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CoD Multiplayer Everything about multiplayer in IL-2 CoD

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Old 08-23-2011, 09:13 PM
MadBlaster MadBlaster is offline
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Poor CLoD newbies. There's a reason the magnetos in the "toy" game (a.k.a. 1946) don't work. Someone figured out this is a novelty and after a few times, adds no gameplay value what so ever. After the 300th time, it become a pita. Put CLoD fuel pump, fuel cock, anthropromorphic and cockeyed 109 gunsight in that bucket too. You want CLoD fixed, go back 1C and re-learn the lessons from the old game. The old game, thank god it didn't stop in a vacume when 1C started developing BoB/CLoD. It kept growing with the modders and still grows and is totally awesome today. CLoD stays off my machine. No regrets. Calling it a "toy". Sorry, that is agenda driven language and less than truthful!

@Richie, the CLoD 3 way switch, this can be simulated more or less in the old game too with Glovepie script . How - set up 2 buttons, one for pitch up and the other for pitch down. Default position is autoprop pitch "on" when both buttons are not pressed. When you press one of the buttons, it does two things: first, toggles autoprop pitch to manual...second, toggles the pitch to either 0 (ppaxis value =-1 pitch up) or 100% (pp axis value =1 pitch down). When you release either of the buttons, the auto prop pitch toggles back on. So you can move the rpms/pitch angle much fast than relying strictly on the auto prop pitch clock to catch up. This means more zoom climb and more acceleration in power dive. The only way to burn it up with this setup is hold down the pitch down button (pitch decreases). It isn't exactly like CloD, but you get the acceleration effect and much less risk burning up the engine by running strictly manual prop pitch mode. You still have to manage the throttle a bit to keep the rpms in range with this setup.

It's one thing to defend the developers of CLoD. It is quite another to malign the best WWII flight simulator "1946 modded". Reminder, Oleg left the building. We now know why.

Last edited by MadBlaster; 08-23-2011 at 09:16 PM.
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Old 08-23-2011, 09:28 PM
Ze-Jamz Ze-Jamz is offline
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Quote:
Originally Posted by MadBlaster View Post
Poor CLoD newbies. There's a reason the magnetos in the "toy" game (a.k.a. 1946) don't work. Someone figured out this is a novelty and after a few times, adds no gameplay value what so ever. After the 300th time, it become a pita. Put CLoD fuel pump, fuel cock, anthropromorphic and cockeyed 109 gunsight in that bucket too.
What are you going on about?
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Old 08-23-2011, 10:14 PM
MadBlaster MadBlaster is offline
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Originally Posted by Ze-Jamz View Post
What are you going on about?
A few things.

1)I'm pointing out why newbies would disconnect from the CLoD server. Simple, due to unnecessary novelty complications in CLoD.

2)I'm pointing out how CLoD fails to balance gameplay with realism. See lesson learned in the old game (i.e.,the magneto check at startup is unecessary for a good reason.)

3)I'm pointing out that he who said the "toy" thing, this is not moderation. This is agenda.

4)I'm telling the OP that the 109 3-way switch capability that is supposedly new and nifty, can actually be found in the old game with a simple Glovepie script and will bring the 109 to life.

I will add one more thing to the CLoD worthless novelty bucket. See my agenda? Defend, Attack!

Controls for two radiators is unneeded. This takes up controls that the user can use for other things. I think the old game actually modeled two radiator, but under one control. How do I conclude this? If you go up 7000 meters, you see water temps drop significantly on the water temp gauge. But you can still overheat the engine via high oil temp gauge. Then, when you open the "radiator", oil temp cools. So, conclusion is that oil rad is modeled in combo with water rad as one control.
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