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IL-2 Sturmovik: Birds of Prey Famous title comes to consoles.

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  #11  
Old 12-03-2009, 04:50 PM
Panzergranate Panzergranate is offline
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Some (or most) are impossible in sim mode due to the fact that the pilot needs to have an eye on the prey and operate the rudder. Also the flight physics engine freaks the plane out in sim and realistic modes during some rudder / elevator / aerolons combinations no matter how carefully the controls are handled.

For instance, pulling a "Retournment" on a victim requires that the pilot keeps an eye on the victim in order to modify his plane's trajectory so as to end up with a good shooting solution. The true "Immelmann Turn" or "Stall Turn" requires the use of the rudder and elevators plus some opposite aerolon application whilst also watching the prey.

As in simulator mode players cannot operate the rudder and watch victims, and in aircraft without cockpit models, have a reference frame as the the relative orientation of their own plane in relation to the prey's flight path, both these are impossible to pull off, even without the hastles of going into a spin.

In realistic mode, I've managed to pull off a "Retournment", though not as sharply as in arcade mode or in IL-2 games on the PC.

Basically all are easily accomplished in arcade mode, some are doable in realistic mode, though in such a careful and leisurely manner as to make the point of executing them tactically dubious, and in simulator mode, the player is flying with blinkers, most of the time, so hasn't much of a clues as to what is happening.

Most crashes with me, in sim mode, are when I attempt to pull a modest aerobatic stunt and come up against the flight physics in BOP.

I always prefer to fly fighters with a high roll rate, when compared to others, as it comes in really useful for evading incoming fire.

Some aircraft also flat turn better than others, despite having poor turning circles conventionally. The Fw-190 A5 is a lot more responsive on the aerolons and rudder than any of the Spitfires, which is a great advantage in arcade mode but a real headache in realistic and simulator modes until players become used to it.

If playing with the control sensitivity set at 100%, which is what I fly with, the Fw has a 360 Degree roll rate of 2.8 seconds compared to any of the Spitfires best of 4 seconds. Test with Widar Thule have proven that reducing one's control response to 50% increases the Spitfire's roll rate to 5 seconds.

It also flat turns tighter than a Spitfire.

It is far better to practice a steady hand on the controls then to handicap one's aircraft with reduced control sensitivity.

In dogfights it is more important to master the skill of dodging incoming fire first and then learning how to shoot things down second.
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  #12  
Old 12-03-2009, 05:11 PM
philabong2 philabong2 is offline
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Quote:
Originally Posted by Panzergranate View Post
Some (or most) are impossible in sim mode due to the fact that the pilot needs to have an eye on the prey and operate the rudder...

using the aviator layout will prob solve ur problem. Maybe a bit of a hasle to get used to it (not for me tho, i use to play Aeroelite combat academy on PS2 which had almost the exact same layout) but its the best imo cause u can operate all controls seperatly while looking around... no landing brake and zoom for now tho

Quote:
Originally Posted by Panzergranate View Post
If playing with the control sensitivity set at 100%, ...
It is far better to practice a steady hand on the controls then to handicap one's aircraft with reduced control sensitivity.
totally agree with u there, but the cp is way too sensible too play all aircraft at 100% for me (kudos to u if ur able to do it) so I always tune down the sensivity levels between 50% and 75% for almost evryplane. But when i'll b able to use the flight stick it will be 100% sensivity all the way 4 sure because of the reason u mentionned

Last edited by philabong2; 12-03-2009 at 05:14 PM.
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  #13  
Old 12-03-2009, 06:50 PM
Panzergranate Panzergranate is offline
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Following the prey's movements so as to judge and fine tune a move is key to success, even when attacking a ground target.

In BSM and BSP, players have to hold in the right bumper to follow a target, which they have to first find and lock onto first. This is a real pain when also trying to take a shot.

Some aircraft pull certain maneuvers than others, in all air combat games, and as flight models for a certain type are usually consistant from game to game, players know what to expect.

The Hurricane in BOP flies about the same as the ones in IL-2 and BSP and I can pull the same aerobatics with it in BSP as I do in BOP and IL-2.

Training mode is there to practice in to hone skills and familiarise players with how differently each aircraft flies in arcade, realistic and simulator.
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  #14  
Old 12-03-2009, 10:42 PM
InfiniteStates InfiniteStates is offline
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Quote:
Originally Posted by Panzergranate View Post
If playing with the control sensitivity set at 100%, which is what I fly with, the Fw has a 360 Degree roll rate of 2.8 seconds compared to any of the Spitfires best of 4 seconds. Test with Widar Thule have proven that reducing one's control response to 50% increases the Spitfire's roll rate to 5 seconds.
Maybe I'm doing it wrong, but I only adjust elevator sensitivity - not ailerons (sp?). That surely won't affect my roll rate much, if at all?
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  #15  
Old 12-04-2009, 05:11 AM
philabong2 philabong2 is offline
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Originally Posted by InfiniteStates View Post
Maybe I'm doing it wrong, but I only adjust elevator sensitivity - not ailerons (sp?). That surely won't affect my roll rate much, if at all?
doin the same thing here, some planes I take a notch down but thats it

... and again aviator layout is the best way to go with the control pad imho... pretty much all the best players in sim on psn use it

Last edited by philabong2; 12-04-2009 at 05:14 AM.
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  #16  
Old 12-05-2009, 02:51 AM
Panzergranate Panzergranate is offline
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It is the sharpness of the handling of some aircraft in sim and realistic modes that gives them an edge.

Anything that blunts this compromises its potential.

Last edited by Panzergranate; 12-05-2009 at 03:05 AM.
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  #17  
Old 12-05-2009, 01:35 PM
InfiniteStates InfiniteStates is offline
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I find what compromises potential is constant stalling because I moved the stick 0.5 degrees more than I meant to in the heat of battle. I'll stick to my reduced control pad elevator sensitivity thanks
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  #18  
Old 12-08-2009, 01:04 AM
Panzergranate Panzergranate is offline
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Perhaps I just have steadier hands than average players. Working with high voltage, in past jobs, so having a steady hand is a matter of survival.

Perhaps riding motorcycles gives me the speed of reactions to fly with everything at 100% maybe. Dodging the tinned vegetable life in rush hour makes a large intence dogfight look pretty mild.

I've notice that a few players also fly RC aircraft, which I used to do, which seems to also encourage fast reactions.
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  #19  
Old 12-08-2009, 09:24 AM
InfiniteStates InfiniteStates is offline
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Quote:
Originally Posted by Panzergranate View Post
Dodging the tinned vegetable life in rush hour...
LOL nice phrase...

You really do take your life out of your hands doing that, because "vegetable" is wholly apt to probably 80% of drivers
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  #20  
Old 12-08-2009, 06:34 PM
biophil12 biophil12 is offline
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Quote:
Originally Posted by Panzergranate View Post
There isn't a maneuver mentioned in that link I haven't pulled in BOP arcade mode (most are impossible in the other modes).
Maybe try using the Russian I-153. I've used it on Realistic and it can handle alot more before it stalls.

Besides, It IS a WWI plane.

Anyway, some of these tactics look useful...

Last edited by biophil12; 12-08-2009 at 06:37 PM.
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