1C Game Studios LukeFF Posted June 25 1C Game Studios Posted June 25 Please post any issues about the graphics, models, and maps here. Please note this topic is strictly for bug reports. Any off-topic banter will be removed at our discretion. Thank you!
1C Game Studios LukeFF Posted June 25 Author 1C Game Studios Posted June 25 Please post any single-player mission issues here. Please note this topic is strictly for bug reports. Any off-topic banter will be removed at our discretion. Thank you!
Juri_JS Posted June 25 Posted June 25 The "sight_eu_schifffahrtsmuseum" object from Il-2 GB was mistakenly added to Il-2 Korea.
ArgonV Posted June 25 Posted June 25 Something is up with the landing gear wheels on the F-84, the tires don't seem to roll but the hubs do.
Juri_JS Posted June 26 Posted June 26 I think the tree damage model needs some improvement. While cannons work great for tree chopping, bomb explosions and Napalm don't have much effect. 1
ArgonV Posted June 26 Posted June 26 I have noticed that an initial burst of gun fire kicks up dirt or splashes on the terrain, but consecutive firing does not. If you stop firing, and do another burst - then you see the effect again.
DetCord Posted June 26 Posted June 26 All of us with varying hardware are a experiencing the same issue with terrain, as in it isn't rendering and or streaming properly. Anyone else getting this? 3 3 9800X3D OC/UV 5.5GHz | Kingston Fury 128GB 7500MT | ROG Strix B850F | Samsung 990Pro w/HS R7400 | ASR 9070XT OC/UV 3300MHz | Antec Flux Pro
FuriousMeow Posted June 26 Posted June 26 (edited) Sprite limit or some kind of timeout? Firing .50s against the ground there will be the usual dirt/water kick up and then it stops. But its not like it stops and requires already displayed sprites to disappear, it just stops. A second later, they resume. Very odd. Latest nvidia drivers, Win11, 4080 super - 16GB, 32GB DDR5-6000, 9800x3d. On Ultra graphics, just about everything maxed, No upscaling enabled, MSAA 4x, FPS never below 80 from the test flight. GPU load average 80% according to HWinfo, graphics mem usage average 52%. System RAM usage ~8GB average. So doesn't look like I'm running low on anything. And installed on a PCIe Gen4 NVMe. Noticing micro stutters too, but I will test different graphics settings. I can't recall the setting I enabled, its new. I'll jump back with an edit - advanced reflections or something. Maybe that's the source of the micro stuttering but overall performance is good and initially very impressed with the flight modelling and visual clarity from the cockpit - plus the graphics are a huge improvement over GB. EDIT: Just kidding, I thought I enabled Indirect Lighting, but I didn't. Enabling that definitely hits FPS big time. So that isn't it. Will play around with settings to see whats causing the micro stutters. Edited June 26 by FuriousMeow
Kiffin_Rockwell Posted June 27 Posted June 27 In the F-80 route training mission, there are a couple of fires burning in the air at K-45 (the airport you pass enroute) as you go by. They're just hovering near the runway.
FuriousMeow Posted June 27 Posted June 27 (edited) Trees jump up and down. Not sure if its LOD changes or something else, didn't get a chance to really pursue as cat decided throttle was his headrest and keyboard his footrest but its noticeable flying at ridges low level. EDIT: This appears to be the terrain LOD swapping when using 120 FOV. Very noticeable when flying around K-14 the relatively flat terrain has large patches where trees "jump up and down." Edit2: External view on runway at Kangwon really shows this. FOV < 90, pan around and not too bad except far ridge lines you'll see the trees happy dance. Go above FOV 90 - like 100 and pan around while watching near trees right beyond end of runway and how they dance/change. Might be two different things going on but its very noticeable above 90 degree FOV. Latest nVidia drivers for 4080Super running 3440x1440. Ultra graphics with just about all max except FXAA 4x now as MSAA too much performance hit with new engine. Edited July 4 by FuriousMeow 1
GOOT66 Posted June 27 Posted June 27 With HDR enabled in windows, the colors in the game look completely washed out
Levadas Posted June 27 Posted June 27 5 часов назад, DetCord сказал: All of us with varying hardware are a experiencing the same issue with terrain, as in it isn't rendering and or streaming properly. Anyone else getting this? I do. Using rx 6700xt 12gb.
Juri_JS Posted June 27 Posted June 27 The light effect doesn't disappear, when street lamps are destroyed by using "Translator Tiled Blocks Damage" for an area.
Mark_Krieger Posted June 27 Posted June 27 Just a little detail, but the C-47 in the museum has the open radiators animation inverted. When you click to open them they close and vice versa. CPU AMD Ryzen 7800 X3D, GPU AMD Radeon RX 7900 XTX, RAM: 64 Gb DDR5, VR Headset: Quest 3.
Habu Posted June 27 Posted June 27 The editor's map isn't displaying properly. Sometimes it works, and sometimes it doesn't 1
Mark_Krieger Posted June 28 Posted June 28 F-51 when using napalm has the safety switches inverted and explodes in both positions. Not sure if perhaps could happen because it wasn't exactly a bomb, but the inverted switches feel strange. Thank you! CPU AMD Ryzen 7800 X3D, GPU AMD Radeon RX 7900 XTX, RAM: 64 Gb DDR5, VR Headset: Quest 3.
AEthelraedUnraed Posted June 28 Posted June 28 Volumetric clouds around the moon show weird shading. RTX2060, Low graphics preset. 1
1C Game Studios LukeFF Posted June 29 Author 1C Game Studios Posted June 29 16 hours ago, Mark_Krieger said: F-51 when using napalm has the safety switches inverted and explodes in both positions. Not sure if perhaps could happen because it wasn't exactly a bomb, but the inverted switches feel strange. Thank you! They are not inverted but rather, the upward position is for chemical release. In reality the switches are spring-loaded, so the napalm tanks are meant to "explode" with the switch in the OFF position. ,
Aapje Posted June 29 Posted June 29 @LukeFF I'm a bit confused. My understanding is that drop tanks were converted to have impact detonators, to use them to drop napalm. You wouldn't set the napalm on fire while still on the plane or in the air. You also wouldn't spray the napalm as an aerosol. So I would think that this part of the manual refers to a feature to release chemical or biological weapons, rather than napalm. It makes sense that chemical or biological canisters would have a way to open those canisters to spray out the contents. Of course, chemical and biological weapons were not actually used in the Korean war. Or are you claiming that the chemical release switch was used to arm the napalm canister, and that due to reusing this switch that was designed for something else, the napalm canister was armed by flipping the switch temporarily to 'chem. release' and then as the spring loaded switch returned to OFF, the napalm detonator would remain armed?
1C Game Studios LukeFF Posted June 29 Author 1C Game Studios Posted June 29 I'll try to find out a more concrete answer. It does seem that this is referring to the spraying of chemicals and not dropping of napalm.
wuVR Posted June 29 Posted June 29 (edited) What a nasty thing, i think this Text might refer to AgentOrange, also later used in Vietnam just very nasty Also suffer from slow loading of LoD´s even though Korea´s on a fast m.2 ssd Edited June 29 by wuVR
1C Game Studios LukeFF Posted June 29 Author 1C Game Studios Posted June 29 9 hours ago, Aapje said: @LukeFF I'm a bit confused. My understanding is that drop tanks were converted to have impact detonators, to use them to drop napalm. You wouldn't set the napalm on fire while still on the plane or in the air. You also wouldn't spray the napalm as an aerosol. So I would think that this part of the manual refers to a feature to release chemical or biological weapons, rather than napalm. It makes sense that chemical or biological canisters would have a way to open those canisters to spray out the contents. Of course, chemical and biological weapons were not actually used in the Korean war. Or are you claiming that the chemical release switch was used to arm the napalm canister, and that due to reusing this switch that was designed for something else, the napalm canister was armed by flipping the switch temporarily to 'chem. release' and then as the spring loaded switch returned to OFF, the napalm detonator would remain armed? Yes, upon further review, this does refer to smoke or spray tanks. It's been submitted for a change. 1
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