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

Go Back   Official Fulqrum Publishing forum > Fulqrum Publishing > IL-2 Sturmovik > Daidalos Team discussions

Closed Thread
 
Thread Tools Display Modes
  #461  
Old 04-24-2011, 07:34 PM
Furio's Avatar
Furio Furio is offline
Approved Member
 
Join Date: Nov 2008
Posts: 299
Default

Quote:
Originally Posted by Gryphon_ View Post
but when airspeed falls and AoA increases that big wing should produce a lot more drag than it does. But the Spitfire seems to retain energy very well, and pulls off high AoA turns that no other aircraft can follow.
This sounds obscure to me. As far as I know, there’s no reason a “big wing” should produce more drag in a turn than a small one.
As a rule of thumb, you look at wing loading (Kgs x square metres, or lbs x square feet) to evaluate stalling speed, but you must look at span loading (Kgs x metre, linear, not square) to evaluate efficiency and low drag in a turn.

My feeling is that Spit FM is pretty good, and that we should look with suspicion at our feelings without hard numbers.
  #462  
Old 04-24-2011, 10:04 PM
TelluricSummer TelluricSummer is offline
Approved Member
 
Join Date: Feb 2010
Location: São Paulo - Brazil
Posts: 7
Talking aircraft ceiling

First greetings for excellent work in the community IL-2 Sturmovik!

I imagine different altitudes for each plane, following the historical characteristics of each aircraft...
It will be fantastic!

Salute!
  #463  
Old 04-25-2011, 01:04 PM
Pursuivant Pursuivant is offline
Approved Member
 
Join Date: May 2010
Posts: 1,439
Default

Quote:
Originally Posted by JG27CaptStubing View Post
Sure one can just go easier on the controls to prevent some sort of overstress of the plane but given there isn't any Real feedback letting you know the plane is being over stressed
There is a sound of the airplane squealing when you stress it, but I agree that there's not much sense of G forces, other than blackout/red-out, in full cockpit view. I lobbied for some sort of "g-meter" in full cockpit view back before 4.10 was released, and it is present in the "Wonder Woman" view, but no joy for full cockpit.

Quote:
Originally Posted by JG27CaptStubing View Post
I think it's rather poor. Flashing the little G is a bit silly given they didn't have G meters in the planes and most pilots could feel the plane and their bodies and know when to back off.
I argued along similar lines; human beings are pretty good at sensing G-forces. The only limitation is that it might take some experience to figure out how much force corresponds to 2 G, 3 G and so-on. This isn't so much of a deal for overstressing the airframe, though, as for perceiving that your airplane is about to stall. Historically, "seat of the pants" flying meant that you could tell when your airplane was dropping out from under you, about to go into a stall. There are also minor vibrations and other sensations which are communicated to your body through the seat which you don't get in a game.

I'd suggest an "overspeed" or "overstress" warning on the HUD in the cockpit view. You can turn it off if you want to if you believe that "full realism" means limiting yourself to the feedback provided by your computer screen, speakers and joystick.
  #464  
Old 04-25-2011, 01:21 PM
Pursuivant Pursuivant is offline
Approved Member
 
Join Date: May 2010
Posts: 1,439
Default

Quote:
Originally Posted by Romanator21 View Post
The MiG-3 is one of the oldest models in the game, from the original Il-2. The P-47 model was done as a "gift" by someone so as to make the plane flyable, also very early in the game's development.
There is a modded form of the MiG-3 with an all new 3d model. It's gorgeous. Lets hope the creators give it to DT for inclusion in a later patch. I believe there are also modders out there reworking some of the other early 3d models.

There are also a number of modded cockpits which vastly improve on the stock cockpits, but they tend to be a bit hard on frame rates since they use much more detailed textures.

Personally, I don't see the point of having a generic "P-47" as well as actual named P-47 variants. The older model should either have its exact model specified or it should be retired.

Last edited by Pursuivant; 04-25-2011 at 01:46 PM.
  #465  
Old 04-25-2011, 01:44 PM
Pursuivant Pursuivant is offline
Approved Member
 
Join Date: May 2010
Posts: 1,439
Default

Quote:
Originally Posted by Azimech View Post
Also I'd like to have the online scoring system reworked, instead of the last one that scores a hit gets the points, I'd rather see the number of hits and/or the total damage that has been done. Or maybe a style of distributing the points like the RAF had.
I'd like something like that, too, both for online and offline.

The only problem is that, realistically, you'd need at least 3 kill-scoring systems, reflecting various attitudes to kill confirmation and kill sharing. The current system, not surprisingly, is most like the one used by the Soviets during WW2. The German system should be stricter about confirming kills and shouldn't allow kill sharing. The UK and US systems would be about like the German system, but allow shared kills and might give you credit for "damaged" and "probable" kills. The Japanese system would be much more generous, allowing you to claim a kill for just about any airplane you damaged.

Realistically, you'd also need to claim your kills under most systems and there should be provisions for overclaiming (especially by bomber crews).

Practically, it would be damned nice to get immediate credit for a kill once one of these things happen:

1) Pilot killed.
2) Uncontrollable fire started (or any fire started if no fire extinguishers).
3) Crippling damage scored (e.g., wing blown off).
4) Crew bails out.
5) Plane crash lands/ditches in water.

It's a pain in the *ss having to wait for an downed plane to hit the ground, possibly at the mercy of vulchers, after you've taken it out. It's also a pain having to wait around for the computer program to notice that a plane has ditched or crash landed.

As usual, for optimum user-friendliness/coolness, it would also be nice if you could control kill claiming conditions via the UI or server set-up controls, possibly as yet another "realism setting."
  #466  
Old 04-25-2011, 02:11 PM
Pursuivant Pursuivant is offline
Approved Member
 
Join Date: May 2010
Posts: 1,439
Default

Not a priority, but I was wondering if there were any plans to include more gliders in the game? I believe that way back when someone at 1C had a DFS230 in the works.

Due to lack of engines and (usually) lack of guns, they might be easier to model and code than other aircraft. My wishlist, in no particular order: DFS-230, Waco CG-4A Hadrian, Airspeed Horsa, Go242 and Antonov A7. I'm not greedy though, any one from the list would be cool.

Also, how about more loadouts for existing cargo types in the game? Nothing fancy is needed, just extra mass simulating various weights of cargo, with the assumption that the loadmaster has done his job properly.

If you wanted to get fancy, though, you could give the C-47/DC-3 and Li-2 bomb loadouts, as were sometimes improvised in the field, and you could create bomber versions of the Ju-52.
  #467  
Old 04-25-2011, 03:52 PM
KOFlyMaker KOFlyMaker is offline
Registered Member
 
Join Date: Dec 2008
Posts: 8
Default

Hello!
Before anything else I want to congratulate the team of Daidalos, for excellent work in patch 4.10.1

I would like to know of the possibility of a change in FMB. I wish I could change the speed of cars and tanks, as is already done on ships. Without this modification is impossible to make huge columns of cars moving because they just run over.

I look forward to more news. I know it's not easy for you to handle it alone but I hope you understand that I love this game and want a constant evolution.
  #468  
Old 04-25-2011, 05:33 PM
Xilon_x's Avatar
Xilon_x Xilon_x is offline
Approved Member
 
Join Date: Aug 2008
Posts: 715
Default

open canopy and doors at all airplane including also bombers.
  #469  
Old 04-26-2011, 11:34 PM
Pursuivant Pursuivant is offline
Approved Member
 
Join Date: May 2010
Posts: 1,439
Default

More ideas, suggested by others in the past, but worth repeating:

1) Static ground objects which carry point values, both for campaigns and for ground attack or bombing missions. No new objects needed to be coded, just create invisible destroyable "value boxes" which can be put inside of existing static objects in the FMB, based on soft vehicles, tanks and various sorts of ships.

2) Explosion effects which can be set or triggered in the FMB. Base them on various forms of bombs, have a way that they can be placed inside static objects or vehicles, then link the condition that triggers them to either a time, movement of another object or destruction of the object to which they're linked. This would simulate things like ammo or fuel dumps, vehicles filled with explosives or fuel and vehicles hitting mines.

3) Empty fuel tanks objects which are much harder to destroy.

4) More airfield equipment objects - bomb dumps, bomb carts, fire trucks, bulldozers and dump trucks (for filling in bomb craters), starter trucks, tractors, engine heaters, fuel trailers, engine hoists, mobile workshops, etc. This is the sort of infrastructure you take out during an airstrike on an airfield in addition to aircraft, buildings and runways.
  #470  
Old 04-27-2011, 08:05 AM
harryRIEDL harryRIEDL is offline
Approved Member
 
Join Date: Apr 2011
Posts: 41
Default

The previous post reminded me of another small request an oppertiunity to target factories for point value to simulate large bombing raids. Also try to sort out some of the issues of large formations in QMB as when I flew in a 18 plane bomber raid a collision on the way to the target destroyed a 1/3 of the force
Closed Thread


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 05:34 PM.


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