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Mauf

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About Mauf

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  1. The problem with curves is that they shift the problem to the extremes of the movement range. So if you apply a very aggressive curve, you have a very hard and jerky response at high deflection which almost instantly knocks you out if you slip into it and it increases the sensitivity at the low end as well, so you increase the problem of rising the Gs too quickly. You're correct about the stamina situation.
  2. Absolutely correct. What I don't want to see is a stamina bar and a G number indicator in the hud. Still, it's a quite the pickle to get right. Therefore: Patience. As I described, I think it's a problem that arises from a number of factors the devs can't really control (Desktop sticks and the 1G comfy chair without feedback device:). Maybe they'll rise the G-tolerance regeneration or they apply a curve to the G onset so we get a bit more wiggle room to work with. Question is how much they would be willing to deviate from documented tolerances.
  3. Tone does all the difference, let me try to explain: There's some strange interplay between the new pilot physiology modelling and the controls and the feedback we get about G-forces being incurred. Right now, it's quite hard (or rather, effectively impossible) to judge how much G-forces you apply to your pilot. The pilot grunting doesn't tell you how much you're piling on nor does it tell you how much of your pilots stamina you used up. This results in the much higher turn rate red planes easily exhausting their pilots without knowing. And once the pilot is sufficiently exhausted (which is rather quickly it seems), the turn rate of the plane is effectively similar to the turn rate of a 109 because blackout becomes the limiting factor and those limits are the same for both red and blue pilots. Arguments like "Learn and adapt" don't apply here since there's nothing to learn by. It's a lack of feedback. Ironically, thanks to the less sensitive 109 controls, you can skirt the blackout border much more effectively than in any red plane which often ends up in a slightly better turn rate for the 109. So in a nutshell, a historical disadvantage the 109 had (the rather mediocre turn rate and heavy controls at higher speeds) becomes an advantage now and red pilots are unable to leverage any turning advantage their planes might have (they're effectively digging their own grave by turning). Just to avoid any accusations (because we know that happens quite easily on this forum): I'm not for removing the new physiology model just that it's not in its final state yet. I think this is reflected in the numbers Chimango mentions. I hope this is a more levelheaded explanation of what his complaining is about.
  4. Only that some crucial information is not available to us, namely: How much G are we incurring on the pilot. The real pilots felt it quite directly and they probably had a good feeling for how far they could push themselves. 1G comfy chair doesn't do that. Without any form of feedback of how much G is being incurred (I'm not counting the pilot huffing here because it's not a measure of amount) nor what the pilots stamina is like, there is nothing to learn by frankly. So it's not a "git gud" issue in this case. There's info missing.
  5. True enough:) Still I find that the current implementation has some oddities that just don't chime well in my head. I've never read of pilots regularly "unloading" the Gs by hammering some negative Gs to pump some blood back into their heads and then continue turning and that this was a prerequisite for e.g. a Spitfire to maintain its turning advantage over the 109s. Not saying the new modelling is worse than the old just that it's probably not all golden yet. 1000 step journey and such.
  6. You can try something (be careful about it though) : When in the shower, squat down for 2-3 minutes in the warm water (which relaxes your muscles), then stand up quickly. You'll actually feel the effect of muscles not counteracting the sudden movement of blood going down. Do the same outside of the shower and you won't feel the same effect (cause your muscles aren't as relaxed). Don't overdo it though, people actually managed to knock themselves out by doing this in the shower:)
  7. It has to do with your vascular system actually adjusting to the high G. So if you ease into the higher Gs, the muscles around your blood vessels can react to the sacking blood and reduce the loss of oxygen rich blood better than if the G onset was sudden and the whole supply in the head suddenly goes south. So the effect does indeed exist. About the "oxygen storage", the brain virtually has none so the effect of oxygen lack starts within a few seconds already.
  8. The modelling itself is probably correct. What's a problem now is the interaction between the physiology modelling and the controls and their feedback (or the lack thereof). With how sensitive controls are, it's quite easy to smash the pilot with high G without realising it. Red planes, specifically the good turners, are particularly affected by this since even small stick deflections already cause a lot of Gs and it's hard to tell whether you're already murdering your stamina or not. There's also the problem of riding the border of blackout. I frankly don't believe a human pilot would be able to do it like we can in the game now.
  9. Actually no, quite the opposite for me. I now have to regularly smash the stick forward for a second to avoid the blackout in a spit or yak when turning defensive against a 109, creating MORE stupid jerk maneuvers, not less. Doing anything else ends in a guaranteed loss/death by either blackout or giving the 109 an easy shooting solution. When flying the 109, I saw exactly that too. Either I turned with the Spit/Yak for a while, skirting blackout until the opponent either started flying straight, smashed the nose down or lawndarted. This kinda is an option because your pilot is almost always completely exhausted all the time already (no feedback), so it doesn't matter if you now start doing crazy stick jerking anyways. It might take a while to trickle through to most red pilots (if they don't stop playing MP outright) but I expect the anti-blackout-jerk to become more common.
  10. I don't think the argument is that a 20mm Mineshell hitting the cockpit kills the pilot but rather why a 20mm mineshell hitting the plane somewhere adds to the pilot G-stamina loss (basically shooting someone unconscious by hitting the elevator it seems). It compounds on the current G-tolerance issue. The crazy irony is that the current G-modelling causes me to fly more crazy because I need to unload with a hard stick forward once in a while to stave off the impending blackout so I can continue to defend against the just as well turning 109 behind me:)
  11. Only two things to consider: separate DM means lots of dev work hours. To really do it justice, you need to implement a completely separate damage model for all aircraft. Dev hours are scarce and they rather throw time at something that will make them money instead of standing still with remodelling what's already there at no gain to keep the lights on. MP PvP Experience and mission design: Totally agreed but slant everything too much and one side won't have people playing anymore (and let's face it, many historical scenarios were one-sided slaughterfests). From my experience, LW already outnumbers reds in most situations because people often don't enjoy playing the underdog. So pick your poison: Enforced ratios (and I'm talking historical here, not just even teams) so many LW pilots won't be able to fly LW side or LW not getting any competition anymore?
  12. Even at low speeds it seems to be the case (or, at least in my cases, my pilot was already so exhausted that once low speed was reached, it didn't matter). Point being, once some stamina was drained, effective turn rate was for me limited by blackout border (and well within 109 turn rate at comparable speed). On the Spit side, it was always a death sentence for me (especially with the cannon hits now knocking the pilot unconscious on top of the G blackout strain). Flying the 109, it was quite manageable. Thanks to the much finer controls, I could skirt the border of blackout quite handily and keep what felt like a much more stable and permanent turn rate than my spit and yak opponents (at least the guys I faced off against). Basically, a disadvantage the 109 had turned into an advantage now. Game play wise, that's a big disadvantage the reds now face. We have no feedback on when we're using up the pilot stamina (real pilots at least felt the strain. Pilots huffing from G-forces is no indicator of what the stamina is like. It's kinda a mirror situation of the engine timers now), combined with the control sensitivity just being right for the 109 drivers to edge the maximum out. Currently, I have no good solution to the issue. Going back to the old modelling is not right, the new system does things right according to what devs presented and any sort of G-force meter would be a gamey solution at best. Telling red pilots to just suck it up and "git gud" isn't a solution either, there's nothing to learn on because of lack of feedback. I guess everyone just has to crank the stick curves to the max and hope for the best.
  13. G-force modelling really feels strange since they implemented the new modelling. I guess the problem is a lack of proper feedback for red planes with their tighter turning capabilities. In effect, it's much easier in the 109 to not hammer your pilot with unnecessary Gs and also to skirt the border of blackout much tighter. The end result seems to be that a 109 and a Spit end up with the same effective turnrate as it seems capped by blackout rather than plane capabilities (had this experience many times on Berloga, flying both 109s and Spits). That's my personal suspicion of what the situation is. It's a lack of G-force feedback until we already exhausted the pilot and the much more sensitive controls easily causing reds to pull unintended Gs.
  14. The problem is the per plane calculation effort. In IL2 1946, the flight and AI model was simpler. Therefore you could add more planes without running into problems. In BoX, AI uses the same model as the player which adds alot more computational overhead (not to mention the need to model a big bomber to the fidelity of a player flight model).
  15. I'd rather see a selection list of historical patterns and beltings than the gamey full customization option we had in CloD. That only gets used for minmaxing nonsense most of the time.
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