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About JG27_PapaFly

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  1. JG27_PapaFly

    Track sorting

    Dear developers, is there a way to make the sorting of tracks stick? Let's say I have recorded three tracks and I want to watch them: I sort for date and watch the first track. After that, the sorting is back to default and I have to sort again for every single track I watch. To make things even more annoying, the "date" sorting does not consistently place the most recent track on top. Could you kindly make the sorting option stick? May I also suggest further changes in order to make reviewing and editing tracks more enjoyable? a) User-definable naming system. I'd love tobe ale to assign following style: yyyymmdd_serial, e.g. 20190218_001. b) Add more columns, e.g. track duration, time, player plane/vehicle, SP, MP, map, last edited etc. The columns could be user-definable. c) Allow us to edit the head position and zoom angle inside the cockpit in tracks. I really miss that feature a lot. S!
  2. JG27_PapaFly

    How to be a good escort?

    IMO the best escort is a sweep. Especially in MP you know most of the time where attackers are lurking. Fly several km ahead of the bombers and engage the enemy fighters, keeping them busy for as long as possible. Best is if you manage to push them to lower altitude our lure them to a different direction. In the meanwhile, your bombers will sneak through and destroy the targets. My squad has used this approach very successfully in the AW war in Il-2 46. It's best to have one second line of defense (high escort near the bombers), and to communicate well with the bombers. It's too easy for the fighters to get distracted from the main goal.
  3. JG27_PapaFly

    Asymmetrical flap damage Me 109

    I've noticed that with the latest DM versions planes loose flaps and gear covers extremely often. Whenever I land a substantial wing hit those parts are the first to pass my canopy. My impression is that this effect is a bit overdone.
  4. JG27_PapaFly

    Hype about ME262

    Im not keen on the 262. It was a troubled design. It was clearly the fastest and most heavily armed fighter, but it's aerodynamics and controls did not match it's speed. Although vulnerable, it was great at slashing through the P-51 cover and destroying strategic bombers. It wasn't a good fighter though. Here are my expectations: - limited high-speed maneuverability due to compressibility - slow accelerator - vulnerable - delicate engines requiring very gradual throttle movements - very visible in the dogfight arena due to its size and engine smoke
  5. JG27_PapaFly

    When Do You Stop Shooting?

    When I stop shooting? Depends who sits in the other plane 👹
  6. JG27_PapaFly

    Aerodynamic damage and stall/spin characteristics

    Wait a second here: I've put a lot of time into a thorough analysis, revealing 16! FM issues. And you really expect me to open 16 individual complaint threads, pushing dozens of tracks onto the developers? Sorry, I have a family and a full-time job to attend to, so that simply isn't possible. Besides, I don't see how that would take the heat out of the discussion. So please stop spooling off the "your report is in the wrong format" tape. It stinks. The issues I posted are so basic that each of you can easily replicate them. That of course would mean spending time in-game instead of constantly stalking and pestering me on the forum.
  7. JG27_PapaFly

    Aerodynamic damage and stall/spin characteristics

    Dude, I never said that. If you want to quote me, use the quote function. Stop lying about stuff I never said. Can you do that for a change?
  8. JG27_PapaFly

    Aerodynamic damage and stall/spin characteristics

    The challenge with combat flight sims is this: you must have plausible flight modeling at the edges of the flight envelope. If this game was about general non-aerobatic aviation I wouldn't care. But air to air combat is all about the edges of the envelope, the damage model and the interaction of damage model and flight model. Stall and post-stall behaviour are extremely important. Just yesterday I saved my virtual plane (Fw190A5) twice by coptering. Coptering is what we call the global exploit of the fact that planes become spin-proof as soon as significant sideslip is applied. One moment I had a spitfire with a very good pilot 50 m behind me, the other moment I pushed full right rudder, pulled the stick 100% and applied a bit of left aileron to keep the wings level. The resulting AoA of more than 50 degrees slowed me down as if I had hit a wall. One blink of an eye later I had the Spit in my gunsight. My speed was below stall speed, but by keeping the right rudder pushed and pulling the stick all the way I remained in control, able to aim and shoot. A simple exploit. Totally unrealistic.
  9. JG27_PapaFly

    Aerodynamic damage and stall/spin characteristics

    We won't have realistic stalls and spins of damaged planes as long as the stall and spin behaviour of undamaged planes is so flawed as in this game. See here: All planes I've tested so far can be instantly recovered from a spin by deploying flaps, sideslipping and using out of spin ailerons. All three inputs are a complete no-go in real life. Also, check 4:31 to see how a Spitfire with one deployed flap and even missing an aileron can be induced to spin on both directions and instantly recovered using the described method.
  10. JG27_PapaFly

    Help for aim

    You're right. In reality quite often different horizontal and vertical gun harmonizations were used on one plane. This allowed the creation of complex hit patterns. One example: Fw190A8 All 4 20mm were harmonized to 550 m vertically, as shown in following diagram (lateral view, y=0 is the sighting line). Horizontally, the outer 20ies were harmonized to 400m, and the inner 20ies to 600, as shown in the following diagram (top view). This created a pattern of limited spread at the vertical harmonization points ( 135 and 550 m, where the bullets crossed the sighting line). The machine guns were not harmonized horizontally, i.e. their bullet streams never crossed. Unfortunately we can't even set different convergences for the different guns in-game, let alone different vertical and horizontal convergences.
  11. JG27_PapaFly

    Help for aim

    As already pointed out by previous posters, shooting at maneuvering targets from 500m is a waste of ammo if you could get into a shooting position at close range. Typically, there are two situations in which I try: a) When one of my squaddies is in a desperate position and every second counts. b) A target is trying to extend. In both situations landing hits is a nice-to-have, but the main effect is psychological, putting the enemy under stress and eventually forcing him to start hard evasives, thus offering me a shot at close range. MG151/20 bullets need around 1.5 seconds to reach a target at 500 m. A lot of things can happen during that time. You need to memorize gunsight pictures corresponding to a few standard situations at your most frequently used shooting distance. From these you can extrapolate many other situations. One example: a target at 30 degrees aspect flying with 350 kph TAS must have his spinner on the revi ring in order to be bit in the cockpit area. In other words I need 1r (one revi radius) of lead. This is true for 50-300 m, a zone in which we can regard bullet speed as constant. The same target at the same speed and aspect will require more lead at 500 m, since bullets have slowed significantly at that range. So I'd approximate a lead of 1.5r. If you both came out of a dive and he runs at 700 kph, you already need 3r of lead. If he runs with 700 kph and 30 degrees aspect you need 6r of lead. Regarding gun harmonization in the 109 (all fuselage-mounted): I'd harmonize the guns for the difficult long-range shot (500 m). This eliminates one unknown from your difficult long-range shooting equation: the bullets will cross your sighting line at that range. Now you must find out the range at which the bullets will cross the sighting line for the first time. This will likely be between 100 and 200 m. Go into qmb, hit the level autopilot, switch to external view, pull the camera to 500 m distance from your plane and place it in the bullet stream. You are now on the gunsight's line of sight. Now move the camera closer and note the distance at which the bullets hit it again. This is the first crossing point. Your bullets are below the line of sight btwn your plane and the first crossing point, and again beyond the second crossing point (500 m). They are above the line of sight between the two crossing points. I've requested realistic gun harmonization in the suggestion thread, because what we have now is extremely simplified. Please support the suggestion here: https://forum.il2sturmovik.com/topic/767-thread-to-gather-your-suggestions/?do=findComment&comment=686872
  12. JG27_PapaFly

    Logfile for multiplayer chat?

    So no chance of having this on the client side?
  13. I've been using the warthog throttles for several years now and I absolutely love them. I wouldn't want to fly without the target software though. It's programmability exceeds the controls offered in game by leaps and bounds. One example: you can set 3 main levels and two sub-levels for the controls (think of these as using alt, ctrl, shift and windows modifier keys on a keyboard). This will effectively at least triple the number of commands you can execute with the throttles. All commands that I use very frequently during dogfights are not only on the throttles, but on the throttle handle, so I never have to move the hand off the throttle handle while fighting. I even trigger my guns using the China button. Forward for machine guns, back for all guns. Missing a target because I've pressed the joystick trigger too hard is a thing of the past. I use an MS FFB2 stick, but even that stick profits from Target: I've put Ctrl, alt, shift and win modifier keys on the throttle thumb pov button. Combining these modifier keys with the joy buttons has quadrupled the amount of controls I can trigger via the joystick. I never take my hands off the joystick and throttle handle, and never take my eyes off the screen while fighting. That's ergonomy heaven for me. Because even the target software has some limitations I combine it with autohotkey, a very popular scripting language. E.g. I've programmed a lot of acoustic feedback from my hotas. I don't stare deep into the cockpit or at the edge of my monitor to see when I've set Max continuous or Max combat power. I get a "ding" sound as the throttle reaches 80%, and a "dingding" chime at 86% throttle. My throttles literally tell me whether I have activated the FW190, BF109 or the generic control level, or if I'm in bomber or fighter mode. This makes the system ultra comfortable in is use, despite the level of complexity. There's more to the combination: Autohotkey can differentiate between a click, a double click and a longer press. Also handy: key sequences. I press the same button, and each press triggers a different action. You can also trigger mouse movements and clicks via Autohotkey. I hate having to switch to my mouse or keyboard to end the mission. One warthog key feeding into Autohotkey does that for me. IMO the game controller assignment is great, target software is much better, and target+Autohotkey are sheer bliss.
  14. JG27_PapaFly

    What draws you to historical Flight Sims

    I'll definitely second that. For me the biggest art are air combat tactics. Modern air combat tactics represent a scientific approach to air combat. As a scientist I am totally into that. Applying modern air combat tactics as well as knowledge of aerodynamics and physics to the seemingly chaotic combat arena and sharing that with friends is priceless. It's a journey, with no end in sight but full of opportunities to learn, develop, and share.