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  #1131  
Old 12-30-2011, 01:55 PM
pupo162 pupo162 is offline
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Quote:
Originally Posted by schnorchel View Post
So the fact is that 109 can only perfrom hit and run fight from 1943 onward. could you please teach me what is the standard of the killing machine if you call she is. no offensive here, but I really need to relearn how to use it.
not offended.

The 109G6 vs la5fn and yak 9d ( or B , the uber one) scenario it is familair for me. i play aroudn 200 missions 1 hour long in such. our planeset was 2 FW mdoels and 2 109s models. so 25% of th eitme luck draw me a 109g6. Let me tell you those were the worst and hardest missions.

i would come in high ( 6000 meters or so. and check the area, usually rushing the objective, or an intereption point ( if we were escorting bombers or intercepting) to make sure i was the highst bloke around. thsi worked preatty well. if i found them on time i would be high were they arent expect me to be whilst still climbing. BnZ till i loose my advantage ( offensive BnZ, not the slow paced one) and then dive for a lower altitude hoping they would follow me to a lower alt, were they would have a nice pack of 190s waiting for some meat. I woudl usually do this alone, not becouse im good. but a single fighter was harder to spot, i could go faster and all that lone wolf stuff.

tech data? i would stay relatively slow. i wouldnt go over 700 kmh in hte dive. shallow dives, 30 - 45º, i would aim my passes so i was level while shooting, and would loop at about 200 km/h. this blees a lot more energy on the loop phase, but keeps saves a lot in the dive.

but this is me hunting.

when defensively ( same level, surprised, no friends around) i would dive away to 0 km. i was slightly faster there. and i could dive better. if he still manage to get me, i would drag him to scissors. its a desperate move but if he falls for it, i win, if he doesnt im in some trouble, but still possible to work around.

my K/d ratio on 109 g 6was about 2 /3 - 1. but in this plane i was more prone to accidents. and i died a lot in bombing sorties.


I used to love that campaign.. .the good old days

Last edited by pupo162; 12-30-2011 at 01:57 PM.
  #1132  
Old 12-30-2011, 02:26 PM
EJGr.Ost_Caspar EJGr.Ost_Caspar is offline
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Could you open a separat thread for such discussions please? This is already a cramped place. Thanks!
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  #1133  
Old 12-31-2011, 06:41 PM
AJaromir AJaromir is offline
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Please add to HOTAS settings Fuel mixture because i cant't set this to any of axis in 1.10.1 Thanx
  #1134  
Old 12-31-2011, 10:07 PM
Luno13 Luno13 is offline
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Thanks for the hard work on the patch DT.

One little thing just occured to me the other day. The tube-sight in the SBD actually has a slip indicator around the bottom edge. I don't recall this being modeled in il-2. There is an image in a book, but I can't find it online, and I'll try to scan it.

Furthermore, those types of sights on these and other aircraft may not actually be "telescopic" in the sense that they provide magnification, but the pilot looks with both eyes so that with one eye he sees crosshairs projected on infinity and with the other, keeps track of the moving target. The overall effect is similar to that of the crosshairs projected on glass. If it's true, then the view through these sights should look like those of the Aldis sights in Rise of Flight.
  #1135  
Old 01-01-2012, 06:18 PM
RegRag1977 RegRag1977 is offline
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Default What about more turbulences?

What about more atmospheric effects like increasing turbulences (in general) and especially in hot weather maps?
  #1136  
Old 01-01-2012, 09:59 PM
EJGr.Ost_Caspar EJGr.Ost_Caspar is offline
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Quote:
Originally Posted by RegRag1977 View Post
What about more atmospheric effects like increasing turbulences (in general) and especially in hot weather maps?
You can adjust turbulences and gust in FMB since 4.10.
One is low altitude and one is high altitude atmosphere effect (I'm not knowing at the moment, which one is which).



Altitudes here are chosen by the regular real life hapenings.
Dynamic changings during mission is not possible though.
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For bugreports, help and support contact:
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For modelers - The IL-2 standard modeling specifications:
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  #1137  
Old 01-02-2012, 08:47 AM
RegRag1977 RegRag1977 is offline
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Thumbs up That rocks!

Wow, this rocks: i will spend more time in the fmb to check this, many thanks Caspar!

Quote:
Originally Posted by EJGr.Ost_Caspar View Post
You can adjust turbulences and gust in FMB since 4.10.
One is low altitude and one is high altitude atmosphere effect (I'm not knowing at the moment, which one is which).



Altitudes here are chosen by the regular real life hapenings.
Dynamic changings during mission is not possible though.
  #1138  
Old 01-02-2012, 04:55 PM
gianlucabagatti gianlucabagatti is offline
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Hi all, will the "propwash effect" be included in 4.11 (or maybe 4.12)?
best regards,
Gianluca

Last edited by gianlucabagatti; 01-02-2012 at 04:57 PM.
  #1139  
Old 01-03-2012, 09:29 PM
Phil_K Phil_K is offline
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As TD have updated the FMB waypoints, I've got a quick but very useful request for 4.12.

Please could you include a "no strafing" option on the attack waypoint. At the moment B-25J's for example will drop their bombs and then descend from high altitude to strafe the target - this is obviously extremely unrealistic.

Also there are times when one wants even dedicated attack aircraft to just drop their ordnance and exit the target area e.g. when there is heavy flak.

Thanks in advance for your consideration.
  #1140  
Old 01-04-2012, 02:22 AM
Phabius Phabius is offline
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Yeah, good idea! I was building a mission with B-25s and had to give up due to this issue. "No strafing" would be excellent for Ground Attack waypoints in this case, so they drop their bombs and follow to the next waypoint.
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