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IL-2 Sturmovik The famous combat flight simulator. |
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Thread Tools | Display Modes |
#11
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Compared to aiming with a mouse while riding on rails, I'd say it's a bit more complicated gunnery model, wouldn't you? Against an ai with exact knowledge of my aircraft's distance and vector, plus all the computing power of a modern computer (mine, without my bloody permission!), unless I randomly change directions every two seconds or so, I'm screwed at least half the time if the bugger is rated 'Ace' or 'Veteran' as soon as I get within 500 meters. When flying offline campaigns, using the tactics that were actually successful against individual, or even small groups of bombers or Me 110s or 210s is suicidal. It's a perversion of history, and it can be fixed, at least for the offline user. Slow the gunner's rate of rotating their guns. Limit their effective range to the historical levels of 150m maximum; you can increase an attacker's probability of being hit beyond that as a function of how many defending aircraft are in range. Make the aiming point a circle the diameter of the greatest visible dimension from the angle viewed; that is how human beings aim something as imprecise as a machine gun at targets that far away and coming at them rapidly. Factor in gunshake and aircraft motion. That, more than anything else, is what made hitting anything more than a couple of degrees wide so difficult with 'controllable' short bursts. Call of Duty can do it; DT should be able to as well. And we are still left to deal with the improbable fragility of the R-2800 engine and the aircraft it powered. cheers horseback |
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