General Forums => Open Beta Test => Topic started by: Skuzzy on March 18, 2016, 12:43:45 PM
Title: Beta 13 Released: Issues/Bug Reports
Post by: Skuzzy on March 18, 2016, 12:43:45 PM
New version up (http://bbs.hitechcreations.com/smf/index.php/topic,378246.0.html)
Please use this thread to post any issues/bugs with Beta Patch 13. Thank you!
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: Gman on March 18, 2016, 01:44:38 PM
Possible bug in the Ki84 - the trim button for aileron right and left - the keys work OK, but when setting a button/hat on sticks, the right/left aileron function doesn't work. The elevator/rudder does, but aileron doesn't. I tried with both CH, TM Warthog and Cougar, and same result. Also tried offline - same result. Tried other planes, LA7, KI43, etc, no problem, aileron trim maps to the above controllers. So I think it's just in the KI84 that it's not working - it shows mapped ok in the config/clipboard, but the trim doesn't move when you press the control button assigned, only with the J and L keys does it work. Again, same sticks/config work in other planes OK, aileron trim only on Ki84 won't work when assinged.
Flipping combat trim on/off seems to make it sort of work, but then it stops and the trim won't move again, especially once airborne. I have combat trim turned off by default, and have a button mapped to flip it on/off to do quick "re trims", but KI84 ail trim still stops working. I'm checking my settings for my CH sticks again, trying to figure out if its something in them, but all other planes work ok right now.
edit - other planes now doing it too, no ail trim assinged to control buttons works, elev and rudder both do, and work when reassinged to the buttons that are NOT working for aileron when I tried that, so it isn't the stick hats/buttons so far as I can tell.
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: Greebo on March 18, 2016, 02:01:01 PM
There is a bug in the TE related to setting initial waypoints for the task groups which occurs if I place a waypoint too close to land. I get an error window saying I have done so but afterwards the view window freezes and I can't change the waypoints. Buttons still work in the TE, I can navigate around it but can only unfreeze the view window by closing the TE down and restarting.
Another thing is that when I hit "clear points" the existing waypoints do not clear in the view window, they only clear when I hit "add point".
Also the distance that the "land too close" message appears seems to appear further from land now. I tested this by getting the message while trying to set the waypoints for a fleet in the same positions where they had originally been since the AH2 version of the terrain.
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: hitech on March 18, 2016, 02:09:13 PM
Also the distance that the "land too close" message appears seems to appear further from land now. I tested this by getting the message while trying to set the waypoints for a fleet in the same positions where they had originally been since the AH2 version of the terrain.
This is intentional
HiTech
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: Greebo on March 18, 2016, 02:28:45 PM
Do you want me to reposition the existing AH2-set CV waypoints to the new distance? What is the new distance? Does the new minimum distance also apply to players setting waypoints in-game?
There is something else I just discovered while rotating the waypoint for A48. Somehow while I was doing this I inadvertently managed to rotate A48 field itself. Not knowing this I checked for errors, uploaded the terrain and went online to check the upload had worked. However as soon as I clicked on A48 the program crashed to the desktop. After I discovered the the problem in the TE I unrotated A48, re-uploaded the terrain and checked the issue was fixed. I only mention this because I'd have thought rotated STOs would have been something the error checker should have caught and it didn't.
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: hitech on March 18, 2016, 02:38:19 PM
No need to change them, it works for simple ones.
HiTech
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: hitech on March 18, 2016, 02:39:39 PM
Do you want me to reposition the existing AH2-set CV waypoints to the new distance? What is the new distance? Does the new minimum distance also apply to players setting waypoints in-game?
There is something else I just discovered while rotating the waypoint for A48. Somehow while I was doing this I inadvertently managed to rotate A48 field itself. Not knowing this I checked for errors, uploaded the terrain and went online to check the upload had worked. However as soon as I clicked on A48 the program crashed to the desktop. After I discovered the the problem in the TE I unrotated A48, re-uploaded the terrain and checked the issue was fixed. I only mention this because I'd have thought rotated STOs would have been something the error checker should have caught and it didn't.
Ill check it, no reason that the rotated field should cause any issues. If it does it's a bug.
HiTec
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: 68falcon on March 18, 2016, 02:49:37 PM
Full version install not ready yet? Link not working for me.
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: Easyscor on March 18, 2016, 03:31:06 PM
Water sound for both LVTs when on dry land.
In AH2 and AH3, hitting the S key will not make either reverse on water. In AH2, if you hold the S key and toggle between the A and D keys, it will eventually reverse, but not in AH3. No reverse on water.
Can't drive watercraft under bridges. :)
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: Skuzzy on March 18, 2016, 03:59:20 PM
Ill check it, no reason that the rotated field should cause any issues. If it does it's a bug.
HiTec
My original post was not very well worded. What I meant to say was that the field A48 was accidentally rotated about 30 degrees, uploaded like that and this caused the CTD when moving to that field until I fixed it. I've not had any problem with bases rotated 90/180/270 degrees.
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: qbert55ca on March 18, 2016, 07:03:54 PM
-FPS still screwing me over (beta 13) see picture
-TU2 sounds like you on the ground watching it fly over.
-Storch plays both the idle sound and the flying, (higher RPM) sound at the same time.
-No sight on the tempest
-Prior complaint about wallowing and ==>(see Post AH3) is I believed cause by frame rate as when I can get the FPS above 35 (not very often)it seems to go away.
Don't make the mistake that KSP did and put out a product that is not ready to go out and this one has a way to go.
qbert
Not being able to see the fields until 3K out at best is unacceptable in game play.
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: USRanger on March 18, 2016, 07:18:32 PM
Quote
Changed the way vehicle collisions work.
How do they work now? :x
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: ghostdancer on March 18, 2016, 07:51:16 PM
Greebo we had issues in AH2 also with bases that were not rotated 90/180/270 degrees (in the OBA 0.0000, 1.5708, 3.1416,-1.5708). Which was more pronounced the more the players were on the map. Which lead to SEA terrains only rotating ports to those snap degrees and not rotating airfields, towns, strats, or vehicle bases at all.
Best way to catch a base rotation is to scan the OBA file to see if any base, twon, strat, vehicle base is not rotated to those values.
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: 715 on March 18, 2016, 09:57:26 PM
Offline CraterMA took on field setup of last time I was online CraterMA, but captured fields weren't accessible.
Got stuck in the following trees (CraterMA, Jeep): -103441,329,518738,2.7,0.9,-64.1 -103352,328,518731,1.9,0.6,-15.2 -112504,353,530263,-5.1,0.2,160.9 -114423,362,531459,18.6,3.3,136.1 -115097,382,531739,-4.8,-25.7,51.3 (all trees with low lying branches)
Got stuck under the watch tower at HQ and Tanktown (CraterMA)
Trees on bridge in TT: 25720,155,5725,0.0,-0.3,-116.0
Bush on bridge in TT: 27285,155,5040,-0.0,-0.3,19.1
Tree on road to HQ: -87607,495,521317,-4.8,-1.3,-5.3
V59S and V59E spawns have ~10% chance of spawning you stuck in a tree. V59SE and V139S have ~17% chance.* HT: any chance of code like "If rndspawnchoice = tree then try one more time"? That would reduce spawn stuck in a tree to about 1 to 3% chance and Greebo wouldn't have to take a chainsaw to his terrain.
*sample size ~30
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: FTJR on March 18, 2016, 10:59:06 PM
I had the skin viewer open when I started to update. It appeared to update normally, however when I launched the game it crashed twice.
I then manually downloaded the patch and updated, i got the following error
unable to patch to \ahskview.exe and \htdlg.res.
I closed the skinviewer and tried again.. same result.
I restarted my pc and tried again to patch.. the same messages received.
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: Blade on March 19, 2016, 04:27:29 AM
I can't move panzer. 57114,2392,192514,0.0,-1.4,163.8 craterma FOV = 73.5
and error message when graphic detail chenged.
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: ghostdancer on March 19, 2016, 08:07:07 AM
POSSIBLE TERRAIN EDITOR BUG (Placing Task Groups)
I have been working on converting Special Events Terrains to AH3 Terrains. With Beta 13 I think I have run across a bug with placing Task Groups. I had an issue with a fleet on a terrain so deleted it and went to place a brand new Task Group and it ended up placing a maproom near the area I selected and the ships of the Task Group off map. So I created a new terrain from scratch and tested placing at Task Group and the same thing happened.
Here are the steps on screen shots of what I did with the results.
Selected a point 7 water squares away from the port I wanted to attach the Task Group to. Made sure "Snap" was checked and clicked in the middle of the square. (screen 1)
Added the CVT shape which created a MPR object and 6 SHP objects. (screen 2)
Zoomed in on the area I placed since I notice it looked like only 1 object was placed. (screen 3)
Selected that object and discovered it was just the MPR object. (screen 4)
Searched for the SHP object and found that it and the other SHP objects had been placed off map (screen 5A and 5B)
Changed the CV property to attach it to Port 1. Icon for Task Group showed up on map but no positions changed. (screen 6)
I redid the test and made sure that I had 3 ports and 7 bases before I placed task groups so that the first new base would be 11 (Task Group would be 11). Since in AH2 we did have wonky issues at one point with Task Groups that had a number less than 10. Same results happened thought.
So this is occuring on Terrains I created and on new terrains unless I overlooked something new in AH3 that was introduced in placing Task Groups (I haven't placed a new Task Group until last night since I have been busy converting existing terrains).
My hunch on what is going on is that in AH2 when you created at Task Group it just created the SHP objects and you had to then go create a MPR object manually in addition to these and place it on the map (usually near the edge of the map was best practice). Then associate that MPR object to the Task Group. So since MPR object is now created WITH the Task Group ship objects when you place the CVT I figured you are trying to automated the process (removed the additional manual step of creating a MPR for the Task Group). Then you probably have code that is supposed to take the MPR object and locate it off map but probably the code is doing the reverse and leaving the MPR in place and moving the SHP objects off map.
[HiTech Deleted images because was long an no longer needed]
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: LCADolby on March 19, 2016, 12:08:39 PM
The game is looking very impressive but I have noticed a few things that may be bugs or something overlooked.
As you get closer to objects they pop into better detail, this pop up would be less distracting and unsightly if it was to fade in and out.
Also the terrain and ground guns mash together and look like a small screen tear, I tried to get a screen shot of the sorting issue, but in every one the guns are absent, I also had the same thing happen with distant trees, but the screen shots taken struggle to show the issue.
When in the clouds I was getting another tearing of an object going across my screen, as well as the clouds jumping and jiggling. The tear can be seen in the screen shot as a line going from the centre to the right in the top half of the screenshot.
Finally, the night time popped in instantly and didn't fade in as the sun set.
(The screenshots I did take will not attach due to file size limit set by the BBS.)
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: Pudgie on March 19, 2016, 01:07:47 PM
I noticed the screen flickering when clouds are present this morning.
The clouds and the cloud shadows were the only part of the scenes that were flickering.
All else was cherry.
Was in CraterMA arena.
:salute
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: bustr on March 19, 2016, 01:12:22 PM
Manned gun positions at port.
If you have Shift_H mapped to your mouse to mouse pan view while in F3 mode. If your point of focus is over water near any of the manned guns, you can lower your point of focus under the water and under the gun position. This does not work from PT boats, the water acts like land and stops your view rotation at it's surface.
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: caldera on March 19, 2016, 01:47:36 PM
Convergence lines difficult to see. White just blends into the concrete.
No plane weights displayed in hangar. Is this a bug?
Random flickering of towns and gun emplacements.
The plane engines still sound louder when looking back than forward and up view is louder still - and choppy.
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: ghostdancer on March 19, 2016, 01:51:47 PM
Okay talking with MrMidi now who doesn't experience the TG problem I am and comparing systems. He did a full install of Patch 13 and I did just the patch. I only had this in my ah3terr/groups folder:
- CVT.obg
MrMidi just did the full install of AH3 Path 13 and in that folder he didn't have CVT.og but had:
So I am going to uninstall AH3 and then do a full installation of it to see what I end up (to see if the groups was corrupted on just my machine, or via the patch, etc.).
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: Bruv119 on March 19, 2016, 02:27:17 PM
V148 h spawn was ending up in TT.
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: ghostdancer on March 19, 2016, 02:33:59 PM
Okay a new clean full install of AH3 Beta has the correct obj files in the groups directoy. So not sure what happened that I got just a CVT.obj and nothing else. But I have barges.obj, convoys.obj, anc cvtg0.obj, and train.obj again and don't have CVT.obj with the clean full install.
Ignore my bug post now.
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: Bizman on March 19, 2016, 02:41:08 PM
Update 11 to 12 and 12 to 13 no issues.
CraterMA, took a 109-G6. During engine start the exhaust smoke also flashed inside the cabin, in the pedal compartment. Tested the rest 109's with the same result. A quick glimpse through some other fighters revealed that this issue is present in planes where the pedals are behind and under the gauge panel like 109's, FW's, Hurricanes etc.
Also the mouse cursor still seems jittery and somewhat hard to target spot on. Is that because of low frame rate (around 20)?
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: fd ski on March 19, 2016, 03:53:18 PM
CraterMA
Flew Spit 16 chasing 2 groups of B29s over own field. At about 2k range "wrap" occured on both targets, then drones seemed to teleport from one group to the other depending on which one I was close to. Basically B29 i was closest to would have 4 drones, extra ones virtually on top of the normal ones. Shooting seemed to inflict damage on extra ones as well - so with meager Spitfire cannon load I managed to down 4 B29.
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: hitech on March 19, 2016, 08:25:52 PM
Fix the dialog box message window font size selection.
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: Blade on March 19, 2016, 08:32:48 PM
1 Spawn and I can't move in M3. (https://3.bp.blogspot.com/-b5UoyyWLAIw/Vu364HxkAeI/AAAAAAAAKug/q8JDhxe6S28NmWhozRfusBFt5qgGzMRvQ/s1600/ahbeta-2016-03-20-07-31-13-38.jpg) 258138,3429,219974,0.0,0.0,0.0 craterma FOV = 73.5
2 Engine sound... I move throttle up and down, Engine sound volume Up and down but not change frequency (sound pitch) up and down. 3 Night combat is very easy.
4 Does every bomber has icon when single player Bomber formation?
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: hitech on March 19, 2016, 08:34:43 PM
No text on achievement pages.
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: hitech on March 19, 2016, 08:36:20 PM
Remove Icons from drones.
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: 715 on March 19, 2016, 09:23:05 PM
External (other peoples) mg sound doesn't appear to have any direction information; always seems to come from front left.
Other peoples tank icon on the CBM doesn't point in the direction they are going, or direction the hull is pointing, or direction the turret is pointing.
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: Nefarious on March 19, 2016, 09:49:51 PM
First off, it seems my Clipboard map Text has changed and has some display errors...
2 Engine sound... I move throttle up and down, Engine sound volume Up and down but not change frequency (sound pitch) up and down.
This is a new feature. Sound pitch varies with RPM change not throttle change.
Title: AH III Beta
Post by: JB11 on March 19, 2016, 11:01:50 PM
The slip indicator is missing from the Fw-190F8 and Fw-190D9. Other than that, everything is beautiful and I love it!! Great job guys!
:salute 11
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: Easyscor on March 19, 2016, 11:51:30 PM
Object Editor's Convert ac file issue is back. When converting the first .ac file, all is good but when trying to convert the second one, the OE crashes. Both objects are built and usable. In the old AH2 editor, I often build dozens at a go and the second object build wouldn't complain but it wouldn't build either. In the AH2 OE, it would crash after the forth object build but you'd get objects 1, 3 and 4 built, so I'd usually build 1, 2, 2 again, and then 3 as a work-around. I'd like to build a couple dozen at a go with the new one. :pray
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: Blade on March 20, 2016, 12:03:44 AM
V148 and click H...
-39,11,-9,0.0,-15.2,-69.1 craterma FOV = 73.5
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: Greebo on March 20, 2016, 02:32:15 AM
Must be a game glitch rather than a terrain bug as I clicked H at 148 both offline and online and spawned at the base normally.
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: Hajo on March 20, 2016, 08:15:31 AM
I used a hvy Jug to Jabo a CV. I took out at least 12 guns on the CV and there was no fire. No optical proof on the CV itself other then the list of destroyed guns and how long they will be down in the text buffer.
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: KillerPops on March 20, 2016, 09:47:12 AM
Ending up in the middle of the lake with the Ostwind.
When trying to spawn at the "H" at V148 in the crater world, I end up stuck in the middle of the crater lake. See attached pictures. The TigerII worked fine.
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: KillerPops on March 20, 2016, 10:14:09 AM
Seems to me the tanks get stuck even in small bushes? What's up with this?
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: LCADolby on March 20, 2016, 10:29:14 AM
Cloud ground shadows are very very dark.
Pulling Gs the blackout doesn't fade in it pops
In AHFilm, gun an flap sounds do not play.
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: Greebo on March 20, 2016, 11:09:28 AM
Vehicles spawning into the lake seems to be a bug specific to certain types of vehicles using the H spawn at any of the new mini V fields, remote spawns at these bases are unaffected. On CraterMA these fields are V136, 137, 138, 139, 140, 141, 148, 149 and 150. The following types of vehicles will spawn into the lake when you use the H spawn at any of these bases: Hetzer, M16, M18, M3, M4A3(75), M8, Panther, Panzer IV F, Panzer IV H, Sd Kfz 251, T34/76, T34/85, Ostwind and Wirbelwind.
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: Chilli on March 20, 2016, 11:38:42 AM
I used a hvy Jug to Jabo a CV. I took out at least 12 guns on the CV and there was no fire. No optical proof on the CV itself other then the list of destroyed guns and how long they will be down in the text buffer.
The fire only occurs when the radar on the CV is destroyed. The large guns should look damaged when destroyed. I don't know for sure, but I suspect that the smaller arms' guns simply go away like they do in gun pits at land bases. So, unless you have a screenshot and can confirm which guns are destroyed, this is simply the game as it always has been rendered.
This does bring up the question, of how accurate is the listing of guns displayed in the hangar. I will try and take a look to see how many auto ack exist that are not listed in the hangar. Anyone in the know feel free to help me out there.
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: LCADolby on March 20, 2016, 12:00:04 PM
The sea and water from above at altitude look like a plain blue with no breakers, froth or light changes
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: puller on March 20, 2016, 12:04:31 PM
Il2 engine sounds cut out...
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: wil3ur on March 20, 2016, 12:05:37 PM
When clicking the "Default" button in the graphics settings, game goes into a massive amount of graphics errors that completely fill text buffer and continue, FPS drops to 4, and view is that of just the clipboard and of blank blue background. Clicking any of the settings in the graphics area again stops error. Same error occurred after copying the settings folder from AH2 to AH3.
Clicking "Quit" out of M/A does not go back to game menu, program crashes to desktop. It does play the music while it does it though.
Current background/lighting in hangar when setting convergence makes the white unreadable against the concrete/background out to about 450 yards. Tried changing gamma settings, but even at full dark, it's not visible against the background.
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: puller on March 20, 2016, 12:43:32 PM
Also when randomly shooting at the ground in any plane you can see the ground strikes until you zoom in...this could be my system as its old and I haven't seen anyone mention this before
Floor of hanger also washes out convergence and loadouts
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: Chilli on March 20, 2016, 12:58:03 PM
When clicking the "Default" button in the graphics settings, game goes into a massive amount of graphics errors that completely fill text buffer and continue, FPS drops to 4, and view is that of just the clipboard and of blank blue background. Clicking any of the settings in the graphics area again stops error. Same error occurred after copying the settings folder from AH2 to AH3.
Clicking "Quit" out of M/A does not go back to game menu, program crashes to desktop. It does play the music while it does it though.
Current background/lighting in hangar when setting convergence makes the white unreadable against the concrete/background out to about 450 yards. Tried changing gamma settings, but even at full dark, it's not visible against the background.
If you simply copied over the settings file, you committed a cardinal beta sin :devil There are only certain files that should be copied over, other files like any *.cfg files will corrupt beta, or visa versa. Your best bet, if this was done is to download the full beta install, and remove the corrupted beta folder, then install the beta from scratch. After that follow carefully the instructions from Skuzzy:
The files with the following extensions may be copied over, from the current game "settings" folder. ------------------------------------ *.JSM *.KMP *.HPS
The "planes" folder may also be copied over.
"Skins" are not supported yet.
Please do not copy any of the *.CFG files over. « Last Edit: July 24, 2015, 09:34:47 AM by Skuzzy »
I hope this helps.
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: bustr on March 20, 2016, 01:14:24 PM
When using Shift_H mouse view mode, either in zoom mode or default mode. Planes, GV, guns. If you pull your view away from the default forward position, then toggle the "Z" key to change the mode. Your view is snapped back to the default starting position forcing you to pan back to where you wanted to be when you toggled zoom.
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: 715 on March 20, 2016, 01:31:31 PM
Not a bug, per se, but a wish. While online you said you were thinking of possibly putting the terrain LOD setting on a user controlled slider. +1 to that (if the slider allows extending the range). It is disconcerting to fly towards mountains and have them morph in front of you at relatively short range. Also it would reduce the "bug" of visible trees floating above a hill top that has yet to morph into place. I would guess that extending the range would not really seriously impact frame rate on good systems as the many trees visible probably have way more polygons that the visible ground surface at full 4K res.
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: bustr on March 20, 2016, 01:57:32 PM
Hitech,
When doing a psave the values saved include an fov. I've noticed this changes with the FoV you set from the video setup at the splash screen. When we psave why is our fov not 80, 100, 106 or higher as we have set at the video settings? I noticed the fov in the psave stays constant between texture modes but changes with custom FoV changes.
Not a bug, per se, but a wish. While online you said you were thinking of possibly putting the terrain LOD setting on a user controlled slider. +1 to that (if the slider allows extending the range). It is disconcerting to fly towards mountains and have them morph in front of you at relatively short range. Also it would reduce the "bug" of visible trees floating above a hill top that has yet to morph into place. I would guess that extending the range would not really seriously impact frame rate on good systems as the many trees visible probably have way more polygons that the visible ground surface at full 4K res.
The float issue I should simply fix by adjusting the range with zoom.
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: hitech on March 20, 2016, 04:09:22 PM
When doing a psave the values saved include an fov. I've noticed this changes with the FoV you set from the video setup at the splash screen. When we psave why is our fov not 80, 100, 106 or higher as we have set at the video settings? I noticed the fov in the psave stays constant between texture modes but changes with custom FoV changes.
You are zoomed in when you issued the .psave zoom and FOV are simply different terms for the same thing.
HiTech
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: bustr on March 20, 2016, 05:24:05 PM
I was spawned on the runway at the default pilot view position never touching the zoom mapped key when I tested this by then using a psave.
Is it possible to have some way while in the game for players to pull up a clipboard page or input a dot command that also saves the info to a text file to know the following:
PC\Laptop CPU and RAM Graphic Card type and RAM. Monitor Texture mode. Default or custom fov setting.
I think many only know to look in the game for the information they try to communicate, let alone how to get a dixdiag screen or find this information on their PC\Laptop. Then if further info is needed, someone can walk them through getting at it.
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: LCADolby on March 20, 2016, 05:25:09 PM
Perk rides are enabled to piddle away the gameplay :old:
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: Blade on March 20, 2016, 05:48:30 PM
I want more smaller my plane icon on clipboad, or changeable size icon.
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: Blade on March 20, 2016, 10:18:01 PM
Tanks sight is broken or no hit mark?
I wish Sdkfz251 carry german troops, not Screaming Eagles if you can.
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: bustr on March 20, 2016, 10:24:50 PM
Offline
If you quit, change the FoV, then come back in offline, the auto ack is disabled against the flying drones. If you change the FoV, then exit from the game and start it back up. Offline the ack will be firing at the drones.
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: bustr on March 20, 2016, 10:55:13 PM
Hitech,
I was just sitting on the runway playing with the gunsight alpha slider and noticed it is an active slider that dims and brights the reticle while you sit there. Is this staying with AHIII or have I just found a bug?
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: FESS67 on March 21, 2016, 12:49:29 AM
Crater MA map launching from CV 23
Error when launching PT boat next to CV - BANK:Effects:EVENT:/default/Boat/Internal/Move Max range (2000) is too long, max must be less than 300
Screen shot attached.
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: FESS67 on March 21, 2016, 12:55:37 AM
MA Crater map
Random Texture Creation Error. I do not see any change in my gameplay or visuals.
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: 715 on March 21, 2016, 01:39:59 AM
There is something weird with the skinny Scots Pine. Some branches are missing and the "leaves" rotate strangely around the trunk as you rotate your view. Example at: -18197,10296,98018,-10.4,21.5,-47.2 craterma FOV = 50.5
By the way: the .psave FOV says 50.5 despite the actual FOV being 80 degrees (and measured at 80 deg).
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: hitech on March 21, 2016, 08:59:13 AM
Possible bug in the Ki84 - the trim button for aileron right and left - the keys work OK, but when setting a button/hat on sticks, the right/left aileron function doesn't work. The elevator/rudder does, but aileron doesn't. I tried with both CH, TM Warthog and Cougar, and same result. Also tried offline - same result. Tried other planes, LA7, KI43, etc, no problem, aileron trim maps to the above controllers. So I think it's just in the KI84 that it's not working - it shows mapped ok in the config/clipboard, but the trim doesn't move when you press the control button assigned, only with the J and L keys does it work. Again, same sticks/config work in other planes OK, aileron trim only on Ki84 won't work when assinged.
Flipping combat trim on/off seems to make it sort of work, but then it stops and the trim won't move again, especially once airborne. I have combat trim turned off by default, and have a button mapped to flip it on/off to do quick "re trims", but KI84 ail trim still stops working. I'm checking my settings for my CH sticks again, trying to figure out if its something in them, but all other planes work ok right now.
edit - other planes now doing it too, no ail trim assinged to control buttons works, elev and rudder both do, and work when reassinged to the buttons that are NOT working for aileron when I tried that, so it isn't the stick hats/buttons so far as I can tell.
Do you perchance have an analog input mapped to roll trim?
HiTech
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: NerdFather on March 21, 2016, 09:46:15 AM
Beta 13 Mission Editor bugs: Craterma: Create New Mission for Craterma -> Enable Terrain View -> enable Icons Navigating around the map whilst creating mission Causes Random CTD.
Craterma & NDIsles: Setting a manual spawn location(NON air spawn) for Planes on a route causes them to spawn 5-15 feet in the air causing them to immediatley crash on mission start. Setting Route positions and locations via clicking on the map causes some waypoints or postitions to appear randomly in the area you click rather then where you actually click.
Title: Tankland
Post by: AApache on March 21, 2016, 10:26:26 AM
Inside the tankland arena when I spawn in my tank does not show. It appears that I am stuck inside the ground. There is no visable turret. When I do a shift + W to move forward their is no movement. However when I pull the trigger I can see a cannon blast. Just no tank or turret is visible.
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: Condor on March 21, 2016, 11:04:37 AM
Just downloaded Beta 13. Got error message"Terrain Creation Error=887608C Name=[] RTF=00000400 Format=00" What does this mean? Frame rate 25-35 in tower. only 10-23 after spawning Panzer which will be unacceptable. Main gun and machine gun fire sporadically without pulling trigger.. Drove to enemy GV base and it was almost impossible to find. Map doesn't accurately reflect position of base. Upon driving around I finally saw a VH but had to drive a lot more to find radar and other structures. Nor knowing we are at a base until we are on it will not make for good playability.
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: hitech on March 21, 2016, 11:53:03 AM
In AH2 and AH3, hitting the S key will not make either reverse on water. In AH2, if you hold the S key and toggle between the A and D keys, it will eventually reverse, but not in AH3. No reverse on water.
Can't drive watercraft under bridges. :)
Intentional, vehicles should now stop just prior to touching water.
HiTech
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: Condor on March 21, 2016, 11:56:34 AM
Neglected to mention in previous post that I could not quit game using quit button on clipboard. Had to use CTRL ALT DEL and end game in task manger. Just tried again and had same problem ending game. Also this time when I spawned tank all I saw was blue screen with terrain creation error message.
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: FLS on March 21, 2016, 12:00:13 PM
On CraterMA at A44 spawning a TA152 in the hanger crashes the aircraft and puts you back in the tower.
I'm seeing the cloud shadows flashing in CraterMA at A44. I go to A54 and there are cloud shadows but no flashing. Back to A44 and they flash.
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: bustr on March 21, 2016, 12:01:24 PM
Condor,
You will need to zoom in the clipboard map to adjust the scale to see the real position relative to your map icon. Other wise the bases shown on the map at the default resolution are for general navigation or jumping to bases using your mouse.
Please help Skuzzy by posting a dxdiag report or at least tell us what video card and how much memory on it you are using. Some additional things can be done.
1. - place the environment slider at 0. 2. - disable post lighting effects. 3. - change the texture mode to a lower mode. 4096, 2048, 1024, 512, 256, 128. 4. - if you changed your FoV to a custom number above the default of 80 by a large degree, try lowering it.
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: bustr on March 21, 2016, 12:13:22 PM
In the Tank Land arena when you spawn from any of the interior Vbases, it places you at the same spot in the center of the map. Is this how those spawns are supposed to be mapped? The exterior bases spawns launch you to the spawn line arrow locations.
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: Tilt on March 21, 2016, 12:59:30 PM
Speckled gear doors in the hanger.
My dxdiag is out of date...........
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: hitech on March 21, 2016, 02:11:13 PM
Vehicles spawning into the lake seems to be a bug specific to certain types of vehicles using the H spawn at any of the new mini V fields, remote spawns at these bases are unaffected. On CraterMA these fields are V136, 137, 138, 139, 140, 141, 148, 149 and 150. The following types of vehicles will spawn into the lake when you use the H spawn at any of these bases: Hetzer, M16, M18, M3, M4A3(75), M8, Panther, Panzer IV F, Panzer IV H, Sd Kfz 251, T34/76, T34/85, Ostwind and Wirbelwind.
Fixed for next patch.
HiTech
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: hitech on March 21, 2016, 02:17:54 PM
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: JimmyC on March 21, 2016, 02:42:58 PM
Issue.. my mic seems to be very low in AH3, since last patch I think , people have said its very low..no issues in AH2 or before in 3 , i think, where not so many folks around before to say it. any reason? headphones and mic plugged into front of my box.
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: Bizman on March 21, 2016, 02:50:44 PM
Issue.. my mic seems to be very low in AH3, since last patch I think , people have said its very low..no issues in AH2 or before in 3 , i think, where not so many folks around before to say it. any reason? headphones and mic plugged into front of my box.
Clipboard>Options>Preferences>Voice: Mic Volume. Test it by tuning to yourself.
There's also the Mic Boost option, but you might want to tune that first from within Windows' Control Panel.
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: NerdFather on March 21, 2016, 02:51:57 PM
Mission Editor Bug:
Cannot Create Missions that only have one Side. (Like for Tutorials) Missions that dont have both an allied and Axis Mission Plan Cause Aces High Beta to CTD.
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: Chilli on March 21, 2016, 02:53:48 PM
Issue.. my mic seems to be very low in AH3, since last patch I think , people have said its very low..no issues in AH2 or before in 3 , i think, where not so many folks around before to say it. any reason? headphones and mic plugged into front of my box.
I had the same experience with Vilkas. What we found, he has a nice headset plugged into the front of his computer like you have stated, but it does not show in the dropdown list of devices in the setup menu for game sounds. Please check your game sound menu and see if the same applies under headset or microphone, whichever you use.
In Vilkas' case it listed some HD audio device, maybe even Realtek name brand stuff. When I hear from him, I will see if we can get a dxdiag posted. JimmyC, would you post your dxdiag please (for those that know how to interpret -- this is important!! especially, with awesome 3D sounds everywhere, we don't want to leave our vox muffled).
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: hitech on March 21, 2016, 02:58:39 PM
I was just sitting on the runway playing with the gunsight alpha slider and noticed it is an active slider that dims and brights the reticle while you sit there. Is this staying with AHIII or have I just found a bug?
Staying with AH 3.
HiTech
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: NerdFather on March 21, 2016, 03:07:27 PM
Mission Editor/A3 Beta Bug:
User Action Prompts in missions (i.e. Pause until X action occurs) cause Game Speed acceleration to roughly 5x faster then normal.
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: JimmyC on March 21, 2016, 03:17:18 PM
I had the same experience with Vilkas. What we found, he has a nice headset plugged into the front of his computer like you have stated, but it does not show in the dropdown list of devices in the setup menu for game sounds. Please check your game sound menu and see if the same applies under headset or microphone, whichever you use.
In Vilkas' case it listed some HD audio device, maybe even Realtek name brand stuff. When I hear from him, I will see if we can get a dxdiag posted. JimmyC, would you post your dxdiag please (for those that know how to interpret -- this is important!! especially, with awesome 3D sounds everywhere, we don't want to leave our vox muffled).
dxdiag attached
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: NerdFather on March 21, 2016, 03:25:06 PM
Go To Options > Preferences > Voice Turn Mic Volume all of the way up and then slowly increase your Mic db boost.
That should make your mic volume able to be heard, If you turn Mic DB boost all the way up and they still cant hear you, the levels on your mic are most likely turned down.
To check that in the bottom right corner of windows Right Click the speaker icon and open Recording Devices Then right click your microphone and select properties, Finally go to the levels tab and turn that up.
Also are you using a headset mic or a built in mic?
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: bustr on March 21, 2016, 03:30:21 PM
And the nay sayers for years told everyone you don't implement wishes. Probably something you meant to get back to for the last 15 years...... :O
It's really neat watching reticles actively brighten in the bomber gun positions. The new lighting process makes the reticles look like a projected light image versus a tiny window with a bitmap. I've started playing with reticle structure glare patterns from real reticle photos when the rheostat is set on high. The active alpha slider makes it possible to get the reticle glare mask correct so it can be dialed out when reducing the alpha intensity.
Thank you for the active alpha slider in the gunsight application.
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: bustr on March 21, 2016, 03:34:59 PM
Chilli,
An HD audio device is often because the video card is HD capable and the person has connected to his monitor that has speakers or his HD TV with an HDMI cable. That can cause sound device conflicts.
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: JimmyC on March 21, 2016, 03:57:45 PM
Also are you using a headset mic or a built in mic?
headset mic
So will it be much louder in AH2 when u flip back there.. I can understand how to turn it up etc but thanks 😆 Just it's fine in AH2 ..not in AH3. ..thought it was worth mentioning
maybe I should really have mic and headphones plugged into my video card
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: hitech on March 21, 2016, 04:04:45 PM
Thats an out of video mem error, turn your shadows off until the next patch.
HiTech
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: FESS67 on March 21, 2016, 04:21:57 PM
Not high on the list of things to fix I am sure but---
clipboard size in hangar. It increases in size in a CV hangar when compared to the hangar on an AF.
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: DarkHawk on March 21, 2016, 04:33:13 PM
spawning from V150 to defend base using the home button(H) was sent to a lake in the crater location on spawn point tried twice both times same place -1,7,-1,0.0,0.1,-0.1 craterma FOV = 50.5
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: NerdFather on March 21, 2016, 04:38:27 PM
Also are you using a headset mic or a built in mic?
headset mic
So will it be much louder in AH2 when u flip back there.. I can understand how to turn it up etc but thanks 😆 Just it's fine in AH2 ..not in AH3. ..thought it was worth mentioning
maybe I should really have mic and headphones plugged into my video card
No your settings in each game are stored individually, Changing things In AH3 will not change things in AH2.
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: qbert55ca on March 21, 2016, 05:04:17 PM
Got most of the FPS issues sorted out.
Bug report Tiger 2 tank can't angle the pintle gun to shoot at planes.
Base 150 spawns into water not at base 150
Still getting nauseous when playing
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: vHACKv on March 21, 2016, 05:26:50 PM
Can not scroll in the "Advanced" sounds menu, where you adjust individual sounds. Also, can you turn down the title music, crazy loud, going to blow out some speakers. I feel if the music is that crazy loud it is going to turn off new players, as they will not want to tough it out long enough to figure out how to adjust it.
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: Condor on March 21, 2016, 05:31:32 PM
Just downloaded Beta 13. Got error message"Terrain Creation Error=887608C Name=[] RTF=00000400 Format=00" What does this mean? Frame rate 25-35 in tower. only 10-23 after spawning Panzer which will be unacceptable. Main gun and machine gun fire sporadically without pulling trigger.. Drove to enemy GV base and it was almost impossible to find. Map doesn't accurately reflect position of base. Upon driving around I finally saw a VH but had to drive a lot more to find radar and other structures. Nor knowing we are at a base until we are on it will not make for good playability.
Thanks Bustr. I'll try what you mentioned. I have attached my DxDiag report. Will appreciate any comments on that. It appears my video memory may be a little light.
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: Chilli on March 21, 2016, 06:08:11 PM
Can not scroll in the "Advanced" sounds menu, where you adjust individual sounds. Also, can you turn down the title music, crazy loud, going to blow out some speakers. I feel if the music is that crazy loud it is going to turn off new players, as they will not want to tough it out long enough to figure out how to adjust it.
because there are no more sounds to scroll to.... correct me if I am wrong (thought the same thing at first)
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: Chilli on March 21, 2016, 06:15:59 PM
An HD audio device is often because the video card is HD capable and the person has connected to his monitor that has speakers or his HD TV with an HDMI cable. That can cause sound device conflicts.
I am leaning towards some sort of "device conflict" as the source of the problem. My suspicion arises from the absence of his headset device in the drop down list. Although it works, the volume control and mic boost, did not work.
JimmyC,
You can tune to yourself by putting your name inside of the radio V channel box (same way you tune to vox channel). You should then be able to hear your vox the same as others in game would hear it. That will confirm if your changes to mic boost are taking effect or not. Good luck sir, hope it does work.
From your DxDiag.txt:
Description: Speakers (Realtek High Definition Audio) Default Sound Playback: No Default Voice Playback: Yes
In my dxdiag.txt it lists my headset under speakers and default sound and voice playback are both "yes". Note, I do not have any external speakers connected, do you?
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: JimmyC on March 21, 2016, 06:43:01 PM
I will check out volume etc when I am next in front of pc. I do use hdmi to hd tv as monitor and sound for day to day pc stuff.. Then headphones for aceshigh No other speakers.,other than tv ones,are attached. Thanks.for the help
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: Condor on March 21, 2016, 06:53:13 PM
You will need to zoom in the clipboard map to adjust the scale to see the real position relative to your map icon. Other wise the bases shown on the map at the default resolution are for general navigation or jumping to bases using your mouse.
Please help Skuzzy by posting a dxdiag report or at least tell us what video card and how much memory on it you are using. Some additional things can be done.
1. - place the environment slider at 0. 2. - disable post lighting effects. 3. - change the texture mode to a lower mode. 4096, 2048, 1024, 512, 256, 128. 4. - if you changed your FoV to a custom number above the default of 80 by a large degree, try lowering it.
Thanks Bustr
You suggestions helped a lot.
Is there a single environment slider? I reduced the settings of the 3 sliders a little. I also disabled post lighting effects and lowered texture mode from 4096 to 2048. FoV is autoset to 74.
Good improvement in frame rate. 59fps w VS on in tower and after I spawned a Panzer. Took out a VH and radar at a base and FPS dropped to 23. I guess I'll try another reduction in texture mode. my video card is an AMD Radeon HD 6900 w 4095 MB memory (Dedicated Memory: 2030 MB, Shared Memory: 2065 MB. Don't know what dedicated and shared memory mean.
I did get 2 kills on a Tiger 2 w my Panzer. The guy seemed to be having more trouble than me. We were probably only 200yds apart but he couldn't seem to find me and was firing in wrong direction LOL. I think a lot of us will find adjusting to the new game "interesting".
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: JimmyC on March 21, 2016, 09:28:32 PM
buffs seemed to have an icon per plane
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: Gman on March 21, 2016, 09:39:03 PM
In the current map a few bases are sending tanks to the wrong place when launching them. Today at base 64 some of us noticed that you couldn't launch in the VH, when you click that middle icon instead of N, NW, or whatever, it would send you out to a place in the middle of a lake/ocean. Repeatable by several players, I have film of it if needed. Other launch locations worked ok.
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: LCADolby on March 21, 2016, 09:50:00 PM
For some reason it doesn't switch control mode automatically for me.
F4UC lost WEP
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: bustr on March 21, 2016, 10:57:51 PM
Is there a single environment slider? I reduced the settings of the 3 sliders a little. I also disabled post lighting effects and lowered texture mode from 4096 to 2048. FoV is autoset to 74.
Good improvement in frame rate. 59fps w VS on in tower and after I spawned a Panzer. Took out a VH and radar at a base and FPS dropped to 23. I guess I'll try another reduction in texture mode. my video card is an AMD Radeon HD 6900 w 4095 MB memory (Dedicated Memory: 2030 MB, Shared Memory: 2065 MB. Don't know what dedicated and shared memory mean.
I did get 2 kills on a Tiger 2 w my Panzer. The guy seemed to be having more trouble than me. We were probably only 200yds apart but he couldn't seem to find me and was firing in wrong direction LOL. I think a lot of us will find adjusting to the new game "interesting".
Unless AMD\ATI is doing something wrong, the whole HD 9000 series has enough memory, 2G GDDR5, Data Paths - 256bit and band width is all 150Gbyte per\sec to 176Gbyte per\sec. And shaders 1280-1536. Your video card should be working fine at the defaults and 4096 textures, FoV 100. You might try updating your video card drivers. Aside from that, get in line with Mr. Skuzzy.
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: bustr on March 21, 2016, 11:35:03 PM
Every beta release I run a build of the terrain editor against my gunnery terrain to see what the update looks like.
Beta13 In offline mode on my gunnery terrain.
All GV spawn points not North, spawn the GV facing the arrow heading then suddenly flip the GV around to face North.
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: vHACKv on March 22, 2016, 05:19:45 AM
For some reason it doesn't switch control mode automatically for me.
F4UC lost WEP
Had the same problem went in and selected "auto select mode" in preferences > map controllers. I don't remember if that had to be done in AHII, but I am guessing no. I am having all kinds of issues with it not recognizing all of my setup, TM hotasx throttle with X55 stick (don't ask), but it was fine after I just started clean and remapped everything.
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: TeeArr on March 22, 2016, 09:07:44 AM
I have found several items in the Beta that are annoying at best and could be bugs worth fixing. First is the gun pipper...it changes position between normal view and zoom. I fly with my seat as high as it will go and place a mark on my monitor where the center of the gunsight should be. It is different between the two and I have two markers on my monitor about 21/2 inches apart. I also noticed last night when I flew the Mustang D for the first time last night, the center of the pipper is about 1/2 inch to the left of my marks for other planes I have flown. Second is the engine sound. The pitch of the engine doesn't change until you are near idle. The volume changes to get softer or louder as you decrease or increase the throttle, but the engine pitch remains the same. Third: The tracers aren't as bright as I would like and I don't seem to get sprites on my strikes (if I am even making any). Is this the current paradigm? Lastly, The ack seems to be unusually accurate and deadly compared to AH II. I don't think my approach to a field is significantly different, but I am seeing a lot of "First Ping Kills" form ground fire.
Thank you,
TeeArr
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: hitech on March 22, 2016, 09:17:25 AM
I have found several items in the Beta that are annoying at best and could be bugs worth fixing. First is the gun pipper...it changes position between normal view and zoom. I fly with my seat as high as it will go and place a mark on my monitor where the center of the gunsight should be. It is different between the two and I have two markers on my monitor about 21/2 inches apart. I also noticed last night when I flew the Mustang D for the first time last night, the center of the pipper is about 1/2 inch to the left of my marks for other planes I have flown.
This is simply the new default forward view angle, if you wish like it was previously, simply press HOME followed by F10 so save the new default.
Quote
Second is the engine sound. The pitch of the engine doesn't change until you are near idle. The volume changes to get softer or louder as you decrease or increase the throttle, but the engine pitch remains the same.
This is the way the real planes work. You can if you wish now modify your own engine effects and change the way it works. (See custom sound thread)
Quote
Third: The tracers aren't as bright as I would like and I don't seem to get sprites on my strikes (if I am even making any). Is this the current paradigm?
Probrably.
Quote
Lastly, The ack seems to be unusually accurate and deadly compared to AH II. I don't think my approach to a field is significantly different, but I am seeing a lot of "First Ping Kills" form ground fire.
Thank you,
TeeArr
The ack has not changed at all.
HiTech
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: hitech on March 22, 2016, 09:20:13 AM
For some reason it doesn't switch control mode automatically for me.
F4UC lost WEP
Do you mean it was working but then ran out?
If so this is a bug I fixed from AHII about 10 beta versions back.The code was written to have multiple methods of wep.I always thought it worked that way. After 15 years I only recently noticed there was a slight bug in the code.
HiTech
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: Zimme83 on March 22, 2016, 10:43:47 AM
On craterMA, base 150. If you try to spawn a GV from the hanger you end up in the lake in the crater.
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: hitech on March 22, 2016, 11:02:09 AM
The strange characters you have at the end of your menu items is do to a font loading.
AHIII includes windows true type fonts of it own that we have modified some characters to include things like arrows and the bishop night rook symbols. HTCTimesNewRoman HTCArial HTCArialBold.
For some reason your system is overriding our font selection of .
The only thing I can think of is that true type fonts are some how disabled on your system.
HiTech
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: Condor on March 22, 2016, 11:11:10 AM
In Greebo's Crate MA if I spawn a GV from the hangar at V149 It's into the middle of lake. If I spawn a GV from V149 to V106 and then end sortie it's back in the lake briefly, then shifts to tower.
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: Greebo on March 22, 2016, 11:18:38 AM
The spawning into the lake issue is a beta 13 bug rather than a CraterMA bug. HT has said it is fixed for the next version.
Until its fixed this will happen on CraterMA if you use the H spawn at fields V136, 137, 138, 139, 140, 141, 148, 149 or 150 while in a Hetzer, M16, M18, M3, M4A3(75), M8, Panther, Panzer IV F, Panzer IV H, Sd Kfz 251, T34/76, T34/85, Ostwind or Wirbelwind.
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: LCADolby on March 22, 2016, 11:52:36 AM
If so this is a bug I fixed from AHII about 10 beta versions back.The code was written to have multiple methods of wep.I always thought it worked that way. After 15 years I only recently noticed there was a slight bug in the code.
HiTech
I believe it was working and then stopped automatically when the temperature hit the stop. After that it never returned until I re-planed. Was the other system to realistically simulate water injection?
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: hitech on March 22, 2016, 12:01:44 PM
I believe it was working and then stopped automatically when the temperature hit the stop. After that it never returned until I re-planed. Was the other system to realistically simulate water injection?
It does both the settings have a wep time ,cool down rate ,and a total time.
On stuff with consumables the wep time and total time are set the same so you only get 1 cycle. Or any other variance needed.
HiTech
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: bustr on March 22, 2016, 12:48:10 PM
Will how WEP functions for each aircraft ever be a note in the hanger to help us know what we are getting, like the fuel amount and how long the flight time will be? Since the tanks have a right click armor review option, maybe a right click WEP explanation option. Or can you output a readable list for all aircraft?
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: LCADolby on March 22, 2016, 12:58:37 PM
I can't remember it if I have mentioned; The sea and water look great down at low altitude, but if at altitude, over sea. Looking down or flying down towards the sea, the water has the same blue colour tone with no sparkles from light hitting the water or any froth from breakers and waves. For realisms sake it would be nice to have those features and a greenish tint to the water and some sand whirls near beaches.
green tint (http://i.telegraph.co.uk/multimedia/archive/02054/Tyne_2054004c.jpg)
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: bustr on March 22, 2016, 01:17:21 PM
Dolby,
If this water is our permanent water, then something to keep in mind. I did some FoV testing and discovered that the higher you set the number from 80, the more you will have to use zoom to see the con itself while it is back dropped by that water. Thankfully the icon makes it possible to keep track of the con but, if we never had Icons, we would either all have to play at 80 or everyone wears out a zoom button.
One caveat is, if the sun effects on the water are below or between you and the con. Everywhere else, that deep blue sucks the visual definition contrast out of the con. Think AH2 furballs over water just after sunrise our just before sunset but, at noon on the beta oceans. I had to increase my gamma to 1.4 and that really didn't help with the con and water contrast.
Title: Re: Beta 13 Released: Issues/Bug Reports
Post by: Randy1 on March 22, 2016, 03:05:07 PM
As has been reported, spawned into lake from V55 but adding a bit more when ending sortie you end up at f121.