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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  
Old 06-09-2012, 04:15 AM
Blackdog_kt Blackdog_kt is offline
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Maybe it's not the fact that the rounds are unrealistic, but that we can use as many of them as we like resulting in unrealistic loadouts.

What happens with DeWilde for the RAF can be reproduced with M-shells for the Luftwaffe. In reality, there wasn't unlimited supply of the "best" ammo types and pilots were forced to mix and match due to availability concerns.

Maybe a set of realism options down the road can help us with this. Having some preset historical loadouts as well as the ability to change them, but with some restrictions, would be the way to go. For example, restrictions could be to the tune of "x % of such and such rounds" or "X of such type of rounds in every 10 rounds total".

From what i've been seeing thus far, flying with the default loadouts doesn't produce results that seem unrealistic and this leads me to believe that the rounds themselves and the aircraft DMs are not bad at all. That's why i'm thinking that maybe it's us "gaming the game" that results in too many explosions
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Old 06-09-2012, 06:30 AM
Continu0 Continu0 is offline
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Quote:
Originally Posted by Blackdog_kt View Post
Maybe it's not the fact that the rounds are unrealistic, but that we can use as many of them as we like resulting in unrealistic loadouts.

What happens with DeWilde for the RAF can be reproduced with M-shells for the Luftwaffe. In reality, there wasn't unlimited supply of the "best" ammo types and pilots were forced to mix and match due to availability concerns.

Maybe a set of realism options down the road can help us with this. Having some preset historical loadouts as well as the ability to change them, but with some restrictions, would be the way to go. For example, restrictions could be to the tune of "x % of such and such rounds" or "X of such type of rounds in every 10 rounds total".

From what i've been seeing thus far, flying with the default loadouts doesn't produce results that seem unrealistic and this leads me to believe that the rounds themselves and the aircraft DMs are not bad at all. That's why i'm thinking that maybe it's us "gaming the game" that results in too many explosions
But the DM is still buggy, or am i wrong? You can still fly over the whole channel with a broken cooling-sytem, which is not realistic in my opinion...

Thanks for your the help, I will try your suggestions!
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  #3  
Old 06-09-2012, 07:04 AM
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klem klem is offline
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White Tracer | DeWilde | AP | AP |||||| AP | AP | DeWilde | White Tracer

Probably historical overkill on DeWilde as it was available and widely used but not in unlimited supply. I use it for hits confirmation although I think in the current patch that has been disabled. To be honest I couldn't be bothered to set up a belt with say 1 in 5 DreWilde but perhaps I should. Mind you I don't think the rest of my belts are historical.

Its been discussed before here:-
http://forum.1cpublishing.eu/archive...p/t-28972.html
but no need to drag it all out again in this thread.
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Old 06-09-2012, 07:37 AM
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steppie steppie is offline
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i have the mixed ammo belt in all my guns with
whites tracer
DeWilde
armour piercing rounds

and the last 30 round yellow tracers in stead of white.
I found this give me good results when come to both fighters and bombers as not all eight gun may not get on target and this belt mix it ensure when the gun get there target they have punch.

I have conversion 180 vertical x 180 horizontal
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Old 06-09-2012, 07:48 AM
Flanker35M Flanker35M is offline
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S!

Better keep the ammo belt thing as it is now to prevent yet another whinefest and nitpicking of words by afficiandos and their funny sidekicks Historical or not but at least something that works in everyones' taste.
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Old 06-09-2012, 10:42 AM
macro macro is offline
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1 AP every 6 a tracer
2 AP
3 dewild
4 dewild
5 dewild
6 dewild
7 AP
8 AP every 6 a tracer

both conv is 100, i like to fill the gunsight before opening fire, this lets you aim for the fuel tanks/cockpit/engine far more easily
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Old 06-09-2012, 02:14 PM
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Osprey Osprey is offline
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The default is the most historically accurate belting. 109's will start to fall down more when the FM's are corrected and the damage has knock on effects. No amount of extra DeWilde will help that.
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Old 06-10-2012, 08:36 PM
41Sqn_Stormcrow
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Quote:
Originally Posted by Blackdog_kt View Post
Maybe it's not the fact that the rounds are unrealistic, but that we can use as many of them as we like resulting in unrealistic loadouts.

What happens with DeWilde for the RAF can be reproduced with M-shells for the Luftwaffe. In reality, there wasn't unlimited supply of the "best" ammo types and pilots were forced to mix and match due to availability concerns.

Maybe a set of realism options down the road can help us with this. Having some preset historical loadouts as well as the ability to change them, but with some restrictions, would be the way to go. For example, restrictions could be to the tune of "x % of such and such rounds" or "X of such type of rounds in every 10 rounds total".
I see a 200 post thread about the historic percentage of deWilde ammo available already lurking ...
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Old 06-11-2012, 01:34 AM
drewpee drewpee is offline
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I find I expend my ammo way too quickly, so it's a good idea to keep your Service Revolver handy. The trick is to fly really close alongside the Jerry. wave at him friendly like and smile. If your quick you can let of a few shots at him before he works out whats going on.

What ever you do don't be tempted to use you flare gun as it's hopeless at flight speeds and if it goes off in you crate you'll have a fire to deal with as well as a pissed off German. Better to keep the flare for those times you and Jerry crash close to each other. Make eye contact and give him a friendly smile, extend a hand then give him a good old man huge. Thats when you let him have it with the flare down the back of the flight suit. LOL, gets them every time.
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Old 06-11-2012, 02:38 AM
Skoshi Tiger Skoshi Tiger is offline
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Quote:
Originally Posted by drewpee View Post
I find I expend my ammo way too quickly, so it's a good idea to keep your Service Revolver handy. The trick is to fly really close alongside the Jerry. wave at him friendly like and smile. If your quick you can let of a few shots at him before he works out whats going on.

What ever you do don't be tempted to use you flare gun as it's hopeless at flight speeds and if it goes off in you crate you'll have a fire to deal with as well as a pissed off German. Better to keep the flare for those times you and Jerry crash close to each other. Make eye contact and give him a friendly smile, extend a hand then give him a good old man huge. Thats when you let him have it with the flare down the back of the flight suit. LOL, gets them every time.
Drewpee, please remember that it is a bannable offence to create a post that could reserect the the tube shooter discussion! It just aint worth it!

It allways bothered me to Why they would choose to model the .303 MK1 round in the load out? Was it really used in the BoB! Very slow MV compared to the other rounds would have thrown out any hope of convergence in mixed loadouts.

Last edited by Skoshi Tiger; 06-12-2012 at 12:23 AM.
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