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

Go Back   Official Fulqrum Publishing forum > Fulqrum Publishing > IL-2 Sturmovik: Cliffs of Dover

IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games.

Reply
 
Thread Tools Display Modes
  #111  
Old 06-09-2012, 06:48 AM
klem's Avatar
klem klem is offline
Approved Member
 
Join Date: Nov 2007
Posts: 1,653
Default

Quote:
Originally Posted by IvanK View Post
Kurfurst you said:

"The Spit II runs on 100 octane by default, but its emergency limits are lower - 9 lbs vs 12 lbs - and is/was at low altitude. It is a bit better at higher altitudes though."

That is not IMO correct. In the case of the SpitII +9lbs basically became the full throttle setting (i.e. the equiv of 6.25Lbs in the MKI) 12Lbs was still available in two ways by way of the throttle gate for take off operations and by Boost Cut out for combat use.

The RAE standard climb tests are flown at +9Lbs Boost for instance.
+1

Needs fixing but hopefully has been in the new patch.
__________________
klem
56 Squadron RAF "Firebirds"
http://firebirds.2ndtaf.org.uk/



ASUS Sabertooth X58 /i7 950 @ 4GHz / 6Gb DDR3 1600 CAS8 / EVGA GTX570 GPU 1.28Gb superclocked / Crucial 128Gb SSD SATA III 6Gb/s, 355Mb-215Mb Read-Write / 850W PSU
Windows 7 64 bit Home Premium / Samsung 22" 226BW @ 1680 x 1050 / TrackIR4 with TrackIR5 software / Saitek X52 Pro & Rudders
Reply With Quote
  #112  
Old 06-09-2012, 07:15 AM
_YoYo_'s Avatar
_YoYo_ _YoYo_ is offline
Approved Member
 
Join Date: Feb 2010
Posts: 215
Default

Cant wait !!!
__________________
webmaster of YoYosims, JG300 founder

www.yoyosims.pl

Win 7 64, i7 930@3.76, GA-EX58-UD3R, 8Gb Patriot Viper II, ATI 7970 3Gb, 5 x SSD, res.1920x1080 27'', X-Fi Extreme Music + 5.1, TrackIR 5, TH Warthog, Throtlle Quadrant CH, Saitek Combat Pedals, Go Flight GF-P8, Saitek: Pro Flight Radio Panel, Pro Flight Switch Panel, Pro Flight Multi Panel, Instrumantals Panels, iPad2 for maps [FSX, DCS Ka50, A-10C, TOH:Hinds, RoF, CoD]
Reply With Quote
  #113  
Old 06-09-2012, 07:25 AM
Flanker35M Flanker35M is offline
Approved Member
 
Join Date: Dec 2009
Location: Finland
Posts: 1,806
Default

S!

Thanks for the update. Shall see how it turns out.
Reply With Quote
  #114  
Old 06-09-2012, 08:10 AM
adonys adonys is offline
Approved Member
 
Join Date: Apr 2010
Posts: 850
Default

Quote:
Originally Posted by zapatista View Post
that is a very disorienting and clumsy way to do it, and not practical during normal flight or intense dogfighting situations

the point also is that we should be able to view the "in game" CoD world with the right FoV setting for our monitor size (for ex 55 FoV for a 27' monitor) so we can see all objects (planes, vehicles, ships) in their correct sizes, and then use a snap view KB/hotas control to zoom in (and aim at a specific part ) or get a wide view (to increase peripheral view and SA) briefly, and then snap back to a normal view which gives us instantly again the correct perception of object sizes and the distance we are from them !

trying to do that by a clumsy zoom in/out, which doesnt even have a reference point for what is "normal" for you monitor size, doesnt really help. people also use the magic zoom as a way to "game the game" rather then try and simulate a ww2 aircraft pilot experience

we need to be able to set a specific correct FoV setting for our respective monitor sizes, and then key bind the snap view settings we want to use for wide and zoom, which are settings used to try and replicate more closely issues like intense concentration on one object (zoom) or better peripheral vision and SA (wide view) and so represent what we would experience in a cockpit in real life, and reduce the limitations of watching a small screen in our livingrooms

we did already have this option in the old il2 series, where you could set it to any kb key at 5 degree intervals between 35 and 90 FoV, we need that same feature in CoD !
you can do that using a 3rd party small programm (setjoy or something like that): you assign a key for hold to zoom in IL2CoD, then you're mapping mouse movements to joysticks hatswitch/buttons (same buttons as you assigned in IL2CoD for hold to zoom) pressed in the 3rd party program. that way, you can zoom seamlessly (as in old IL2).

The problem with objects rendered size is something completely different, and it is bad in IL2CoD. The natural size of the objects is rendered in game at around 30 FoV, which is a too small FoV compared to human normal vision's FoV to can be used all the time in game.

So, at this moment, using the human normal vision's FoV (which is around 60), you see the objects smaller and further away than they should be. The correct human vision size/distance for the rendered objects is when using the zoomed in FoV of 30 degree.

This is why, for example, when flying in formation, you don't get the feeling of closeness you're getting when you see WW2 formation flying pictures.

CFS2 was solving this by forcing the apparent size/distance of the rendered objects in normal view.
Reply With Quote
  #115  
Old 06-09-2012, 08:14 AM
Trumper Trumper is offline
Approved Member
 
Join Date: Jul 2010
Posts: 461
Default

Quote:
Originally Posted by BlackSix View Post
To All:
Please, you have to write bugs here
http://il2bugtracker.com/
and your requests here
http://forum.1cpublishing.eu/showthread.php?t=28341
I won't find and take bugs and requests from this thread.
hopefully this will stop the 80 pages of drivel we normally end up with.
Reply With Quote
  #116  
Old 06-09-2012, 08:15 AM
41Sqn_Stormcrow
Guest
 
Posts: n/a
Default

Quote:
Originally Posted by catito14 View Post
+100000
Completely AGREE with this!
The Engine management is one of the key features of this sim, and now is not completely accurate (regard with the historical data). IMHO the first versions of the sim, had a very accurate engine management system, but with the newest patches, this, change into an "not too much realistic" management mode

Alas, because many will whine: oh my engine is getting hot too quickly. This cannnnnot be correct and must be a bug.

Which is so annoying because there is actually a switch turning off realistic engine management for those who want to fly arcade style. Instead of just tweaking their game settings to their liking they whine and whine and whine here until the realistic engine management is tuned into an unrealistic engine management for all. I am just waiting for what is going to happen to the negative cut out. We'll soon end up with none at all or only one which happens when one crash lands. *rant over*
Reply With Quote
  #117  
Old 06-09-2012, 08:39 AM
Osprey's Avatar
Osprey Osprey is offline
Approved Member
 
Join Date: Jan 2010
Location: Gloucestershire, England
Posts: 1,264
Default

Quote:
Originally Posted by GOA_Potenz View Post
Why to add something that wasn't real, this suppose to be a simulator, not an arcade game with even features for all
It's a crewed aeroplane. Unless you have a few friends to fly with you then you need an autopilot feature in order to use the bombsight.
Reply With Quote
  #118  
Old 06-09-2012, 08:46 AM
Osprey's Avatar
Osprey Osprey is offline
Approved Member
 
Join Date: Jan 2010
Location: Gloucestershire, England
Posts: 1,264
Default

Quote:
Originally Posted by IvanK View Post
Kurfurst you said:

"The Spit II runs on 100 octane by default, but its emergency limits are lower - 9 lbs vs 12 lbs - and is/was at low altitude. It is a bit better at higher altitudes though."

That is not IMO correct. In the case of the SpitII +9lbs basically became the full throttle setting (i.e. the equiv of 6.25Lbs in the MKI) 12Lbs was still available in two ways by way of the throttle gate for take off operations and by Boost Cut out for combat use.

The RAE standard climb tests are flown at +9Lbs Boost for instance.

Yes it was inevitable that "the worst person on the forum to answer his question" would do so and bend it against the RAF. His argument is of course about 'official clearance' in the manual, which is nonsense in RL combat and what actually happened. Indeed, a different throttle with a gate, 9lbs continuous hence the flight tests @ 9lbs (8., recommended 12lbs through the gate for takeoff power to 1000ft however this could still be used below the FTH (about 17k ft) anytime but for limited periods.
Reply With Quote
  #119  
Old 06-09-2012, 08:48 AM
Osprey's Avatar
Osprey Osprey is offline
Approved Member
 
Join Date: Jan 2010
Location: Gloucestershire, England
Posts: 1,264
Default

Quote:
Originally Posted by ACE-OF-ACES View Post
WOOT

They did it! They actually did it!

As in good work to all those who posted the proof of 100 octane fuel being used during BoB!

With that said I want to thank all those who contributed to that end..

Al Schlageter
41Sqn_Banks
camber
gavinb
Glider
NZtyphoon
Osprey
RCAF FB Orville
Robo
Seadog
Skoshi Tiger
lane
pstyle
winny

And last but not least 1C for being able to see through the oppositions baseless smoke screen! S!
Need to add IvanK to this especially, plus Artist and Ataros for their Bugtracker work, and last but not least Kwaitek.

~S~ Gentlemen for researching the facts, bringing them to the table and explaining what was necessary.
Reply With Quote
  #120  
Old 06-09-2012, 08:55 AM
Sammi79 Sammi79 is offline
Approved Member
 
Join Date: Jun 2011
Posts: 124
Default

Thanks B6+1C - it is exciting to watch the development achieve new levels. We are getting close now...

Can't wait for the next patch!

Cheers!

Sam.
Reply With Quote
Reply


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 12:01 PM.


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