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About stupor-mundi

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  1. Thanks Jordan, poked around a bit with that key binding, I now get how it works. For a moment I was worried that it would be necessary to lock the turret when the hatch is closed, i.e. locking the turret proper. However, how it seems to work, is that you press that key, while looking out of the hatch, locking some nonexistent thing, maybe a nonexistant top mounted machinegun, and then indeed the binos and the flare guns work. Not a problem once you know what you have to do, but it also seems quite pointless on the T34. While I see that on the Sherman it might make some sense.
  2. to clear this up: I was using the T34, so no interference with using a machinegun. Just looking out of the top, hatch open, not being able to bring up the binos
  3. 😄 LOL, let me rephrase that. Binoculars, as used by the tank's commander, when the hatch is open. They don't seem to work reliably anymore. Not just the binos, but the flare guns and the hand gun also. The keys bound to bring those items up, they just don't. Not 100%, I did get the binos on a mission yesterday, for a short time, and then not. Intermittent, but mostly, no binos.
  4. That approach only takes you so far. A simplified reality with objects of the correct mass and so on, will still be cartoonish in the context of tanks, if they behave like pool billiard balls, bouncing off each other, with infinite energy retention, no losses due to friction, etc. It's this modeling of the tanks as stiff unyielding boxes which is a part of the problem.
  5. Recently I've seen the need to record tracks when tanking, on occasion. But I'm by no means an experienced Tacview user. I've set up a recording button on my joystick, I record some tracks. Most of the time, it works out fine and I get a *.trk and a *.acmi file in the /data/Tracks directory. But sometimes, annoyingly, I'm left with only a .trk file and no .acmi file. What am I doing wrong there?
  6. The objects in IL-2 landscapes are infinitely stiff and strong (won't deform). With the exception of the newfangled frangible objects in the Prokhorovka map, and the pushable trees. And the tanks themselves, while they can be damaged by being shot at, and being damaged by overturning, are, when it comes to driving around, initially also infinitely stiff and strong. Thus, the infinitely stiff 50ish ton tank slides sideways into a small obstacle, which is also infinitely stiff. Of course, in reality the obstacle would be deformed, and if the obstacle was extremely strong, the tracks would be damaged and maybe the wheels or the suspension. But because nothing is modeled as yielding, in this, limited, physics model, the embodied energy / impulse of the tank has to go somewhere, and the tank overturns. Not even remotely realistic.
  7. You can map drive forward/backward to an axis. That is definitely a good idea, since stealth is important and you'll often want the best compromise between being fast and trying not to be too loud. In many situations you'll want to drive slowly. You can also map turning to an axis, which personally I haven't found very useful, but certainly it's an option.
  8. This happened to me today as I was tanking (in a T34) on Finnish: a number of times, in the most unlikely locations, my tank was suddenly blown up. In the most complete way, no partial damage first or anything, you find yourself suddenly staring at the blackened, charred, smoldering version of you tank. In most cases, due to spatial considerations, an ambush by a blue tank was very unlikely, unless one posits that the intelligence of the blue tankers had magically multiplied overnight. Due to the charred smoldering version of the destruction, I suspected howitzer, but at those locations there should have been no howitzers, and they would usually not be so instantly precise, even if present. Later, as I spawned, I saw our AA shooting at an invisible plane. Remembering this topic, I began to wonder whether I had been bombed by invisible planes all day. The part that hadn't looked like being bombed was, that no bomb crater was shown in the view that showed my smoldering tank. Hence my question: when you're bombed by an invisible plane, would there be a bomb crater? Another question: since this thread is already so old, is something known about how those relate, the invisible plane, the other players, and the server? I.e. if a plane is invisible to me, is it also invisible to the others? Is this the invisible (plane's) player's network problem, should he/she log off and reconnect, or is it my network problem, so that I should log off/reconnect? Or is the problem not solved at all by reconnecting, and just something the server screws up?
  9. Yup, this is the kind of thing I was referring to. The one in the video is a variant without very much spinning, the overturning starts almost straight away. But you also get variants, as happened to me today, where there is more spinning initially and you almost think it might be ok, and then the toppling happens.
  10. This is a point worth addressing. The behavior visible in such tank drifting videos is, in detail, the kind of behavior it would be desirable to see, in situations where the conditions are suitably extreme, i.e. a combination of a low friction surface and an initial extreme steering input. That however is completely different from the situation I have described, and which people who have driven the T34 for a longer period of time, all have experienced numerous times and will confirm. What is the point of newbies replying to every thread along the lines of "your point is invalid, this never happened to me, and I already use IL-2 in tanks for 2 weeks". Comeon.
  11. A long time bug bear of tanking in IL-2 has to be addressed eventually, I would hope. Driving the (new) T34, spinning tanks have been a long standing issue, and the tank spinning I had the impression was now better controlled than a few versions ago. Today on the Stalingrad map, on lengthy road trips, this happened to me twice: driving along a road, top speed, 50ish km/h, steering to follow the (almost straight) road, I slightly oversteer, the tank not only spins but then, spinning, gets caught on something, overturns, and blows up. Cartoonish, I'd say. I usually don't complain about when my tank overturns, when I do sketchy things in the mountains. But this was on almost flat horizontal terrain. Of course, more polygonal than reality, but still. There seems to be something about the physics modeling here that's deeply flawed. IL-2 has 'sim' status when it comes to flying. Is the same physics model that's used for the planes also used for the tanks? Maybe some aspects of physics modeling which are deemed good enough when flying, because they only play a role when taking off and landing, are just not good enough for ground based vehicles? Or is the modeling of tank physics done differently maybe? I strongly suspect something is done here which isn't at all comparable to the impressive flight models of the planes. It seems to me for instance that the modeled center of gravity is wayyyy too high, compared with reality, to make this overturning possible. Also, I have the impression that suspension isn't modeled at all. I.e. in a real vehicle, wheel suspension ensures that the track keeps contact with the ground, as the tank drives along a road that isn't perfectly horizontal. I think what happens here is that, due to lack of suspension, at those poligonal edges in the road, the tank actually starts flying for a moment (unrealistic), which subsequently leads to the spinning. This kind of crass departure from reality will get in the way of TC being seen as a 'sim', as opposed to 'game'. And if that happens, it can't be good for the prestige of IL-2 overall.
  12. Just got an error dialog in the middle of a mission which kept reappearing everytime I clicked ok. Until Il-2 crashed. Haven't seen this one before, or at least not in a very long time, so I suspect something to do with the new version.
  13. I don't think I'll be spending my time trying to learn every meme that ever existed. In case the meaning of that expression is, roughly, that the various online games/sims all follow the same conventions, so that having spent a ton of time on one equals the next one, I don't quite agree. While the problem of TK is a fundamental one that all of them have, the mechanisms each game/sim has to deal with that issue may be quite different. I don't know what the relevant conventions regarding this are, in other current generation flight/tank sims, and neither do I care. I don't think people in IL-2 are keen on just adopting the conventions from other games.
  14. I've never seen you back in the day on Action Tanks and Dogfight, and don't recall seeing you on EFront. Tanking on Finnish is quite a recent thing. So I don't think you'll be telling me what things are like on tank servers.
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