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CaptainFlemme

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About CaptainFlemme

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  1. CaptainFlemme

    AI A-20B for the BOBP career

    At least it's not out of the question then :). It would be a very good and historical (as it was i think used by the 9th AF on the continent) way to add a level bomber to BoBp line-up :), however I do understand the constraints.
  2. CaptainFlemme

    AI A-20B for the BOBP career

    It would have been awesome to have it as a player aircraft, as it would have been a good level bomber, but it's already great to have it as AI. It should give some nice variety to bomber escort mission :). As a similar question, do you plan to have the P38 "droop snoot" playable in the campaign (if this mod is planned for BoBp) ? Many thanks :).
  3. Camm, I think it's the way it should be for coconut's servers at the moment, by mission design. He had to lock the loadouts, as there was a bug in the mission log in 3.001 (don't know if that bug's still there) preventing him to know the type of ordnance used by players (and so to calcultate how depleted each airbases were after the mission).
  4. CaptainFlemme

    Cannon shell changes?

    It may not be a placedo, there is a line in the update post that might imply changes on cannon explosions : "34. Damage to large objects from small explosions now calculated more accurately;".
  5. CaptainFlemme

    Patch 2.005 Second Joystick not recognized in game

    Hello all ! I had the same problem, with my TM warthog, saitek quadrant and/or MFG crosswind not being recognized in game. In fact, I could associate the axes in the settings, but they would not work in flight. For my part, I could fix it (following your advices, many thanks you all ) by first checking that both "storeddevice.txt" and "saveddevicesidentifiers.txt" are coherent between each other (same ID# for each controller in both files), and by removing any lines refering to the TM warthog separate Throttle and/or separate Joystick, only to keep the "combined" HOTAS line created by TARGET. After setting both files as "read only", it worked like a charm ! I really hope it can work to everybody else that have that problem, or that at least it can give some lead to a fix
  6. CaptainFlemme

    Impressions, part 2

    In some cases it's VERY important to implement human limitations... E.g., without proper modelling of elevator stiffness at high speed on a early war Bf109, how is it possible to simulate her "dive problem", and the need for the poor pilot to use the trim to get out of a dive? Therefore, without it, the RAF tactics of diving and then "resourcing" (is that a word? i'm not sure) to break from combat against an Emil is useless. So in that case, keeping the 1:1 scale is greatly degrading the realism... in my view anyway. I hope i'm not saying something stupid, but in my opinion, a "simulation of air combat" is well made if using "real" (for what it's worth) tactics and maneuvers gives results mimicking reality. If not, what's the point? E.g, Counter Strike will not become a "special force simulator", even if the M16 ballistic characteristics, mechanism, sound and smell is reproduced in every tiny details, if it's still possible to shoot from the hip and accurately hit with that M16, or if it's possible to run and shoot with it... so if "human limitations" on using that weapon is not implemented. To return on the topic: I agree for the first impressions on BoS, there is still fine tuning to do on planes or weapon behavior, but for the most part, "so far so good", the foundations seems rock solid :o) ! I'm pretty sure it's possible to do it, as the dimensions and positions of the control surfaces (and compensators/balancing mass) are known, as also the aerodynamic rules creating these forces and the length of the stick of the real plane. It seems to be only a geometric problem... but I'm maybe mistaken. PS: sorry to hijack that thread with my faulty english (it's not my native language)
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