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CoD Multiplayer Everything about multiplayer in IL-2 CoD

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  #1  
Old 09-19-2011, 07:10 PM
Ze-Jamz Ze-Jamz is offline
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Im sorry but i really cannot see how you in a 109 escaped a Spit2 pilot..unless you were going flat out in a dive and you were using your barn door rudder to either out scissor him and hopefully get a shot in before you bleed to much 'E' and he will punish you if you do that

OR

once above 500kph you again used your rudder to switch direction knowing the Spits heavy surfaces wouldnt be able to match you..

Ive been on countless 109's at all speed and at stall speeds low on the dek, with flaps down and 100%PP and unlimited Boost you ARE NOT getting away from me..lol even if i lose you for 2-3 seconds and your going the other way ffs i can still catch you...I just dont get your conclusion, at all

Im sorry i dont agree with what your saying Razorbacks

Im past caring on if its in or out but please..thats lil story of your has got as much grunt as my screenshot

Last edited by Ze-Jamz; 09-19-2011 at 07:13 PM.
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Old 09-20-2011, 07:35 PM
Blackdog_kt Blackdog_kt is offline
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Quote:
Originally Posted by cheesehawk View Post
Actually, no one is asking for balanced planes, what they want are planes with their historically appropriate advantages and disadvantages. At least, that's the case between the 109 and Hurri right now, and I assume correct between the 109 and Ia (although, quite frankly, not enough people climb them high enough for me to determine if it really has an advantage at altitude like it should have). Problem is, the IIa has no disadvantages as its current speed, and therefore lift are so much higher than the other planes (and not its historical amount of advantage, but a far greater one) that it becomes the de facto uber-plane of the era, of which there were none.
Exactly. Most of the designs back then were closely matched. Having all fighter designs in the sim currently being undermodeled while a single one is the only one to be modeled correctly to specs is creating a non-historical relative performance situation: the Spit IIa might be flying right in terms of absolute performance, but the performance gaps between the IIa and every other fighter are wrong because everything else is undermodeled.

The solution? We could either undermodel the Spit IIa as well to maintain correct relative performance, or "upgrade" the rest of the fighters to their historically correct FM to do the same (obviously, the second choice is the desirable one ).

One of the fastest fighters during the BoB was the 110, but you don't see it being employed that way because of the flutter effect onset at 500km/h making it impossible to BnZ people. No single-engined fighter during the BoB enjoyed a 100km/h advantage over other fighters, but in the sim that's what happens with the MkIIa. Hurricanes weren't faster than Spit Mk.Is but in the sim they are and their roles reversed because of the propeller mix-up. Why does all that happen? Simply, because the FMs need fine tuning.

In the meantime, since we don't have fully accurate FMs, we can tailor planesets around having accurate match-ups in terms of relative performance



What that means for people who are flying MP is to either restrict the numbers of Mk.IIa Spits, ban them altogether, or give them a far-behind-the-lines spawning location so that others can get a chance to get the drop on them, until the 110s and 109s can bounce them like they historically did and the rest of the RAF fighters don't utterly suck compared to the IIa like they didn't suck historically either.

To sum up, it's not so much how the Spit Mk.II flies, but how the rest of the fighters fly: the Spit Mk.II might be the only fighter to be really close to historical performance, but at the same time there was no fighter during the BoB that was 100km/h faster than anything else. That's the problem here, the relative performance inaccuracy which creates non-historical tactical situations, not a single FM all by itself.
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