Author Topic: Beta 36/37 ** DX9 ** Released: Issues/Bug Reports  (Read 2054 times)

Offline Pudgie

  • Silver Member
  • ****
  • Posts: 1280
Re: Beta 36/37 ** DX9 ** Released: Issues/Bug Reports
« Reply #15 on: July 30, 2016, 10:29:03 PM »
Ran Updater Patch Beta 35 to 37 w\o a hitch.

Both versions open and exit both online and offline OK.

Beta 37 Dx9 version is running flawlessly on my box. No issues at this time.

Using the latest Crimson 16.7.3 WHQL drivers.

Provide an attachment of MSI Afterburner graph of my FuryX's performance below:

Continuing w\ testing......................

 :salute
Win 10 Home 64, AMD Ryzen 9 3900X, MSI MPG X570 Gaming Plus, GSkill FlareX 32Gb DDR4 3200 4x8Gb, XFX Radeon RX 6900X 16Gb, Samsung 950 Pro 512Gb NVMe PCI-E SSD (boot), Samsung 850 Pro 128Gb SATA SSD (pagefile), Creative SoundBlaster X7 DAC-AMP, Intel LAN, SeaSonic PRIME Gold 850W, all CLWC'd

Offline Blade

  • Nickel Member
  • ***
  • Posts: 528
      • Battoutai
Re: Beta 36/37 ** DX9 ** Released: Issues/Bug Reports
« Reply #16 on: July 30, 2016, 10:53:07 PM »
sakasama
---------------------------
Who Dares Wins
---------------------------
抜刀隊Blog http://battoutai.blogspot.com
Aces High Wiki Plus! http://www43.atwiki.jp/aceshigh/

Offline Blade

  • Nickel Member
  • ***
  • Posts: 528
      • Battoutai
Re: Beta 36/37 ** DX9 ** Released: Issues/Bug Reports
« Reply #17 on: July 31, 2016, 05:53:35 PM »
1 Everytime shows "p51d_8.res has arrived" after login.
2 88mm FLAK puff and Clouds sorting error.
---------------------------
Who Dares Wins
---------------------------
抜刀隊Blog http://battoutai.blogspot.com
Aces High Wiki Plus! http://www43.atwiki.jp/aceshigh/

Offline 1ijac

  • Silver Member
  • ****
  • Posts: 996
Damaged building artwork missing?
« Reply #18 on: August 01, 2016, 07:03:53 PM »
Online CraterMA

While at an AAA factory at this position: 487531,211,88103,0.0,-30.4,-72.0
craterma
FOV = 40.1,  the four briefing room type huts have no damaged building art once they are destroyed.  They do have the artwork for the undamaged object before they are destroyed.  All four appear to be the same as undamaged objects.

Those object numbers are:  C02AAF066, C02AAF067, C02AAF068 and C02AAF069.

Attached is a screenshot of the location mentioned above.  It was taken after the buildings were destroyed.

1i
"One-Eye"

Offline Condor

  • Nickel Member
  • ***
  • Posts: 704
Re: Beta 36/37 ** DX9 ** Released: Issues/Bug Reports
« Reply #19 on: August 01, 2016, 07:09:27 PM »
Updated 35-37 with no problem. Appears stable. GVs still stick to buildings when exiting small V bases
9031,1010,-30648,-0.0,0.1,-115.6
craterma
FOV = 73.4

Drove a tank to this position overlooking crater lake and noticed that shapes of mountains to the NE changed dramatically as I panned turret. If I left turret still one of the peaks was constantly moving.
12303,391,-27537,6.0,2.9,-58.9
craterma
FOV = 73.4
Balrog in game. Some day my performance may justify the name. LOL

Offline Tracerfi

  • Silver Member
  • ****
  • Posts: 1936
Re: Beta 36/37 ** DX9 ** Released: Issues/Bug Reports
« Reply #20 on: August 03, 2016, 04:31:24 PM »
Not sure if to post this as a bug but it has happend to me on a few different occasions when i am in the shore battery upon exiting it or it being destroyed  it has crashed me to desktop 
You cannot beat savages by becoming one.

He who must not be named

Offline mxdew03

  • Zinc Member
  • *
  • Posts: 5
GV Bug in Beta
« Reply #21 on: August 03, 2016, 10:00:38 PM »
Was just in the Beta in a Tiger 2. I ran into a tree and tried to backup. It went in reverse and stopped. could not turn it in either direction or move forward or back. Up to that point was moving along just fine.

Offline JimmyD3

  • Gold Member
  • *****
  • Posts: 3979
Re: GV Bug in Beta
« Reply #22 on: August 04, 2016, 12:20:57 AM »
Need to post this info in the Beta Forum, also a location (.psave) would help them find it on the map.
Kenai77
CO Sic Puppies MWK
USAF 1971-76

Offline Hajo

  • Platinum Member
  • ******
  • Posts: 6034
Re: Beta 36/37 ** DX9 ** Released: Issues/Bug Reports
« Reply #23 on: August 04, 2016, 12:14:38 PM »
DX9    went to the hangar to select an aircraft.  Chose the P51 D.  Spawned on the runway and all of a sudden I have no input from my Ch Throttle.

The CH Combatstick is fine, the rudders I don't know.  But the throttle has all of a sudden lost all function in the game.   :headscratch:

EDIT:  Found problem.  Was not at computer for  over and hour Win8.1 shut it down.
« Last Edit: August 04, 2016, 12:18:27 PM by Hajo »
- The Flying Circus -

Offline Tracerfi

  • Silver Member
  • ****
  • Posts: 1936
Re: Beta 36/37 ** DX9 ** Released: Issues/Bug Reports
« Reply #24 on: August 04, 2016, 05:15:15 PM »
Head positions in the CV guns are off center just an fyi
You cannot beat savages by becoming one.

He who must not be named

Offline bustr

  • Plutonium Member
  • *******
  • Posts: 12436
Re: Beta 36/37 ** DX9 ** Released: Issues/Bug Reports
« Reply #25 on: August 05, 2016, 02:57:50 PM »
All manned guns I tested, 37mm and 40 bofors, I had to tweek the rear sight to iron ring center by a smidgen. Unless they were offset on purpose for some range like 2000yds. You are aiming from 2-3 ft to the left or right of the gun. I don't know if waffle set them up to account for the offset zeroed at some range.
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 715

  • Silver Member
  • ****
  • Posts: 1835
Re: Beta 36/37 ** DX9 ** Released: Issues/Bug Reports
« Reply #26 on: August 05, 2016, 07:43:48 PM »
A couple of things (probably not limited to beta 37, I probably just didn't notice them until now):

Nearby tank smoke disappears if you select zoom in commander's view or gunsight view.  Tanking last night an enemy covered me with smoke.  In normal commanders unzoomed view I could not see anything but smoke.  But if I went to max zoom, or went into gunsight view, the smoke disappeared.  This has gameplay implications (i.e. enemy couldn't see me, because he was far enough away from the smoke that the bug didn't occur, but I would be able to clearly see him).

The new plane skins are extremely "shiny" (too much so in my opinion) so I was looking more carefully at reflections.  I often see reflections that are physically impossible.  Example: banking left to about or beyond 45 degrees I could see the cockpit panel instruments reflected in the wing.  (Spitfire, not talking about reflections in the nacelles of multi engine planes.)

Offline JimmyD3

  • Gold Member
  • *****
  • Posts: 3979
Re: Beta 36/37 ** DX9 ** Released: Issues/Bug Reports
« Reply #27 on: August 05, 2016, 08:12:40 PM »
Found another tree that captured my Panther;

33270,190,908,1.6,7.2,-18.4
craterma
FOV = 68.6

 :bolt:
Kenai77
CO Sic Puppies MWK
USAF 1971-76

Offline FLS

  • AH Training Corps
  • Plutonium Member
  • *******
  • Posts: 11617
      • Trainer's Website
Re: Beta 36/37 ** DX9 ** Released: Issues/Bug Reports
« Reply #28 on: August 05, 2016, 08:21:09 PM »


The new plane skins are extremely "shiny" (too much so in my opinion) so I was looking more carefully at reflections.  I often see reflections that are physically impossible.  Example: banking left to about or beyond 45 degrees I could see the cockpit panel instruments reflected in the wing.  (Spitfire, not talking about reflections in the nacelles of multi engine planes.)

The reflections will look correct if you update them with environmental mapping.

Offline Tracerfi

  • Silver Member
  • ****
  • Posts: 1936
Re: Beta 36/37 ** DX9 ** Released: Issues/Bug Reports
« Reply #29 on: August 05, 2016, 08:39:36 PM »
Not sure if this is a bug or if its due to protect objects being off it appears that one can use friendly troops to destroy a maproom at a base to prevent the other team from being able to take the base.
You cannot beat savages by becoming one.

He who must not be named