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-   -   Friday 2010-11-19 Dev. update and Discussion (http://forum.fulqrumpublishing.com/showthread.php?t=17383)

ECV56_Lancelot 11-19-2010 05:53 PM

Quote:

Originally Posted by Feuerfalke (Post 199505)
I like the new GUI - looks very decent and modern, without all the graphical nonsense.

It's all a matter of taste, and mostly irrellevant, but i disagree with you. Just for getting it out of my chest i have to say that i don't like the GUI, because it looks too modern for a ww2 sim.
I would keep the way text is displayed, but i would prefer somethin that looks like a old desktop with a book open, like a manual, where you see the rows with the commandss, and on the right writen on hand made letter, with diferent color, the key assigned to that command. Or something like that.
Maybe i'm too old school, but i think that a ww2 sim GUI should look more like something old and not modern.

Just an opinion, after all the great things that has been showed of aircraft, terrain, skins and so on, what ever they choose and do with the GUI, its fine by me. :)

Fuse 11-19-2010 05:54 PM

Pilots Prospective
 
Thanks Oleg for this update! I would only like to add my humble request since I haven't found it addressed anywhere on the forums...

I really hope that upon bailing out, that the view would change to first person, and controls might be provided to simulate the bailout procedure as well as providing the pilot the choice when to pop the chute, the direction, and landing animations etc. It would keep the heart thumping through all the phases of the escape from the aircraft ~ and if it's not too much trouble, I would also request a 45 Caliber Handgun to give me a chance to thwart Chute Shooters (=;

addman 11-19-2010 05:57 PM

Great update Oleg! Please tell me that there will be some kind of engine management training in the game for those of us who are not aeronautical engineers :-)

Blackdog_kt 11-19-2010 06:04 PM

Quote:

Originally Posted by Bolelas (Post 199518)
Can anyone tell me if the game will have the possibillity of adding on/of switches instead of having only the momentary switches like the ones on the keyboard? Because i want to add a switch to control gear, UP and DOWN position, instead of only: press key... press same key again...

I loved today update, so many axis, so many functions, thank you Mr Oleg and team!

You mean like making your own gear lever? You are right, that's a good question and i totally missed this when i was asking about such things just one post above yours. Supposing a two-way switch gives a continuous signal, then it would need different interpretation or handling by the game engine.

An instantaneous switch would just send the command "gear up", but having a two-way switch that stays in place would trasmit "gear up...gear up...gear up..." all the time :-P
Although, i think that you can get around this limitation by using certain kinds of circuit design for your custom controller. I'm not sure but i vaguely remember seeing some diagramms on leo bodnar's website about making his controllers work that way.

Still, very good observation there.



Quote:

Originally Posted by Foo'bar (Post 199525)
Only bad things will be commented. Good things are expected. ;)

This is signature worthy. :-P

Tte. Costa 11-19-2010 06:18 PM

Quote:

Originally Posted by ECV56_Lancelot (Post 199530)
It's all a matter of taste, and mostly irrellevant, but i disagree with you. Just for getting it out of my chest i have to say that i don't like the GUI, because it looks too modern for a ww2 sim.
I would keep the way text is displayed, but i would prefer somethin that looks like a old desktop with a book open, like a manual, where you see the rows with the commandss, and on the right writen on hand made letter, with diferent color, the key assigned to that command. Or something like that.
Maybe i'm too old school, but i think that a ww2 sim GUI should look more like something old and not modern.

Just an opinion, after all the great things that has been showed of aircraft, terrain, skins and so on, what ever they choose and do with the GUI, its fine by me. :)

I think exactly the same.
The atmosphere of WWII is a must, and it has to start from the GUI till the last shoot.
But as you commented "It´s a matter of taste" and maybe is done this way to cath attention as much people as posible.

rakinroll 11-19-2010 06:23 PM

Thanks Oleg.

Aquarius 11-19-2010 06:26 PM

cutting of wings
 
splended!...except of informations about keys I DO like the 2nd shot in 4th part...tracers everywhere and slightly cut left wing of defiant...real drama...

im very curious about how much points of "cutting" is actually there...

Thank you Oleg nad rest of the team!

Bolelas 11-19-2010 06:28 PM

thank you mr Blackdog. And it is very very simple to create such switch, pic a button on your joystick, solder the 2 wires to a ON-OFF switch and there you go.I have a very simple radio control simulator that has that funtion. I asked this question here many times before, but maybe i am on the ignore list, he he! The only way to go around the problem is with a small program that maps the keys, but that is not so good as if funtion was in game. Hope they include it. If they dont, no problem, i am very happy with theyr job!

choctaw111 11-19-2010 06:32 PM

Quote:

Originally Posted by philip.ed (Post 199527)
We haven't seen the tracers in motion so it's hard to comment :D Also, with the spiral, was this a common feature or is it down to camera shake? I've heard strong arguments for both reasons.


The spiral effect of the smoke was not a camera shake issue. The spiral like vortices were actually present.
I had a 20mm MG-FF cannon shell pulled from a shot up B17. The hole for the tracer was off center. This is another contributing factor to the spirals.
The only thing about the wiggling tracers that I have an argument about is quite simple.
When viewing a tracer that is fired, it will appear as a streak traveling in a straight line, no wiggles, BUT if you are firing a handheld or semi fixed machine gun, the vibrations and recoil on your face will cause the tracer to appear a little distorted, very much like the camera shake.

C_G 11-19-2010 06:33 PM

Quote:

Originally Posted by ECV56_Lancelot (Post 199530)
It's all a matter of taste, and mostly irrellevant, but i disagree with you. Just for getting it out of my chest i have to say that i don't like the GUI, because it looks too modern for a ww2 sim.
I would keep the way text is displayed, but i would prefer somethin that looks like a old desktop with a book open, like a manual, where you see the rows with the commandss, and on the right writen on hand made letter, with diferent color, the key assigned to that command. Or something like that.
Maybe i'm too old school, but i think that a ww2 sim GUI should look more like something old and not modern.

Just an opinion, after all the great things that has been showed of aircraft, terrain, skins and so on, what ever they choose and do with the GUI, its fine by me. :)

I agree with Lancelot.
While the GUI is "fine" (clean, etc... etc...), it's very boring.

Here's an idea to make it much more graphical.

Have a cut-away of a He-111 (it has to be some aircraft that uses almost all of the available controls- though ideally you could profile any aircraft you wished),
clicking on the landing gear selects the gear assignment, then push the button that you wish to assign - graphic: the landing gear goes up to confirm selection.

for the engine controls, graphical zoom in on the throttle quadrant and associated controls, click on the labeled item, assign button

For the bombardier controls the same. Graphical zoom in on the equipment in the cockpit, direct assigning of controls via mouse + game device button.

This would be so much more interesting and intuitive than the old IL2 "endless-scrolling until you get to the right control" exercise.

I know it's probably too late to suggest this, unfortunately.

C_G

carl 11-19-2010 06:34 PM

i like the menus but the pictures, i like them all but shot_20101117 is my favourites, when i get this sim i may just spend first couple of weeks making screenies:grin:

SlipBall 11-19-2010 06:36 PM

Quote:

Originally Posted by philip.ed (Post 199527)
We haven't seen the tracers in motion so it's hard to comment :D Also, with the spiral, was this a common feature or is it down to camera shake? I've heard strong arguments for both reasons.


I think a combination of both for sure. The flight path of bullets gets very erratic when the mach barrier is crossed as they slow, after only 2 or 3 seconds of flight time. Add the sideways movements of the platform, caused by the firing of guns themselves. Another factor being any sideslip of the aircraft during the firing, introducing strong crosswind on the projectile. These would all combine to give a pronounced image to the viewer.:grin:

Necrobaron 11-19-2010 06:40 PM

Very nice! I might sound like a broken record, but once again, this is one of the best updates to date. A good bit of information can be gleaned from those lovely screenies...

Sutts 11-19-2010 06:42 PM

Quote:

Originally Posted by choctaw111 (Post 199542)
The spiral effect of the smoke was not a camera shake issue. The spiral like vortices were actually present.
I had a 20mm MG-FF cannon shell pulled from a shot up B17. The hole for the tracer was off center. This is another contributing factor to the spirals.
The only thing about the wiggling tracers that I have an argument about is quite simple.
When viewing a tracer that is fired, it will appear as a streak traveling in a straight line, no wiggles, BUT if you are firing a handheld or semi fixed machine gun, the vibrations and recoil on your face will cause the tracer to appear a little distorted, very much like the camera shake.

Agreed, there's no way that the spiral effect we see in film could be caused by camera shake...if it was then the spiral smoke effect produced earlier in the flight of the shell would not be there in the subsequent frames..but it is.

I don't believe all tracers produced this spiral but some of the larger calibre ones definitely did. How it was produced I have no idea. We've seen balistic studies on this forum recently showing that bullets/shells do gyrate around an axis in flight but I can't believe this wobble was very large. Perhaps it becomes larger as the flight time increases and energy is lost?

philip.ed 11-19-2010 06:47 PM

Quote:

Originally Posted by SlipBall (Post 199545)
I think a combination of both for sure. The flight path of bullets gets very erratic when the mach barrier is crossed as they slow, after only 2 or 3 seconds of flight time. Add the sideways movements of the platform, caused by the firing of guns themselves. Another factor being any sideslip of the aircraft during the firing, introducing strong crosswind on the projectile. These would all combine to give a pronounced image to the viewer.:grin:

Could such a noticeable spiral be reached?
Maybe....
http://www.youtube.com/watch?v=_aqJw...E3248F&index=7

I can't say whether this is the camera shake causing the effect, but then maybe this is modelled in SoW? In the same way that the different prop-visuals are modelled dependent on the speed the player sets the game to....?
Quite interesting, I can't wait to see this in-game.

Sutts 11-19-2010 06:54 PM

Quote:

Originally Posted by C_G (Post 199543)
I agree with Lancelot.
While the GUI is "fine" (clean, etc... etc...), it's very boring.

Here's an idea to make it much more graphical.

Have a cut-away of a He-111 (it has to be some aircraft that uses almost all of the available controls- though ideally you could profile any aircraft you wished),
clicking on the landing gear selects the gear assignment, then push the button that you wish to assign - graphic: the landing gear goes up to confirm selection.

for the engine controls, graphical zoom in on the throttle quadrant and associated controls, click on the labeled item, assign button

For the bombardier controls the same. Graphical zoom in on the equipment in the cockpit, direct assigning of controls via mouse + game device button.

This would be so much more interesting and intuitive than the old IL2 "endless-scrolling until you get to the right control" exercise.

I know it's probably too late to suggest this, unfortunately.

C_G

For sure this would be more interesting than a list BUT you'd need a knowledge of the arrangement and controls of the aircraft in the picture in order to use it. The list works well in my opinion. I like the clean look of the interface too. Much more professional looking than a picture of a book open on an old desk like some have suggested. Just my opinion of course;)

C_G 11-19-2010 06:58 PM

Quote:

Originally Posted by Sutts (Post 199552)
For sure this would be more interesting than a list BUT you'd need a knowledge of the arrangement and controls of the aircraft in the picture in order to use it. The list works well in my opinion. I like the clean look of the interface too. Much more professional looking than a picture of a book open on an old desk like some have suggested. Just my opinion of course;)

Items would be labeled... in any case, I think development has gone too far for energy to be put into the sort of feature I suggest.

If I were to decide between the present type of list (modern/clean) vs. "faux historic" I would go for modern/clean.

GOA_Potenz 11-19-2010 07:00 PM

WOW the ammount of controls is insane, so for everybody like me
that was concern about the complexity of the sim, now i can do nothing
more than no sleep till have this sim in my PC.


Flying in full real will be a total new experience for MP and SP

Oleg how many axis we can control??? need to know as i'm building a
control box with axis.

REGS

POTZ

orkan 11-19-2010 07:03 PM

Menus must be functional, and a game/simulator immersive. Leave menus be. Respect typography. :)

arjisme 11-19-2010 07:24 PM

Quote:

Originally Posted by philip.ed (Post 199551)

I don't see how camera shake can explain a continuous spiral pattern in the tracer smoke as shown in that video. It would explain the wiggly tracer light, but that isn't a spiral effect -- it is an erratic wiggle. But for the tracer smoke, as the camera moves across the scene, the smoke remains in its spiral pattern.

I assume the spiral pattern comes from tracer rounds that tumble.

The Kraken 11-19-2010 07:31 PM

Quote:

Originally Posted by philip.ed (Post 199551)
I can't say whether this is the camera shake causing the effect, but then maybe this is modelled in SoW? In the same way that the different prop-visuals are modelled dependent on the speed the player sets the game to....?

The corkscrew tracer smoke is much too regular to be caused by a shaking camera. And if that was the case, they would be in synch with the distortion of the tracer images - hard to compare for sure with low-res youtube clips but it certainly doesn't look like that. I have no doubt that this is a real effect, not a perceived one.

LukeFF 11-19-2010 07:34 PM

I can see a massive profile being created for my CH controllers. :D

Looking good!

frentzen2000 11-19-2010 07:43 PM

I mean the question of the day is....

shall I purchase this year some "whatever" - christmas presents or shall I wait for the release of BOB SOW? That would be a real good gift :-P
Oleg would appreciate your advise ;)

Thanks for a upcoming great simulation

Best regards and have a good weekend

Manni

flyingblind 11-19-2010 07:45 PM

Another variation on the theme of assigning buttons to events which might be possible to set up would be to link the clickable cockpit to the controls menu in such a way that when the mouse selected the cockpit switch an option was given to enter and save key strokes/joystick buttons to the controls menu. A subsequent selection of that switch would also show the saved keys/buttons. This display could be turned off. This way it would be much quicker and easier to assign keys to events and it provides a ready reminder of the keys assigned any time in game. Some keys would be common to all planes and so would only need entering once for all whilst others would be common to a type of plane such as a bomber and a few may be unique to only one particular plane. This would give complete freedom to select and click switches in the cockpit when appropriate but use keyboard/controller buttons in a dogfight.

Crunchieone 11-19-2010 07:47 PM

I love the "rifling" in the smoke,nice touch.:)

LoBiSoMeM 11-19-2010 07:47 PM

Quote:

Originally Posted by The Kraken (Post 199562)
The corkscrew tracer smoke is much too regular to be caused by a shaking camera. And if that was the case, they would be in synch with the distortion of the tracer images - hard to compare for sure with low-res youtube clips but it certainly doesn't look like that. I have no doubt that this is a real effect, not a perceived one.

Well, in 40's aircraft gun barrels aren't rifled?

If so, the projectiles came out of the barrel spinning, maybe because that we see the smoke spirals, isn't?

If I can remember, the first time I saw this "spiral" effect moddled in a game was in FarCry, in the sniper rifle projectiles. Very nice touch!

winny 11-19-2010 07:57 PM

Love the screens.

Can't believe the spiraling tracers is still even under debate. It's a fact.

Lots of things contribute, wing vibration, airflow across the guns, uneven burning of the tracer round, G-force, barrel condition and barrel rifling all contribute to this effect. Most bullets used at the time were also tail heavy (so they tumble easier) which can exagerate the wobble.

Doogerie 11-19-2010 08:01 PM

thanks for the HUGE updat Oleg i am so excited right now have a good week

rollnloop 11-19-2010 08:44 PM

Fantastic update, thanks Oleg !

philip.ed 11-19-2010 08:46 PM

Thanks, all, for the input on the tracers. :D Lots of helpful knowledge shared here.
Winny, I wasn't sure on the issue mate. I've had many people swear against the spiralling tracers, stating that the effect is down to the camera shake in gun-cam videos. As has been shown, a lot of evidence suggests that this might have added to the effect, but the effect is definately there ;)

To be Devil's advocate, how large can the spiral get? I'd imagine it's a lot smaller for the .303's and gun-cam videos that I've seen would support this.

Thanks in-advance.
I love the contrails too, they look great.

Oleg, are all effects shown 3D?

kristorf 11-19-2010 08:48 PM

'Kin ell, I will need a seperate keyboard just for the commands.............

Many thanks gents

winny 11-19-2010 09:10 PM

Quote:

Originally Posted by philip.ed (Post 199586)
Thanks, all, for the input on the tracers. :D Lots of helpful knowledge shared here.
Winny, I wasn't sure on the issue mate. I've had many people swear against the spiralling tracers, stating that the effect is down to the camera shake in gun-cam videos. As has been shown, a lot of evidence suggests that this might have added to the effect, but the effect is definately there ;)

To be Devil's advocate, how large can the spiral get? I'd imagine it's a lot smaller for the .303's and gun-cam videos that I've seen would support this.

Spiral size is dependant on the size of the projectile. Because they travel nose first they can only spiral by a few degrees off centre before they nose would drop too far and the bullet would start to tumble (nose over tail). The zig-zag effect you sometimes see is due to camera shake but as your video shows, no ammount of shaking camera can recreate a spiral smoke trail.

kendo65 11-19-2010 09:14 PM

I'm 99% certain that the spiralling effect in the tracer smoke is down to rifling of the barrel causing the rounds to spin, rather than any camera-shake effect.

I'm really happy that this effect is modelled (visible on many gun-camera films from this era), but as Oleg has said previously all different types of round are modelled - previous tracers showed simple light-streaks with no smoke. I have no doubt that all are modelled accurately.

I'm a little bit surprised at some of the reactions to the spiral tracer smoke though - when the previous tracers were shown there was a chorus of voices asking where was the smoke?!?

SlipBall 11-19-2010 09:19 PM

Yes, the spiralling effect in the tracer smoke is because of the rifling of the barrel...absolutely:grin:

philip.ed 11-19-2010 09:20 PM

Once again, thankyou everyone :D Saves Oleg some time answering, too.

Richie 11-19-2010 09:42 PM

I really like the little JG 26 Crow. One of my favorite insignias. So whimsical.

swiss 11-19-2010 09:49 PM

Quote:

Originally Posted by Blackdog_kt (Post 199533)
You mean like making your own gear lever? You are right, that's a good question and i totally missed this when i was asking about such things just one post above yours. Supposing a two-way switch gives a continuous signal, then it would need different interpretation or handling by the game engine.

An instantaneous switch would just send the command "gear up", but having a two-way switch that stays in place would trasmit "gear up...gear up...gear up..." all the time :-P
Although, i think that you can get around this limitation by using certain kinds of circuit design for your custom controller. I'm not sure but i vaguely remember seeing some diagramms on leo bodnar's website about making his controllers work that way.


Where's the problem, use a flip switch, up and down each give the same signal, just like in IL2.

The only thing you should make sure is, that the switch is in down position before you lift off - can't go wrong.


Edit: No, I'm wrong.
In fact I would love to able to abort the retraction/extension process in midaction too.

Richie 11-19-2010 09:50 PM

1 Attachment(s)
I think he's funny

Sutts 11-19-2010 09:55 PM

Quote:

Originally Posted by kendo65 (Post 199593)
I'm 99% certain that the spiralling effect in the tracer smoke is down to rifling of the barrel causing the rounds to spin, rather than any camera-shake effect.

I'm really happy that this effect is modelled (visible on many gun-camera films from this era), but as Oleg has said previously all different types of round are modelled - previous tracers showed simple light-streaks with no smoke. I have no doubt that all are modelled accurately.

I'm a little bit surprised at some of the reactions to the spiral tracer smoke though - when the previous tracers were shown there was a chorus of voices asking where was the smoke?!?


I think the debate was about whether the smaller RAF 303 rounds should have smoking tracers or not. In IL2 they didn't while the larger rounds did.

I've seen plenty of footage of smoke trails coming from 303 rounds but I'm sure as Oleg says, different tracers had different properties and some types may have been smokeless.

Kwiatek 11-19-2010 10:01 PM

I wonder what exacly mean and in which plane is such control:

Throttle War Emergency Power ??

I know 109 and Spit control panel and never see such thing?

Sutts 11-19-2010 10:04 PM

Quote:

Originally Posted by Kwiatek (Post 199603)
I wonder what exacly mean and in which plane is such control:

Throttle War Emergency Power ??

I know 109 and Spit control panel and never see such thing?

I think generally this was achieved by moving the throttle to its maximum position. In some aircraft a thin wire was in place which had to be broken before the emergency power could be activated. This also told the ground crew that the engine may have been stressed in combat. I'm no expert though!

Sutts 11-19-2010 10:08 PM

Quote:

Originally Posted by SlipBall (Post 199594)
Yes, the spiralling effect in the tracer smoke is because of the rifling of the barrel...absolutely:grin:

I'm sure other factors were at play too as others have recently mentioned. The rifling of the barrel spins the bullet but it takes other factors to exagerate that spin and make it gyrate to the extent we're seeing in the films.

SlipBall 11-19-2010 10:17 PM

Quote:

Originally Posted by Sutts (Post 199607)
I'm sure other factors were at play too as others have recently mentioned. The rifling of the barrel spins the bullet but it takes other factors to exagerate that spin and make it gyrate to the extent we're seeing in the films.

Yes, like these and others no doubt::grin:

(quote)SliipBall
I think a combination of both for sure. The flight path of bullets gets very erratic when the mach barrier is crossed as they slow, after only 2 or 3 seconds of flight time. Add the sideways movements of the platform, caused by the firing of guns themselves. Another factor being any sideslip of the aircraft during the firing, introducing strong crosswind on the projectile. These would all combine to give a pronounced image to the viewer.:grin: __________________

Osprey 11-19-2010 10:25 PM

Quote:

Originally Posted by Feuerfalke (Post 199505)
Oh, and +1 Vote for the US-language-version.

I believe that in the USA they speak English. There is no such language as 'US'.

It's such a shame that the main tutor of English in the World today is Microsoft Word.....

Osprey 11-19-2010 10:32 PM

Quote:

Originally Posted by philip.ed (Post 199509)
Also, the Defiant gunners had problems bailing-out. Will this be modelled, too? (sorry if it's been asked before, but I don't remember seeing it posted ;) )

Please don't start Philip. This is a ludicrous question that will waste Oleg's time when he answers and you strike up a conversation. What do you want to know? If the relationship between the gunner arm length and harness release is realistically modelled, and their personality included in an algorithm to work out when they decide to try it so that we have an historically accurate chance of a rear gunner bailing out?

Sutts 11-19-2010 10:34 PM

Quote:

Originally Posted by SlipBall (Post 199609)
Yes, like these and others no doubt::grin:

(quote)SliipBall
I think a combination of both for sure. The flight path of bullets gets very erratic when the mach barrier is crossed as they slow, after only 2 or 3 seconds of flight time. Add the sideways movements of the platform, caused by the firing of guns themselves. Another factor being any sideslip of the aircraft during the firing, introducing strong crosswind on the projectile. These would all combine to give a pronounced image to the viewer.:grin: __________________

Whoops:oops: Sorry Slipball, yes, those other factors you've already mentioned!

=69.GIAP=TOOZ 11-19-2010 10:39 PM

Not read the thread yet but I had to post after seeing that Boulton Paul Defiant!! I've loved that aircraft ever since I was a kid!! Is it flyable?? Is it, well, is it?? Please, I wanna fly it!!!

kendo65 11-19-2010 10:56 PM

Quote:

Originally Posted by Kwiatek (Post 199603)
I wonder what exacly mean and in which plane is such control:

Throttle War Emergency Power ??

I know 109 and Spit control panel and never see such thing?

Bear in mind that there may be features listed here that will be applicable for future developments in the series. For instance there is facility to control 8 engines - obviously for the future as there are no 8-engine aircraft in the Battle of Britain.

major_setback 11-19-2010 11:05 PM

I'm not sure I understand why there are so many comments on the spiral smoke. We have it in the FB already. Or am I missing something?

http://i4.photobucket.com/albums/y12...5BESTrough.jpg

http://i4.photobucket.com/albums/y12...grab0056-1.jpg

kendo65 11-19-2010 11:07 PM

http://forum.1cpublishing.eu/attachm...7&d=1290177860

Looks like the ship in this pic may be taking avoiding action?

Certainly seems to be moving to port. Nice! (a little difficult to say for certain admittedly, but another advance over il2 if so)

kendo65 11-19-2010 11:11 PM

Quote:

Originally Posted by major_setback (Post 199617)
I'm not sure I understand why there are so many comments on the spiral smoke. We have it in the FB already. Or am I missing something?

My main reason for mentioning it was that a lot of people queried why it wasn't there when the previous tracers were shown.

Richie 11-19-2010 11:17 PM

Quote:

Originally Posted by Osprey (Post 199610)
I believe that in the USA they speak English. There is no such language as 'US'.

It's such a shame that the main tutor of English in the World today is Microsoft Word.....

English spelling is used in Canada and also I want to smack a kid when he says "Zee" instead of "Zed" Zee is a US invention.

Splitter 11-19-2010 11:40 PM

Quote:

Originally Posted by Richie (Post 199620)
English spelling is used in Canada and also I want to smack a kid when he says "Zee" instead of "Zed" Zee is a US invention.

"Zed's dead, Baby. Zed's dead." :)

Tracers if I may summarize:

Yes, all of those guns are rifled (someone asked). The bullets are spinning around the longitudinal axis (basically). The spirals of smoke you see are from chemicals within the tracer rounds burning. The spiral effect is probably because the escaping gases from the burning chemicals are coming through an offset hole in the back of the projectile.

The rear end of the projectile itself is definitely NOT rotating that far off center. The smoke/spiral effect is just enhanced as the smoke spreads. If bullets wobbled that much they would lose energy far too quickly (like round balls shot out of a smooth bore).

Camera shake is something entirely different. When the camera is shaking due to subsequently fired rounds, the rounds appear to zigzag or vibrate.

Not all tracers trail clearly visible smoke. It depends on the chemicals used (as does color). There is a lot of guncam footage from American planes where little to no smoke is visible.

Check this out:

http://www.youtube.com/watch?v=tjr8ZtEcrtE

Personally, I hate the smoke from German ammo. Way too much I think but from guncam footage I have seen, probably pretty close to accurate.

Splitter

Richie 11-19-2010 11:46 PM

Quote:

Originally Posted by Splitter (Post 199622)
"Zed's dead, Baby. Zed's dead." :)

Tracers if I may summarize:

Yes, all of those guns are rifled (someone asked). The bullets are spinning around the longitudinal axis (basically). The spirals of smoke you see are from chemicals within the tracer rounds burning. The spiral effect is probably because the escaping gases from the burning chemicals are coming through an offset hole in the back of the projectile.

The rear end of the projectile itself is definitely NOT rotating that far off center. The smoke/spiral effect is just enhanced as the smoke spreads. If bullets wobbled that much they would lose energy far too quickly (like round balls shot out of a smooth bore).

Camera shake is something entirely different. When the camera is shaking due to subsequently fired rounds, the rounds appear to zigzag or vibrate.

Not all tracers trail clearly visible smoke. It depends on the chemicals used (as does color). There is a lot of guncam footage from American planes where little to no smoke is visible.

Check this out:

http://www.youtube.com/watch?v=tjr8ZtEcrtE

Personally, I hate the smoke from German ammo. Way too much I think but from guncam footage I have seen, probably pretty close to accurate.

Splitter

Americns!! lol

heywooood 11-19-2010 11:56 PM

Quote:

Originally Posted by luthier (Post 199432)
I'm sorry but I refuse to release a game with planes that have a "carburettor" and an "airscrew" and an "empennage".

The project is now canceled.


I think these Ilya posts are what I have missed the most since the old days...haha

bf-110 11-19-2010 11:58 PM

Quote:

Originally Posted by fireflyerz (Post 199399)
Thanks Oleg,
Im wondering, where it sais "signal ground crew to remove brake shoes" , will we be able to see them doing this as an animation in the game ?

Is that related to aircraft carriers?

And I hope the Defiant can be flyable at some pack.Being gunner of a flying Flakvierling would be really mean!

zakkandrachoff 11-19-2010 11:59 PM

nice cannon tracers shoots

oleg, hurry up with Battle of Britain and start with Battle of moscow.

I

WANT

MY

F

4


http://www.wwiivehicles.com/germany/...fighter-04.png
:-P

heywooood 11-20-2010 12:03 AM

Quote:

Originally Posted by baronWastelan (Post 199469)
Sure would be nice to be able to have the new sim automatically read my old config files from Il-2 and use those settings so I don't have to spend a whole day setting up my keys mappings and controls ;)

well - that way you would only have half of your setting profile done at best---

seriously - I think that getting the profile how you want it is one of the more fun aspects of setting up a new flight sim.....

heywooood 11-20-2010 12:04 AM

Quote:

Originally Posted by kendo65 (Post 199473)
Page 7 and no-one has mentioned the smoking tracers?!?

Maybe too many other great things to comment on?

Excellent.

who was smoking a tracer?

heywooood 11-20-2010 12:06 AM

Quote:

Originally Posted by Dutch_851 (Post 199489)
Could I mention that 'signal ground crew to remove brake shoes' should be 'signal ground crew to remove chocks'? Or simply 'signal chocks away'?

Also that 'Oil Radiator' is usually referred to as 'Oil Cooler'

The inclusion of the poor old Defiant is excellent.

Many Thanks


careful - might end up with 'single ground crew remove and break shoes' er sumpn...

better cancel the project - thanks Ilya

heywooood 11-20-2010 12:09 AM

Quote:

Originally Posted by HB252 (Post 199495)
Hi Oleg Luthier and teamwork guys.

Please just one thingin 4th part 4 shot::(

Why when a pilot or member crew bail out have this position of legs and arms?

Seems that it position is a professional or experts paratroopers with arms extended and legs bent.

I see in too many you tube videos that when a pilot bail out he falls like a rag doll ous of control falling and turning himself.

Oleg or luthier or somebody, can show me a picture tha show this position when a pilot bail out? I think that this position of bailing out was born in late 50s, no in ww2.

I hope that this position of bailing out was WIP. If no is WIP its sad see this positon.

Sorry for my bad english.

this is all way too important to ignore in a flight sim - if this isn't done to my liking I'm going to take up golf...and I feckin HATE golf!

heywooood 11-20-2010 12:14 AM

Quote:

Originally Posted by philip.ed (Post 199509)
Lovely update, Oleg. It's great to see the Defiant in the game. I know it's a minor part of the sim, but I did send you a detailed picture of a Defiant gunner (in colour) to show the GQ Parasuit which they wore. Will you model this in the game? It's only a cosmetic part, so really it's a bit inconseqiential, but I was just interested (because of my love for RAF BoB gear). :D

Also, the Defiant gunners had problems bailing-out. Will this be modelled, too? (sorry if it's been asked before, but I don't remember seeing it posted ;) )

Keep up the excellent work. The Menu looks really easy to operate, which I think is great. I quite like the contemporary look, too. It reminds me of Brothers in Arms.


I love the Defiant too...because I heckled the fugly thing on the old forum once and got yelled at by all the Brits - nice teeth fellas

heywooood 11-20-2010 12:18 AM

Quote:

Originally Posted by Osprey (Post 199611)
Please don't start Philip. This is a ludicrous question that will waste Oleg's time when he answers and you strike up a conversation. What do you want to know? If the relationship between the gunner arm length and harness release is realistically modelled, and their personality included in an algorithm to work out when they decide to try it so that we have an historically accurate chance of a rear gunner bailing out?

yeah - just model it accurately - turret latch damaged - gunner trapped inside to the end.

they couldn't get out of those turrets in flight with all that gear on while flying sedately in a straight line - how would anyone expect them to get out with the plane in a death spiral?

ECV56_LeChuck 11-20-2010 12:22 AM

Excellent update!! Thanks Oleg!

Richie 11-20-2010 12:24 AM

Quote:

Originally Posted by zakkandrachoff (Post 199630)
nice cannon tracers shoots

oleg, hurry up with Battle of Britain and start with Battle of moscow.

I

WANT

MY

F

4


http://www.wwiivehicles.com/germany/...fighter-04.png
:-P

No North Africa first

=69.GIAP=TOOZ 11-20-2010 12:26 AM

Let's have none of this colonialist nonsense over spelling conventions! Far too many 'zeds' and far too few 'ewes'!!

heywooood 11-20-2010 12:26 AM

oh I cant tell you all how sweet it is to be back in here reading the Friday Updates.

its absolutely GOLDEN


great update pics Oleg - I like the GUI the way it is...and if the background pic can be personalized that would be cool too - whatever

...could this sim be closer to release than anyone suspects?

+1 for Ilya's humorous postings..keep up the great work people

lbuchele 11-20-2010 12:32 AM

This friday updates are getting better and better.
Not only for the superb screenshots but we have a lot or fun too in some people demands...:-P
I'm already seeing Oleg and Ilya running wild in the office trying to find a picture of a pilot bailing out in the "right"
style...:rolleyes:

heywooood 11-20-2010 12:33 AM

one last remark though and I think it bears consideration.

haircuts

if the Brit pilots have German haircuts or the German pilots have English styles - or they all look Ukrainian I will not be buying this sim period - I don't care what kind of smoke the tracers have or that I can have rainbow tracer loadouts

one wrong haircut and I'm out - in the old sim they all had Russian flight helmets, made me sick! so I'm sure this time you guys will get that right at least - but the hair under those helmets?? we shall see

Richie 11-20-2010 12:58 AM

If this is off the topic say "yes" below and I'll wipe it out no problem :)

I'm sure when this sim comes out all of the friends and people who flew in the big servers in the Hyperlobby will find each other right away in a matter of days. Spits VS 109s, Warclouds ect. I say for the blue side we all follow the original plan in the never ending bomber night mission that will probably be going on in Spits VS 109s. Forget London. Leave it alone! I'd like to see what happens to these air fields under constant harasment. I think they get big holes in them do they not? I wonder what would happen if we all went on for about a week. Would the blue side just make a terrible mess of fighter command?

=69.GIAP=TOOZ 11-20-2010 01:05 AM

Quote:

Originally Posted by Richie (Post 199661)
If this is off the topic say "yes" below and I'll wipe it out no problem :)

I'm sure when this sim comes out all of the friends and people who flew in the big servers in the Hyperlobby will find each other right away in a matter of days. Spits VS 109s, Warclouds ect. I say for the blue side we all follow the original plan in the never ending bomber night mission that will probably be going on in Spits VS 109s. Forget London. Leave it alone! I'd like to see what happens to these air fields under constant harasment. I think they get big holes in them do they not? I wonder what would happen if we all went on for about a week. Would the blue side just make a terrible mess of fighter command?

Well, there's always Douglas Bader and his Big Wing from 12 Group!!:grin:

major_setback 11-20-2010 01:09 AM

Quote:

Originally Posted by zodiac (Post 199467)
Oh thank god the defiant is in there! I feared he wouldn't make it in the release! But obviously he is alive and kicking!

One question about that moveable part on his back. Isn't that meant to be totally retracted in order to turn the turret? That is how I remember it from the days I made a scale model of a defiant... From the pictures I've seen it was always retracted if the turret was moving.

Is there someone who could enlighten me with some info about the use of that fin? I don't know what the use of it was. I suppose it had something to do with aerodynamics or some extra space for the gunners legs during non combat flights.

But great update oleg&team!



There is some interesting information in this thread (last page is about the fairings):

http://forum.keypublishing.com/showthread.php?t=101278

"There are two other mechanisms, which control or are controlled by the turret rotation, the details are in the same AP.
1. Cam-operated air valves which control air cylinders that raise or lower the movable fairings. There are 2 valves one for each fairing. A gunner-operated lever extends an extra portion of the cam to allow the appropriate fairing to be raised when the guns are stowed. This lever covers the main switch to prevent the turret from being turned when the guns are stowed; it is labelled fairings up/down but actually has no effect when the turret is in any other rotational position.
2. There is a mechanical device that prevents rotation over the forward fixed portion of the fairing unless the guns are elevated enough to clear. There is provision for the guns to be lowered to the stowed position, this is where the electrical interrupter is required.."



Two ways to exit a Defiant!!!

http://i73.photobucket.com/albums/i2...xtraturret.jpg




It seems the pilot could also fire the (turret) guns!!!!:

"There was a threeway "gunner master switch" on the right hand side of the instruments in front of the gunner - when set to "off" there was no power in the circuit, when set to "gunner" HE fired the guns, and when set to "pilot the pilot could fire the guns from a standard firing button on his control column.
Ideally, if a gunner was injured he was supposed to traverse the turret to forward, and elevate the guns to 19 degrees or over (20 degrees or below was the best-fit angle for no-allowance shooting, apparently...but under 19 degrees and the prop gets it anyway! ) then transfer control of the guns to the pilot."
(Now I really want it to be flyable) :-)




There is information on the cut-out device for guns (to avoid self-shooting):

"A serious inaccuracy is the statement that “the Defiant had specific electric cut out or insulation points around the ring so as to prevent the gunner from shooting off parts from his own aircraft”. This quote is taken from page 31 of Mark Ansell’s otherwise excellent book on the BP Defiant. In fact the Defiant is fitted with a sophisticated interrupter gear, which allows independent control of the left and right hand pairs of guns in both rotation and elevation. It consists of a brass cylinder with a pair of sliding contacts (one for each pair of guns) that are moved via a cable according to the guns elevation. A chain drive rotates the cylinder in synchronisation with the turret. Insulated areas on the cylinder isolate the gun circuits as required. The contacts control the guns through relays thus reducing arcing around the insulated areas.
There are only two insulated areas for each gun one to avoid hitting the tail the other a small strip that prevents firing when the guns are in the forward stowed position. The interrupter gear is described in AP 1659C, Vol 1, Chap 3. The interrupter gear end is just visible at the top centre of the top photo on page 69 of Mark Ansell’s book.. It is also visible just under the turret ring immediately to the right of the ammunition boxes in the lower left photo on page 72."

Diagram:

http://forum.keypublishing.com/attac...2&d=1288746934

Richie 11-20-2010 01:28 AM

Quote:

Originally Posted by =69.GIAP=TOOZ (Post 199663)
Well, there's always Douglas Bader and his Big Wing from 12 Group!!:grin:

Roger that :)

I think this way Fighter Command will have to figure out how to watch over those fields the best they can but also try to stop the bombers before they come in. You'll have to really think and really fight hard! Split into two main groups maybe.

Richie 11-20-2010 01:31 AM

Jees I can't wait for this thing to come out LOL

TheGrunch 11-20-2010 01:33 AM

Quote:

Originally Posted by Osprey (Post 199611)
Please don't start Philip. This is a ludicrous question that will waste Oleg's time when he answers and you strike up a conversation. What do you want to know? If the relationship between the gunner arm length and harness release is realistically modelled, and their personality included in an algorithm to work out when they decide to try it so that we have an historically accurate chance of a rear gunner bailing out?

Really? They have to animate the gunner's exit from the aircraft anyway. It wouldn't take a horrible amount of time to just make the first part of the animation slower.

major_setback 11-20-2010 01:58 AM

Defiant walkarounds showing the inside of the turret (from a link in my previously posted link)

http://forum.keypublishing.co.uk/showthread.php?t=31021

AdMan 11-20-2010 02:27 AM

Will there be an option to map different keys for different planes?

Are the key mappings universal for all planes? It would be much easier if you can choose the desired aircraft to map keys for, also when you select a certain aircraft the controls that don't pertain to that plane can disappear or at least be grayed out so it would be easier to identify the features of that plane without having to have a pilot manual or be an expert on that plane

small features like this just make sense and make the game more streamlined and user-friendly

kaisey 11-20-2010 02:32 AM

Quote:

Originally Posted by lbuchele (Post 199652)
This friday updates are getting better and better.
Not only for the superb screenshots but we have a lot or fun too in some people demands...:-P
I'm already seeing Oleg and Ilya running wild in the office trying to find a picture of a pilot bailing out in the "right"
style...:rolleyes:

With all these comments and suggestions, I will be suprised if SOW is released before 2020.

heywooood 11-20-2010 02:37 AM

not to worry - they instead have learned how to bail out of these threads in the right style

the sim will be on time - or it will be canceled

thanks Ilya

mungee 11-20-2010 02:57 AM

Quote:

Originally Posted by kaisey (Post 199674)
With all these comments and suggestions, I will be suprised if SOW is released before 2020.

I agree 100%!

I respectfully suggest that we let OM and his team be "allowed" to complete the project without being asked to do time-consuming "nice to have's" - these can be the subject of future patches/add-on's!

Feathered_IV 11-20-2010 04:23 AM

Fantastic update. Tells us all kinds of stuff.

That pic of the distant aircraft leaving contrails... Twin engines, narrow fuselage, broad wings with pointed tips and straight, twin tail. Are those Hampdens?

Blackdog_kt 11-20-2010 04:33 AM

Quote:

Originally Posted by AdMan (Post 199673)
Will there be an option to map different keys for different planes?

Are the key mappings universal for all planes? It would be much easier if you can choose the desired aircraft to map keys for, also when you select a certain aircraft the controls that don't pertain to that plane can disappear or at least be grayed out so it would be easier to identify the features of that plane without having to have a pilot manual or be an expert on that plane

small features like this just make sense and make the game more streamlined and user-friendly

Good suggestion here, as long as i wouldn't have to map everything from scratch for every single aircraft. Maybe having a universal, base file or the ability to copy control schemes between planes would help with that, so that we wouldn't have to map universal controls like gear and flaps every time.

For example, i set everything up in the base control scheme, then select a hurricane and see i'm missing some controls, but not all of them (since the basic ones are covered in the base control scheme). I then go into the options screen and start a hurricane specific control scheme. The interface "reads" the information from the base file and transfers the universal control assignments, then i only define the missing controls that are specific to this aircraft and save it as "hurricane".

kaisey 11-20-2010 04:50 AM

Quote:

Originally Posted by heywooood (Post 199675)
not to worry - they instead have learned how to bail out of these threads in the right style

the sim will be on time - or it will be canceled

thanks Ilya

Ilya, for SOW to be cancelled now would be near criminal. I have been playing flight sims since the first PCs and this game looks stunning, a real credit to you guys, I have never been excited about a games release, but you have something special here and i am very excited about it.

PS. work some overtime..haha

engarde 11-20-2010 05:26 AM

Thankyou yet again Oleg, for taking time out of your schedule to post updates.

Merci beaucoup.

Old_Canuck 11-20-2010 06:38 AM

Quote:

Originally Posted by =69.GIAP=TOOZ (Post 199649)
Let's have none of this colonialist nonsense over spelling conventions! Far too many 'zeds' and far too few 'ewes'!!

As a born Canadian, "Zed" always sounded stupid to me. I avoid it like the plague.

Osprey 11-20-2010 06:42 AM

Quote:

Originally Posted by =69.GIAP=TOOZ (Post 199649)
Let's have none of this colonialist nonsense over spelling conventions! Far too many 'zeds' and far too few 'ewes'!!

Shouldn't you yanks be busy getting excited about the new royal engagement? :rolleyes:

Osprey 11-20-2010 06:50 AM

Quote:

Originally Posted by TheGrunch (Post 199667)
Really? They have to animate the gunner's exit from the aircraft anyway. It wouldn't take a horrible amount of time to just make the first part of the animation slower.

Have you people lost the plot? Let me get this straight. We have a BP Defiant being shot down and you want Oleg to divert project and hardware resources into modelling the various problematic scenarios that a rear gunner may or may not have in getting out?? :confused:

I suppose you want the gunner actually modelled so that if he's hit in the lung he has breathing trouble, or perhaps he can get concussion. I know, how about we model that he's having girlfriend trouble and his mind isn't quite on the job because of the tears in his eyes :rolleyes:

He111 11-20-2010 07:19 AM

Thanks, deffy shots look fantastic although those 109s are a tad close! :eek: Hope the AI isn't in ramming mode!?

.

kendo65 11-20-2010 07:27 AM

Quote:

Originally Posted by Feathered_IV (Post 199679)
Fantastic update. Tells us all kinds of stuff.

That pic of the distant aircraft leaving contrails... Twin engines, narrow fuselage, broad wings with pointed tips and straight, twin tail. Are those Hampdens?

I assumed they were 110s, but on a closer look? Flying in vics and the plan of the trailing edge of the wings is more Hampden-like (or maybe just a trick of perspective).

I don't know.

Surely they wouldn't spring a surprise like that at this stage?

:) I'm not usually one to fall into the wilder 'speculation' that can come up here.

A moment's weakness
;)

addman 11-20-2010 08:04 AM

Quote:

Originally Posted by heywooood (Post 199653)
one last remark though and I think it bears consideration.

haircuts

if the Brit pilots have German haircuts or the German pilots have English styles - or they all look Ukrainian I will not be buying this sim period - I don't care what kind of smoke the tracers have or that I can have rainbow tracer loadouts

one wrong haircut and I'm out - in the old sim they all had Russian flight helmets, made me sick! so I'm sure this time you guys will get that right at least - but the hair under those helmets?? we shall see

LOL! You're funny, I disagree though. The spiralling tracer effects is really of utmost importance and making sure those spirals are 100% correctly modeled has to be regarded as no.1 priority. If I don't get my spirals then purchase of this SIMULATION is out of the question, spirals spirals spirals....spirals!

P.S All germans shall have mullet haircuts and the english shall have...whatever haircut they have in that foul weather of theirs.

Blakduk 11-20-2010 08:09 AM

These screenshots just keep getting better- the one of the Defiant being tailed by two 109's is extraordinary. Without too much effort that could be used by a movie studio- the lighting, atmospheric distortions, horizon etc look fantastic. The only obvious giveaway is the lack of antialiasing.
Oleg, this is looking like a masterpiece- the motion blur on the propellor is nearly perfect. I think i recall a previous statement that the virtual shutter-speed could be adjusted to get just the effect that the artist wanted.
I cant wait to see the damage modelling in action- the fragments raised at the wingtip look very realistic. I wonder are they pre-rendered or will each damage effect be unique/different?

Daniël 11-20-2010 09:40 AM

[QUOTE=kendo65;199695]I assumed they were 110s, but on a closer look? Flying in vics and the plan of the trailing edge of the wings is more Hampden-like (or maybe just a trick of perspective).

QUOTE]

It's a BR.20 Not a Bf110 or a Hampden.

kendo65 11-20-2010 10:20 AM

[QUOTE=Daniël;199705]
Quote:

Originally Posted by kendo65 (Post 199695)
I assumed they were 110s, but on a closer look? Flying in vics and the plan of the trailing edge of the wings is more Hampden-like (or maybe just a trick of perspective).

QUOTE]

It's a BR.20 Not a Bf110 or a Hampden.

:oops: Forgot about the Italians. Oh well, there goes another conspiracy theory...:)

Sutts 11-20-2010 10:33 AM

A quick question Oleg please....

It's my understanding that .303 ammo would at best make lots of small holes in an airframe and hopefully some of those holes would be in vital equipment and fuel and oil lines which could be ignited by the incendiary rounds. I also remember you saying that in SoW rifle caliber ammo will make a small hole exactly where it hits while cannon shells will produce more visible damage such as the large holes and torn skin we see in the He 111 shot.

What I'm wondering is what produced the damage we see in that shot of the heavily damaged He 111? There is a .303 equipped Spitfire behind it but the damage is not consistent with those guns.

Was it flak perhaps or another cannon armed Spitfire nearby?


Thanks!

philip.ed 11-20-2010 10:34 AM

Quote:

Originally Posted by Osprey (Post 199611)
Please don't start Philip. This is a ludicrous question that will waste Oleg's time when he answers and you strike up a conversation. What do you want to know? If the relationship between the gunner arm length and harness release is realistically modelled, and their personality included in an algorithm to work out when they decide to try it so that we have an historically accurate chance of a rear gunner bailing out?

As Heywoood said, the problem was in getting out of the turret! Many couldn't fit through the tight opening (if they were lucky to get it open) and in most cases it just wouldn't open. The parasuit helped them to fit through, but that was only given that they were able to open the damned thing!
Consequently, many parasuits were given out to other members of bomber-command because they were in surplus (a shame they aren't in surplus today! :D )

Sorry, I can see the misunderstanding.

ATAG_Dutch 11-20-2010 10:41 AM

Quote:

Originally Posted by Sutts (Post 199708)
A quick question Oleg please....

It's my understanding that .303 ammo would at best make lots of small holes in an airframe and hopefully some of those holes would be in vital equipment and fuel and oil lines which could be ignited by the incendiary rounds. I also remember you saying that in SoW rifle caliber ammo will make a small hole exactly where it hits while cannon shells will produce more visible damage such as the large holes and torn skin we see in the He 111 shot.

What I'm wondering is what produced the damage we see in that shot of the heavily damaged He 111? There is a .303 equipped Spitfire behind it but the damage is not consistent with those guns.

Was it flak perhaps or another cannon armed Spitfire nearby?


Thanks!

There was only one squadron operating cannon armed 1b's during the battle, and these usually jammed, to the extent that 19 squadron demanded their .303's back.
Eight .303's toed in to converge at a point at 200 yards have more effect than people tend to give them credit for.:)

Tree_UK 11-20-2010 11:34 AM

Hi Oleg, thanks for the update, i have a question though regarding pic number 5 of the third set, the shot up heinkel shows some wonderful damge features on the tail and on the fuselage, but on the wings it looks like some big ink splodges, is this just a detail setting or is it still WIP. Thank you.

Sutts 11-20-2010 11:40 AM

Quote:

Originally Posted by Dutch_851 (Post 199711)
There was only one squadron operating cannon armed 1b's during the battle, and these usually jammed, to the extent that 19 squadron demanded their .303's back.
Eight .303's toed in to converge at a point at 200 yards have more effect than people tend to give them credit for.:)


I guess 8 rapidly firing guns might be able to put a lot of lead in one area. I can see panels popping off under such a barrage. What I can't see is large holes appearing in the skin which to me is more consistent with an explosive charge exploding on contact or beneath the skin.

The few photos I've seen of German aircraft downed during the BoB show lots of small holes and tears in the skin. The holes often look larger due to the flaking paint around the entry hole. Skin may lift due to rivets popping but I haven't seen big holes caused by .303s yet.

Would be nice to see some real life damage shots posted here if anyone has any please.:grin:

Cheers

Daniël 11-20-2010 11:50 AM

Quote:

Originally Posted by Sutts (Post 199718)
I guess 8 rapidly firing guns might be able to put a lot of lead in one area. I can see panels popping off under such a barrage. What I can't see is large holes appearing in the skin which to me is more consistent with an explosive charge exploding on contact or beneath the skin.

The few photos I've seen of German aircraft downed during the BoB show lots of small holes and tears in the skin. The holes often look larger due to the flaking paint around the entry hole. Skin may lift due to rivets popping but I haven't seen big holes caused by .303s yet.

Would be nice to see some real life damage shots posted here if anyone has any please.:grin:

Cheers

In one of the privious Friday updates there were some nice pictures of damage to planes posted by Xilon X, but I don't know which Friday update.

tityus 11-20-2010 11:52 AM

I failed to post before and this reply wil be at the 20th page. I hope you still reading Oleg...

I may have failed to read, but I saw only what apparently is a toggle for the undercarriage. To have separate UP and DOWN commands for the Undercarriage instead of using the same key, would be very beneficial for the simpit builders out there.

Please, consider it...

Quote:

Bolelas: Can anyone tell me if the game will have the possibillity of adding on/of switches instead of having only the momentary switches like the ones on the keyboard?
Quote:

Where's the problem, use a flip switch, up and down each give the same signal, just like in IL2.

The only thing you should make sure is, that the switch is in down position before you lift off - can't go wrong.
On the ground, one would have to flip switches to match the condition of the aircraft spawn in game - otherwise you would have reversed states. This can be an issue if a mission have planes attached do another, in-flight, or for an airstart mission. However, this suggestion is a practical low cost approach that shouldn't be discarded. It's very cost-effective, for its compromise.

Quote:

Blackdog: An instantaneous switch would just send the command "gear up", but having a two-way switch that stays in place would trasmit "gear up...gear up...gear up..." all the time
Although, i think that you can get around this limitation by using certain kinds of circuit design for your custom controller.
Blackdog is right. There are some boards out there that act the way a simpit needs: they send one pulse of a user programmed key when the switch is flipped and another when it is flipped back. By sending a key instead of having it "pressed" all the time, it avoids "shrinking" of the keyboard or matrix conflicts... and depending on the project, it won't drain excessive current.

té mais
tityus


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