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IL-2 Sturmovik The famous combat flight simulator. |
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#1
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![]() ![]() Also have a look at this article, at what distance to the target bombs where released? Try that with 4.10 bet you it won´t work. as that is no 2 sec falling time at all. Quote:
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#3
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#4
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So: 4.09 state: 1st parameter is not at all historical (you can bomb from a lower alt than historical) , 2nd parameter is not at all historical (you can release as close as the target will allow you to clear it) 4.10 state: 1st parameter is exactly historical (you have to be in altitude limits published), while the 2nd parameter is a bit off, but in a ballpark (you have to release, let's say, 150-300ft instead of 60-100ft) If I want a WW2 flight sim, I would definitely choose 4.10. If I want an airplane arcade, I would go with 4.09. Maybe indeed TD should make this an option to go with the "easy" realism setting. BTW why do you always go personal, mate? I am no uber flier, I crash a sissyfire on takeoff all the time, not to mention Bfs and FWs... But skip really isn't that hard, even for me, just give it a try, without prejudice, and you'll make it in no time. C'mon, be positive. Last edited by vparez; 01-05-2011 at 04:30 PM. |
#5
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vparez,I,like I suspect a few others here,have been flying il2 for nearly 10 years,and even after 2 hours of trying,I can no longer skip bomb.
Its ceased to be fun,and become work,and I have enough of that in my real life. As for arcade settings,that is of course your view,but personally I don't even use the speedbar when flying usually.Personally,I would be quite happy with way of altering the timer myself,like with bomb delay.That was done in real life,and,after all,we want realism don't we! With the current ship/tank DM, the bomb fuzing has made it harder than it was in real life,because you didn't have to be bang on target to cause major damage with a 500KG bomb. So now,because of a DT decision,I have had a large part of my il2 fun removed,and will have to fly fighters,and go round and round in ever decreasing dogfight circles like the majority. Last edited by JG52Uther; 01-05-2011 at 05:01 PM. |
#6
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Not really my intent on getting personal, but I may quote Quote:
Up to 4.10 I almost solely flew bombers, but a half hour to 3/4 of an hour flight for a less than 10% chance that you will hit anything is, a boost to furballing if anything! Since 4.10 is out and trials have shown you can just as well dice on hitting something or not. I have changed to late war fighters, so mission accomplised you could say. Not my choice, but I get more enjoyment now out of fighters than bombers, and if we had reconnaisance seaplanes, like a Do24 I would completely skip combat missions. How much are you willing to bet that newbees who have just bought the game are going to take up a bomber once they find out how the settings are? Call it what you like this is a clear swing away from mission objective flying to furballing and arcade flying. If you have endless amounts of time to adjust to these so called realistic settings good for you, I don´t have that much time, if I am lucky maybe a hour or a hour and a half. The settings are realistic to hobbeling the bombers, and thats it, as if you are talking about realistic there is still a lot to be desired, as others have listed already. Also be happy no one has yet decided to go "realistic" on the fighters yet. I am certain you would applaude gun failures, radiator leaks on liquid cooled aircraft which is not modeled at all, only oil leaks, puntured tires, I think if some one made a real effort they could make the life of fighter pilots also really "challenging" |
#7
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There's nothing historical or realistic about making the bomb casing decide the arming of the bomb as it does now in v4.10.
It was done to stop dogfight server idiots friendly killing with bombers at the spawn points. IIRC Last edited by KG26_Alpha; 01-05-2011 at 06:09 PM. |
#8
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1. Yes Alpha, there is something historical: this mechanism forces you to use an attack profile that is quite close to what was historically used. Even if it is not 100% perfectly simulated. 2. Completely wrong, so don't push that "theory". I can really understand that someone wants "easy" settings, like when you pick "easy" flight model or unlimited ammo, or such. But to claim that the 4.09 is more real, more historical, or that 4.10 is a complete fabrication, is just wrong and ignorant. So you guys should maybe argue on the basis of game difficulty scalability, but to claim that it is not contributing to realism is just plain wrong. Is this fusing model incorporated in "Realistic gunnery" option? If not, it should be, so who wants an easier model, they can switch off realistic gunnery altogether. But if you fly with full real and even no speedbar, then I really don't see any argument for fusing not to be used. Cheers! |
#9
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Wutz, the only thing you and others succeed in this argument is to show that current bomb model is not 100% accurate.
However, you did not prove, nor can't (because it is not true) that the 4.09 bomb model was any more accurate than this! Why? If you revert to the previous fusing, I can tell you that this is not realistic because the engine doesn't model the air burst if the bomb skips over the ship, it doesn't model the keel braking if the bomb sinks, or how the hell does it model the event of the bomb possibly striking the superstructure above the deck? It doesn't model deaths of AAA gunners, nor does it model waves. The simulation of hitting a ship in IL-2 is a big black box. If you look at the release distance from your text, as an INPUT into the black box, and the damage to the ship as the OUTPUT, I can tell you that in 4.09 the INPUT may be better, but the OUTPUT is terribly exaggerated in therms of easiness of ship killing. In 4.10 the INPUT is maybe less than historically 100% accurate, but the OUTPUT gives you much more historical results. And by the way, in every single text quoted so far, the drop altitude that they used in RL matches exactly the drop altitude that we have to use now in 4.10. You stress here a drop point of 60ft to 100ft away from the ship, but I really have no idea what is the distance I use in IL-2 4.10 now, but I can tell you id doesn't measure in thousands of feet, rather I would say it is in the ball park of what you mentioned, which is damn good for a simulator from 2001. But you know what? I gues TD should make this an option... I like the bomb fusing mod in HSFX and we are using it all the time in SEOW... for me to go back now to 4.09 bombing is too easy. But if people have to be able to deposit a bomb on top of a tank in order to have fun in this game... well let them do it! People who appreciate realism and challenge (and tehre are plenty of them) will still use this option and will appreciate all the good work from TD! Quote:
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Cheers! Last edited by vparez; 01-05-2011 at 12:57 PM. |
#10
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of course that is correct, but it also applies to every facet of every sim ever developed, and likely to be developed in the future. ...even real world science modeling is no different and not without estimations The best to hope for it a realistic approach based on numbers and something representational for the various dynamics - air/ water/ damage/ flight/ AI [QUOTE=vparez;209695] Kamikazes usually didn't get through mate; check their success ratios... Cheers! [QUOTE] sport... the ones that got through, got through, the same as the torpedo bombers that got through, got through, the same with navy dive bombers and other attack aircraft. you also need to remember... il2 started off as a single plane study sim many many years ago and has beeen expanded on and extended because of its simmer interest. BoB has come about because of the recognition of the need for a new sim engine Last edited by Wolf_Rider; 01-05-2011 at 01:10 PM. |
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