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IL-2 Sturmovik The famous combat flight simulator. |
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#1
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In theory, I agree. But the explosive experts probably don’t know a squat of simulation. The very same argument can be used about aerodynamics. For example, I’m not convinced at how the trim works in Il2. In real life it has mainly to do with stick forces, that can’t be modelled at all. I understand that to work efficiently with a sim has its own rules and requires its own competency.
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#2
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Is expected some screenshots or something?
How is the progress of the bugfixing? Thanks |
#3
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by that logic we don´t touch anything, since the process is so complicated that it might affect Idon´t know what. In fact it is very simple. This is what a FAB 500 looks like: Quote:
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#4
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Blablabla, personal attacks, blablabla.
Is it so hard to provide data for something you want to see changed? "This is wrong, fix it." does not work. "Here's what it historically looked like." is the important part. And that's what still is missing. Or how about proving the game workings with the "range" by blowing up a dozen cars from 500m away with a FAB 1000? Doesn't work? Oh boy, if only it had been tested before starting a debate. |
#5
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Is it so hard to provide data for in-game values ? I'd like to know where the TD's ultimate truth came from...
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#6
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Do you have the game? Why don't you test for yourself?
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#7
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You do not understand. I'd like to know their sources of data they implement into the game. Books, graphs, etc.
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#8
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I have a small request for Ju87's 37mm cannon effects...because there is a small difference between ones in game and real ones.
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#9
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You should ask 1C Maddox games, not TD.
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#10
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![]() And since you still might think this is only bla bla, a bit more plastic comparing SC1000 with FAB1000: ![]() I think the last example makes quite clear why 555kg explosives in a FAB1000 shouldn´t cause such a big difference in blast radius compared to 630kg in a SC1000. |
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