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.

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
  #11  
Old 02-04-2011, 03:18 AM
Blackdog_kt Blackdog_kt is offline
Approved Member
 
Join Date: Jan 2008
Posts: 2,715
Default

Quote:
Originally Posted by Wutz View Post
Oh there are eight candidates that are in that club.
But back to the topic, when thinking of the twin 20mm flak guns used during my military service those could swing around really fast, that is why I would like to see hard evidence that turrets where slow or laggy, and not just some fighter jocks wet dream to easy successes.
Mate, there's no need to be aggressive, it just detracts from the point you are trying to make.

Not all of us are looking for easy kills against bombers, but if a particular turret was slow in real life then the simulation should reflect that and that goes for guns in swivel mounts too, depending on their weight and other factors.

Before you draw any conclusions
a) yes, i used to fly bombers online all the time whenever a mission came up with fighters that i didn't know how to fly well (i flew Fw190s almost exclusively, so in maps without 190s i was always taking a bomber) and
b) back when i was spending a lot of time with IL2 i would routinely setup a high altitude QMB mission (7500 or 10000m) with me in an early model Fw190A against four B-17s at ace AI settings...no big guns or heavy armor, not even a full Mg151 loadout, just 2xMg151,2xMgFF and the machine guns and i could kill them all just fine.

Some of the people reading this will obviously think "what does this guy's bragging have to do with the topic at hand?" and guess what, they will be right because what we like to fly and how well we do it in the simulator is not a criterion of how realistic certain aspects of the simulator are. Unfortunately, it does tend to be a criterion of what kind of changes we tend to ask for in the sim

Well, i can defeat AI gunners just fine because i've found out exactly how to create blind spots for them by taking advantage of their simplified logic. In fact, if the gunner AI was reworked i would have less difficulty with the unrealistic sniper kill-shots, but i would have more difficulty with them tracking me in a realistic manner and shooting when it would be reasonable to do, which they currently don't do.
Just fly abeam some bombers and turn into them for a side slashing attack to see this. Ok, you might get some hits on the first run but if you repeat this from the other direction at high speed guess what happens...they are still facing the way you came from in your first pass! By the time they turn around they will be shooting in empty air and you can repeat that all day long.

Like i said before, i don't want to make it harder than it should be for the bombers. I like bombers and if the complex engine management and systems modeling in CoD is all it's rumored to be, then i'll be flying them a lot. However, i don't want to make it easier than it should be either.

I would just like to have historical gun traverse speeds for all defensive guns, so that flying a proper pursuit curve will give me an advantage over another pilot who just parks at their six and steals the kill i've been working on for the past few minutes, just like i would want a gunner AI that doesn't take sniper pot shots at 800m distance and then takes a break until the attacking fighter approaches to point blank range before he really starts to spray some gunfire at him, so that i can have a better chance of survival when flying a bomber.
Reply With Quote
 


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 12:51 PM.


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