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Everything posted by Geronimo553

  1. [edited] 6. It is forbidden to discuss the actions of moderators and administrators in any form on the forum. All questions are to be sent via "personal message" to the administrator/moderator.
  2. Yes Ushanka Show talked about little details like that. Very unfortunate for the people and reckless of the government. He has other videos about Chernobyl but it would not be a good idea to share them here. Check them out on his channel if interested.
  3. One of my more "unique" landings after flak. It flew great! (pesky large A20 flaps falling off)
  4. He has not even answered yet. So it is reasonable to say you should, wait before patronising his issue. We need to clarify what exactly is the issue as the original post covers a wide area of possible audio problems.
  5. It even comes with glorious fire and airfield spins! A true masterpiece. Such emotion, such realism, and such authenticity in this piece. ^ Here is another video from him as well.
  6. So you are basically asking the devs to create audio volume slide bars for radio, gunfire, engine, and cinematic sounds? That way sound can be more precisely tuned for each user?
  7. Given how popular crash and fail videos are for iL-2 I believe there should be a place to share such great content in the forums as well. Feel free to post your favorite iL-2 fail/crash videos and/or personal fail moments in this thread. Or just share any video or story here about funny moments, failures, and crashing as well. Go ham all!! It was a tough pick from several of my favorite iL-2 content creators for the best crash video. But Checksix still holds the top pedestal for best crash video in my mind.
  8. I entirely agree, the pilots we currently have in the game are nearly superhuman. They can survive large caliber hits, not die from violent crashes into the ground, G forces do not adversely affect the body like they should, and briefly blacking out leaves the pilot in full control the entire time. This is an area where the game needs drastically improved.
  9. I have encountered this bug in single player. It seems to occur when a reload action is done. It is the same bug they fixed in this patch for tanks having repeated reload sounds.
  10. Are you using a program such as Target or the game’s config to set up your keyboard controls?
  11. The devs really need to hot fix such a minor thing as unselecting read only for the launcher .exe.
  12. When I watched this show I realized something when I played Metro 2033 for the first time years ago. In the game Col. Miller walks up to a reactor control panel (like a desk with many large buttons) in D6 and says they designed these so even an idiot could understand them. So I wonder if he said that to reference the events and human error leading to the Chernobyl disaster.
  13. I would assume it would just be for decoration or perhaps an oversight. Could you give us some pictures and the location?
  14. There is actually two reasons for why games now follow a more walking of egg shells approach. One, companies want to make their product (not game) applicable to as many people as possible. So this requires them to dumb down their product for the least amount of risk of offending people or pushing people away due to the unique challenges in that product. I call this method CoD-ah-fying a game because it is the same path call of duty followed. Once a unique and well beloved game, is now nothing more than a generic "apply to all" product. This first method appeases the high end members of the companies and the profit craving stockholders to reach a yearly product release quota for expected profits. Just remember, too such companies, it is not about making a product profitable, it is instead about reaching a 200% return on profits for each product released. They shell out as many games/products as possible on a yearly timeline and if they can get the "game" out faster, then even better. This is why "games as a service" is now a thing in AAA studios. Because games as a service takes away the risk the company has on a game becoming a financial failure on release. They finish a game to about 70% then release it. If it is popular and profitable to their expectation then it will continue to have content dripped into it. And I do mean dripped, as the company will pull those devs into other games instead of quickly finishing the released. Because why quickly finish something when you have already been paid for it! If the game aka product, is a failure on release then the company can merely walk away and consumer can absorb the risk involved instead of the company. That is why each "game as a service" has a contract clause stating you accept that this product is incomplete and it cannot be refunded. Second, most large modern companies and game companies mainly hire based on ideology and college certificates instead of experience. In American/Western schools liberal marxist ideology is put forth in education from grade school all the way until college graduation. This has been slowly rising since the 60-70s, and much of law itself and company management/policy is now based on liberal ideology with only single digit percentages of opposing views/ideas in the same areas. The reason I bring this up, is that game companies are primarily filled by recent college grads or individuals who hold liberal views. Which since 2012 liberal ideology has shifted into more extremes of radical leftism. Thus these companies seek individuals who share similar viewpoints and turn away others who do not share their "vision". This is why year after year, companies/developers are now pushing more and more liberal ideology and agenda into their games instead of making a product/game "good". It is almost like a checklist of victimization must be represented and reached in order for them to approve and finish a product/game. Hence why for the past five years, AAA game after AAA game has been a complete failure. People do not want ideology in their games, they want a solid compelling story, and unique experience. These are things that big companies and AAA studios can no longer produce because it goes against their mantra of copy paste games for profit and now even their core ideology. Which brings us to indie developers/studios, much like the ones for this flight sim. Instead of avoiding the risk of producing a unique game that may not please everyone and throwing in an agenda to serve political ideals. We have dedicated developers/studios who put in all their effort into making GOOD unique games because such people are passionate about their game. This is nothing new of course, indie devs or indie studios have always made the best games. Almost every, "big" AAA game that is now nothing more than watered down trash was once a successful indie game! The secret is these big companies buy out such games and the indie devs see it as their big new chance. But the cycle of big companies buying out smaller indie studios/developers is nothing new. For example, a big company buys out a indie studio. They let the indie devs create the next game they want with only a few strings attached. Then the big corporate heads only see the greed of profit from that second release and want the next game pushed out. But this third time, the product needs pushed out faster, use less resources, and apply to everyone for max profits. This combination of greed, dead lines, and product gentrification is the complete full cycle of how a great indie game morphs into a generic and cheap AAA game. Although there are much better explanations out there about what I have said. This basically covers the large majority of why/how "games became soft". In short, support your indie studios/developers and keep them away from being bought out. Indie devs will always make the best games and corporate greed will always make the most profitable product.
  15. I advise you to actually check before making such short responses.
  16. A great read detailing the actual events of every episode. https://www.google.com/amp/s/screenrant.com/chernobyl-hbo-true-story-characters-aftermath-explained/amp/ The scariest and most depressing films are always from true events in history. It’s why so many run from the truth or hide from it using ideology.
  17. Ahh, I see now thank you. Definitely wish the game had sounds closer to this.
  18. I do not see a video, was one attached? Very good information and insight, thank you.
  19. If you have not seen this great five episode mini series then you are missing out. Missing out on, a part of well guarded history and authenticity during the era of the Soviet Union. I give it a solid 10/10. Other small details not mentioned -all the blue bus drivers later died. -the helicopter crashed later but was added for video pacing. -classic music played on the radios instead of news for days during the event.
  20. Sounds like either the rods came loose (as they are a replaceable item) or the mount that holds them has broken.
  21. Can you describe what you mean by banging? Like the pedals slamming against the top and bottom of the rails? Because that sounds like a disconnected or loose spring.
  22. I can assure you the BF109 engine sounds are used in more than just the 109 series. The sound of the engine siezing/stopping is also used on many planes. I also noticed that the 262 turbo jets are more quiet than a prop engine. I have never heard both in real life so I'm not sure how accurate the difference in loudness is between a jet and prop. I assume the jet would be much louder.
  23. The problem is, the VR headset has not really progressed much since the early 2000s. Sure resolution has improved and the headsets have become slightly less bulky. But the basic problem of high cost and high amounts of hardware resources required to use the setup remains the primary reason VR has not taken off as a household product. The second issue is, that the market for VR is so small that hardly anyone develops games or worlds to properly utilize VR. If developers do spend the time create VR games then the game typically looks like something out of 2005 with poor quality imagery or vast limitations. This has been a problem since tech companies pushed the idea of virtual reality headsets back in the early 2000s. They promise all these big technological advances by using VR and that is the next big revolutionary step in virtual interaction. Yet the market does not expand on the idea of using VR and this leaves VR as more of a niche tech toy than that of everyday practical use. The idea of condensing down a company's virtual reality world/station that costs millions to sell/maintain into a cheap household product by comparison is not a new concept. When I say stations, I refer to stations like the simulated commercial plane training units that are used to train aircraft pilots or military simulations. So company's want to brand VR into a household item because that is where the real money flow is at. However most households do not have the hardware required to run basic VR currently and the cost of VR alone is a big driving factor in why it is not more popular. I have said this for ten years, VR is a fad technology and it will remain so until home desktop technology can easily and readily support it like a plug n play monitor. Which only now, is the personal home desktop starting to be strong enough to do so, for a premium price. Given how the same problems can be compared to the low popularity of flight sims caused by the high cost issue. I can very confidently say, that VR is never going to be more than what it is now in the market until further into the future. Maybe in ten or twenty more years when hardware is advanced enough to easily run VR and developers can easily create content for beautiful virtual worlds will we see VR become more popular. VR is about as popular now in 2019 as trackIR was popular back in 2009. That change took ten years because that was the hardware limitation versus cost of then compared to now. But until that point in the future, VR is just another new shiny toy companies try to sell for a high convenience fee to make up for the limited sells and small nich market. If someone is using VR for military/leo training in a large open warehouse then I could see the practical application. Though even now, built simulated mock areas and even sim ammunition is preferred for such a purpose anyway because it is more real and be felt. So even that one big selling feature which made VR a concept is dying out. Perhaps it could be used to train truck drivers or heavy equipment operators on a smaller scale.
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