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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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Thread Tools | Display Modes |
#11
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Sokol,
Thanks for the response. I still have a question, though. I'll rephrase what my experience with "PROP PITCH" Key Controls has been: Again, with the 109E-1/3, I have assigned a key to "Decrease Pitch" and when hit repeatedly it does Decrease pitch as indicated by the Pitch Clock-Gauge....even though the Info window does only show DN for Down as one does so, then nothing when you stop; The clock-gauge does respond accordingly and correctly to show you what pitch you are at. However, for the Spit I, in Options/Controls, I still have to assign a key to "Increase Pitch"...which I then hit repeatedly to incrementally raise Spit to "100%" (100% of something) which is Fine Pitch...thus, this key is actually Decreasing the pitch! In-Cockpit, this key does move the Pitch Lever forward, and accordingly actually does decrease the Pitch, appropriately, to Fine Pitch. Of course, looking at the Pitch lever, one can always see what pitch is set (no gauge). Similarly, in the Hurricane, the "Increase Pitch" key must be hit to jump to 100% of something (which is Fine Pitch...or low pitch) and "Decrease Pitch" key to jump to 0% (coarse...or High Pitch). This seems A$$ backwards. Sooo....if they were correct, shouldn't the Options/Controls settings work so that the Decrease Pitch control/key would decrease all/any variable pitch aircraft (Spit I's and 109-E1/3's) prop pitch? Bottom line question: Is/was this a Bug in the COD Options/Controls settings? Was it discovered but not fixed? People just learned by trial and error (or used only interactive cockpit)? OR....Am I still very stupidly missing something? |
#12
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OK, keys assignments are inverse for Spit. Period.
But the lever animation in cockpit are correctly, lever ahead fine pitch (max rev). I think that in first release of game are in wrong way... And, since different planes and aircraft system use the same (key) commands, if the game have "correct" keys operation for Spit, have inverted operation in Bf 109... The problem it's all in core code - in game concept/design, Luthier/MG aren't not able to fix this (and more). I dont expect that TF fix it someday. It's all "Typically CloD": unfinished, bugged, confuse... ![]() Another examples: when you hit the key (O) to close Spit cockpit side door - that are the same key used to close canopy - you see in HUD: Hit to close side door: Hatch door: Open <<< ??? And see the side door moved to closed position... And when hit again to close canopy, see: Hatch door: Closed >>> And see canopy moved to closed position... Or engage WEP in 109/110 and see in HUD: Afterburner:ON... ![]() Or drop a single bomb from internal bomb bay of Ju-88 and door (hand crank ("+", "-") controlled) closed without command... ![]() Sokol1 Last edited by Sokol1; 05-27-2013 at 01:48 AM. |
#13
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Since you have mapped 1,2 keys to DECREASE, INCREASE prop pitch and this work fine for Bf 109, but not to Spit try this:
Go to Controls select INCREASE..., click in NEW (bellow, left side) and assign key 4. Same for DECREASE... and assign key 3. Use 1, 2 for Bf 109. And 3, 4 for Spit. Different planes/system, different keys. Now the key assignment are "logical", but HUD... ![]() CloD allow multiple keys/buttons assignments to do the same control. EDIT - If you use HOTAS and desire assign the pitch control in the same 2 buttons or HAT, in CloD controls save the first assignement as Bf109 and the second as Spit... And load appropriated one before start fly in respective plane. ![]() Sokol1 Last edited by Sokol1; 05-27-2013 at 01:51 AM. |
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