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#1
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We fly the Corsairs on a nightly basis so yeah we notice a difference. The numbers are moot as this mod team knows what they did to screw the pooch. I'm done with this debate as this so called "patch" doesn't even work anyways. And the enemy AI are no better, they actually fly into the ocean quite often. I was highly looking forward to this patch but I am extremely disappointed. CTDs upon release are quite unacceptable and the butcher job done to the Corsair is inexcusable. I'll stick to 4.101 since this isn't even open to discussion. There has been real world evidence provided for our defense however the mod team has provided nothing to back up what they have done. The solution for me is simple.....4.101 There really is nothing more to see here. |
#2
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glad you found yourself an answer.
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#3
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![]() See post #101 for the proper way to respond. |
#4
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For me, if there is something wrong, I'd rather do the work and see where there might be a problem. So far I don't see one.
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Find my missions and much more at Mission4Today.com |
#5
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The issue is the acceleration, not the top speed. I admit I've had little time to test the before/after speeds but I'll gladly post them and some video if thats what it takes. The testing I did do showed straight and level flight near sea level was around 260-270knts which, historically, was pretty close http://www.wwiiaircraftperformance.o...4u-1-02334.pdf Taking off from a carrier and the time to get to 260 knots is what concerns me. Until I do more testing, I'm not going to post on the matter. I will say this: I truely appreciate the time and effort put into this sim. TD has done wonders to keep it alive. My worry is our squad will not be able to utilize the F4U or the F6F any longer because it is nerfed and we are a Navy squadron. Numbers to follow (and perhaps some more "drama") Last edited by sawyer692; 01-14-2012 at 12:53 AM. |
#6
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Great to see some Constructive criticism... Everbody are anxious to have a sim that is as close to reality as possible... pouting lips and playing "keep my breath 'til I go blue-game" helps noone"..
Thanx sawyer! Last edited by F19_Klunk; 01-14-2012 at 12:59 AM. |
#7
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Also be aware that Drag values for external stores and pylons are now a lot more comprehensive than the simple model used previously. So Dont expect the same acceleration in 4.11 as you saw in 4.10.1 wheb carrying external stores. Also in what way do you consider the F6F's to be "nerfed" ? |
#8
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I'm aware of the new drag imposed on external stores. The problem exists with default loadout also. I've not tackled the F6F yet, squad mates are reported it is also sluggish. I suppose that ones next. My point here is: a carrier borne aircraft should be able to easily take off from a carrier and that is not the case right now. Comparing real world videos to what can be done in the sim is pretty good evidence, IMO. I'll post some numbers soon comparing 4.101 to 4.11 |
#9
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We look forward to your analysis
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