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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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#1
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Well, my reading of this "FM mania" is simple:
Many players are out for competition, they want to test their skills vs other players. But at the same time human ego is seeking ways to lay the blame at something else than one's own lacking skills. Here the FM comes into play. It's the easiest to blame since it cannot be really accurately proven that it is indeed right or wrong. It can also be seen from different POVs, depending on the data and therefor the underlying intention one presents. You can seek neutral data and try to gain a realistic picture of a type, you can try to present advantageous data because you want a type to shine or you can list disadvantages, faults and vices because you want to see a type taken down a notch or two. We've all seen such attempts ad nauseum, haven't we? ![]() Bottom line is: People like to misuse the FM as smokescreen when they got their backside handed to them in a fight or they strive for a perceived "accuracy" based on reading books on certain types (while ignoring that real life combat performance and achievements are based on a lot more factors than simple performance information). IMO it's always an attempt at self-delusion ... Sorta. ![]() |
#2
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#3
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First of all let me say that you guys all have valid points, now, to answer in detail:
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#4
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#5
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It's all a pissing contest as far as I'm concerned. "I've got the most accurate book/charts/pilot accounts therefore I win" or "I've flown a Cessna for a few hundred hours, it's basically the same as a 1500 HP warbird". I could never tell if a FM was "porked" or not, how could I? how could anyone? Only the combined knowledge of the real aircraft's engineer, ground crew and pilot could tell such a thing. Every time someone calls out a "porked" FM I'm totally stunned, how could they know?
FM are important in a sim yes and should be somewhat accurate (not that I would tell if they weren't) but not that it consumes half of the production budget of a game. I would think it's easier to tweak FM's than to try to fix a whole game-engine. ![]()
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#6
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What do I mean? I mean that some of the biggest flaws of the real planes must be pronounced as they were in real life. Another example - the sheer fact that the Russian fighters had manual CEM and German had automatic, meant FAR better situation for the LW, but the IL2 game didn`t underline it. I don`t see how complaining about 5mph is good, but I can see the other problems which should be resolved. The main aspects of flying a certain aeroplane must be in the game, because without them, we have no simulation. At a certain point in the IL2 life, there was a time when the Bf109 was a really twitchy plane, easy to stall and unstable. You can`t say that wasn`t something to complain about. |
#7
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Small errors are such little nasty things, whose like to accumulate. If you allow few kph off here, few m/s off there and so on, in the end you may get something very off.
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#8
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I really like the idea of the % modifier based on 'production run' or whatever you want to call it. That's a neat idea that, while perhaps not making hard-core simulation people happy, would certainly make the game more FUN. At the end of the day, if I'm not having fun with the title, I don't want to run it.
What would be cool to add to that idea is persistance. Say you do get one of these great production run planes to fly. As long as you don't get shot down, you continue to have that 3% advantage. Then, when you're shot down, you roll the dice again and see what you get. |
#9
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Yeah you may end up in a Tiger tank. Let's just hope they haven't implemented Mustangs and .50cal then.
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#10
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Personally I take the view that flight test report's by the operator's flight test organisation (ie A&AEE in the case of RAF aeroplanes) constitute a reliable source. I'm less convinced by test reports concerning captured enemy aeroplanes because they tend not to be operated in a representative way due to lack of detailed intelligence, spare parts & consumables, as well as battle damage, and the need to anticipate future developments (which could lead to deliberate over-boosting of captured engines for example). It's perfectly reasonable to say that the average fight is more about SA than aircraft kinematic performance, but it doesn't necessarily follow that kinematic performance is unimportant. For example, given poor SA, the pilot of the faster aeroplane will tend to have a longer life expectancy, because it's much much harder to bounce a faster aeroplane than it is to bounce a slower aeroplane. So it's actually very difficult to separate performance, strategy and tactics in an objective manner - Good pilots tend to be "lucky", and "lucky" pilots are often good. I think that people tend to pay more attention to things like maximum speed, rate of climb, turn rate etc than other parameters like stability & control simply because it's easy to test and print out a diagram that lots of people can understand and replicate. Also, I would point out that people who are typing in the forum are by definition not having fun in the sim, because you can't do both things at once unless you have at least 4 hands and 2 keyboards... |
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