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View Full Version : Team Fusion Update - December 2nd 2016 - Just a brief update to keep you going :)



Mysticpuma
Dec-02-2016, 11:15
So to start with, apologies for the lack of big updates. Followers of our Facebook page have seen a few new images over the past few weeks but I appreciate that not everyone is into the FB corporate beast so I'll post a selection of images here too.

Now in previous news I have mentioned a significant area of work we have been involved in and hopefully that is coming to an end and I look forward to being able to show considerably more interesting updates than this one will be. I am hoping the next update I give will be one of great interest to the CloD community and offer a roadmap to TF v6.00 and onwards :)

So as I said, this is just a small 'nibble' showing some of the WiP and I hope in the next one (yes I hear a sigh of frustration from the Axis flyers ) that the next one will have some images of the new 109F model......but all good things to those who wait :)

So here are a few images from behind the scenes. Sorry it's a little sparse but every part of the sim is a part of the work and as such, hopefully this will be enough to keep you going until the next update....which we expect to be pretty cool :-)

So here to start with are a few images of the Cr.42 cockpit:

25638 25639 25640 25641 25642 25643

25644 25645 25646 25647

Next we have some action shots from the desert map as work continues :)

25655 25656 25657 25658 25659 25660

25661 25662 25663 25664 25665 2566625667 25668 25654 25653 25652 2564825649 25650 25651 25669



Just an example of a real WW2 image against a Cliffs of Dover image:

Real: 25670 Cliffs of Dover: 25671

Just a quick glimpse of the beast that will be the 110 C6 :)

25672



And here is some news on the Bugtracker, thanks to Artist for his help in providing this:

From the Team Fusion Bugtracker (http://tfbt.nuvturais.de)

The bugtracker (http://tfbt.nuvturais.de/projects/il2clodtf) keeps accumulating data: Since the last published update on June, 9th, 17 new users brought the total up to 955 registered users of which 56 have been active since then. We currently have 246 open issues (176 bugs and 70 feature requests). 3 have already been resolved with patch 4.312 and 30 are currently in progress (http://tfbt.nuvturais.de/projects/il2clodtf/issues?set_filter=1&f[]=status_id&op[status_id]=%3D&v[status_id][]=2&f[]=&c[]=tracker&c[]=status&c[]=priority&c[]=subject&c[]=author&c[]=updated_on&c[]=category&c[]=votes_value&group_by=) to be fixed or implemented.

15 new issues have been raised since the last update, among them are (no judgment implied): Feature Request #822 (http://tfbt.nuvturais.de/issues/822): "AI Should Keep up Fighting For Longer" (New) Reported Bug #821 (http://tfbt.nuvturais.de/issues/821): "Spline road error visible in landscape east of Upwaltham, West Sussex." (New) Feature Request #820 (http://tfbt.nuvturais.de/issues/820): "German fighter bomber got fuse control panel but are non functional" (New) Reported Bug #819 (http://tfbt.nuvturais.de/issues/819): "Bomb delay for low level or dive bombing for german bomber are non functional at loadout" (New) Reported Bug #818 (http://tfbt.nuvturais.de/issues/818): "Load out fixed every after first creating first plane" (New) Feature Request #817 (http://tfbt.nuvturais.de/issues/817): "Fiat G.50: Magnetos" (New) Reported Bug #816 (http://tfbt.nuvturais.de/issues/816): "Inverted mouse at gunner position" (New) Feature Request #813 (http://tfbt.nuvturais.de/issues/813): "External view available in Multiplayer Recorded Tracks" (New) Reported Bug #812 (http://tfbt.nuvturais.de/issues/812): "AI Gunners stop firing after player take control " (New) Feature Request #811 (http://tfbt.nuvturais.de/issues/811): "New Cartographic Map for the Channel Theater" (New) Feature Request #810 (http://tfbt.nuvturais.de/issues/810): "Near Flak explosion cause shake and sund effects" (New) Reported Bug #809 (http://tfbt.nuvturais.de/issues/809): "setTask() LANDING does not work" (New) Feature Request #808 (http://tfbt.nuvturais.de/issues/808): "Dropped Bombs Sound Effect" (New) Reported Bug #806 (http://tfbt.nuvturais.de/issues/806): "Ju88 � Lower gunner not able to fire backwards horizontally (zerro degree)" (New) Reported Bug #805 (http://tfbt.nuvturais.de/issues/805): "Wrong descritption of 109-Engine in TF-Manuals and maybe in Game" (New)

The issues with the highest (summary) vote currently are:
70: #725 (http://tfbt.nuvturais.de/issues/725): "BF 110 Airspeed" (New) 55: #581 (http://tfbt.nuvturais.de/issues/581): "RAF fighter engines incorrectly start cold in Multiplayer" (New) 53: #498 (http://tfbt.nuvturais.de/issues/498): "Bf 109: Prop Pitch Inverted" (New) 50: #690 (http://tfbt.nuvturais.de/issues/690): "Bf 109: The Half Armor Plate in upcoming 109 Variants" (New) 48: #614 (http://tfbt.nuvturais.de/issues/614): "Large cloud formations do not appear in replay of track (.TRK) files" (New) 44: #742 (http://tfbt.nuvturais.de/issues/742): "Bf 109 cooling system" (New) 41: #602 (http://tfbt.nuvturais.de/issues/602): "Defensive AI Gunner Skill Levels Set Too High" (New) 40: #598 (http://tfbt.nuvturais.de/issues/598): "Damage to Gear and/or Flaps when safe speeds exceeded" (New) 40: #610 (http://tfbt.nuvturais.de/issues/610): "Navigational Illumination Functionality: Smudge pots, Glim Lamps" (In Progress) 40: #589 (http://tfbt.nuvturais.de/issues/589): "Hawker Hurricane start up" (New)

There are a number of issues set on "Feedback". We kindly ask the authors to respond:
#669 (http://tfbt.nuvturais.de/issues/669): "Bf 110: Navigational Lights #670 (http://tfbt.nuvturais.de/issues/670): "Bf 110: Landing Lights #716 (http://tfbt.nuvturais.de/issues/716): "Texture #718 (http://tfbt.nuvturais.de/issues/718): "Ju-88: Sight cannot be moved to the left and to right #731 (http://tfbt.nuvturais.de/issues/731): "Fiat BR-20 bomb aimer CTD #732 (http://tfbt.nuvturais.de/issues/732): "Fiat BR-20 bomb aimind device can only be set to 2.700 meters #733 (http://tfbt.nuvturais.de/issues/733): "Hurricane Mk I Rotol 100: Course setter #749 (http://tfbt.nuvturais.de/issues/749): "Overheated cooling system shouldn't blow the radiator. #765 (http://tfbt.nuvturais.de/issues/765): "Weird Lighting in cockpit during live flight

We invite all pilots to participate in the bugtracker either by reporting bugs, requesting features, and/or vote on issues. But before you do anything, please read the guidelines and FAQ here: http://tfbt.nuvturais.de/projects/il2clodtf/boards/4
===


More exciting news soon. Cheers, MP/TF

ATAG_Highseas
Dec-02-2016, 11:34
Eeeek !!

ATAG_Ribbs
Dec-02-2016, 11:35
Thanks for all the hard work and countless hours you guys have put in! Everything looks great, and I'm eagerly awaiting what you have to show us in the next update! Thanks TF and thanks MP for putting together the updates! S!

Cheers
Ribbs

♣_Spiritus_♣
Dec-02-2016, 11:42
Just a quick note on the Marty's electrical control box photo. That was a text resolution test, so yes, I do know that that isn't how it actually looks and/or says and isn't aligned. The resolution of the text that you see however, is what you'll get.

Mysticpuma
Dec-02-2016, 11:54
Hence the disclaimer Work in Progress :)

ATAG_Dave
Dec-02-2016, 12:04
Marvellous stuff - that CR is gonna be a hoot to fly :thumbsup:

Thanks as ever to everyone at TF :salute:

Torric270
Dec-02-2016, 12:12
Bug 812: ai gunner stops firing after human takes control.

From the gunner position, and only the gunner position, hit alt F2 to give gunner control back to the ai.

Topgum
Dec-02-2016, 12:19
In TF we trust! I had never a doubt that you keep the road. Great pics, I love the Beau & the Martlet. So the bullet holes of Mg-fire are back on the Spit, great!
Your work is so much appreciated, Thanks to TF & MP
Cheers:salute:

vitabutch
Dec-02-2016, 12:26
Any news on VR support in 5.0?

VII.Racetrack
Dec-02-2016, 12:41
Woaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa!!
The Martlet <3<3<3<3

Mysticpuma
Dec-02-2016, 13:50
Any news on VR support in 5.0?

Still planned :)

Ekko
Dec-02-2016, 13:52
Thank you Team Fusion:thumbsup:

Thank you Puma:thumbsup:

Sweet pic´s from the sandbox. Mr.:photographer:

Hours after hours, Team Fusion keep this(left for dead) software alive and kicking, Ohh dear! it´s kicking :D

Never in the field of programming was a ship abandoned by so many and left to so few:D (when i come to think about it,
maybe there is a trademark on this quote, think i have seen it before in the forum)


Never in the field of cyberwar was so much crap thrown by so few towards so many

Never in digital time has humans stood so noteworthy side by side:recon:

IIJG27Rich
Dec-02-2016, 14:08
Every little bit is nectar for the bees. Even just text about what is going on is so reassuring. I must say those screens of the Beaufighter and FW-200 are quite something. Also the real and sim 109 E-7 :)

Barone
Dec-02-2016, 16:23
Thanks for the update MP. Hope to see some Mk. V shoots soon ;)

Inviato dal mio Moto G (4) utilizzando Tapatalk

ATAG_Vampire
Dec-02-2016, 17:00
Thanks for all the hard work and countless hours you guys have put in! Everything looks great, and I'm eagerly awaiting what you have to show us in the next update! Thanks TF and thanks MP for putting together the updates! S!

Cheers
Ribbs

+1

Top class guys! Thank you for everything.

~S~ :salute:

Vlerkies
Dec-02-2016, 17:54
:salute:

Massive effort! thank you!.
Not trading in my fire suit just yet though.

ATAG_Lewis
Dec-02-2016, 17:58
Brilliant work as usual....Thanks for the update MP...

Thanks TeamFusion...~S~

69th_Zeb
Dec-02-2016, 20:25
I like the Martlet work! Will it have a carrier to land on and loads of exfoliation corrosion? :)

windigger
Dec-02-2016, 22:29
Thanks for the update. Seeing the progress of your work here makes one appreciate even more , the time and effort you guys put in. I'm grateful every time I get in a plane on this Sim...
Thanks TF :thumbsup:

ATAG_Marlow
Dec-03-2016, 06:16
+1

Top class guys! Thank you for everything.

~S~ :salute:

+Me...and the rest of the flight sim world! Unbelievable...unbelievable...unbelievable!

The damage shots of the spit are so good and I can see the Beau is going to be everybody's favourite! Huge thanks TF! :thumbsup: :)

klu.peete
Dec-03-2016, 12:51
When is the release x mis 2016?

Verstuurd vanaf mijn D6603 met Tapatalk

Blitzen
Dec-03-2016, 13:23
My finger is hovering over "donation" for a sizable payment when 6.0 is released! If I continue to support BoS,BoM,Bo-whatever ,I can at least do the same for this terrific crew!:thumbsup:

Blade_Meister
Dec-04-2016, 01:26
How does that Martlet ever get off the ground with all those batteries on board?:no: Are there charging stations at the Aerodromes?:D
Seriously, a nice update, can't wait. Thanks for all TF is doing!!

S!Blade<><

major_setback
Dec-04-2016, 10:33
I like the Martlet work! Will it have a carrier to land on and loads of exfoliation corrosion? :)

Something like this??? :-)

25698

Actually that might be a Hellcat. Nice paint job though.

Kendy for the State
Dec-04-2016, 12:40
Definitely a Hellcat


Sent from my XT1635-01 using Tapatalk

IIJG27Rich
Dec-04-2016, 14:19
Do you think we'll see patch 5 before July?

RAF74_Buzzsaw
Dec-04-2016, 15:06
I like the Martlet work! Will it have a carrier to land on and loads of exfoliation corrosion? :)

No aircraft carriers in TF 5.0, but hopefully for TF 6.0.

nacy
Dec-04-2016, 15:33
No aircraft carriers in TF 5.0, but hopefully for TF 6.0.

TF 5.0 n’est pas sorti, qu’on nous parle de TF 6.0.:thumbsup:

TF 5.0 is not out, we are talking about TF 6.0.:thumbsup:

Continu0
Dec-04-2016, 15:44
Thank you so much for the update! And looks like we can really look forward to the next one!!!:thumbsup:

VII.Racetrack
Dec-05-2016, 02:39
If I understood right, TF 5.0 work will speed up any other works for next patches right?
With tools and other things..

In the Meanwhile we'll have new planes, new ships, new objective and a new map!
We have resisted for years with those we have now, having a lot of fun.
We will surely resist betwen TF 5.0 and TF 6.0!

Also the idea that we will have new Ships is cheering for me!!!
We will have a lot of differents new missions with new targets !!!

Keep it up!

VII.Racetrack
Dec-05-2016, 03:48
Bug 812: ai gunner stops firing after human takes control.

From the gunner position, and only the gunner position, hit alt F2 to give gunner control back to the ai.

Crap!!!!!!!!!!!!!!!!!!!!!!

Didn't know!

ATAG_TCP
Dec-05-2016, 04:45
Looking great TF! Keep up the great work and as always, I look forward to flying out with the new update, it will be worth it ;)

Artist
Dec-05-2016, 10:56
Originally Posted by ATAG_Torric270 View Post
Bug 812: ai gunner stops firing after human takes control.

From the gunner position, and only the gunner position, hit alt F2 to give gunner control back to the ai.

Crap!!!!!!!!!!!!!!!!!!!!!!

Didn't know!

Me neither - can we close bug 812, then?

ATAG_Colander
Dec-05-2016, 11:01
Me neither - can we close bug 812, then?

Sorry to ask but...
How come is it a bug that AI stops working after a human takes control? Isn't that what "taking control" is supposed to do?

ATAG_Bliss
Dec-05-2016, 11:16
Sorry to ask but...
How come is it a bug that AI stops working after a human takes control? Isn't that what "taking control" is supposed to do?

What he means is; once you've entered the AI position and take control of it, do your shooting etc., then leave to go back to the pilot position, that AI position no longer does anything unless you use the procedure outlined above with the correct key presses. So the AI gunner stops shooting all together even if you are not in that position any longer, unless you leave the position with the correct sequence of keys instead of just swapping back to the pilot spot or w/e.

Basically the AI gunner should always be working (and be an AI gunner) as long as there is no human controlling it. Instead, you swap into the AI gunner and leave with the swap position key, the AI gunner never works again (unless the special key commands are used while leaving). That is the problem. And I don't know why it was made to work that way in the 1st place.

Torric270
Dec-05-2016, 11:17
Sorry to ask but...
How come is it a bug that AI stops working after a human takes control? Isn't that what "taking control" is supposed to do?

I took it as once they just use c to go back to the pilot position, the ai gunner will not regain control of the gun. In game stats will then show the person as pilot and gunner until alt f2 is used.

ATAG_Colander
Dec-05-2016, 11:27
Thanks got it.
The problem is after leaving the position not entering :)

major_setback
Dec-05-2016, 11:38
Regarding men getting enthusiastic about Martlets:
25711
:-)

Artist
Dec-05-2016, 11:40
Sorry to ask but...
How come is it a bug that AI stops working after a human takes control? Isn't that what "taking control" is supposed to do?

We better rephrase that entry...

"AI Gunners Don't Resume Control After Player Has Left Gunner Position"

Ekko
Dec-05-2016, 13:06
Regarding men getting enthusiastic about Martlets:
25711
:-)

:wf: LOL

Pareto
Dec-05-2016, 20:36
We better rephrase that entry...

"AI Gunners Don't Resume Control After Player Has Left Gunner Position"

For me, having the option to disable the AI rear gunner is important because I enjoy manning the rear gunner positions so much that I'd rather do all the shooting. This may seem trivial, but the ammo spent by the AI is not. CLoD gets much enjoyment from us all, time and again, and with that, each one of us have our own ways of nit picking all the possible options to get the most enjoyment out of it. I get frustrated with the AI gunners in the BR20 because only one gunner can be disabled at any given. So when I jump from the ventral gunner to the top gunner, the AI takes back control of the ventral position and is free to use up ammo, regardless of how much good it's actually doing. And that, is sometimes the reason I find myself out of ammo in the BR20; to the amusement of Hurricane and Spitfire pilots.
So, you can see, that I enjoy having the option to disable as many AI gunners as possible. In CLoD's current state, it's not possible to disable all AI gunners at a given time. :(

In the Ju88 for instance, which only has 5 reloads possible for the top gunner (too bad the top gunner can't use any of the other 5 drums of ammo laying within arms reach of the front gunner position :D) having the AI use up a drum worth of ammo because it decided to start firing from quite a distance can be an issue down the road when that clip could've been put to better use by me. Fortunately, the current state of CLoD allows the player to deactivate an AI gunner of his choosing to keep it off the trigger. ;)

Perhaps, the developers of CLoD had in mind those of us that didn't want the AI to do our bidding by allowing the player to disable one AI gunner of his/her choosing at any given time.

My 2 cents worth.

Mastiff
Dec-05-2016, 21:32
So is there going to get quarterly updates?

MAD MAC
Dec-06-2016, 12:52
So to start with, apologies for the lack of big updates. Followers of our Facebook page have seen a few new images over the past few weeks but I appreciate that not everyone is into the FB corporate beast so I'll post a selection of images here too.

Now in previous news I have mentioned a significant area of work we have been involved in and hopefully that is coming to an end and I look forward to being able to show considerably more interesting updates than this one will be. I am hoping the next update I give will be one of great interest to the CloD community and offer a roadmap to TF v6.00 and onwards :)

So as I said, this is just a small 'nibble' showing some of the WiP and I hope in the next one (yes I hear a sigh of frustration from the Axis flyers ) that the next one will have some images of the new 109F model......but all good things to those who wait :)

So here are a few images from behind the scenes. Sorry it's a little sparse but every part of the sim is a part of the work and as such, hopefully this will be enough to keep you going until the next update....which we expect to be pretty cool :-)

So here to start with are a few images of the Cr.42 cockpit:

25638 25639 25640 25641 25642 25643

25644 25645 25646 25647

Next we have some action shots from the desert map as work continues :)

25655 25656 25657 25658 25659 25660

25661 25662 25663 25664 25665 2566625667 25668 25654 25653 25652 2564825649 25650 25651 25669



Just an example of a real WW2 image against a Cliffs of Dover image:

Real: 25670 Cliffs of Dover: 25671

Just a quick glimpse of the beast that will be the 110 C6 :)

25672

Finally for now a few images of work in progress on the Martlet :)

25675 25676 25677 25678 25679

25695 25696


And here is some news on the Bugtracker, thanks to Artist for his help in providing this:

From the Team Fusion Bugtracker (http://tfbt.nuvturais.de)

The bugtracker (http://tfbt.nuvturais.de/projects/il2clodtf) keeps accumulating data: Since the last published update on June, 9th, 17 new users brought the total up to 955 registered users of which 56 have been active since then. We currently have 246 open issues (176 bugs and 70 feature requests). 3 have already been resolved with patch 4.312 and 30 are currently in progress (http://tfbt.nuvturais.de/projects/il2clodtf/issues?set_filter=1&f[]=status_id&op[status_id]=%3D&v[status_id][]=2&f[]=&c[]=tracker&c[]=status&c[]=priority&c[]=subject&c[]=author&c[]=updated_on&c[]=category&c[]=votes_value&group_by=) to be fixed or implemented.

15 new issues have been raised since the last update, among them are (no judgment implied): Feature Request #822 (http://tfbt.nuvturais.de/issues/822): "AI Should Keep up Fighting For Longer" (New) Reported Bug #821 (http://tfbt.nuvturais.de/issues/821): "Spline road error visible in landscape east of Upwaltham, West Sussex." (New) Feature Request #820 (http://tfbt.nuvturais.de/issues/820): "German fighter bomber got fuse control panel but are non functional" (New) Reported Bug #819 (http://tfbt.nuvturais.de/issues/819): "Bomb delay for low level or dive bombing for german bomber are non functional at loadout" (New) Reported Bug #818 (http://tfbt.nuvturais.de/issues/818): "Load out fixed every after first creating first plane" (New) Feature Request #817 (http://tfbt.nuvturais.de/issues/817): "Fiat G.50: Magnetos" (New) Reported Bug #816 (http://tfbt.nuvturais.de/issues/816): "Inverted mouse at gunner position" (New) Feature Request #813 (http://tfbt.nuvturais.de/issues/813): "External view available in Multiplayer Recorded Tracks" (New) Reported Bug #812 (http://tfbt.nuvturais.de/issues/812): "AI Gunners stop firing after player take control " (New) Feature Request #811 (http://tfbt.nuvturais.de/issues/811): "New Cartographic Map for the Channel Theater" (New) Feature Request #810 (http://tfbt.nuvturais.de/issues/810): "Near Flak explosion cause shake and sund effects" (New) Reported Bug #809 (http://tfbt.nuvturais.de/issues/809): "setTask() LANDING does not work" (New) Feature Request #808 (http://tfbt.nuvturais.de/issues/808): "Dropped Bombs Sound Effect" (New) Reported Bug #806 (http://tfbt.nuvturais.de/issues/806): "Ju88 � Lower gunner not able to fire backwards horizontally (zerro degree)" (New) Reported Bug #805 (http://tfbt.nuvturais.de/issues/805): "Wrong descritption of 109-Engine in TF-Manuals and maybe in Game" (New)

The issues with the highest (summary) vote currently are:
70: #725 (http://tfbt.nuvturais.de/issues/725): "BF 110 Airspeed" (New) 55: #581 (http://tfbt.nuvturais.de/issues/581): "RAF fighter engines incorrectly start cold in Multiplayer" (New) 53: #498 (http://tfbt.nuvturais.de/issues/498): "Bf 109: Prop Pitch Inverted" (New) 50: #690 (http://tfbt.nuvturais.de/issues/690): "Bf 109: The Half Armor Plate in upcoming 109 Variants" (New) 48: #614 (http://tfbt.nuvturais.de/issues/614): "Large cloud formations do not appear in replay of track (.TRK) files" (New) 44: #742 (http://tfbt.nuvturais.de/issues/742): "Bf 109 cooling system" (New) 41: #602 (http://tfbt.nuvturais.de/issues/602): "Defensive AI Gunner Skill Levels Set Too High" (New) 40: #598 (http://tfbt.nuvturais.de/issues/598): "Damage to Gear and/or Flaps when safe speeds exceeded" (New) 40: #610 (http://tfbt.nuvturais.de/issues/610): "Navigational Illumination Functionality: Smudge pots, Glim Lamps" (In Progress) 40: #589 (http://tfbt.nuvturais.de/issues/589): "Hawker Hurricane start up" (New)

There are a number of issues set on "Feedback". We kindly ask the authors to respond:
#669 (http://tfbt.nuvturais.de/issues/669): "Bf 110: Navigational Lights #670 (http://tfbt.nuvturais.de/issues/670): "Bf 110: Landing Lights #716 (http://tfbt.nuvturais.de/issues/716): "Texture #718 (http://tfbt.nuvturais.de/issues/718): "Ju-88: Sight cannot be moved to the left and to right #731 (http://tfbt.nuvturais.de/issues/731): "Fiat BR-20 bomb aimer CTD #732 (http://tfbt.nuvturais.de/issues/732): "Fiat BR-20 bomb aimind device can only be set to 2.700 meters #733 (http://tfbt.nuvturais.de/issues/733): "Hurricane Mk I Rotol 100: Course setter #749 (http://tfbt.nuvturais.de/issues/749): "Overheated cooling system shouldn't blow the radiator. #765 (http://tfbt.nuvturais.de/issues/765): "Weird Lighting in cockpit during live flight

We invite all pilots to participate in the bugtracker either by reporting bugs, requesting features, and/or vote on issues. But before you do anything, please read the guidelines and FAQ here: http://tfbt.nuvturais.de/projects/il2clodtf/boards/4
===


More exciting news soon. Cheers, MP/TF


Hi all.

Firdt...thanks. Your work here is VERY APRECIATED.
But...iI´d like to say...there is one thing iI think is not correct i the bugtracker.

55: #581: "RAF fighter engines incorrectly start cold in Multiplayer" (New)

This is...Ok, RAF fighters were ready to take off.. but... German planer were already flying towards their objectives. So...and this is my question...If this is corrected, wouldn´t german planes should be AIRSTART?
I fly both sides evenly, but I see in multiplayer this could be too favourably to RAF.One side launches planes faster to the air than another....not a good thing to make sides even don´t you think?.
Realistic?...Might be...if germans start on the air, but...for MP?...I think we all must give this another try...

MAD MAC
Dec-06-2016, 12:54
Errr.....Sorry for my english....

Artist
Dec-06-2016, 14:49
Errr.....Sorry for my english....

Don't worry. That is not and never will be a problem here. We're a very international community here.

ATAG_Colander
Dec-06-2016, 15:57
Hehehe yeah, if that was the case, I would have to apologize for reading the wrong things more than once :D

1/3_vszd_Tazar
Dec-07-2016, 07:55
Attack, attack, attack!!! That's the kind of fighting spirit I was talking about! :salute::)


https://www.youtube.com/watch?v=Et1SkVldiHI

Kendy for the State
Dec-07-2016, 08:14
Best. Movie. Ever.

Sent from my XT1635-01 using Tapatalk

IIJG27Rich
Dec-14-2016, 16:42
http://assets-s3.usmagazine.com/uploads/assets/articles/90508-bring-it-on-stars-still-hang-out-spill-on-getting-arrested-in-tijuana/1438880042_bring-it-on-cast-zoom.jpg

http://i1200.photobucket.com/albums/bb322/IIJG27Rich/td_f4trop-yel5_5_jg27%20Name%20copy_zpsc6suuig5.jpg



Where would we be without immature posts eh?

ATAG_Snapper
Dec-14-2016, 18:46
"But...iI´d like to say...there is one thing iI think is not correct i the bugtracker.

55: #581: "RAF fighter engines incorrectly start cold in Multiplayer" (New)

This is...Ok, RAF fighters were ready to take off.. but... German planer were already flying towards their objectives. So...and this is my question...If this is corrected, wouldn´t german planes should be AIRSTART?
I fly both sides evenly, but I see in multiplayer this could be too favourably to RAF.One side launches planes faster to the air than another....not a good thing to make sides even don´t you think?.
Realistic?...Might be...if germans start on the air, but...for MP?...I think we all must give this another try..."

Actually, the purpose of this was to give the map builder the option and ability to have the aircraft realistically warmed up if he desired. Right now, in multiplayer, they can't (unlike in single player). This would apply for both sides - Blue or Red. The map builder already can decide if he wants airstarts 2 miles from an enemy airfield, or mid-channel, or...not at all.

As it stands right now, if a player spawns into a new aircraft (either side) it has a cold engine. The game may already be in play for an hour, but if you respawn and your airfield is under attack...your aircraft still needs to be warmed up. During the Battle of Britain there would be hell to pay -- on both sides -- if serviceable fighter aircraft near the war zone were not warmed up, armed, and ready to go at sunrise. As it stands right now you CAN force the engines to warm up very quickly with very little penalty (re reliability or performance) and take off into battle almost immediately. But that may not always be the case.

I hope I've explained this clearly enough. The purpose of this bug report was to simply give the map builder the option to enable warm starts for Red and Blue fighter aircraft if he desires. It would also give the map builder the ability to have fighters in coastal airfields warmed up engines but fighters in inland airfields cold engines that require a warm up. As far as air starts go, the map builder already has that option at his fingertips if he wishes.

:salute:

finch
Dec-15-2016, 02:44
"But...iI´d like to say...there is one thing iI think is not correct i the bugtracker.

55: #581: "RAF fighter engines incorrectly start cold in Multiplayer" (New)

This is...Ok, RAF fighters were ready to take off.. but... German planer were already flying towards their objectives. So...and this is my question...If this is corrected, wouldn´t german planes should be AIRSTART?
I fly both sides evenly, but I see in multiplayer this could be too favourably to RAF.One side launches planes faster to the air than another....not a good thing to make sides even don´t you think?.
Realistic?...Might be...if germans start on the air, but...for MP?...I think we all must give this another try..."

Actually, the purpose of this was to give the map builder the option and ability to have the aircraft realistically warmed up if he desired. Right now, in multiplayer, they can't (unlike in single player). This would apply for both sides - Blue or Red. The map builder already can decide if he wants airstarts 2 miles from an enemy airfield, or mid-channel, or...not at all.

As it stands right now, if a player spawns into a new aircraft (either side) it has a cold engine. The game may already be in play for an hour, but if you respawn and your airfield is under attack...your aircraft still needs to be warmed up. During the Battle of Britain there would be hell to pay -- on both sides -- if serviceable fighter aircraft near the war zone were not warmed up, armed, and ready to go at sunrise. As it stands right now you CAN force the engines to warm up very quickly with very little penalty (re reliability or performance) and take off into battle almost immediately. But that may not always be the case.

I hope I've explained this clearly enough. The purpose of this bug report was to simply give the map builder the option to enable warm starts for Red and Blue fighter aircraft if he desires. It would also give the map builder the ability to have fighters in coastal airfields warmed up engines but fighters in inland airfields cold engines that require a warm up. As far as air starts go, the map builder already has that option at his fingertips if he wishes.

:salute:

Hi Snapper, maybe this means that sometimes is impossible to start the engine of a raf plane? this happens to me sometimes, you switch on the fuel and try to start it, if it doesn't start and you want to try again then the start button doesn't work, you need to change plane and try again

DerDa
Dec-15-2016, 08:19
Wait until you see the message: 'engine stopps'. Then you may start again.

ATAG_Snapper
Dec-15-2016, 09:15
Hi Snapper, maybe this means that sometimes is impossible to start the engine of a raf plane? this happens to me sometimes, you switch on the fuel and try to start it, if it doesn't start and you want to try again then the start button doesn't work, you need to change plane and try again

Hi Finch, and welcome to the forum! :salute:

Derda describes a common bug with the Spitfire 2a where the Spit's prop keeps windmilling (engine off, plane stationary on the ground) and the ignition key is unresponsive. In this case I've found that moving the prop pitch fully back into coarse setting gradually slows the prop until it stops and the ignition works again. It's an annoying bug and unrealistic.

What you describe is less common but I've experienced it as well. You spawn in into a fresh Spitfire (any Mark I believe -- it's happened to me in the 1a 100 octane and the 2A). The plane is stationary, as is the prop. However, the ignition key is unresponsive, no matter what controls/switches/levers you manipulate. The only thing you can do is exit the Spitfire and respawn in a new one, which always seems to start normally. It's annoying and, if you're recording your stats it counts as a sortie wasted. I've never been able to reproduce this bug at will; it seems to happen randomly and not very often (in my experience). For this reason I've never reported that bug in The Bug Tracker.

:salute:

finch
Dec-15-2016, 09:25
Hi Finch, and welcome to the forum! :salute:

Derda describes a common bug with the Spitfire 2a where the Spit's prop keeps windmilling (engine off, plane stationary on the ground) and the ignition key is unresponsive. In this case I've found that moving the prop pitch fully back into coarse setting gradually slows the prop until it stops and the ignition works again. It's an annoying bug and unrealistic.

What you describe is less common but I've experienced it as well. You spawn in into a fresh Spitfire (any Mark I believe -- it's happened to me in the 1a 100 octane and the 2A). The plane is stationary, as is the prop. However, the ignition key is unresponsive, no matter what controls/switches/levers you manipulate. The only thing you can do is exit the Spitfire and respawn in a new one, which always seems to start normally. It's annoying and, if you're recording your stats it counts as a sortie wasted. I've never been able to reproduce this bug at will; it seems to happen randomly and not very often (in my experience). For this reason I've never reported that bug in The Bug Tracker.

:salute:

thank you Snapper, yes, that's exactly what happen.... :salute:

P.S.
thank you very much TF for making ClOD better... I'm an old user, bought the sim the day 1 but was a mess

varrattu
Dec-17-2016, 04:33
I suspect it happens when we push Alt + Tab to alternate between a full-size iL2CoD window and the desktop or any other running program.

Regards

:salute: ~V~

dix
Dec-17-2016, 16:47
I suspect it happens when we push Alt + Tab to alternate between a full-size iL2CoD window and the desktop or any other running program.

Regards

:salute: ~V~

naa I've had it many times when i forgot to open the fuel cock and the engine doesn't start, but doesn't stops until i put prop to 0 and wait

Karaya
Dec-21-2016, 05:34
We better rephrase that entry...

"AI Gunners Don't Resume Control After Player Has Left Gunner Position"

Problem is that the way it is now ingame you're technically not leaving the gunner position when you're switching positions unless you press ALT+F2. The player can actually man (or rather occupy) 2 stations at the same time, which is also displayed as such in the netstats window. There is actually a bit of logic behind this even if overall it's simply a clunky system.

Imagine a Ju88 with it's many crew positions. Let's imagine you want to frequently switch between pilot and rear gunner. Without this "1 arse, 2 stools" system you'd have to switch through the positions chronologically every time which of course is tedious. This way however you switch to the rear gunner once and then switch between pilot and gunner with a simple button press.

Not sure if it's possible but maybe the existing system can be altered so even if the player is technically occupying 2 seats but currently only active in the pilot's seat the AI can nontheless fulfill its gunnery duties!? That I guess would be the best solution!

dix
Dec-21-2016, 06:18
Also, I'm always scared to death everytime that i press alt+f2 to leave the gunner, that if i hold it a moment too long, i'll despawn from the plane
could we have two separate keys to leave bombardier\gunner position and pilot position?

Pareto
Dec-21-2016, 10:18
Also, I'm always scared to death everytime that i press alt+f2 to leave the gunner, that if i hold it a moment too long, i'll despawn from the plane
could we have two separate keys to leave bombardier\gunner position and pilot position?

Dix,

Holding the keys too long will not cause you to despawn from the aircraft. You have to push the F2 key again while still holding the alt key after you jumped into the pilot seat for that to happen. It's no different than after taking off, hitting the the gear toggle key accidently twice in a row instead of once, thereby causing the gear to drop down again instead of it retracting. You simply need to pay attention what your doing.


JG4 Karaya,

I strongly defend the current CLoD method of switching between gunner and pilot seat on bombers, stukas, ME110s. It allows player to quickly switch to a gunner position directly from pilot seat without the AI interferring in the way of spending precious ammo and giving away our position. For some of us expert bomber pilots that also have excellent rear gunner skills the current setup in CLoD is of great benefit and doing away with it would be a major blow to our defense strategies as bomber players.

Some players are portraying the current switching between pilot and gunner position and how the AI stays inactive as a bug or problem. The reality, is that the current setup is there for a reason and that several expert bomber pilots that are also expert gunners make good use of. I've tried to explain the reason above and hope that Team Fusion and the rest of the community understand!

To recap, there are scenarios when several of us bomber pilots (and I'm by far not the only one) wish to keep the AI gunner deactivated even while in the pilot seat flying the plane. And in CLoD, the current system is the only way of doing it.
If Team Fusion wants to change the current system, then by all means go ahead, but please retain an option that deactivates the AI gunners no matter where the player is on the bomber. Because, as I tried to explain before, there are valid reasons to do so.

Cheers,

Pareto

dix
Dec-22-2016, 04:51
Dix,

Holding the keys too long will not cause you to despawn from the aircraft. You have to push the F2 key again while still holding the alt key after you jumped into the pilot seat for that to happen. It's no different than after taking off, hitting the the gear toggle key accidently twice in a row instead of once, thereby causing the gear to drop down again instead of it retracting. You simply need to pay attention what your doing.


JG4 Karaya,

I strongly defend the current CLoD method of switching between gunner and pilot seat on bombers, stukas, ME110s. It allows player to quickly switch to a gunner position directly from pilot seat without the AI interferring in the way of spending precious ammo and giving away our position. For some of us expert bomber pilots that also have excellent rear gunner skills the current setup in CLoD is of great benefit and doing away with it would be a major blow to our defense strategies as bomber players.

Some players are portraying the current switching between pilot and gunner position and how the AI stays inactive as a bug or problem. The reality, is that the current setup is there for a reason and that several expert bomber pilots that are also expert gunners make good use of. I've tried to explain the reason above and hope that Team Fusion and the rest of the community understand!

To recap, there are scenarios when several of us bomber pilots (and I'm by far not the only one) wish to keep the AI gunner deactivated even while in the pilot seat flying the plane. And in CLoD, the current system is the only way of doing it.
If Team Fusion wants to change the current system, then by all means go ahead, but please retain an option that deactivates the AI gunners no matter where the player is on the bomber. Because, as I tried to explain before, there are valid reasons to do so.

Cheers,

Pareto
Oh ok thank you then! I can fly bombers with a bit less worrying now :thumbsup:
it really scared me everytime i was leaving the gunner to give back position to the AI :doh:
cheers :thumbsup: