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#1511
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Oleg,
I thought you might find it interesting what we do with your simulator even after all these years! Come and see the fun we have because of you! ![]() Let me know you stopped by! www.uslglobal.com |
#1512
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Realistic start up procedures from start to finish will only be fun for a while, used once or twice then disabled. Your version that the ground crew will do it all for you kind-of defeats your argument to have it enabled in the first place... |
#1513
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I don't actually think the bomber crews spent that amount of time preparing either. Once again, the donkey work had been done by ground crew, so I think 5 minutes would be plenty, followed by taxiing onto the field and awaiting the starting flare. It's more interesting to know whether bomber crews will want to spend the time forming up over France (often 10 or 20 minutes or longer) so that they can adopt the customary formations and cross the Channel at 15,000 feet. Therein lies the interesting question as far as bombers are concerned. Off-line reality-seekers may do this, possibly using a time-acceleration key to stave off the boredom ..... but I wonder what the IL2 dogfight arena types will make of it? Will they just jump in their Spits and 109s, tear diagonally across the field at full-bore and go looking for a T'n'B at 0 feet over the middle of the Channel, bitching because they haven't got an La7 or a FW A8 or a P51? Personally I hope that there will be a short period of preparation before any plane is ready to take off, either off-line or on. As the quotes from Geoffrey Wellum suggest, it's not very long and is done very quickly. Taxiing from the dispersed position to the runway should be made mandatory in my opinion, and there should always be a chocks removal operation before that commences. Not the "rev to full power, release 'chocks', sprint away" fudge for carrier take-offs, IL2 style, but the removal of the wedges used to hold the plane still on engine start up that was used for all aircraft. Then the taxi-out, and then a smooth take-off that doesn't involve pushing the throttle through the gate followed by manually pumping up the undercarriage (Spitfires). These are certainly the steps I would like to enable in any co-op that I host, and I wouldn't fly in a D/F arena that didn't impose these kind of checks. B
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Another home-built rig: AMD FX 8350, liquid-cooled. Asus Sabretooth 990FX Rev 2.0 , 16 GB Mushkin Redline (DDR3-PC12800), Enermax 1000W PSU, MSI R9-280X 3GB GDDR5 2 X 128GB OCZ Vertex SSD, 1 x64GB Corsair SSD, 1x 500GB WD HDD. CH Franken-Tripehound stick and throttle merged, CH Pro pedals. TrackIR 5 and Pro-clip. Windows 7 64bit Home Premium. |
#1514
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What would really help in D/F servers is if individual scores were turned OFF,maybe a server setting.In my squad we would love to spend time forming up in bombers,and flying in formation to target,and get engaged over the target,but in il2 you are more likely to get engaged by some clown just after take off by someone who doesn't care if they get shot down.
SoW needs to be more realistic in this aspect,and I think its one of the reasons that a lot of the more serious flyers rarely use D/F servers. |
#1515
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I don't remember (my memory is terrible) about the jetstream being a problem over Japan. Incendiaries, which were used against Japan, would be much more affected by wind than big iron cased explosive bombs. |
#1516
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Hi!
I think the jetstream caused most problemes for navigating long distances over water. The existance of jetstreams was not known to the crews until quite late in the war. The pilots had never had problems with jetstreams until the B-29's started to fly very high for long periodes of time. I don't think jetstreams affected bomb aiming in any serious way once the bombers had reached their targets. Skarphol |
#1517
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Although I can't find any specific charts on the effect of "drift" on ordinance once dropped from the aeroplane...I don't think that they would have included an analog computer (to compute the wind "drift") in the Norden bombsite if it wasn't an important calculation. (even a miscalculation of 10 mph could mean a 170 foot bombing error at 20,000) I suppose that "wind drift" is the kind of detail that some people could find important in a "air combat sim" (and some others would like "clickable cockpits"_lol). |
#1518
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#1519
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one thing that could be used to stop the
"jump in their Spits and 109s, tear diagonally across the field at full-bore and go looking for a T'n'B at 0 feet over the middle of the Channel, bitching because they haven't got an La7 or a FW A8 or a P51?" - players would be if the engine would react as it was then, with a seize or at least with much reduced power.
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Win 7/64 Ult.; Phenom II X6 1100T; ASUS Crosshair IV; 16 GB DDR3/1600 Corsair; ASUS EAH6950/2GB; Logitech G940 & the usual suspects ![]() |
#1520
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B
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Another home-built rig: AMD FX 8350, liquid-cooled. Asus Sabretooth 990FX Rev 2.0 , 16 GB Mushkin Redline (DDR3-PC12800), Enermax 1000W PSU, MSI R9-280X 3GB GDDR5 2 X 128GB OCZ Vertex SSD, 1 x64GB Corsair SSD, 1x 500GB WD HDD. CH Franken-Tripehound stick and throttle merged, CH Pro pedals. TrackIR 5 and Pro-clip. Windows 7 64bit Home Premium. |
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