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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
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There are certain games where it's fun no matter what, even if there is no reward for losing, imo...for example GTA 4, crazy stuff happens and whether you die, lose the match, lose the objective, it's still fun to watch...Team Fortress 2, it's hilariously funny when you die, they make it an experience with nemesis, snapshots, funny death animations and sounds. I've grown out of these games, and yes, I'm somewhat comparing apples to oranges, but the concept of entertainment is still valid. In CloD, when you get pilot killed from the first round out of that 109's machine gun that you just watched pull away from you, skyrocket into almost vertical climb and Immelmann back (all starting from a co-alt contact engagement) with equal energy as you...after 25 minutes of climbing to 18,000ft, flight navigation and sweeping the channel, and planning with teammates...it's not fun. Correction, it's decent fun when you do all that stuff and it happens a couple times a day, but ask any Red pilot, it happens at least 10 times a day. To everyone. Frustration takes over and it goes from "oh he got me that time" to "OK, what am I doing wrong" to "HOW IS THIS A SIMULATION PEOPLE PAID FOR?!?!" I've been a witness to this frustration first-hand and watched even the most solemn and skilled players in the last two days lose their cool. /rant |
#2
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I've flow red alot and yes 109's are faster and outclimb you, but that doesn't mean they get an automatic kill. Just keep an eye on him, without trying to follow him up. Stay level or in a shallow climb and wait for him to come down again, then turn into him and force him to turn or go back up. Just keep doing this untill he loses patience and/or makes a mistake. Often they'll even stall and spin out at the top of their hammerhead and hand you the advantage on a platter. Without being an ace pilot (which I certainly am not!) you can even keep 2 109's occupied in this way, spiralling down while dragging them along and giving your teammates a perfect opportunity to attack em. And yes some will decide it's not worth it when you start throwing lead their way and run off...but that's just fine. Fly away while keeping an eye on them and look for the next, easier target. Flying like this I always end up with a higher kills than deaths ratio. Rarely get PK'd, except by one certain 109 pilot who hasn't been online in weeks. More often than not the plane will be falling apart while I'm still alive. I know many red pilots complain these days, but I just can't agree with them.. especially now red got 100oct planes that are faster than before. They seem to want the old days of total spit IIa superioirty back but that's just not going to happen, nor was it historical. Last edited by Warhound; 07-01-2012 at 09:26 AM. |
#3
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Warhound
What you describe as the current situation doesn't sound anything like I've read in any 'historical' account of the BoB either. In fact, if that is the current situation online then it sounds like a total travesty of reality, with people 'gaming' the game. Fair enough if that's what floats your boat and an understandable (unavoidable even) strategy for the 'competitively minded', online player if the FMs aren't accurate enough to make more reality-based tactics worthwhile. I suppose my perspective (on combat flight sims) has always been about being able to recreate history as truthfully and accurately as possible, so the above account of what the game is like now doesn't sit well with me. In fact what is the point of finely modelled aircraft systems and detailed cockpits if the aircraft performance is a parody of the real thing? I know people will say that it is work in progress, and there is truth to that, but it has been WIP for a long time now and progress on this (and many other fronts) is painfully slow. I suppose I've been on the verge of just writing this whole thing off for some time now. There is a point where you need to conclude that what you had looked forward to for so long just isn't going to be realised.
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i5-2500K @3.3GHz / 8GB Corsair Vengeance DDR3-1600 / Asus P8P67 / GTX-260 (216) / WD 500GB Samsung 22" 1680x1050 / Win7 64 Home Premium CH Combat Stick / CH Pro Throttle / Simped Rudder Pedals Last edited by kendo65; 07-01-2012 at 10:28 AM. |
#4
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You mean everyones an Ace? There not gaming the game, there flying their aircraft at what it does best. Thats what pilots are supposed to do when their not terrorfied or inexperienced. Thats one of the problems with online flying, nearly everyone is an Ace. Its the pinicle of top fighter vs top fighter. Can you imagine if people only had 10 hours flight training like some BoB British pilots? |
#5
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And yet Oleg himself stated that the models in CoD are calculated at many many more points, and these calculations are also more complicated... Code:
[Aircraft] Type 1 Crew 1 Wingspan 8.11 Length 6.38 Seaplane 0 Canard 0 Jet 0 JetHiV 0 [Mass] Empty 639.0 TakeOff 880.0 Oil 14.5 Fuel 246.0 [Controls] CAileron 1 CAileronTrim 0 CElevator 1 CElevatorTrim 0 CRudder 1 CRudderTrim 0 CFlap 0 CFlapPos 2 CDiveBrake 0 CInterceptor 0 CEngine 1 CVectoredThrust 0 CUndercarriage 0 CLockTailwheel 1 CStabilizer 0 CArrestorHook 0 CWingFold 0 CCockpitDoor 0 DefaultAileronTrim -0.021 DefaultElevatorTrim -0.12 DefaultRudderTrim -0.098 [Squares] Wing 22.67 Aileron 1.5 Flap 1.0 Stabilizer 1.5 Elevator 1.2 Keel 0.9 Rudder 0.83 Wing_In 3.78 Wing_Mid 3.78 Wing_Out 3.78 AirbrakeCxS 0.0 [Arm] Aileron 3.18 Flap 1.0 Stabilizer 4.2 Keel 4.3 Elevator 4.55 Rudder 4.78 Wing_In 1.31 Wing_Mid 1.0 Wing_Out 3.5 Wing_V 0.0 GCenter -0.05 GCenterZ 0.00 GC_AOA_Shift 0.20 GC_Flaps_Shift 0.10 GC_Gear_Shift -0.15 [Toughness] AroneL 50 AroneR 50 CF 200 Engine1 30 Engine2 30 Engine3 30 Engine4 30 GearL2 200 GearR2 200 Keel1 30 Keel2 50 Nose 100 Oil 50 Rudder1 50 Rudder2 50 StabL 50 StabR 50 Tail1 150 Tail2 150 Turret1B 30 Turret2B 30 Turret3B 30 Turret4B 30 Turret5B 30 Turret6B 30 VatorL 50 VatorR 50 WingLIn 100 WingLMid 90 WingLOut 50 WingRIn 100 WingRMid 90 WingROut 50 Flap01 30 Flap02 30 Flap03 30 Flap04 30 [Engine] Engine0Family Hispano-Suiza 8:SE5_FM Engine0SubModel Be [Gear] H 1.54 Pitch 16.8 SinkFactor 500.0 [Params] CriticalAOA 16.00 CriticalCy 01.50 CriticalAOAFlap 15.50 CriticalCyFlap 01.65 SpinTailAlpha 17.00 SpinCxLoss 0.06 SpinCyLoss 0.03 Vyfac 1.0 Tfac 1.1 Vmin 100.0 Vmax 200.0 VmaxAllowed 285.0 VmaxH 230.0 HofVmax 3500.0 VminFLAPS 75.0 VmaxFLAPS 250.0 Vz_climb 15.0 V_climb 260.0 T_turn 18.0 V_turn 300.0 K_max 11.0 Cy0_max 0.15 FlapsMult 1.0 FlapsAngSh 4.0 Range 483.0 CruiseSpeed 180.0 SensYaw 0.4 SensPitch 0.62 SensRoll 0.5 [Polares] lineCyCoeff 0.087 AOAMinCx_Shift 0.0 Cy0_0 0.13 AOACritH_0 16.0 AOACritL_0 -16.0 CyCritH_0 1.3 CyCritL_0 -0.7 CxMin_0 0.0305 parabCxCoeff_0 4.3E-4 Cy0_1 0.58 AOACritH_1 14.0 AOACritL_1 -20.0 CyCritH_1 1.45 CyCritL_1 -0.7 CxMin_1 0.076 parabCxCoeff_1 6.2E-4 parabAngle 10.0 Decline 0.002 maxDistAng 38.0 draw_graphs 0 [SOUND] Engine Std Code:
[Generic] Type Inline Autonomous 1 Cylinders 8 Carburetor 2 Direction Right TowFactor 1.0 PropMass 150.0 EngineI 1.0 EngineAcceleration 6.0 Extinguishers 0 CompressorType 1 CompressorSteps 2 AfterburnerType 0 MixerType 1 cThrottle 1 cAfterburner 0 cProp 1 cMix 0 cMagneto 1 cCompressor 1 cFeather 0 cRadiator 1 TESPEED 0.01 TWATERMAXRPM 95 TOILINMAXRPM 70 TOILOUTMAXRPM 99 MAXRPMTIME 280 MINRPMTIME 999 TWATERMAX 135 TWATERMIN 60 TOILMAX 105 TOILMIN 40 SoundName Bristol-Mercury PropName middle StartStopName bristol-hercules [Be] Carburetor 3 HorsePowers 220 BoostFactor 1.1 Thrust 0 PropMass 15.0 EngineAcceleration 2.0 cRadiator 0 cProp 0 RPMMin 440 RPMNom 2300 RPMMax 2750 RPMMaxAllowed 3320 Reductor 0.75 PropDiameter 2.8 PropAnglerType 0 PropAnglerSpeed 0.06 PropAnglerMinParam 900 PropAnglerMaxParam 2750 PropPhiMin 25.0 PropPhiMax 25.0 PropAoA0 11.0 CompressorPMax 1.5 CompressorAltitude0 4200.0 CompressorMultiplier0 1.00 CompressorRPMP0 1800.0 CompressorRPMPMax 2750.0 CompressorMaxATARPM 1.5 CompressorSpeedManifold 0.5 CompressorRPM0 400 CompressorATA0 0.65 DisP0x 2550 DisP0y 0 DisP1x 0 DisP1y 140 BOOSTFACTOR 1.0 TESPEED 0.01 TWATERMAXRPM 90 TOILINMAXRPM 65 TOILOUTMAXRPM 97 MAXRPMTIME 280 MINRPMTIME 999 TWATERMAX 115 TWATERMIN 60 TOILMAX 130 TOILMIN 40 Code:
public void setFricCoeffT(float f) { fricCoeffT = f; } private float getFrictionMoment(float f) { float f1 = 0.0F; if(bIsInoperable || stage == 0 || controlMagneto == 0) { fricCoeffT += 0.1F * f; if(fricCoeffT > 1.0F) fricCoeffT = 1.0F; float f2 = w * _1_wMax; f1 = (-fricCoeffT * (6F + 3.8F * f2) * (propI + engineI)) / f; float f3 = (-0.99F * w * (propI + engineI)) / f; if(f1 < f3) f1 = f3; } else { fricCoeffT = 0.0F; } return f1; } private float getJetFrictionMoment(float f) { float f1 = 0.0F; if(bIsInoperable || stage == 0) f1 = (-0.002F * w * (propI + engineI)) / f; return f1; } ![]() |
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