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IL-2 Sturmovik: Birds of Prey Famous title comes to consoles.

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  #291  
Old 08-28-2009, 11:47 AM
mr71mb0 mr71mb0 is offline
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Quote:
Originally Posted by Avernus View Post

- Realistic and Simulation unplayable on gamepad:
Demo impression leaves me wondering if the flight model in these modes is broken. Can't fly without stalling aircraft doing even the most simple move with or without speed. Normal flies perfect but lacks stalls, rugged gravity effects, and difficulty including enhanced options like flaps etc. Enhance realistic and simulation to correct this or add new medium difficulty.
You are stalling because you are exceeding the AoA for the aircraft. You need to be less severe in turns (don't pull back sharply while turning, you have to be smooth). Try turning down the sensitivity on the elevator.

To get the most really requires a stick.
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  #292  
Old 08-28-2009, 09:32 PM
Pup Pup is offline
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Couldn't get my usual jostick configured for il-2 (it works, but just mapped incorrectly), so I bought the T.Flight Hotas X which came yesterday.

After playing around with it for a few hours yesterday and trying both config setups there are a few issues which I think need to resolved in order to enjoy this game properly with this stick. I was only testing in Realistic mode though, not Sim.

In Thrustmaster Setup 1, there doesn't seem to be any way to issue flight commands. As far as I could tell the left thumb buttons which map to Circle and Triangle are not mapped to anything.
In Thrustmaster Setup 2, all flight commands are mapped, but now there doesn't appear to be any way to activate the Zoom function.

There is a noticeable deadzone with the stick, which makes the precise aim you need in Realistic and Sim modes quite difficult, awkward and a little annoying. From all accounts, there is no real deadzone with the stick itself if you plug it into a pc and test this, or previous il-2 games on pc.

I'm not too keen on the throttle setup. There is a massive 'deadzone' for the centre position of 55% and a large one for 0% and WEP, which makes 1-54% and 56%-100% fiddly to even get the rough power setting. The 55% range needs to be massively reduced, and I would like to see the 100% range increased (so that it doesnt take 10 seconds to try and select it) and WEP reduced to just very near the maximum of the throttles range. Same goes for 0%, as 0% and WEP are very easy to select quickly by moving the throttle stick to its extremities.

Related to the throttle control, 0% should activate the brakes with the gear down, as it does with the standard controller. Currently there seems to be no brake function when using a joystick.

The last thing seems to be specific to the Thrustmaster joysticks, the 8 way hatswitch only working for 4 positions, making it fairly useless for people playing in sim mode.


edit: Ok, I have now found out that with the TM1 setup, there is an orders button you can hold to assign orders with the hatswitch, so thats one less thing to worry about

Last edited by Pup; 09-02-2009 at 07:23 PM.
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  #293  
Old 08-28-2009, 10:59 PM
daveblah daveblah is offline
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Any chance we could get "mouse controls free look" support as in il2 pc. Personally,i think it would really help the situational awareness issue.

one last thing, i have noticed that when firing rockets in 3rd person view, the rockets fly from the bottom of the screen past the aircraft firing them! just thought i'd mention it.
Thanks.
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  #294  
Old 08-29-2009, 01:08 AM
juz1 juz1 is offline
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Flying helmet, goggles and "Biggles scarf" for XBL avatars...
________
BUY MARIJUANA SEEDS

Last edited by juz1; 02-24-2011 at 08:16 AM.
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  #295  
Old 08-29-2009, 06:06 AM
Swagger7 Swagger7 is offline
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Quote:
Originally Posted by juz1 View Post
flying helmet, goggles and "biggles scarf" for xbl avatars...
i second that!
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  #296  
Old 08-31-2009, 01:18 AM
skullblits skullblits is offline
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Hi, i dont know if this was mentioned. But how about Some kind of Bail out scenario?


If you have to bail out Then a ramdom button and a analog scenario thingy?

4 exsample 2 Ramdom buttons have to be pressed and analog sticks have to be used to Open the Door hatch thingy,
Then a few more buttons or Fast tapping of a button to jump out,
Then perhaps a Fast tapping or sum ramdom button pressing to get the shout open?

It would add sum more realism and deth into the game.
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  #297  
Old 08-31-2009, 04:02 AM
DannyBooze DannyBooze is offline
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i agree with skull that would make it more realistic and funner, some times you wouldnt be able to bail out either because of gravity, alot of bomber and pilot crews wouldnt be able to bail dew to the g's when ur hauling ass going 300mph in flames towards the ground......
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  #298  
Old 08-31-2009, 08:02 AM
YoHannes YoHannes is offline
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Hi,

My reply is way too late and as I haven't read all the replies/suggestions for game developers this has been possibly already suggested, but here comes my shot anyway:

I would like to see Finnish front somehow represented on the game, either by having few planes included which Finnish Airforce was using during WWII or else to even expand Russian fighting scenes towards Finland where these to countries had their own David and Goliath -battle.

At least it would be fantastic to have an opportunity to afterwards download/purchase expansion packages for the game.

Thanks anyway for the coming game!
For long time I have been waiting for a proper PS3 WWII flying simulator since PS3 itself should be powerful enough for running games for this scene.
The few (unfortunately sadly small amount) previous PS3 WWII flight sims have been - so to speak - poor attempts...

Br,

Finnish pilot with only minor flying experience.
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  #299  
Old 08-31-2009, 10:01 AM
haitch40 haitch40 is offline
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ok id like mp racing I KNOW IT WAS A FAILURE IN blazing angels 2 but with realistic damage there would be nothing more satisfying than the guy in front pulling away then u hit his engine it smokes badly then u zoom past
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  #300  
Old 08-31-2009, 02:57 PM
spider_689 spider_689 is offline
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Cool Inproper spin recovery directions

I noticed in the demo that the recommended steps to take to get out of a spin are to use ailerons and pitch forwards. While it may work in this game, the correct way (taught in flight schools the world over) is to:
1: neutralise the ailerons and use full rudder opposite to the direction of spin
2: release back pressure (stop pulling up) and push forwards slightly
3: once spinning has stopped, level the wings with the horizon
4: pull up out of the resulting dive gently (so as not to stall the plane again)

Steps 1 and 2 take place immediatly and essentially at the same time.
DO NOT do step 3 and 4 at the same time as the resulting stress may break the plane. (Take a pop can and push the ends UP together and it'll hold. Twist the pop can and it will also hold. But push and twist the pop can and it will crumble. This is the same idea as with the plane.)

But don't take my word for it, find out for yourself and more by joining your local flight club!
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