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  #1301  
Old 02-25-2013, 01:03 PM
panzer1b panzer1b is offline
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Originally Posted by JG27_PapaFly View Post
Stronger Ho-5 20mm cannons on the KI-84 Ib would be nice. The 4 cannons on that thing do less damage than 2 MG151/20. They may have been weaker in RL, but by that much?
in reality they were weaker, still they are more then enough to kill with

i never found alot of info but i believe they were a midrange between mg151s (and the other powerful 20mms), and the mgFFm which is weak but still no joke as i have shot down almost anything with them

just try to get higher angle deflection shots

the weaker low velocity cannons are as good as the main ones if you dont just shoot the fuselage from dead 6 but try to blow a wing off or something from some bigger deflection angle of tail


i treat the jap weapons as mgffms and just try to get to point blank range and try to aim for one wing if possible, if not just unload into his midsection, as 4 20s will rip anything up point blank range

and im not even sure the ki84 has the more powerful cannon

the zero has the mgff in game code, this is unrealistic but apparently devs decided to use it as a stopgap being similar enough

now the j2ms have a better cannon as it feels like it has a bit greater velocity, the ki84 im not sure has that, still i prefer the 84A or C, b being myh least fav as it doesnt have as many weappon options, the A having a much better fallback or spammy weapon and the C has utter high velocity deth rays, the B just well nothing special so its my least used


but as for the cannons just stick to closer ranges and try to hit a wing at some angle off tail, best way to kill em
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  #1302  
Old 02-25-2013, 05:22 PM
gaunt1 gaunt1 is offline
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Ho-5 used the weakest 20mm ammo of WW2, the 20x94.

But there are lots of problems with other guns ingame, like too powerful Shvak (second weakest 20mm ammo of WW2, barely better than 20x94), too weak Shkas, too weak UB (far superior to .50 Browning in RL)

check this:

http://www.quarry.nildram.co.uk/WW2guneffect.htm
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  #1303  
Old 02-25-2013, 11:21 PM
IceFire IceFire is offline
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Quote:
Originally Posted by panzer1b View Post
in reality they were weaker, still they are more then enough to kill with

i never found alot of info but i believe they were a midrange between mg151s (and the other powerful 20mms), and the mgFFm which is weak but still no joke as i have shot down almost anything with them

just try to get higher angle deflection shots

the weaker low velocity cannons are as good as the main ones if you dont just shoot the fuselage from dead 6 but try to blow a wing off or something from some bigger deflection angle of tail


i treat the jap weapons as mgffms and just try to get to point blank range and try to aim for one wing if possible, if not just unload into his midsection, as 4 20s will rip anything up point blank range

and im not even sure the ki84 has the more powerful cannon

the zero has the mgff in game code, this is unrealistic but apparently devs decided to use it as a stopgap being similar enough

now the j2ms have a better cannon as it feels like it has a bit greater velocity, the ki84 im not sure has that, still i prefer the 84A or C, b being myh least fav as it doesnt have as many weappon options, the A having a much better fallback or spammy weapon and the C has utter high velocity deth rays, the B just well nothing special so its my least used


but as for the cannons just stick to closer ranges and try to hit a wing at some angle off tail, best way to kill em
Japanese aircraft weapons are poorly done in IL-2. Even worse, they are inconsistently done. On the Zero the Type 97 machine guns are represented by the MG17 and the Type 99-1 20mm cannon is represented by the MG-FF (this is a close match). On the D3A and B5N the Type 97 machine guns are represented by the Vickers K machine gun. The Ki-27 then has a Type 89 machine gun represented by the Browning .30cal. It's really all over the map.

The J2M3 in real life had both the Type 99-1 as well as Type 99-2 20mm cannons. Both are very different cannons. In-game the aircraft has four MG-FF regardless.

But I do think the Ho-5, which is represented in-game, works the way its supposed to. It was, if memory serves, an enlarged Browning .50cal and while the cannon worked, it didn't have the hitting power of the Hispano or MG151/20. Not even close.
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  #1304  
Old 02-27-2013, 05:48 PM
JG27_PapaFly JG27_PapaFly is offline
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Quote:
Originally Posted by IceFire View Post
But I do think the Ho-5, which is represented in-game, works the way its supposed to. It was, if memory serves, an enlarged Browning .50cal and while the cannon worked, it didn't have the hitting power of the Hispano or MG151/20. Not even close.
You fly the Ki84b? I fly it a lot and i'd perfectly understand if the 4 Ho5 cannons are weaker than the 4 MG151/20 of the 190A6-A9. But my impression is that they are weaker than the 2 MG151/20 on the 190D9. I fly the D9 and the Ki84b a lot, and I'm not what you'd call a poor shot. I regularly land 5-kill sorties with the Frank in a fullreal online environment, but i get much more instant massive structural damage in the D9 with just 2 x 20mm and 2 x 13mm. Yesterday i've hit a spit 6! times at point blank from 0-90° deflection with the Frank's 20ies before it finally lost half of its elevator and the guy bailed.

The damage you produce just doesn't match anything you'd expect from 4 cannons. Even with very decent shooting, instant kills are rare in the b model.
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  #1305  
Old 02-27-2013, 09:19 PM
IceFire IceFire is offline
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Quote:
Originally Posted by JG27_PapaFly View Post
You fly the Ki84b? I fly it a lot and i'd perfectly understand if the 4 Ho5 cannons are weaker than the 4 MG151/20 of the 190A6-A9. But my impression is that they are weaker than the 2 MG151/20 on the 190D9. I fly the D9 and the Ki84b a lot, and I'm not what you'd call a poor shot. I regularly land 5-kill sorties with the Frank in a fullreal online environment, but i get much more instant massive structural damage in the D9 with just 2 x 20mm and 2 x 13mm. Yesterday i've hit a spit 6! times at point blank from 0-90° deflection with the Frank's 20ies before it finally lost half of its elevator and the guy bailed.

The damage you produce just doesn't match anything you'd expect from 4 cannons. Even with very decent shooting, instant kills are rare in the b model.
I would call that unusual. Online I tend to fly the Ki-100 more than the Ki-84 and that has two less Ho-5 cannons. But I do have quite a bit of experience flying both aircraft against a variety of opponents.

I can down a Hellcat or Corsair with the Ki-100s two cannons with a 2-3 second sustained burst from close range. A Spitfire should be a piece of cake. I can't remember the last time I shot a Spitfire with Ho-5 but the very similar Seafire goes down with maybe two or three hits (perhaps a half second burst) to the engine or a bit more to the wing roots. Heck a Spitfire will go down with a 3 second burst with Ho-103 heavy machine guns and those are mostly worse than the MG131.

I'm assuming you're a good shot but are you spreading damage across the plane or using focused bursts at vulnerable areas?
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  #1306  
Old 02-28-2013, 07:09 AM
JtD JtD is offline
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I tend to keep track of stats pretty much. Average hits with a Ho-5 to immediately bring down a late war US fighter: 40. P-47 may soak up twice as much and still be flyable, I've had bombers return to base after being hit 200 times. The MG151 rounds on average pack about 2.6 times the explosive punch of the Ho-5 rounds. Interestingly, the power is fairly much spot on when considering the explosive loads of the rounds, where the MG151 on average packs more due to the mine shell, but the incendiary contents of the Ho-5 rounds is being completely ignored. The Japanese used a combo round, where in addition to the 3.4g HE there also were 3.7g incendiary components, and these are being ignored. As is the HET round, which used 3.2g HE with 8.7g incendiaries, for a really big flash upon impact. In game is shoots about accurately modelled AP rounds and some dumbed down HE and IT rounds. It's got a pretty decent rate of fire, though. Still, on average it should probably hit about nearly twice as hard.
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  #1307  
Old 05-22-2013, 12:14 AM
zepset1969 zepset1969 is offline
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Hello everyone,
as I play Il2 since it's origins, I really love early aircraft models too, but I think it's time to make some improvement to these "old glories".

My request is:
I wish to get new cockpit design for Yak-1/-3/-7/-9.
In Lavochkins cockpits you can see magnetos/light/fuel buttons and control knob working, but not in Yaks ones.

I'd like to see new textures, maybe, but even more realistic & functional gauges (if not like authentic, see the vertical speed gauge, so different from the real one), and possibility to open canopy (some mods have developed "open canopy option" for yak/lavochkin models).


thank a lot for your kind attention!!

keep the good work going on!!!

Last edited by zepset1969; 05-22-2013 at 12:17 AM.
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  #1308  
Old 05-22-2013, 02:41 PM
Florinm352 Florinm352 is offline
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Please go for quality instead of quantity. Make the old airplanes look right instead of focusing on obscure birds that get flown once or twice! For me the most flown aircraft is the Bf 109. It looks like it looked back in 2001 in the original Il2 and its sound did not change since then. PLEASE make the 109s right!

Last edited by Florinm352; 05-23-2013 at 08:01 PM.
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  #1309  
Old 05-22-2013, 03:40 PM
zepset1969 zepset1969 is offline
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Agree,
there are many airplanes that need restyling.
renewing these ones, the game will achieve a new amazing dimension.

this doesn't mean to cut all the new models created in these last years (which are needed to a platform like il2, the most balanced (playable/realistic) flight simulator ever), but a new "in Depht" rediscovery of the historical and most mass produced airplane that took part to the most crucial moments of WWII.

of course, bf109, yak-9...
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  #1310  
Old 05-31-2013, 01:11 PM
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Vendigo Vendigo is offline
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In current version (4.11.1), when adjusting height of the pilot's seat in Zero and some other aircraft (usually done when taking off or landing on a carrier), the seat moves too abruptly whereas it should be more like sliding. In fact, now the seat has two positions: "up" and "down" and you just switch between them. Making the seat slide up and down would look more realistic and doesn't seem too hard to implement.
Could DT please address this issue, if not in 4.12 (which is hopefully just days away from release) then in future patches?
Thanks!
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