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IL-2 Sturmovik The famous combat flight simulator.

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  #171  
Old 02-11-2011, 07:51 PM
PE_Tihi PE_Tihi is offline
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Quote:
Originally Posted by JtD View Post
The Spitfire has a CoG that's somewhat rearward. A bit more than on most other planes. This means that any force input will give you a larger effect - be it control input, adverse yaw or even gyroscopic effects. It also gives the plane a considerable nose up tendency.

That's all there is to it.
The longitudinal (pitch) stability you are describing here, has nothing to do with the adverse yaw- which is a yaw problem, obviously.

It is quite clear DT, among other things moved the CG position backwards. That this brought a big change in the plane's trim is no big credit to them. The horizontal tail of any plane is designed so that it's negative angle of attack produces exact amount of downwards lift to compensate the nose down moment the main wing lift produces in the cruising flight.

Take a look at the picture below. A plane always rotates around the CG - imagine it fixed in space.

A plane with a normal load requires only a little or no pitch trim in a cruise. Much trimming is necessary at quite low or high speeds.
A strongly trimmed elevator has more trim drag, that s why no factory ever delivered such a plane DT did. The elevator AoA corresponds to a certain CG position. That is one reason why I doubt their FM.

If they changed Oleg's CG, they should 've changed the elevator AoA too, to minimize the trim drag.
Now I should trust their stability rendering, which is a more complicated issue by far?

CG position of the Spit isn't something one has to guess-am sure anyone googles it out in 5 minutes. DT discovering here something unknown to Oleg doesn't sound very probable to me.

I can well imagine stability of the Spit and all other planes having been made easier at the game's beginnings, for rather obvious reasons-everyone still being new to a game already prohibitively challenging for many, etc. I doubt Oleg touched the CG position very much; increasing the damping factor instead sounds much more logical. DT ll learn fast, I suppose, but until they have learnt, the game may be over.

And that's it.
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File Type: jpg longitudinal_stability.jpg (15.0 KB, 28 views)

Last edited by PE_Tihi; 02-12-2011 at 09:45 AM.
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  #172  
Old 02-11-2011, 08:08 PM
PE_Tihi PE_Tihi is offline
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Quote:
Originally Posted by Brain32 View Post
Thrust vectoring? xD

In heaps of stallfights and hammerheads never really needed one. Well, if you do, approaching DT in a right manner..? A Harricane, why not?!
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  #173  
Old 02-12-2011, 12:31 PM
Brain32 Brain32 is offline
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Quote:
Originally Posted by PE_Tihi View Post
In heaps of stallfights and hammerheads never really needed one.
Well TVC was automatic as a part of FBW so it's not like you needed to engage it xD
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  #174  
Old 02-13-2011, 03:10 PM
Phil_K Phil_K is offline
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There seems to be something wrong with the unit I./KG4

If you select this in QMB or FMB, it won't allow the mission to proceed (no player in plane).
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  #175  
Old 02-13-2011, 10:02 PM
gonk gonk is offline
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I have mapped my Nav Lights Key to L. If I "ALT TAB" out of the game and them back again my Nav Lights don't work anymore if hit L. I have to Hit L and K together. My mate has mapped the MAP to M and he has a similar problem... but he has to hit M and N if he ALT TABS. Very strange indeed... This is in Multiplayer Games ... I have to tested it in Single Player Mode. woops wrong thread....

Last edited by gonk; 02-14-2011 at 05:02 AM.
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  #176  
Old 02-14-2011, 04:56 AM
Gryphon_ Gryphon_ is offline
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Quote:
I have a Dedicated Server running 4.10 and we are experiencing problems when the player count goes above 60 players. We routinely have 75 to 80+ players in during evening Euro time. Players will start to lag and get stutters to the point where players are getting kicked by the server. Also the server will eventually crash with the following in the console:

"No stack trace available --out of memory error" or similar wording

Any Ideas ?

WildWillie
I did not see a fix for this problem with the DS in the 4.101 RC list. This is a big problem; busy servers crashing frequently, sometimes more than once per day with out of memory error.

Thanks!
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  #177  
Old 02-15-2011, 03:50 PM
JHartikka JHartikka is offline
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Exclamation Three Bomber Faults

Quote:
Originally Posted by daidalos.team View Post
...

One of the most commented features of 4.10 has been the 2s bomb arming delay... In 4.101 we have removed arming delay from ampoule loadouts only. In 4.11 ... Plus we will make this feature optional either via an existing or a new difficulty switch.
Hi Sirs!

Here are the three main cases related to improving IL sim for getting simulated bomber action authentic:

1. Bomb SALVO settings.
2. Fuse settings.
3. Missing bomb damage after pilot hit.


Nr 1: This otherways truthful sim has a queer property of dropping bombs as pairs.

Nr 2: Back in those days bombs were armed with a fuse best suited for that particular mission. Bomber pilot had the last word to say about fuse selection. I suggest that Pilot Fuse Select should be the case rather than Host Fuse Select with next patches..!

Nr 3: An IL sim curious feature is that bombs released before but exploding after flak or enemy interceptor has hit the bomber pilot do not cause any damage.


Hit A Tank?

In Hyperlobby online war campaigns we are still expected to hit an individual tank with a bomb. After 410m patch, one can hardly see a tank all the way up to 500 meters which is the minimum bomb release altitude from dive with 2 s 'safety fuse'..! Not to mention see enough to have time to aim before bomb release...



Best regards,

- J. Hartikka -

Virtual Bomber Pilot

Finland


Bomb Fuse Links: http://forum.1cpublishing.eu/showthr...d=1#post210220
and http://forum.1cpublishing.eu/showthr...782#post213782
and http://forum.1cpublishing.eu/showthr...588#post216588

Bomber veteran Kusti Lehmusvuori in a newspaper article with photos of the restored motor of the ill fated JU-88 nr JK-254:
http://yle.fi/alueet/pohjois-karjala...tml?origin=rss
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File Type: jpg JU-88in 1000 kg pommeja.jpg (41.0 KB, 3 views)

Last edited by JHartikka; 02-15-2011 at 05:26 PM.
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  #178  
Old 02-15-2011, 04:08 PM
OrangeYoshi OrangeYoshi is offline
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Quote:
Originally Posted by gonk View Post
I have mapped my Nav Lights Key to L. If I "ALT TAB" out of the game and them back again my Nav Lights don't work anymore if hit L. I have to Hit L and K together. My mate has mapped the MAP to M and he has a similar problem... but he has to hit M and N if he ALT TABS. Very strange indeed... This is in Multiplayer Games ... I have to tested it in Single Player Mode. woops wrong thread....
You have to hit the alt button again after alt+tabbing out. Whenever I alt tab out, I have a ritual when I bring the game back up to reset all the buttons: Hit the TAB button twice, hit shift once, hit ALT.

This will make it so other buttons don't bring up the tab menu, hitting tab or shift won't bring up the console, and your buttons will once again work as alt won't be forever pressed.
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  #179  
Old 02-15-2011, 04:16 PM
KG26_Alpha KG26_Alpha is offline
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Quote:
Originally Posted by daidalos.team View Post
...

One of the most commented features of 4.10 has been the 2s bomb arming delay... In 4.101 we have removed arming delay from ampoule loadouts only. In 4.11 ... Plus we will make this feature optional either via an existing or a new difficulty switch.
How does this affect Kamikaze bombing ?

Thanks
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  #180  
Old 02-18-2011, 01:49 PM
Blaubaer Blaubaer is offline
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Default Neutral lighttypes 1 to 4 at Home Bases

Hi,

since I am using v4.10.1 in my df-missions neutral runway and other lights (lightype 1 - 4) inside the homebase radius behave as they were blue or red: they lit only, if requested.
Is it a (known) bug?
Has somebody an idea for fixing that?

Regards,
der Blaubär
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