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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. |
| View Poll Results: Server set loadouts! | |||
| Leave it alone! |
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79 | 52.67% |
| Allow custom setups to be generated and enforced by the server mods |
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47 | 31.33% |
| I don't care! |
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24 | 16.00% |
| Voters: 150. You may not vote on this poll | |||
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#1
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Quote:
And regardign "who should decide waht beltings to have", my answer is, the mission maker. |
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#2
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Are you sure all mission makers know exactly the historical ammo loadout for every gun in every plane we have?
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#3
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no. but i dont think this feature would be implemented in every mission either. And this could be use not only to force uber realsitic beltings, but it could ban uber unrealsitic ones, like 100% incendiary.
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#4
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#5
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Loadout belts may not be prohibited, restricted or enforced ! they should simply work as set in the game and it's rarely the point !
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#6
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I've gone with "Allow it" because I would be happy to have it in a properly researched historical battle for a special mission.
I wouldn't want it for every day servers and I think people would vote with their feet if it was introduced there. My gut feeling is the the devs won't bother with it, at least not until the have some free time which is a long way off.
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#7
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To be honest, I don't care either way. Just because someone has loaded his guns with the best ammo out there doesn't mean that he's any good. True, he might get lucky, but meh. He can still be shot down regardless.
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#8
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That's not the point, this is a sim. This simulator simulates the battle of England, and therefore I would like to see historical load-outs. It's great for experimenting and all that, and do what you like with it, but not on my server. If I had a server, I would want to lock a certain belting for every player to make it a full real server ( at least as far as we can be realistic in this game ).
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#9
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Quote:
For sake of argument, let's say it's 30 red and 30 blue, fighters only. Please let me know, gun by gun, bullet by bullet. But how many of each specific mark of aircraft available in the game would you allocate to each side for a given specific date during the Battle of Britain out of the same 60? This would of course have a significant impact on ammo loadouts also. Please quote your sources of reference for making both the ammo loadouts and ratio of aircraft available 'full real' for a given date during the Battle. I'll be particularly interested in your 'full real' ammo loadouts for the Italian aircraft involved in the Battle of Britain. Although the dates are somewhat limited for these. Your final comment in parentheses says it all. This cannot be a 'full real' sim of the Battle of Britain, it can only be a game due to the restrictions of our computers and the number of players available. Command and Control is somewhat limited also. This whole loadout discussion isn't about 'full reality' or 'sims', it's about whether blue team has an advantage over red team, or vice versa, in a game. I'd still be interested in your loadouts however. |
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#10
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In various video clips I've seen the armourers making up the belts for the fighters, basically it's a couple of blokes sitting at a desk with a machine, they have a hopper of links and a chute they feed the bullets into. They pull the leaver and the round is added to the belt.
Now what woiuld be interesting would be knowing what the procedure was for varying the make up of the belts. Was it just a matter of getting someone with sufficient rank to go down and ask them to put together a belt with a certain sequence? Or did it require a request to the Air Ministry or some other board like that? How much freedom did they have at squadron level with things like belting configurations and convergences? As proffessional pilots did they sit around over cocktails discussing thier belting and having a go the next day? I assume if they had supply issues of any particular round they'd have to use an alternative sequence, who was responsible and what was the procedure for choosing it? In the British loadout sections we have a range of unusual rounds like the MKI and MKVI ball ammo. These rounds run about 500fps slower than most of the other rounds on the list. Would you really want to have these rounds in a belt with the H/V rounds? They'ld have completely different ballistics and would throw your convergense right out the window. Cheers! Last edited by Skoshi Tiger; 01-14-2012 at 06:09 AM. |
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