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| IL-2 Sturmovik The famous combat flight simulator. |
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Thread Tools | Display Modes |
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#1
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I would really like it if you guys updated the F-8 view, so it stays level with you when diving and climbing with a plane.
This would be wonderful if we could have it in 4.10. I currently have it mapped to my second trigger button, because I like to fly outside the cockpit. S! Owl |
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#2
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I wish ..
If you could.. Fix the FW 190´s taxing power. ![]() Check P/W ratio vs other planes. I like ... mathematics/physics.
Last edited by Mustang; 03-14-2010 at 04:58 AM. |
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#3
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It's the well known and longly debated acceleration issue of the FW190, Jumoschwanz did extensive tests (check the Ubi US forum), and the Würger is the worst one by far. The common objection against the correction of that regard the overall balancing of strengts and weaknesses to keep a more or less balanced game.
Regards, insuber |
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#4
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You mean that all these years the FW190 has been underperforming?
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#5
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You can find "underperforming" or "wrongly modeled", or "porked" aircraft everywhere in the sim. Especially if you look at them out of the context of the overall plane set. Every aircraft's fan boy base has their favorite complaint. I know, because I champion my favorites as much as anyone does. However, and this is the important bit, taken as a whole the sim does a very good job of putting the aircraft in their proper place vis-avis their adversaries.
Just my thoughts after 8+ years of playing. And really the FW 190A series are far from being the most problematic. The worst IMHO, in no particular order: P38 rate of climb. (underperforming) P38 compressability (too pronounced at low altitude) A6M series speeds. (too slow) A6M roll stiffness at speeds. (too early an onset) Wildcat top speed. (too high) Hellcat top speed of late version. (too low) Ki 61 turn/maneuverability. (underperforming) P40 series turn/maneuverability (underperforming, P40 should out turn Spitfire I and II below 15,000 ft. Hawk 75 was even better.) Ki-100. Underperforming in general, especially maneuverability. All bombers. Too robust. (The in game version of the death star)
__________________
![]() Personally speaking, the P-40 could contend on an equal footing with all the types of Messerschmitts, almost to the end of 1943. ~Nikolay Gerasimovitch Golodnikov |
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#6
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Hello
When you are playing on a LAN configuration, your companion doesn't see the surface movement of your plane. Example: If you move your ailerons the other person doesn't see the movement. It is possible to fix this? I will list what the other person can see on a LAN game. Ailerons NO Rudder NO Elevator NO Folding Wing YES Open canopy YES Tail hook YES Flaps YES Lights YES Radiator NO Landing gear YES Spinning wheels YES Spinning propeller YES Guns (all) YES Bomb bay door YES Thank you |
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#7
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Quote:
Ailerons Rudder Elevator were visible in multiplayer - it was deleted to save traffic. |
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#8
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Quote:
If I'm going against a big (or tough) bomber using a plane armed with pellet guns, like a Ki-43 or Hurricane I vs. a TB-3 or B-24, I just have to get close and try to start a fire or kill the pilots. What I do find unrealistic are the uncannily accurate gunners who have perfect situational awareness and seemingly limitless ammo, who can ignore G-forces and sometimes defy even death itself. |
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#9
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While I know that ships and vehicles don't have AI and that it would be difficult/impossible for them to have it, would it be possible to incorporate the following options into a future patch:
1) The ability to automatically make a ground vehicle/ship make zig-zagging deviations as it travels along a set course instead of traveling in a straight line. That is, on the FMB map, the vehicle's waypoints go in a straight line, but in the game, it zig-zags/swerves as it travels. This was standard procedure for ships during the war, and was sometimes practiced by ground vehicles, either to avoid attack from the air or to present a slightly angled armored surface to potential enemies directly to the front. In the FMB, the option to zig-zag could be set up as a checkbox. If left unchecked, movement would be straight by default. 2) The ability to make ground vehicles/ships move in formation, centered around a central point, without having to define individual waypoints for each individual vehicle. This would allow mission builders to quickly set up historical formations such as convoys of merchant ships traveling in a "box" flanked by destroyers or a squadron of tanks advancing in a line abreast or an echelon. With proper spacing between vehicles, formations could zig-zag/swerve in a realistic fashion. 3) The ability for a ground vehicle/ship to swerve if it gets within a set distance of a certain object rather than colliding and doing the "bumper car" routine. Currently, ground vehicles back up one vehicle length, turn 30-45 degrees and then try to go forwards. It would be more realistic and more elegant to have the vehicle turn immediately when it gets within a set distance from another vehicle (less than 1 vehicle length?), make travel along a < or > or ( or ) course (an arc or two opposing 30-45 degree turns) and then continue along its previous heading. |
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