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About RobCarter3

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  1. The tailwheel lock on the Fw-190 does not toggle on/off and there is no tailwheel lock switch. You have to pull the stick back and hold it back. If you release the stick, the tailwheel lock will release. I truly think this is most likely your problem. Pull the stick back until the tailwheel is locked, hold it back, and taxi using rudder and differential braking. On takeoff, keep the stick pulled back until about 100kph, then let the tail come up.
  2. The Fw-190 has wide landing gear and good ground handling. Its ground handling was considered far superior to the Bf-109 in real life, and, at least for me, it plays out in the sim as well. You are describing ground looping during taxiing and takeoff. As multiple people have pointed out, this highly suggests that you are somehow failing to lock the tailwheel or failing to maintain back pressure to keep it locked. I think at this point that it would be helpful if you would post a video.
  3. In this hypothetical situation I think you pretty much have to go with the Spitfire for several non-airframe or design related reasons. England has a lot more production capacity and I would feel considerably more confident that my order would actually be completed and delivered. I'm not sure I would have full confidence in the state of German industry and quality control at this point. It would be fairly apparent that the war was not going well for Germany at this point and I would be concerned about spare parts availability and support in the long term. If I'm going to be producing the aircraft under license in my own country it gets a lot closer. Purely based on the sim, without considering any of the real world externalities, I'd take the Dora over a Spitfire IX.
  4. I think you've already basically summed it up. It's a cool airplane, and I appreciate the desire for the pinnacle of the Fw-190 series, but, personally, there are a lot of more important/representative types that I'd prefer to see for BoBp collector planes before we get into the really rare stuff -- typhoon, mosquito, spit XIV, Me 410, Ar 234, Ju 188, etc.
  5. To be fair to the devs, that video is shot from in front of the muzzles of the guns, while our pilot is sitting behind the guns, at speed, with the engine running, etc. Also, cameras really struggle with accurately reproducing the sound of gunfire. IIRC a lot of pilot memoirs say that they really couldn't hear the guns firing, but they 'felt' them instead. You can't really reproduce that in a sim. I think that's why the devs chose to emphasize the mechanical-type cycling noises instead of the muzzle reports. That video is awesome, btw.
  6. Awesome update, I can't wait to get home and play!! I probably would have never noticed that my o̶i̶l̶ fuel stopped leaking in the Spit if my wing had been shot off. That's some serious attention to detail from the team!! Edit: I was right there first time 😂
  7. Without commenting on the correctness of the 190A-8's engine temperature model, is it possible that the 190A-8 is simply using the new/more advanced oil temperature model announced in DD 186? We know the Yak-7b has the new model and it overheats a lot faster than the Yak-1 and Yak-1b.
  8. I had no prior interest in tanks, and only considered buying tank crew to support the devs' future flight sim developments. But this looks genuinely awesome. I'll be looking forward to the preorder and giving tank combat a try.
  9. I bought BOS premium on steam (before I knew any better) and have since bought everything from the website. Steam integration worked flawlessly and exactly as described. Well done, devs 👍
  10. What an awesome/unexpected surprise! I truly did not expect to see BoBp aircraft so soon after BoK final release! And the fact that we get bells and whistles like the gyro gunsight so early in development is even more incredible! The devs just keep raising the bar for this genre! Truly awesome work. If only I wasn't stuck at work for 4.5 more hours...
  11. I'd agree with that. I've gone down VERY close to friendly lines, and having no chance of evading capture is frustrating
  12. I think the odds of being captured would have to vary based on a couple of things. Landing 150m from friendly lines and landing 80km behind enemy lines are two very different situations. As other people have pointed out, landing near enemy units or being wounded would make capture more likely Whether the civilians living behind enemy lines are friendly or hostile to you would also make a huge difference. Many of the oft-repeated USAAF escape-and-evade stories occurred because French civilians hid and helped downed allied pilots. They faced a very different experience if shot down over Germany.
  13. It would be pretty hilarious if you could screw up a career so badly that you get transferred to an Il-2 penal squadron where you fly suicide missions against armies of flak until you die or distinguish yourself sufficiently to be transferred back out
  14. I'm just speaking from personal anecdote/impression here, but it seems to me that the "veteran" difficulty level and up is what makes the difference. "Veteran" and "ace" AI will maneuver in the vertical, while the "rookie" and "average" AI will just slowly and endlessly turn in one direction. I've generally found veteran and ace AI flying in QMB scenarios to be convincing enough for single player, especially in larger groups I think this is a great idea. As @JG27_Steini pointed out in the other thread, it can be pretty immersion-breaking when real-life elite units drop like flies on every sortie the player takes part in. Didn't the ROF career classify different squadrons by various levels of "eliteness?" I know PWCG does. This sort of thing could be very important for a historically-plausible Bodenplatte career and representing the effects of years of attrition on the LW
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