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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 04-18-2012, 07:34 AM
41Sqn_Banks 41Sqn_Banks is offline
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Originally Posted by Sutts View Post
Does anyone know what maintenance/checks were required when a pilot returned an aircraft with the cutout wire broken? Was it just a check for metal in the oil perhaps....or a full tear down!?
http://www.spitfireperformance.com/dowding.pdf

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5. It is in the interest of the pilots themselves, when operations with the enemy may have resulted in engine limitations being exceeded, to acquiant the fact the maintenance personnel with the facts, so that [the] oil filters may be inspected at the first convenient opportunity to investigate whether damage to the bearings has resulted.
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Old 04-18-2012, 08:57 AM
Sutts Sutts is offline
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Many thanks.
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Old 04-17-2012, 03:56 PM
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Osprey Osprey is offline
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Yeah, maybe for the 2025 release "IL2 Pigs Might Fly" then we can have ground crew, factories and droplets of dodgy oil modelled.
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Old 04-17-2012, 04:03 PM
Volksieg Volksieg is offline
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Yeah, maybe for the 2025 release "IL2 Pigs Might Fly" then we can have ground crew, factories and droplets of dodgy oil modelled.
When is "IL2 Pigs Might Fly" coming out though, Osprey? I DEMAND it NOW or I'm uninstalling.
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Old 04-17-2012, 04:16 PM
6S.Manu 6S.Manu is offline
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Yeah, maybe for the 2025 release "IL2 Pigs Might Fly" then we can have ground crew, factories and droplets of dodgy oil modelled.
You only need to give to every flyable plane a random wearing value (hours?).

When you enter in the cockpit you are informed of the engine's limit... it's not a real problem.
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Old 04-17-2012, 06:12 PM
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ATAG_Snapper ATAG_Snapper is offline
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You only need to give to every flyable plane a random wearing value (hours?).

When you enter in the cockpit you are informed of the engine's limit... it's not a real problem.
It's a neat concept.

I just installed A2A's "Power 3 Spitfire", (Marks I, Ia, IIa, and IIb) including their "Accusim". This is a civilian addon to FSX, so it's really apples-to-oranges to CoD in many respects. It has no functioning guns, no battle damage modelling. But as you describe, Manu, it has a TON of wear & tear engine and airframe modelling which carries over to successive flights. Hit SHIFT 7 and you go to the maintenance hangar. There you are given a detailed report on what's good (green labels), what's so-so (yellow), and what needs immediate attention (red).
The detail is impressive, IMHO.

Imagine if this could be modelled in CoD, with repercussions for hard flying in terms of squadron points/demerits.....or rewards for careful flying (but not as great a reward as for downing e/a!). Or you have to make a choice to risk flying in your beat up aircraft on the next scramble, or fly a Tiger Moth to Castle Bromich to pick up a new one. That kind of thing.

The number of additional switches in the A2A Spit cockpit is an eye-opener. But despite that it feels extremely familiar to anyone with stick time in CoD's Spits. I'm finding it's easier to break stuff, overheat stuff, and generally muck things up --- but give me a few days and I'll have it all sorted out. And with the CoD Spitfires we can SHOOT stuff -- there's no beating THAT!!!
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Old 04-17-2012, 06:25 PM
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Originally Posted by 6S.Manu View Post
You only need to give to every flyable plane a random wearing value (hours?).

When you enter in the cockpit you are informed of the engine's limit... it's not a real problem.

That doesn't solve it at all. In fact, you can model that right now using scripting anyway. The player need not think a jot about managing his engine because if he screws it up he has a random chance anyway of getting a good one or screwed one, and if he's gets a screwed one he can just respawn anyway.
Unless the server mission can track an individual players treatment of an engine and store it for use in that mission or subsequent related missions then it won't work at all.
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Old 04-18-2012, 04:57 AM
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Originally Posted by 6S.Manu View Post
You only need to give to every flyable plane a random wearing value (hours?).

When you enter in the cockpit you are informed of the engine's limit... it's not a real problem.
yes you need that type of "wearing value", plus...

a "memory" associated with each plane as to how much it was "worn", damaged, or abused/stressed during flight (all numbers which the game already computes and records during the duration of a flight), we now just need this information to stay with the plane for a duration of time determined by:
- normal service time/hrs/days needed for a plane (usually just a few hrs, and many went on a 2e or 3e flight of the same day after just re-arming and re-fueling, with maintenance crews working overnight to service it for the next day again)
- "repair time penalty" for major structural or engine damage, with same plane being unavailable for a few days
- airfields that only have a specific number of new and ready planes available should be directly affected by the above, and not perpetually have available new lanes to respawn to. limits should be placed on availability determined by, planes ready and present, repair time needed, and rate of resupply to each airbase with new planes (as occurred during wartime)

pilots should even have a "track record", where careless pilots who damage a number of planes (or cause friendly fire incidents) are relegated to rear airfields for training purposes only, or fly other missions from other airfields that dont drain the limited supply of good aircraft from frontline airfields (for ex online the player il number could be used for this)
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  #9  
Old 04-17-2012, 06:07 PM
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Frequent_Flyer Frequent_Flyer is offline
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Will you think that adding 100 octane add realism? i think not since every time a pilot must take a fresh new ac. In the real thing the pilots did not use 12 boost at will and when they used this was an overloading condition. And the engine lifetime was seriously reduced.

Since the sim has not some way to manage engine weathering since the pilots take a new ac every sortie this ll make the things just unrealistic like now. The lifetime of the ac components were considered while projecting the same. Is really a big thing use a feature that reduce the engine lifetime 5 times?

If the devs implement some kind of model that obligate the pilots to use the same ac (at least in virtual wars, like adw or il2.org.ru) and simulate the cumulating weathering of the engine and random failures of the same due excessive use of overload conditions in previous sorties then the things ll make sense.

It ll be amazing a pilot overconfident about their superplanes using excessive boost at all time in one, two or three sorties and then in the four be surpreside by some random malfunction. Adding advantage without adding the following disadvantages is far from reality. Just my 0,02 cents.

Acctualy the pilots (allies and axis) activate the boost one after another with no interval. Totally unrealistic, since there is not a DM that simulates the effects of the massive use of this overload condition. The things appears more STAR WARS than a sim.

I have to hit the WEP all time too to have some chance. I am so hardcore that i really feel bad using the boost in the unrealistic way. Frustrating...
If you are going to model the wear and tear that degraded an aircrafts performance. It also would be necessary to model the poor design and workmanship of the early VVS designs, to be fair.

Most of the early (BOM) VVs aircraft could not take off without overheating and spewed so much oil the windscreens were difficult to see out of. You would have all sides up in arms, best just to model the " showroom " perfect craft.
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