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IL-2 Sturmovik The famous combat flight simulator.

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  #1061  
Old 06-04-2010, 08:53 PM
d165w3ll d165w3ll is offline
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Default 4.10 - gift from the gods, or the wait from hell?

Quote:
Originally Posted by AndyJWest View Post
It means what it says. They are tasting/testing it to see if it is ready to be served. First you Beta-test, and then you decide. Computer programming isn't sausage-making, you can't predict output in advance.

Anyway, these guys are doing it all for free. If they all decide they'd rather sit in the sunshine reading a book than finishing the patch, it will get delayed. If you have a problem with this, go spend some money on something else...
Lovely sentiments. Absolutely bang-on. This is a giant freebie. Chill.
  #1062  
Old 06-04-2010, 09:21 PM
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Quote:
Originally Posted by Ernst View Post
Next update could be a video of online air combat between TD guys while beta testing presentig how hard you can push your controls in dogfight and not damage the aircraft. Would like to see a combat between 109,fws vs spitfires.

I would like to see a dogfight with this news gs features.
Not that much of a problem in dogfight, in close fight between Bf109 and Spitfire G_Limits are not something you should worry about.

For B'n'Z they are slight problem, diving at 800kmh in FW and pulling hard for a snapshot can be dangerous.

Change is biggest for bombers and fighter bombers, doing crazy stuff with bombs attached is not recommended but if pilot is gentle on the stick there should be no problems.

In all of my test fights I never lost a wing and damaged the plane only once after I made split S at low alt so I had to chose between hitting the ground or damaging the plane .

FC
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  #1063  
Old 06-05-2010, 01:50 PM
Ernst Ernst is offline
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Quote:
Originally Posted by FC99 View Post
Not that much of a problem in dogfight, in close fight between Bf109 and Spitfire G_Limits are not something you should worry about.

For B'n'Z they are slight problem, diving at 800kmh in FW and pulling hard for a snapshot can be dangerous.

Change is biggest for bombers and fighter bombers, doing crazy stuff with bombs attached is not recommended but if pilot is gentle on the stick there should be no problems.

In all of my test fights I never lost a wing and damaged the plane only once after I made split S at low alt so I had to chose between hitting the ground or damaging the plane.



FC
I see in your tests in first page of glimits, that pilot starts to blind at 8g. Is this not so much? I read 4g sustainded turb is sufficient to faint a pilot, i.e., faints before service g limit in sustained turns.

May in a future patch 4.11 (may be) you could consider to change the pilot fainting at 8g to 4g for sustained turns.

Last edited by Ernst; 06-05-2010 at 02:06 PM.
  #1064  
Old 06-05-2010, 02:33 PM
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How about (stamina) training? A lot depends on the player, system, stick etc. but is it also an idea to give just a little over the 'enemy' when flying a lot?
  #1065  
Old 06-05-2010, 03:44 PM
Spinnetti Spinnetti is offline
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Quote:
Originally Posted by Ernst View Post
I see in your tests in first page of glimits, that pilot starts to blind at 8g. Is this not so much? I read 4g sustainded turb is sufficient to faint a pilot, i.e., faints before service g limit in sustained turns.

May in a future patch 4.11 (may be) you could consider to change the pilot fainting at 8g to 4g for sustained turns.
Depends on for how long. I've flown aerobatics at 6g (4g inverted) according to the meter and didn't think anything of it.. It was cool. In a modern plane and suits, I think pilots can take as much as 12 for short periods. Heck on banked long turns, I get more than 2g in my race car. I wouldn't go down to 4 without some research proving why....
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  #1066  
Old 06-05-2010, 04:23 PM
Ernst Ernst is offline
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International encyclopedia of ergonomics and human factors

http://books.google.com.br/books?id=...page&q&f=false

Book incomplete. Data missing, i do not understand if vlaues are for sustained gs with or without suit. But its interesting...

Buy calculation of the formula sustained g-tolerance for 5.5g is 2.6 (seconds???). Multiply 1.3 for SACM then we 3 have seconds???

For Spinnetis maneuver 6gs:

14.08 * exp(-0.328*6)*1.3=2.6s. Do you pull it for how much time?

Last edited by Ernst; 06-05-2010 at 06:05 PM.
  #1067  
Old 06-06-2010, 03:55 AM
Gryphon_ Gryphon_ is offline
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If the aircraft limitation functionality coming in 4.10 stops the 'digital pilots' we see so much now that would be great. Anything that makes pilots fly smoothly instead of shoving the stick into all four corners would be a big step forward for realism.

And regarding the amount of G needed to blackout, the current 409 settings seem fine. Running udpgraph you can see that blackout starts when 6g or above is smoothly applied, which is completely consistent with an average pilot's tolerance without a g suit.
  #1068  
Old 06-06-2010, 04:34 AM
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Are the new G-limits have effect over the arcade?
  #1069  
Old 06-06-2010, 06:16 AM
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What do you think, bf-110?
Are those effects a step away from arcade or toward it?
Is, in your eyes, il2 arcade in "full real" settings?
Aren't those questions to be answered first?
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  #1070  
Old 06-06-2010, 02:47 PM
Ernst Ernst is offline
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Quote:
Originally Posted by bf-110 View Post
Are the new G-limits have effect over the arcade?
Almost sure that it will be an option. You ll can uncheck it in reality config!

Interesting article on g tolerance in sims: http://www.simhq.com/_air/air_036a.html

TD guys, is it possible in future patches to modelate head/trackir gradually reduced momevent or locking when pulling gs? It should occur at lower gs than that necessary to blind. Or fatigue? More you pull gs you ll blackout/lock more easy next time if you do in a brief period of time. This resets after some rest, period without hard maneuver. Is it possible in IL2 engine?

Last edited by Ernst; 06-07-2010 at 03:25 AM.
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