Fulqrum Publishing Home   |   Register   |   Today Posts   |   Members   |   UserCP   |   Calendar   |   Search   |   FAQ

Go Back   Official Fulqrum Publishing forum > Fulqrum Publishing > IL-2 Sturmovik

IL-2 Sturmovik The famous combat flight simulator.

Reply
 
Thread Tools Display Modes
  #221  
Old 07-20-2010, 05:23 AM
Viikate Viikate is offline
Approved Member
 
Join Date: Oct 2009
Posts: 93
Default

Quote:
Originally Posted by WTE_Galway View Post
The Dunlop triple brake pressure gauge functions correctly on the Avia B534 but is not enabled on aircraft introduced earlier the J8A. Any chance of getting the gauge functional on older aircraft at some point.
From the same readme that Caspar quoted under "Other fixes & improvements:", line 14 out of 62:

"Gladiator/J8A fixes. (revi reticle, spinning wooden prop texture, ski behavior, inclinometer & brake pressure gauge corrections, openable canopy)"

So we've done quite lots of this kind of small fixes & improvements that were requested on different forums.
__________________
Reply With Quote
  #222  
Old 07-20-2010, 06:08 AM
WTE_Galway WTE_Galway is offline
Approved Member
 
Join Date: Jul 2008
Posts: 1,207
Default

Quote:
Originally Posted by Viikate View Post
From the same readme that Caspar quoted under "Other fixes & improvements:", line 14 out of 62:

"Gladiator/J8A fixes. (revi reticle, spinning wooden prop texture, ski behavior, inclinometer & brake pressure gauge corrections, openable canopy)"

So we've done quite lots of this kind of small fixes & improvements that were requested on different forums.
awesome stuff .. well done
Reply With Quote
  #223  
Old 07-20-2010, 07:29 AM
Fafnir_6 Fafnir_6 is offline
Approved Member
 
Join Date: Dec 2009
Location: Edmonton, AB
Posts: 244
Default

Quote:
Originally Posted by Romanator21 View Post
I did some more testing yesterday, and I was able to make a safe separation. However, I noticed that there is a large tendency for the FW to pitch up, and I noticed that the elevators are deflected fully upward without input from my stick.

The other thing to point out in regards to the Mistel is that the "camera shake" feature seems much stronger in the Mistel than in a normal FW-190. Just try the single missions which give you a normal takeoff scenario to see the effect.

EDIT:

I don't know if this has been reported, but in the QMB under "Coral Sea" when selecting a flight of Zeros in the first "enemy" slot, they spawn in the water, and their usual carrier seems to be missing.
I didn't see a response to this anywhere...

The pitching of the Fw190A-8 Mistel is due to the default pitch trim level for that plane on startup. Just reset pitch trim (Shift+Up arrow or down arrow - I can't remember) after separation and the Mistel Fw190A-8 will fly like the stock Fw190A-8. This has been the case since the Mistel was released.

Cheers,

Fafnir_6
Reply With Quote
  #224  
Old 07-30-2010, 06:00 PM
bugmenot bugmenot is offline
Approved Member
 
Join Date: Oct 2008
Posts: 119
Default

Quote:
Originally Posted by WTE_Galway View Post
Only if you choose ACE for the AI gunners. ACE is meant to be insane, just choose Veteran AI for the enemy bomber flights instead.
Hum, I'd like, but no.

I've just tried in Veteran and Average, it's the same. Always those hyper-accurate bombers' gunners.

Maybe not a real "bug" as we understand it, but I do think some tweaks should be made. That's not even funny.

I don't even want to imagine in Ace, that must be pointless and totally surrealistic.
Reply With Quote
  #225  
Old 07-30-2010, 06:18 PM
Aviar's Avatar
Aviar Aviar is offline
Approved Member
 
Join Date: Dec 2007
Location: New Jersey, USA
Posts: 545
Default

Quote:
Originally Posted by bugmenot View Post
Two annoying bugs that have been here for a pretty long time :

When you start airborne with the YP-80 the engine does not work at all and you can't start it. So all you can do is land somewhere on the ground (if there's ground of course).

Voilà.
I'm sorry, but I've made and hosted plenty of YP-80 airstart coop missions and I've never once had this problem nor have I heard it mentioned before.

May I respectfully suggest it may be a problem on your end?

Aviar
__________________
Intel i7-4790 4-Core @3.60GHz
Asus Z97-C Motherboard
16GB DDR-3 1600 SDRAM @800 MHz
NVIDIA GTX 760 - 2GB
Creative SB ZX SBX
Logitech X-530 5.1 Speakers
27" AOC LED - 2752
Logitech G15 Gaming Keyboard
CH FighterStick-Pro Throttle-Pro Pedals
Logitech G13 Gameboard
GoFlight GF-T8 Module
WIN 8.1
Reply With Quote
  #226  
Old 07-30-2010, 08:04 PM
Blackdog_kt Blackdog_kt is offline
Approved Member
 
Join Date: Jan 2008
Posts: 2,715
Default

Quote:
Originally Posted by bugmenot View Post
Hum, I'd like, but no.

I've just tried in Veteran and Average, it's the same. Always those hyper-accurate bombers' gunners.

Maybe not a real "bug" as we understand it, but I do think some tweaks should be made. That's not even funny.

I don't even want to imagine in Ace, that must be pointless and totally surrealistic.

The gunners are super-accurate in some cases and totally inaccurate, even downright unrealistic, in others.

The short story is this: if their guns are pointing your way when you make your attack run then prepare to get accurately peppered by their fire, but if you are a bit outside of their direct cone of fire then they just shoot into empty air.

This seems a lot like the way the AI uses fighters too...they can pull of some amazing snapshots and yet, they can't hit you when they're saddled up on your 6 if you make as much as a gentle, low-G turn.

I've spent a lot of time flying QMB scenarios against bombers and i've used pretty much everything, from German cannon armed fighters against B17s to Spitfires against He111s and with varying enemy AI levels.

The thing is, as long as you are pulling a moderate amount of G the gunners will miss most of the time. You can try this on QMB with a flight of 4 AI B17s. Get on their high 6 and dive below them, as you approach them start pulling up behind them. This will either give you a shot at their belly, or a snapshot at their 6 o'clock.
The trick is to never center the stick, but always keep some pressure applied on the controls. So, this is not a tracking shot but just a snapshot, as you are constantly changing your trajectory. This is the trick to the gunners missing, flying your plane in a changing trajectory. It doesn't have to be wild maneuvering, just apply some moderate G (maybe between 2.5-4.5 G?).
This makes the gunners miss more, but also makes it harder for you to aim and score kills. It's well suited against soft bombers or when you are flying a heavily armed plane, for example a Fw190 with Mk108s only needs 2-4 hits on a B-17 to put it out of aciton.

The other attack profile makes it easier to aim both for you and for the enemy gunners, but relies on minimizing your exposure time to them. It involves flying segments of almost-straight lines or slight curves, with the aim of putting you in a position to execute an attack from the bomber's front quarter (not directly head-on, usually you come in from the bomber's 10/2 o'clock).
Fly parallel to the bombers outside their gun range and when they are at your 9 and a half o'clock (or 2 and a half if they are to your right), start turning towards them.
You can increase/decrease your bank and turn rate to keep the bomber's silhouette steady in reference to a fixed point on your aircraft (for example, a bit to the side of a canopy frame), which is effectively putting you in a collision course with it, if you go on like this you will crash into the bomber. The trick is that as you close the distance you make a final correction turn, momentarily increasing your bank and pulling back on the stick and then levelling off.
Now you are no longer on a collision course, you are on a course that will have you flying on one side of the bomber, crossing its frontal quarter and exiting your attack run behind its tail (eg, starting on the bomber's 10 o'clock and exiting on its 4 o'clock). The gunners have an easier time tracking you at this final segment of the attack run because you are levelled off, but closing speeds are high and you won't take a lot of hits. Even better, you are alinged with the target's geometrical plane of motion and the target will move through your gunsight from nose to tail: congratulations, you just raked the bomber from end to end with gunfire!

Most of all, this sets you up for taking advantage of one of the biggest glitches in AI gunners: rotating turrets (like the B17's top turret) tend to get stuck facing the direction of the last attack. So, if you attack from its left frontal quarter and exit to its right rear quarter, the turret will be facing to the bomber's 10 o'clock or so. Since you exited to the bomber's right however, you set up your next attack from its right side. When you attack, the top turret will probably be facing the wrong way and won't be able to rotate in time to track you. By the time they have turned and started firing you'll be exiting your attack run to the opposite quarter, the turret will again get stuck facing opposite from you, so rinse and repeat until you bring him down. That's why a lot of times you see AI bombers shooting tracers wildly into empty sky towards the place you were 2 seconds ago.

Hope it helps. I would upload some tracks but i'm in a bit of a hurry
Reply With Quote
  #227  
Old 07-30-2010, 09:18 PM
Fafnir_6 Fafnir_6 is offline
Approved Member
 
Join Date: Dec 2009
Location: Edmonton, AB
Posts: 244
Default

Quote:
Originally Posted by bugmenot
Hum, I'd like, but no.

I've just tried in Veteran and Average, it's the same. Always those hyper-accurate bombers' gunners.

Maybe not a real "bug" as we understand it, but I do think some tweaks should be made. That's not even funny.

I don't even want to imagine in Ace, that must be pointless and totally surrealistic.
Hello,

It sounds like you may not be choosing the most effective attack approach when you are fighting bombers. Closing from dead astern is a poor strategy since you are almost a stationary target for the even the n00best gunners. I'd suggest an approach with a 400-600m height advantage or so (maybe more??). When you are directly above the bomber you wish to kill, roll over and dive straight down on the bomber. Keep your reticle a little bit ahead of the bomber and shoot when the bomber gets big in your sight (you can get good at this with practice). This approach makes it very difficult for the bomber gunners to hit you and you have a ton of speed when you are closest to the bombers, which you can then use to zoom climb back to where you were before your attack. Difficult angles for the gunners, high speed when you are close to the bombers (and most vulnerable) and the ability to hit the wide faces of the wingtips more easily (saves ammo)are all working in your favour this way. I think the AI gunners are not uber.

I hope this helps,

Fafnir_6

Last edited by Fafnir_6; 07-30-2010 at 09:23 PM.
Reply With Quote
  #228  
Old 07-30-2010, 09:22 PM
bugmenot bugmenot is offline
Approved Member
 
Join Date: Oct 2008
Posts: 119
Default

Quote:
Originally Posted by Aviar View Post
I'm sorry, but I've made and hosted plenty of YP-80 airstart coop missions and I've never once had this problem nor have I heard it mentioned before.

May I respectfully suggest it may be a problem on your end?

Aviar
I tried again, you're right. It works well. In fact, the problem appears when I lower the engine's power to a certain level. When it's too low, the engine stops and I can't restart it.

I should try in a online game, since the last time I played with the YP-80 on the Internet, I don't remember I faced this issue...
Reply With Quote
  #229  
Old 07-30-2010, 09:36 PM
Aviar's Avatar
Aviar Aviar is offline
Approved Member
 
Join Date: Dec 2007
Location: New Jersey, USA
Posts: 545
Default

Engine flame-out on the YP-80 is quite common. However, we can usually restart the engine a good 90% of the time.

Next time, try to increase the throttle setting before you attempt to restart the engine. A higher setting seems to work better.

My personal tip to prevent flame-outs is to set the throttle to 90% and leave it there. Even moving the throttle in very slow increments will sometimes kill the engine...it's very frustrating.

Aviar
__________________
Intel i7-4790 4-Core @3.60GHz
Asus Z97-C Motherboard
16GB DDR-3 1600 SDRAM @800 MHz
NVIDIA GTX 760 - 2GB
Creative SB ZX SBX
Logitech X-530 5.1 Speakers
27" AOC LED - 2752
Logitech G15 Gaming Keyboard
CH FighterStick-Pro Throttle-Pro Pedals
Logitech G13 Gameboard
GoFlight GF-T8 Module
WIN 8.1
Reply With Quote
  #230  
Old 08-02-2010, 08:58 AM
Diga Diga is offline
Registered Member
 
Join Date: Aug 2010
Posts: 4
Default please help to choose

hi

i need a help with v4.09
i have il2 platinum collection(russian version 4.07) and want to download the v4.09
which version should i choose from all the patches of 4.09?which russian version?any?

thanks
Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 05:17 PM.


Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.