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IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games. |
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#1
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Hi all,
I would like to have the word of the devs in terms of when they will finally plan the patch that deals with - main graphic performances issues - aircraft performances Please ? It's now completely unfair, just for example, we had tonight an online campaign and as a hurricane pilot, I've just had three major issues : First off, I burned the egine for climbing at 2800 rpm and was later told more than 2400 will cook the engine Respawn. Second, It took so long time to get at 17'000 ft only to find I can't exceed 120 mph IAS, I checked in the archives, the Hurricane Mk.I made IAS 230 at 15'000 and climbed to 30'000. Shot down by 109 apparently dive zooming with a lot of energy on the all of us, Hurricane. Finally, I had once more the usual 1 frame per second whenever there was many aircrafts around me. It's not possible to drive any campaign in those conditions, and further and finally, it is a long time since we last had the information that developpers were aware of our problems. So nearly a year and a half passed its existence, is there a will from the development to finally make the game perform correctly ? It's playable as low flying short distances dogfight, Spit IIa versus 109, lower than 8000 ft, and not too much players around. Passed that situation, nothing good much possible, that is an historical battle. It is more than ever time to let us know what is happening. Each patch comes with problems to deal with. We have seen much improvements in the first weeks, and as soon as it reached some quite stable and about correct performance, it just stopped to be really improved but it's not yet, in my opinion, where it should have been before even being realeased ready for public. But we're - some of us - great fans of IL-2 and we desperately expect the right patch. Please do something about it and keep us informed. Last edited by jf1981; 08-05-2012 at 08:45 PM. |
#2
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Hiya!
Quote:
I recently did a Hurri ROC test and it took me about ~10min to get to ~17kft where as the real world data I was using as a comp said it should only take about ~7min, see attached
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Theres a reason for instrumenting a plane for test..
That being a pilots's 'perception' of what is going on can be very different from what is 'actually' going on. Last edited by ACE-OF-ACES; 08-05-2012 at 08:48 PM. |
#3
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I first tried the full revs for climbing that is 2800, but at about 10'000 ft, it started to quit. Radiator fully opened, should'nt impair the performances on climb at 140 IAS, anyway the additional drag is not currently modelled. I had to keep revs at 2400 or engines would quit after a while. Last edited by jf1981; 08-05-2012 at 09:22 PM. |
#4
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Pretty much everyone in 64 had those framedrops. I pretty much had to break more on guesswork than on actual need for it, result: i got heavily wounded, my engine got shot up and i had to bail. At least a few in 501 had the same problems. Now i know my system isn´t state of the art, but i´m running nearly everything on low to very low, except for model details and plane textures, which are at high. never had any problems, never, even in major furballs!
really killed the night. S! |
#5
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Roger Urizen, I managed to catch on your group but a 109 just passed diving on me but soon got shots on me.
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#6
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This stability/performance beta patch obviously concentrates on game performance issues without which there would no point to any further patches. If this patch ends up being successful, then they will probably concentrate on a gameplay patch, which should concentrate on FM, AI, DM, FMB issues, and probably throw in some further optimizations. These fixes should clear the way for a Sequel release.
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Intel core I7 950 @ 3.8 Asus PT6 Motherboard 6 gigs OCZ DDR3 1600 Asus GTX580 Direct CU II 60gigSSD with only Windows7 64bit, Hotas Peripherals, and COD running on it 500gig HD Dual Boot Samsung 32"LG 120hz MSFF2 Joystick Cougar Throttle Saitek Pro Rudder pedals Voice Activation Controls Track IR 5 ProClip |
#7
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I would have thought your boost setting was a more important factor in cooking the engine than your RPM. With a constant speed prop you could maintain 2800 RPM while using excessive boost - that would surely fry your engine. Would be good to know the full picture - boost / mixture settings and speed, oil and coolant temps during the climb. |
#8
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That's about what you find for the Merlin II engine. I prefer to run at 2600 because the sound is more comfortable. Danger on engine lifetime comes from overboost when it's available and max revs, however the engine should handle it, only resulting in shorter maintenance and ultimately lifetime, but that's currently beyond Cliffs of Dover. |
#9
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Perhaps next time you try it you could watch the oil and water temps carefully and record any excessive temps that occur during the climb. A recorded track would be even better. Cheers |
#10
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"I've also learned that it should'nt be the case since they are normally auto rich and auto lean so lean shall work better in theory."
Not really Auto lean is really only of use for cruising and has Max boost limitations associated with its use. Currently in game if run Boost cut out you need to push the mixture lever forward to AUTO lean to get smooth engine operation. This is of course totally wrong and should result in engine issues pretty darn quick. SPIT MKII Boost limitation in Auto lean is +4/2650 100 Octane or 2.25/2650 at 87 Octane. Spit MKI Boost Limitation in Auto Lean is +2.25/2600 87 Octane. Unless you are really interested in best fuel consumption then Auto Rich is all you should really need. |
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