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#1
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Trying to stay cool, and definately I don't want just another arcade flying game. Let's say that I should try to cope better with CEM; where can I find the instructions for (let's say) a Fw-190D? There are none, and I'm supposed to fly at least three hours to test the possible uses, all the way from take-off to about 6000m. There isn't any documentation on that, and as long as it means that it's compulsory (because not using CEM would mean to be shot down in a '44 plane by a '41 one) one can recognize that something is amiss... |
#2
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There are planes, the 109's that require very little CEM for those that want the quick combat fix
But yes spending a little time working out how a 190 works best is not really a bad thing. Just as you have to learn combat tactics such as lead attacks, barrel rolls etc... This is just my opinion and not an attack on yours bomath. Planes flying on arcade settins online tend to end up as airquake matches where the quickest trigger finger wins... |
#3
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Hello all, interesting post and responses.
Im a noob to this sim, coming from years of MS Flightsims. I enjoy realism in sims, and is the main reason I really enjoy this one. I tried the CFS lines, but hey didnt hold my interest very long. I like the fact the P-38j's control surfaces lock when in a steep dive (will remember that one for sure) and the Hurricane's stumble with negative G's, its what makes it interesting to me. I'm nowhare close to be ready for combat at this point, as Im still learning the basics of these wonderful unstable machines (remember, I coming from Cessna's and Pipers) I have nice rudder pedals and HOTAS, and have ordered a tracker for the panning. These help with immersion, which is what I enjoy. What that means to me is realistic. So, yes its frustrating for me right now, but in the long run I'll be a better pilot for it. I have flown aircraft in real life, and enjoy a sim that its just that a simulation of flight, not an arcade game. So, I'll see you on the servers someday, but until then Ive got some flying to do, getting some hours under my belt. An I wouldnt have it any other way. |
#4
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I tend to agree, the best FM and DM in the world alone, or the best graphics alone won't do much for a sim. The reason is because they need to be combined to give you the all important feeling of an immersive experience. There's nothing better than feeling you are really there. Well, short of a 20mm shell exploding behind your chair
![]() How many here remember European Air War? It's a very old game and certainly not up to par with IL-2 in the technical aspect, but i would find myself reinstalling it from time to time because of immersion alone. I had seen HUGE battles with about 200 planes in the air at the same time and the AI wingmen radio chatter was so realistic i almost fell sorry about them when they would get shot down. Certainly one of the best sims ever made as far as immersion goes. |
#5
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Beyond the tone of this thread, I think all contributors have a point...
While I see a challenge in flying full real, I tend to agree on one technical issue mentioned by Bomath: there seems to be very little information on how manage the various types of engines (variable pitch, constant speed, or airscrew). My research led me to: http://mplayer.ethz.ch/~chapman/il2g...uide/intro.htm . However great this site is, it fails to provide practical information of how to best take-off, cruise, combat, land with for instance a P-38 or a IL2 (for instance in performance tables). In the spirit of the initial contribution of Dreizehn, I would be greatly interested if anyone could (constructively) point out where such information can be found on the net. Sincerely, Profiler Last edited by Profiler; 02-24-2008 at 03:08 PM. Reason: typo |
#6
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I think that the IL-2 engine is not exactly correct in the CEM department. I think it's not possible to dive in a real plane with full throttle and low prop pitch without causing some kind of damage. I remember an old game, B17 The mighty 8th (the sequel, not the "ancient" original) where you had to be very careful with your engines, especially during the climb out.
That game didn't use a logic of % throttle positions. Since it focused on a single (and well documented) aircraft, the manual stated exactly what kind of manifold pressure and RPM you should aim for in climbs, level flight, cruise speed and descends and you had to monitor the instruments to get this right. If i'm not mistaken ,there was also a rule about how to increase or decrease engine power. If you wanted to climb for example, you had to increase throttle first and RPM second (pitch), so that the engines would be producing enough power to support the increased RPM. On the other hand, if you wanted to dive you had to lower your RPM first and then decrease throttle to prevent over-revving the engines. There was all sorts of different other options as well, for example you needed to mess with heating equipment. At low alts it should be shut down, but higher up the engines needed to be heated. Oil needs to be in a certain temperature range and not simply in low temp. In fact, if your oil temperature was getting too low it couldn't dissipate heat effectively and your engines would overheat, you actually had to make sure your engines were warmed up before take off. Of course that was a strictly offline game with time compression and varying autopilot levels, the engines would be warmed up by the time you had taxied from your parking spot to the runway. I don't know if something like this would be desirable in a dogfight server, maybe the engines could be set to "pre-warmed" for some online modes. However, i believe it would be nice to have realism options that would force us to run the engine according to instruments and official parameters instead of experimenting with throttle positions and overtheat in QMB before going online. |
#7
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