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| IL-2 Sturmovik The famous combat flight simulator. |
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#1
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Well, this Berzin 20mm is not used But the SvVAK 20mm IS, and it also has 0 dispersion value:
maxDeltaAngle = 0.0F; It is used by PE-8 Heavy Bomber. Sorry that i confused these 2 20mm Soviet sniper cannons. Now you know that a 20mm Cannon is as accurate as a sniper gun. And BTW, don't you find "fascinating" the bomb data? could you clarify this for us please? Thank you for your time, Last edited by I/ZG52_HaDeS; 12-06-2010 at 12:56 PM. |
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#2
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Very nice posts, Hades!
Though I'm not a fan of mods because there are too many cheating mod users online. (In fact, I have not played IL2 for months because of this.) But I'm standing on your side this time. Thank you for providing us the facts that prove our 'feeling' was right. I'll wait and see whether BoB will still have such intentionally unbalanced FMs before I make a purchase.
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Why do some people tend to take it for granted that others have poorer knowledge background than themselves regarding the argument while they actually don't have a clue who they are arguing with in the first place?
Last edited by jermin; 12-06-2010 at 01:10 PM. |
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#3
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What i wrote above is known. An the TD guys know them.
I really hope that all these will be fixed one day. Cheers |
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#4
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You didn't confuse anything. Your agenda was clear from the start.
One plane out of cca 300 hundred has a wrong gun with maxDeltaAngle bug, so what? It happens to be a Russian bomber. Just as easily it could have been one of the Luftwaffe bombers. What is exactly wrong with the bomb data? Do you have any historical evidence or historical tests which prove otherwise? If indeed it is a bug, how big it must have been when nobody made a simple ingame test for 10 years? Do you expect developers to jump every time when someone says that there might be something wrong?
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A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away. |
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#5
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Quote:
Come on, And you confirmed that i was right about the 20mm sniper-gun. Thank you for this. And about the bombs: So it is Perfectly OK Bombs of the SAME "family", having the SAME weight to have 3+ times greater effective radius? There are data, yes. So you say that you haven't found any? And again, what makes you think that a bomb of the same weight using the same technology can have >3 times more the effective radius? |
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#6
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Quote:
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You were right about something? I wouldn't go that far. Maybe in your political views you lean to the right. I was perfectly clear about the bombs effectiveness. Without historical evidence and/or documents, the numbers stay the same as they are. There is no other option. Anything else?
__________________
A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away. |
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#7
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So lets summarise:
A) It is ok certain bombs to have >3 times the effective radius compared with the same family bombs from another side. B) It is OK that bomb and Rocket pylons from a certain side to NOT cause drag or add weight to certain fighters while all other Pylons add significant weight and drag. C) Its OK guns from a certain side to be more accurate. And you are talking about "political agenta", Anything else? Are you planning to fix this? And yes, there are data for bombs. I'll send you some time allows. Cheers, |
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#8
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Quote:
B) Where did you get that from? Maybe those 4 types of pylons are considered as always attached and the penalty for "your" nemesis is always on? You can at least detach "your" pylons and fly without them just by using a different loadout. C) Which side? Which guns? All I saw was rambling about uber RED guns and completely distorted perception of what the numbers 'mean'. Are you accusing me of RED bias? I have to bookmark this post. I suppose people will easily see who has the agenda here. If you do not completely edit your posts, that is. We will fix anything that is wrong in the game: 1) if it is feasible (regarding time needed and our skills). and 2) if we have/obtain evidence to back it up. Oh, since you are editing your post so fast, I'll preserve this pearl for posterity:
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A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away. |
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#9
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dear TD members
some time ago i made a request, if it was possible for you guys to enable padlocking of ships, as can be done with planes and ground targets. since there was no reply either in either direction, i thought it might be a good idea for me to re-define the question. currently, ships can be padlocked, but only for about 2-3 seconds, before the padlock is lost - thus rendering the ship padlock ability practically useless. do you guys think you could fix this, please, and enable ships to be properly padlocked, as one would padlock an aircraft - so that the padlock can be maintained indefinitely, unlesss the player's view to it is obstructed by interference from aircraft cockpit/fuselage/angle? this would be a much appreciated fix for many peopple. thanks in advance. |
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#10
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Quote:
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I don't understand what you are saying. Are you saying that these Pylons are ALWAYS attached to the airplanes even in default loadout? In this case you are wrong. An example using these anti-gravity (ops 0 kg i meant) Pylons is the I-16 Type 24. Quote:
I have also "heard" that some certain guns have increased damage and that some other have Twice the penetration ability of some others, have you "heard" it also? A comparison can be made by using some reliable data (except from books of course) like this: http://www.quarry.nildram.co.uk/WW2guneffect.htm He is the author of the Flying Guns. Quote:
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What kind of data did you use when you made all the rest of the Pylons weighting from 150kgs to weight 15 kgs? Quote:
Language barrier? Perhaps. Cheers, |
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