Jump to content

beresford

Members
  • Content Count

    80
  • Joined

  • Last visited

Community Reputation

14 Good

About beresford

  • Rank
    Member

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Thanks for the help, guys. My problem was RPM, I have half-page crib sheets for every a/c with the keys and important gauge locations and T/O/landing speeds, and for some reason I had RPM down as 'Auto'. If you take off with RPM manually set to 100% you don't even need rudder trim as per the Requiem vids, you can get away with slight rudder correction during the takeoff roll. I am using an old MS Sidewinder (so old that the rugous coating has degenerated into glue).
  2. I have full right yaw trim and it still veers left, even with max right rudder. What am I missing?
  3. Happened to me today, the first time in a while. Stopped after I reloaded the game.
  4. A small thing, but do you mean 'Bastion' (part of a fortification)?
  5. I checked this and it looks like it applies to Luftwaffe only, oddly enough. I have been flying a lot of VVS recently as I usually join the smaller side.
  6. Mmm. If the only way to tell is look at that picture before takeoff then there is surely an opportunity to improve the bombsight screen to include this info. As for altitude, you never have to calibrate your altimeter for barometric pressure so presumably it's always adjusted so that your home airfield is zero. On the Moscow and Stalingrad maps, targets will usually be at a similar altitude to your airfield. On the Kuban map, not so much. One depot was on top of a mountain.
  7. 1. Since I have no external view on most servers, how can I tell whether my bomb load is internal or external? 2. I believe the altitude in the bombsight is ASL. How do I know what the altitude of the target is so I can subtract it to set the bombsight?
  8. Better still we could have an M17 and let fly at some of those wretched aircraft that are always circling over the tanks. Even the friendly ones......
  9. Additionally I'm not sure repair is possible in all tanks. I think it only works with the newer ones.
  10. Like a lot of players, I switch off the engine from time to time to listen. This tactic doesn't work quite so well in the Tiger these days because it hampers turret traverse. Anyway, if an enemy tank is in the vicinity I hear this whiny synthesiser type noise rather than rattling or growling, and it doesn't seem to be particularly directional or distance-specific. Is this the general case or is it related to my sound set-up?
  11. When I play multi-player on the Attention server, the crew position lock doesn't seem to work. There is a box saying 'unlocked' with a tick in it and there is nothing I can do to change it. I've just had an incident where I suddenly couldn't access the commander position and while I was fiddling around trying to figure out why I got 'killed'. Then I took another tank and after a while it happened again. This time I checked and a guy had jumped in. I aborted and went for the early Panzer III on the grounds that it effectively has a combined gunner/commander, only to find that I was now stuck in the driving seat and unable to leave it. Multi-player tanks don't currently work for reasons we have previously discussed, and they certainly don't work if the players are not on TS. I should at least have the choice of disabling this in 'my' tank. Why didn't I just stay as commander? Because without the commander's binoculars function (also previously discussed) the only way of checking out long range targets is via the gunsight.
  12. I'm doing a Ju52 campaign at the moment on the Moscow map. It's a little boring as you just do a paradrop or touch-and-go at the destination and then accel time home. EXCEPT last time there were two Russian fighters at the destination and they pursued me. I found that if I flew at treetop level they would just overfly me firing their guns, and I was eventually able to shoot down both of them with the popgun at the rear.
  13. Yeah, what I was thinking was should there be advantages to the drums in order to make it a trade-off? Since we now have repair you could provide the one-off capability of 'repairing' 'out of fuel' after a time delay if you have the drums. Or perhaps the devs will say that it was doctrine that everybody carried the drums in this period.
  14. Some have complained that Russian tanks in TC are better than the German tanks, unless you take a Tiger all the time. The arrival of the short-barrelled Pz IV is unlikely to change this perception. In fact the T34 WAS a generation ahead of the Pz III and Pz IV, the reasons the Germans succeeded were things like having three-man turrets and a radio in every tank. How might these features be represented so that every German player doesn't have to take a Tiger? Radio: Perhaps every Russian vehicle in LOS of German AI should be marked on German maps. Two-man turret: Given that multi-player tanks are unlikely to become ubiquitous, perhaps it should take longer for the Russian to switch between external views and gunsight view.
  15. Presumably we're talking about external fuel drums rather than fuel tanks. The commander of the 2nd Tank Army forbade the carrying of such drums into combat because of the incidents of crews having to jump out and put out superficial engine fires. So should you have an option NOT to carry the drums, and what would be the trade-off?
×
×
  • Create New...