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Everything posted by 77.CountZero

  1. This started since 3.007 update, and i see its still happening in 3.008 When you shoot at enemy players airplane and damage him, and if he decides to bail out, you will see in chat double kill message and in game stats will count that as 2 kills. (web stats count this corectly as 1 kill only) But if you shoot at that same enemy player in next fight and he doesent bail out, but for example crashe lands or get killed by hitting ground, there is only one kill message like it should be. Thats the only differance i noticed when this double kill message happends, i didnt pay mutch atention on what happends when enemy player is killed in his airplane, maybe then is also corect one kill message.
  2. yes that would be good and easy for all players but then players could still just use reshade or sweetfx like now
  3. lol in game on some high speeds you cant close it and it even gets stuck at half closed. but when you get slower your able to unjam it and close it, i play with open canopy on lagg3s or la5s only because your not able to bail out in most of cases when you have it closed, as you fast pick up speed when you lose wing in dive or flying high.
  4. First pictures of Yak9T for sure
  5. if i play with gamma at 1 as by default, i would see them only from 6-7km. I run tests in QM when i place enemys 10km from me to face me and can turn on/off icons so when i see them i can pause game and turn on icons to se what is distance. And then i adjust my monitor and gamma to what gives me most posible distance and still is not to dark like gamma at 0.5 for example. low range gives advantage to fast airplanes, your victam dosent have time to rect fast enought to run. so unlike some people belive that in bobp i me262 players will suffer most from this 9,5km bubble, i think it will worst for players in slowest airplanes like spit9 and they will feel this short bubble most and be at disadvantage.
  6. i can see contacts from 8-9km away, game starts to show you airplanes that are 9,5km from you. im not having 4k monitor or use any woodo magic exept adjusting gamma to 0.7 and adjusting my screen properly, and look around like crazy if your not able to spot contact from 2-4 or 5km from you, your in deep trouble, and if you on top of that play online your at big disadvantage compared to otheres, as most veteran player can easy spoot you when you enter that 9,5km bubble from them. My only problem is not airplanes in that 9,5km range as i can see them ok, my problem is that game should render airplanes atleast 15km from us and not just 9,5km, and especialy contrails. example of yesterday encounter with 2 enemy airplanes on wol. Me and my tm8 patrol at 7km on winter map in lagg3, i notice 2 contrails enter my visibility bubble north from us at ~9km alt, instantly i consider them enemy just by their position and alt and they are 9km from us, for me they are big threth, i imidiatly say to my wingma to go SE and go to 5km, and if they saw us we will go below clouds S, and in clouds we will turn N to lose them. And afcorse they saw us also from 9km away when we entered their visibility bubble, and consider us as enemy like they should, and went in persut of us. We by just few sec manage to run away from them, we went N below clouds and they lost us and spend some time serching for us S from clouds. Only when they come 3-4km from us i was able to confirm that they are inded enemy 109s. ( on thuse alts 109 has 80-100kmh speed advantage and if its higher then you its even faster closing that distance, how fast/far you can see them is differance from you staying alive or you being his food) if we spoot them when they were only 5km from us we would both be in our shoots as they would catch us with no problem, and we would not be able to run away and continue to fight on other place and shoot down other enemys in that sortie that dont see us untill its to late to run or react. last month same thing but we react to late few seconds and we are shoot down, even 9km is to short time to react when you play online, and people learn to gues just by looking at spot far is he enemy or not, and make trap for them in case its enemy.
  7. yes i noticed that so i was adjusting mp with turbo only to have it 58", trottle at 100% rpm to 2550 and boost on then mix at 100% as i see it gives more speed then on 80% ( 100% mix is good only when bost on, when boost is off then it loses you speed and 80 is better). Was doing 337mphIAS that way for 15min, and when i use same but 64" it goes 349mphIAS for 5min, both at 3000ft. and for example using only combat mode ( 52") without boost for 15min gives 309mphias at 2550rpm ( 301mphias at 2700rpm) at 3000ft. So your tip gives more speed for same time using boost that way.
  8. thanks ill try that and see how it goes and what are speeds compared to max, im already using what Erkki posted before (2510 and 48" for extending combat mode to 1h+ ) edit: tryed 58 and boost and lasted 15min and it was only 12mph slower then 64 and boost for 5min only, at 3000ft. So added this to my list of options in p-47d, need to buy new stopwatch so i have 5 of them when playing with p-47 😄
  9. he-111h16 vs 2xlagg3= all lost http://il2stat.aviaskins.com:8008/en/sortie/log/3784877/?tour=42 http://il2stat.aviaskins.com:8008/en/sortie/log/3784878/?tour=42 but hey only pe-2 has uber ai, it dosent mather what type of gun shoots from gunner ( 7 or 12mm ) or how you attack it, its only pe2 lol
  10. in game it can go 438mph at 23000ft, the problem is also short boost time of only 5min, i dont know how this strong engine will fall apart after 5min of use max power when some other engines in game last double or more on max lol and after that first "test run", i dont see ppl playin with p-47s online, like exected, i use it only to have fun on berloga where i can use its full potential as df lasts 5min max :D
  11. late vvs fighters, no messing with complex timers and boosts is the way to go, just do some late 44-45 east front after midway as fast as posible dlc yak9u first afcorse 😄
  12. how that recovery work with other airplanes with emergancy boost, if you use all emergancy and then get message that its recoverd but you cant use full emergancy time again after its recovered looks like bug to me. Did devs ever explained how all this timers and recoverys and bosts work. for me it looks like you can use boost only one time for 5 min or few times for 5 min in total, and after that time your risking blowing up engine, thats why when you try again after recovery message it lasted only 2 min(its probably not new recovered boost but just that buffer zone that will risk destruction of engine after 5min expired). I try it and it also lasts only few min after i used it for 5min and then waited to get recovery message, and i didnt get secound message that it expired but just engine broke.
  13. it works like that, its never exact min you pas limit and engine is broken, its always stated min for sure + extra time on your risk, so if limit is 5min some times you can use it for 7min some times for 6 some times for 8 and so on...
  14. i dont expect anything to change, its like this for years, best thing for devs is to make it how manual say it is as if people complain why this or how that... they can say its how it is in manuals and we did it same. in this game best place to play with P-47 is on berloga where you have 5-10min of fuel and i see no point playing with it elswhere with engine limits this game has. axis complained about engine limits long time, and nothing changed, and thy are as rediculise as they are on american airplanes
  15. but taking fighter and sticking to your targets and caping over them is incrising your servival rate in situations when outnumbered. if most of guys on your side so same, there will be good number of frendly fighters in one area to counter numbers from other side if they go for that target, and they are far from their base so help from your side comes faster. no mather how skiled player is or how strong his airplane is if hes outnumbered hell gona lose most of the time. So by sticking over your targets with others on outnumbered side your atleast making numbers more even when they come for that target, as some from their side will stay over their targets and some will be in bombers. Thats how i see it at least, as nothing you can do to change mineds of guys who like one side only no mather how many is on other side, so if your on outnumbered side you have to play smart or not play , or just do what they wont and go to them.
  16. most anojing thing is to see when your outnumbered 2 or 3 to 1 and there is still guys going for ground targets in thouse conditions. If your outnumbered you pic fighter and protect your objectives, thats only way for your side to win that mission, guys doing bomb runs in thuse coditions just give side with more players what they wont = easy kills coming in one by one. You dont go to them they leve server and numbers get better, but people dont see this so i constantly see same players going for same targets and then wondering why no one is escorting them or how they ae geting shoot down, and its 50 axis vs 20 vvs lol or oposite, same thing is done by axis bombers when they are outnumbered. its like im gona go bomb no mather how situation on mission looks. also for fighter guys, if your on outnumbered side , make enemy go for you, dont go to them, 30-1h of them having no one to shoot at, they gona go away or start doing risky stuff, but always doing same sthing no mather what numbers balance on server is is just wrong.
  17. From DD89: "Every aircraft in BOS, except IL-2, is equipped with an oxygen system. It’s designed to provide normal breathing for a pilot on high altitudes. Flying higher than 3000m with a malfunctioning oxygen system or without one is dangerous due to chances of falling unconscious and lowered tolerance to overloads. Soviet planes are equipped with KPA-3bis open type oxygen devices. He 111 have similar systems while all other German planes in our game have lung-governed oxygen feed devices. The first type delivers pure oxygen directly while the automated lung-governed systems mix oxygen with the surrounding air and feed it for breath-in only. Accordingly, such devices spend different amount of oxygen on different altitudes. Oxygen is stored highly pressurized in special tanks. Every plane has a manometer to control the use of oxygen. Normally there’s enough oxygen to gain altitude and maintain flight on reached altitudes for a long time; some planes have so much oxygen on board that it’s basically impossible to spend it all on one fuel tank. In case if the oxygen system is damaged it is highly recommended to avoid high-g maneuvers and descend to 3km and lower." "1. Oxygen system added. In case when it’s damaged or when runs out of oxygen, the pilot will suffer more severe overloads on high altitudes;" Yesterday i did almost 2h sortie on wol in lagg3 almost all abow 3km, and i run out of oxygen, (got techchat Warning: breathing system pressure 50 atm) around time i was going to land, so i dont expect youll run out of oxygen on P-47D any sooner as it was maid to fly high and long time. you can also get warnngs that "Oxygen system failure, drop below 3000 m and don\'t attempt high-G maneuvers" or "Oxygen system damaged"
  18. he is not pe2 in video, he is that first 109 that attack pe-2, and on end gets destroyed by pe2s bomb
  19. in main df area you have one with 10% and then other one with 19% fuel on same spawn points ( same is for all airplanes one with low and one with more fuel)
  20. Pe2 35 Defensive armament: Top: 7.62mm machine gun "ShKAS", 750 rounds, 1800 rounds per minute Belly: 12.7mm machine gun "UB", 200 rounds, 1000 rounds per minute Side: 7.62mm machine gun "ShKAS", 225 rounds, 1800 rounds per minute Pe2 87/110: Defensive armament: Top: 12.7mm machine gun "UB", 200 rounds, 1000 rounds per minute Belly: 12.7mm machine gun "UB", 200 rounds, 1000 rounds per minute Side: 7.62mm machine gun "ShKAS", 225 rounds, 1800 rounds per minute Top turret: 12.7mm machine gun "UB", 200 rounds, 1000 rounds per minute (modification "series 110") a20 Defensive armament: Top: 12.7mm machine gun ANM2 .50, 390 rounds, 850 rounds per minute Belly: 7.92mm machine gun ANM2 .30, 600 rounds, 1150 rounds per minute vs ju88 Defensive armament: Nose: 7.92mm machine gun "MG 81", 750 rounds, 1600 rounds per minute Top: 7.92mm machine gun "MG 81", 1000 rounds, 1600 rounds per minute Belly: 2 x 7.92mm machine gun "MG 81", 950 rounds, 1600 rounds per minute He111h6 Defensive armament: Nose: 7.92mm machine gun "MG 15", 600 rounds, 1000 rounds per minute Top: 7.92mm machine gun "MG 15", 1125 rounds, 1000 rounds per minute Belly-backward: 7.92mm machine gun "MG 15", 1200 rounds, 1000 rounds per minute Belly-forward: 7.92mm machine gun "MG 15", 675 rounds, 1000 rounds per minute Left: 7.92mm machine gun "MG 15", 450 rounds, 1000 rounds per minute Right: 7.92mm machine gun "MG 15", 450 rounds, 1000 rounds per minute Nose: 20mm gun "MG FF", 240 rounds, 540 rounds per minute (modification) Belly-forward: 20mm gun "MG FF", 330 rounds, 540 rounds per minute (modification) He111h16 Nose: 20mm gun "MG FF", 240 rounds, 540 rounds per minute Top: 13mm machine gun "MG 131", 1000 rounds, 900 rounds per minute Belly-backward: 2 x 7.92mm machine guns "MG 81", 850 rounds, 1600 rounds per minute Left: 7.92mm machine gun "MG 81", 500 rounds, 1600 rounds per minute Right: 7.92mm machine gun "MG 81", 500 rounds, 1600 rounds per minute 110Es Defensive armament: Backward: 7.92mm machine gun "MG 15", 825 rounds, 1000 rounds per minute 110g Defensive armament: Backward: 2 x 7.92mm machine guns "MG 81", 750 rounds, 1600 rounds per minute yes nooooooo reason why pe2 gunner will hurt more then most german gunner, nothing obvious comes to mined it must be some conspiracy vs axis. like it was said befor try attack h16 with 13mms shoting at you in 109 and see how differant is from attacking pe2 with 12,7s shooting at you. Its same with any bombers ai behaves same, diferance is most axis bombers shoot at you with small calibar while pe2s with bigger. Speed of movment and reaction of gunners on both side is same. Its not same when 7mm hits you or 12mm hits you in this game.
  21. and still if i attack german bomber from their six i usealy get damaged also, so i attack enemy bombers when they make turn and im 90 deg on their wings and i dont get damaged and get their wings easy. gunners are op thats for sure, and not only for one side its same on both sides, but german 109 is fragile and pe2 has better rear gun, then german bomber on russian fighter, and still you get your engine damaged or even wing cut in russian fighter attacking german bomber from six, so easy solution is dont atack enemy bomber when your on his 6, wait for him to turn or you get in better position, works for me, even with clearly broke ai gunners in this game. yes , they use separate ai bran for each gunner, but gunners still behave like they see 360 deg, and rear gunner knows where you are even if you attack from front, so we have worst of both, demanding ai for gunners and op gunners on bombers, that is all seing and dont care about fire or that his airplane is dewinged or there is 20g on him, he can still just shoot
  22. So thats same time limits for engine mods like spit9 have it seams. Unlimited 1h and 5min. P-47 dive seed they set at 500mph like in manual, but i see from manual that Tempest has 540mph there, so if they use manual dive speed +100kmh it will lose parts at 600mph maybe 😄
  23. even angryjoe dont ike voip, was lmfao when i saw this moment on 17:28 today
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