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IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games.

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  #1  
Old 06-04-2012, 02:09 AM
BadAim BadAim is offline
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It already is under new management! That's the problem, there is a massive mess for Luthier to clean up, and it's just starting to bear fruit. Like so many others have said, go play with the dog outside, check out the beach, have a beer with your real life friends. The patient is not dead, just in intensive care. The old girl will be back.
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  #2  
Old 06-04-2012, 05:56 AM
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TUSA/TX-Gunslinger TUSA/TX-Gunslinger is offline
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Well, just so you know. I check these boards at least 3 to 4 times a week. That is, when there is something to read

There, the dead have spoken. Happy?
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  #3  
Old 06-04-2012, 10:13 AM
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Fenice_1965 Fenice_1965 is offline
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One big issue is the hardware requirements.
The biggest part of the community cannot afford a 400,00= euro vidcard to play this game.
Many of them are part of the old IL2 community, used to the totally smooth flying that sim has, simply because IL2 on the contrary, is played today with hardware always exceeding its requirements.
They're not willing to invest money on a compromise vidcard to play CLOD with low FPS or with a graphic similar or worst than IL2.
I think that many players will shift to CLOD with the new product. At that time cards with actual top performances will be mid price and the structure of the sim will be competitive with IL2 in terms of aircraft variety and freedom from bugs, FM issues etc.
JMHO
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Old 06-04-2012, 10:37 AM
jimbop jimbop is offline
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Just waiting for 'the patch'... I had a problem with my controller immediately after an extended trip overseas. The thought of repairing it all just to continue bombing the wrong way (to compensate for the broken bomber mechanics) tired me out. Wake me when the patch arrives!
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Old 06-04-2012, 11:19 AM
5./JG27.Farber 5./JG27.Farber is offline
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What the hell are you all talking about? Were running a MP campaign!


Last edited by 5./JG27.Farber; 06-04-2012 at 11:48 AM.
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  #6  
Old 06-04-2012, 11:28 AM
von Pilsner von Pilsner is offline
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Talking

Not going anywhere, I've been hanging out in the FMB forum and learning some C#. I converted my AI Tweak a bit (it works better now) and integrated it into 41Sqn_Banks' awesome IL2DCE campaign generator (not ready for release yet though) and am doing a few tweaks to the code for SP (only) play.

So far I have a rough 4-phase semi-dynamic campaign with improved AI in the works. I am hoping to be done in 2 mos. or so







There just isn't much to talk about at the moment, but I think most of us are still here... Oh, I am also testing out a really nice static campaign (not mine) that should be available soon.
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Old 06-04-2012, 11:50 AM
jimbop jimbop is offline
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Farber, maybe I am wrong but I thought the bombsight problems weren't fixed. As always, Blackdog_kt says it best:

Quote:
Originally Posted by Blackdog_kt View Post
No need to make new videos actually. If we could get English susbtitles for these it would be just fine.

Any German speaking members of the community willing to come up with a transcript and translation? If someone translated this, he could then send it to the youtube uploader to make it into on-screen annotations.

On the Lofte bombsight issues excuse me for asking again, but i would really like a clear answer from someone who tested it.because i don't have a clear answer yet.

Up till now, there was a mix-up between imperial and metric units in the sights: for some algorithms user inputs when calibrating the sight were treated as metric, for some others as imperial.

One work-around was to bomb by converting speed from km/h to mph and input that into the sight. This method results in correct release point calculation because that algorithm "thinks" the speed we enter is in mph, so if we convert our speed to mph it will work correctly.

However, it results in incorrect tracking of the target, because the other algorithm that pans the sight when automation is engaged "thinks" the speed we enter is in km/h.

So, if we convert to mph the bombs will hit what the crosshairs aims at, but the crosshairs drift off the target and the player has to constantly disable automation, recenter crosshairs and re-enable automation.

If we don't convert our speed but input it in km/h directly, the sight doesn't drift off the target but the release point is wrong.

Has this been corrected? If it has then He111 here i come (at least until the 88 gets a working gyrocompass, in which case you can level bomb with that one too).

It will be a blast to fly these properly. The 88 can't climb that easily, but you have the option of dive bombing. The He111 can't dive bomb but you can fly higher.
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  #8  
Old 06-04-2012, 02:05 PM
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phoenix1963 phoenix1963 is offline
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Unhappy Summer?

Only those not living in Britain could possibly think it is summer yet!
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  #9  
Old 06-04-2012, 02:45 PM
5./JG27.Farber 5./JG27.Farber is offline
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Quote:
Originally Posted by jimbop View Post
Farber, maybe I am wrong but I thought the bombsight problems weren't fixed. As always, Blackdog_kt says it best:
I think you mean Jimbop... Obviously my picture of zoidberg was to distracting for you.
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