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| IL-2 Sturmovik The famous combat flight simulator. |
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#1
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Bug-List:
- many (often in game used weapons) don´t use historical values - MK108 has less destructiveness than in RL(4 hit to down a B-17) in the weapons classes and in empirical testing (check Flying Guns of WW2, Anthony G. Williams / http://www.quarry.nildram.co.uk / http://en.wikipedia.org/wiki/MK_108_cannon) - MG151/20mm s.o., (5hits to down a fighter 25 hits to down a B-17 (check Flying Guns of WW2, Anthony G. Williams / http://www.quarry.nildram.co.uk / http://en.wikipedia.org/wiki/MG_151_cannon) - .50 cal Browning s.o. - FAB bombs destruction radii are a lot higher in late game patches than i the first game releases without referencing how and why (an interesting point here is that the first game-release had the MG151/20mm weapon-classes closer to RL than they are now) - some Russian rear-gunners have 0 dispersion on mobile mounted gun - La series uses later engines than available at the period - I-185 71A the spawn temperature is beginning at 110°C and when heating up and when running up the engine the temperature runs down to 20°C and stays there. NO OVERHEAT! - Bf-110 G2 the ATA pressure is with 73% throttle indicating your are in the war-emergency-power. - some of the Instruments put into German planes were not available at the time the plane was produced - Bf-109 uses a ridiculous climb-rate that is one third bigger than in RL - FW have too low acceleration at low speeds |
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#2
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A) The ShVAK 20 mm cannot has ZERO dispersion value when it mounts Defensive Flexible Installations, and this is WRONG! It makes this weapon to behave like a Sniper gun! What did you Not understand? B) I also stated that the "angle error" also plays Significant role in the Sniper effect, and i told you to Change this to a large value and you won't get EVER hit by a Defensive Gunner even if he is an "ACE:. What, again, you did not understand? I stated this because many guns have too small dispersion values, they are even more accurate than they are when the fire from Fixed positions like wings or propelor-hubs. Can you deny this also? I can write data for this in no time Quote:
Overheating issues maybe? Wrong indications from instruments maybe? Quote:
So you Confirm that you do "approximations" already, not backed-up by any Real Data. But when i talked about "approximations" based on game's data for Same weight, family, caliber, for weapons and/or bombs you got Screamed about "Reliable data". Thank you Viikate for confirming that you also do approximations, be that good or bad. When you do it, its good, but IF someone else do it, then "it/he is bad". Quote:
Yest you deny this. Perhaps we should just do an "approximation". Maybe you are right. Quote:
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OR you are saying that other values play importand role in this, which is of course true. Quote:
So, where are the news about this? Quote:
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I doubt that you had any kind of request like this. Quote:
Ok, i understand now your logic. Keep up the good work. Last edited by I/ZG52_HaDeS; 12-07-2010 at 01:59 PM. |
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#3
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This is same as trying to find a value that is a result of every possible calculation that the current math knows. So was 150kg more correct value for the average rocket rail/bomb rack than 15kg. This change was bad in your opinion? It should have been heavier than 150kg so you have more to whine about? |
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#4
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I'm willing to remove any changes we did to encounter the "sniper issue" and replace them with your large dispersion values that "fixes the problem". But I guess we need to write in readme that "Sorry about the gunners. We know that they cannot hit anything now, but this had to be done because Hades said so". So please tell me those large dispersion values that fixes the problem. |
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#5
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So are you threating me now that "You will remove this feature because of the "evil" HaDeS who posted some really existent issues"? So that community will "hunt down poor HaDeS because we could not answer his questions"? Nice "mature" way of thinking. Post more like this Viikate Quote:
You Intentionally Mixing 2 Different things, and yet you Threaten me also. So, i repeat just in case you Understand: Dispersion value for Guns and the AI Skill regarding Gunners are something Completely Different that affects Different game's classes BUT the Dispersion Value of Guns is Related with their Accuracy either they are Manned by AI, Rookie or Humans. Clear now? Good Cheers, |
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#6
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"I'm willing to remove any changes we did to encounter the "sniper issue" and replace them with your large dispersion values". Isn't this exactly what you have been requesting for the past 4 or 5 pages? That the dispersion values should be increased to fix the sniper issue? If you really think that this is the correct way to go then, I'm willing to try it. Please read this carefully so that you don't see any death threats here.
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#7
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Late war instruments put into early war planes(found for German side, haven´t checked for any other planes)
F Quote:
With the FABs you don´t Quote:
But one could do an active search and send emails to Flugwerk in Germany and others. Quote:
http://en.wikipedia.org/wiki/MK_108_cannon Quote:
What do care about is the outcome. Il2 is supposed to be a simulation (I hoped it was), so let´s simulate that a B-17 can be downed with Mk108 4-5 bullet-hits average or 25 MG151/20mm bullet-hits. I trust in your abilities and your tools. Quote:
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But I would expect at least some consideration and valid points. |
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#8
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I hope I'm not putting my foot into my mouth here but the pylons were a special case. When the issue was raised (just prior to 4.09) we didn't yet have the authorization of Maddox Games to continue development so, while we certainly wanted to do it right from the start, we were still in legal limbo and couldn't. Back then our core team didn't have the tools yet, either. But now, as Microwave said, 4.10 will bring individual pylon weights so the issue will be settled. Quote:
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#9
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well, my request about the ship padlocking problem seems again to have been brushed aside, yet a request for yet more skins makes the grade for a reply? wow.
sure, there are many beautiful skins out there, and the more the merrier, but is that really a gameplay-critical request, and not yet just more eye-candy? what i am asking is something tha will be appreciated by many players, especially those less-fortunate ones who do not have the luxury of a head-tracking TrackIR system, or such......a proper useful fix to something that seems to be broken. it's also not taking sides, as it will be equally useful for blue or red players, i'm sure, lol. surely, after trying to make this request for over a year now, someone would at least have the courtesy to answer? i mean, it really only needs to be a one-word reply, such as 'yes, no' or ''maybe, we'll see'......for a group that professes to not have the time to reply to everyone, i don't see how much time it would take for at least a simple acknowledgement of this request, yet there are lengthy 'quote/replies' concerning these other weapon issues....i don't get it. is no-one interested? and here i thought, as 4.10 is apparently a bit more focussed towards ships/ship battles, it might be a pertinent request... |
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#10
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I had a faint flashback that I have talked with you about this before. Or at least someone requested it and I checked the code and what it would take to make it. Simple change would have enabled it, but then AI would treat ships as different kind of targets and results might be unwanted, so it would need to be changed "more safely" -> more work.
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