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751 ExcellentAbout 303_Kwiatek
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I think most problem with ground loops and expecially during taxi are caused by too weak breakes. As i mentioned i never such problem IRL during taxi with heavy 1000 HP taildrager like i have in BOX. I could stop quite easly ground loop by press brake but in BOX it is impossible - i mean during taxi operations. Also it could be similar affected by ground loop during landing run ( when plane slowiest down the runway). Of course most taildraggers IRL are voulnerable to ground loop expecially during landing with crosswinds condtions or with wrong flare and touchdown
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It is not only sniper gunners which in most cases are ridicules but i it looks that gunners are also very resistant to fighters bullets. Like they wear bulletproof vest. IT was the same situation in old ROF game - gunners in 2 seaters are the same level - snipers and bulletproof cyborgs. IRL gunners expecially tail gunners dint have long life " While the Il-2 had its vulnerabilities, the rear-gunner’s position was much more perilous than the pilot’s. While his crewmate was protected by 12mm of armor on both sides and behind the seat, not to mention 65mm
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Strange all other planes are faster in winter then in ISA conditions why D-9 should be different here?
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Pitch up tendency even with 100% nose down ( 2 degree ) is questionable. D-9 got longer fuselage and nose should be even more stable then Anton. In other sim D-9 need only about 0,5-1 degree nose down to fly level with no pitch up tendency. Other things looks in BOX D-9 superb. I like more prone to spin tendency then in other sim.
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D-9 got different engine, longer nose and longer tail - so COG would be different then A-8. Still it looks strangly that at maximum nose down trim plane cant fly level flight. Other D-9 which we could try in sims got different COG settings - need only about 1 deg nose down to fly level. Besided these D-9 in BOX handel very nice. Superb plane.
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showing droping tail parts of Yak during 20mm fire from 109
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You mean taxi or take off- landing ground loop? IF you mean ground loop durig taxi operations you right but i think it is problem with too weak brakes which IRL could easly stop such drift tendency.
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COG and vertcal stab looks strangly - even at 100% nose down plane got pitch up tendency at nominal power.
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It looks that everything is ok so why they should work even if it is still beta?
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Commone i drive plane near 5 000 kg 1000 HP big 4 blade prop taildrager ( with tailwheel lock/unlock) and never got such problems with taxi like in BOX. IRL i could stop ground circle by brakes but in BOX it is impossible.
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Other hand braking in BOX seemed too weak during taxi. Never had such problems with taxi taildrager IRL ( even 1000 HP one) like there is in BOX. IRL is possible to stop drift ( ground loop) during taxi without much problem just by pressing brakes, in BOX these is impossible in any plane - when plane start to make circle on the ground there is not possible to stop it. Thats why i usually taxi in BOX with blocked tailwheel. IT is about slow speed taxi - not take off run or landing run. Thats why taxi on BOX seemed to me not exacly realistic. Maby problem is also w
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It looks that it is need test more settings so. I found now much better with GSync ON, V-Sync OFF, FPS blocked at 80 in game settings ( i got fps in range 60-100 normaly) with 144 Hz monitor. I will try with V-Sync ON in nvidia settings but i doubt it will make a difference if i got FPS blocked. I have no problem with cocpit frame tearing when Gsync ON and V-Sync OFF, only sometimes is noticable not smooth looking around with Track IR even if FPS are high. Other problem is - and these one got all my mates - it is always one stutter when ZOOM IN to min FOV on any place. When Y
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Game version 3.010 discussion: Important improvements
303_Kwiatek replied to Han's topic in General Discussion
New DM with 3.010 definitly improved. Tested against fighters mostly but it did a job very well. WIth good burst now possible to show down fighter in first pass, also i notice much frequently shot off different parts of planes ( airleons, flaps, stabilizers) and engine fire - these from shoting mostly from 20 mm cannos. Also more freqently critical damages after pull more G with damaged plane. Now is DM is much better then old one.