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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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  #71  
Old 09-06-2011, 10:39 AM
LoBiSoMeM LoBiSoMeM is offline
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Originally Posted by Tree_UK View Post
Oleg promised windsocks, but they got blown away in the dynamic weather, the spit spinning thing is a bug, its that simple. Wherever I play (online servers) the spit spins as soon as I spawn, nothing to do with prop wash.
Yes, Oleg promised and delivered...



This guy is a joke... You don't even read all posts an jump here ASAP to talk crap! Congratulations! Number one critic of CloD!

Read all other posts and you will see why Spits spins as soon as you spawn...

To the "new" wind guy, the FM expert: nice! Now you know how winds works in CloD. Maybe some tweak is needed. I believe that smoke animation can be more affected by wind, and maybe less effect over Spitfires grounded. We need more work on this point.

But don't change the subject... You AGAIN don't go in FMB to test things and jump here to talk a lot. You never learn. You don't even test in FMB if the plane stops spinning facing wind and now will bother the world as a expert in winds behaviour.

Bye!

Last edited by LoBiSoMeM; 09-06-2011 at 10:42 AM.
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  #72  
Old 09-06-2011, 10:45 AM
LoBiSoMeM LoBiSoMeM is offline
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Originally Posted by Ataros View Post
Making and testing online missions I fixed Spitfire rotation issue by reducing wind AND gust power to 1-2 maximum AND setting different direction for them.

Planes also rotate when spawn on an inclined surface btw. Pay attention to this, the incline is often hardly noticeable.

Brakes in British planes require different control key than in German planes (3 keys set up in total for all planes).

Not a bug.
Yes. As I said EARLIER, maybe just some tweak in wind acting over some objects... If some talk about it like a "bug" because don't saw first how wind works in CloD, well, be happy!

Out of this NOW stupid discussion.
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  #73  
Old 09-06-2011, 10:53 AM
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SG1_Lud SG1_Lud is offline
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There is no need to go out Lobi, you're posting valid arguments, is just that there are others that believe different.

IMO Tuckie centered the question very well in this post

Quote:
Originally Posted by TUCKIE_JG52 View Post
That's a different question.

One question is if the plane should face the wind. The answer is yes.

The other question is... how many speed of wind is needed to face the wind in a grass field?

Well, obviously the speed of wind needed will be high, since plane weights and it's wheels have friction, plane will not rotate except in case of a very strong wind.

This weekend I'll fly a real taildragger again but from a grass field. If there's some wind I'll do the test to see what happens


Anyway, most of the things we are discussing in this post will be adressed, since Luthier told that the taxiing behaviour will be corrected (I hope, introducing propwash and some more friction to the ground when static).
Everybody on the same page now?
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  #74  
Old 09-06-2011, 11:21 AM
LoBiSoMeM LoBiSoMeM is offline
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Originally Posted by LUD View Post
There is no need to go out Lobi, you're posting valid arguments, is just that there are others that believe different.

IMO Tuckie centered the question very well in this post



Everybody on the same page now?
We are, but the boring naysayers will never leave page 1...

We need tweaks in taxiing, in smoke and windsock animations, etc. Things already know by MG as Tuckie said.

As we need tweaks in FMs, in DM, in graphics, sound... The initial question was answered: why does my spit spins around before engine start. No need to more discussion.

If ACE put around +40m/s wind speed in FMB and watch the Spitfire goes away like a kite, he will understand how funny is read his writing all this numbers... Because the first thing I do to test winds was try some +100km/h winds... Not so much weight in these Spits, maybe - MAYBE... But not "so wrong" to me... Maybe just a little bit more friction, because planes don't "takeoff" in winds bellow stall speed...

100km/h winds test in planes without brakes and engines idle:



Fun with maximum CloD wind:



... and we don't have yeat wind sound, so the spinning is strange, because we can't know if we have wind blowing or not... But, again, I don't see anything so wrong... Maybe it's because is CloD... If it's RoF people will be amazed with wind acting over aircrafts... Freud can explain!!!

P.S. This graphics engine is really crap... Look at the shadows cast by smoke blowed in the wind... LOL! I love this "bugged" sim!

Last edited by LoBiSoMeM; 09-06-2011 at 12:26 PM.
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  #75  
Old 09-06-2011, 12:14 PM
Tree_UK
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Quote:
Originally Posted by LoBiSoMeM View Post
Yes, Oleg promised and delivered...



This guy is a joke... You don't even read all posts an jump here ASAP to talk crap! Congratulations! Number one critic of CloD!

Read all other posts and you will see why Spits spins as soon as you spawn...

To the "new" wind guy, the FM expert: nice! Now you know how winds works in CloD. Maybe some tweak is needed. I believe that smoke animation can be more affected by wind, and maybe less effect over Spitfires grounded. We need more work on this point.

But don't change the subject... You AGAIN don't go in FMB to test things and jump here to talk a lot. You never learn. You don't even test in FMB if the plane stops spinning facing wind and now will bother the world as a expert in winds behaviour.

Bye!
Yes we have windsocks, we know that, but do they work, Ive not seen a windsock blowing whilst my spit is spinning around. Now take a chill pill big boy.
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  #76  
Old 09-06-2011, 12:29 PM
LoBiSoMeM LoBiSoMeM is offline
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Originally Posted by Tree_UK View Post
Yes we have windsocks, we know that, but do they work, Ive not seen a windsock blowing whilst my spit is spinning around. Now take a chill pill big boy.
Unbelievable...
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  #77  
Old 09-06-2011, 12:37 PM
PeterPanPan PeterPanPan is offline
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The bottom line is that this spinning behaviour just isn't right. I have never seen a real or virtual light aircraft start spinning with it's engine off in the way it sometimes happens in CoD. Even if (and I'm not saying it is) it is the wind or the incline or whatever, it just isn't right that you would climb into an aircraft that is spinning. Total immersion killer. If this was happening in reality (for whatever reason) you would chock it, tie it down or have your crew hold the wings before you got in. The simple fact that a Spit, with engine off, should start spinning as if it is on a perfectly smooth motorized vehicle turntable is enough for me to say it is a bug. It is an inaccurate model of a real world situation.

PPP
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  #78  
Old 09-06-2011, 12:47 PM
Blackdog_kt Blackdog_kt is offline
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Quote:
Originally Posted by Tree_UK View Post
Yes we have windsocks, we know that, but do they work, Ive not seen a windsock blowing whilst my spit is spinning around. Now take a chill pill big boy.
Watch the video mate, they work.


Quote:
Originally Posted by Ataros View Post
Making and testing online missions I fixed Spitfire rotation issue by reducing wind AND gust power to 1-2 maximum AND setting different direction for them.

Planes also rotate when spawn on an inclined surface btw. Pay attention to this, the incline is often hardly noticeable.

Brakes in British planes require different control key than in German planes (3 keys set up in total for all planes).

Not a bug.
Pretty much this, thanks for saving me the time to type it all over again.

Is it possible that the ground friction as relates to aircraft weight needs some tweaking? Very possibly so.

The basic premise of this behaviour however is just like it should be. Try the cross country mission with a fully loaded blenheim (doesn't spin until you start the engines, then it spins due to prop effects), then try it witha Tiger Moth (turns to the right with the engine off but stops once it's aligned with the wind).

Plus, if people don't know how to work their brakes it confuses them further. I'm not going to retype everything from scratch, there's a sticky FAQ on the front page explaining brakes and other controls

We've got tons of information collected by various people who spent their time testing instead of playing so that the rest can benefit from it and overcome the lacking documentation. Use that information already people
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  #79  
Old 09-06-2011, 12:51 PM
LoBiSoMeM LoBiSoMeM is offline
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Originally Posted by PeterPanPan View Post
The bottom line is that this spinning behaviour just isn't right. I have never seen a real or virtual light aircraft start spinning with it's engine off in the way it sometimes happens in CoD. Even if (and I'm not saying it is) it is the wind or the incline or whatever, it just isn't right that you would climb into an aircraft that is spinning. Total immersion killer. If this was happening in reality (for whatever reason) you would chock it, tie it down or have your crew hold the wings before you got in. The simple fact that a Spit, with engine off, should start spinning as if it is on a perfectly smooth motorized vehicle turntable is enough for me to say it is a bug. It is an inaccurate model of a real world situation.

PPP
Start with "brakes on" by default?

I have an axis for my wheel brakes. I keep it in full brakes until start taxi. I don't have this "spinnig in idle with Spitfire bug"... Because I always start with brakes on.

If people want a "Chocks in" option, with animated ground crew to remove shocks, will be REALLY nice! But claim that it's a "bug" if you can't start game with brakes on... I don't know if it's right... I have my doubts...

To Tree, my fully working windsock and my non-spinning Tiger Moth with 0 m/s wind...



It's so "immersion killer" have winds acting...

PS: but RoF one is cooler:


Last edited by LoBiSoMeM; 09-06-2011 at 12:58 PM.
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  #80  
Old 09-06-2011, 01:02 PM
JG53Frankyboy JG53Frankyboy is offline
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thx for making these windvideos , they made my day so far
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