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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  
Old 09-03-2011, 03:52 PM
Baron Baron is offline
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Only thing i have/had a problem was this statement, mainly because its just not true:


"My PC isn’t the top-of-the-line box anymore, but it is no slouch either. It can run almost anything on pretty much full settings, but it chokes on CoD."

System used:

Intel Core 2 Duo 8500 processor
ATI Radeon HD 5770 graphics processor
Asus Maximus motherboard
4 GB DDR2 RAM
WD 300GB HDD
Windows 7 Home Premium


I can name a fair amount of games that would eat that setup for breakfast on medium settings even.


Same goes for the statement that no other game have anti epilepsy filter (true that he said: as far as he knows)


Nitpicking i know, but if you are not 100% sure, dont write it in a official review on a majot flight sim site.



Other than that, it seemed a fair assessment except for his take on the colours, witch is a very personal preference so its no wonder some people will disagree.

Last edited by Baron; 09-03-2011 at 04:02 PM.
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  #2  
Old 09-03-2011, 05:31 PM
Pudfark Pudfark is offline
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Quote:
Originally Posted by furbs View Post
Here... http://www.simhq.com/_air13/air_500a.html
Pretty much spot on.
I agree.
Fair and Balanced.
The "opinion" piece was spot on as well.

Thanx Furbs....
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  #3  
Old 09-04-2011, 01:14 PM
Ze-Jamz Ze-Jamz is offline
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Quote:
Originally Posted by Tree_UK View Post
Im not getting my head around this, In the Mk1 and Mk1a spit (currently in CLOD) the prop pitch setting is either '0' or '100', whereas in the hurricane rotol you can fine tune the prop pitch, is it the case that the spitty isn't bugged and is historically correct? In truth I normally fly blue but sometimes numbers dictate that I should fly red, so i am certainly no expert on the Spit, but it does seem very underpowered to me, i could be doing something wrong but there is very little to mess about with other than the radiator as the PP does nothing!! I can keep up with a 109 in a Hurri, but not a hope in hell in the spit. Any advice will be welcomed.
Mate they're are lots and lots of posts regarding that matter, the Spit1/1a PP is either in correct or the boost/power output is wrong because as you say the hurri faster then the spit which in RL wasnt the case.

The 109 has had it's top speed cut too given what info some member have produced.
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  #4  
Old 09-04-2011, 11:21 PM
Blackdog_kt Blackdog_kt is offline
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Quote:
Originally Posted by Tree_UK View Post
Im not getting my head around this, In the Mk1 and Mk1a spit (currently in CLOD) the prop pitch setting is either '0' or '100', whereas in the hurricane rotol you can fine tune the prop pitch, is it the case that the spitty isn't bugged and is historically correct? In truth I normally fly blue but sometimes numbers dictate that I should fly red, so i am certainly no expert on the Spit, but it does seem very underpowered to me, i could be doing something wrong but there is very little to mess about with other than the radiator as the PP does nothing!! I can keep up with a 109 in a Hurri, but not a hope in hell in the spit. Any advice will be welcomed.
The short version is that it's not a bug, we just have early model Spits in the sim. The early Spits had a propeller with only two positions and no ability to precisely fine tune the blade angle. In essence, it's like flying with a fixed pitch prop but you get two available pitch settings instead of one.

What this means is that you can't precisely fine tune it like you can do in the 109 (where you directly influence pitch over its entire range of motion) or the Rotol Hurri (where you influence the governor and it keeps the RPM where you want within its limits of motion): you get only two available angles to set the prop to and any single given pitch angle is very limited in terms of how much of your available speed range it is efficient at.

If i was to describe it in a single sentence, i'd say we have correct modeling of the wrong variants.

These Spits flew like that during the battle of France (and Hurricanes too) so i'm not in favor of them getting changed altogether to constant speed prop models, since we have a map that can do BoF as well. What needs to be done is just alter the Ia to a constant speed prop model since it already has the CSP spinner modeled in terms of graphics. Then we could use the Spit Mk.I and the Hurri with the DH prop with their two-pitch props for BoF, while still having the Mk.Ia and Mk.II Spits along with the Rotol prop Hurricane for BoB scenarios.

Last edited by Blackdog_kt; 09-04-2011 at 11:24 PM.
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  #5  
Old 09-05-2011, 06:13 AM
Tree_UK
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Quote:
Originally Posted by Blackdog_kt View Post
The short version is that it's not a bug, we just have early model Spits in the sim. The early Spits had a propeller with only two positions and no ability to precisely fine tune the blade angle. In essence, it's like flying with a fixed pitch prop but you get two available pitch settings instead of one.

What this means is that you can't precisely fine tune it like you can do in the 109 (where you directly influence pitch over its entire range of motion) or the Rotol Hurri (where you influence the governor and it keeps the RPM where you want within its limits of motion): you get only two available angles to set the prop to and any single given pitch angle is very limited in terms of how much of your available speed range it is efficient at.

If i was to describe it in a single sentence, i'd say we have correct modeling of the wrong variants.

These Spits flew like that during the battle of France (and Hurricanes too) so i'm not in favor of them getting changed altogether to constant speed prop models, since we have a map that can do BoF as well. What needs to be done is just alter the Ia to a constant speed prop model since it already has the CSP spinner modeled in terms of graphics. Then we could use the Spit Mk.I and the Hurri with the DH prop with their two-pitch props for BoF, while still having the Mk.Ia and Mk.II Spits along with the Rotol prop Hurricane for BoB scenarios.
Right, thanks for that Blackdog, I think Im still doing something wrong in the spitty Im struggling to get over 250mph, where as the first Spits would do 350-364 mph! according to various websites. Is anybody here getting these speeds in level flight? Im sure some guys have figured it out because I got chased home in my 109 the other night, after rolling and shallow diving away I was at about 500kmph I kept looking over my shoulder and although the spitty wasn't gaining on me I certainly wasn't leaving him in the distance. Could it be that the spit is modled right and just needs the top speed tweaking?
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  #6  
Old 09-05-2011, 06:40 AM
NedLynch NedLynch is offline
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Just had a quick look on Wikipedia, I know, I know, it's not the all knowing source of info some people think it is, but the speed was confirmed, just looked at the Mk I model, however it said that speed was at 18.500 feet altitude.
Has to be coarse prop pitch, obviously, and I am sure with WEP enabled as well.
And no, I am certainly not getting that speed in level flight at 6000 feet, in a shallow dive/ trim slightly nose down flying straight just loosing altitude slightly pretty good speeds can be achieved, however impractical in combat, since your turn rate and roll rate are horrible at speeds too high or too low for that matter.
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