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Posts posted by CountZero

  1. With airplanes i usealy take note on how long they can fly with 10% of fuel, and how mutch in fuel gauge 10% is.

    So lets say i wont to start flying Spitfire 9s, and i didnt fly them long or its first time i plan to play them, i would start quick mission with 10% of fuel and set it on autopilot at max continuous regime for airplane. I would check fuel gauge when mission starts and see how mutch galons it shows (that way i know when i play in MP missions that when gauge shows that amount of galons im on 10%) and then i would speed up time and see how long game time it took for fuel to run out, and i would then know that when i see gauge shows for example 10galons i have that 8min to go back if i use continouos, or 5min on combat and so on... You can see fuel gauge, it will show 0, but if you fly level for few seconds it will move and show how mutch you have, no red warning light like on some airplanes.


    • Upvote 1

  2. 2 hours ago, JG7_X-Man said:


    I guess you did understand my point.


    I am saying that "Maybe we do have an issue with all aircraft except the 109".

    Based on the surface area, It should be pretty hard to shoot the tail off of any aircraft from the 6 o'clock position.

    Yes i didnt understod it.

    I think it should happend easeyer then now, especialy with big guns like 30 or 37mm.

  3. 51 minutes ago, 13/JG5Luck said:
      Reveal hidden contents


    Thanks for the clarification. 

    To be honest, I don't understand this discussion and personally I believe it is leading in a wrong direction. We have got a game where the developers tried to simulate the characteristics of planes, tanks, artillery and so on which have been used on both sides. As we know, the material was not equal. I guess they did a good job in simulating the stuff.

    As gamers we should handle those individual advantages or disadvantages. For example, you don't try to turn out a Spit or Yak with a FW 190. And you don't try to kill a Tiger on large distance with a Sherman. This is in sink with historic reality. As 80 years ago, you need specific tactics to do your job depending on the equipment you are using. In my mind, this is a big part of the fun. You need to know about the abilities of your stuff and what your opponent would have to offer. This means "simulation" in a war game for me.

    We should be careful with the issue of fairness in a war game. How would you achieve this goal? Provide one aircraft model for both sides and one tank model? Only in such a scenario the best pilot or tank man would succeed. Such a scenario would certainly ruin the fun and attract much less user. 

    So, I propose to stick to the concept of the game and don't adopt too much. If you adopt it's always a subjective change. Let's have the developers of the game as the "rule makers".

    Besides  being a "wise ass" I wanted to thank you for all your work your team is doing to run this server!  







    Its simplistic thinking so comon for axis side, devs made it just give it to all, its historical.

    How many tigers or ferdinands were in kursk in working conditions ? compared to how many soviet tanks ? how many infantry they were facing ? and how that compares to situation on server where you have them in peak conditions outnumbering soviet players ? historical simulation is not just making object to its specs but not having same conditions at battle also. So lets be generous and say half of 84 slots are tank players thats 42 slots for tanks, how many can be soviet slots and howm many german ? who had more tanks in battle should dictate slot availability ? how many % of that number shuld be working tigers and ferdinands 1-2% ? of 13 axis tank only slots ? 

    Its like making 100% historical Yamato and then giving all players ability to play with it on server with no limits on slots for japan or american navy and not make all usa navy ships as they had so many...



  4. 16 minutes ago, JG7_X-Man said:

    Maybe we do have an issue with all aircraft but the 109 LOL.



    With the assumption that you are firing on an Bf 109 from the rear, level flight and at perfect convergence range, It seems to me that the most probable kill would be to:

    • hit the propeller (IN YELLOW) (...as your rounds are not harmonized with the 109's engine) which would in real life destroy the aircraft. Since that is not modeled in game (not sure why not...), next probable damage would be to the cooling system in the wing root, the wing root itself and the landing gear housing, which is also in the yellow area.
    • The second most probable area would be the empennage (tail assembly) area. However, the probability of a hit would more likely be (IN BLACK) that houses the fuel tank (than the thin margin of hitting the actual vertical and horizontal stabilizer (IN PURPLE) within the black oval.

    That said, it's my contention that when it comes to firing on a WWII fighter aircraft from the rear at level flight:

    1. The probability of .50 cal ripping off the tail of a non maneuvering 109 is highly improbable (...but not implausible).
    2. The 20 mm round as it has more explosive power than the .50 cal would inflict more damage to said area and more probably(...but not definitely) rip off the tail of a non maneuvering allied fighter aircraft.
    3. The probability of shooting off a propeller blade, rupturing a fuel tank, hitting a coolant line/hydraulic line/landing gear assembly (which would more than likely deploy the landing gear) is higher in my opinion than ripping off the actual vertical and horizontal stabilizer.

    how about 3-5x30 or 37mm HE hiting tail of 109, what is probability of happening then ? i try it in this game and since 4.005 airplane just absorbs any hits in tail, what got changed in that update i wonder. It dosent take a watson to solve  the mistery. 

  5. So if i get it right you took 50% fuel and you flew on continuous engine regime ? if yes you run out of fuel spit is low fuel capacity airplane. (fuel gauge in airplane will show you amount only when you fly for some time level, its not push to show like in real airplane in game you have to fly level and wait for it to show you. )

    Last time i run tests you can fly around 80min with 100% on continuous mode.

  6. 33 minutes ago, Avimimus said:

    It'll be interesting if the Air Marshall mode allows spawning AI aircraft (e.g. a couple of player aircraft leading an entire squadron of bombers or a flight of Sturmoviks).

    That would be great, some testing on host part would be done on how many players can do it and with lets say 2-3 AI wingmans per bomber player it would look great if game could handle 84 players + that extra ai. In clod you could do that (was buged when spawning on ground as they would just take off and land, and some comands didnt work, but worked in airstarts so so. Was great when in ju87 to have some extra AI decoys bombing radars at dover :) )

  7. People already did test on airplanes, offline so you cant blaim it on netcode, with P-39s nouse guns so you cant blaim it on aim with wing guns, and other nation guns are mutch more effective, reason HE ammo. Mc202 is also week as its buged, it has only AP belt. Russian 12.7 is strong as it has HE and AP working bug free, german 13mm is strongest as its buged and have only HE ammo insted HEAPHE mix and so on... shoting at 109 from 6 is taking longer to do damage then on other fighters when shoot at 6 with any gun... but 12.7 AP ammo is more worthless how it works when in combo with 109 tail...


    For me onother test was shoot at AI airplanes with vanila game in p-51 and look how many i got, then just make simple mod where i replace original bullet_usa_12-7x99_ap.txt and . bin files from games ...data\luascripts\worldobjects\ballistics\projectiles folder withrenamed russian bullet_rus_12-7x108_he.txt .bin HE ammo, so now my p-51 has HE ammo. And cheeck just how mutch more effective i am then.

    So if HE ammo is so mutch more effective in game then AP, if thats represantation of real world why would then americans be only ones having only AP ammo, where other nations in game have mix of AP and HE (or should have if there is no bugs like on 13mm or mc202). 


    Again if they dont model all differant ammo types in your game and just give AP or HE, easy fix is add APHEAP mix to 0.50 cal guns, where HE represents missing types of ammo, and we have quick fix on same level they did to make 109 tails undestructable by doing quick fix on them only. Heck they can do a poll on testers like they did for 109 tail and ask: do you wont to wait for next who know when for all ammo belts in airplanes be historical, or just have as its now AP and HE only but add HE to represent missing stuff.


    For people who see how things shifted after 4.005 you have options to fly P-38 as it atleast have 20mm gun that do expected damage, or just transfer to RAF that have 20mm guns, or fly Axis like most do.

    • Upvote 4

  8. 1 hour ago, von_Tom said:


    What is the point of the video?,  Pretty much every plane can fly straight or in very gentle manoeuvres without a vertical stabiliser including the P51.


    Personally speaking I have no idea if the .50s are underpowered or simply working as they should.  Likewise with the AP opposed with the API.  Same with the 109 stabiliser as it has always seemed weak whenever I get hit.


    I do however know that getting a hit at convergence range with .50 cals is a lot harder for me than with the more centre-lined guns of a 109 o 190.  Same with La5 though they are fuselage mounted weapons.


    von Tom

    P-38 has 4x0.50 in nouse or maybe better P-39 with 2x0.50 to be more like on soviet airplanes with nouse 12.7mm or german 13mm, others compared and its not even close on what you get with american 12.7mm and others nations similar guns, but before AP rounds got adjusted in 4.005 (made AP rounds weeker and HE stronger) there was no problems with american guns exept few axis players complaining how p51 can get 10+kills and thats not fair, as only german expertens should be able to do that.

    • Upvote 5

  9. Still using key+mouse, or you got stick now ?

    In case you dont know but red cross is where your guns will hit, and red small circuit is where you need to be leading (place red cross) to hit that airplane.

    Boy thouse 4x20mm hispanos make big boom when they hit dead on :)

    • Thanks 1

  10. 21 minutes ago, AnPetrovich said:

    Nothing is changed in the G-model of the pilot, though... ))
    But...coming soon...

    Benefits of being able to see bounced contact whole bounce process is what changed, so no more need to fatigue your pilot franticly serching for guy you saw just before bounce, now its posible to prepare and make clean dives when you can accualy see enemy your diving on :)

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    • Upvote 2

  11. 2 hours ago, Ace_Pilto said:

    For me, in single player, they set fire to, or pilot kill almost everything they hit. It's almost comical. No idea how it works online though. 

    And how many thouse AIs you shoot down when they dont just turn like noobs, all ai i see is in constant turns, how mayn 109 ai you bounced from dead 6 and get them in one pqass or pk pilot ?


    nothing wrong with 0.50s, like nothing is wrong with 13mm on all german fighters having no AP or mc 202 12.7 having no HE and so on... 

    • Upvote 4

  12. 20 hours ago, sevenless said:

    I want the Luftwaffles occasionally wear pyjamas and be totally stoned from Alcohol and Pervitin:




    This story is continued in Fw. Emil Bernd’s diaries; “As the most experienced Schwarmführer of 6. Staffel I flew with six machines to Burg near Magdeburg. After a smooth landing I reported to Oblt. Krupinski; ” 6. Staffel with six machines, combat ready, one pilot indisposed! ” Ofhr. Grill was holding tightly to his port wing, throwing up his dinner eaten that previous evening in our mess. Krupinski, who was still in his cockpit in his pyjamas and parachute –which was all he was wearing- ordered a fitter standing close by,.. "Run over to Hptm. Mertens (I./JG 3 Kommandeur) and fetch me a uniform.."

    They should get atleast +1G limit also when on it 😄

    • Haha 3

  13. Just now, Avimimus said:


    The larger HE charges in the UB and Mg-131 certainly have an effect.


    However, there is also the issue of convergence... with all 0.50 cals converging on one spot (which isn't historical in many cases). Whereas the UB and MG-131 are mounted in the fuselage... so less likely to miss entirely due to firing at the wrong range.


    It would be nice if there were hard-coded 'historical convergence' options in the menu. That way one wouldn't have to update the GUI much but would be able to offer the more complex convergence patterns used on American fighters and on the Fw-190...

    I know i know we need to learn to aim, no problems   😄

    • Upvote 2

  14. 1 hour ago, Avimimus said:


    Definitely? I suppose he is asking about the UB and not the Breda?


    The German 13mm round has a larger bursting charge.

    The UB has a larger bursting charge and high rate of fire and ballistic performance.

    The Breda 12.7mm is much weaker due to a lower velocity round.

    These weapons are all quite different from each other.


    Maybe the issue being complained about is more to do with the vulnerability of fighter pilots and radiators? As opposed to the limited vulnerability of bombers (where the bullets are being fired into the back of the aircraft or nacelles and not penetrating to the vulnerable parts as often)?


    Not really:

    ...and that is before one gets into rate of fire

    LOL no wonder complains about 202 when MGs in game are wrongly full of useless AP rounds and 0 HE, if only 131s were same full AP bug insted full HE bug would be nice to se if anyone would complain how 13mm are week, and 0.50 are just fine 😄

  15. 1 hour ago, JG7_X-Man said:


    IMHO, a few hits from a single 12.7 mm round seems to do do more damage to an aircraft than 4/6 .50 cal rounds.



    more like = 40/60 0.50 cal rounds 😄


    HE ammo is so OP after 4.005 that is comical, so yes there needs to be look at what go wrong so bad after it.

  16. In game spec limits are from manuals safe speed, when you go abow it your in danger zone that is for axis +~50-100kmh of manual , russian ~0-50kmh if your lucky and american and british also ~100kmh+ from what i could see.


    for example on yaks you get around ~750 at and Yak-9 ~800 at best, on 109s 190s 51s you get ~900kmh, on p-38 or Spit9s around ~830, p-47 ~940  Tempest ~950, 262 ~1150 when you lose alerons and so on... but most complains i could see are that russian still get to mutch lagg3 especialy , first time i see complain about 202.


    same logic as to engine time limit that is by manual but you get some exra time after manual time run out, so here your in that red danger zone with dive speed also when you go abow manual /spec limit.

  17. 37 minutes ago, Capt_Stubing said:


    You do realize this video shows you breaking his controls and most likely blacking him or severely injuring him to the point he can't get out.  


    Exept stats show 64 bullets hit 109, 109 pilot didnt get injured or lost any of airplanes controls and no engine damage and he flew away for some time after hits... neg G move when hit is favorit thing to do online as it makes attacker hard tofallow and you have no harm because of poor G represantaion in it...but no problem with 109s tails all is just complains same as HE only ammo in 131 belts, all is ok no problems just aim better ken 😄

    On 9/11/2020 at 7:10 PM, III/JG52_Otto_-I- said:


    That things occurs when you rip the rudder and elevator with a single burst, the plane falls like a brick. :rolleyes: 

    Exept no damage or rip rudder or elevators and that airplane that should fall like a brick flew away like nothing happend with no damage from 64 0.50 AP to pilot or engine or controls or fuel tanks... he got hit and did neg G pull so attacker cant falow, comon thing online, best to do when your suprised, and if your in 109 with titanium tail you get free pass.

  18. I would rather have map done in year time and be playable and big in bobp standard then them trying to make some to detailed map that would be fps killer. They can always add more detail later if they have free time for it. If you live in BoM BoS map area you would probably think its not done right or some thing is missing or your city dosent look rights and so on... bobp map cover area most western players know better then east parts so more complains about it.

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  19. 5 minutes ago, KW_1979 said:

    Might be worth submitting that as a bug report.

    Nah, and to half their ammo belt, now they have full ammo bellt of good ammo, no AP no problems, no wonder i was able to gt so many 51s when i tested how many 13mm only from 109 can down when all belt is HE.

  20. 5 hours ago, Reggie_Mental said:

    I landed a Bf109E7 with the top part of its rudder missing and didn't know it  was missing until I hit F2 after landing!! I thought my rudder authority was a bit weak, but it was zero wind landing.

    Emils didnt get temporary fix for tail, im all in for same temporary fix other 109s got for Tempest tail it would be nice to get aditrional armor protection for pilot from dead 6 attacks 😄


  21. 2 hours ago, -=PHX=-SuperEtendard said:


    No, it doesnt have them. Its been like this since the G-6 came out, same for the G-14 and K-4. The He 111 H-16 top turret does have AP in the belt 



    I check game files for 109s with them and they have AP and HE for it:


    // Зарядка стрелкового оружия

    [GunAmmunition=0]    // 100 бронебойных и 200 осколочно-фугасных пуль 13х64 (к пулемету MG 131)
        ExpendableMass = 25.0
        ResidualMass = 0.0
        AmountRoundsWithOneTracer=4    // каждая 4-я пуля с трассером
        BushConfig = "LuaScripts/WorldObjects/Trash/Batch_case12-20mm.txt"


    BUT after your 2nd post i again check and see they probably have bug, from what i know they should be using object0 object1 object2 for HE AP HE if thats the plan , how its now it looks like only object 0 for all 3 and maybe thats why there is problem with belt being HEAPHE but only HE, i see same is on 190A8 and D9 files with 131, do they also have only HE?


    It should look like this


    • Upvote 2

  22. 10 hours ago, 6./ZG26_Custard said:

    It's a good job Jerry didn't have B-52's in WWII because the war really would have been over by Christmas.



    And somehow only 190 and Tempest can do this in this game (without engines in wings to help), im sure when we get B-52 it will not be able to do it 😄




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