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IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games. |
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Thread Tools | Display Modes |
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#1
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Has anyone tweaked with the gun settings in the Load Out Menu, there are two settings, convergence and the other which now slips my memory? Are they working correctly? What are your favorite settings! Please post and share!
I really cool idea would have been to setup a separate screen where your chosen aircraft is setup for convergence and gun harmonization with a down range target and you get to fiddle with the settings, fire the guns and see how your setup is performing as the armorers did with the real aircraft. I know lots of time on my hands!
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Salute! Wilcke |
#2
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yeah i was thinking of that too!would be a cool feature in the menu!
i have both convergences set to 150meters |
#3
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I actually think they've got this right,especially the British aircraft anyway,it was difficult to bring down German aircraft especially big bombers like the Do17,Ju88 or Heinkel 111.
I am currently reading a book about the exploits of 249 Squadron and it states in there numerous times,that when using British 303 rounds one seemed to have to empty a whole aircraft's ammunition into these beasts before they'd go down. However I am lead to believe that the cannon round used in German aircraft was much more favourable when shooting down aircraft. But as a whole I think the authenticity in COD is just about perfect.
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Alienware Aurora|Win 7 64-bit Home Premium|IC i7-920 Processor (Quad-Core)|14GB DDR3 RAM|1 TB SATA 7200rpm Hard Drive|GIGABYTE GeForce GTX 770 2GB WINDFORCE 3 X fan|Thrustmaster Warthog|Saitek Pro Combat rudder pedals,throttle quadrant and Cessna trim wheel|TrackIR4|Sense of humour,I find it comes in handy! |
#4
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#5
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There are various reasons for the complicated gunnery, but at the same time i get anywhere from 15% to 45% accuracy depending on what i'm going up against.
The gunnery is indeed harder, but the increased sense of speed and "being in the game" thanks to the new graphics makes it easier to judge distances and angles in order to make corrections. First of all, the physics are more complex. The aircraft have a more pronounced inertia and stall-fighting with engines at full power is harder due to the combination of high power at low speeds (prop and torque effects), especially if you are chopping and re-applying throttle to force or avoid overshoots (you get yaw changes with every throttle change). Second, someone tested this on simHQ and he said there is prop-wash modeled. If you fly directly behind another aircraft you get turbulence and that complicates your aim. Finally, the new damage model makes things more varied. I wouldn't say random because it's all very accurately calculated (you need to damage an oil rad or engine to see oil streaking past and so on), but there's loads more variety. Shooting from dead six is only good if you can score hits with cannons and cause structural damage. Otherwise it's better to have a bit of deflection so that the target presents a bigger profile for your rounds to connect. This way you can hit the pilot, engine or fuel tanks. I especially like how each kill seems different, because there's a lot of individual components to damage. I might chop parts off the enemy aircraft, or it might simply start leaking oil and after a while the engine goes up in flames from an overheated engine whereupon it starts trailing 2-3 new streaks of smoke and so on. This dependency of various components to each other makes such cascading failures possible and creates images we've only seen in gun-cam footage up till onw. |
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