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IL-2 Sturmovik The famous combat flight simulator.

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  #291  
Old 02-25-2010, 07:03 PM
BK_JG27_Treiber BK_JG27_Treiber is offline
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Quote:
Originally Posted by Insuber View Post
Bad landings are not a bug, they are just bad landings. Why do you think that in your special case it's a bug?
I didn't say it was a bug. I said it was a problem. I just learned that the failing to lower flaps was what did me in.
  #292  
Old 02-25-2010, 07:12 PM
MikkOwl MikkOwl is offline
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Quote:
Originally Posted by dafat1 View Post
Landing without bouncing is of course a matter of skills, like in the real world. But the mass of the planes seems indeed to be undermodeled while the tendency to flip over when landing off an airfield is for sure overmodeled on planes with a tailwheel. I'm a real world pilot and fly tailwheeled planes a lot and land them on grassfields and it never happened to me in real, while I always flip over when I land in IL2 beside an airfield.

Really looking forward to radionavgation!
In regards to landings, I am not a real pilot. But I do 'support' the thoughts of mr dafat1 above. The 'doesn't behave heavy enough but instead has some other oddity' is a super common phenomenon in 1990-2010 game physics. Most easily seen on armored vehicles doing stuff (WWII online for example) but any object can be used as an example.

The tendency to stand on the nose could partially be explained by the differences in using our controllers, lack of acceleration sensation and differences in aircraft/brake design. Our controllers make it easy to apply maximum brake force without feeling a thing. Modern planes may have more easily modulated brakes and perhaps not even as powerful ones as in WW2. And in either way, the real pilots might brake much less than we do by reflex and seat of pants feeling.

A training video I saw for the IL-2 Sturmovik (plane) from 1943 taught to brake, then come off the brakes and repeat the process when having touched down. This probably to avoid standing on the nose, but since the pilots were such noobs they needed to teach them a simple way to avoid it rather than threshhold braking.

--

Radio Navigation seems awesome! I need to go learn morse code now.
  #293  
Old 02-25-2010, 09:22 PM
Avimimus Avimimus is offline
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It should also be noted that Cessnas (or passenger jets for that matter) are not WWII fighters. The design requirements, performance and air/ground handling are quite a bit different.

Don't land a WWII fighter like a jet on a trap. Keep the nose low (even a negative pitch), then pull out so as to skim the runway. Make sure you end up close to stall speed and within a metre of the ground, only then can you throttle down and assume a positive angle of attack.

Last edited by Avimimus; 02-26-2010 at 01:58 AM.
  #294  
Old 02-25-2010, 10:09 PM
daidalos.team daidalos.team is offline
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Just a small update today guys. Refresh first page. Enjoy.
  #295  
Old 02-25-2010, 10:37 PM
Tbag Tbag is offline
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Thanks DT, nice update, as always!
  #296  
Old 02-25-2010, 10:52 PM
ben_wh ben_wh is offline
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TD,

Thank you for the update as always.

Quick question on AI visibility changes - does it include blind spot on a plane?

For example, can the player be easily spotted if s/he approach, say, a lone rookie AI fighter plane from six o'clock below; or if bouncing it from 'out of the sun'?

Thanks again,
  #297  
Old 02-26-2010, 12:43 AM
Flying_Nutcase Flying_Nutcase is offline
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Smile Awesome

Team Daidalos, you guys rock big time. The AI seeing thru clouds was always the thorn in my IL2 side. It's a game changer having that sorted.

And you're setting a good model for the client side of software development.

Keep up the good work!


Flying Nutcase

PS What Ben asked: Will there be blind spots for AI aircraft? Being able to do genuine bounces on AI aircraft would be superb.
  #298  
Old 02-26-2010, 01:57 AM
Avimimus Avimimus is offline
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I like the new night.

Quote:
Originally Posted by Avimimus View Post
You've got me thinking:
One thing that would be neat is if we could eventually make templates in the FMB and export them to the QMB... would this not be the optimal approach?
Apologies for my stupidity. I originally read about this feature, but I was apparently too excited to remember it.
  #299  
Old 02-26-2010, 09:37 AM
76.IAP-Blackbird 76.IAP-Blackbird is offline
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With you work il2 becomes the game it has to be, it`s 10 years old but its a whole new expiriance to fly now around with those new nice detailed and with love created birds.. can`T wait to check the new AI improvements in a offline campaign, AAA limited by clouds and daytime .. damn that`s what we realy need!!! You guys rock!!!
  #300  
Old 02-26-2010, 11:09 AM
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Mysticpuma Mysticpuma is offline
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Still wondering if there is any chance of updating the dll's for the next patch?

Just asking.

Cheers, MP.
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