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IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games. |
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#11
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Totally disagree with the OP.
If you want historical inaccuracy there's those thousands of other games for you to play, this specific genre of flight sims is aiming to make you able to get as close as possible to a state that you can relive what actually happened in WWII. Technology is however limiting us, but whatever we can get correct, must be correct. There are very reliable sources all over the web, actual prints from factories, numerous flight reports, with that material you can make Flight Models. However sometimes mistakes are made ( Like back in school, no matter how hard you studied you never got all test 100 %, at least I didn't. ) and regular forum folk is trying to make an effort to correct it, or shed some light on issues. They often get addressed as whiners, or waffles or whatnot, usually by folks who do not know all to much about the subject or simply do not care, which highly annoyes me and makes the progress of such efforts very tiresome. So in short, the never ending discussion about the FM/DM has in fact use, and developpers do listen, I've seen it many times and it's up to them what they do with the presented information. |
#12
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I somewhat agree with OP. Anal numbercrunching and comparing to WW2 performance envelopes is one thing, but when this game can't give me the same impression of flight and characteristics as IL-2 1946 does, I'm outta here. It's not about how and why, it's about what you can do and so far this game can not.
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#13
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do you put the people who have also had the experience I.E. seen tracers and flown war birds of the time E.T.C. in the same category as those that have not? Or is it just your experience that you consider to be the valid experience? just wondering Cheers ![]() P.S. I completely agree with your OP ![]() Last edited by Bryan21cag; 06-12-2011 at 05:22 PM. |
#14
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Well, my reading of this "FM mania" is simple:
Many players are out for competition, they want to test their skills vs other players. But at the same time human ego is seeking ways to lay the blame at something else than one's own lacking skills. Here the FM comes into play. It's the easiest to blame since it cannot be really accurately proven that it is indeed right or wrong. It can also be seen from different POVs, depending on the data and therefor the underlying intention one presents. You can seek neutral data and try to gain a realistic picture of a type, you can try to present advantageous data because you want a type to shine or you can list disadvantages, faults and vices because you want to see a type taken down a notch or two. We've all seen such attempts ad nauseum, haven't we? ![]() Bottom line is: People like to misuse the FM as smokescreen when they got their backside handed to them in a fight or they strive for a perceived "accuracy" based on reading books on certain types (while ignoring that real life combat performance and achievements are based on a lot more factors than simple performance information). IMO it's always an attempt at self-delusion ... Sorta. ![]() |
#15
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#16
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First of all let me say that you guys all have valid points, now, to answer in detail:
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#17
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Interesting thread
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#18
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+1 to the OP, this
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On the other hand, during a combat scenario the FM is not the prime goal but a tool to achieve what's important in a bigger picture sense: accurate tactical considerations, constraints and consequences being forced on the player. That's why i strongly advocated more complex CEM and systems management during the sim's development, it's just a part of those things that make up the whole picture that we want to achieve. What kind of plane i'm flying, what kind of ride the enemy is in, what's my mission profile, what's my fuel and loadout (big thumbs up for the 1:1 map, no more loading 25% fuel and enjoying top performance while in gliding distance of home base), what's my objective, is my aircraft the better performer in the match-up, the one that handles easier or the one that is easier to operate (CEM and subsystems) and how do i use that to my advantage?===> a fusion of all that, some decision making and you get an idea of what it might have felt like being in their shoes back then. The FM is a super important tool in that equation, but it's not the only worthy cause ![]() In summary yes, let's have accurate FMs, it's a must. That doesn't mean we have to leave everything else to the wayside until they are 100% accurate, 98% will do. The rest is in the environment: if we have life-size instead of down-scaled maps to fly over and the damage model is "smart" enough to cause a sequence of failures (which it can, i've seen it in CoD and it's awesome), the rest of the puzzle pieces will fall together nicely. After all, having accurate FMs still leads to completely inaccurate encounters if we change the environmental setting where they take place: a bunch of fighters with a range of a few hundred miles duking it out at tree top level and bingo fuel on a map which is 150x150km is hardly accurate. ![]() |
#19
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Maye it would help if there would be a performance difference of about + or - 3% for every plane every time you fly. So even if the enemy flys a slightly faster plane, you don't know if he has a good production model or not. You might even be equally fast with a very well build slower plane. In fact, that's what happened in RL.
At the moment, you can't run away from a slightly faster plane, because after a 10 min chase at sea level, he will catch you. Even if he is only 2 km/h faster. Same goes for climb and turn. This wouldn't happen in RL since they had to worry about other things then chasing someone for hours. And that's why pure performance is more important in the game than in RL IMO. |
#20
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