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IL-2 Sturmovik The famous combat flight simulator.

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  #231  
Old 02-20-2011, 02:20 AM
drewpee drewpee is offline
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Originally Posted by peterwoods@supanet.com View Post
Follow the fine black line virtualy from the tail end to the a/c to the horn counterbalance (almost exactly in line with the spine of the a/c), this is the pivot line of the rudder. Everything left of the line is the rudder, hard over to the left.

Pete
Man it had me fooled as well but now I see, all the yellow is the pivoted rudder. The fin (the bit that doesn't move) is the same blue as the underside of the a/c.

But take your eyes off it then go back and once again it screws with your eyes.
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  #232  
Old 02-20-2011, 02:39 AM
Skoshi Tiger Skoshi Tiger is offline
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Also it's the angular distance that the tracer in travels in relation to the observer in that shutter period that determines the apparent length of the tracer.

If you think of the observer at one vertex (A) of a triangle, the position of the tracer when the shutter opens at B and the the position of the tracer when the shutter closes C, then the apparent length is determined by the angle BAC.

Of cource this triagngle is in the 3D space represented the simulation world, but when its plotted on our 2D monitors it will look like line of various lengths determined by the angle.

If your behind the sights that angle would be very small forming a dot in our view, If the guns to either side that angle would be a lot larger forming the laser effect.

Cheers!
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  #233  
Old 02-20-2011, 06:08 AM
Il2Pongo Il2Pongo is offline
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Default Streams too visible from altitude

Most stream features on the map would not be visible from such high altitude.
Most of them would not appear blue at all. They might be a shadow in the trees.
Many flight sims seem to do this, grossly exaggerate the visibility of small streams from altitude.
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  #234  
Old 02-20-2011, 09:53 AM
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peterwoods@supanet.com peterwoods@supanet.com is offline
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Originally Posted by Richie View Post
I don't see it. The top of the inner rudder is used as a counterbalance for wind to catch onto so rudder forces are easier to apply to the opposite side if that's what you see?
Appreciate that, usually known as horn counterbalance. But see my later posts on subject. What I failed to grasp when first viewing was that the straight edge is the bottom edge of the rudder. It just looked wrong - an illusion. Now appreciate that there is nothing wrong at all.
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  #235  
Old 02-20-2011, 11:40 AM
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Thanks Drewpee. Nice to know that Hecke & I were not alone.

Cheers
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  #236  
Old 02-20-2011, 11:59 AM
Strike Strike is offline
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Originally Posted by Skoshi Tiger View Post
Also it's the angular distance that the tracer in travels in relation to the observer in that shutter period that determines the apparent length of the tracer.

If you think of the observer at one vertex (A) of a triangle, the position of the tracer when the shutter opens at B and the the position of the tracer when the shutter closes C, then the apparent length is determined by the angle BAC.
yeah you're absolutely right! I was going to add that but decided to keep it simple. If being shot at by a tailgunner when coming from a six o clock position you would have a harder time seeing tracers infront of you, then looking out to either side as they pass by. Our eye's "shutter speed" is an EXCELLENT and afaik first feature in computer simulations ever!

Also like you say.. Firing from a messerschmitts cowling guns should really limit the tracers to looking like small dots, while wing cannons initially look very long, they look more like dots once they reach convergence distance!

Can't wait to see more! Tracers should look more dim in daylight and "stringlike". And more fat and blinding in night conditions.. Based on my own experience! Thanks for commenting on my first post which such positive feedback! I hope i brought some concerns to ease

Cheers!
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  #237  
Old 02-20-2011, 12:31 PM
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Trooper117 Trooper117 is offline
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Ref the rudder.. just look at the next picture along, and you will see the same 109 from another perspective, and you will see the rudder hard over, as seen from the spitfires perspective..
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  #238  
Old 02-20-2011, 03:25 PM
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phoenix1963 phoenix1963 is offline
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Quote:
Originally Posted by Il2Pongo View Post
Most stream features on the map would not be visible from such high altitude.
Most of them would not appear blue at all. They might be a shadow in the trees.
Many flight sims seem to do this, grossly exaggerate the visibility of small streams from altitude.
+1

In fact, most streams and rivers (most UK rivers would actually qualify as streams in the rest of the world!) are visible from the air ONLY because of the lines of trees and bushes on their banks. I can see how making those continuous lines or bushes and trees compatible with a tiled landscape is hard, so I sympathise with Oleg & his team.

The rather il2ish landscape is perhaps the least satisfactory aspect of CoD at present, great damage & engine modelling, fm sounds great.

Also, some weather that is better than il2 but not fully dynamic is surely possible.

We only can hope that Oleg & team start getting some revenue in that enables improvement.

56RAF_phoenix
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  #239  
Old 02-20-2011, 03:38 PM
jocko417 jocko417 is offline
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Originally Posted by Tenebrae View Post
Was it usual for spits to deploy flaps in combat? 1 of the screenshots has the spit with flaps down - is he trying to land on the 109? (or am i overlooking something/crazy-drunk?)

I really, REALLY hope that they are not going to use "magic flaps" again as a cop out for AI/autopilot performance like they did in IL2. That was one of the most irritating things about IL2, looking out and seeing a bunch of Spits lined up for take off with 1/2 flap extended - impossible!

Full up or Full down for the Spitfire, and never used in combat, there was no combat setting. They went from 0 to 89 degrees deflection, way too much drag to be useful in a fight.

While I'm at it, I hope they aren't going to (again) use that ridiculous "full rudder" method of turning the AI aircraft, looks bad in screen shots and a complete immersion killer for me when the AI does it.

Last edited by jocko417; 02-20-2011 at 03:40 PM.
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  #240  
Old 02-20-2011, 06:08 PM
White Owl White Owl is offline
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Originally Posted by jocko417 View Post
I really, REALLY hope that they are not going to use "magic flaps" again as a cop out for AI/autopilot performance like they did in IL2. That was one of the most irritating things about IL2, looking out and seeing a bunch of Spits lined up for take off with 1/2 flap extended - impossible!

Full up or Full down for the Spitfire, and never used in combat, there was no combat setting. They went from 0 to 89 degrees deflection, way too much drag to be useful in a fight.

While I'm at it, I hope they aren't going to (again) use that ridiculous "full rudder" method of turning the AI aircraft, looks bad in screen shots and a complete immersion killer for me when the AI does it.
I believe the most recent patch fixed the Spitfires' flaps, didn't it?
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