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#1
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Not sure if anyone has mentioned this. Here are a few things that I would love to see in 4.13:
1. Please add 2nd crew member to TBD, TBF-1c, TBM-3. Currently only TBF1 has 2nd crew member and can use level bombing sight and ventral gunner. 2. Please add a radio command that you can use to order your wingman to RTB. Currently you can order the whole flight to RTB, not individual wingmen. Also, would it be possible to make your wingman to RTB when you request permission to land? Because currently if you land, your wingman will follow you until got too low and slow and crash without any reason. |
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#2
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Lately played some older early war missions.
There is no clear procedure for the SPB. The I-16 must not have further waypoints then the one after the disengagement waypoint. If you want them to fly home after their mission, the stay fixed to the TBM, even if it is shot down. Even the disengagement has no clear rules. Sometimes they dont disengage, whatever you do with the missionbuilder. Sometimes they do, even if you follow the same mission building procedures. They should automatically disengage when the TBM is attacked. Oh yes, and even the rookie I-16 has godlike deflection shooting skills. If you've got one on your back, you should have had a good ammount of energy advantage or you are dead within some seconds. You can only sacrifie your wingman and run. They turn on a penny, they accelerate like hell, climb like there is no tomorrow and shoot rather accurately. They usually kill you when you try to outrun or outclimb them at ranges of around 700m, Ace AI does that at 1K with one short burst. Or is it real that you have a 15:1 disadvantage in a E4 against them. |
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#3
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[QUOTE=SPAD-1949;512442]
Oh yes, and even the rookie I-16 has godlike deflection shooting skills. If you've got one on your back, you should have had a good ammount of energy advantage or you are dead within some seconds. You can only sacrifie your wingman and run. They turn on a penny, they accelerate like hell, climb like there is no tomorrow and shoot rather accurately. They usually kill you when you try to outrun or outclimb them at ranges of around 700m, Ace AI does that at 1K with one short burst. QUOTE] Yes, this should be corrected as soon as possible. It makes no sense to use I-16s in missions any more because they are unreal overwhelming. There is a big difference between 4.11 and 4.12. I really hope that DT will downgrade to 4.11 in this case - and check other planes, too. |
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#4
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The B24 is a masterpiece!
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#5
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Congratulations to the B-24 design team!
Now all we need is for someone to model the other 5 crew stations needed for the B-17! |
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#6
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Quote:
Can't wait to fly the B-24. Finally an allied heavy with a decent bombsight. Great work and thanks to the team that made the cockpits&stations for this beauty. |
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#7
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Yes, many hands on this one (and still growing). For my part, you're welcome.
Last edited by Buster_Dee; 12-20-2013 at 11:40 AM. |
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#8
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5? i think six minimum ... or even more
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#9
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Well, B-24 is just awesome. But... I wonder... in Avia B.534 there is a very nice animation of moving ammo cartridges when firing guns. Why this animation was not used in B-24 when there are so many ? If you can do it for one plane, why not for this ?
Yeah, I know. I'm nitpicker. |
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#10
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You're right. My point was that a number of those gun stations can be reused.
Sperry Ball Turret, Martin Top Turret - B-17 Sperry Ball Turret, Martin Top Turret, Consolidated Tail Turret (as nose turret and tail turret) - B-24H. |
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