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Author Topic: Sniper Turret Gunner Fix v 1.1  (Read 37353 times)

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gianluca

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Re: Sniper Turret Gunner Fix v 1.1
« Reply #96 on: May 27, 2012, 11:34:06 AM »

I know this feature is inside the v2.5 of AI hotkeys etc etc which goes in DBW 1.71 and I have it also as standalone in my 409UP201 install but at least for one plane it does not work: try downing a Letov S-328 and you will still get shot right dead straigth as always....
I wonder if there could be a fix for this!

Best regards,

Gianluca
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SAS~Malone

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Re: Sniper Turret Gunner Fix v 1.1
« Reply #97 on: May 27, 2012, 11:44:58 AM »

lol, i gotta admit, that S-328 rear gunner is like an uber cyborg sniper, deadliest rear gunner of WW2....
must be something specific with that plane, i don't have any real complaints about other planes, but the last place you want to be is on the six of one of them Letov's...:D
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panzer1b

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Re: Sniper Turret Gunner Fix v 1.1
« Reply #98 on: June 04, 2012, 10:42:06 AM »

lol, i gotta admit, that S-328 rear gunner is like an uber cyborg sniper, deadliest rear gunner of WW2....
must be something specific with that plane, i don't have any real complaints about other planes, but the last place you want to be is on the six of one of them Letov's...:D

i noticed that the turret gunner in that plane was overpowered from the start as it has very very very fast tracking speed, honestly i think all planes should have this speed with the exception of maybee electric turrets which had a historical limit to max turn speed. 

as for the accuracy of the thing i love it online, and with the cockpit it is byfar my favorite byplane because every other guyt who is dumb enough to get on my tail gets headshot....

anyways seriously im not sure why that one plane has different turret code but it is quiet annoying fighting againt the things.  as i learned a while ago turn speed and the accuracy from pre-4.11 is horrendously overpowered, but as it is right now gunners have no chance to even do minimal damage as they spend half the time turning to face the enemy.  Id just plain love if maybee 4.12 or something fixed this HUGE problem but until then im just hoping something can be done for 4.11 as to address this issue.

and as for the s328 i think its not to big of a deal as its a rarely seen or used plane but if possible that could be fixed as well, not sure though where its code would be as its clearly not using the main ai turret code all other planes do.

well ill be waiting for this much needed fix, does anyone know where i could post a suggestion to the actual il2 dev team to maybee get this in the next patch?
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SAS~Malone

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Re: Sniper Turret Gunner Fix v 1.1
« Reply #99 on: June 04, 2012, 10:58:26 AM »

post at the 1C forum, linked in our Links section. ;)
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Tran Long

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Re: Sniper Turret Gunner Fix v 1.1
« Reply #100 on: March 08, 2013, 08:15:46 PM »

Did DBW already have this mod?
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SAS~Malone

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Re: Sniper Turret Gunner Fix v 1.1
« Reply #101 on: March 08, 2013, 11:06:30 PM »

yes, but many thought it didn't work properly in DBW.
if you think it's not working, then you could just try this, and see if it makes a difference. :D
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Tran Long

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Re: Sniper Turret Gunner Fix v 1.1
« Reply #102 on: March 09, 2013, 03:04:22 AM »

Thanks, Malone ;)
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printenduevel

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Re: Sniper Turret Gunner Fix v 1.1
« Reply #103 on: May 14, 2017, 05:53:30 AM »

Sorry for pushing that old thread to the top, but I don't wanted to start a new topic und used the search function.
And also sorry for bad english, I use the google translator.

Well, I fly since a few month with the guys from FAC squadron and enjoy the friendly and funny atmosphere there.
For this I have installed 4.10 with UP and I got knowledge about a mod which made the turret gunner from bombers more realistic.
Unfortuntely this mod doesn't work with 4.12 with or without HSFX or 4.13 versions.

In newer versions like 4.12.x and 4.13.x although the gunner are no more sniper and hit the player pilots with the first shot directly into the head.
But it seems to me that the AI gunner's behavior is different to the AI fighter pilots than to human pilots.
My impression is that the AI Gunner hit more accurately and with a higher success rate the human pilots.
They also recognize the human enemy much earlier and begin shooting, before a human pilot come in a reasonable distance to open the fire.
When I fly a bomber I always have the impression that the gunner are very bad, especially when AI Fighter attack.

Therefore it would be very nice, when this mod will be updated. This will make life a little bit easier when attacking bombers.

Thanks in advance
Printe
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SAS~Storebror

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Re: Sniper Turret Gunner Fix v 1.1
« Reply #104 on: May 14, 2017, 10:36:54 AM »

They also recognize the human enemy much earlier and begin shooting, before a human pilot come in a reasonable distance to open the fire.
That's physics.
German fighter pilots can tell endless stories about it.

When I fly a bomber I always have the impression that the gunner are very bad, especially when AI Fighter attack.
That's just the biased perception when you feel like the tide is against you all the time.

Best regards - Mike
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printenduevel

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Re: Sniper Turret Gunner Fix v 1.1
« Reply #105 on: May 14, 2017, 11:11:51 AM »

I like your kind of humor  8)
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Atoka220

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Re: Sniper Turret Gunner Fix v 1.1
« Reply #106 on: February 27, 2018, 05:42:36 AM »

Confirmed
Crash with 4.12 hsfx7
Goddamn those snipers

Here's a logfile maybe
Code: [Select]
[27.02.2018 12:37:57] ------------ BEGIN log session -------------
OpenGL provider: Opengl32.dll
OpenGL library:
  Vendor: NVIDIA Corporation
  Render: GeForce 9600 GT/PCIe/SSE2
  Version: 3.3.0
  Extensions: GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_clear_buffer_object GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_debug GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_ES1_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_buffer_load GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
Size: 1920x1080
ColorBits: 32
DepthBits: 24
StencilBits: 8
isDoubleBuffered: true

*** Looking for Advanced CPU Instructions...
[x] PentiumPro
[x] Multimedia (MMX)
[x] 3D (SSE)
[x] 3D (SSE2)
[-] 3D (3DNow)
ColourBits 32, ABits 0, ZBits 24

*** Looking for Render API Extensions ...
[-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[x] 'GL_ARB_multitexture' extension - Multitexturing.
[x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[x] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[x] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[x] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.

Maximum texture size : 8192
Maximum simultaneous textures :4
MaxAnisotropic (1.0 = none) : 16.000000
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 1 (delta = 1) to Range 1..512
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 1 (delta = 1) to Range 1..512
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 1 (delta = 1) to Range 1..512
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 1 (delta = 1) to Range 1..512
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 1 (delta = 1) to Range 1..512
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 1 (delta = 1) to Range 1..512
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 1 (delta = 1) to Range 1..512
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 1 (delta = 1) to Range 1..512
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 1 (delta = 1) to R

Edit: Nevamind. LOG=1 crashes my game at 70%. This mod crashes when mission loading reaches 30%
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