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Update 5.203 has been published


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ITAF_Artiglio
Posted

I would like to report an error that occurred after the last update when selecting the Moscow campaign. By selecting the Macchi Mc.202 career the career of the 22nd Group is not generated, and indeed when it is generated this error is displayed which I attach... any idea of the reason for this error?

 

2024-4-20-12-9-15.png

  • Like 1
Posted

Is this at Stalingrad? I can test if this happen to me right now. But it would be easier if you where more specific

On 4/17/2024 at 6:31 PM, LukeFF said:

The longer the rifling, the higher the projectile's muzzle velocity will be.

For us who hunt it is a matter of calibre and powder and weight. And within limited length. 
Nowadays it is used to see how short a barrel can be with silencer and such without loosing too much of it. Old tech still being challenged by a few nerds in this field. 

  • Like 1
ITAF_Artiglio
Posted (edited)
21 minutes ago, Lusekofte said:

Is this at Stalingrad? I can test if this happen to me right now. But it would be easier if you where more specific

 

the Moscow Campaign

Edited by ITAF_Artiglio
Posted (edited)

Even by plane the roads disappear if you are zooming.

Always the map of Stalingrad summer and autumn season

This too did not happen before this last update.

Do devs think they fix it?

 

 

Road.jpg

road 2.jpg

Edited by ITAF_Cymao
  • Like 2
Posted

I've checked the other maps, and Stalingrad Summer/Autumn appear to be the only ones with this issue.

 

A quick look in Maps2.gtp didn't show anything out of the ordinary, so I'm not sure what the source of the problem is.

 

I hope they can quickly issue a hotfix for this.

AEthelraedUnraed
Posted
2 hours ago, MajorMagee said:

I've checked the other maps, and Stalingrad Summer/Autumn appear to be the only ones with this issue.

 

A quick look in Maps2.gtp didn't show anything out of the ordinary, so I'm not sure what the source of the problem is.

 

I hope they can quickly issue a hotfix for this.

Can you delete all the .bin files from the data\graphics\LANDSCAPE_Stalin_s\ROADS directory and see if this solves the issue?

 

(note that re-generating the files takes 15 minutes or so the next time you load the map)

  • 1CGS
Posted
4 hours ago, ITAF_Artiglio said:

I would like to report an error that occurred after the last update when selecting the Moscow campaign. By selecting the Macchi Mc.202 career the career of the 22nd Group is not generated, and indeed when it is generated this error is displayed which I attach... any idea of the reason for this error?

 

2024-4-20-12-9-15.png

 

Yes, it's already noted and should be fixed in the next update, thanks.

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  • Upvote 1
the_emperor
Posted (edited)
On 4/19/2024 at 12:11 PM, =FB=VikS said:

data table for sync and motor version, with rifled barrel length noted and speed

Many thanks for the docs.

Thanks. so the motor canon and synchronized cannon have the same barrel length of 1540mm.

this is then 840m/s for the 91g shell (does is specify the shell weight)? 

What would be the mv for the 96g shell?

here the muzzle velocity is 

815m/s for the 91g shell with 19.2g of powder weight and the long 1540mm motor canon barrel

image.jpeg.b28c61d32fa3b441f3ce17584440ef6d.jpeg

 

while the heavier bullets had less propellant (18g) probably to keep the chamber pressure the same (as it was the case with the german mineshell which was lighter than the common shell and usually had a bit more propellant)

image.jpeg.7d3307cfa02d1fa939ad4ae30e852216.jpeg

 

so putting the later 96g shell at a mv of 840m/s would probably exceed the chamber pressure of 3000kg/cm2

Edited by the_emperor
Posted (edited)
18 hours ago, AEthelraedUnraed said:

Can you delete all the .bin files from the data\graphics\LANDSCAPE_Stalin_s\ROADS directory and see if this solves the issue?

 

(note that re-generating the files takes 15 minutes or so the next time you load the map)

The bin files did not regenerate. (Good thing I saved copies to my desktop before deleting them)

 

BTW, the railroad texture does not display either.

 

Luke, can you confirm that the developers have this issue on the list to repair?

 

 

Edited by MajorMagee
Aleksander55
Posted (edited)
On 4/18/2024 at 2:43 PM, ngabor said:

Fantastic news, I can't wait to see it on all mission types, and I am very happy you are giving some much needed love and improvements to career missions!

 

Also since you are already working on career missions, please improve the way escort missions start and end. The way it is now is very unrealistic, impractical and immersion breaking. It would be so much better in every way, if it was done correctly:

  • Mission start: Instead of the escorted flight flies to player's airfield and "picks up" the escort flight, the escort and escorted flight should have a rendezvous point at a convenient place (not far from player's base over friendly territory) where they meet at a given time. If the fighters are too early they can loiter, if late ... well then can catch the bombers/attackers following the waypoints.
  • Mission ending: Instead of escorting the bombers/attackers back to the nearest available airport next to the player's base, the two flights should have a "separation point" at a safe distance over friendly territory. Reaching this point the fighter's mission is accomplished (if conditions have been met), and two flights can return to their appropriate, real home airfields. So bombers originally coming from airfields far back won't land in small frontline airfileds. 

I hope I am right to think, that this is would not be a huge task to accompish, and you can and will make this improvement. 

 

Cheers!

 

Choose 'Start in the Air'. They've changed it in this patch or the last one. Instead of circling at low altitude around the airfield waiting for the bombers to come also at low altitude, now you'll be circling at high alt, waiting for the bombers that'll also come already at the altitude of waypoint 2. You also can edit the altitude and speed of waypoints 2 and 3 and the bombers will take over these numbers while you and your flight will escort above them (If you are commander).

 

I was going to suggest doing this but it turns out they already did it.

 

Starting with a takeoff is 'broken' right now as the bombers will come at this high alt and you'll take up to 100 kms to catch up to them (I-16s). Not recommended if the frontline is close by.

 

It's maybe an 'artificial solution that breaks the purity of the sim'  but I'm very satisfied with starting in the air for bomber and maybe attacker escort missions and taking off for every other mission. It's a good solution for the problems this mission had as far as I'm concerned.

 

This is in IL-2GB, I don't know if it's working for Flying Circus.

Edited by Aleksander55
Posted

All in all a great update, thanks devs. Noticed a few not seen before vehicles, is there also maybe some new infantry included? Especially WW1 would be nice too ...

Posted

Anyone else noticed the F3 'flyby' sound has changed? It's ridiculously quiet for some aircraft. When parked and watching 6x p51 in a landing pattern, there is no sound at all? P51 has some sort of stealth mode now lol. F2 View has same normal sound picture and volume 

 

P38 flyby is also very quiet with noticeable clipping when transitioning sound samples on distance.

 

P47 not as bad, but still much quieter than before.... is it just me noticing this?

 

 

the_emperor
Posted
On 4/19/2024 at 12:11 PM, =FB=VikS said:

data table for sync and motor version, with rifled barrel length noted and speed


image.thumb.jpeg.40a72abe4561d12227fead082cadbfda.jpeg

 

first, Iam very happy you changed the Shvaks HE-filling to the correct one (could be even more if you calculate it as TNT equvivalant 

does the manual specify the propellant and bullet weight? and doesnt it say "up to 840m/s"? so the propellant weight and bullet weight would be important to knwo.

 

Here the muzzle velocity is (same barrel length)

815m/s for the 91g shell with 19.2g of propellant weight and the long 1540mm motor canon barrel

image.jpeg.b28c61d32fa3b441f3ce17584440ef6d.jpeg

 

while the heavier (96g) bullet contains less propellant (18g) (as it was the case with the german mineshell which was lighter (92g) than the common (115g) shell and usually had a bit more propellant but that could also be, to keep the rate of fire)

image.jpeg.7d3307cfa02d1fa939ad4ae30e852216.jpeg

Posted
On 4/20/2024 at 12:37 AM, 69th_Panp said:
On 4/19/2024 at 11:14 AM, ITAF_Cymao said:

After the update in Stalingrad map summer and autumn I don't see the roads when I use the panzer.

Obviously I didn't have these problems before the update!Bugroad2.thumb.jpg.7d5c76d2fb3e3a974bc651193f68a5ad.jpg

 

Bugroad.thumb.jpg.2d0e6a160c8631b12b116b774227ac71.jpg

Expand  

I have the same issue with not seeing the roads

2024_4_19__22_22_59  1.jpg

The same for aircraft missions. I was just flying a ground forces request mission with the Hs 129 in a Stalingrad career with the road (at the right side) and the railroad track dissapearing, reappearing, dissappearing again and reappearing for the attack.

20240421143444_1.thumb.jpg.a138a2f65ae78683f879c7ae275c26ab.jpg

Posted

Even in the mission editor on the map of Stalingrad the roads are not visible.

And I think even the bridges can't be seen.

Waiting for the developers to tell us something about the bug

 

 

strade.jpg

strade 2.jpg

  • Upvote 1
Posted

@LukeFF 

Hi Luke, i dont have the "Power Balance" option in my career.

 

I noticed in an older update last year that these career modifying extensions appeared on my game later than on other players game. 

I can provide a Screenshot tomorrow.

 

Best regards 

Posted
12 hours ago, R33GZ said:

Anyone else noticed the F3 'flyby' sound has changed? It's ridiculously quiet for some aircraft. When parked and watching 6x p51 in a landing pattern, there is no sound at all? P51 has some sort of stealth mode now lol. F2 View has same normal sound picture and volume 

 

P38 flyby is also very quiet with noticeable clipping when transitioning sound samples on distance.

 

P47 not as bad, but still much quieter than before.... is it just me noticing this?

 

 

yes we {my group )have noticed it also. sounds are much quiter. aircraft that are pretty close on you in formation have little to no sound.

 

FeuerFliegen
Posted
On 4/20/2024 at 8:39 AM, Lusekofte said:

For us who hunt it is a matter of calibre and powder and weight. And within limited length. 
Nowadays it is used to see how short a barrel can be with silencer and such without loosing too much of it. Old tech still being challenged by a few nerds in this field. 

 

What does it refer to?

 

Are you saying that a longer barrel length does not increase velocity?  because all other aspects being equal, a longer barrel will increase muzzle velocity (up to a certain point, then once it gets too long it can actually lower it)

Posted
14 minutes ago, FeuerFliegen said:

Are you saying that a longer barrel length does not increase velocity?  because all other aspects being equal, a longer barrel

This refer to physics. My English is pretty bad in technical matters length are dependant of calibre weight of projectile and amount of powder. In order to not loose velocity there is always a minimum length and a maximum worth having. Some cartridges do not loose significant velocity on shorter barrels while others do. 

FuriousMeow
Posted
3 hours ago, 69th_Panp said:

aircraft that are pretty close on you in formation have little to no sound.

 

 

As they shouldn't. 

 

The patch notes mention that plane noise is reduced when in the cockpit, this is probably how it was done. Before it was pretty ridiculous you could hear planes close by in cockpit. 

  • Upvote 2
Posted (edited)

FWIW, I've frozen up twice so far in about 30 minutes.

 

The first time while inputting my name into the name box in Career Mode (the screen where you choose your pilot photo).  I input my first name, then typed two characters of my last name and the sim locked up.

 

The second time in a Quick Mission, one on one, flying head on at the merge, opponent opens with guns, I return fire, and it locked up with the gunfire sound repeating in perpetuity (like a skipping record).

 

FWIW, I'll see if I can find the logs and figure out what happened.

 

Oh, one more thing, my frame rates are significantly lower.  I have an i9-14900K, Nvidia RTX 4090, 64GB DDR5, HP Reverb 2, and I used to get 90FPS pretty easily.  With the new version, I was getting 45, and even after cranking down the graphics, turning off shadows, AA to FXAA, etc, + reducing the scaling to .6 from .7, I'm getting about 75.  I'm sure I can get it back up by by cranking more settings down, but not sure if this was expected or not.

Edited by SeattleRex
  • 1CGS
Posted
On 4/20/2024 at 11:20 AM, MajorMagee said:

Luke, can you confirm that the developers have this issue on the list to repair?

 

I believe so, yes.

  • Thanks 1
Posted
8 hours ago, SeattleRex said:

FWIW, I've frozen up twice so far in about 30 minutes.

 

The first time while inputting my name into the name box in Career Mode (the screen where you choose your pilot photo).  I input my first name, then typed two characters of my last name and the sim locked up.

 

The second time in a Quick Mission, one on one, flying head on at the merge, opponent opens with guns, I return fire, and it locked up with the gunfire sound repeating in perpetuity (like a skipping record).

 

FWIW, I'll see if I can find the logs and figure out what happened.

 

Oh, one more thing, my frame rates are significantly lower.  I have an i9-14900K, Nvidia RTX 4090, 64GB DDR5, HP Reverb 2, and I used to get 90FPS pretty easily.  With the new version, I was getting 45, and even after cranking down the graphics, turning off shadows, AA to FXAA, etc, + reducing the scaling to .6 from .7, I'm getting about 75.  I'm sure I can get it back up by by cranking more settings down, but not sure if this was expected or not.

You might also post this in reporting bugs

with your rig you should be able to go full on settings. I guess you have updated your drivers and so on. There been a couple of updates on nvidia the last couple of weeks

  • Thanks 1
9./JG52Gruber
Posted

@LukeFF

I am running into issues with these new escort transport missions in the Stalingrad campaign. I escort the transports to their destination, they land, but the mission does not complete. I have run into this several times now since the update. Mission files attached and screen cap of somehow completing all objectives but mission fails. 

 

Also, this mission has Romanian fighters attacking Bf 109's over Pitomnik for some reason. The Pitomnik air defense was silent. 🙃

20240422115637_1.jpg

_gen.zip

  • 1CGS
Posted
8 minutes ago, 9./JG52Gruber said:

@LukeFF

I am running into issues with these new escort transport missions in the Stalingrad campaign. I escort the transports to their destination, they land, but the mission does not complete. I have run into this several times now since the update. Mission files attached and screen cap of somehow completing all objectives but mission fails. 

 

Also, this mission has Romanian fighters attacking Bf 109's over Pitomnik for some reason. The Pitomnik air defense was silent. 🙃

20240422115637_1.jpg

_gen.zip 2.21 MB · 0 downloads

 

Thanks, will report it.

Posted
51 minutes ago, LukeFF said:

Thanks, will report it.

 

Do you plan to report these things too?

 

 

  • Upvote 1
ACG_Bussard
Posted (edited)

The new AQM function for Tank Crew is a refreshing new element for an quick, entertaining mission. Thank you!

 

Would it still be possible to include the two AA vehicles to fight the air support in the tank formation?

Edited by Bussard*
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  • Upvote 1
  • 1CGS
Posted
23 hours ago, 9./JG52Gruber said:

@LukeFF

I am running into issues with these new escort transport missions in the Stalingrad campaign. I escort the transports to their destination, they land, but the mission does not complete. I have run into this several times now since the update. Mission files attached and screen cap of somehow completing all objectives but mission fails. 

 

Also, this mission has Romanian fighters attacking Bf 109's over Pitomnik for some reason. The Pitomnik air defense was silent. 🙃

20240422115637_1.jpg

_gen.zip 2.21 MB · 3 downloads

 

Per one of our mission designer's comments, the most likely culprit here is that it takes a while for all those Ju 52s to land. But, if you see a similar problem again please report it here. Thanks! 

 

22 hours ago, ITAF_Cymao said:

Do you plan to report these things too?

 

I've already commented in many places elsewhere that it's already acknowledged as an issue and will be fixed. 

  • Like 1
the_emperor
Posted

@Sneaksie

will you also correct the later 

Shvaks 96g shell from 840m/s to 800m/s as its heavier and contains less propellant than the earlier shell?

again many thanks for correcting the HE filling✌️

 

earlier: 91g with 19.2g propellant

later: 96g with 18g propellant

 

image.jpeg.7eae9888e65a9106936e889f2986d2e6.jpeg

image.jpeg.233aa6e9ddf1da3b354de00c08f6bb06.jpeg

 

  • Thanks 1
Posted
3 hours ago, Sneaksie said:

5.203b Patch

  1. To reduce the time spent over the target, Il-2 AI pilots now fire all 82 mm rockets and up to four 132 mm rockets in one salvo, and use up to four FAB-50s and two FAB-100s in one bombing run;


Can you control this on Mission Editor also? I mean to force attacking plane to use all/partial of the ordnance once against ground target? Thus far I have had to load Stukas for example with only center rack bomb so they would only attack once and bug out or use "Attack Ground" in case they have 50kg bombs also to get them to drop them in single pass.

Posted

Slightly off-topic: But were Stukas ever flown with just the SC-50 wing bombs? I always assumed that was an option, but it isn't possible in the loadout screen.

  • 1CGS
Posted
6 hours ago, the_emperor said:

@Sneaksie

will you also correct the later 

Shvaks 96g shell from 840m/s to 800m/s as its heavier and contains less propellant than the earlier shell?

again many thanks for correcting the HE filling✌️

 

earlier: 91g with 19.2g propellant

later: 96g with 18g propellant

 

image.jpeg.7eae9888e65a9106936e889f2986d2e6.jpeg

image.jpeg.233aa6e9ddf1da3b354de00c08f6bb06.jpeg

 

 

all tables had the same amount of the barrel pressure - 3000 kg/m3 - same noted for 840m/s data table - as well as for wing version - with 810-815m/s

last table - had all shells equal or bit more than 96gr and all noted with 800-810 m/s  - and same barrel pressure for all shell types.

maybe it uses later type of powder or smh - but i see nothing to correct here for the moment.

 

  • Upvote 1
Posted
11 hours ago, Sneaksie said:

Corrected the place of spent casings ejection of Li-2 front ShKAS MG.

Nice, but why the missing casing ejection with the Yak 9T has still not been corrected as mentioned years ago. The Yak 9 has all fine but the Yak9T has just nothing.

And as usual no more than 4 bomb craters staying. Just for a reminder. 

Besides that (and so many little things) all good.

I./JG52_Woutwocampe
Posted

Thanks for the fix guys!

Posted

For me this upgrade was a surprise, I have less time to fly in the simulation, age is there and the real wars in the world are worrying.

But this upgrade is good news, thanks to all how worked on it. :salute::salute::salute:

  • Upvote 1
the_emperor
Posted
13 hours ago, =FB=VikS said:

all tables had the same amount of the barrel pressure - 3000 kg/m3 - same noted for 840m/s data table - as well as for wing version - with 810-815m/s

last table - had all shells equal or bit more than 96gr and all noted with 800-810 m/s  - and same barrel pressure for all shell types.

maybe it uses later type of powder or smh - but i see nothing to correct here for the moment.

Thx for the reply. 
so the 800m/s for the 96g shell are correct and in the game?

or does the 840m/s manual specify shell weight and propellant weight as well?

again. Many thanks👍

  • 1CGS
Posted
20 hours ago, Hanu said:

Can you control this on Mission Editor also? I mean to force attacking plane to use all/partial of the ordnance once against ground target?

This change was done in the AI settings so IL-2s will fire all the 82 mm rockets in one salvo in any game mode.

Posted (edited)
7 hours ago, Sneaksie said:

This change was done in the AI settings so IL-2s will fire all the 82 mm rockets in one salvo in any game mode.


Thank you for the info. For example the Stuka's would benefit a lot on this same change.

Edit: Hmmm, from the game files it looks like it does so (at least now). Go to test.

Edited by Hanu
the_emperor
Posted (edited)
21 hours ago, =FB=VikS said:

all tables had the same amount of the barrel pressure - 3000 kg/m3 - same noted for 840m/s data table - as well as for wing version - with 810-815m/s

last table - had all shells equal or bit more than 96gr and all noted with 800-810 m/s  - and same barrel pressure for all shell types.

maybe it uses later type of powder or smh - but i see nothing to correct here for the moment.

 

from a 1942 T-60 manual for the 20mm Shvak with the long 1540mm barrel, 96g Shell -> 800m/s

so currently the 96g shell (again I am very happy its now in the game) does not reach more than 800m/s even in with the long barrel

image.thumb.jpeg.218b08e9298a72a144617c7c235079a4.jpeg

Edited by the_emperor
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