Aces High Bulletin Board
Help and Support Forums => Aces High Bug Reports => Topic started by: 214thCavalier on January 22, 2004, 06:25:32 PM
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Tail numbers viewed from planes 5 oc appear to have the the LH side numbers partially displaying through the tail fin.
If you zoom in a bit more the aircraft redraws and all is ok.
(http://www.uni.nildram.co.uk\dlfiles\ahss1.jpg)
Also seems to have a slight turn to left (roll) until speed reaches approx 180 this is level and auto climb autos used.
Also shadows seem to float above the ground hence appear half way up the wheels.
At one point flying towards a hill at low level in a steep climb i found myself flying below the shadows but still above ground
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Noted the roll to left using auto level/climb/speed.
Artificial Horizon shows through clipboard
(http://www.onpoi.net/ah/pics/users/ah_126_1074823230.jpg)
Props viewed in hangar semi-transparent
(http://www.onpoi.net/ah/pics/users/ah_126_1074823253.jpg)
Number 2 engine prop (on start up only) bottom half partly invisible from cockpit
(http://www.onpoi.net/ah/pics/users/ah_126_1074823268.jpg)
Almost fully invisible number 2 engine prop again on startup only
(http://www.onpoi.net/ah/pics/users/ah_126_1074823287.jpg)
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With both engines out and props bent back, B-26 continued to fly indefinitely about 200 mph. Had to crash it to end flight.
B-26 nose and rear guns don't seem to have correct fire rates or sounds.
On takeoff, second and third planes are partially sunk into runway.
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Bugs
I shot and killed my own drones. :)
Aileron control is about 50% of AH Classic, maybe less. Affects pilot, bombardier and gunner positions.
Calibration mode not working.
DOS percentage = percentage of invisible drones.
Edit: The Clipboard hides the crosshairs in the bombsight. /Edit
Picture frame around smoke. Saw the bottom and left sides of the frames.
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Platform:
Intel P3 800 over clocked at 824, 256 MB Ram
ASUS CUSL2-C MoBo Award Medallion BIOS v6.0
WindowsXP Pro
DirectX 9.0b
ASUS AGP-V7700 Pure/deluxe v31.40G, 32MB (Gforce 2 GTS)
Vid-Driver ver. 6.13.0010.3140
1024 x 768 / 32bit / 75Hz
SB Live! at 25% acceleration. Microsoft driver
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I noticed in external view that when panning around the formation, the drones would almost disappear.... took some screenshots, but two of them turned out all black and the third looked OK.
Also noticed when panning around formation, that the props would show as skyblue against the drones, and disappear altogether when there was nothing in the background.
Calibration seemed impossible, and I was unable to steer from the bombsight.
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more b 26 observations...
the drones are missing until alt was gained .. took a long time to appear after takeoff.
parts of the drones vanish in f-3 view and at different zoom distances .
with flaps extended 1 or 2 clics and on auto level or climb they want to fly to the left 15 deg angle id guess about . they go level when flaps are retracted .
I was also having problems destoying nme ground ack with there 50 cals .
when hit in engs smoke comes from tail of plane .
when wings are distroyed the props and cowl remain on plane.
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Calibration didn't work for me either, although I made several attempts. Each try resulted in red text in the calibration info.
But to go further with this, the fog is a major issue regarding calibration. At 10k alt, the field is not visable until you're some 5 miles out. This does not provide enough time to fully calibrate the sight and drop bombs. If the fog is going to be with us forever, I suggest that another calibration method be used.
Also regarding the fog (especially over water), at 10k altitude you are flying on instruments as there is no definable horizon for visual reference. This is most especially true in buffs with their limited view out of the cockpit, but it effects fighters also.
If the fog's purpose is to help with frame rates for initial stages of beta, and will fade with future versions no problem. But I see some major issues with gameplay if the fog remains (as is) for final versions.
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If you fly over the 2D trees and bend the prop the engine sound stops but the engines are still running, but it shows the engine are stoped graphic side. Prop are dead but the bomber is still getting thrust from the engines even though the props arent turning anymore.
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Originally posted by AKWeav
At 10k alt, the field is not visable until you're some 5 miles out. This does not provide enough time to fully calibrate the sight and drop bombs.
Do you always calibrate against your actual target?
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I wasn't able to find someone to shoot up the lead bomber but whenever the lead bomber takes damage, the prop(s) on the #2 bomber show damage also and #3 is visually ok but when you bail from #2 to the #3, then #3 shows the damage.
Makes me wonder if there's a damage table for each bomber and the table for the lead bomber isn't being re-writen properly when you move to the next plane.
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Been trying to duplicate the can't calibrate issue. Seems to work fine for me. Can you elaborate?
HiTech
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What does this mean?
DOS percentage = percentage of invisible drones.
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Do you always calibrate against your actual target?
Unless I'm doing a level attack on a CV group, yes. Some ground reference is needed for placement of the horizontal crosshair to calibrate speed. Using an item near the field could negate the calibration due to variation in altitude.
In a CV attack, click on the water for alt, then use the shoreline as a marking point for speed calibration.
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Sorry,
Display Object Size. I had to go back and look.
Also, I got it backward, at settings of zero you don't see the drones at any distance but at 100% they show up much sooner.
Thanks for the bomber. :)
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Originally posted by hitech
Been trying to duplicate the can't calibrate issue. Seems to work fine for me. Can you elaborate?
HiTech, whenever I try to calibrate, no matter how hard I try, I can't get the text to turn green..... it always stays red. The rest of the problem I think is just due to the fact I am just not used to flying B26s, and the speed of them..... :)
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Much the same here - uncommonly strong torque to the left, autopilot can barely handle it, and I didnt think there was a working bombsight at all. I havent tried copying my usual setup file across, which I gather should work, so I looked up the default keys in AHII, and couldnt access the bombsight at all that way.
That was on just the one test flight, mind. Will try again in a bit with my usual setup file copied across.
Btw, something I've noticed on takeoff in several types of planes is that odd stuff seems to happen... like at low speed getting lots of skidding/bounciness which disappears at higher speeds. In the B26, something happens just prior to takeoff which feels for all the world as if I'm in a tail-dragger that has just unstuck the tail wheel... I couldnt see any obvious lifting of the nose, but it felt sa if perhaps the nosewheel had come unstuck without any elevator input. Not being an RL pilot, I have no idea whether the nosewheel in a trike undercart plane should unstick like that or not, but it's a difference from before, anyway. (And whichever is the more realistic, I'm happy with it! :-) )
Esme
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Hitech acknowledged the calibration problem in a different thread. We'll need to wait for the next patch.
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LOL! That thread being, Easy? :-}
Anyway, after copying my old settings files across, things went better. I WAS able to access the bombsight, and so far as I can see, once calibrated the bombsight points backwards at something like the angle that it should be pointing forwards in
order to hit the target. I checked this roughly by dropping bombs at set intervals before the sight thought I ought to...
Rudder and aileron authority definitely greatly impaired. Cant sensibly roll the B26 as is, just a huuuuge barrel-roll that drops it about a mile in altitude. Whilst I dont; know which is correct for the real B26, I DO know that the Lancaster could just about be barrel-rolled when light, and with great care, and in current AH I can do this. Wouldnt like to try it in AHII if the B26 as is ATM is anything to go by!
Oh, aye, the nosewheel DOES lift off by itself. Who needs autopilot for takeoff with an overpowered twin like that?! 8-}
The artificial horizon shows through the clipboard. Moving guns around seemed a tad sluggish.
Esme (shocked that some folk don't try ALL the planes in AH very much! ;-) ) ("Life?" What's one o'they?!)
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nearly forgot - the hangar scene will need tweaking, Hitech - the nose of the B26 obscures the text of one of the loadouts.
Personally, I'd be happier with a clipboard reresentation of the various loadouts for actually selecting them - less fiddly. You could still have the graphics draw a green box around the modelled selected loadout.
Could we also select fuel in 5% increments up to the maximum available at a base, please (this would be easier from the clipboard than from graphics). This would really be a plus from buffers point of view. Suggest that the graphics indicate (with an orange box around the relevant number of drums, perhaps?) what the maximum percetage available at the base is, and 25% increments for that is fine, but not being able to fine-tune our fuel loadouts is a hindrance to buffers. Given sufficient control over loadouts, we can "tune" our takeoff weights, and so use performance tables for particular weights (irrespective of mix of fuel and bombs) rather than for particular loadouts.
Given that AH is supposed to be about "the art and science" of air combat, it really needs to put some of the science back into the buffing side that is currently absent. That means fine control over loadouts, being able to benefit from doing proper DR & pilotage navigating, and not being crippled defensively by lack of Otto gunnery for those times when player gunners are not available.
As a by the by, it'd be nice, rather than essential, if AH II could at some point raise the level in bombsights again by better simulating both tachometric AND stabilised vector sights, and giving users a choice of one or the other pre- takeoff, where appropriate. You might need to simulate a certain amount of turbulence or something to stop the vector sights from working too accurately, but I'm sure the team is up to it! :-)
Anyway - nice progress so far with AHII!
Esme