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IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games. |
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#1
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Headshake??? what headshake, you need to turn on your epilepsy filter mate...........
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#2
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#3
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The most I've pulled IRL is 4g (obviously vertical), and it just squashes you into your seat, you do NOT get 'thrown around'. Generally, when you're going to fly an aircraft that is capable of these kind of g-loads, you get strapped in really tight. Very rapid roll rates (ie 300 dps+) do tend to slam your head to one side, but if you're the guy flying you're going to know it's coming and try to counter
![]() I can't say I've fired guns in aircraft (from ships, but that doesn't count I guess - I've stood right next to 20mm cannon firing from a patrol craft, and that certainly didn't bounce me around), but I work with several guys who have, obviously jets though (Mirage F1 & III, 2X30mm cannon mounted right under the pilots butt), and while they say you can certainly feel it, it doesn't bounce your vision around. And those are larger calibre, higher ROF guns, mounted closer to the pilot (on an admittedly heavier airframe) - I therefore also firmly believe the 109 cannon headshake levels are ridiculously high. I feel like on pulling the trigger, Mike Tyson has suddenly decided to do that funny speed boxing bag exercise with my head - totally kills the immersion. Last edited by ARM505; 06-07-2011 at 10:34 PM. |
#4
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Having fired both the M61 in the F18 and 2 x DEFA in the Mirage III, and 2 x 7.62 mini Gun on the MB326. I agree with the above post. In the case of the M61 it feels like a fine but noisy Bzzzzz but no head shake whatsoever occurs. In the case of the DEFA (2 x 30mm) its a very rapid pulse (more like a rapid succession of burps) like feeling but again no head shake. Vibration was transferred to the airframe. This could be seen if the gunsight camera mount was tensioned incorrectly. This would result in jittery camera images the next morning when reviewing the cine (A fighter pilot ritual), but to the pilot at the time of firing ... nothing was noticed. Though in all these cases the firing aircraft were a lot heavier and more "densly" constructed compared the the average WWII fighter.
The same goes for general head motion in manoeuvring flight, the pilot compensates posture an eyeball wise the net result is no real issue to maintain a constant sight line. You don't get the "sinking into the pit feeling" you see with track IR at the moment. You know the G is coming on and you compensate for it. In fact body posture control in a fight is an important aspect of fighter flying. Last edited by IvanK; 06-07-2011 at 11:04 PM. |
#5
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Thank both of you for your real world expertise.
Of course you must realize that on this forum the majority of gamers that haunt the place will discount any real world pilot accounts, because harder just has to be more real... ![]()
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![]() Personally speaking, the P-40 could contend on an equal footing with all the types of Messerschmitts, almost to the end of 1943. ~Nikolay Gerasimovitch Golodnikov |
#6
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is this the new trend?? i mean c, you are taking it over the top and acting as youtube-people, who use the same comment and joke over nad over againfor about every video no matter its thematic. headshake never caused me any confusion, but has it is now its unixistent, it may be overdone in realism, but its good and valid indicator of how much g's you are pulling, since in real life you can feel them and you cant here. |
#7
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Well, it's not 'a good and valid indicator' if it pulls me off the sight line, which it wouldn't do in reality. Sure, we can't feel G in the sim - but that is definitely not going to change now, is it?
![]() ![]() I actually turned off headshake when I first got the sim, it's just so unlike real life flying. It's better now, but still has stupid parts (the sinking into the pit, and cannon pummeling as mentioned) |
#8
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One should not forget that firing a center mounted cannon from a multi-ton jet might differ quite a bit from firing wing mounted (very off-center), unsynchronized, cannon on a light (below 2 ton) prop fighter.
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Win 7/64 Ult.; Phenom II X6 1100T; ASUS Crosshair IV; 16 GB DDR3/1600 Corsair; ASUS EAH6950/2GB; Logitech G940 & the usual suspects ![]() |
#9
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I think there's a trend developing where people don't just want options to turn off difficulty settings, they want to make their preferences the default version of things for everyone, so that they can have their preferred settings and still be able to join the well populated servers which, most of the time, run full switch or at high difficulty levels. It seems a bit too much of "have my cake and eat it too". There are options in the sim, so i suggest everyone uses them to get the difficulty level where they want to for themselves and let the rest of us masochists carry on doing things our way as well. I don't know how realistic the headshake is, it probably isn't, but it's useful for the reasons described in the above quote. Having no tactile feedback about what the aircraft is doing is equally unrealistic and a long-time trick in simulation is to use visual effects in place of the real-world tactile ones. I suggest people ask for options to turn off stuff that annoys them, instead of pushing for a blanket change all across the board. Otherwise i might just start campaigning for something equally silly on the other end of the spectrum, having complex CEM, temp effects and anthropomorphic controls enabled by default for everyone. ![]() |
#10
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You're confusing my request for realism with a request for my preference. My preferences are my own - I select whatever I like in the options menu, that's not relevant to this discussion. But since this is a sim, I relate my real world experience of standing next to 20mm cannon firing on a moving platform (and friends' experience of aircraft mounted cannon), as well my as real world experience of aircraft. Yes, the moving platform was a ship, and no I don't fly Spitfires. Nonetheless, the laws of physics do translate from platform to platform. WW2 cannon did not magically have more recoil somehow (F=ma, m1v1=m2v2 still being somewhat true, quantum physics aside), and sitting directly on top of two modern 30mm cannon is still applicable, IMHO.
The bottom line is that headshake is a realistic aspect, but I disagree with how it's been done based on real world experience. It's just my opinion, based on related experiences. I'm not sucking it out of my thumb, nor do I care about servers using 'full switch'. It unrealistically degrades my ability to aim in this attempt to simulate reality, but there are aspects of it which are realistic. Note the italics. I don't want to throw the baby out with the bathwater by turning it off. If you want tactile feedback, buy a FFB stick. |
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