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About =/Hospiz/=Metalhead

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  1. Which also improves airflow around vertical stabilizer, increasing rudder effectiveness, and that reduces the need to use brakes for directional control, resulting in better acceleration. To be honest, He-111 has a lot of power. Nearly the same power as Ju-88 with about 300 kg more of basic empty mass. It is heavier when loaded, because it carries more load (mainly fuel load though) and has nearly two tons higher maximum take off mass. In return it has almost 60% higher wing surface, and this is why it handles so differently. Differently does not mean worse, it means you just need to take different approach to fly it.
  2. When it comes to STOL tricks: Hold the brakes until engines achieve full RPM, then release, it saves few precious meters of runway. Steep climb angle combined with low speed kills. There is a performance segment in every aircraft, called second regime. It is speed range between stall speed and minimum drag speed (without going too much into aerodynamics: drag increases below that speed because of component called induced drag, which increases at high angle of attack). During take off, landing approach and during a steep climb, you fly in that regime. It's a bit simplified, but you actually need more power to keep lower speed without stalling. What you should remember, is that plane behaves different while flying in that regime. During normal flight, you control speed by controlling engine power and control altitude using your elevator. In the second speed regime you do exactly opposite: engine power controls your climb/descent rate, while elevator input controls your speed by changing angle of attack. It's counter-intuitive at first glance, but once learned and understood, it improves your flying quite a lot.
  3. Being a dedicated bomber pilot and having a lot of hours on both Heinkel variants I think I can share some tips: 1. Do not overuse brakes! Sure, at the initial phase of the take off run, few quick brake inputs are necessary to keep it going straight as Heinkel has low rudder effectiveness at low speeds (rudder needs some airflow to work properly, on the ground that airflow is provided mainly by propwash, but your vertical stabilizer is not placed directly in the stream, instead it is placed between two engines, which reduces effective airflow a bit). However as soon as you gain some forward speed try to use only rudder whenever possible, because every single brake input costs you some speed which may cause problem #2. 2. As some people have already said - take less fuel. H-6 is modeled as a long range variant with enormous fuel tanks. It is entirely possible to lift it off the ground with full fuel and those two huge SC1800 bombs, but you will never ever need that. H-6 burns around 600 liters of fuel per hour of flight on nominal engine settings at sea level, take that into account while determining your fuel load. Huge bombs are rarely best option too. Now for the take off technique. Remember to apply flaps, around 20-40% will do fine (more for heavy loads and short runways). Try to keep it going straight so you don't bleed speed. You have a full minute of take-off rating so make use of that during the take off run. Heinkel accelerates slowly, but it doesn't need much speed to lift off. Once you are in the air, take it slow. Retract your gear quickly to reduce drag, and keep the climb angle as low as possible (don't crash into ground obstacles though 😄 , in order to gain some speed. Gently reduce engine power to climb regime to not blow it up. Then retract the flaps, but do it slowly, giving it time to accelerate, so increasing airspeed can compensate for reduced lift coefficient. Once you have 250 kph IAS and fully retracted flaps and gear, start climbing. Remember, Heinkel is an easy, gentle plane and you have to handle it that way. 3. Cruising on nominal power requires airspeed. There are two kind of planes: those "flying on wings" and those "flying on engines". Heinkel is of the first kind - it does not have a lot of power for it's weight, but it has a lot of wing surface to fly on. Wings need airspeed to create lift though, so in order to let them keep you in the sky, you need to keep some airspeed for them. You do not have much engine power though, so you have to keep the precious speed you gained, think about it like flying in a huge glider with the engines being just an extra asset. Main mistake people make with the Heinkel is giving it too much of pitch up input, when it doesn't climb/keep altitude. Wrong! It starts to climb only for few seconds, and then bleeds rest of the airspeed, to the point when it stalls and starts falling down. If you cannot hold your current altitude, don't try it too hard. Pitch down a little, let it accelerate, even at cost of some altitude, and then climb back, at higher speed. Unless you want to fly really high, like 5km+, 250kph is a good orientation mark. If you are going slower, prioritize acceleration over climbing/holding altitude. 4. Accurate bombing requires using auto level hold (default shift+A). Once you climb to altitude and get on heading to target, turn auto leveling on and switch to bombardier sight. You can still make minor course adjustments using one of the knobs (or shift+x,shift+z keys) in order to aim the plane exactly where you want. It is good practice to prepare your bombing approach in advance, plan the heading to target, calculate the wind, estimate the speed you will have on the final run, so you can preset the bombsight. Then you have time to focus on looking for landmarks in order to spot the target early, so again gives you time to properly line up, make accurate aiming corrections and do some final adjustments to bombsight. It comes with practice though. Once you get some experience you will do all these things really quickly and without much thinking. If you have any other questions, feel free to ask.
  4. If you want a good set of jokes and a good music: Basically anything from that band is hilarious.
  5. I am glad we won. My reaction wasn't about victory. It was about that stupid soviet propaganda poster. Imagine yourself a situation: LW won, and someone posts a banner with Wehrmacht soldiers marching under nazi flag, with huge callout 'SIEG!', or better 'SIEG HEIL!' Nothing offensive right? Sieg means just victory, just a victory celebration.
  6. This is what makes a good fighter pilot. Having met you in the skies during this TAW few times, I can say you are really hard one to catch. Never engaging in a long fight, never being greedy - you just pop out of nowhere, strike, and disengage before enemy can react. Accept my sincere congratulations!
  7. Yes I know that there was a quite large number of them made, but there were problems with spare parts, engines and fuel, due to severed logistic chain and damaged industry, and that kept many 262s out of service. Of course those problems kept other types on the ground as well. It's not that only 262 was a rare sight in the last year of the war - any german plane was a rare sight in 1945.
  8. War is always painful, but this time pain will be rather short. I'd say that we can get a taste of alternative history where german industry was able to put jets into mass production.
  9. Don't forget that this edition is considered as a large scale test rather than a fully fleshed campaign. The planeset is just a placeholder, quickly put together just to have something to test on. If there will be large imbalance, you won't suffer for long as the second map will be over in two or three days. Next one will probably be much more polished, based on the feedback gathered during this one.
  10. Close to friendly lines? Not so much. At least not by standards of most players, like you, who do not go more than few kilometers behind frontline. And stop complaining about that 37mm. You didn't score a single hit with that big cannon. Only machine gun scored some hits from far away, because you couldn't catch a poor 88 with a LaGG. That MG hit both radiators though and it was the sole reason I had to ditch, the plane was otherwise perfectly flyable with only minor damage. Shoot better next time...
  11. I know Russians have long tradition of shooting their own soldiers if they refuse to blindly charge at the enemy, but it's not a general rule everywhere in the world. In most of the other armies there's a bit more initiative left in the hands of NCOs and officers commanding on the field. If an officer realizes that his unit can't seize their objective, because enemy is much stronger, he does not order a suicidal attack, but holds position, sends a report about situation to his superiors and waits for new orders. Situations where an unit is ordered to defend a position to the last man, or perform an assault at all costs are very rare. Trained men are valuable resource in war, and while they are expended to achieve strategic goals, they cannot be expended carelessly simply because you cannot win a war when you are out of men.
  12. 50 lives for ground attackers? Why not 100 or 200? Is it really that hard to just not die in every second mission? My squad flies exclusively bombers/attackers, yet we were able to keep our death count low. Out of active players, only two guys got 10 or more deaths. One is kinda suicidal pilot who doesn't care much whether he dies or not. Other got his 10th death in the last day of the campaign. Last TAW was probably the longest and most intensive campaign ever, and still with the 10 lives rule, most of our guys would be able to fly to the end. You want TAW to be realistic? Start flying realistic. In reality you want to survive the war first and foremost, while getting your job done. All that propaganda about sacrificing yourself for the noble cause (which is present on TAW in form of suicidal guys who "don't care for stats, just for victory"), quickly disappears as friends around you start to die. TAW should try to simulate that, your virtual lives should be the most valuable thing, and returning to base should be more important than getting huge amount of kills.
  13. And still you bothered to reply... as you do every time. You've even posted a "proof", it's a pity it is worth nothing - it's the end of a mission, players tend to quit sever if there's not much time to fly again. It's funny, you are very biased when interpreting facts, choosing only those that suit your point of view and completely ignoring and negating the rest. Whining on the forum became your specialty, you are really proficient in that activity. Now look at your very own signature. Hypocrite - that is correct word for someone like you. Oh, I've recently heard from my squadmates, you disconnected when you were chased. So you are also a coward. Hypocrite and coward - you have lost any respect I had for you, as I have respect for other human beings, but you are no longer a human being for me, and I will not treat you as one, for you are a creature that insults human race by pretending to be called human You are an abomination called Chimango.
  14. The planeset on this one is promising. Pre order done. I hope that there will be major improvements to the game engine though. It just can't handle large battles. On any MP server making a coordinated attack of thirty aircraft on a single target causes enormous lagging. All previous theaters were mostly about tactical aerial operations. Small skirmishes between small groups of planes, across a large terrain during a long, steady campaign. Even Operation Bodenplatte was rather a simultaneous attack of smaller groups on numerous targets. Normandy is other story though. D-Day was a single, focused, large scale operation. With current engine, creating the invasion fleet, and the massive aerial operation that supported the landings will be impossible. Otherwise it will be basically eastern front type combat, just on western map with western planes. If the dev team wants to ever make it to the PTO, Normandy is the perfect, and the last chance to improve the engine when it comes to handling larger operations. Initially Kuban, with it's Black Sea shores, was supposed to be a testbed for naval aspects. It's nearly three years after it's announcement, over one and a half after it's release, and we still don't have any larger ships, torpedoes, depth charges etc. If BON won't make it, then we will probably never see PTO unless devs decide to scrap this engine and make one from scratch. Current one was made for WWI kites and it was 10 years ago after all.
  15. Good to hear that. What exactly was changed in the planeset?
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