Fulqrum Publishing Home   |   Register   |   Today Posts   |   Members   |   UserCP   |   Calendar   |   Search   |   FAQ

Go Back   Official Fulqrum Publishing forum > Fulqrum Publishing > IL-2 Sturmovik

IL-2 Sturmovik The famous combat flight simulator.

Closed Thread
 
Thread Tools Display Modes
  #1  
Old 10-27-2009, 10:29 AM
MD_Wild_Weasel MD_Wild_Weasel is offline
Approved Member
 
Join Date: Dec 2008
Location: England
Posts: 99
Default

@hiro, no offence taken mate, i was going to post again appologising that i may sound arrogant or offended and that i didnt mean to.
@kwaitek , thanks for an interesting read, i shall try and implement your advice old bean. Its nice to know that sometimes , its not necessarily pilot error that is the problem. It also explains why the 50's on the spit are much more potent. Cheers! S~

Last edited by MD_Wild_Weasel; 10-27-2009 at 12:52 PM.
  #2  
Old 10-28-2009, 10:29 AM
JapanCat JapanCat is offline
Registered Member
 
Join Date: Oct 2009
Posts: 1
Default Hello

Hello. Team Daedalus.

Thank you very much for your wonderful IL2.

I'm Japanese. I can't speak English.
English of chance translation. I'm sorry.

I question.

Several Japanese airplanes have a defect.
Is there a correction plan ?

Thank you very much. JapanCat.
  #3  
Old 10-28-2009, 12:58 PM
mkubani mkubani is offline
Approved Member
 
Join Date: Sep 2009
Posts: 92
Default

JapanCat, please contact us through daidalos.team@gmail.com

It will be easier to discuss details.
  #4  
Old 12-08-2009, 10:25 PM
Eldur Eldur is offline
Approved Member
 
Join Date: Nov 2009
Posts: 101
Default

Quote:
Originally Posted by JapanCat View Post
Several Japanese airplanes have a defect.
Is there a correction plan ?
Oh yes, A6M roll rate... top speed compared to Wildcat... missing gun in the A6M5b... probably more

Quote:
Originally Posted by FC99 View Post
In my game I-16Type5 have max. climb rate of 16,5 m/s. IIRC JtD tested it at UBI with similar results, now I'm really curious to know how you made your test.

FC
I just tried this and flying at sea level with 30% I could hold some 140-150km/h. Gave full throttle, kept the cooling shutters closed and the climb rate gauge rocketed up to somewhat above 20m/s while I tried to keep 150km/h. I could also achieve it with ~200km/h.

PS: Why do you model extra Ski versions? Wouldn't it be easier to handle it like other planes that come with Skis on winter maps already (BI-1 and some others)? Or is there a difference in FM? Haven't had the time to test this yet.

Quote:
Originally Posted by Flyby View Post
Can you model the F8F Bearcat? Just asking. Here's a nice write-up about flying it:
http://www.airbum.com/pireps/PirepBearcat.2.html
I'm asking because there of the "1946 scenario" planes that are already included, and maybe someone might think this one is worthy.
I like the idea of improving the 1946 part as much as improving any other historical part, but I think they should still concentrate on fixing things, adding loadouts and such, then adding some historical stuff and last add some new 1946s.

And the Bearcat is not alone... other Pacific '46 planes would be the F7F Tigercat, F4U-4 and F2G Corsairs, P-80A, Nakajima J9Y Kikka, Mitsubishi Ki-83, Kyūshū J7W1 Shinden, Mitsubishi A7M Reppū and probably others. Not to mention British planes and other US Planes that could have seen service in a longer war. But basically, for many of them the lack of sufficient information makes it hard to model them properly, especially Japanese cockpits...

Quote:
Originally Posted by Red Dragon-DK View Post
Sorry have been away a few days. No dont belive its unrealistic. I think the pilot was able to do some ajust themself, not putting the flaps all down or up. Looking at old movie the are down, but not in landingpossions. So I belive the settings are all correct. You are just not able to do it, if you dont have the right controls. Buy them and you are allright.
I remember I've read that in case of Seafires they used to lower the flaps, then some ground crew held wooden chocks in the flap slots, followed by the pilot raising the flaps again. The chocks then held them at a "take off" position. All they had to do after takeoff was lower them to get rid of the chocks and raise them completely.

In flight you could still lower them and raise again after some seconds which is already possible in Il-2 series. I also use short flap lowering on these planes. But don't do it for too long.

The program logic would be similar to the SM.79 propeller pitch modeling for the axis, so it's rather easy to implement. Early 109s should have such a propeller setting, too. The Auto Pitch wasn't in the 109s even in the E-4, but I think it has been in the later E models out of factory and many E-4s had it fitted later. Could need some references here.

Last edited by Eldur; 12-09-2009 at 01:47 AM.
  #5  
Old 12-09-2009, 10:30 PM
LesniHU LesniHU is offline
Approved Member
 
Join Date: Sep 2009
Posts: 24
Default

Quote:
Originally Posted by Eldur View Post
I just tried this and flying at sea level with 30% I could hold some 140-150km/h. Gave full throttle, kept the cooling shutters closed and the climb rate gauge rocketed up to somewhat above 20m/s while I tried to keep 150km/h. I could also achieve it with ~200km/h.

PS: Why do you model extra Ski versions? Wouldn't it be easier to handle it like other planes that come with Skis on winter maps already (BI-1 and some others)? Or is there a difference in FM? Haven't had the time to test this yet.
Try uninstalling all FM changing mods. Type 5 in my clean 4.09 needs 71s to reach 1000m and 139s to 2km - less than 15m/s (these numbers are from my tests; I had radiator open). Ski version has even less performance due to increased drag.

Quote:
Originally Posted by Eldur View Post
And the second point I don't just think, because I know. And this is the *major* issue with ground objects DM. The only objects where this not applies are ships and of course active (piloted or AI) planes. Their behaviour in terms of damage is extremely simple. Basically, all you have to do is do damage until it reaches 100% and the target is dead. Some have damage resistances in form of armour (tanks and ships), some have target areas that can be taken out separately (guns on ships). But every "destroyable" part (or whole object in most cases) shares the problem. Any damage done is lost - forgotten after a short time. You can try this out with a Ju-87G, shooting T-34s. You need to hit it in a 30° dive at the back 2 or 3 times to kill it. Try hitting just *once* and redo the whole thing. You will do that until you run out of ammo, and apparently without doing any damage. Just because it resets to 0% after each pass.
From my experience with Ju87G (and trust me, I have a lot of hours in it ) there is only one way to destroy T34 every time, hit it to top armour. Angle does not matter (extremely flat angles will do, but they are hard to hit), distance does not matter (1.5km+ will do nicely). One hit is enough. Hits to front/rear/sides have no effect. I never noticed any sign of forgetting damage (or maybe sign of any other damage done except which kills it outright), but I can't be 100% sure that it is not there.
  #6  
Old 12-09-2009, 11:44 PM
Eldur Eldur is offline
Approved Member
 
Join Date: Nov 2009
Posts: 101
Default

Quote:
Originally Posted by LesniHU View Post
Try uninstalling all FM changing mods. Type 5 in my clean 4.09 needs 71s to reach 1000m and 139s to 2km - less than 15m/s (these numbers are from my tests; I had radiator open). Ski version has even less performance due to increased drag.
I don't use any mods. Just have a separate installation for trying them out. But like 98% of it doesn't fit to the standards, and I don't want to fly "Frankenplanes".
I also tested it again... have to say I had 25 or 50% fuel at the first test and I did it now with 100%.

Took me ~67 seconds at 150km/h to climb to 1000m and slightly longer (~71 seconds) at 220km/h. So it's just what you got, which is definately OK. But the gauge went as high as 20m/s. Probably it is wrong then. Or I can't read it correctly

While I spead of the climb gauge. There is an error in all these gauges. They show -1m/s when it's actually 0 (you'll see it when being on the ground). At any other value, it's 1m/s less than the actual value. Should be fixed .

Track for the curious (with a curious landing)

Quote:
From my experience with Ju87G (and trust me, I have a lot of hours in it ) there is only one way to destroy T34 every time, hit it to top armour. Angle does not matter (extremely flat angles will do, but they are hard to hit), distance does not matter (1.5km+ will do nicely). One hit is enough. Hits to front/rear/sides have no effect. I never noticed any sign of forgetting damage (or maybe sign of any other damage done except which kills it outright), but I can't be 100% sure that it is not there.
OK, but the problem with the damage resetting still is there. Should have taken another example - Could be that I had the Bf-110 with BK 3.7 in mind, most probably that's it.

€dit: You changed the Ta-152C... what about the H?



I remember Oleg said before the AEP came out that it would be able to turn as well as the La-7, as it's turning performance was 17s in ground level and 17,8s at 1000m during a left turn (Oleg's figures). I can't even get close to that, and apparently not even flaps can help (see the figure). Especially at slow speeds (which is anything below 380km/h in that plane) it doesn't want to turn at all.

€dit 2: I almost forgot... would be nice to have a 10.000ft hand marker in the altitude meters .

Last edited by Eldur; 12-10-2009 at 05:01 PM.
  #7  
Old 12-11-2009, 01:00 PM
Viikate Viikate is offline
Approved Member
 
Join Date: Oct 2009
Posts: 93
Default

Quote:
Originally Posted by Eldur View Post
But the gauge went as high as 20m/s. Probably it is wrong then. Or I can't read it correctly.
You are right. The gauge scale isn't exactly linear, so it shows slightly too much. 12 o'clock should be 15m/s but it looks more like 17 in the texture.
  #8  
Old 12-12-2009, 01:33 AM
jermin jermin is offline
Approved Member
 
Join Date: Oct 2007
Posts: 238
Default

Another request for TD. Would you please fix the elevator trim deay with all Bf-109 variants? The trim system in the current game has a 10-sec delay before trim action is fully applied. But it has been confirmed that the full travel of trim wheel only takes 2 seconds. Would you please change the delay as per reality in the next patch?

Best regards,
__________________
Why do some people tend to take it for granted that others have poorer knowledge background than themselves
regarding the argument while they actually don't have a clue who they are arguing with in the first place?


Closed Thread

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 05:11 AM.


Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.