Fulqrum Publishing Home   |   Register   |   Today Posts   |   Members   |   UserCP   |   Calendar   |   Search   |   FAQ

Go Back   Official Fulqrum Publishing forum > Fulqrum Publishing > IL-2 Sturmovik: Cliffs of Dover

IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games.

Reply
 
Thread Tools Display Modes
  #71  
Old 07-22-2012, 03:10 PM
ATAG_Dutch ATAG_Dutch is offline
Approved Member
 
Join Date: Feb 2010
Posts: 1,793
Default

Quote:
Originally Posted by Bewolf View Post
It really is a pity red side lacks the Wellington, doing all of this with just one aircraft, the Blenheim, really is poison to a more balanced apporach here. Red is at a severe disadvantage in this regard.
Yeah, it'd be great if we could carry some heavier loads.

But! I took out one objective in Calais today on one solo Blenheim run, so it's do-able in the Blenny. Besides, as part of the progression to a more 'BoB' style mode of play, Red side ought to be defending a lot more than attacking.

If any Blue Bomber squads get it together with some fighter escort for a Co-op style mission, I could almost guarantee that us Blenny pilots will jump in a Spit anyway. Would really love to try that out.
Reply With Quote
  #72  
Old 07-22-2012, 04:01 PM
TomcatViP TomcatViP is offline
Approved Member
 
Join Date: Aug 2010
Posts: 1,323
Default

Quote:
Originally Posted by ATAG_Dutch View Post
Yeah, it'd be great if we could carry some heavier loads.
Blam the era, the available knowledge and the Bomber Command strategy.

I think it wld be great if it stays like that as it suits more reality.

if they make the Welly flyable then some will complains of being shot down to often on deck run and we will end with stupid modded Welly just like th e17 and the Supersonic 24 with barbet destroyer guns that we had in old IL2. Once is enough. Errare humanum est and blablabla...

So I would be really happy if devs stay out of this idea.
Reply With Quote
  #73  
Old 07-22-2012, 08:49 PM
Blackdog_kt Blackdog_kt is offline
Approved Member
 
Join Date: Jan 2008
Posts: 2,715
Default

Quote:
Originally Posted by Bewolf View Post
First, that sounds great!
And to your question, I think that depends a bit on the kind of Aircraft you spawn. Btw, do fighter bombers count?

So the big guys, He111 and Ju88 could be used on level bombing missions, harbors, industrial areas, troop concentrations, airfields etc.
Ju87 would be great for what it was designed for, pinpoint targets like ships, trains, radar stations, vehicle convois, special gun emplacements at the coast etc.

So basicly pretty much what they had to bomb historically.

It really is a pity red side lacks the Wellington, doing all of this with just one aircraft, the Blenheim, really is poison to a more balanced apporach here. Red is at a severve disadvantage in this regard.
Well, the red side is limited to 4000ft or so due to visibility issues from the front seat (the higher you go, the less time you have to line up the target), but currently only the red side can level bomb.

I've been crying my lungs off for months about the bugs in the Lofte bombsights and yet, it's still unknown to the general public that in this battle of Britain the luftwaffe can't level bomb

Currently, the only way to do damage to area targets is to level bomb with a calculator by your side doing what the bombsight should do by itself, or to use dive bombing Ju-88s.

So if you guys want something to shoot, support my petition to fix the bombsights and if i can blow things up then i'll be happy to take up a formation for you to intercept
Reply With Quote
  #74  
Old 07-22-2012, 09:28 PM
Bewolf's Avatar
Bewolf Bewolf is offline
Approved Member
 
Join Date: Oct 2007
Posts: 745
Default

Quote:
Originally Posted by Blackdog_kt View Post
Well, the red side is limited to 4000ft or so due to visibility issues from the front seat (the higher you go, the less time you have to line up the target), but currently only the red side can level bomb.

I've been crying my lungs off for months about the bugs in the Lofte bombsights and yet, it's still unknown to the general public that in this battle of Britain the luftwaffe can't level bomb

Currently, the only way to do damage to area targets is to level bomb with a calculator by your side doing what the bombsight should do by itself, or to use dive bombing Ju-88s.

So if you guys want something to shoot, support my petition to fix the bombsights and if i can blow things up then i'll be happy to take up a formation for you to intercept
Hm, I have hit with the Lofte. Not from too high altitude, though. Only problem was, as you said, the extremly late appearance of the target buildigs. Same with thips, that should be looked into.
Can you elaborate?
__________________
Cheers
Reply With Quote
  #75  
Old 07-22-2012, 09:50 PM
SlipBall's Avatar
SlipBall SlipBall is offline
Approved Member
 
Join Date: Oct 2007
Location: down Island, NY
Posts: 2,719
Default

Still not sure what I should be doing after spawning. I selected a mission, but I don't think it was assigned to me...also, I think I got in trouble for taking off, maybe I should have asked first
__________________



GigaByteBoard...64bit...FX 4300 3.8, G. Skill sniper 1866 32GB, EVGA GTX 660 ti 3gb, Raptor 64mb cache, Planar 120Hz 2ms, CH controls, Tir5
Reply With Quote
  #76  
Old 07-22-2012, 10:26 PM
Blackdog_kt Blackdog_kt is offline
Approved Member
 
Join Date: Jan 2008
Posts: 2,715
Default

Quote:
Originally Posted by Bewolf View Post
Hm, I have hit with the Lofte. Not from too high altitude, though. Only problem was, as you said, the extremly late appearance of the target buildigs. Same with thips, that should be looked into.
Can you elaborate?
The short version is that the Lofte has two main algorithms, one to track the target (keeps the crosshairs on the target as the plane moves) when automation is engaged, and one to calculate the bomb release point for that target point. The problem is that the user's inputs are treated as different units (imperial vs metric, this is what happened before the beta) by each algorithm, or they use the IAS/TAS conversion tables that correspond to the other set of units (so if you are flying at 300km/h and 3000m, you look at the imperial chart in the manual and get your TAS for 300mph and 3000ft).

However, it seems this only happens for the bomb release algorithm.

That means you can either track correctly and release at the wrong time by using metric, or you can release correctly for the aim point by using the imperial data, but the aim point doesn't stay on the target because the tracking algorithm seemed to work in metric. And i say seemed, because with the beta patches that has also changed, now it won't stay in place.

What it should do is that once you calibrate for speed and altitude over target, it should require almost no correction at all.

There's also a video on the atag forums by Aus3620 that shows the current workaround for scoring hits, but we have a couple of things regarding altitude conversions that we need to test before deciding on the final way to do it.


In order not to derail this thread, here's the link to all bombers issues i have managed to collect with the help of other users: http://forum.1cpublishing.eu/showthr...hlight=bombers

That thread needs a bit of updating because the pre-beta workaround doesn't work now (they changed something in the Lofte but it's still not working according to specification), but you can get an idea of what is left to debug. Cheers
Reply With Quote
  #77  
Old 07-23-2012, 12:13 AM
Bewolf's Avatar
Bewolf Bewolf is offline
Approved Member
 
Join Date: Oct 2007
Posts: 745
Default

Quote:
Originally Posted by Blackdog_kt View Post
The short version is that the Lofte has two main algorithms, one to track the target (keeps the crosshairs on the target as the plane moves) when automation is engaged, and one to calculate the bomb release point for that target point. The problem is that the user's inputs are treated as different units (imperial vs metric, this is what happened before the beta) by each algorithm, or they use the IAS/TAS conversion tables that correspond to the other set of units (so if you are flying at 300km/h and 3000m, you look at the imperial chart in the manual and get your TAS for 300mph and 3000ft).

However, it seems this only happens for the bomb release algorithm.

That means you can either track correctly and release at the wrong time by using metric, or you can release correctly for the aim point by using the imperial data, but the aim point doesn't stay on the target because the tracking algorithm seemed to work in metric. And i say seemed, because with the beta patches that has also changed, now it won't stay in place.

What it should do is that once you calibrate for speed and altitude over target, it should require almost no correction at all.

There's also a video on the atag forums by Aus3620 that shows the current workaround for scoring hits, but we have a couple of things regarding altitude conversions that we need to test before deciding on the final way to do it.


In order not to derail this thread, here's the link to all bombers issues i have managed to collect with the help of other users: http://forum.1cpublishing.eu/showthr...hlight=bombers

That thread needs a bit of updating because the pre-beta workaround doesn't work now (they changed something in the Lofte but it's still not working according to specification), but you can get an idea of what is left to debug. Cheers
Thanks for the info! Will keep that in mind next time I try it. And indeed, if what you describe is the case, it needs fixing asap.
__________________
Cheers
Reply With Quote
  #78  
Old 07-23-2012, 08:47 AM
III/JG53_Don III/JG53_Don is offline
Approved Member
 
Join Date: Jun 2011
Posts: 219
Default

Tried the mission yesterday evening and I've got to say I'm pretty impressed, nice work!
it was quite some fun to fly, thank you for your efforts!
Reply With Quote
  #79  
Old 07-23-2012, 09:20 AM
FS~Phat FS~Phat is offline
Approved Member
 
Join Date: Dec 2010
Posts: 609
Default

@Wolf

I played for a couple hours last night and had a really great time.

One thing I noticed though was that one of the JU87 bombing waves only a couple of the AI gunners were firing at me. I was able to sit in formation with a couple of them wing tip to wing tip with me and they didnt fire a single shot. (which was kinda cool!)

Yet if I moved over to one of the other flight groups (Gruppen) 1 or 2 AI would start shooting.

Overall loved the sense of immersion and feeling like I had a purpose instead of just looking for targets of opportunity.
Reply With Quote
  #80  
Old 07-23-2012, 11:12 PM
hc_wolf hc_wolf is offline
Approved Member
 
Join Date: Jul 2010
Posts: 439
Default

Quote:
Originally Posted by FS~Phat View Post
@Wolf

I played for a couple hours last night and had a really great time.

One thing I noticed though was that one of the JU87 bombing waves only a couple of the AI gunners were firing at me. I was able to sit in formation with a couple of them wing tip to wing tip with me and they didnt fire a single shot. (which was kinda cool!)

Yet if I moved over to one of the other flight groups (Gruppen) 1 or 2 AI would start shooting.

Overall loved the sense of immersion and feeling like I had a purpose instead of just looking for targets of opportunity.
Thanks FS~Phat ,

Yes I noticed this also, I had missed these guys. I have since adjusted their skills now and suggest you don't try that again. I have also adjusted them to dive bomb their targets as I had them set on Level bombing.

Note: This update is not in the current ATAG Server mission.
__________________
__________________
Win7, 64bit Ultra
Asus P8P67Pro MB
Intel i7-2600K
Coursair 16GB (4x 4GB), DDR3-1600MHz
Gainward Nvidia 580GTX 3GB DDR5
850-Watt Modular Power Supply
WIN7 and COD on Gskill SSD 240GB
40" Panasonic LCD
TrackIR5 +
Thrustmaster Warthog stick, throttle & pedals
Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 09:11 PM.


Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.