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  #1  
Old 06-02-2012, 10:15 PM
Luno13 Luno13 is offline
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As far as I'm aware, lights were used. I've seen map-makers add lights to stationary carriers, but it's impossible for moving ones. I've noticed a diamond-shaped structure on Japanese carriers under the main deck with 5 light sources. Maybe this was used to transmit info to the pilot (ie, too fast, too low, etc.)

Also, in the right conditions the wake might churn up some phosphorescent algae, leaving a long trail, lighting the way to the stern of the ship
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  #2  
Old 06-04-2012, 03:53 PM
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Fenrir Fenrir is offline
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Quick request:

Can we lose the regiment badges that appear on RAF aircraft? Few - if any - squadrons during wartime actually carried them, the only exceptions I know being the Polish squadrons, some Candian units (limited to a maple leaf, or, in the rare case of 403 squadron, a wolfs head on the left cowling below the ejector exhausts) and one or two of the heavy bomber units, and with the exception of the poles most of these appeared only alte in the war. Very few examples carried full versions of the squadron crest.

They're big, do little for the looks of the aircraft and in some cases aren't even in colour!

Similarly for some of the USAAF fighter units.

Cheers
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  #3  
Old 06-04-2012, 09:00 PM
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secretone secretone is offline
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Default More Realistic Damaged Flight Characteristics

Hi TD. Thank you for your many efforts and I am amazed, happy and thrilled to have the game just as it is today. You owe us nothing at all.

But if you computer geniuses are looking for some extra challenge then here is an idea. I know I am not the first one to request this but how about more realistic behavior from damaged aircraft? I know that some damage effects have already been modeled, of course.

examples:

If the motor is damaged - the planes go slower. AI especially.

Non-inline twins yaw and drop a wing upon loss of engine. You must respond to this emergency immediately or make a hole in the ground. Landings are not a piece of cake.

Here's another idea - model loss of motor on takeoff perhaps due to previous damage or poor maintenence; happened historically and often with horrendous consequences.

Model failure of nosewheel on some tricycle gear planes like p-38 and b-24.

Flap failures, perhaps even just on one side?

Howling wind sound when canopy shatters from gunfire? You are forced to slow down?

Shot up radio - communication failures? Nav system failure?

Flat tires on landing?

Propeller mechanism failure - not a rare occurance. Runaway prop catastrophe?

Anyway, thanks for all your fabulous efforts that have brought us all so much fun!!

Last edited by secretone; 06-06-2012 at 07:05 PM.
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  #4  
Old 06-04-2012, 11:26 PM
Luno13 Luno13 is offline
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The last one is possible for some planes (Hurricane comes to mind, but I'm not sure if other types have this DM). If the prop governor is shot up, it becomes very easy to over-rev the engine and you have to carefully manage the prop-pitch.

A random failure should also be possible, like you mention.
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  #5  
Old 06-05-2012, 07:28 AM
Rot Bourratif Rot Bourratif is offline
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Could you change the 'prop pitch' controls to 'manage rpm' controls as it is what they already do and it would be less confusing?
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  #6  
Old 06-05-2012, 09:44 AM
RegRag1977 RegRag1977 is offline
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Thumbs up I'm impressed

That's beautiful what you guys at TD are doing with this old sim!


PS Compressibility?

Would it possible to model compressibility in IL2? Just asking, not even daring to request it...

Last edited by RegRag1977; 06-05-2012 at 09:49 AM.
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  #7  
Old 06-05-2012, 10:09 AM
Lagarto Lagarto is offline
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Any of the following Japanese bombers:

Ki-30 Ann
Ki-48 Lily
G3M Nell
P1Y1 Frances
Ki-49 Helen
Ki-51 Sonia
Ki-67 Peggy

Especially the Nell, such a graceful-looking aircraft.
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  #8  
Old 06-05-2012, 11:22 AM
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FC99 FC99 is offline
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Quote:
Originally Posted by RegRag1977 View Post
PS Compressibility?

Would it possible to model compressibility in IL2? Just asking, not even daring to request it...
It's possible but problem with Il2 is too many planes. Any global change in FM results in huge amount of time spent on research. I'll guesstimate that for every hour of coding in FM department you need 100 hours of data research. That's the biggest detriment for FM changes, not the game engine by itself.
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