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Author Topic: Ultrapack bug report thread (all versions)  (Read 98410 times)

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SAS~Skylla

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Re: Ultrapack bug report thread (all versions)
« Reply #12 on: February 16, 2016, 10:21:10 AM »

yes, indeed :D
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SAS~Storebror

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Re: Ultrapack bug report thread (all versions)
« Reply #13 on: February 17, 2016, 09:56:25 AM »

Just for information, all listed bugs are fixed in my WIP Patch 107 now, despite two:
  • re-recording NTRKs is not possible due to net-code weakness
    This bug will stay as it's buried somewhere extremely deep in Zuti's Net code and I didn't succeed in spotting the cause in the past, despite trying for several days.
  • MDS/RRR: other players will only see one rocket being rearmed although you have (and see) all
    Debugging Code will be in the next Patch 107 private beta, however in order to tackle down this bug you need to be playing online with two players using the same debugging build simultaneously.
    I can't mirror myself, so I'll have to wait for some friendly helper to fix that bug.

Best regards - Mike
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SAS~Storebror

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Re: Ultrapack bug report thread (all versions)
« Reply #14 on: February 20, 2016, 10:51:58 AM »

MDS/RRR: other players will only see one rocket being rearmed although you have (and see) all
Done, however the MDS repair feature needs a closer look due to faulty net replication too.

Best regards - Mike
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SAS~Storebror

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Re: Ultrapack bug report thread (all versions)
« Reply #15 on: August 27, 2016, 01:04:58 AM »

New bug found in He-111H-6:
Pilot head movement is not visible and when you cycle through your pilot/gunner stations, all crew members change to default skin.
Something's severely wrong with that model here, looking at the 3D and the code we can see that Pilot1/2 D0/D1 states are being messed with, apparently they are substituted to "_FAK" / "_FAL" instead.

Best regards - Mike
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Sharkzz

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Re: Ultrapack bug report thread (all versions)
« Reply #16 on: September 21, 2016, 08:23:17 AM »

G'day m8ee's..
Is this a UP3 bug ? or is there/has there been.. a fix for when you are a turret gunner in say A20G  you can't see the target you are shooting at because of too much smoke and flash from the machine guns.. & also, I think there once was a patch for the Jap GM4 bomber's rear gunner position with that silly lack of view due to the gun chasee which swivels about like a demented thingamajig blocking your view..
I liked my gunnery but I can't see what I am shooting at now.
Thanks Store m8 (again  :o )
cheers
Sharkzz
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SAS~Storebror

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Re: Ultrapack bug report thread (all versions)
« Reply #17 on: September 21, 2016, 11:13:32 AM »

when you are a turret gunner in say A20G  you can't see the target you are shooting at because of too much smoke and flash from the machine guns
Sorry but I don't know what issue that is.
Maybe you have an effect mod installed?
This is what the A-20G gunner position looks to me while shooting:


the Jap GM4 bomber's rear gunner position with that silly lack of view due to the gun chasee which swivels about like a demented thingamajig blocking your view..

You mean this one?


To me it only happens when I point the gun downwards too far, into a position where in real life the gunner won't see shit either:


The most suitable fix in the latter case would be to further limit the gun angles.

Best regards - Mike
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trent

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Re: Ultrapack bug report thread (all versions)
« Reply #18 on: September 22, 2016, 04:45:03 PM »

The most suitable fix in the latter case would be to further limit the gun angles.

Hi Mike!  :)

I do not think what Sharkzz is talking about is really a bug, I think it is simply a limitation of the base game itself that the gunner's head doesn't physically move up or down or side to side with the gun as he would in real life. I've always just accepted it as one of the game's limitations.

Limiting gun angles won't solve anything however. In fact, limiting gun angles will make it historically incorrect, since in real life the G4M's 20mm tail gun was able to aim downwards at a steep angle of 55 degrees below the horizon, which is more than what is currently possible in the game. The exterior screenshot you posted doesn't show the true angle, since the gun is also turned sideways towards the camera, making it seem much steeper than it is. Currently in the game the rear gun can only point downward at about 45 degrees in relation to the aircraft's axis, which is much less than the 55 degrees that was possible in real life. If anything the G4M's gun movement angles need to be increased in IL2 in order to be historically accurate.   :D

In real life the G4M's rear gun's large angles of movement was made possible in part due to the gun's frame on which it was mounted, which extended far out into the tail cone in order for it to be able to move at large angles while still clearing the fuselage. The G4M's rear gunner seat was also suspended on a frame with the gun and could rotate up and down (almost like a ball turret) in order to make aiming easier, but the gun could also rotate independently of the seat at an even further angle.

The biggest difference between real life and the game however, is that in real life, gunners weren't glued in place like they are in the game. They would move their heads (and bodies) forward, backward, up, down, left and right in order to aim at extreme angles. In real life, a G4M tail gunner could easily move his head forward and up next to the gun to aim at a downward angle of 55 degrees at an aircraft below them.

Perhaps players that use 6dof might possibly be able to move their heads this way in the game, although it will still be more limiting than in real life. The most realistic solution (as in as close to reality as possible) would be to have the gunner's POV move with the gun. This would more closely simulate the gunner moving his head with the gun when aiming at large angles, such as he would in real life. I suspect however that this might not be possible within IL-2, or that it would be difficult to implement? On the other hand the gunner does move with the gun through about half of its travel, so perhaps it can be made to move with the gun through the entire range of its travel? If this is not possible, I guess it will just be a limitation of the game one would have to live with, but limiting the gun's movement further would be historically inaccurate. As I mentioned the gun's angle of movement is already more limited in IL-2 than it was in real life.


the Jap GM4 bomber's rear gunner position with that silly lack of view due to the gun chasee which swivels about like a demented thingamajig blocking your view..

You mean this one?


There's also a chance Sharkzz was talking about the rotating frame of the tail cone that holds the glass in the rear gunner view... he would need to confirm however if he meant the gun itself or the rotating frame of the tail cone. The tail cone also moves with the gun and can sometimes limit visibility in the game. Early G4M Betty bombers had this more enclosed frame, later G4M bombers had a more open tail cone. It's not a bug at all. Simply a matter of personal preference. If so, I think he would prefer the rear gunner position of a late war Betty bomber with its more open tail cone frame.

Best Regards  :)

Trent
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SAS~Storebror

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Re: Ultrapack bug report thread (all versions)
« Reply #19 on: September 23, 2016, 01:05:02 AM »

the gunner's head doesn't physically move up or down or side to side with the gun as he would in real life. I've always just accepted it as one of the game's limitations.
But that's just an outside view limitation.
Inside the gunner's seat itself, your viewpoint does move with the gun (otherwise you couldn't aim at all) but in case of the Betty (and a few other planes) there are separate limits for the viewpoint angle and the gun angle, with the latter being wider than the first.
This IMHO should simulate the fact that there might be gun angles where physically the gunner couldn't get his head in the perfect position without smashing the glass.
In that case the gunner could still move his gun further to go on shooting at e.g. a fighter passing the bomber close by, but he cannot continue to aim at it visually (and most likely doesn't need to in that case anyway).

Best regards - Mike
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trent

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Re: Ultrapack bug report thread (all versions)
« Reply #20 on: September 23, 2016, 11:15:21 AM »


Yes, it is possible that the original developers were trying to simulate the gun's ability in real life to move independently beyond the limits of the seat. Having said that, the tail position of the Betty does have more room than many other bombers (courtesy of that fat rear fuselage), and Japanese were also a lot smaller than Europeans (especially back then), so I'm sure they could maneuver more in tight spaces than someone of larger stature.

If however the angle was such that the gunner couldn't physically look through the sights, he would still be able to look at his tracers in order to make a hit or at least use the extra deflection in order to apply suppressive fire in the direction of a fighter below them. I'm sure people with Track IR will find it easier to do this in the game. I guess in this regard it can be seen as a hardware limitation (not having trackIR), almost like someone trying to fly with a keyboard instead of a joystick or yoke. Investing in TrackIR is sounding better and better all the time.  :D

Best regards

Trent
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SAS~Storebror

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Re: Ultrapack bug report thread (all versions)
« Reply #21 on: September 23, 2016, 11:32:37 AM »

I can tell you from my own experience as a convinced TrackIR user for more than a year that in a gunner's seat it can be confusing sometimes.
Once you get used to TrackIR you usually adopt a flying style of "fly to where you're looking at".
In the gunner positions however both your head (you still try to look for your enemy since it's the most intuitive thing to do) and your mouse (you have to use it to point your guns at the target) move your viewpoint.
Since one adds to the other, the movement sometimes becomes weird in the heat of the battle.
It would be much more intuitive for TrackIR users to move the guns with their head, but that's yet to be modded.

Best regards - Mike
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trent

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Re: Ultrapack bug report thread (all versions)
« Reply #22 on: September 23, 2016, 11:44:58 AM »


I can definitely see that being a disorientating experience!  ;D
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Sharkzz

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Re: Ultrapack bug report thread (all versions)
« Reply #23 on: September 25, 2016, 09:49:44 PM »

G'day Mike and Trent,
BIG thanks for your help here. Mike - I think the problem was with smoke/effects which just made too much smoke for me - the pics you posted are much better, which I now have as I won't use smoke effects anymore(when gunning), much bettr now thanks. Next, It was probably the way I explained myself, sorry chaps, it is indeed the gun support frame Trent mentioned. When it swivels about the frame work gets in the view, so its not the itself, but the frame. I remembered many years ago, someone put out there a new GM4 with much thinner framework, but I am buggered if \I can remember where I saw/got it. too many years and too many joints and bourbons to remember  :P
& yeah  dunnit take a bit of getting used to in gunnery with trakr ?.. though I wouldn't for all the tea in china go back to flying without wearing of the hat and alien antennas (reflectors) ,as my wife calls them - she reckons I look like my favourite Martian when I wear it.
& srry too Mike, it probably wasn't the right area for the post on GM gunners view, I agree it is NOT an UP3 problem, tis a general one of the game.
Trent, that was some pretty good info on the set up of the rear gunner, very interesting. thank you m8.

Thnks again Mike (Store) and to Trent as well. much appreciate it.
regards
Sharkzz aka  Lozza
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