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#1
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They are more effective than what I am used to in IL2 46. Honestly any way the .303 is modelled someone will complain so I hope Luthier ignores these threads.
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#2
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It is frustrating shooting 25% until the guns are winchester and still not scoring kills.
I have no idea whether or not that is historically accurate. If it is, it should be left the way it is. |
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#3
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There is a reason why they eventually added cannons to the Spitfires and Hurricanes.. There is very little armor in Luftwaffe AC in this period.. crew kills are relatively easy... Set up a single mission with you and an He111 and HO the cockpit area.. it will roll right over and go in.. dead 6 attacks go into the only armor they had (seat backs) so any deflection angle will help
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#4
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I'm also quite pleased with the 0.303s.
There are a few tricks:
Remember that the objective of the exercise is to remove the enemy's ability to fight, not to generate a TV-friendly spectacle. If you want a real challenge, try scoring kills in the G50... |
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#5
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I'm Loading quad AP with a sprinkling of Dewilde's and red tracer guns on the outer guns and inner guns with non tracer AP/incendiary in the rest.
so my spit Loadout looks a bit like this gun1, AP AP AP AP, Dewilde Dewilde Red Tracer, incendiary Tracer gun2 AP AP AP AP, Dewilde Dewilde, Ball Ball gun3 AP AP AP AP, Dewilde Dewilde, Ball Ball gun4 AP AP AP AP, Dewilde Red Tracer, incendiary Tracer gun5, AP AP AP AP, Dewilde Red Tracer, incendiary Tracer gun6 AP AP AP AP, Dewilde, Dewilde Ball Ball gun7 AP AP AP AP, Dewilde, Dewilde, Ball Ball gun8 AP AP AP AP, Dewilde Dewilde Red Tracer, incendiary Tracer The tracers give a nice cone effect and you can easily see your convergence distance convergence is the same across all guns set at 250 thinking of bringing it down to about 220 or staggering the convergence like badaim (great idea) though the closer you get the better the results. And i love the 303's they feel right, you can spray all day and not hit anything vital from the rear but from an angle aiming at some vital component like a fuel tank or engine and you hit that part at convergence even a half second burst can be lethal and leave you with some spectacular moments you won't chop parts off unless you hit a fuel tank but you will leave your opponent crippled, on fire or smoking who's easy to finish or you can leave him to have an interesting flight back to base with the likely result he'll be ditching in the channel at some point. Anyone else hoping for the 12 gun hurri to make a return Last edited by Fragal; 04-13-2011 at 10:06 AM. |
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#6
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I know convergence and loadout is the key, but I can't select it in QMB!
The thing is broken, it's so stupid... |
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#7
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True, but to be honest editing the QMB missions in FMB is actually more fun, and you can change loadouts.
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#8
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S ohow can I select those damn loadouts in QMB?
0:create my loadout under options and save it 1: open the quick missions in FMB 2: modify them so as to my plane carries my saved loadouts (?) Is that right? |
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#9
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yeh it's hit and mostly miss :p
i set the belts up in the FMB then go to plane options to adjust convergence select the belt save you've created in the FMB then adjust convergence then resave over the existing belt or create a new one making sure you hit OK or save as you go back through the menu's as hitting back won't save any changes you make, it doesn't seem to work for the quick missions and only a few of the single missions but MP will load the last loadout you used so it's fine there, if you want to try the loadout out easiest way is just make a quick test mission in the FMB with 2 planes flying around, as you can load belting and weaponsets directly from group properties in the object list. Fingers crossed it'll get sorted soon though as it's a bit of a roundabout way just to change the loadout :p |
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#10
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As it's one of the headlinr features, having it slightly broken is damn irritating. Be nise if the plane and pilot customising screens were added to mission selection screen as well tbh, so you can pick mission and fiddle with settings.
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