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About HagarTheHorrible

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  • Location
    Scotland the Brave, but only after a cup of tea and consulting a lawyer
  • Interests
    Beer, Wimmin, errrr ...... That's about it really. I know, I really should try to prioritize.

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  1. Why is it that parachutes have been so lazily implemented into RoF/FC ? It is quite understandable that the Developers want to include features that they feel are important, even if knowingly imperfect as originally implemented, however if there is one thing that IL2 is known for it is the constant update, refinement and improvement. The developers have even, demonstrably, spent considerable time and resources on making sure that certain technical aspects of aircraft are painstakingly researched, implemented and then explained to the players. I can see why the develope
  2. Correct me, if I'm wrong, but didn't Chill post an article, a wee while back, about the Camel and DR1 turn comparison, and didn't it suggest that wing length played an important part in sustained turn, in which case I would think that a Dolphin, in certain circumstances, would indeed outturn a DR1. It's trying to get the bugger to keep turning in the same direction that the trick.
  3. So what you're saying is that, in order to solve the leaden tail, the Dev's moved the CofG forward thus creating an energy "suckling" pig when it wants to pull it's nose up 😉
  4. Rather makes you wonder where the Dolphin went wrong, with it's nice long wings. I conceed that it might have been slow in rolling into a suitable bank angle, but if span loading is the bee's knees for a sustained turn, given suitable relative power, from the engine, then it should be a real "Pup" of an aircraft.
  5. If there’s a question to be asked, about the D IIIa engine, or even the BMW engine for that matter, it’s why they produce their full power, if not more, when doing a static load test ? By comparison, the Viper engine reaches a believable 80% of it’s (notional) power during a static load test although, unlike the Central inline engines, it doesn’t reduce further when taking off. Which makes me think, I have to go and check to see what rpm they can manage at the top of a stall turn.
  6. Camouflage, that usually works for me (Oh, and the odd “senior” moment),but I see it’s not an option.
  7. I would "think" that all rotaries would behave the same. Engines can be "braked" by reducing the amount of air going in "evidently", so engines that are controlled directly by the pilot (as a human carburetor), mixing fuel and air, can reduce the air flow in, presumably causing a partial vacum, thereby controlling engine speed. Obviously the fuel needs to be reduced also, otherwise an over rich or flooded/dead engine might ensue. The problem with that technique is getting the fuel/air settings right.
  8. You’re not wrong, but that isn’t to say that the billy goats gruff should be entirely unconcerned as to your character. ......it would be far more effective if it was a Paddington hard stare, with the consolation that if that didn’t work you could always feed and bring him around with marmajam butties.
  9. Ok, I think I understand the rpm figures. They represent maximal rpm, before the engine goes ping, rather than rated or boosted rpm.
  10. Kotori87 ????? Where do you get your figures from ? The SE5a struggles to (can’t) achieve it’s rated 2000 rpm, where an earth does 2300 come from ? The Albatross, Pflaz and D VII (same engine) are rated at 1400 rpm, in game they usually run at 1500, or more, but in your spreadsheet you have them rated at 1700 rpm ? Why does the Albatross, with it’s lighter weight, and the same engine as the Pflaz and D VII, take a whole 10 minutes more to climb to 5,000 m ? It makes absolutely no sense, and that just with a cursory glance.
  11. That would be to suggest I avidly follow every post, in every thread, in every possible forum (Twitter, Facebook, to name but two). Not all posts and feature updates are the “official announcements”, but occasionally tucked away in any number of places.
  12. Has there been any suggestion that there will be any "revamped" or "new" features, besides a campaign, to be released with FC2 or is it simply planes and map ? I, thinking out loud, reckon that the engine management features of the aircraft could really do with an overhaul, to bring them closer to the attention to detail seen in the WW2 kites. Despite profound differences between rotary and inline engines, there really isn't anything, that I can see, to significantly differentiate ths in FC. I also don't see any downsides, or upsides, to set/adjustable mixture control, and boosting the eng
  13. I AM truly thrilled that FC2 is to finally make an appearance, but still, a part of me, feels disappointed, even though I am aware of the possible reasons why decisions as to content are as they are. FC2 brings to the table a couple of Allied aircraft, the Spad 7 and Tripe that have no contemporary competition in the game, aircraft introduced at the end of 1916, if not widely seen, as a counter balance two German fighters included in FC2, that as you are well aware, were the high end of German fighter development and only fielded very late on. They will also be fielded in their be
  14. I avoid the flickering by leaning forward (Reverb G2) although back and to the sides works also, this brings up the SteamVR backdrop (mountains and castle in my case) and by varying the degree of lean I can keep an eye on the loading screen and judge when it’s finished without having to sit through the nausea inducing flicker. Experiment and you”ll see what I mean.
  15. Which is the opposite of what I saw in QMB, Fokker VII’s but with no engines.
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