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IL-2 Sturmovik The famous combat flight simulator.

 
 
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Old 12-03-2009, 03:26 PM
Eldur Eldur is offline
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Quote:
Originally Posted by ElAurens View Post
It's silly that we still don't have multiple crewed aircraft in DF mode.

Just a suggestion, as the idea comes to my mind:

There's already a check for each plane to consider if killing it is a vulch or not. That one is 1 while the plane is still on the ground until it reaches something like 1G stall speed (I once managed to take a FW-190 with full flaps and extremely low speed to >2000m and it was announced as a vulch as someone shot me down... was like never above 140km/h or something like that). And it's set to 1 again when the plane lands.
Basically there should just be an option to take a slot in multi-crew aricraft that have this vulch state = 1 which means they're still on the ground. That would make FBD dogfight servers a lot more interesting as the gunners somehow seem to fail badly when the plane is controlled by a human pilot as opposed to the uber snipers they are in an AI-flown plane. (That should be another issue to look into, as well as AAA accuracy)

Quote:
Originally Posted by Bearcat View Post
and it would be great to have the option to fine tune the CEM.
A tuned CEM would be welcome. Right now many planes don't even have mixture control, as even the real German planes have a lever that has similar states like the US planes which are Idle Cutoff, Auto Lean, Auto Rich (+ everything in between these 2 modes) and Full Rich. And some planes have strange settings limited to either 120% (for just the first 600-800m of altitude) and 100% (for anything above) which seems more to be a second low alt WEP function than a mixture control. And even planes that have full control, like the Yaks for example, mixture control doesn't affect fuel consumption at all.
Not to mention the temperature model. A 1500hp engine just shouldn't overheat at 8000m where it's maybe less than 1000hp at full throttle with a manifold pressure a lot below max. while it's like -30 to -60°C outside.
And I'd like to have a real use for the magnetos switches. They're in since FB 1.0 or something like that, but pretty much useless as they're set to "both" already when a mission starts, so you just have to "I"gnite your engine(s). Mixture should be a 0% then, too. Just to have a complete sequence to start the engine.
Radiator controls that are not just R, but more like one key to open, one to close, one for auto on/off and maybe even an axis would rock. Generally it would be nice to have a mixture axis too. The best would be individual engine control axes as well as axes for "left engines" and "right engines". A lot of people with throttle quadrants would love this. I don't have one but I may buy one then

Quote:
Originally Posted by Letum View Post
I am a member of a large bombing group.
We experience terrible problems with the AI gunner's friendly fire.
Often we lose six or more out of twenty bombers by friendly gunner fire, despite
keeping correct distances, staggering the VICs and not having any planes on
the six of any other planes.
Now that's a real issue that needs to be adressed. But it should be possible while they alter the AI visibility to get real night fighting action without wonderwoman NVG AI units. That's a general AI problem in fact. I even remember situations where I was alone on a DF map for testing it. I took a plane and wanted to take off. Too bad for me, I placed some enemy battle ships within like 20km distance to the base, with some 200-400m-ish hills in between. As soon as my plane spawned, they started attacking me making it impossible to taxi to the runway and take off without taking serious damage. Not even a radar could make this possible in reality.

Last edited by Eldur; 12-03-2009 at 04:27 PM.
 


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