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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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  #221  
Old 04-18-2011, 12:30 PM
monsterninja monsterninja is offline
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+1 if they cant use real, use HUD....
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  #222  
Old 04-18-2011, 01:35 PM
b101uk b101uk is offline
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Personally I believe there was some needle bounce on some instruments like the mechanical RPM counter, however in the game as it was it was a little to excessive and needed to be toned down but that said gauges that do bounce normally the true reading is in the centre of the maximum and minimum range of bounce which people who operate/drive machinery off-road or who have raced 4x4 or bikes etc off-road will be able to tell you that they all do even electric ones unless there a digital display.

Therefore if the virtual mechanical gauge has been replaced with a virtual electro mechanical one I would STILL expect some bounce at extremes of vibration or during fluctuating prop load like bobbing in and out of the wake turbulence/slipstream/prop wash wile chasing down an opponent when close behind them etc.
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  #223  
Old 04-18-2011, 06:14 PM
dali dali is offline
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again, you talk about needles, how about some aspects of flight model? rudders for instance?
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  #224  
Old 04-18-2011, 06:31 PM
Tbag Tbag is offline
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+1 for realism
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  #225  
Old 04-18-2011, 06:44 PM
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jcenzano jcenzano is offline
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+1
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  #226  
Old 04-18-2011, 06:48 PM
41Sqn_Stormcrow
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Quote:
Originally Posted by 41Sqn_Banks View Post
I can only speak for myself, but I think the majority of the "keep it real" crowd has the same opinion.
It's not about jumping needles, if mechanic instruments don't jump around, then keep them mechanic and remove/reduce the jumping.

It's about changes that are made based on feelings of people, not based on hard facts:

* Adjusted magnetic compass damping to match the characteristics of a Soviet A-4
compass, as many were unhappy with its present wobbling;

* Replaced every tachometer in every British and Italian plane with an electrical type, since some people find needle movement on the mechanical type not what they expected.

* Completely removed overload assessment from carburetters. Rolls-Royce engines will now cut if overload is negative, and will not cut if it is positive. (old values were sneezing at .5G, and cut-out at .25 which we felt were dead on, but this apparently confused most of the players)
+ 1 Trillion^Tetrillion

I now find it so much less immersive with this unsensitive merlin that doesn't shake at all and runs like a modern bmw car engine with active vibration damping devices. If ppl cannot handle realism they just need to switch realism options off. But leave realism for us real simmers.
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  #227  
Old 04-18-2011, 09:43 PM
Silver_Dragon Silver_Dragon is offline
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+1 to Realism, with the options for news for change in the settings
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  #228  
Old 04-18-2011, 10:29 PM
IvanK IvanK is offline
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For the pro Needle bouncers have a look at this track about 3:17 in .... no bounce just a tiny little bit of hunting after they reach 2050 RPM and thats pretty much what we have now in CLOD. So 2 videos so far validating the lack of needle bounce.



So the realism with respect needle bounce (or lack thereof) has actually been improved !

Last edited by IvanK; 04-18-2011 at 10:32 PM.
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  #229  
Old 04-19-2011, 12:22 AM
Wolf_Rider Wolf_Rider is offline
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do you have one of the Hurricane (OEM equipment for the period ingame) though?
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  #230  
Old 04-19-2011, 02:26 AM
IbanezLaney IbanezLaney is offline
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Just think about the old mechanical speedometers from back when cars were good.
This works the same way. The needle bounce seemed way over exaggerated.

A very slight wobble seems correct and only a large wobble would occur if the cable was incorrectly installed or damaged. The mechanical type would snap eventually if this was the case.

I don't know much about the gauges from back then but I would be surprised if they were not oil dampened to further reduce wobble.
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