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#1
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Quote:
http://en.wikipedia.org/wiki/Crusader_tank
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Bombing smurfs since a long time ago... |
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#2
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Sounds still suck.
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71st Eagle Squadron www.anon6.com - Blogger on DCS Series 71st Mastiff's You-Tube " any failure you meet is never a defeat; merely a set up for a greater come back " Asus||i7x5930k||16gb3200||GTX10808gb||ATX1200Corsa ir||CBTitanium7.1||Win10x64||TrackIr4Pro/ir||gladiator pro mkII||siatekpedals||X52Throttle||G15Keyboard/RazerMouse|| 32"LCD||2x7" lilliputs,1x9inc |
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#3
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Way to go Mastiff. No, really. I mean, your motivational efforts are quite something.
Next time you say "what the hell's wrong with this planet?" take a long hard look in the mirror chum. Might find a clue there. |
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#4
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GF_Mastiff's comment = Buzz Kill.
I'm sorry, but attitudes like that just kill me. Like a bitter relative that receives gifts on Christmas that has to look past all the goodness of those gifts just to find what's wrong with them, then tells other about it. The default sounds aren't as bad as many here purport. Could they be improved? Certainly. A half-decent sound card with good software, and good headphones - or at least a 2.1 speaker system - goes a long way in making the default sounds quite good in most cases, though. Be thankful for what we got, which, in the case of IL-2 and other similarly in-depth games and sims, is an awful lot. |
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#5
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Don't misunderstand me, i am over the moon by what we're getting, but it is a fact that the sounds suck. However, since on balance it is very unlikely that a mod activator won't appear for 4.11 at some point its moot, since i'll be able to mod the sounds anyway, and i think that TD have concentrated on more important things anyway. |
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#6
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One suggestion, could you help in the development of Clod?
Great job |
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#7
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TY Team Daidalos!
Does that mean that even the later spit models will eventually overheat? Sounds almost too good to be true.Those birds have always had the most physics-defying overheat model so far. Looking forward to the AI changes, too. The dumb AI have prevented me from ever flying an offline campaign. Is there a chance you guys might introduce following changes in 4.13? 1) Pilot fatigue as a realism option. IL2 models stick forces, so calculating the amount of physical work a pilot puts into his flying should be feasible. Also high-g conditions require contraction of all muscles in pilot's legs, buttocks and abdomen, which should further drain his energy stores. 2) Realistic behaviour of fletner trim tabs, especially in combination with ffb sticks. Those of you who own Condor (THE soaring sim) or are RL pilots know what i mean. 3) Strengthen the arrestor cables on all carriers. They should stop the planes MUCH faster. There's lots of real ww2 footage showing arestor cable behaviour. S! |
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#8
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Quote:
aobut 2, are you telling me that condor actually has a realsitic trim behaviour? meaning that if im flying and i trim the plane the joysitck will compasate for the force accordingly?? WOW, i need to try that. thank you |
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#9
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Quote:
Regarding trim: the condor sim is on the mark, giving me exactly what i experience in the real cockpit. Last edited by JG27_PapaFly; 01-09-2012 at 02:49 PM. |
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#10
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Quote:
A very simple method of modeling fatigue loss would be a simple "Fatigue Points" score. Under stress, such as combat or high-g maneuvers, the pilot would lose points at a set rate. Likewise, he'd recover "Fatigue Points" at some other rate when he's not exercising hard or fighting for his life - basically, it's the human equivalent of engine heating and cooling. If Fatigue Points go below a certain level, he can't do certain things, such as hold high G turns. More technically, as the human body is stressed and lactic acid builds up in the muscles, muscle strength goes down. It's not exactly a exponential curve, but it comes pretty close. Just compare typical leg press strength against forces exerted on the rudder pedal during a turn of X g's and divide by the exponential function to determine if the pilot can hold a turn of X g's. Pretty simple stuff to add to the sim; not much more complex than the "hit locations" and bleeding injuries which TD introduced with the 4.10 patch. Likewise, it would be really easy to measure progressive hypoxia above 10k feet/3 km, or sudden hypoxia which occurs above 20k feet/12 km using simple functions. These factors have been extremely well studied. |
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