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CIA_Yankee_

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About CIA_Yankee_

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  1. Any hints on whether the P-51's canopy will be hotfixed? Tried on a summer map today, and in VR it's definitely a major challenge to keep eyes on target. Gotta be completely padlocked the moment they pass over anything that remotely blends it, or you've lost it.
  2. Awesome, noticed that last night too in VR. Definitely made things a bit more challenging. Thank you for looking into it.
  3. I think this is the key here to recognizing that there is a problem with the currently implementation of the M2, or AP ammo in general. Basically, if the sim was a reflection of reality, the allies would have switched to HE ammo for the M2. While we can argue the USAAF was trying to get 20mm guns and had logistical issues there, ultimately the real difference in the sim mostly comes down to the effects of AP vs HE ammo. If the P-51 had only 2 guns that fired .50 HE ammo, it would likely be more effective than what we have now. If all 6 guns used HE ammo, it would be an order of mag
  4. No, they are not. They _can_ be effective, when you land a good burst at convergence at center mass. But you can say the same about every single weapon in the sim, including .303s. Otherwise you need to depend on luck (you need to sever a wing spar, a control cable, and so on). Learn to shoot is a terrible response, because by that logic a .22 pistol is just as powerful as a .45. Just learn to shoot! By comparison, HE weapons will quickly cripple a target even if nothing vital is hit, through aerodynamic damage. Your quick mission scenario will easily demonstrates how disproporti
  5. Ultimately, to me the best argument about _something_ being wrong with the 50s is simple: if you were to replace the AP ammo in the game with HE .50 cal ammo (like the Yaks use), the USAAF planes would be far, far more lethal. A p-51 with 6 .50s shooting HE ammo would be monstrous. And if that was a reflection of reality, you can bet the allies would have made the switch. Of course, it's not a reflection of reality. That simple "thought experiment" is enough to show that there is a problem, and something should be done. AP aero effect should be boosted, or HE effect toned down, or
  6. Because the nation that basically won WW2 through logistics absolutely could not have resolved procurement issues for 20mm if it had wanted to, right? If the .50s were as weak as they are currently depicted in the sim, you can rest assured that the USAAF would have found a way to obtain 20mm weapons from its allies. If it could get engines from the british, getting 20mm cannons would not have been beyond their capabilities. But in truth that is a complete red herring. The issue is not the gun, nor its caliber. The .50 is fine: it's got pretty good ballistics and range and so on. Th
  7. I'd go one better and say that WE certainly would know today if there was such a disparity. Think of all the ways the allied were actually deficient, all those problems they dealt with, the disadvantages they operated under in multiple arenas. Historians have harped on these and highlighted them for decades now. Whatever flaws the allied had, we definitely heard about them by now and people with and without agendas have pounced on them ad finitam... and never have we heard about the M2s somehow being a major deficiency for allied planes. Indeed, quite the contrary, the
  8. My thanks to the dev team for all the hard work, and indeed for finding solutions to the VR issue. The new zoom is excellent, and I'm confident once the kinks are ironed out this will restore true parity between the 2D and VR base. I had no issues with the new zoom last night, and it truly is wonderful. I feel like I'm flying on my monitor again, except my neck hurts. It's great! Thanks again to the team, this is truly a win for everyone involved, I feel.
  9. Good post. And to be clear, that IS the only issue. 2D players have a significantly better zoom provided by the game. This means they have an Observation edge over VR players, and it is baked in the game itself. Thus, VR players are inherently at a disadvantage over 2D players, regardless of display resolution. In a competitive setting, it relegates them to being second tier, because at LEAST half the fight is about position and decision making before engaging in the first place. There's a reason Observation is the first step of the OODA loop. That's what th
  10. Agreed. There's enough FUD being sown on this issue already, we don't need more unintentionally created. Beyond that, the problem is that the game provides better Observation tools for 2D players than for VR players. Namely, the 2D zoom is better by a massive margin than the VR zoom, and thus the game favours 2D players who have an inherent built-in advantage over VR players. That is what the mod rectified, and that is what VR players are asking be corrected (either by a mod or by fixing the inequality in the game itself). Thank you.
  11. This has nothing to do with hardware. Yes, people with better monitors have an edge. Likewise, people with a better VR headset have an edge over those with poorer ones. BUT 2d players have an inherent _built in_ advantage over VR players: Their zoom is better than the VR zoom. This is how the sim is built: it provides greater Observation capabilities to 2D players over VR players. That's just a fact, and is what the zoom mod rectified. If the mod is not allowed (and let's be clear, we don't know this yet, all we have is hearsay. Lefuneste is still upating the mod), then
  12. Awesome man, thanks for the update. Really appreciate it. It's also worth noting, as I understand it, the new version will have the 2d zoom disabled, so concerns about the mod are being addressed at the same time. That being said, you noted in your OP that the .cfg was updated. Is that to give the best visibility settings after the new patch, or something else? Thank you.
  13. Also, to be clear, here is why having a viable zoom (either natively or in a mod) in VR is absolutely important: https://en.wikipedia.org/wiki/OODA_loop Note that the first element of the OODA loop is "Observe". Currently, in VR, without the zoom you cannot properly observe, as observation includes _identifying_ the contacts. Without that information, you cannot effectively engage the rest of the loop. So, unless VR is condemned to be a novelty with no place in serious MP play, this issue must be rectified. Either a viable zoom is implemented in-game, or a
  14. Absolutely agreed. Indeed, without a better in-game VR zoom, or a mod that permits a better zoom in VR, I'm pretty much done flying.
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