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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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  #21  
Old 05-25-2011, 08:26 AM
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VO101_Tom VO101_Tom is offline
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Originally Posted by Tiger27 View Post
Yeh, I have no idea how fast it should go...
1 hour (6°) should be 6 or 4 seconds. (1° or 1.5° PP / second). Now it takes 16-17 sec (~0.3°/sec PP)
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  #22  
Old 05-25-2011, 08:44 AM
Winger Winger is offline
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Originally Posted by 41Sqn_Stormcrow View Post
I agree with the last point. It has absolutely to be fixed urgently. I now am used to the new prop pitch mechanics but I just cannot get it to the rpms I happily flew with before. It always is too low. I very often have to wind up to 12:00 in order to get any rpm increase despite being quite fast.
I don't understand: something is fixed on the 109 there and in return something else is porked instead.
+1 Needs urget fixing. And especially since its an easy fix that only needs some variables changed i believe. Having the correct pitch for current airspeed is at the moment close to impossible since the pitch changes much too slow.

Winger
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  #23  
Old 05-25-2011, 09:30 AM
xnomad xnomad is offline
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Originally Posted by 41Sqn_Stormcrow View Post
Doing some tests I have the impression that the current process for 109 prop pitch as implemented is:

Set prop pitch (taking too much time)
then prop pitch slowly sets in.

My guess is that by accident the prop pitch angle rate was mirrored to the clock that is: setting it to a certain position now takes as much as realizing that amount of delta prop pitch. Thus the realization of a certain prop pitch takes more time than it should. Setting it should be much quicker, realization should be like it had been but working in parallel. It should start moving the blades the moment I change prop pitch. But whereas I have very quickly the prop pitch clock set to where I want it the real prop pitch will lag behind like it did before patch.

Anyone sharing this observation?
I am pretty certain that between the last patch and the hotfix, it was working perfectly and the speed the pitch changed seemed spot on. The hotfix then corrected the direction and centreing but also killed the speed.

You can't boom and zoom with Spits now, you are either over revving or under-revving as it takes too long to adjust.
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  #24  
Old 05-26-2011, 08:18 PM
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Are there hints that the devs are working on this issue and some solution will turn up soon?
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  #25  
Old 05-26-2011, 09:08 PM
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Redroach Redroach is offline
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I am pretty certain that between the last patch and the hotfix, it was working perfectly and the speed the pitch changed seemed spot on. The hotfix then corrected the direction and centreing but also killed the speed.
And this is what's completely eluding me, concerning their development methods... I mean the newest patch/game build had to be fired up only once to test the Bf 109 and it would have been glaringly obvious. That's how each and everyone of us found out as well - within the first 2 minutes in the cockpit of the 109 (CEM on and such)...
It's a strange, strange world.
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  #26  
Old 05-26-2011, 09:30 PM
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raaaid raaaid is offline
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theres a conspiracy to make the spit uber in all sims

actually the spit turns better than the 109 if both pilots are unexperienced

in case of experten the 109 out turns the spit
the spit is easier to handlethe 109 performs better
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  #27  
Old 05-26-2011, 09:40 PM
Ze-Jamz Ze-Jamz is offline
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Originally Posted by raaaid View Post
theres a conspiracy to make the spit uber in all sims

actually the spit turns better than the 109 if both pilots are unexperienced

in case of experten the 109 out turns the spit
the spit is easier to handlethe 109 performs better
LOL trust me mate the SPit is far from 'Uber' in this Sim

If the Spit in game performed as it should the 109 will NOT out turn it, not in this life or another

In a stall fight with slats extended Yes the spit would fall out the sky..But if your saying a spit and a 109 turning generally with both pilots equal experience in the cockpits...id have to disagree with your statement

In game now i would agree however due to the Spit1/1a not having the correct power to maintain airspeed/airflow over the wings
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  #28  
Old 05-26-2011, 09:43 PM
Ze-Jamz Ze-Jamz is offline
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Definitely alot harder to use BnZ tactics now with the PP as it is..As said already it takes too long to adjust so keeping optimal performance is very tricky now in the 109
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  #29  
Old 05-26-2011, 09:55 PM
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i would say out of nothing so i would take my opinion as drunken nonsense:

the 109 burns energy to 220kph

the spit burns energy to 260kph

on a turn

so inesperince dogfight the spit will win for turning a optimum speed while 109 didn know more is less

but an expert will keep at an ideal turning speed and defeat the spit

do you really think a spit would beat an f16 in a dogfight?

well take it for a climbing spiral

you can do that with the spit ii now

hell why do people still fly 109 on aeroquake when they can be uber?

hero worship?

well they are heros after all when spits dominate the virtual skies the dark powers of the world will have impose their view on this matter

well just to understand this people im going to aeroquaeke and take a 109
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  #30  
Old 05-26-2011, 10:06 PM
Ze-Jamz Ze-Jamz is offline
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Originally Posted by raaaid View Post
i would say out of nothing so i would take my opinion as drunken nonsense:

the 109 burns energy to 220kph

the spit burns energy to 260kph

on a turn

so inesperince dogfight the spit will win for turning a optimum speed while 109 didn know more is less

but an expert will keep at an ideal turning speed and defeat the spit

do you really think a spit would beat an f16 in a dogfight?

well take it for a climbing spiral

you can do that with the spit ii now

hell why do people still fly 109 on aeroquake when they can be uber?

hero worship?

well they are heros after all when spits dominate the virtual skies the dark powers of the world will have impose their view on this matter

well just to understand this people im going to aeroquaeke and take a 109
And an expert in a spit would know when to use flaps and where/how much trim to use..I think a 'more' experienced 109 pilot would maybe out turn a Spit using your method of course but that wasnt what your orig point was..

People still fly the 109 in the quake server because most people that fly the 109 dont like the Spit...The K/D from the more experienced 109 pilots has reduced alot since they introduced the SpitII as well as i see some pilots who usually fly 109's in SpitII's..

The match up evens out because the the Spit has the correct Power..not so easy to outclimb or extend for the 109 pilots especially with the PP how it is

go and HF
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