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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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  #31  
Old 06-11-2012, 05:11 PM
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ATAG_MajorBorris ATAG_MajorBorris is offline
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Default Pitot Heater

Type: Feature

Aircraft:Ju88


Description: Pitot tube/heater/Icing conditions not modeled.


Tested:Online


Workarounds: Pretend it works and turn pitot heat on when icing condition expected.


Additional Information: Need confirmation


*Edit per Robtek ; )
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Last edited by ATAG_MajorBorris; 06-12-2012 at 09:40 AM.
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  #32  
Old 06-11-2012, 05:18 PM
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ATAG_MajorBorris ATAG_MajorBorris is offline
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Default Manual gear down/up

Type:Missing Feature


Aircraft:Ju88


Description:Have not seen or been able to actuate the emergency gear up or down.


Tested:Online


Workarounds: Belly landing


Additional Information: Can anyone confirm?
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  #33  
Old 06-11-2012, 05:22 PM
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Default

Quote:
Originally Posted by ATAG_MajorBorris View Post
Type: Feature

Aircraft:Ju88


Description: High alttitude does not effect cockpit instruments/Pitot tube.


Tested:Online


Workarounds: Pretend it works and turn pitot heat on when exterior temp drops to 0.

Additional Information:
Pitot heat is usually NOT needed at high altitude, except when flying through clouds in icing conditions.
At 0°C the humidity is usually too low for ice to build up.
Pitot heat IS needed when the cold airframe descends into warmer, more humid air, as with carb. heat. Afaik
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  #34  
Old 06-11-2012, 05:23 PM
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Default

Type:Missing Feature


Aircraft:Ju88


Description:Fuel dumping switch is not a in game feature.


Tested:Online


Workarounds:


Additional Information: Emergency engine management is half the fun.
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  #35  
Old 06-11-2012, 05:35 PM
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Default Icing/Pitot tube

Hey Robtek,

0 degrees was for the wing heat, oops.

Is that to say that the conditions online would never have icing?

Or is icing just not modeled.

I have flown through alot of clouds and no pitot tube icing yet.
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Last edited by ATAG_MajorBorris; 06-11-2012 at 06:11 PM.
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  #36  
Old 06-12-2012, 10:02 AM
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Exclamation Top 3

Top 3 things that need to be fixed on the bombers ASAP are.


1) Autopilot/Nav instruments

2) Bombardier calculations

3) Gunners (Br20 top gun too)

As the sim matures I would love to see it be as accurate as possible and add more engine/aircraft management but the three items above effect game play considerably and must be fixed ASAP

Warning: lots of info below...


Critical for COD: Making the multiplayer mission editor work for dynamic scenarios, the guys making missions need to be able to link supply lines to objectives (cars, boats, trains, on roads, rivers, or rail to airfields, factories, rail yards, etc) without the mission going fubar.

Objective's like airfields/factories/rail yards, Ports, cities etc need to be destructible, "Manston Airfield has been Destroyed!" (That’s what bombers were made for..) and repairable from cars , trains, ships, etc.

These objectives need to produce planes, ammo, fuel, pilots etc and be vital to the war effort.

Also, a [B]scoring system [/B]that gives points to bombers for destroying objects like static buildings or planes, fuel dumps, trains, etc is critical! and must be on the net stats!



Net Stats Scoring system:


Fighters:

100 points for a kill and landing safely in friendly territory.

10 points for a kill and not landing in friendly teratory.


Bombers:

100 points for large ground targets (factories should require multiple bombs) and landing in friendly territory.

10 points for large ground targets and not landing in friendly territory.

25-10 points for small targets, static planes/vehicles/artillery.

2.5-1 points for small targets, and not landing in friendly territory.


GOAL:

Creating a scenario where the virtual pilots are rewarded for teamwork and realistic goals (returning safely to base with massive damage to the enemies war effort)

Missions that are layered with strategy and require coordination from determined squads will do wonders for Cliffs of Dover!

*Blackdog, sorry if this post is off format but I hope the devs see it
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Last edited by ATAG_MajorBorris; 06-12-2012 at 03:21 PM.
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  #37  
Old 06-12-2012, 12:56 PM
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Default Bomber speeds too low

Quote:
Originally Posted by ATAG_MajorBorris View Post
Hey Robtek,

0 degrees was for the wing heat, oops.

Is that to say that the conditions online would never have icing?

Or is icing just not modeled.

I have flown through alot of clouds and no pitot tube icing yet.
At least carb.-icing is simulated, afaik.

And of course window-icing in clouds


Type: Performance

Aircraft: Ju88, HE111

Description: All those planes don't reach the speeds fully loaded as in the documents here http://www.beim-zeugmeister.de/zeugm....php?id=44&L=1

Tested:Online


Workarounds: none

Additional Information: none
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  #38  
Old 06-12-2012, 02:29 PM
csThor csThor is offline
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Default

Quote:
Originally Posted by ATAG_MajorBorris View Post
Scoring system:


Fighters:

100 points for a kill and landing safely in friendly territory.

10 points for a kill and not landing in friendly teratory.


Bombers:

100 points for large ground targets (factories should require multiple bombs) and landing in friendly territory.

10 points for large ground targets and not landing in friendly territory.

25-10 points for small targets, static planes/vehicles/artillery.

2.5-1 points for small targets, and not landing in friendly territory.


GOAL:

Creating a scenario where the virtual pilots are rewarded for teamwork and realistic goals (returning safely to base with massive damage to the enemies war effort)

Missions that are layered with strategy and require coordination from determined squads will do wonders for Cliffs of Dover!

[B]*Blackdog, sorry if this post is off format but I hope the devs see it
Disagree in parts here. First:

Normal Landing on friendly airfield = 100% of the points achieved.
Forced Landing in friendly territory = 75% of the points achieved.
Bail-out over friendly territory = 25% of the points achieved.

KIA, MIA, POW = Zero, nada, niente ... no points. What for? That pilot doesn't need them anymore (and disconnects count towards MIA so that those lazy SOBs who disconnect just to avoid having to fly back and land get a penalty).

As for the point values I am no fan of such large point values for an object. I very much prefer something I had seen with the Squad Select Series on Warbirds a while back.

1.) Fighter / Fighter-bomber = 1 point
2.) Tactical Bomber / Ground-Attack Aircraft = 2 points
3.) Recon / Transport = 2 points
4.) Heavy Bomber = 3 points (not applicable, yet)
5.) Soft-Skinned Vehicles = 0.25 points
6.) Artillery / AT-Guns = 0.25 points
7.) Tanks = 0.5 points
8.) warship = 5 points
9.) cargo ship = 3 points
10.) small ship = 1 point

As for area targets I am not really sure how to value those. Maybe a certain point value for hitting within a certain radius? No idea ...
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  #39  
Old 06-12-2012, 03:08 PM
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ATAG_MajorBorris ATAG_MajorBorris is offline
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Default

Quote:
Originally Posted by csThor View Post
Disagree in parts here. First:

Normal Landing on friendly airfield = 100% of the points achieved.
Forced Landing in friendly territory = 75% of the points achieved.
Bail-out over friendly territory = 25% of the points achieved.

KIA, MIA, POW = Zero, nada, niente ... no points. What for? That pilot doesn't need them anymore (and disconnects count towards MIA so that those lazy SOBs who disconnect just to avoid having to fly back and land get a penalty).

As for the point values I am no fan of such large point values for an object. I very much prefer something I had seen with the Squad Select Series on Warbirds a while back.

1.) Fighter / Fighter-bomber = 1 point
2.) Tactical Bomber / Ground-Attack Aircraft = 2 points
3.) Recon / Transport = 2 points
4.) Heavy Bomber = 3 points (not applicable, yet)
5.) Soft-Skinned Vehicles = 0.25 points
6.) Artillery / AT-Guns = 0.25 points
7.) Tanks = 0.5 points
8.) warship = 5 points
9.) cargo ship = 3 points
10.) small ship = 1 point

As for area targets I am not really sure how to value those. Maybe a certain point value for hitting within a certain radius? No idea ...

+1

Thats just the kind of input I wanted

I like that even better

8 points for a battle ship?

Those would make great Net Stats!
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Last edited by ATAG_MajorBorris; 06-12-2012 at 03:10 PM.
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  #40  
Old 06-12-2012, 03:22 PM
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Bewolf Bewolf is offline
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Quote:
Originally Posted by csThor View Post
Disagree in parts here. First:

Normal Landing on friendly airfield = 100% of the points achieved.
Forced Landing in friendly territory = 75% of the points achieved.
Bail-out over friendly territory = 25% of the points achieved.

KIA, MIA, POW = Zero, nada, niente ... no points. What for? That pilot doesn't need them anymore (and disconnects count towards MIA so that those lazy SOBs who disconnect just to avoid having to fly back and land get a penalty).

As for the point values I am no fan of such large point values for an object. I very much prefer something I had seen with the Squad Select Series on Warbirds a while back.

1.) Fighter / Fighter-bomber = 1 point
2.) Tactical Bomber / Ground-Attack Aircraft = 2 points
3.) Recon / Transport = 2 points
4.) Heavy Bomber = 3 points (not applicable, yet)
5.) Soft-Skinned Vehicles = 0.25 points
6.) Artillery / AT-Guns = 0.25 points
7.) Tanks = 0.5 points
8.) warship = 5 points
9.) cargo ship = 3 points
10.) small ship = 1 point

As for area targets I am not really sure how to value those. Maybe a certain point value for hitting within a certain radius? No idea ...
+2
I'd even go so far to decrease the points for aircraft and/or increase the points for ground targets. Ground targets is what air warfare is all about, fighters are merely there to ensure/prevent that.
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