Posted
11 hours ago, stupor-mundi said:

Nothing against hotfixes, but I wonder if it could be done in a less disruptive way.

 

 

 

 

 

Oh FFS!

 

Happy Christmas ?

  • Like 1
tonric-73686_
Posted
14 hours ago, Sneaksie said:

Career: Added "Select All/Deselect All" button to the regiment filter by aircraft;

 

Probably not the highlight of the update but a very welcome addition.

  • 1CGS
Posted
7 hours ago, Avimimus said:

  Shouldn't some of the Bf-109s be briefly re-equipped with them during Rhineland (e.g. during Bodenplatte itself)? 

 

I've not seen any reports about 109s being equipped with gunpods for Bodenplatte. There were 190 D-9s equipped with 21cm rockets, but that is the most I've seen.

  • Like 1
Posted

HI. After update i cannot start anything from Tank Crew, i choose mission, tank and when  press start, on top of screen saying please wait , than it stays like that, only Alt F4. When join or create multiplayer coop game, same thing happen but this time game is working behind the starting screen with button start and choose your tank ... i can move tank but picture is lightly blended with starting screen, and only Alt F4.All other content, plains, working correctly. All that happen on my son Pc,  He got game and dlc on steam but Tank crew i gifted for him from il2sturmovik.com year ago, and was working good. Now that. Any help please.

Posted

No problem running tank crew here. Did you have any mods installed during the update? 

Posted

No not any mods, game was working before patch 5.201b, check screens how it looks. So on that account is only Tank Crew license , rest of modules and collectors ale from steam, i found similar problem years ago :::

 

Posted by Sneaksie, August 18, 2021

4.603b hotfix released: Fixed a GUI freeze when launching a Quick Mission for users who have only Tank Crew or Flying Circus; Added missing map "Lapino Autumn" for users who have only Tank Crew; Fixed a problem with repeated cocking of Lewis machine guns when...

Recommended by Sneaksie;;;

 

So i think it can be something similar.

When created coop session, and join i can control tank but screen looks like that.

Any singleplayer, missions is siting on start mission screen.

No mods

working just before update.

game reinstalled fully.

files integrity check. nothing helps.

Planes working all good

 

20231223200116_1.jpg

20231223200212_1.jpg

20231223200204_1.jpg

Posted
2 hours ago, LukeFF said:

 

I've not seen any reports about 109s being equipped with gunpods for Bodenplatte. There were 190 D-9s equipped with 21cm rockets, but that is the most I've seen.


Do not recall any pictures of WF 109s carrying tubs at that stage. Maybe a few still back in the homeland units?

Posted
2 hours ago, LukeFF said:

 

I've not seen any reports about 109s being equipped with gunpods for Bodenplatte. There were 190 D-9s equipped with 21cm rockets, but that is the most I've seen.

 

Ah, I seem to recall someone mentioning that they were equipped with drop tanks (instead of bombs) to achieve sufficient range, and relied on strafing to attack the airfields... maybe my mind filled in the gunpods?

Posted
On 12/22/2023 at 10:50 PM, 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.

 

Regarding 1) -- I don't know about the western front map in particular, but the general slow-motion-effect problem in multiplayer, which I've repeatedly posted on, for example

well, point 1) made me hope the multiplayer situation might have improved, but now I've played a bunch of tank missions on different maps, and I have to say it got distinctly worse.

  • 1CGS
Posted
3 hours ago, Avimimus said:

Ah, I seem to recall someone mentioning that they were equipped with drop tanks (instead of bombs) to achieve sufficient range, and relied on strafing to attack the airfields... maybe my mind filled in the gunpods?

 

Probably ? 

Posted
10 hours ago, LukeFF said:

 

Probably ? 

 

Drop tanks or bombs. Cannot see the point in the cannon pods. Arguably worst of both worlds.

JG4_Moltke1871
Posted
On 12/23/2023 at 3:30 AM, Jaegermeister said:

 

 

Merry Christmas!

 

 

Played so far a Hanriot mission, was a nice one, thanks for that ?

Am I blind or is there no RE8 mission? ?

Posted

Hi!

 

Can't we use IAR 80 in multiplayer servers (even when the scenario refers to the period when IAR 80 has been used in battles?

Posted
On 12/23/2023 at 1:33 AM, stupor-mundi said:

Nothing against hotfixes, but I wonder if it could be done in a less disruptive way.

 

 

 

 

 

 

  • Like 3
  • Upvote 1
Posted

Flying Circus campaign question:

 

What are the latest dates for a german squadron to start in 1918?

 

Some start on january 1st, but its too eary.

Jasta 7 starts on march 1st.

Jasta 28 starts on june 6th, which is okay.

 

Is there a jasta unit who starts later?

 

Thx

Posted
6 hours ago, EAF19_Marsh said:

 

Drop tanks or bombs. Cannot see the point in the cannon pods. Arguably worst of both worlds.

 

If I´m not mistaken fitting the 20mm gunpod R-V (109 G6/10/14) or R-IV (109 K4) Ruestsatz was decided at unit level, so some variance can be expected especially since some units got their orders for Bodenplatte as late as 06:30 hours in the morning. I remember though, that the "gondeln" weren't very popular, because they adversely influenced flight behavior. If going after B17s that might not be that much of a problem, but having to deal with Spitfires and P51s and having gondeln fitted could mean the difference between life and death.

  • Like 1
Posted

Thank you comrades. Merry Christmas

  • Thanks 1
Posted
14 hours ago, sevenless said:

 

If I´m not mistaken fitting the 20mm gunpod R-V (109 G6/10/14) or R-IV (109 K4) Ruestsatz was decided at unit level, so some variance can be expected especially since some units got their orders for Bodenplatte as late as 06:30 hours in the morning. I remember though, that the "gondeln" weren't very popular, because they adversely influenced flight behavior. If going after B17s that might not be that much of a problem, but having to deal with Spitfires and P51s and having gondeln fitted could mean the difference between life and death.


i can believe. Contrary to the ‘Automaton Teutons’ label, the Luftwaffe seems to have been very liberal with regard to small unit decisions.

 

Personally, in the West I would not have carried the pods on operations across the Rhine.

DakkaDakkaDakka
Posted

I am late to chiming in, but wanted to thank the team for the Waco CG-4A. Never in my life did I even hope to have a flyable CG-4A in a flight sim, and yet here we are!

 

My grandfather was a C-47 pilot in WWII and told me many stories about his experiences, but none involved gliders. Only after he passed did I learn about the incredible history of glider use in combat. This inspired me to create an RC model CG-4A about 20 years ago, and 5 years ago I was fortunate to visit France and get to tour a CG-4A in person at a war museum in Normandy.

 

If there is any hope of a Horsa and a DFS-230, please, let me support via a preorder!

 

Incredible Christmas present, thank you again.

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