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IL-2 Sturmovik The famous combat flight simulator.

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  #1  
Old 02-12-2010, 05:36 AM
MikkOwl MikkOwl is offline
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Originally Posted by Bearcat View Post
I hope you can incorporate that into the next update.. That's a great feature... especially the radiator axis...
I will put it back, fuel mix too. I mainly took them out before because it was a mammoth sized job to upgrade the whole thing to a more user friendly level (config free setup) and the documentation. I was afraid I would never finish that update if I had to do it for all features, so I prioritized.

Regarding radiator on axis (with bonus unecessary exposition! ): I found a Bf 110 manual from WW2 yesterday, written in English (it was based on captured specimens by the British who tested it and wrote a manual for their own pilots on how to use it). It had separate coolant radiator settings AND seperate oil cooler levers. In the game I noticed that when messing with the coolant radiator settings, the oil cooler levers actually moved separately. But like everything else, their setting copied themselves over to the other engine whenever selecting another. But hey, neat, separate radiators at least. Wonder if Team Daidalos will bother implementing the radiators separately or not (going to have to ask them). They do have radiator on axis, but their test vid showed the radiator levers moving in unison, as if not separate for each engine.


----

New features planned for version 3.3:

1. Radiator and fuel mix making a return
2. Possibility of prop pitch (because I have an itch for that).
3. Toe brakes (which have to manipulate the rudder to work properly on the ground) no longer manipulates rudder during take off, in flight, or landing.
4. Possibly .ini free setup method for individual engine buttons (toggle & feather).
5. Separate engine kill switches.

Last edited by MikkOwl; 02-12-2010 at 05:42 AM.
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  #2  
Old 02-12-2010, 02:06 PM
Bearcat Bearcat is offline
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I actually have better simulated differential braking (better than stock) by changing a few lines in my User folder @ C:\Program Files\Ubisoft\IL-2 Sturmovik 1946\Users\wells. When you use rudder pedals and set your brake axis it will become either an X or a Y depending on which toe brake you press (L or R).. what ever it becomes.. just add the other line (If X add Y, if Y add X) and then make it a read only file and it wont change. I lie your idea better though...

[HotKey move]
AXE_RX JoystickDevice2=trimaileron
AXE_RX JoystickDevice1=trimrudder
AXE_RZ JoystickDevice2=rudder
AXE_U JoystickDevice1=-power
AXE_U JoystickDevice0=-pitch
AXE_V JoystickDevice1=-trimelevator
AXE_X JoystickDevice2=brakes
AXE_Y JoystickDevice2=brakes
AXE_X JoystickDevice0=aileron
AXE_Y JoystickDevice0=elevator
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  #3  
Old 02-12-2010, 02:10 PM
MikkOwl MikkOwl is offline
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Quote:
Originally Posted by Bearcat View Post
I actually have better simulated differential braking (better than stock) by changing a few lines in my User folder @ C:\Program Files\Ubisoft\IL-2 Sturmovik 1946\Users\wells. When you use rudder pedals and set your brake axis it will become either an X or a Y depending on which toe brake you press (L or R).. what ever it becomes.. just add the other line (If X add Y, if Y add X) and then make it a read only file and it wont change.
Won't that make moving the rudder (no matter the situation) also apply braking? I thought of this back before I had the G940, but thought that taking off (where plenty of rudder deflection is necessary on many planes) this would result in braking, slowing the plane down, as well as braking on the side the rudder is turning toward.

Right now I'm trying to figure out if I can somehow send and recieve UDP packets (the communication method of devicelink) directly, without netcat. That would open up some possibilities with all kinds of things.
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Old 02-12-2010, 02:30 PM
Bearcat Bearcat is offline
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No... you still have to press the brake.. but now you have brakes in either pedal.. because the brakes are modeled on an axis and rudder pedals have 2 toe axii (L & R) it would only allow one or the other.. so if say you had the left one active.. youd be turning right and pressing with the left.. This way, brakes are modeled in either foot.. so while you have to still turn the rudder to brake.. you can achieve better simulated differential braking because you can pres the toe brake in the pedal you are using in the turn.
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