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#41
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Then you perhaps can tell me whether the Hotas 4 also has a center deadzone on the Throttle. Because, most absurdly, the X has. Yes, in the center of the throttle!
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#42
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I've done some tests with the Me-163 and I have to say that I'm actually impressed with the feel of Il-2 1946. I haven't flown this simulator for months, but I think I might fly it a bit more now
![]() I have done some testing with two sensitivity profiles. The first one all sensitivity bars to 100. With that setting I felt that the sensitivity was too "jumpy" in the centre. The second sensitivity setting was 0 5 10 20 30 40 50 60 80 100 and it felt about right. The joystick that I use is an old Saitek Cyborg 3D Rumble Force and I have Saitek Combat Rudder Pedals. The stall in a Me-163 feels really similar to what I have experienced in gliders. The buffeting seems realistic and it increases when the speed drops and you keep pulling on the stick. I felt that the spin characteristics of the Me-163 in Il-2 1946 are very forgiving, but it's possible to force a spin by pulling the stick back and to one side and with the pedals in the same direction. The spin recovery felt natural. I don't think that I can comment on the spin characteristics of the Me-163 in particular bacause I haven't flown the real thing ![]() I still think that CloD for instance has a better feeling of flight, but it's quite close.
__________________
If you are insecure: use more bullets. |
#43
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I'm relatively new to CLOD and BoS, and what struck me was that a perfect three-point landing is much easier than I experienced in IL2. Although in BoS I can overshoot the runway, in CLOD I don't even have to watch my speed. Planes decelerate very well in CLOD, perhaps too well, I don't know. |
#44
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That's more classes than I recall, but is a good selection. The only really necessary class additions are torpedo bomber, anti-shipping, parachute/agent.
Possibly there could be another flag as to whether an airplane is fully aerobatic, to keep planes like the A-20 from looping and rolling like a fighter. Quote:
There should also be player and/or mission builder defined aggressiveness for a particular mission - for both friendly and hostile planes of various squadrons. Every nation had their bad days and their moments of tremendous heroism. Quote:
Additionally, a big factor was risk of capture/death in case of a bailout. For example, American pilots attacking Japan in 1945 could be a bit more aggressive since they knew that there were rescue submarines just off shore. But, for early war missions, both Japanese and Americans had to be a bit careful since a water landing was very likely to be a death sentence. Exactly what I was thinking. You could even customize values for various pilots, making pilots in a campaign more or less courageous, ranging from foolhardy to cowardly. |
#45
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There should be an command to "attack ground targets with guns" and by preference well-armed fighters and ground attack planes should attack "soft" vehicles with guns or rockets rather than bombs - save the bombs for better targets like AFV, bridges, or trains. There should also be some sort of option to "strafe along this axis" so that you can make your wingmen strafe down the length of a convoy, the deck of a ship, or along a line of parked aircraft. Quote:
Even so, long range flexible gun accuracy is still too good for some planes and some gun positions. I think that slipstream buffeting of guns, vibration, and turbulence aren't factored into gun accuracy algorithms. Additionally, AI gunners can instantly detect and react to an airplane flying into their view, which makes fire from gun positions with a narrow field of view too effective (like the dorsal guns on the Ju-88, or some ventral gun positions). Realistically, it should take a gunner some fraction of a second to identify and track a hostile plane before opening fire once it comes into view. |
#46
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#47
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__________________
Q: Mr. Rall, what was the best tactic against the P-47? A: Against the P-47? Shoot him down! (Gunther Rall's lecture. June 2003, Finland) |
#48
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![]() Airfoil - this one? http://airfoiltools.com/airfoil/deta...foil=goe765-il
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Q: Mr. Rall, what was the best tactic against the P-47? A: Against the P-47? Shoot him down! (Gunther Rall's lecture. June 2003, Finland) |
#49
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I've done some testing with the Bf-109 F-4 and G-2, the Yak-1 and the LaGG-3 in BoS to compare the stall and spin characteristics and I was surprised that the Russian planes spinned more naturally (in my humble opinion). But for both sides I think that the low speed characteristics are too forgiving. When you fly the landing approach way too slow it won't hurt you while from my experience in gliders you have to watch your speed carefully because you will fall hard when you try to flare when your speed is too low.
Dimlee, I found that page, but I'm not an aeronautical engineer ![]()
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If you are insecure: use more bullets. |
#50
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I think the game is similar to movie.
One of important thing of the movies is good actors. Good-looking, number of people enough, and good at acting. I think these can be applied to computer game. IL-2 1946 is very old game in today. So "good-looking" is inferior than the latest games graphic. This is all right. And "numbers of actors" is very rich. There are some actors who would like to request, too. However, This is also all right. But "good at acting" is just insufficient. I think this is a big problem. Cool planes, abundant variations of weapons, map of the elaborate structure. Actors at poor acting makes all other good parts bad. I want movement of develop to pay attention to "AIs good acting" more than appearance of new face. |
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