Author Topic: Beta 15 Released: Issues/Bug Reports  (Read 14050 times)

Offline Brooke

  • Aces High CM Staff
  • Plutonium Member
  • *******
  • Posts: 15554
      • http://www.electraforge.com/brooke/
Re: Beta 15 Released: Issues/Bug Reports
« Reply #135 on: April 04, 2016, 04:46:21 PM »
Yep, there is no way to work around the current cloud bugs to create decent clouds for Scenarios or "This Day in WWII".

If we are using AH3 for the June Scenario, I hope that the clouds are working OK by then, too.  I'd hate to have an Eastern Front conflict with only clear skies.  :uhoh

I very much like putting clouds in events.
















Offline 715

  • Silver Member
  • ****
  • Posts: 1835
Re: Beta 15 Released: Issues/Bug Reports
« Reply #136 on: April 04, 2016, 04:57:27 PM »
Also the hanger floor is too white , can't see the white convergence point or where to set it.

A number of features seem to be too bright or shiny.

Type ".sliders" into the radio text box (without the quotes) when you have the clipboard up and a new clipboard extension will pop out.  Adjust the object slider setting from something like 2.2 down to a lower number, like 1.5 or even 1.0.  This will reduce the "whiteout" effect.  You can do the same thing for the trees and the terrain.  However, I don't know if this feature will remain in the production code.

Offline bustr

  • Plutonium Member
  • *******
  • Posts: 12436
Re: Beta 15 Released: Issues/Bug Reports
« Reply #137 on: April 05, 2016, 12:03:56 AM »
CraterMA

Tonight I shot down a plane whose icon was at 200 from me when it hit the ground. The hit explosion sound didn't reach me for about 10 seconds. Have sounds like explosions been placed on a delay to try and account for the speed of sound delaying hearing things for these kinds of events?

Also darbar for enemy cons only generated at the same moment those cons were within Icon range. Not as they entered the sector.
bustr - POTW 1st Wing


This is like the old joke that voters are harsher to their beer brewer if he has an outage, than their politicians after raising their taxes. Death and taxes are certain but, fun and sex is only now.

Offline Condor

  • Nickel Member
  • ***
  • Posts: 704
Re: Beta 15 Released: Issues/Bug Reports
« Reply #138 on: April 05, 2016, 12:06:15 AM »
Tried 3 shore batteries in Crater at P 20, 22, &78. Gun will not fire in last approx. 8% of arc of sight travel at both left and right sides.
Balrog in game. Some day my performance may justify the name. LOL

Offline Wiley

  • Plutonium Member
  • *******
  • Posts: 8081
Re: Beta 15 Released: Issues/Bug Reports
« Reply #139 on: April 05, 2016, 01:05:57 AM »
GUI .dt seems to work fine.  One thing that I might suggest is to make it sortable.  As far as I could tell the order it was in was object type or the order stuff was destroyed(?), alphabetized might be kind of nice.

It looked to me like sound delay seems overlong.  Not 10 seconds late, but more than I'd expect at the distances I was blowing stuff up.

Wiley.
If you think you are having a 1v1 in the Main Arena, your SA has failed you.

JG11

Offline FESS67

  • Silver Member
  • ****
  • Posts: 1051
Re: Beta 15 Released: Issues/Bug Reports
« Reply #140 on: April 05, 2016, 06:26:49 AM »
Crater MA map - FPS testing

FOV set to 108.  Textures to 1024 (I prefer higher frame rates so see no need for 4096)

All tests between 50 feet and 3k over a Vbase with 1 friendly GV and 0 enemy

Environment slider performance:

0   - 108 to 144
1   - 108 to 144
2   - 90 to 120
All - 65 to 100

FPS dropped the lower I got.

I then turned off:

Shadows - still seems to have a big impact on FPS
Ground Clutter
Post lighting
Reflections

0   - 144
1   - 144
2   - 115 to 120
All - 80 to 110

Cheers

Offline popeye

  • Gold Member
  • *****
  • Posts: 3658
Re: Beta 15 Released: Issues/Bug Reports
« Reply #141 on: April 05, 2016, 08:14:54 AM »
Sound delay does seem long -- but -- I tested the delay with 88mm ack and it was correct.

With the range set to 5K, the delay between burst and sound was about 13.5 seconds -- as it should be.

I have noticed that there seem to be different "characters" to explosions of the same type.  Dropping smoke bombs from a Storch, some explosions were more intense than others, as if they were different sound types -- not just different volume.  (All seemed exaggerated compared to AH2).

KONG

Where is Major Kong?!?

Offline Condor

  • Nickel Member
  • ***
  • Posts: 704
Re: Beta 15 Released: Issues/Bug Reports
« Reply #142 on: April 05, 2016, 09:50:16 AM »
This is minor but I assume you want everything. While experimenting with graphics settings I noted that if I place the cursor over some of the descriptions for the check boxes an explanation pops up. Unfortunately some of those that appear seem to be incorrect. For reflection I see "Use bump maps to make your cockpit and plane look more 3D. For disable ground clutter I in flight I see "Bump maps other people planes". The only other that has a pop up explanation is Disable Ground Clutter which reads "Adds depth detail to buildings" which I suspect is correct.
Balrog in game. Some day my performance may justify the name. LOL

Online Ramesis

  • Silver Member
  • ****
  • Posts: 1300
Re: Beta 15 Released: Issues/Bug Reports
« Reply #143 on: April 05, 2016, 03:15:24 PM »
Just so HTC knows... as of yesterday Ihave been getting
45-60 fps and mostly 59-60 :banana:
Great improvement from my earlier posts
Ramsis/Osiris
"Would you tell me, please,
 which way I ought to go from here?
 That depends a good deal on where
 you want to get to. Said the cat."
    Charles Lutwidge Dodgson a.k.a. Lewis Carroll

Offline Zacherof

  • Gold Member
  • *****
  • Posts: 3993
Re: Beta 15 Released: Issues/Bug Reports
« Reply #144 on: April 05, 2016, 04:47:13 PM »
As it is BETA it is not technically a game yet. Post your dxdiag and your setting in the game for the mic. Seeing as your the only one posting with an issue with his mic, it is most likely something you haven't set right.
I stated it earlier, but I also had issues.
My voice would go from loud to quiet despite my current settings suggesting otherwise.
In game name Xacherof
USN Sea Bee
**ELITE**
I am a meat popsicle

Offline branch37

  • Silver Member
  • ****
  • Posts: 1831
      • VF-17 Jolly Rogers
Re: Beta 15 Released: Issues/Bug Reports
« Reply #145 on: April 05, 2016, 07:14:19 PM »
The compass in the center needs attention on all the F4U models. The needle is off center.


Sent from my iPhone using Tapatalk

CMDR Branch37
VF-17 Jolly Rogers  C.O.

Offline 715

  • Silver Member
  • ****
  • Posts: 1835
Re: Beta 15 Released: Issues/Bug Reports
« Reply #146 on: April 05, 2016, 09:46:33 PM »
Ran into a problem trying to defend a vehicle base on CraterMA from an approaching tank.  The 18 lber (and the 37 mm) manned guns have no depression below 0 deg.  In AH2 that's OK as they are flush with the ground and the base's ground is level.  In AH3 they are on mounds or hillltops and the base's ground is not level.   With the heavy tree coverage approaching tanks are often not visible (or hittable) until they are very close.  By then, because of the elevated location of the gun and its inability to depress below 0 deg, it is possible for the enemy tank to drive right up to your manned gun position and you can't hit the tank: your shells just pass over the top of its turret.  Perhaps a bit of negative depression angle should be added to the manned field guns?

Offline captain1ma

  • Aces High CM Staff
  • Plutonium Member
  • *******
  • Posts: 14390
      • JG54 website
Re: Beta 15 Released: Issues/Bug Reports
« Reply #147 on: April 05, 2016, 09:53:03 PM »
craterMA, at base 48 no engine sounds when using the JU88

tried A20 and Lancasters, same thing. no engine sounds. rolling sounds work, just not engine sounds.
 unless theres something funky with my system?

but fighters work fine.
« Last Edit: April 05, 2016, 10:04:07 PM by captain1ma »

Offline oboe

  • Plutonium Member
  • *******
  • Posts: 9805
Re: Beta 15 Released: Issues/Bug Reports
« Reply #148 on: April 06, 2016, 02:49:39 PM »
Has anything changed with the specular maps or lighting in this version?  My bare metal skin project isn't looking right to me.

I feel like I had struck a good, realistic-looking balance between the shades I'm using for bare metal and the specular map values, but now I'm noticing the bare metal looks very washed out - like it did back when I first started messing around with trying to produce bare metal effects in AH3.

As Greebo has mentioned in his post about his re-skinned P-47D, I also discovered through trial and error that you must start with darker shades for bare metal to compensate for the more intense lighting in AH3.  But it feels like I'm back to where I was before I made the adjustments - just trying to rule out some things.

<S>, thanks.



Offline bustr

  • Plutonium Member
  • *******
  • Posts: 12436
Re: Beta 15 Released: Issues/Bug Reports
« Reply #149 on: April 06, 2016, 03:09:50 PM »
Last week I made a gunsight that duplicated the full rheostat response for the projected reticle in the RAF MKII gunsight. There are color pictures on the internet of the red\orange over glair response with the very thin very bright orange\yellow reticle lines in the center. From day to day, I swear under the same light conditions I first looked at it and was astonished by the neon bright response. The light source changes it's intensity if I set (12 0 0) to lock the sun to that position in the sky. When I first tested the gunsight I locked the sun at 12:00.

Does the light engine in this game modify itself over time to use your graphics card more efficiently and save you a few FPS? Or does the sun actually follow the date on your PC and daily adjust itself?

I really wish the projected reticles were their own light source. Night sights look like crap in full dark unless there is enough moon to be a light source.
bustr - POTW 1st Wing


This is like the old joke that voters are harsher to their beer brewer if he has an outage, than their politicians after raising their taxes. Death and taxes are certain but, fun and sex is only now.