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#691
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XBox: I'd love to have a free-flight mode where I could simply practice take-offs and landings. Since we don't have brakes, I have to search around to find a gigantic field whilst I'm learning... so...
Also, I feel the play of the game would be transformed if I were able to change the dead-zone in my Saitek AV8R. It has been stated that it's up to MS, but I know in Over-G Fighters (which doesn't work with my Saitek), you can adjust the deadzone - and that game is a few years old! I love this game - I'm a bit addicted! =) Of course, cockpits would be wonderful and all, but I'd be happy with 1) a deadzone/control adjustment for XBox and 2) a training field and training mode with no opponents, just the opportunity to practice take-offs, landings, touch-n-gos, and enjoy the beautiful graphics and pretend I'm flying around in one of these beautiful aircraft! Oh, and 3) make the engine noises work properly, please! ; ) Fantastic development; beautiful game, tons of fun, fantastic price. =) Cheers! |
#692
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Great post and welcome to the forum! |
#693
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We've had plenty of modern fighter "games" on the console but there's yet to be a "simulator" unless f-16's that carry 80 all-purpose missiles, turn sustained circles in 5 seconds, and aren't subject to g-forces counts as simulation. Hawx was so bad that maybe it will single-handedly kill the arcade-jet genre. I remember the demo where at the end you're attacked by 4 su-47's, which is ridiculous enough. But then I killed them with a volley of 4 of those long-range missiles. |
#694
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#695
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Just a complete game for the xbox will be suffice
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#696
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Is it possible with a patch to have the view controls at least snap to views like in the pc where as on a 8 switch hatch i would have:
Up as: look up like just above the canopy frame Left: directly left Right: directly right Down: Look all the way up into the canopy Up Right: 2 o'clock postition Up Left: 10 o'clock position Down Right 5 o'clock position Down Left 7 o'clock postion That is how I had my hat set back in Il2 sturmovik the original before Track Ir came out Im so lost with out Track IR an I love sim mode but the hat switch view control is horrible. Also like some have suggested allow for toggle between free look and where it will snap back to the middle maybe a center view button as well. But as for what Im talking about the settings are in both versions of IL2 for PC how could something so essential be overlooked? With how the view is now i find myself having to keep taping the hatswitch just to keep it in on place which makes keeping my SA completely immposible. I just dont understand why this game cannot cater towards flight sticks more. Leave the standard controls for the ps3 there for the arcade kids but for us sim players make the controls available. I have a X52 with over 20 buttons let me use them also i cant even zoom in sim mode with the x52 wtf? |
#697
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Last edited by BRIGGBOY; 04-23-2010 at 09:49 PM. |
#698
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Give thanks to any who buy your game. Don't ditch a particular system b/c your bosses don't think it's feasable.
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#699
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Hi all,
I'm not sure if the developers are still reading this, but not giving up my hopes for either some improvements for BOP or a sequel including improvements. Here it goes. I discovered there seems to be a calibration error of the game in conjunction with the pad when it comes to moving the elevator of the P-51 Mustang (both -B and -D5 versions) in full sensitivity. Let me explain. I found out about this in a training session with my head down in the cockpit. With the elevator in full sensitivity, pulling back on the elevator moves the flight stick (in the cockpit) very finely to a point near the lower end of the visible cockpit. The flight stick in this position is still fully visible. However, if you keep pulling back there is a sudden jump of the flight stick which moves out of visual range in an instant, followed by a stall. What that means is that a fine movement of the pad at this point does not longer correspond to what the flight stick in the cockpit does. It is as if a pilot would, already close to a the performing limit of his airplane, suddenly decide to violently pull back on his controls. The result is of course a violent and sudden stall. What is interesting is that, with elevator sensitivity reduced to +10 from bottom/-8 from top, there is no more jump of the flight stick out of visual range, the flight stick remains always visible but travels considerably further than it does with full sensitivity before 'the jump'. At this flight stick position the wings produce maximum lift, and since under this sensitivity setting it is impossible to move the flight stick further back, stall is impossible (at least at normal speeds). It's a pity that due to this calibration error in the game it's not possible to fly the aircraft in its full performance envelope with full elevator sensitivity (i.e. the same flight stick position that is achievable with reduced sensitivity), and still be able to stall. With a correct calibration, there would be much finer clues as to when a wing begins to stall, which could then be avoided by finely releasing some back pressure. Therefore, the sudden and violent onset of stalls we experience on our Mustangs in full sensitivity do not come from the inherent characteristics of the P51 with it's laminar airfoil wing, but from a calibration error of the game in combination with the PS3 controller (pad). It would be great if this could be corrected, either as a patch for BOP, or at least for a sequel. Best Regards, MACADEMIC |
#700
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