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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
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Quote:
Thanks for your the help, I will try your suggestions!
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#2
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White Tracer | DeWilde | AP | AP |||||| AP | AP | DeWilde | White Tracer
Probably historical overkill on DeWilde as it was available and widely used but not in unlimited supply. I use it for hits confirmation although I think in the current patch that has been disabled. To be honest I couldn't be bothered to set up a belt with say 1 in 5 DreWilde but perhaps I should. Mind you I don't think the rest of my belts are historical. Its been discussed before here:- http://forum.1cpublishing.eu/archive...p/t-28972.html but no need to drag it all out again in this thread.
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klem 56 Squadron RAF "Firebirds" http://firebirds.2ndtaf.org.uk/ ASUS Sabertooth X58 /i7 950 @ 4GHz / 6Gb DDR3 1600 CAS8 / EVGA GTX570 GPU 1.28Gb superclocked / Crucial 128Gb SSD SATA III 6Gb/s, 355Mb-215Mb Read-Write / 850W PSU Windows 7 64 bit Home Premium / Samsung 22" 226BW @ 1680 x 1050 / TrackIR4 with TrackIR5 software / Saitek X52 Pro & Rudders |
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#3
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i have the mixed ammo belt in all my guns with
whites tracer DeWilde armour piercing rounds and the last 30 round yellow tracers in stead of white. I found this give me good results when come to both fighters and bombers as not all eight gun may not get on target and this belt mix it ensure when the gun get there target they have punch. I have conversion 180 vertical x 180 horizontal
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#4
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S!
Better keep the ammo belt thing as it is now to prevent yet another whinefest and nitpicking of words by afficiandos and their funny sidekicks |
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#5
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1 AP every 6 a tracer
2 AP 3 dewild 4 dewild 5 dewild 6 dewild 7 AP 8 AP every 6 a tracer both conv is 100, i like to fill the gunsight before opening fire, this lets you aim for the fuel tanks/cockpit/engine far more easily |
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#6
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The default is the most historically accurate belting. 109's will start to fall down more when the FM's are corrected and the damage has knock on effects. No amount of extra DeWilde will help that.
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#7
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The trick here is to know what to expect. A damaged radiator doesn't immediately shut down engine cooling, instead it leaks coolant fluid. The amount of coolant evaporating from a damaged radiator would probably depend on the amount of damage to the radiator and how much you are pushing the engine (higher power settings result in higher coolant temperatures and pressures, which means more leaking for a given amount of damage). Once your cooling system is emptied, it is then that engine damage occurs. I tried this in a quick mission some time ago and it works pretty much like that. I was in a 110 and got a perforated radiator at the start of the fight. I kept flying normally for the duration of the fight, chased retreating Hurricanes all the way to Dover and then started on my way back to home base. I had almost made it across the Channel, when the engine started overheating rapidly and seized. If my home base was near Calais or any other airfield at the narrow point of the Channel, i would have probably made it just fine. However, i specifically decided to test the radiator DM once i got that kind of damage so i decided to fly the long way back to my designated field just to see what would happen. I don't know how realistic it is or how complex is the modeling behind it, but overall it seems fine to me after doing the test and i like how the DM is not restricted to instantaneous effects. Radiators seem to be one of those progressive aspects of the DM that you can cautiously ignore for some time depending on the situation, but one which can have very important consequences if you don't plan for it. In my example case, the prudent thing to do if i wasn't testing specifically with the aim of causing an engine failure, would have been to divert to an alternate field. If i had decided to set it down near Calais, i would have enough coolant for the trip plus a couple of go-arounds/missed approaches. You could easily test it out yourself, without even having to engage enemy AI and hope they hit your radiators. Just push the engine over the limits for a while to cause some intentional radiator damage. The easiest way to do it would be to go maximum power with the radiators closed at slow speed (that is, a full power climb at a steep angle). The coolant temperature will go way up and the resulting increase in pressure will break your coolant system. From that point on you can just fly around and see how long it takes for the engine to seize, probably using a bit of time compression too. Cheers |
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