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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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  #1  
Old 05-22-2011, 12:04 AM
Freycinet Freycinet is offline
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Hi Binky,

I think you are confusing the flap switch and the gear indicator. The flap thing is a little metal plate, the gear indicator is with a text panel with a red or green lamp behind the text. You can clearly see it in the 1080p video...
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Old 05-22-2011, 12:16 AM
machoo
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In reality though , all COD is is a bare bones game with a mission editor keeping it alive. With no editor they would be screwed.
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Old 05-22-2011, 12:54 AM
jibo jibo is offline
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nice vid, trim your plane before shooting so you won't go up/down with the ailerons
a barrel roll is also a good idea to keep your speed and protect your 6
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Old 05-22-2011, 04:36 AM
unreasonable unreasonable is offline
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I enjoyed this ... can see why so many young pilots ended up in the channel, especially if they:

1) Lose their wingman chasing easy kills

2) Become target fixated and lose SA

3) Fail to keep speed up by unnecessary throttling back and leaving rads open all the time

4) Turn into the tracers when attacked rather than away from them!

Not saying I do any better mind you
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Old 05-22-2011, 04:39 AM
machoo
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I wonder how many wrecks are in the channel. It must be thousands.
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Old 05-22-2011, 08:00 AM
LcSummers LcSummers is offline
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Cool video and comments but it smells like

Thankx
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Old 05-23-2011, 12:38 PM
Freycinet Freycinet is offline
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Quote:
Originally Posted by unreasonable View Post
I enjoyed this ... can see why so many young pilots ended up in the channel, especially if they:

1) Lose their wingman chasing easy kills

2) Become target fixated and lose SA

3) Fail to keep speed up by unnecessary throttling back and leaving rads open all the time

4) Turn into the tracers when attacked rather than away from them!

Not saying I do any better mind you
Hehe, yeah, I wouldn't have lasted long in real life...

About the rads, I am not very good at managing them. Are you saying that it is detrimental to just leave them open? Does the engine perform appreciably worse when colder than optimal?
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Old 05-23-2011, 01:38 PM
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philip.ed philip.ed is offline
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Unreasonable; Peter Brothers used to say that he would turn into tracers when attacked, because it was the last thing the E/A would expect, and it would usuallyspoil his aim when lining up the next shot.
I think he was instigating that one should only do this when the E/A has stopped firing!
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Old 05-23-2011, 04:57 PM
Blackdog_kt Blackdog_kt is offline
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Quote:
Originally Posted by philip.ed View Post
Unreasonable; Peter Brothers used to say that he would turn into tracers when attacked, because it was the last thing the E/A would expect, and it would usuallyspoil his aim when lining up the next shot.
I think he was instigating that one should only do this when the E/A has stopped firing!
It's also a matter of geometry.

Turning into the attack has the disadvantage of crossing the line of fire, but it creates an angle that's difficult to manage for the attacker: he doesn't just have to follow, he also has to pull lead on top of it to make the rounds connect.

On the other hand, turning away from the attack makes it very easy for the attacker to follow in a low-G lag pursuit curve. He can throw in a low yo-yo to cut into my turn and transition from lag to lead pursuit and then all he has to do is wait until i am in range. He's effectively been given a free firing solution with minimal amount of G pulled (so he retains his energy), which enables him to keep the advantage even if he doesn't get me in one pass.

The problem of crossing the line of fire can be partially solved (there's not 100% solutions here, just making it harder for the other guy to aim but there's no guarantee he won't land some hits) by incorporating a bit of vertical component.

So, instead of rolling 90 degrees flat and yanking on the stick in a pure horizontal break turn, it's a good idea to make it into a yo-yo maneuver which also has the effect of managing your energy better. Especially when flying blue in CoD this can be combined with a feint: roll one way and then take advantage of your ability to pull negative Gs by making it a negative yo-yo or barrel roll in the other direction, followed by rolling into the turn properly to transition to positive G (since neg Gs usually seem to cause a higher energy loss).

There are cases where it's best to turn away from the attack but they need certain conditions.
For example, if i'm flying a sturdier, harder hitting but slower aircraft and can't catch up with the target after an initial head-on merge (think Fw190A vs P-51 at high altitude in IL2:1946) i might start turning into him to make him commit to a certain direction, but i will reverse after the merge so that we end up going in opposite circles in the hopes of meeting him head-on again.

Then, the smart thing for him to do if he saw what i'm doing would be again to turn away from me to avoid the head-on, plus unload and pick up speed. In such a case i'm denied the head-on where i have the advantage and even though i can easily get on his six i won't be able to get in range because he's faster.

All this of course is theory. I can't even begin to count the amount of times i've botched this stuff online and got shot down, but when it works it's pure satisfaction. I once had a 10 minute duel on spits vs 109s against a P47, just going around in the way described and having one head-on pass after another, it was like jousting
I managed to kill his engine and he dived for home so i didn't get a kill (it was on the half-scale channel map, it's easy to glide back to England from 30000ft with the shorter distances), but man my hands were all sweaty after the encounter
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Old 05-23-2011, 02:50 PM
badfinger badfinger is offline
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Freycinet,

You're right. I should have noticed that. I have a lot to learn.

Again, keep those vids coming, I still have 2 more days.

binky9
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