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#1
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As to the sensitivity issue: what controller do you have? Mine is a mediocre T Flight Hotas X, where I replaced the pots with Hall sensors. I positively know that the sensors produce a linear output between 1V and 4V, so that the output should be all linear between this range. Still, Thrustmaster’s firmware enforces a broad deadzone around 50%, so that it’s all the same what stick deflection you have, you get the same values from -9% stick deflection (relative to centre) to +9%. So what happens when you try to adjust your aim? You move your stick from -9% to +9% hastily, and consequentially you enter the registered zone with a value which is well beyond what is expected there.
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#2
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The T.Flight Hotas 4 has a tiny deadzone and I'm perfectly happy with it. The Hotas 4 even has a dedicated port to directly connect the T.Flight Rudder Pedals, and updateable firmware! |
#3
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Then you perhaps can tell me whether the Hotas 4 also has a center deadzone on the Throttle. Because, most absurdly, the X has. Yes, in the center of the throttle!
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#4
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I've done some tests with the Me-163 and I have to say that I'm actually impressed with the feel of Il-2 1946. I haven't flown this simulator for months, but I think I might fly it a bit more now
![]() I have done some testing with two sensitivity profiles. The first one all sensitivity bars to 100. With that setting I felt that the sensitivity was too "jumpy" in the centre. The second sensitivity setting was 0 5 10 20 30 40 50 60 80 100 and it felt about right. The joystick that I use is an old Saitek Cyborg 3D Rumble Force and I have Saitek Combat Rudder Pedals. The stall in a Me-163 feels really similar to what I have experienced in gliders. The buffeting seems realistic and it increases when the speed drops and you keep pulling on the stick. I felt that the spin characteristics of the Me-163 in Il-2 1946 are very forgiving, but it's possible to force a spin by pulling the stick back and to one side and with the pedals in the same direction. The spin recovery felt natural. I don't think that I can comment on the spin characteristics of the Me-163 in particular bacause I haven't flown the real thing ![]() I still think that CloD for instance has a better feeling of flight, but it's quite close.
__________________
If you are insecure: use more bullets. |
#5
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I'm relatively new to CLOD and BoS, and what struck me was that a perfect three-point landing is much easier than I experienced in IL2. Although in BoS I can overshoot the runway, in CLOD I don't even have to watch my speed. Planes decelerate very well in CLOD, perhaps too well, I don't know. |
#6
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![]() Quote:
![]() Airfoil - this one? http://airfoiltools.com/airfoil/deta...foil=goe765-il
__________________
Q: Mr. Rall, what was the best tactic against the P-47? A: Against the P-47? Shoot him down! (Gunther Rall's lecture. June 2003, Finland) |
#7
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I've done some testing with the Bf-109 F-4 and G-2, the Yak-1 and the LaGG-3 in BoS to compare the stall and spin characteristics and I was surprised that the Russian planes spinned more naturally (in my humble opinion). But for both sides I think that the low speed characteristics are too forgiving. When you fly the landing approach way too slow it won't hurt you while from my experience in gliders you have to watch your speed carefully because you will fall hard when you try to flare when your speed is too low.
Dimlee, I found that page, but I'm not an aeronautical engineer ![]()
__________________
If you are insecure: use more bullets. |
#8
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I think the game is similar to movie.
One of important thing of the movies is good actors. Good-looking, number of people enough, and good at acting. I think these can be applied to computer game. IL-2 1946 is very old game in today. So "good-looking" is inferior than the latest games graphic. This is all right. And "numbers of actors" is very rich. There are some actors who would like to request, too. However, This is also all right. But "good at acting" is just insufficient. I think this is a big problem. Cool planes, abundant variations of weapons, map of the elaborate structure. Actors at poor acting makes all other good parts bad. I want movement of develop to pay attention to "AIs good acting" more than appearance of new face. |
#9
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Interesting comparison.
If you want to compare IL2 to a movie, I'd compare it to an old "epic" movie like "Battle of Britain" or "The Longest Day" - dated special effects, but a "cast of thousands," excellent performances from a number of actors, and a real attempt to get the history right. Single-plane simulations are more like "character study" or "biographical" movies. One person's life - or actions during a particular period in life - studied in detail, with everyone else as a supporting actor. Plane-themed video games like World of Warplanes or Warthunder are like those noisy summer movies which feature CGI, guns, and explosions as the lead actors, with humans in a supporting role. Great to look at, but bad writing, painfully bad performances by all the actors, and no historical accuracy. |
#10
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![]() Quote:
__________________
Q: Mr. Rall, what was the best tactic against the P-47? A: Against the P-47? Shoot him down! (Gunther Rall's lecture. June 2003, Finland) |
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