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IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games. |
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Thread Tools | Display Modes |
#1
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Flying online in ATAG everyone can notice how bad is the heavy flak aim. The black puffs are scattered in a random sphere of at least 2 km around the intended target. This doesn't help at all to spot intruders and encourages strafing of enemy airbases.
Question: is it a game flaw or a server-side setting? Cheers! |
#2
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Peace, Eagle |
#3
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Flak skill cannot be adjusted. Heavy calibers (88mm, 3-inch, 3.7-inch) leaves black puffs. Smaller caliber (40mm & lower) is far too accurate and should be used sparingly.
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#4
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Small calibre is accurate to the point of (in my opinion) perfection. It is dangerous enough to be a threat! The large calibres? They're useless, they may as well be identification shells to show that there are indeed aircraft, wait for it, in the air. Useless.
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#5
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The flak model certainly needs improvement. At the moment, large calibre flak seems to just fire randomly within a certain volume of space which does not represent how flak actually operated in real life. We can only hope that this feature gets some attention during the development of the next edition of the sim series.
Type of improvement: Provide a means for mission builders to 'tie' flak units (rangefinders, radar, guns etc) together into an AA battery & to specify the type of flak method a group of flak units will use. Explanation of proposals: Historically, anti-aircraft batteries operated as a set of coordinated units. AAA batteries used rangefinder units, radar units & optical sight units to measure aircraft speed, height & direction, this information was sent to a director unit which calcualted the aircraft's future postion. The director unit then sent information to the AA guns directing them to fire at this predicted position. AA batteries used three different firing methods: continiously pointed fire, predicted concentration fire, barrage fire. AA in the game, seem to use a kind of 'barrage fire' where they just put a number of rounds into a volume of space around the aircraft. You can see from the video above, that this is the least effective flak method, and that evasive procedures by pilots do not improve chances of avoiding flak. It would be useful to be able to tie the AA battery units together (maybe with the 'set' button, and be able to select the firing methodology (3 types) from a 'director unit'. Benefits: Improved realism to flak operations. Encouraging pilots to adopt historically used evasive manouvers. Attackers could target specific 'critical units' in an AA battery thus reducing the battery's effectiveness.
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When one engine fails on a two engine bomber, you will always have enough power left to get to the scene of the crash. Get the latest COD Team Fusion patch info HERE |
#6
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One of the heavy guns managed to knock me out so I must be the most unlucky pilot in the world!
They might get more accurate if you link them together with spotlights and stuff. |
#7
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Well, the aiming of AAA/FLAK lacks on lead pursuit. Its most of the time behind the moving target, and sometimes you can see and feel it, when you chase the enemy, on his six, that you get hit, and not the enemy just infront.
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#8
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" ... a heavy gun's shell takes roughly one second to reach 1000 feet"
No, this isn't quite correct. The initial velocities attained by your standard German flak guns, (2cm, 3.7cm, 10.5cm and 12.8cm) are all well in excess of 2500 fps. |
#9
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I really hope the idea put forward by Salmo is used by the devs. For those that say that Black flak is useless - yes against a single fighter but against large formations of AI bombers its actually very deadly. As others have said the Light AA like the bofors is too accurate and fires at too greater a distance, around 4km's at moving targets...
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#10
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or from Wikipeadia Bofors Mk1: Maximum range L/60: 7,160 m (23,490 ft) L/70: 12,500 m (41,000 ft) Rate of fire L/60: 120 round/min L/70: 330 round/min What do you think these parameters from the Mk1 bofors file should be changed to? [Bofors:FiringDevice:Gun1] StayWhenFire 1 GunHeadChunk head GunBarrelChunk stvol GunElevationChunk maska GunShellStartHook Gun_01 Gun Gun.(v)-40_mm_Bofors_Mk.I NumShells 800 AttackMaxDistance 8000 AttackMaxRadius 8000 AttackMaxHeight 8000 GunMinElevation -5 GunStdElevation 0 GunMaxElevation 89 HeadMaxYawSpeed 30 GunMaxElevationSpeed 30 ChainfireTime 8 DelayAfterShoot 5 FireFastTargets 1 MaxBarrelStroke 0.10 BarrrelWeight 50 BarrelDamping 0.2
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When one engine fails on a two engine bomber, you will always have enough power left to get to the scene of the crash. Get the latest COD Team Fusion patch info HERE Last edited by salmo; 10-22-2012 at 02:25 PM. |
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