Known bugs in Alpha version
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- tom
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Known bugs in Alpha version
Hi.
- If u try to send a "Moku-Daihatsu" landing craft on the map via a gate the game crashed (btw)
- In the resting position the main guns of the Minekaze-class destoyer are not pointing along the center line of the ship. - Minekaze-class had 4 120 mm guns and 2 7,7 mm AA-MGs (Don´t know if these data can be changed at these original SuSt units)
- Minekaze and von Beveren main guns have a longer rage than the 130 mm of Khasan and the Erebus 35,6 cm main guns
Yours
tom
- If u try to send a "Moku-Daihatsu" landing craft on the map via a gate the game crashed (btw)
- In the resting position the main guns of the Minekaze-class destoyer are not pointing along the center line of the ship. - Minekaze-class had 4 120 mm guns and 2 7,7 mm AA-MGs (Don´t know if these data can be changed at these original SuSt units)
- Minekaze and von Beveren main guns have a longer rage than the 130 mm of Khasan and the Erebus 35,6 cm main guns
Yours
tom
Krieg ist die Fortsetzung der Politik mit anderen Mitteln. Es erhebt sich nur die Frage, ob er immer nötig ist. Wehret den Anfängen!!!!!
Re: Known bugs in Alpha version
-Soviet SVT-40 and German G-43 have identical sounds.
Re: Known bugs in Alpha version
If the guns of the two armored pillbox`s are moved in the editor in game you can not see it anymore.
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Re: Known bugs in Alpha version
Thank you guys for your help! I will try to fix it. More focus on some things:
Von Beveren, Khasan Erebus will be deleted.
Graphics of Minekaze i will take from PWM (and another of HUGE ships for USA, Japan and UK).tom hat geschrieben:- In the resting position the main guns of the Minekaze-class destoyer are not pointing along the center line of the ship.
- Minekaze-class had 4 120 mm guns and 2 7,7 mm AA-MGs (Don´t know if these data can be changed at these original SuSt units)
- Minekaze and von Beveren main guns have a longer rage than the 130 mm of Khasan and the Erebus 35,6 cm main guns
Von Beveren, Khasan Erebus will be deleted.
This graphics is damaged. If I can not fix it - will be forced to delete these units.Fäby hat geschrieben:If the guns of the two armored pillbox`s are moved in the editor in game you can not see it anymore.
Re: Known bugs in Alpha version
1) On my latest test play I noticed that one of the buildings remained occupied after it was completely destroyed (HP = 0). I could also still order troops to enter the ruins.
2) Enemy fighter planes (in this case Yak-3) called in per script (send n aircraft of player n to loc n and land to airfield n) do not attack ground targets. Is this a feature, where aircraft are blind unless supported by ground forces, or a bug? I think that due to the limitations of communication tech in the ww2 era, aircraft mostly operated independently of the troops on the ground so that target aquisition relied on observations by the pilots themselves.
3) Not a bug but still a major flaw. I would like to revisit our previous discussion on FOV, illustrating with an ingame snapshot why the long ranges in this mod necessitate the use of the traditional sust officer/spotter/scout.. anything with binoculars.
As can be seen in the screen below my defensive position is -as always- defenseless against any enemy attack with armoured support, even when they are out in the open. The infantry attacks, reaches my position, allowing tanks behind them to take advantage of their FOV. My troops -in turn- are unable to aquire any targets that are beyond the regular viewing range of the infantry and -thus- are reduced to cannon fodder, in spite of the formidable AT resources at my disposal. It really makes no sense.
As said before, I would have to counter attack to see any of the tanks which is utterly couter intuitive. Either that or I would have to ambush tanks by placing AT behind buildings which produces unrealistic and illogical combat. AT guns overlooking flat terrain should dominate the battlefield.
2) Enemy fighter planes (in this case Yak-3) called in per script (send n aircraft of player n to loc n and land to airfield n) do not attack ground targets. Is this a feature, where aircraft are blind unless supported by ground forces, or a bug? I think that due to the limitations of communication tech in the ww2 era, aircraft mostly operated independently of the troops on the ground so that target aquisition relied on observations by the pilots themselves.
3) Not a bug but still a major flaw. I would like to revisit our previous discussion on FOV, illustrating with an ingame snapshot why the long ranges in this mod necessitate the use of the traditional sust officer/spotter/scout.. anything with binoculars.
As can be seen in the screen below my defensive position is -as always- defenseless against any enemy attack with armoured support, even when they are out in the open. The infantry attacks, reaches my position, allowing tanks behind them to take advantage of their FOV. My troops -in turn- are unable to aquire any targets that are beyond the regular viewing range of the infantry and -thus- are reduced to cannon fodder, in spite of the formidable AT resources at my disposal. It really makes no sense.
As said before, I would have to counter attack to see any of the tanks which is utterly couter intuitive. Either that or I would have to ambush tanks by placing AT behind buildings which produces unrealistic and illogical combat. AT guns overlooking flat terrain should dominate the battlefield.
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Re: Known bugs in Alpha version
Turret traverse speed:
Panther and Tiger have equal turret traverse speed; Panther rotation speed should be increased. Panther should be roughly twice as fast. Tiger II speed seems appropriate for Panther.
All models of the Pz IV have equal traverse speed; electrical traverse of turret the was removed in Ausf J so its traverse speed should be reduced.
Panther and Tiger have equal turret traverse speed; Panther rotation speed should be increased. Panther should be roughly twice as fast. Tiger II speed seems appropriate for Panther.
All models of the Pz IV have equal traverse speed; electrical traverse of turret the was removed in Ausf J so its traverse speed should be reduced.
Re: Known bugs in Alpha version
This feature. Aircraft specialist from old team divided fighters into 3 groups:nevux hat geschrieben:2) Enemy fighter planes (in this case Yak-3) called in per script (send n aircraft of player n to loc n and land to airfield n) do not attack ground targets. Is this a feature, where aircraft are blind unless supported by ground forces, or a bug? I think that due to the limitations of communication tech in the ww2 era, aircraft mostly operated independently of the troops on the ground so that target aquisition relied on observations by the pilots themselves.
- fighters (attack only air targets)
- fighter-bombers (attack air and ground targets)
- ground-attack aircraft (attack only ground targets).
This division has its pros and cons. Something I like, something not very pleasant. While I will not touch it - there's too much work. To attack ground targets use the IL-2 - there is already 5 variants with different weapons.
With improper defense against the combined attack of infantry and tanks will not help the officers even with constant vision binoculars.nevux hat geschrieben:3) Not a bug but still a major flaw. I would like to revisit our previous discussion on FOV, illustrating with an ingame snapshot why the long ranges in this mod necessitate the use of the traditional sust officer/spotter/scout.. anything with binoculars.
As can be seen in the screen below my defensive position is -as always- defenseless against any enemy attack with armoured support, even when they are out in the open. The infantry attacks, reaches my position, allowing tanks behind them to take advantage of their FOV. My troops -in turn- are unable to aquire any targets that are beyond the regular viewing range of the infantry and -thus- are reduced to cannon fodder, in spite of the formidable AT resources at my disposal. It really makes no sense.
As said before, I would have to counter attack to see any of the tanks which is utterly couter intuitive. Either that or I would have to ambush tanks by placing AT behind buildings which produces unrealistic and illogical combat. AT guns overlooking flat terrain should dominate the battlefield.
Officers and guns must have shelter and limited sector of fire, to not be substituted all enemies without exception.
Tanks without infantry - blind, so the first thing to kill infantry, as in reality.
Gun in the open field without shelter - dead. Observers should be used in houses, trenches to increase the field of view. Defense effectively build on the hills, on positions with trenches, inside the urban sprawl. And not in an open field on the outskirts of cities.
I understand that you are still difficult to get used to this state of affairs. But I repeat - this system has been tested for years.
Re: Known bugs in Alpha version
-Jagdpanther/Elefant cannot be mounted by infantry (troop transport). These vehicles had enough surface area to be mounted by soldiers.
-reverse speed of Kubelwagen is terribly slow. Is this intended?
-reverse speed of Kubelwagen is terribly slow. Is this intended?
Re: Known bugs in Alpha version
The two versions of this house/tent can not be use by infantery.
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Re: Known bugs in Alpha version
That kind of makes sense though. A tent shouldn't provide cover for infantry.
Re: Known bugs in Alpha version
Sorry, guys for long answer, now i very busy IRL But try to give mod any free time.
No, it's a bug. I created a new system of speed for ground units. But to correct the speed of movement backwards, I forgot. It will be fixed in future.nevux hat geschrieben:-reverse speed of Kubelwagen is terribly slow. Is this intended?
Fäby hat geschrieben:The two versions of this house/tent can not be use by infantery.
Most likely it can be considered a bug. Tents should engage infantry for briefing / recreation / ambushes. But should not have little or no protection.nevux hat geschrieben:That kind of makes sense though. A tent shouldn't provide cover for infantry.
Re: Known bugs in Alpha version
Tanks will sometimes take damage from ordinary hand grenades. Is this done on purpose? I just lost 2 tiger II's to a bunch of crewmen when started tossing grenades after abandoning their tank.
Re: Known bugs in Alpha version
Hetzer has 'open top' FOV mode alike the Marder/Hornisse.
Re: Known bugs in Alpha version
This is not usual hand grenades. In our mod now "universal grenades." The idea is that when granades hit infantry, guns, buildings, etc. - this is hand grenades. But when they hit a tank - with a small chance they damage as if it were hand anti-tank grenades. This is done to any infantryman had a chance (albeit small) damage the tank. Earlier in our mod, all gunners with rifles have anti-tank grenades and all SMG-gunners have hand grenades. This caused a huge imbalance, it was very unrealistic and crooked. We believe that the current model adequately reflects the reality of WW2 - hand antitank grenades in most cases was ineffective weapon against tanks. Due to the difficulty in approaching to tank and a small punchy power (except for cumulative grenades). To knock out tank by hand antitank grenade, soldier had to have a lot of luck, courage and a very comfortable position for attack.nevux hat geschrieben:Tanks will sometimes take damage from ordinary hand grenades. Is this done on purpose? I just lost 2 tiger II's to a bunch of crewmen when started tossing grenades after abandoning their tank.
Re: Known bugs in Alpha version
Super. I was just asking for confirmation, i sort of expected this explanation. I actually think its a nice feature.