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IL-2 Sturmovik The famous combat flight simulator.

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  #1  
Old 08-25-2009, 05:36 PM
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ElAurens ElAurens is offline
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What this means is that it will only be useable in coop mode, as dogfight mode does not allow more than one player per aircraft.

Silly really.
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Personally speaking, the P-40 could contend on an equal footing with all the types of Messerschmitts, almost to the end of 1943.
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  #2  
Old 08-25-2009, 10:12 PM
KG26_Alpha KG26_Alpha is offline
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Quote:
Originally Posted by ElAurens View Post
What this means is that it will only be useable in coop mode, as dogfight mode does not allow more than one player per aircraft.

Silly really.
There lots of us coop pilots you know

But I see it as a squadron based aircraft everyone on comms on a squad operation, if they made the rest of the bombers like this it would be more fun, bombardier, pilot, radios, gunner etc, but it must make sense to have this aircraft selectable for multi crewed and single.

Last edited by KG26_Alpha; 08-25-2009 at 10:23 PM.
  #3  
Old 08-25-2009, 10:40 PM
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ElAurens ElAurens is offline
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Let me clairify...

It's silly that we still don't have multiple crewed aircraft in DF mode.



I fully understand about coops. The addition of radar will be a boon to that area of play.

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Personally speaking, the P-40 could contend on an equal footing with all the types of Messerschmitts, almost to the end of 1943.
~Nikolay Gerasimovitch Golodnikov
  #4  
Old 08-25-2009, 10:45 PM
KG26_Alpha KG26_Alpha is offline
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Quote:
Originally Posted by ElAurens View Post
Let me clairify...

1. It's silly that we still don't have multiple crewed aircraft in DF mode.



2. I fully understand about coops. The addition of radar will be a boon to that area of play.

1. That's fixed in SoW with AI in DF mode also, yippee

2. If you can get the bombers to turn off nav lights in TD's v409m
Night missions are a pain without using the nav light mod.

It would be great if the night textures were made much darker than the blueish tinted night time we have at the moment.

Is it possible for TD team to let us mere mortals know what's on their "fix it" list please

Last edited by KG26_Alpha; 08-26-2009 at 07:22 PM.
  #5  
Old 08-25-2009, 11:44 PM
WWFlybert WWFlybert is offline
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ElAurens,

About human multi-crew aircraft in join-in-progress dogfight mode ..

think .. you'd have to sync the players into the aircraft before hitting "fly"

likely technically possible, but how might that work in the interface ?

1. Players would need to select same base on brief screen.
2. Players would need to select same aircraft and probably all same features on arming screen
3. I think then, you would need a new button on arming screen, perhaps labeled "Seats", which would turn green when 2 or more players had selected correctly .. when you then hit that button
4. It takes you to new screen naming aircraft selected with list of pilots similar to coop aircraft selection screen, but only the one plane selected and showing only players that had selected the plane, then you ready up in same manner as in coop.
5. Then the players hit "Fly" from that screen, become synced together in the aircraft and join-in-progress together.

Would be nice feature, but significant reprograming involved, new interface screen design.

So.. it's not just 'silly' we don't have human multi-crew for dogfight / join-in-progress mode, it would require some new things to implement.
  #6  
Old 08-26-2009, 01:14 AM
Bearcat Bearcat is offline
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Hey TD a question....

Someone unlocked a way to increase the torque in the FMs... You couldn't decrease it lower than the stock torque.. (so it couldn't be used as a cheat..) but if you wanted to increase it , say.. so you could get even more realistic torque effects.. especially on landings & T/Os.. you could.. I never tried it.. and actually it wasn't a mod from what I understand.. but the mods enabled the feature to be unlocked.. it was always there... at least from my understanding of the "feature" I am wondering if it might be possible to include that feature in an upcoming patch as an additional CEM option. Some kind of varying degree of torque from say... stock to stock plus x , to plus xx .. up to the point where if you were not careful you could flip your plane on T/O like it sometimes happened in RL.. I seem to recall some time ago Oleg making reference to this feature @ UBI .. No one knew what he was talking about though and because it wasn't activated in the sim it couldn't be used so it was a moot issue.. I believe he said that he could make the FMs even more realistic but a lot of peope wold find it harder to fly.. but I figure since some of us have been flying this sim for what... 8-9 years now....

Is that doable?

Last edited by Bearcat; 08-26-2009 at 03:30 AM.
  #7  
Old 08-27-2009, 06:42 AM
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proton45 proton45 is offline
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Quote:
Originally Posted by Bearcat View Post
Hey TD a question....

Someone unlocked a way to increase the torque in the FMs... You couldn't decrease it lower than the stock torque.. (so it couldn't be used as a cheat..) but if you wanted to increase it , say.. so you could get even more realistic torque effects.. especially on landings & T/Os.. you could.. I never tried it.. and actually it wasn't a mod from what I understand.. but the mods enabled the feature to be unlocked.. it was always there... at least from my understanding of the "feature" I am wondering if it might be possible to include that feature in an upcoming patch as an additional CEM option. Some kind of varying degree of torque from say... stock to stock plus x , to plus xx .. up to the point where if you were not careful you could flip your plane on T/O like it sometimes happened in RL.. I seem to recall some time ago Oleg making reference to this feature @ UBI .. No one knew what he was talking about though and because it wasn't activated in the sim it couldn't be used so it was a moot issue.. I believe he said that he could make the FMs even more realistic but a lot of peope wold find it harder to fly.. but I figure since some of us have been flying this sim for what... 8-9 years now....

Is that doable?

Mmm...your thoughts interest me.

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  #8  
Old 12-03-2009, 04:26 PM
Eldur Eldur is offline
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Quote:
Originally Posted by ElAurens View Post
It's silly that we still don't have multiple crewed aircraft in DF mode.

Just a suggestion, as the idea comes to my mind:

There's already a check for each plane to consider if killing it is a vulch or not. That one is 1 while the plane is still on the ground until it reaches something like 1G stall speed (I once managed to take a FW-190 with full flaps and extremely low speed to >2000m and it was announced as a vulch as someone shot me down... was like never above 140km/h or something like that). And it's set to 1 again when the plane lands.
Basically there should just be an option to take a slot in multi-crew aricraft that have this vulch state = 1 which means they're still on the ground. That would make FBD dogfight servers a lot more interesting as the gunners somehow seem to fail badly when the plane is controlled by a human pilot as opposed to the uber snipers they are in an AI-flown plane. (That should be another issue to look into, as well as AAA accuracy)

Quote:
Originally Posted by Bearcat View Post
and it would be great to have the option to fine tune the CEM.
A tuned CEM would be welcome. Right now many planes don't even have mixture control, as even the real German planes have a lever that has similar states like the US planes which are Idle Cutoff, Auto Lean, Auto Rich (+ everything in between these 2 modes) and Full Rich. And some planes have strange settings limited to either 120% (for just the first 600-800m of altitude) and 100% (for anything above) which seems more to be a second low alt WEP function than a mixture control. And even planes that have full control, like the Yaks for example, mixture control doesn't affect fuel consumption at all.
Not to mention the temperature model. A 1500hp engine just shouldn't overheat at 8000m where it's maybe less than 1000hp at full throttle with a manifold pressure a lot below max. while it's like -30 to -60°C outside.
And I'd like to have a real use for the magnetos switches. They're in since FB 1.0 or something like that, but pretty much useless as they're set to "both" already when a mission starts, so you just have to "I"gnite your engine(s). Mixture should be a 0% then, too. Just to have a complete sequence to start the engine.
Radiator controls that are not just R, but more like one key to open, one to close, one for auto on/off and maybe even an axis would rock. Generally it would be nice to have a mixture axis too. The best would be individual engine control axes as well as axes for "left engines" and "right engines". A lot of people with throttle quadrants would love this. I don't have one but I may buy one then

Quote:
Originally Posted by Letum View Post
I am a member of a large bombing group.
We experience terrible problems with the AI gunner's friendly fire.
Often we lose six or more out of twenty bombers by friendly gunner fire, despite
keeping correct distances, staggering the VICs and not having any planes on
the six of any other planes.
Now that's a real issue that needs to be adressed. But it should be possible while they alter the AI visibility to get real night fighting action without wonderwoman NVG AI units. That's a general AI problem in fact. I even remember situations where I was alone on a DF map for testing it. I took a plane and wanted to take off. Too bad for me, I placed some enemy battle ships within like 20km distance to the base, with some 200-400m-ish hills in between. As soon as my plane spawned, they started attacking me making it impossible to taxi to the runway and take off without taking serious damage. Not even a radar could make this possible in reality.

Last edited by Eldur; 12-03-2009 at 05:27 PM.
  #9  
Old 09-24-2009, 12:40 AM
fabianfred fabianfred is offline
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I personally wish that TD would quickly release the (for me) most important additions of the triggers for the FMB and multi-engine support.....
Besides all the nice a/c and maps they are doing these two things would make the current game much more enjoyable.....
Without missions the maps and planes are useless...unless you only enjoy dogfights.... so anything like the triggers would make mission hugely more interesting.....
I believe Nearmiss has been calling for triggers like in the mission-builder of CF2 for the last six years....
  #10  
Old 09-24-2009, 03:01 AM
IvanK IvanK is offline
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In the tests I have done (And just done in 4.09RC2) the very first signs of compressibility on the P38L Late at 10,000feet are occurring at 410mph (IAS) or Mach 0.65. By the first signs I mean an ever so slight tendency for the nose to drop from the trim state. As the dive increases the first signs of buffet are detected at Mach 0.72-0.74. As Mach increases both buffet and rate of nose drop increase.

that is not that far different from the POH values and the description given in Americas 100,000 Page 158 in the Dive and recovery paragraph.

What symptons and IAS/ALT values are you seeing Capt Stubbing that indicate it is happening at lower values ?

Last edited by IvanK; 09-24-2009 at 06:22 AM.
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