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bw_wolverine 01-18-2012 06:18 PM

Yeah, I think 250 is a bit low Osprey. I can get around 260-270 if I'm at the right altitude and have the pitch set low enough. I'm claiming this from memory, though, and I'll have to do some tests later to confirm.

260 to 270 seems about right to me though.

bw_wolverine 01-18-2012 06:21 PM

Quote:

Originally Posted by GraveyardJimmy (Post 381552)
Ah right, I'll try that out. I think I've got CEM worked out ok for the hurricane so might see if I can catch anyone if I have some altitude.

Maidstone is NOT a good airfield for the newer pilots, unfortunately. You have to be very careful not to wreck your prop in the dirt because it's so bumpy and slanted. Your best bet there (if you're new to it) is to take off east to west (downhill).

GraveyardJimmy 01-18-2012 07:05 PM

I tried Lympne as it was hurricanes only and caught it at the start of a mission. Noone strafing, I had time to warm up the engine and gain altitude. Flew over the channel and helped a spit attack some bombers then got engine damage (not sure if it was my management or good rear gunners!) so returned to the airfield lost sight of the runway and lost too much speed in a turn so crashed in a village.

Much better experience than earlier. Must have caught it in a bad state in the mission or something. I think I'll stick to the hurricane for now, trying to get my head around prop-pitch means hearing lots of different things from different people.

ATAG_Dutch 01-18-2012 07:21 PM

Quote:

Originally Posted by GraveyardJimmy (Post 381599)
Flew over the channel and helped a spit attack some bombers then got engine damage (not sure if it was my management or good rear gunners!) so returned to the airfield lost sight of the runway and lost too much speed in a turn so crashed in a village.

Heh! I was there at the time. I saw you returning as I was catching up to the Ju88. I downed the '88, but we shared the kill. I think you'd gone by then, but thought I'd let you know!

By the way, that DH prop Hurri is a bit of a handful. The Rotol prop Hurri is far easier to manage with constant speed prop. Much better performance too. ;)

Osprey 01-18-2012 09:27 PM

Looks like I need CEM courses, I'm sure Cheesehawk will offer a good price :rolleyes:


TBH I don't ever really need to hammer the engine, I don't often get shot at either yet I still get plenty of Hun. It sort of reminds me of when people say how good John Terry is in defence because he makes such outstanding last ditch tackles but I've always considered him a carthorse who makes mistakes and ends up having to make last ditch tackles.

JG52Krupi 01-18-2012 09:46 PM

Quote:

Originally Posted by bw_wolverine (Post 381574)
Yeah, I think 250 is a bit low Osprey. I can get around 260-270 if I'm at the right altitude and have the pitch set low enough. I'm claiming this from memory, though, and I'll have to do some tests later to confirm.

260 to 270 seems about right to me though.

Agreed was just chasing a 109 across the channel at 270 and caught him up before we hit the coast :D

klem 01-18-2012 10:24 PM

Quote:

Originally Posted by GraveyardJimmy (Post 381599)
I tried Lympne as it was hurricanes only and caught it at the start of a mission. Noone strafing, I had time to warm up the engine and gain altitude. Flew over the channel and helped a spit attack some bombers then got engine damage (not sure if it was my management or good rear gunners!) so returned to the airfield lost sight of the runway and lost too much speed in a turn so crashed in a village.

Much better experience than earlier. Must have caught it in a bad state in the mission or something. I think I'll stick to the hurricane for now, trying to get my head around prop-pitch means hearing lots of different things from different people.

Rotol Hurricane (don't bother with DH prop it isn't modelled properly)
General guide (my 2p):-
After takeoff reduce to 2600rpm or less, boost 3-4lbs continuous.
You can fly on max boost for a while at 2600 (historically 30 mins max but I wouldn't risk it that long in CoD). Watch the temps (max 95 oil, 120 Rad)

Overheating Oil? Reduce to 2200 rpm and cut back to 4lbs or less - soon cools down*.

Combat: Have cool engine (about 80 oil, <100 rad) when entering combat. See above*.
Combat 2600/max boost - combats don't usually last long enough to damage engine - and max rpm/max boost when necesary but 5 mins max (watch temps). Also don't forget Boost Overide for the extra bit of power but not for more than about 5 mins. Cut back on boost/override whenever possible.

Continuous max boost or Boost Override can also fail the engine without temperature warning.

GraveyardJimmy 01-19-2012 09:55 AM

Thanks! Just to clarify- I move the prop pitch lever rather than the throttle to adjust rpm?

Mixture should remain the same generally?

Edit: Just went up for a flight (cross country quick mission), that worked great, thanks! The other hurricane is a bit easier to keep the RPM at a nice level and the engine shakes a lot less (only on start up now, rather than in flight).

With this hurricane, mixture is full back = rich? When would I use it pushed forwards, other than a little bit at takeoff- at high altitudes where air is thinner so less fuel is needed?

Robo. 01-19-2012 11:04 AM

Quote:

Originally Posted by klem (Post 381651)
Rotol Hurricane (don't bother with DH prop it isn't modelled properly)

Hi klem, what do you (except reverse mixture lever axis) consider as a problem with the DH? In my opinion it's not too bad and the RPMs are as expected - once in the air mind you :D

Quote:

Originally Posted by klem (Post 381651)
General guide (my 2p):-
After takeoff reduce to 2600rpm or less, boost 3-4lbs continuous.
You can fly on max boost for a while at 2600 (historically 30 mins max but I wouldn't risk it that long in CoD). Watch the temps (max 95 oil, 120 Rad

All great but wasn't the 30' climb limit at 2850rpm @ +6.25PSI? This works both in RL and in game. Great guide btw.

TomcatViP 01-19-2012 12:16 PM

If you set the boost cut-off on it will cool your engine.

Try to use it only when you are on the defensive. It's kinda a cheat.

I expect this to be corrected in the same time they re-installed the more stringent 109's EM rules.

280 is what you shld get with a hurri. Start with a shallow dive and coarse the pitch at 12hr (needle full vertical). Retract your rad to 1/4 to 1/3

With a bit of descent rate you shld get 290 easily. Th's a lot deck even if the 109 will still catch you, you'd get time to think how you can manage the unavoidable fight.

The few time I hve tried the Spit I online I did not have any prob keeping a 109 in gun range. But it might hve changed with patches. I am not the best to make a comment here ;)

Robo. 01-19-2012 01:09 PM

Quote:

Originally Posted by TomcatViP (Post 381800)
If you set the boost cut-off on it will cool your engine.

Try to use it only when you are on the defensive. It's kinda a cheat.

In my experience it's quite the opposite - more heat and more strain with the BCC-O (even though the MFP gain is tiny atm). Can anyone confirm?

klem 01-19-2012 04:38 PM

Quote:

Originally Posted by GraveyardJimmy (Post 381770)
Thanks! Just to clarify- I move the prop pitch lever rather than the throttle to adjust rpm?

Mixture should remain the same generally?

Edit: Just went up for a flight (cross country quick mission), that worked great, thanks! The other hurricane is a bit easier to keep the RPM at a nice level and the engine shakes a lot less (only on start up now, rather than in flight).

With this hurricane, mixture is full back = rich? When would I use it pushed forwards, other than a little bit at takeoff- at high altitudes where air is thinner so less fuel is needed?

Yes you move the Prop lever to control the prop rpm but at low boost it will fall away anyway.

Leave Mixture on Rich (lever back). It could be leaned (lever forward) for economic cruising wih restrictions on boost/rpm but lets face it, you're not going to be doing that unless you enter into a 2.5 hour patrol scenario :) By the way if you fly the Spitfire as modelled at the moment the lever is the wrong way round - forward is rich. Should be fixed sometime.

You can play with the mixture, leaning it gradually until the yellow exhaust flame just turns blue but then you are on the edge for those particular circumstances (boost etc) so I don't bother. We're never up long enough to run out of fuel and we can keep the engines reasonably cool by boost and rpm. Focus more on basic tactics like being above the bandit rather than below him and get out before you lose the advantage - ahem.... do as I say not as I do! :)

I'm only trying to give an operating guide, I'm not trying to give you the perfect setup for various conditions. You could research those in the Pilots Notes and see if the modelling is perfect or not but frankly those are test scenarios. Some guys worry about things like "the flight model delivers 8mph below the XXXXX test data". Well, all a/c were different anyway with no guarantee of returning that test performance and its unlikley you'll be in a perfect "test" situation when you spot that bandit. And as a newbie to the Squadron do you think they'll give you the factory fresh aeroplane? No, the boss gets that one, yours is the one with the near-expired engine :)

TomcatViP 01-19-2012 04:48 PM

Quote:

Originally Posted by klem (Post 381886)
And as a newbie to the Squadron do you think they'll give you the factory fresh aeroplane? No, the boss gets that one, yours is the one with the near-expired engine :)

in fact on many occasion that was just the opposite.

Osprey 01-19-2012 06:04 PM

@cheese, I use lower RPM than most, usually plodding about on 2000. It's all tactical anyway, just plain don't need that top speed because I catch Hun in the right place. If you are going flat out they've already seen you.

klem 01-19-2012 09:57 PM

Quote:

Originally Posted by Robo, (Post 38311)
Hi klem, what do you (except reverse mixture lever axis) consider as a problem with the DH? In my opinion it's not too bad and the RPMs are as expected - once in the air mind you

The control movement for the two-pitch prop went through a mid-stage where the pitch moved (not flipped) from one setting to the other and with slow and careful movement you could actually select a rpm between the two extremes. It would of course alter with changes in power and airspeed so the pilot had to be the rpm 'governor' and adjust it but you could hold a general rpm setting that way. The result was that the general performance of the aircraft, managed that way, was almost as good as the Rotol version but it took some management. I suspect in combat it was shoved to fully fine and left there. Apparently (I've lost the link) it became an officially recommeded method of managing the aircraft for better performance. Unfortunately in CoD it flips between the two. The A2A simulations spitfire models it correctly.

Quote:

Originally Posted by Robo. (Post 381813)
In my experience it's quite the opposite - more heat and more strain with the BCC-O (even though the MFP gain is tiny atm). Can anyone confirm?

I see very little change in the boost with the cutout plug pulled and that is only when I give the prop and/or throttle a little twitch which seems to "wake it up" but that could be my imagination. I do seem to be able to overtake my buddies when its pulled unless our e-states were different so I'm really not sure if its doing anything. There was a long thread about just that point but it didn't come to any amicable conclusion.

I have had engine faiure with the plug pulled for a long time (was it 10 mins + ??) with no overtemp indications.

Actually I'm a bit mystified because we can get the full +6.25lbs on full throttle without the boost override. In the MkI pilot's notes that's the max for take-off, 6.25lbs @ 3000rpm (3 mins max), max climbing +6.25lbs @ 2600 rpm (30mins max), emergency +6.25lbs@ 3000 rpm (5 mins max) max cruising +4.5lbs @ 2600rpm. (The 100 octane combat rating was +12lbs but lets stay on track with 87 octane.)

I wouldnt trust those climbing figures in CoD, I'm sure I've wrecked my engine in less than 30 minutes.

Now this report on the Merlin III
http://www.wwiiaircraftperformance.o...in3-rating.jpg
seems to relate to the 87 octane performance because it has above take-off, climb and cruise figures but there is also a combat power rating of +12lbs. Is this what should be available with the plug pulled? I have found no other sources to indicate this is so but why would it be listed there?

Other bits and pieces suggest an uncontrolled Merlin would overboost to +17lbs and that the 100 octane engine modification was made specifically to keep the MP down to +12lbs so that obviously wasn't occurring on the 87 octane engine which had to be modified for it. In fact I have found nothing to suggest the plug needs to be pulled to get +6.25lbs, no mention of a 'normal' full throttle MP versus plug pulled MP, nor any mention of the plugs use in combat for 87 octane.

The only thing left for me to do is re-read the pilots notes for Section 1 and restudy the cockpit diagrams when I next get back to the library (I noted the above figures from Section 2).

klem 01-19-2012 10:14 PM

Quote:

Originally Posted by klem :
And as a newbie to the Squadron do you think they'll give you the factory fresh aeroplane? No, the boss gets that one, yours is the one with the near-expired engine

Quote:

Originally Posted by TomcatViP (Post 381893)
in fact on many occasion that was just the opposite.


Just kidding him, the point is that we all hang our hats on the perfect 'test performance' aircraft but in RL there were variations between aircraft depending on hours flown, past damage etc.

JG52Krupi 01-19-2012 11:27 PM

Quote:

Originally Posted by klem (Post 382018)
Just kidding him, the point is that we all hang our hats on the perfect 'test performance' aircraft but in RL there were variations between aircraft depending on hours flown, past damage etc.

+1 over than speed I stay away from the FM talk, there are just too many variables and "experts" to ever make me want to openly discuss them.

The way I see it is regardless of what you fly its down to who sees who first.

Just wish I could follow my own advice and not plough head long into a fight regardless of who has the advantage :|

jimbop 01-19-2012 11:42 PM

Quote:

Originally Posted by JG52Krupi (Post 382028)
Just wish I could follow my own advice and not plough head long into a fight regardless of who has the advantage :|

Lol, exactly my problem, too. Optimism always triumphs over common sense!

MoGas 01-20-2012 04:07 AM

Quote:

Originally Posted by Robo. (Post 381813)
In my experience it's quite the opposite - more heat and more strain with the BCC-O (even though the MFP gain is tiny atm). Can anyone confirm?

No, I dont have seen seen that ones, if I use Boost Cut Out, she gets more temp.

Robo. 01-20-2012 08:32 AM

Quote:

Originally Posted by klem (Post 382016)
The control movement for the two-pitch prop went through a mid-stage where the pitch moved (not flipped) from one setting to the other and with slow and careful movement you could actually select a rpm between the two extremes. It would of course alter with changes in power and airspeed so the pilot had to be the rpm 'governor' and adjust it but you could hold a general rpm setting that way. The result was that the general performance of the aircraft, managed that way, was almost as good as the Rotol version but it took some management. I suspect in combat it was shoved to fully fine and left there. Apparently (I've lost the link) it became an officially recommeded method of managing the aircraft for better performance. Unfortunately in CoD it flips between the two. The A2A simulations spitfire models it correctly.

Hi klem, I am perfectly aware of the propeller developement for early Merlin engines (and happy a2a flyer ;) ), but I believe this was only the case with our Spitfire, not the Hurricane. Although sharing the same engine (Merlin III), the Spitfire Mk.I featuring DH propeller had this 'bicycle pump' prop pitch lever that made finding the RPM sweet spots between full coarse and full fine possible. The Hurricane Mk.I though had slightly different PP controls (lever instead of pump) and it seems the trick was not possible to fiddle with it. At least there is no evidence whatsoever that Hurri could go semi-CSP with a DH airscrew.

That's why I tend to believe that DH props as such are modelled OK for both Spit and Hurri - if you remember, Spit used to be wrong prior to the last patch, they fixed that because we reported this issue and backed it up with evidence (merlin in perspective, Spit Mk.I manuals etc.)

Quote:

Originally Posted by klem (Post 382016)
I see very little change in the boost with the cutout plug pulled and that is only when I give the prop and/or throttle a little twitch which seems to "wake it up" but that could be my imagination. I do seem to be able to overtake my buddies when its pulled unless our e-states were different so I'm really not sure if its doing anything. There was a long thread about just that point but it didn't come to any amicable conclusion.

At this moment, the gain is only 0.02lbs. That is as per data someone pulled out of FM files apparently. It helps a little bit but you will overheat and you can blow your engine quicker than you say 'messerschmitt'.

Quote:

Originally Posted by klem (Post 382016)
I have had engine faiure with the plug pulled for a long time (was it 10 mins + ??) with no overtemp indications.

Confirmed, same here

Quote:

Originally Posted by klem (Post 382016)
Actually I'm a bit mystified because we can get the full +6.25lbs on full throttle without the boost override. In the MkI pilot's notes that's the max for take-off, 6.25lbs @ 3000rpm (3 mins max), max climbing +6.25lbs @ 2600 rpm (30mins max), emergency +6.25lbs@ 3000 rpm (5 mins max) max cruising +4.5lbs @ 2600rpm. (The 100 octane combat rating was +12lbs but lets stay on track with 87 octane.)

Normal full throttle MP was +6.25lbs (that's correct), plug pulled MP was +12lbs - only possible with 100 octane fuel.

The 2600rpm figure is probably on the conservative side even for RL, you can do 2850 with Rotol Hurricane in game with no problem and Merlin could take that in RL, too when necessary.

Full rating for Merlin III with 87 octanes was indeed lower e.g. 4lbs @ 2600rpm for climb ('30) vs. 6.25lbs @ 2600rpm for 100 octane powered one. The 6.25lbs @ 2600rpm combination is mentioned in some sources but that was the early non-CSP variant I suppose as 2600rpm is what you get with DH prop set at fine pitch at optimal climbing speed (called High power climb in manual). The only difference between 87 and 100 octane variants would be Boost, not RPM, obviously

With 100 octanes and BCC-O on, your Merlin III could do 12lbs @3000rpm.

Quote:

Originally Posted by klem (Post 382016)
I wouldnt trust those climbing figures in CoD, I'm sure I've wrecked my engine in less than 30 minutes.

They're fairly realistic and more forgiving from my experience, Hurricane Rotol:

Every machine I get is slightly different regarding overheating characteristics. I would say that the Hurricane is the only machine with some kind of FM variety modelled.

Take off at full power - 6.25lbs and 3000rpm
climb at 6.25 and 2850rpm, rad fully open, watching temps
cruise as desired, usually 4lbs @ fairly low rpm (depending on altitude and water temp)

I never wrecked my engine at 2600rpm full MFP climb (rad open in climb mind you), not even at 2850rpm! I usually climb at 2700-2800rpm

Quote:

Originally Posted by klem (Post 382016)
Now this report on the Merlin III
http://www.wwiiaircraftperformance.o...in3-rating.jpg
seems to relate to the 87 octane performance because it has above take-off, climb and cruise figures but there is also a combat power rating of +12lbs. Is this what should be available with the plug pulled? I have found no other sources to indicate this is so but why would it be listed there?

+12lbs boost was not available at all (impossible) with 87 octane fuel. That chart is almost certain about 100 octane (it's a later version obviously)
Merlin XII was rated at 9lbs @ 2850rpm for climb, just for comparsion.

Quote:

Originally Posted by klem (Post 382016)
Other bits and pieces suggest an uncontrolled Merlin would overboost to +17lbs and that the 100 octane engine modification was made specifically to keep the MP down to +12lbs so that obviously wasn't occurring on the 87 octane engine which had to be modified for it. In fact I have found nothing to suggest the plug needs to be pulled to get +6.25lbs, no mention of a 'normal' full throttle MP versus plug pulled MP, nor any mention of the plugs use in combat for 87 octane.

The plug was there from the day one, but it's function was not WEP (that came in later) but simply what it said - overriding the boost control in case of a failure of the BC. No modification was needed for 100 octane fuel as such afik, the holes drilled were simply to use the existing BCC-O system as emergency power later on. What they did was look we can bypass that thing but we need to limit it to 12lbs because that's about as much as this Merlin can take. So they did. The limit was still 12lbs for either 6.25lbs rated Merlin III or for 9lbs rated Merlin XII (Mk.II Spit).

As you say, no plug needs to be pulled to get the 6.25lbs from Merlin III as that was it's nominal rating.

Normal full throttle MP was 6.25lbs, plug pulled MP was 12lbs - only possible with 100 octane fuel, hope that made sense.

TomcatViP 01-20-2012 11:05 AM

12lb 12lb 12lb... Damn get this out of your mind. Looks like an illness with so much reference.

There is no 12lb until very late in 1940 if ever. The 9lb MkXII shld suffice as an evidence.

Regarding the cruise, Rob I think you are cruising too fast.

At 0 (zero) boost I hve got around 200mph as cruise speed btw 15kft to 20kft and a very cooled engine that let me fight with half rad for nearly all the time full pow is needed in a dogfight.

Usually the 12hour needles is a good ref for WWII fighters both in boost and rpm. But I use 2400 rpm in general

Robo. 01-20-2012 11:27 AM

Quote:

Originally Posted by TomcatViP (Post 382168)
12lb 12lb 12lb... Damn get this out of your mind. Looks like an illness with so much reference.

There is no 12lb until very late in 1940 if ever. The 9lb MkXII shld suffice as an evidence.

You're wrong I am afraid. The early Merlins are well documented and no matter how you look at it, the 12lbs Boost is reality of BoB era. Is there any evidence stating otherwise?

9lbs. Merlin XII was due to improvements over Merlin III + different glykol - hence the +9PSI rating. They both could go 12lbs btw.

Quote:

Originally Posted by TomcatViP (Post 382168)
Regarding the cruise, Rob I think you are cruising too fast.

Matter of opinion or preference I guess, I only mentioned cruise as reference and I state 'as appropriate'. I like higher boosts and moderate RPM - that's 'crusing' in a combat zone called ATAG mind you ;)

TomcatViP 01-20-2012 11:53 AM

Quote:

Originally Posted by Robo. (Post 382182)
You're wrong I am afraid. The early Merlins are well documented and no matter how you look at it, the 12lbs Boost is reality of BoB era. Is there any evidence stating otherwise?

9lbs. Merlin XII was due to improvements over Merlin III + different glykol - hence the +9PSI rating. They both could go 12lbs btw.



Matter of opinion or preference I guess, I only mentioned cruise as reference and I state 'as appropriate'. I like higher boosts and moderate RPM - that's 'crusing' in a combat zone called ATAG mind you ;)

Disagree with you Rob, sry.

I still hve not seen any strong EVIDENCE for the much publicized 100oct and 12lb.
The fact that those guys are pushing the SPit frwrd on that case is also dubious when you think of the Hurri "Big Wings" lobbying that was predominant in the 1940 RAF (just re-read Badder). It does not makes sense to tune up your best competing fighter when you hve 2/3 of your fighter force that struggle everyday and bombers that hve difficulties taking of with war wary equipment field-fitted.

Frankly it looks like more of a Gamer Fantasy.

Regarding the cruise, don't forget that the best manoeuvring speed of teh Hurri is also ard 200mph and not 240 ;)

Regarding the boost value for the Spit as it was unvailed breaking the code, just don't forget that the in-game spit hve nearly no drag. Giving her a boost similar to the hurri could hve made her even hair raising than she is for now

Robo. 01-20-2012 12:05 PM

Quote:

Originally Posted by TomcatViP (Post 382203)
Disagree with you Rob, sry.

I still hve not seen any strong EVIDENCE for the much publicized 100oct and 12lb.

http://img1.wantitall.co.za/images/S...10WOuHB2DL.jpg

No problem, I respect your opinion. There is lots of evidence, both technical (see the above book for example, very comprehensive) and historical (pilot memoirs even from BoF era). I am blue pilot mind you. ;)

Quote:

Originally Posted by TomcatViP (Post 382203)
Regarding the cruise, don't forget that the best manoeuvring speed of teh Hurri is also ard 200mph and not 240 ;)

I can still slow down when I want.. but I cruise to kill :mrgreen: (BnZ mostly that is).

Osprey 01-20-2012 01:13 PM

Robo, I'm not sure how familiar you are with Blackadder II, if you aren't then I recommend a download. This is the 12lbs argument in a nutshell.....;)

http://www.youtube.com/watch?v=9NMOllP3eN4

@klem, for 2600 & 6.25lbs, you can go forever like that without overheat with an open rad for as long as you like from my experience.

TomcatViP 01-20-2012 03:53 PM

If you are trying to make a conclusive end with some typical British humor, now I understand why you can't share an agreements with many here !

Sry typical French irony ;)

Osprey 01-20-2012 03:56 PM

You mean you don't get it?

JG52Krupi 01-20-2012 04:47 PM

Quote:

Originally Posted by Osprey (Post 382325)
You mean you don't get it?

:lol:

http://img33.imageshack.us/img33/7960/43536975.gif

Don't annoying the Frenchy Osprey ;)

MoGas 01-20-2012 04:58 PM

Isn`t not even "100 octan" painted on the ClOD Spitfire skin, on the nose lol....?

:)

TomcatViP 01-20-2012 05:23 PM

Quote:

Originally Posted by Osprey (Post 382325)
You mean you don't get it?

Don't say me you do :cool:

TheGrunch 01-20-2012 06:02 PM

Quote:

Originally Posted by TomcatViP (Post 382203)
I still hve not seen any strong EVIDENCE for the much publicized 100oct and 12lb.

Frankly it looks like more of a Gamer Fantasy.

If you had made even the most cursory effort to do so, maybe you would have. Even just in the combat reports from Mike Williams' site (www.wwiiaircraftperformance.org) you can see evidence for use of the +12lb boost in squadrons operating from the following locations:

RAF North Weald (11 Group) in February
RAF Drem (13 Group) in February
RAF Rochford (11 Group) in March
RAF Digby (12 Group) in March
RAF Hawkinge (11 Group) in May
RAF Hornchurch (11 Group) in May
RAF Tangmere (11 Group) in May
RAF Duxford (12 Group) in May
RAF Gravesend (11 Group) in June
RAF Catterick (12 Group) in June
RAF Biggin Hill (11 Group) in July
RAF Kenley (11 Group) in August
RAF Northolt (11 Group) in August
RAF Westhampnett (11 Group) in August
RAF Middle Wallop (10 Group) in August
RAF Leconfield (12 Group) in August
RAF Croydon (11 Group) in September
RAF Warmwell (10 Group) in September

If you have reservations about Mike Williams' site, you can confirm this at www.oldrafrecords.com, where there are even more. It only took me around 30 minutes to compile that list a few months ago, and I didn't even bother to go through that many on the Old RAF Records site. It's a bit silly how people just denounce these things without making even a token effort to look.

Osprey 01-20-2012 06:13 PM

You can lead a horse to water but you can't make it drink.

ATAG_Snapper 01-20-2012 08:05 PM

Quote:

Originally Posted by JG52Krupi (Post 382355)
:lol:

http://img33.imageshack.us/img33/7960/43536975.gif

Don't annoying the Frenchy Osprey ;)

Well.....I've been watching this for 45 minutes; you'd think the stupid dog would catch on.......

xnomad 01-20-2012 08:41 PM

Well on a completely different note I've discovered why my Hurri keeps cutting out after a while (I've been flying the Hurri after recommendations on this thread).

It turns out I've had the bloody thing running off the reserve tank. :grin:
That's cost me my life twice now on ATAG, I couldn't figure out why the engine would cut out when I had so much fuel still. Hahaha:rolleyes:

xnomad 01-20-2012 08:44 PM

Quote:

Originally Posted by TomcatViP (Post 380926)
Aaaaaaarrrrrgghhh

You've just kill me hundreds of time.

Tht's why I hate so much the stupid FM IL2 had on some plane (not talking abt old CFS). Painful to see that way how disastrous a complaisant FM can have on the sim community (and RL pilot ?).

Pls don't take me wrong there is nothing personal. You hve all the right to be wrong (as I do take mine from time to time ;) )

No, the height you loss in a dive is not to be exceeded after with a zoom climb. You can't climb by alternating dive and zoom. Tht's Il2 world only.

If you want to fast climb, first use your kin E by putting your nose over the horizon using your cte climb incidence as a reference. Your plane will coast rise using the energy due to the speed and then climb at the best ratio possible once your vector speed has fall down to best climb speed.

Zooming (like going full vertical) does not accelerate your time to alt. It simply
reduce the time for distance separation with an opponent that hve less E. But you hve to know that the maximum alt you will gain with a given state of E is in fact much less than using the above technique.

~S

Yep I agree, I have no idea why I wrote that or what I was thinking.

Blakduk 01-21-2012 01:35 AM

Quote:

Originally Posted by Osprey (Post 382230)
Robo, I'm not sure how familiar you are with Blackadder II, if you aren't then I recommend a download. This is the 12lbs argument in a nutshell.....;)

http://www.youtube.com/watch?v=9NMOllP3eN4

@klem, for 2600 & 6.25lbs, you can go forever like that without overheat with an open rad for as long as you like from my experience.

Osprey- You've outdone me sunshine!
I quoted the dialogue in that scene in another thread about this same topic- you've managed to imbed a link to the actual footage. I tip my hat ;-)

bw_wolverine 01-21-2012 05:57 AM

I was on ATAG around 1:30am est on tonight (this morning) and I could have SWORN I saw a clip wing spitfire take off from Hawkinge and fly about. Seriously! Clipped wings! What the hell?

I have previously not taken much stock in all the clammoring about cheats and hacks etc. This is the first time I've actually seriously considered the possibility that people are really doing this stuff rather than people just thinking that they are.

Has anyone else seen this!?

klem 01-21-2012 06:46 AM

Quote:

Originally Posted by bw_wolverine (Post 382585)
I was on ATAG around 1:30am est on tonight (this morning) and I could have SWORN I saw a clip wing spitfire take off from Hawkinge and fly about. Seriously! Clipped wings! What the hell?

I have previously not taken much stock in all the clammoring about cheats and hacks etc. This is the first time I've actually seriously considered the possibility that people are really doing this stuff rather than people just thinking that they are.

Has anyone else seen this!?

No, but I did see a pink elephant one night (what are you drinking?!!)

I thought there was an anti-cheat thingy running. No?

xnomad 01-21-2012 07:10 AM

Quote:

Originally Posted by bw_wolverine (Post 382585)
I was on ATAG around 1:30am est on tonight (this morning) and I could have SWORN I saw a clip wing spitfire take off from Hawkinge and fly about. Seriously! Clipped wings! What the hell?

I have previously not taken much stock in all the clammoring about cheats and hacks etc. This is the first time I've actually seriously considered the possibility that people are really doing this stuff rather than people just thinking that they are.

Has anyone else seen this!?

I've noticed that red now spawn in hangars now. Maybe the guy clipped his wings getting out of the hangar? :grin: I've knocked the tips off my own spit a couple of times and it looks like a clipped wing.

jimbop 01-21-2012 07:39 AM

Also remember that there are graphics anomalies in the game. You often see 109s flying around with wheels down (that are actually up) - maybe this extends to clipped wings? Don't know...

Basha 01-21-2012 07:50 AM

I can confirm you can can clip your wing exiting the hanger (the narrow door one) and fly, i didnt notice until i was airbourne tho...to do both wings it must have been a lady driver !

SEE 01-21-2012 09:42 AM

Agree, you can sever the edge of the wing by contact with another object (e.g, poor take-off). You can still fly but have to compensate with ailerons - it does affect the ac though wether enough I don't know. Do both, and yes, you have a clipped wing Spitty..............:grin:

335th_GRAthos 01-21-2012 11:03 AM

Quote:

Originally Posted by xnomad (Post 382596)
I've knocked the tips off my own spit a couple of times and it looks like a clipped wing.

LOL, the best "home-made" MOD ! :D


~S~

klem 01-21-2012 11:15 AM

ggrrrrr, typed this all out once and then hit some keyboard combo that closed the tab :(

Anyway thanks for the reply.

Quote:

Originally Posted by Robo. (Post 382119)
Hi klem, I am perfectly aware of the propeller developement for early Merlin engines (and happy a2a flyer ;) ), but I believe this was only the case with our Spitfire, not the Hurricane. Although sharing the same engine (Merlin III), the Spitfire Mk.I featuring DH propeller had this 'bicycle pump' prop pitch lever that made finding the RPM sweet spots between full coarse and full fine possible. The Hurricane Mk.I though had slightly different PP controls (lever instead of pump) and it seems the trick was not possible to fiddle with it. At least there is no evidence whatsoever that Hurri could go semi-CSP with a DH airscrew.

I must admit that I assumed the Hurricane lever would allow pitch tuning as I expected the lever to be easier to use than the plunger. I searched the web a loooong time and cannot found mention of it's use in the Hurricane :(
Anyway my advice to Graveyard Jimmy remains the same, ignore the DH5-20 until you're used to the Rotol then maybe try the more awkward DH5-20.

btw, my Spitfire info came from:
http://www.spitfireperformance.com/spit1vrs109e.html
"The Spitfire I Pilots Notes (A.P.1565A) states:
Airscrew control.- This aeroplane may be fitted with one of the following airscrew controls: (a) de Havilland two position (b) de Havilland constant speed, or (c) Rotol (35°) constant speed. If constant speed control is fitted the r.p.m. can be adjusted to remain as desired, but within the limits allowed by the airscrew pitch range. If the two position control is fitted on this aeroplane it can also be operated to give various airscrew pitch settings between fine and coarse; this is obtained by slowly moving the control between its range of movement until the desired r.p.m. are obtained. For example, if a full power climb is required, instead of pushing the control into fully coarse pitch as the r.p.m. rise after taking-off, the control should be moved slowly forward until the r.p.m. drop to the maximum permissible for climb (2,600) and then pulled slightly back; this will leave the airscrew pitch at the position which gives these r.p.m. until power begins to drop off with altitude. As the power drops off the r.p.m. can be maintained by again fining the airscrew pitch as required. This in effect will give a similar improvement in performance to that obtained by means of a constant speed airscrew. The operation of varying the airscrew pitch in this manner to suit different conditions of flight will be found quite simple after a little experiment."

Quote:

That's why I tend to believe that DH props as such are modelled OK for both Spit and Hurri - if you remember, Spit used to be wrong prior to the last patch, they fixed that because we reported this issue and backed it up with evidence (merlin in perspective, Spit Mk.I manuals etc.)
The last patch put the Rotol onto the Spifire MkIa, it's not the DH5-20 anymore. The MkI is and is definitely wrong because it 'flips' pitch settings.


Quote:

At this moment, the gain is only 0.02lbs. That is as per data someone pulled out of FM files apparently. It helps a little bit but you will overheat and you can blow your engine quicker than you say 'messerschmitt'.
........
The plug was there from the day one, but it's function was not WEP (that came in later) but simply what it said - overriding the boost control in case of a failure of the BC. No modification was needed for 100 octane fuel as such afik, the holes drilled were simply to use the existing BCC-O system as emergency power later on. What they did was look we can bypass that thing but we need to limit it to 12lbs because that's about as much as this Merlin can take. So they did. The limit was still 12lbs for either 6.25lbs rated Merlin III or for 9lbs rated Merlin XII (Mk.II Spit).

As you say, no plug needs to be pulled to get the 6.25lbs from Merlin III as that was it's nominal rating.
Normal full throttle MP was 6.25lbs, plug pulled MP was 12lbs - only possible with 100 octane fuel, hope that made sense
Agreed.

Quote:

Normal full throttle MP was +6.25lbs (that's correct), plug pulled MP was +12lbs - only possible with 100 octane fuel.

The 2600rpm figure is probably on the conservative side even for RL, you can do 2850 with Rotol Hurricane in game with no problem and Merlin could take that in RL, too when necessary.

Full rating for Merlin III with 87 octanes was indeed lower e.g. 4lbs @ 2600rpm for climb ('30) vs. 6.25lbs @ 2600rpm for 100 octane powered one. The 6.25lbs @ 2600rpm combination is mentioned in some sources but that was the early non-CSP variant I suppose as 2600rpm is what you get with DH prop set at fine pitch at optimal climbing speed (called High power climb in manual). The only difference between 87 and 100 octane variants would be Boost, not RPM, obviously

With 100 octanes and BCC-O on, your Merlin III could do 12lbs @3000rpm.

They're fairly realistic and more forgiving from my experience
Hmmm..... not sure on one point. Pilots Notes state +6.25lbs/2600rpm for max climb. 2850 was a combat concession. Admittedly it seems to be written for the Rotol prop as there are a variety of rpms quoted for cruising but I don't know if the boost would have been lower for the DH5-20 in fine pitch (30.25') versus the Rotol (23'). Also, I believe it was still normally +6.25lbs climb for 100 octane on the Merlin III. The 100 octane concessions are stated separately (+12lbs max combat boost and weak mixture running rpm/boosts)


Quote:

Hurricane Rotol:
Every machine I get is slightly different regarding overheating characteristics. I would say that the Hurricane is the only machine with some kind of FM variety modelled.
Yes we've noticed that. I am wondering if its to do with the early running engine management ("keep cool, stay cool?"). Could they be modelling engine wear? Airspeed also has a lot to do with it, faster=cooler. But it does 'feel' inconsistent.

Quote:

Take off at full power - 6.25lbs and 3000rpm
climb at 6.25 and 2850rpm, rad fully open, watching temps
cruise as desired, usually 4lbs @ fairly low rpm (depending on altitude and water temp)

I never wrecked my engine at 2600rpm full MFP climb (rad open in climb mind you), not even at 2850rpm! I usually climb at 2700-2800rpm
That's combat concession you're using for climb. Hope you're reporting it to the groundcrew :) We have often screwed our engines at 2600rpm at max boost in the climb but we would have been pretty slow. +4lbs seems to be on the edge and +3lbs is fine. I think that heating model needs a little bit of tweaking. Can certainly cool it fast by dropping to 2200rpm.

[Quote]
+12lbs boost was not available at all (impossible) with 87 octane fuel. That chart is almost certain about 100 octane (it's a later version obviously)
Merlin XII was rated at 9lbs @ 2850rpm for climb, just for comparsion.
[/Quote[
Agreed, that's probably the answer.

ATAG_Septic 01-21-2012 11:21 AM

Snapper, I laughed on my arse rolling the floor off, or whatever they say :)

JG52Krupi 01-21-2012 05:40 PM

Hmm can't connect, anyone else keep getting a time out?

EDIT:

Had to direct connect :O

JG53_Valantine 01-21-2012 11:39 PM

I have to say - thanks very much ATAG chaps!

A bunch of us from II./JG53 just had a smashing time on the Axis vs Allies server! Managed to take down a formation of Blenheims and their fighter escort before catching up with some Italians and escorting them for a raid on the Kent coast, taking down a bunch of interceptors south of Folkestone before running off back to base for a well deserved Schnapps or two!

Our only losses were launcher crashes on the user's end so a great job ATAG - and thanks for all the fun!
V

jimbop 01-22-2012 03:44 AM

Very interesting earlier today on ATAG with a few chaps escorting a Blenheim to M2. Another fighter commented about the four planes in formation as he joined the escort. "Four? There are only three of us!" Sure enough, a 109 was closing on the group but was instantly foiled after this. Exactly what TS should bring to the experience - great stuff!

ATAG_Snapper 01-22-2012 05:11 AM

Quote:

Originally Posted by maxwatts (Post 382668)
Snapper, I laughed on my arse rolling the floor off, or whatever they say :)

:mrgreen:

JG52Uther 01-24-2012 09:56 AM

Does 'skins on' cause too many problems on the server? There are a lot of great skins around now, and its a shame we can't use them. Flying around in a yellow nose 109 I feel like I have a flashing neon 'shoot here' sign! ;)

klem 01-24-2012 10:06 AM

Quote:

Originally Posted by JG52Uther (Post 383835)
Does 'skins on' cause too many problems on the server? There are a lot of great skins around now, and its a shame we can't use them. Flying around in a yellow nose 109 I feel like I have a flashing neon 'shoot here' sign! ;)

Unless things have changed, there's a strong feeling that it causes stutters/lag. One additional problem is that the stock skins get overlooked of skin dowlnload is off and you always get the yellow nose. Devs know.

I suppose one way to be sure is to run a special session with skins on and see what happens but for now I'd prefer them to be off.

jimbop 01-24-2012 10:16 AM

Quote:

Originally Posted by JG52Uther (Post 383835)
Flying around in a yellow nose 109 I feel like I have a flashing neon 'shoot here' sign! ;)

Damn right you do - that yellow nose is hugely helpful!

Bewolf 01-24-2012 12:07 PM

Quote:

Originally Posted by JG52Uther (Post 383835)
Does 'skins on' cause too many problems on the server? There are a lot of great skins around now, and its a shame we can't use them. Flying around in a yellow nose 109 I feel like I have a flashing neon 'shoot here' sign! ;)

Completly wrong attitude, it should more be like "Here, see me and and be afraid, be very afraid." :D

JG52Uther 01-24-2012 12:11 PM

Quote:

Originally Posted by Bewolf (Post 383858)
Completly wrong attitude, it should more be like "Here, see me and and be afraid, be very afraid." :D

I don't think they are too scared when they see me bumbling around the sky...

ATAG_Bliss 01-24-2012 01:42 PM

Quote:

Originally Posted by JG52Uther (Post 383835)
Does 'skins on' cause too many problems on the server? There are a lot of great skins around now, and its a shame we can't use them. Flying around in a yellow nose 109 I feel like I have a flashing neon 'shoot here' sign! ;)

Lets just say this. With skins on you're frozen in mid air (feels like you're about to launcher crash) more than you're actually unfrozen. It's a mess. Granted it all depends on how many players are on the server, etc.. But imagine if every single player spawn caused a 1-3 second stutter on your end? Multiply that by how many players and how many spawns in a minute and you'll see just how bad it is.

We tried turning them back on a few weeks after the latest patch came out, and I'd almost forgotten just how bad it is with them turned on. Trust me, I can't wait till we can use all those skins as well.

bw_wolverine 01-24-2012 02:53 PM

Quote:

Originally Posted by JG52Uther (Post 383835)
Does 'skins on' cause too many problems on the server? There are a lot of great skins around now, and its a shame we can't use them. Flying around in a yellow nose 109 I feel like I have a flashing neon 'shoot here' sign! ;)

It's just as easy for you. All you have to do is NOT see a yellow nose. There's no advantage.

JG52Krupi 01-24-2012 04:01 PM

Quote:

Originally Posted by bw_wolverine (Post 383896)
It's just as easy for you. All you have to do is NOT see a yellow nose. There's no advantage.

I don't know about that, I fly both sides and find it much easier to spot the blues due to the yellow nose!

I understand what your saying but just from my experience I find it easier... when flying blue you have to worry about what the target is... spit, hurri, or a bomber.... for red its.. speck of yellow and you instantly know its a 109.

Osprey 01-24-2012 04:27 PM

Quote:

Originally Posted by JG52Uther (Post 383835)
Does 'skins on' cause too many problems on the server? There are a lot of great skins around now, and its a shame we can't use them. Flying around in a yellow nose 109 I feel like I have a flashing neon 'shoot here' sign! ;)

What about historical correctness?

JG52Uther 01-24-2012 04:37 PM

What about it? What we are doing now online is hardly historic anyway.
Not every 109 squadron had yellow noses in 1940. If there is a way of having skins without causing problems then it would be great to see them online. Apparently it is not currently possible.
I can only hope that one day the devs will go down the 'skinpack' route that 777 uses.

ATAG_Bliss 01-24-2012 05:29 PM

I hope they don't go down the ROF path. One of the greatest things about the IL2 series is all the options that we have to control virtually everything (like view distance etc.) I wouldn't want anyone other than the server provider allowing what skins are deemed usable or not. But the biggest thing with ROF skins are only 5 of em can be viewed at once. That means when you have 5 drawn planes in your FOV (meaning the LOD is big enough to actually draw the plane) the 6th plane or any thereafter starts flickering like crazy as only the closest 5 planes will have custom skins. So basically as you turn your head to scan a sky full of cons or as planes get further away (saying a plane that has it's skin drawn moves away so another plane is closer) that skin jumps to a default skin while the closer plane jumps to having a custom skin. It just ruins it for me.

So just imagine getting a big formation of bombers up (say 20 of em) and as you looked around skins would be popping on/off all the time. That sort of thing kinda kills the atmosphere to me. But I have faith that the skin issue, like many others, will be implemented/fixed in all due time anyhow.

bw_wolverine 01-24-2012 06:34 PM

Quote:

Originally Posted by JG52Krupi (Post 383924)
I don't know about that, I fly both sides and find it much easier to spot the blues due to the yellow nose!

I understand what your saying but just from my experience I find it easier... when flying blue you have to worry about what the target is... spit, hurri, or a bomber.... for red its.. speck of yellow and you instantly know its a 109.

If you think that's hard, try telling the difference between an E1 and an E4 from distance. :P

From my experience if you're close enough to see the yellow, you're close enough to know it's a fighter (109, spit, or hurri). Besides, unless you're at very high altitude or out over the sea, usually flak is a better identifier of enemy planes than direct visual. It's the exception to the rule that I spot an enemy plane as a spec and then catch the yellow nose without any other info to help out.

I would like to see skins back at some point though, when it's possible. I will say that I'm quite happy to not be seeing purple and yellow spitfires and red, white, and blue 109s flying around however.

w1nd6urfa 01-25-2012 05:28 AM

Most annoying right now are the ghost formations that keep appearing and disappearing mid-sky

JG52Uther 01-25-2012 06:47 AM

Quote:

Originally Posted by w1nd6urfa (Post 384161)
Most annoying right now are the ghost formations that keep appearing and disappearing mid-sky

Is that still a problem? Can't say I have noticed it lately.

jimbop 01-25-2012 08:26 AM

Quote:

Originally Posted by JG52Uther (Post 384174)
Is that still a problem? Can't say I have noticed it lately.

Definitely is still a problem. I saw six ghosts in my last session earlier today. Strange, though, since sometimes I see none at all whilst other times I get many.

Insuber 01-26-2012 09:10 AM

Thank you again ATAG for your server! I fly quite seldom now, since I'm quite fed up of the situation, but last Sunday I flew an hour, exceptionally on the Red side, and I had a good fun in a Hurri, punishing the arrogant 109s and 110s that were raiding our airfield ...

Cheers!

Robo. 01-26-2012 09:45 AM

Quote:

Originally Posted by klem (Post 382666)
ggrrrrr, typed this all out once and then hit some keyboard combo that closed the tab :(

Anyway thanks for the reply.

Hey klem, I know what you mean, real pita to lose all the text, is it. I almost lost this thread (we're fairly OT I must admit), sorry about the late reply mate.

Good conversation though, I really enjoy this and it's always interesting to read other's guys insights and share the knowledge so to speak. ;)

Quote:

Originally Posted by klem (Post 382666)
The last patch put the Rotol onto the Spifire MkIa, it's not the DH5-20 anymore. The MkI is and is definitely wrong because it 'flips' pitch settings.

Ah I see.

Quote:

Originally Posted by klem (Post 382666)
Hmmm..... not sure on one point. Pilots Notes state +6.25lbs/2600rpm for max climb. 2850 was a combat concession. Admittedly it seems to be written for the Rotol prop as there are a variety of rpms quoted for cruising but I don't know if the boost would have been lower for the DH5-20 in fine pitch (30.25') versus the Rotol (23'). Also, I believe it was still normally +6.25lbs climb for 100 octane on the Merlin III. The 100 octane concessions are stated separately (+12lbs max combat boost and weak mixture running rpm/boosts)

You're right here with 2600 for Merlin III, klem. I checked the manual again. I must admit I am doing 2850 in game whenever possible (don't tell my ackack :D ), especially when I get involved in a melee right after taking off. Sorry about the confusion, my memory si crap. Obviously, you've been correct in advising this new chap flying her by the book. I'd say later on when he gets used to the CEM, he can certainly squeeze more power in some situations.

Quote:

Originally Posted by klem (Post 382666)
Yes we've noticed that. I am wondering if its to do with the early running engine management ("keep cool, stay cool?"). Could they be modelling engine wear? Airspeed also has a lot to do with it, faster=cooler. But it does 'feel' inconsistent.

I don't think it's that because Spitfire is not doing that - it seem sto be far more consistent. I'd say they really modelled the Hurri with a bit of variety, which feels great in game and I really hope they will model this in some extent for all planes.

Quote:

Originally Posted by klem (Post 382666)
We have often screwed our engines at 2600rpm at max boost in the climb but we would have been pretty slow. +4lbs seems to be on the edge and +3lbs is fine. I think that heating model needs a little bit of tweaking. Can certainly cool it fast by dropping to 2200rpm.

This is what I don't get mate - never happened to me tbh. 2600 is very low. What is you red settings and what is your IAS?

Sorry about the OT guys.

Jatta Raso 02-01-2012 05:08 AM

Quote:

Originally Posted by JG52Uther (Post 383835)
Does 'skins on' cause too many problems on the server? There are a lot of great skins around now, and its a shame we can't use them. Flying around in a yellow nose 109 I feel like I have a flashing neon 'shoot here' sign! ;)

i've been flying with green nose and no skins installed:confused:; there are at least 2-3 skins for 109s without the yellow noses; even without the yellow tipped wings. don't know what the fuss is about, try scrolling down the skin list when selecting the plane;

klem 02-01-2012 08:45 AM

Quote:

Originally Posted by Jatta Raso (Post 386861)
i've been flying with green nose and no skins installed:confused:; there are at least 2-3 skins for 109s without the yellow noses; even without the yellow tipped wings. don't know what the fuss is about, try scrolling down the skin list when selecting the plane;

Could it be that you see it in your end because you selected it but others see the "default" default skin.

btw I was on ATAG last night and there was a Hurricane that had no markings at all. I assumed he had selected a custom skin but because I have skins turned off I got the 'bare' model. ??

JG52Krupi 02-01-2012 09:08 AM

Quote:

Originally Posted by Jatta Raso (Post 386861)
i've been flying with green nose and no skins installed:confused:; there are at least 2-3 skins for 109s without the yellow noses; even without the yellow tipped wings. don't know what the fuss is about, try scrolling down the skin list when selecting the plane;

You can wear any skin you like, the problem is that everyone else will only see the default skin.

Jatta Raso 02-01-2012 09:28 AM

well i instinctively knew it couldn't be that simple, but had to sort it out.. it is a give away no doubt

ramstein 02-02-2012 06:32 PM

could more pilots please try to get close to the actual take-off runaways instead of running through the fields wide open? it's like the drunk skiers running down the slopes running over people with the skiis...


just askin', thanx..

ramstein 02-02-2012 06:36 PM

There is definitely something wrong with the model, now it will blow a gasket after a while of flying conservatively.. the boost is way too fast to overboost..

not sure if the prop is the cause, but something is wrong.. with the Rotol

IMHO

Quote:

Originally Posted by Robo. (Post 384609)
Hey klem, I know what you mean, real pita to lose all the text, is it. I almost lost this thread (we're fairly OT I must admit), sorry about the late reply mate.

Good conversation though, I really enjoy this and it's always interesting to read other's guys insights and share the knowledge so to speak. ;)



Ah I see.



You're right here with 2600 for Merlin III, klem. I checked the manual again. I must admit I am doing 2850 in game whenever possible (don't tell my ackack :D ), especially when I get involved in a melee right after taking off. Sorry about the confusion, my memory si crap. Obviously, you've been correct in advising this new chap flying her by the book. I'd say later on when he gets used to the CEM, he can certainly squeeze more power in some situations.



I don't think it's that because Spitfire is not doing that - it seem sto be far more consistent. I'd say they really modelled the Hurri with a bit of variety, which feels great in game and I really hope they will model this in some extent for all planes.



This is what I don't get mate - never happened to me tbh. 2600 is very low. What is you red settings and what is your IAS?

Sorry about the OT guys.


FFCW_Urizen 02-02-2012 06:48 PM

Did you check your temps? Revs? Rads? I have yet to experience a malfunction on the hurri, she isn´t easily overheated (unless you really go for it, i.e. fully closed rads and rpms way above 2650). now the spittie on the other hand :D .

klem 02-02-2012 08:39 PM

Quote:

Originally Posted by Robo. (Post 384609)
.................
This is what I don't get mate - never happened to me tbh. 2600 is very low. What is you red settings and what is your IAS?

Sorry about the OT guys.

Quick OT reply :shock:

We run with at least 50% Rad in the climb but I often use 100%. IAS is around 160+/- 10. ROC ~2000.

jimbop 02-02-2012 08:47 PM

You are blowing the rotol? I fly the entire mission firewalled using just the prop to regulate RPM. Very effective but hardly realistic - they need to tone it down some I think.

MK.Mr.X 02-05-2012 10:35 AM

What's wrong with the server?:(
Flying is not possible! Friezes powerful( launcher 40-50 minutes.)
This I did not have before.:confused:

salmo 02-05-2012 10:38 AM

Hello Blis & ATAG's. is it possible to have different times of day for server missions? maybe a random generator to launch an early morning. midday or late afternoon mission set?

Robo. 02-05-2012 11:27 AM

Quote:

Originally Posted by klem (Post 387297)
Quick OT reply :shock:

We run with at least 50% Rad in the climb but I often use 100%. IAS is around 160+/- 10. ROC ~2000.

Rad 100% open at all times especially in the climb, same IAS and ROC, 6.25lbs @2600 - 2750rpm in climb and not even close to overheating her. I begin my take-off run when water reaches 60C, full boost at 3000rpm. Then level her up to gain airspeed, rpm immediately to 2600ish. Water cca at 95 at this point. Climb or fly at this setting forever, water stays around 100C (95-98) as it should do. Under some 14.000 feet I got to watch my oil temp rather than water. Above that alt water begins to rise and you got to be careful in climb if it needs be. (obviously no problems at cruise settings). I found that if you start well with your temps you will be alright during the entire flight. If you happen to get your water temp close to 90 while still heating her up on the ground, you will be struggling, especially when you get her above 15k. I din't find any difference in airspeed between rads fully open and closed.

ramstein - I don't think there is any major problem, blown gasket means you're doing something seriously wrong I am afraid.

Mr.X - I had some warps and lags yesterday when the server got busy but otherwise usual stuff today.

MK.Mr.X 02-05-2012 12:38 PM

Quote:

Originally Posted by Robo. (Post 388058)
Mr.X - I had some warps and lags yesterday when the server got busy but otherwise usual stuff today.

Normal?
All throws from the server all the time.
We are all in the TS...We are throwing out for 2-3 people at once:(

SEE 02-05-2012 01:23 PM

There have been some problems recently - a lot of us were thrown out of the Server continually whilst others seemed OK - I think it may have been a steam issue rather than a ATAG server problem.

Buckie 02-05-2012 02:24 PM

Quote:

Originally Posted by salmo (Post 388043)
Hello Blis & ATAG's. is it possible to have different times of day for server missions? maybe a random generator to launch an early morning. midday or late afternoon mission set?

+1 good idea

Jaws2002 02-08-2012 06:36 PM

Quote:

Originally Posted by salmo (Post 388043)
Hello Blis & ATAG's. is it possible to have different times of day for server missions? maybe a random generator to launch an early morning. midday or late afternoon mission set?

I think they better wait for the patch with this one. I loved flying at dawn and dusk with the earlier versions and the gorgeous orange sun sets and sun rises. With this patch everything looks just murky dark grey, with just a very faint redish tint. The way too bright sun is not helping either. Think about it. If the mission is at dawn the Reds are going to have to fly with the sun in their eyes for most of the mission, and the evening flights will get the same bright sun in the blue players eyes.
Before this last patch flying at dawn and dusk was just an awesome experience. As the game looks now I don't think many people would be willing to put up with the very bad visibility, hard to see dots, washed up dark grey landscape.

Here's a simple example. Both shots taken in the same mission at the same time. Just after sun rise.

Current version:

http://img.photobucket.com/albums/v2...enshot5979.jpg

Earlier version of the game:

http://img.photobucket.com/albums/v2...107_202855.jpg

I asked about this in one of the questions threads in the forum. The lighting and colors are not final and they are working on this together with the new graphics engine. I think it's worth waiting for it.

This is just me and I don't try to speak for anyone but myself. If the looks are rewarding, I will put up with the visibility and spotting chalenges that come with morning/evening flying.
As the game looks right now during dawn and dusk, I won't. I just don't want to put all that strain on my eyes, trying to try find dots against the ground with the dark grey faded environment.

kestrel79 02-14-2012 02:40 PM

What's fun about this server is even late at night when a few people are on there's some action with AI planes.

I finally had some free time tonight so I took up a Hurricane to do some patrolling over the channel. Control says theres BR20s inbound, so I spend a lot of time trying to find them it was quite fun. Then I see them! I took care of one, sawed his tail off it was pretty cool to see. I should of just RTB'd then but I got greedy and shot another one but then rammed it by accident. I misjudged my closing speed. What can I say I'm a noob.

But had lots of fun.

Ramstein I'd love to takeoff on the actual runway, but for me it's hard to see a defined path that leads to the main runway in this gamecompared to IL2. I feel like taxiing to the runway I would be more likely to get hit. I'm sure there's something I'm missing.

jimbop 02-14-2012 11:05 PM

You did well. Those BR20s are hard to kill...

ATAG_Snapper 02-14-2012 11:41 PM

Quote:

Originally Posted by jimbop (Post 390834)
You did well. Those BR20s are hard to kill...


+1

Kestrel, noob or not -- you did well! I have a heck of a time trying to bring them down!

kestrel79 02-15-2012 04:06 PM

Can anyone help me with some of the lingo that's used to indicate locations on the map. I keep hearing the term "French Point", "British Point", ect. I'm guessing this means the 2 distinct points I see on the map for each mainland. I'm sure as I fly on the map more often I will memorize the base and city names and land features.

Also when I see an alert about incoming aircraft that are detected it lists a city name that I have never heard of. I want to help them out and fly to the city but I have no clue where it is. It would be nice if the grid coordinates were also included. There's so many city names on the map and you have to zoom in to see them all it would really help out.

klem 02-15-2012 04:47 PM

Quote:

Originally Posted by kestrel79 (Post 391018)
Can anyone help me with some of the lingo that's used to indicate locations on the map. I keep hearing the term "French Point", "British Point", ect. I'm guessing this means the 2 distinct points I see on the map for each mainland. I'm sure as I fly on the map more often I will memorize the base and city names and land features.

Also when I see an alert about incoming aircraft that are detected it lists a city name that I have never heard of. I want to help them out and fly to the city but I have no clue where it is. It would be nice if the grid coordinates were also included. There's so many city names on the map and you have to zoom in to see them all it would really help out.

The correct name for 'French Point' is 'Cap Gris Nez' (pronounced "cap greenay"):
http://maps.google.co.uk/maps?rls=co...ed=0CBsQ_AUoAg

The correct name for 'British point' is Dungeness:
http://maps.google.co.uk/maps?hl=en&...ed=0CBAQ_AUoAg

Its best to use the correct names because once you find yourself patrolling the English coastline further SW you find Beachy Head may get called 'The other British point' :-
http://maps.google.co.uk/maps?hl=en&...ed=0CBkQ_AUoAg

or even Selsey, 'No, I mean the other British point':
http://maps.google.co.uk/maps?hl=en&...ed=0CBkQ_AUoAg

Zoom them out a bit and compare with the CoD map, may make more sense.

By the way if you hear "Limponee", "Limpnee" or "Limnnnnn" thats Lympne
http://maps.google.co.uk/maps?hl=en&...ed=0CA0Q_AUoAg

amd its pronounced "Limm"
http://www.forvo.com/word/lympne/

Hope that helps.

klem 02-15-2012 04:59 PM

Quote:

Originally Posted by kestrel79 (Post 391018)
Can anyone help me with some of the lingo that's used to indicate locations on the map. I keep hearing the term "French Point", "British Point", ect. I'm guessing this means the 2 distinct points I see on the map for each mainland. I'm sure as I fly on the map more often I will memorize the base and city names and land features.

Also when I see an alert about incoming aircraft that are detected it lists a city name that I have never heard of. I want to help them out and fly to the city but I have no clue where it is. It would be nice if the grid coordinates were also included. There's so many city names on the map and you have to zoom in to see them all it would really help out.

Should I mention other key coastal names?:-
'Thanet' ('Isle of Thanet' but you can't easily see the river that cuts it off into an island).
That lump or 'nose' on the end of Kent.
Home of Manston and Ramsgate airfields. Note Margate on the North side.
Often referred in-game simply as Manston or Ramsgate:
http://maps.google.co.uk/maps?hl=en&...ed=0CBAQ_AUoAg

Others that actually are named on the CoD map:-

'Deal'
http://maps.google.co.uk/maps?hl=en&...ed=0CBAQ_AUoAg

'Dunkirk' (Dunquerque?)
http://maps.google.co.uk/maps?hl=en&...ed=0CBkQ_AUoAg

'Calais'
http://maps.google.co.uk/maps?hl=en&...ed=0CBAQ_AUoAg

'Boulogne'
http://maps.google.co.uk/maps?hl=en&...ed=0CBkQ_AUoAg

ATAG_Snapper 02-15-2012 05:23 PM

Nice work, Klem.

And how can we forget that other JTDawg-ism: "Mansgate"! LOL

(The combining of "Manston" and "Ramsgate" -- very handy in the heat of a dogfight when you're in a flatspin trying to give your location over Teamspeak. Hahaha)

corchard 02-15-2012 11:35 PM

We should also define the Whiskey Trail, which I'm pretty sure is taking a direct route to Calais, especially when taking off from "Mansgate".

I think the OP also couldn't find a city named in a radar alert. I've had that happen, too, and only found a name once after zooming in more closely on the map until more city names were visible, then looking verrry carefully.

Charlo

ATAG_Bliss 02-16-2012 02:49 AM

Hi fellas,

I've been away for a few weeks with traveling on business and had a death in the family. I figured we would have had a patch by now so I could throw some other missions in, but I guess that's not happening for another few weeks (I hope!) So in the time being, I'm going to modify some of these missions to be able to run them in the current format of the game (launcher crash time constraints). I understand the same thing gets old all the time.

There will be some also be some maps with the IIa/E4 (both limited) and some early morning/late in the day stuff just to change it up a bit. Hoping the 1st one can get done sometime this weekend, and that we can incorporate it into a red wins = map A, blue wins = map B etc., type thing. No promises, but that's what's being worked on atm. Making a mission work right in this state of the game isn't very easy lol. So hold on to your shorts :)

It also looks like the steam stats thingy took a crap.

ATAG_MajorBorris 02-16-2012 03:48 AM

Welcome back Bliss:)

ATAG_Bliss 02-19-2012 06:44 AM

New mission up on Server 2. Yes it's the same battle area and shares many of the same airfields etc. Not much I can do on that front until the CTD's are solved. But it has a slightly different planeset and different objectives.

It starts at the butt crack of dawn (the forward fields have runway lights). And the new objectives include ships. Sadly ships aren't grouped together like airplanes in this sim yet, so I had to code 17 objectives just for the ships alone :(.

Anyhow it's 90% done (it still shares the same AI flights as server 1 currently) but I would appreciate any feedback. The objectives aren't going to be easy :)

klem 02-19-2012 08:13 AM

Quote:

Originally Posted by ATAG_Bliss (Post 391940)
New mission up on Server 2. Yes it's the same battle area and shares many of the same airfields etc. Not much I can do on that front until the CTD's are solved. But it has a slightly different planeset and different objectives.

It starts at the butt crack of dawn (the forward fields have runway lights). And the new objectives include ships. Sadly ships aren't grouped together like airplanes in this sim yet, so I had to code 17 objectives just for the ships alone :(.

Anyhow it's 90% done (it still shares the same AI flights as server 1 currently) but I would appreciate any feedback. The objectives aren't going to be easy :)

Bliss, does the setting in FMB for the battle area have an effect on CDTs? Are they worse the larger the Battle Area?

Tree_UK 02-19-2012 08:24 AM

Hi Bliss, was flying on your server last night and wanted my squad mates to have the same skin, not custom skins but skins within the game, because we wanted to be able to identify each other. However no matter what we tried we could only see one skin (109E3) a bright shiney skin with no weathering which looked terrible. I understand removing custom skins because of stutter but could you allow stock skins within the game and weathering.

Thank you.

SEE 02-19-2012 09:07 PM

Unfortunately Tree, only the default skin is applied and available when Custom skins are disabled. This is a game limitation and I'm sure Bliss highlighted this problem to the Devs. May be the next update performance improvements will allow custom skins (if the option to use Stock Game skins but still exclude custom skins for MP isn't included).

ATAG_Bliss 02-20-2012 04:45 AM

Quote:

Originally Posted by klem (Post 391953)
Bliss, does the setting in FMB for the battle area have an effect on CDTs? Are they worse the larger the Battle Area?

I don't think so. What I was referring to was just the area for the mission. I think it's pointless to run a mission using the channel map unless it's main concentration/area is where England and France are closest together. Using anything north or south of that area for other scenarios just won't work right now with the CTD issues. I've got quite a few missions that are done, but can't use them / add them because of it.

Quote:

Originally Posted by Tree_UK (Post 391957)
Hi Bliss, was flying on your server last night and wanted my squad mates to have the same skin, not custom skins but skins within the game, because we wanted to be able to identify each other. However no matter what we tried we could only see one skin (109E3) a bright shiney skin with no weathering which looked terrible. I understand removing custom skins because of stutter but could you allow stock skins within the game and weathering.

Thank you.

I wish I could. I've kinda cheated per say, to disable custom skins. I added a command from the confs.ini of old IL246 that just so happened to start working after the latest official patch that disabled skins. If there's another command that's proper to IL2COD that will disable skins and allow all the default one's to work, I don't know it. But living without custom skins is much better than the result of them being on right now.

Hopefully some of this stuff will actually be addressed or added to the confs.ini along with a 100 other things it needs to be up to IL246's standards.

Quote:

Originally Posted by SEE (Post 392180)
Unfortunately Tree, only the default skin is applied and available when Custom skins are disabled. This is a game limitation and I'm sure Bliss highlighted this problem to the Devs. May be the next update performance improvements will allow custom skins (if the option to use Stock Game skins but still exclude custom skins for MP isn't included).

Yep, I sure have. Hopefully some of this graphic work fixes this issue. When B6 was talking about a last minute skin issue holding them back on the patch, makes me at least want to believe something is being done about it ;)

Untamo 02-20-2012 07:29 AM

S!

Have been enjoying many flights on the ATAG Axis&Allies server and it has been much fun. A couple of questions:

Where is the server located? Here in Finnieland we get pings well above 150, which causes some jumpy movements when formation flying.

Anyone else get timeouts? I get about 1 per night. So, not on every sortie, but every now and then.

5./JG27.Farber 02-20-2012 09:26 AM

Their server is in Chigago USA. Im from england and dont get time outs. ALthough are you sure thats just not the server restarting?

bravoalpha 02-20-2012 11:45 AM

S!
Around the radar stations and south(?) of the Hq, where are the guys has the launcher freezing I have "only" 1fps bug, but for minutes.
Do you use any extra 3d objects or the "local weather(–cumuls field)" in FMB around this areas?
I can reproduce the problem offline with the weather objects only.


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