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14./JG5CaptStubing

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Everything posted by 14./JG5CaptStubing

  1. No so sure about that... While BOS is a great looking sim there are things in Clod I like better but then again all of this is subjective. Also remember edge is coming out for DCS and new Maps are being created for the WWII theater. The first map is going to be the Western Front. You can fix a lot of that by going into your config and changing the rendering distances for clouds. Also Clod is work in progress and there is a lot more in the pipeline. We will see if it comes true but Clod was supposed to support real time weather.
  2. Recipe for success. Climb and always be above your target. Make slashing attacks and control the fight with extensions and climb only when you have separation. The think that you will have to learn is the current version we have in the game has very little elevator authority above 600kph. If you can stay below that during your bottom of your dive you can make your attack with more success. I find that it takes a lot of patients in this game as most aren't willing to give you a tracking shot. Get good at high deflection and snap shots with 4 cannons and wipe the floor with people. I've been flying virtual FWs for over 10 years and it's taking me some time.
  3. Purely anecdotal... I was able to employ rolling scissors through out the weekend with some decent effect though I have no idea how good the guys that I was flying against. Of course I also used the FWs speed and most people gave up. It was also interesting to see that I could use climb after a certain amount of separation. Yaks just couldn't follow me after getting out of the Weapons range I could zoom climb them and most that followed fell out of the sky. In terms of instantaneous turn I didn't note very much in the FW compared with other sims. Most of my attacks were slashing boom and zoom stuff which is what the FW does well. I felt that the high speed cement elevator prevented a lot of good shooting opportunities. I had to plan around the problem to get the FW to perform. A long sustained turn fight is the death of the FW.
  4. +1 I need to test further but this has been my experience as well. Why is it that our A3 in BOS has such a heavy elevator pull 600+ when other aircraft don't. I saw your post about the Jabo version having a harder pull but not the A3
  5. Generally speaking most aircraft don't enter a spin during a stall if the plane is coordinated. You should be getting the stall to happen on both wings at the root if they built in some washout and dihedral. By the way Accelerated stalls don't exceed a critical AOA. The stall is created by exceeding the lift vs. weight (G Load. They usually mush out not spin if you're coordinated in my experience.
  6. Alright... Andyw, I like your post and your willingness to take the time to test some of these observations. While I agree I think the 109 as a whole seems to be a bit more complete I don't see any mention of the FW. Maybe you don't own it. It could be and I'm willing to investigate but my ground handling problems are with a non modified Warthog and Saitek Combat Pro Rudders. It may be I need to look at the curves and make some adjustments but just at a quick glance my setup is pretty straight forward. Ground Handling Observation: FW After start just trying to make a right turn during taxi. Stick in lap to lock the tail wheel NO turn what so ever. Relax the stick with slight power added -20-30 percent and full right rudder aircraft moves forward with little turn to the right. Add a slight amount of right wheel brake no turn and come to a complete stop at some point. Add a bit more power back wheel unlocks and I get a complete ground loop 360 degree plus in some cases. I can assure you having 100s of hours in tail draggers this is NOT normal. Granted this could be some whacky hardware thing but from what I can see in the UI there isn't anything that indicates an improper configuration. For those that don't fly tail draggers here are some RW techniques. Most modern tail draggers don't have a locked tail wheel control. The tail wheel is locked when the wheel is aligned with the nose. It becomes unlocked passed a certain point. Which means you hold the stick back in your lap during taxi at all times. This gives you steering which is done with rudder and differential braking. Upon take off its a gradual adding of power opposite rudder to maintain centerline and stick forward until you pick the tail off the ground. As you pick up airspeed the forward stick pressure relaxes all while you're maintaining center line with rudder control and aileron if you have a crosswind. Upon reaching your take off speed it's a gradual pull and let the plane fly off the runway. Landings: There are 2 kinds. 3 Point which most guys use because it's the easiest to perform. Land tail wheel first and let the mains settle. Wheel landings which require some skill and practice. Upon touching the mains it's still forward and maintain centerline with rudder. Most bounce this part because they don't STICK the landing. Forward pressure to hold the tail wheel off as you start to slow down you bring the tail wheel down slowly by adding back pressure and don't Bounce it. Then immediate full back pressure once the tail has touched down and you're now in taxi mode. FW Stalls where interesting. Much more complex than good ole IL2 but the FW in particular is almost willing to swap ends if you push hard forward. She will also invert and rap up tight if you keep the pressure on which is expected and a nice touch. My general overall impression is that the longitudinal axis is a bit wobbly at times even under high speed. Perhaps it's accurate I don't know but at 300mph you would think most aircraft are stable in flight.
  7. LOL Well played quite a bit more today... It's clear to me this is pretty early work. There where some strange things like not hearing any rounds impact my plane but I could here gunfire and engines while flying. I know my observations are anecdotal but I suspect I'm not too far off in some of them.
  8. Perhaps my Saitek Pro Rudder with Brakes aren't working correctly... I will try them again but my last test it was pretty terrible
  9. Finally got to spend some time in multiplayer and flew on a DF server just to get into things a bit quicker... I'm a RL pilot with 100s of hours in tail draggers and my current plane (A36 Bonanza). Generally speaking the ground handling is a bit over done. Yes in tail draggers you have to keep the elevator back to keep pressure on that tail wheel for ground control also to prevent ground looping. Currently the game takes this to an all new level and it's over exaggerated IMO. No I don't have experience in 1000Hp tail draggers but I can assure you they can turn which ever direct they want using differential braking and rudder control. It's almost impossible to taxi correctly in these aircraft. A couple comments on the FW-190. I highly doubt Oleg and crew got things completely wrong as well as many of the other FM guys that have tried to model the FW when it comes to elevator control at high speeds. 600Kmh and there is very little if any elevator authority. By all accounts the plane had plenty of authority at the cost of taking something off or blacking out. I'm still spending a bit more time with the 109s then I will move on to the others. Generally all aircraft seem a bit too unstable. Certainly there were aircraft that had unstable characteristics and killed people. I just don't think that is the case here. The FW in particular is swirling around at high speeds even with mild control inputs. Aircraft flying well within their normal regime and properly trimmed should be almost hands off. The only planes that I know of that are dynamically unstable are racing aircraft with Aft CGs. Remember they built these planes to be flown by regular folks. I would hate to imagine what the game will offer for planes like the P-39.
  10. I own a Thrustmaster Warthog and I just started to play my founders package. I too was a little disappointed but here is the deal that others pointed out to me. First this game has 2 different controls to handle the pitch Axis. I had to use my wheel on the Stabilizer Control for it to affect the pitch control in the 109. One thing to remember is that not all aircraft have trim controls for every axis. I then mapped to my hats the other trim controls and it seems to be working. Also it changes if you're in Expert Mode for some reason. I hope that helps
  11. I thought that was only true for Ailerons in the 109. So what is Stabilizer Trim? Does it control the Pitch Axis? I will play with it and see what happens. Okay got my wheel assigned to the Stabilizer but it's a bit confusing because it suggested left and right as well as there are 2 other Stabilize Up and Down settings. Regardless it seems to be working
  12. Elevator Trim in the 109 which is should have. I also have them mapped to my Thrustmaster Warthog. They work fine in Normal Mode and don't work at all in Expert. I must be missing something. You are correct the O key works but that is strange because the map function is a full map instead of a small one in your hud but they DO exactly the same thing including GPS mode. I just need a map that's it. hehe
  13. What gives... Give us a MAP a piece of paper in Expert mode... I mean how else do you nav?
  14. I just watched your video and to be honest your fight illustrates several flaws in your tactic. First is you can't expect to win a fight with a sustained turn that eventually turned into a vertical turn fight regardless of your aircraft having a better turn ability. You are perfect bait for someone to come across that circle and kill you. Second you didn't use any angles in you fight except for once which you had an opportunity for a snap shot. Third you stayed on the power the whole time and you never even set him up for a scissors and perhaps force and overshoot. By pulling consecutive loops you set your self up for a plane that has better climb. Had you actually backed off your power as you climbed you could have reduced your turn radius as he pulled into you by using "Gods G" and set your self up for at least a snap shot. Lastly if you had a wing man you might not have gotten jumped or at least cleared in the long run. Go back and review your movie and count how many left hand turns you did. I'm also assuming that was AI not an MP fight. I mean no offense but you're making classic beginner mistakes. It's okay as we all go through it.
  15. The LA5 really comes into it's own in the FN version.
  16. I love the idea of a new 4K Monitor but it seems a bit lack luster given that Oculus Rift isn't that far off.
  17. I like the comment "it seems OR has enough of a following". I'm not making fun of you but did you know Facebook just bought them for 2 Billion dollars. Palmer said their first unit on the market will be sold at cost because they've already made their money. OR is working with some of the brightest people in and out of the industry. In fact they are still tackling some technical challenges with outside help in the science community. OR just won't be for games think much bigger and broader than gaming.
  18. Skill aside FWs are generally forced to fight using BnZ tactics. Co Alt Co skill set any of the planes you have here are very capable of taking out a FW regardless of model. Down low that Tempest will eat a FW for lunch. It was mentioned above it depended very much on the server. Some of the more DF oriented servers appealed to newer pilots which created the parity in Kill to Death ratios. Guys would form really bad habits with aircraft that had superior turn capability. Once a FW sees this they learned to cut corners and get good at deflection shooting. After flying the FW for years and switching to many of the planes above I had no troubles with FWs. Anybody getting caught with their pants down regardless of aircraft was done. The A3 we are getting will be a difficult airplane to counter though I would say the LA is up to the job. Later 43 models against the A5 and A6 like the F and FN it becomes a lot more even and in some cases down low the LA has the advantage with speed.
  19. Different ammo types for those planes that shoot larger cannon mixed with MGs. larger rounds need more lofting etc.
  20. Well I would say you're just stupid if you don't pick this one up.... lol. Amazing
  21. Well figuring that most people here are fans of the Combat Flight Sim genre I thought I would mention you can grab a great sim for a few bucks. It shouldn't be confusing. The Team Fusion stuff is fantastic and it's something else to play while we are waiting for BOS to be completed. I whole heartedly support any combat flight sim.
  22. While we are waiting for this great sim... Steam has IL2 Cliffs of Dover for 5.99 Dollars US. With the Team Fusion mod you really can't go wrong.
  23. You will need some serious GPU performance to run at the native res of 4K. It will be game dependent.
  24. It's been my experience flying Il2 1946 in a competitive environment that a cheater won't last long. If the server is very active they usually have Admins and people send in tracks. They get the boot forever. Also I would say that most guys that are into our genre are a bit less likely to be a hacker. Certainly there is always some asshat that breaks the rules. To the original poster. I've had some amazing MP experiences flying Il2 1946 with the UP and HSFX Mods. If you fly on regular servers you won't run into many situations were people are hacking.
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