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[TLC]MasterPooner

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About [TLC]MasterPooner

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  1. Max Graphics settings, gamma 1.0, sharpening on. 1440p. Widest FOV. single player. https://cdn.discordapp.com/attachments/159395558375686144/693819105316307004/unknown.png https://cdn.discordapp.com/attachments/159395558375686144/693818845982359572/unknown.png https://cdn.discordapp.com/attachments/159395558375686144/693818965297725520/unknown.png https://cdn.discordapp.com/attachments/159395558375686144/693820324642422805/unknown.png https://cdn.discordapp.com/attachments/159395558375686144/693820349363650661/unknown.png https://cdn.discordapp.com/attachments/159395558375686144/693820189443227678/unknown.png https://cdn.discordapp.com/attachments/159395558375686144/693820214890201100/unknown.png https://cdn.discordapp.com/attachments/159395558375686144/693820138314530876/unknown.png It would be great if this could be fixed.
  2. to which editions are you referring to? and what changes were made exactly?
  3. Combat mission was closely aided by WW2 Armor Ballistics and Gunnery. One of the Authors used to post on their forum all the time. The game performs almost exactly as you would expect from the book. The CMx2 titles performing much closer to the book data than the CMx1 ones. There are a few minor differences between what you would expect from the tables in the book and the game but they are exceedingly minor.
  4. I agree that it is painful obviously, but if they fixed the spotting I would be much much more into the game the instant they did it.
  5. Hi Jason. I read your Officer Club post on spotting and I appreciate that you guys are working on the spotting. I do think there has been some miscommunication about what the problem was, based your description of events in your post. To be clear, I think that your impression of events is entirely understandable. The bubble was never the main issue. The spotting under 10km and especially under 4-6 was always the main problem. However, players knew the bubble existed and this led most people who complained over the years to blame it on the bubble. Understandably, you guys fixed the bubble, but people are still not happy because they still feel blind. (because the real problem was not the bubble.) All the reports of spotting problems post BOBP are as far as I can not bugs, but rather people losing contacts when the new system stops kicking in over 10 km, or whatever range it works at. Right now, I can sit 40km (or more) from an airbase and watch someone take off, but they become much harder to see as they get closer, so hard in fact that the only way to keep track is to zoom all the way in, and I still sometimes lose them. The real problem is and always had been the spotting system in general, not just the bubble. Only since the bubble was fixed have most people started complaining about the up close spotting, because since the bubble variable has been removed it has become more obvious to more people what the real problem was. I would also like to add that while you said this will not be a quick fix because you are dedicated to getting it right on the next revision, this bit is frustrating for many of us. This issue has a hugely negative impact on game-play, in in many peoples opinion, realism. There are also tons of solutions available, that have been implemented in many games over the years. Aces High did it was LOD adjustments and dots, there is whatever Cliffs of Dover Does (which is excellent btw), BMS's smart scaling (which is apparently done more aggressively than is done in IL2GB), and ironically War Thunders spotting system given how goofy that game is (except at super long ranges where it uses an absurdly huge dot, like 20km plus). There is also the scaling you said is already in game. Couldn't any of these options, even just more aggressively applying the scaling you said is already in game, be implemented relatively quickly as opposed to waiting until you have some super-duper perfect solution? Perfection being the enemy of good etc. At least to me, and I a large number of other people given the forum activity since 3.0, the spotting issue is the most critical or one of the most critical issues in the game. It affects all facets of game play. Almost every other feature you could add as opposed to spotting will be negatively impacted by the spotting.
  6. When I saw this threadI read it as drop "tanks" as weapons. Now I am disappointed he meant "drop tanks" So instead, can we please drop "tanks" as weapons? I would love to drop a Sherman tank right on someones ass.
  7. It should also be noted that the rate of fixations they give, and the following probability is completely arbitrary and incorrect. It is not in the original paper either. Your eyes make more fixations faster when you read this post. http://www.scholarpedia.org/article/Human_saccadic_eye_movements https://www.britannica.com/science/saccade "It is during these periods, which last on average about 190 milliseconds, that the eyes take in visual information. " This would equate to over 300 fixations per minute. Your eyes also make two fixations at the same time, and see everything from a slightly different angle, which increases the minute of arc that the eyes can see. It is correct however that contacts at or under 2.5 miles should be easy to locate, and that contacts further out should require more careful scanning to find. However, given a rendering system on the screen that represents contacts in some proportional manner to real life contacts (contrast, size, etc) this problem more or less solves itself since these principles apply to searching for small numbers of pixels as well. However it does not work if the contacts are unreasonably difficult to see like we currently have in game.
  8. Yeah this is definitely the single biggest problem with the game right now. Spotting is such a tactically significant thing a flight sim that much of what is otherwise a great sim is significantly diminished by the current spotting issues. If the developers would fix this issue in a patch it would instantly make this game twice as good as it already is. With the current system, I can routinely sit 20-40km from an airbase and watch people take off well enough to count them. Once these planes get to about 6-8km, the almost always vanish unless I manage to keep sight on a single pixel by going max zoom all the way to intercept. Spotting at 20km? No problem. 3km? Too close.
  9. I think normandy looks fantastic. Can’t wait! With these planes we can do Normandy all the way back through late 1943
  10. Irrelevant, since it is a test of the engine itself. But also because there would be no point of the Army doing a WEP test to approve the rating for use if this was not useful for the actual plane. So actually, this isnt apples to oranges. Its apples and apples on a bench. No? also no Actually they finally stated they were planning on doing something different at the end of one of the more recent threads. Which was about a year ago. And it makes perfect sense to bring this up again now that we have bodenplatte and a whole new slew of complicated caused by this mechanic. Well I guess I have to explain the patently obvious again. And also what is explicitly stated by some documents. Continuous power is just the power setting that can be used as long as you like such that the engine will last to the specified TBO. Use of higher powers wears the engine out faster and will mean more maintenance must be done on the engine. These time limits have absolutely nothing to do with the engine failing 5min and 1 second after the 5 minute mark. The engine will eventually fail even at "continuous" power. And you can have sudden engine failures at continuous power as well. Time restrictions only exists to prevent nonsensical use of the WEP that would eat into the service life of the engine. Nope. Explaining 2+2=4 to you over and over only to have you keep telling me its 5 becomes tiresome. I might add that you started your posts with such an attitude, so your just being a hypocrite. You are the one that talking down to everyone else in threads some time ago peddling an argument from authority and essentially directly implying that anyone who didnt see it your way was some ignorant fool. You are the one that came into these conversations with an attitude, I am just reacting. Weird, because you have spend such a large amount of time arguing with the supposedly willfully ignorant. Apparently you do have lots of time in fact. But I am not complaining, as I have not seen you add a single useful thing to one of these threads yet. Not only is this a counterfactual statement, but even if my evidence were scant, its better that zero evidence you have for your position.
  11. Maybe from the standpoint of anyone who buys into your nonsensical fantasy view on how this stuff works. Remember Dakpilot, "facts, science, and history" of which you have posted exactly nothing, and yet you have an absolutely curious capacity to persist in a notion that has no basis in facts. Truly, a remarkable talent.
  12. The thing about this is that it a complex system for this is completely unnecessary. The most realistic option, is to allow completely unlimited amounts of time at WEP. If we had some kind of 1:1 engine simulation in the game, the frequency of failure due to prolonged use of WEP would be so rare as to be for all intensive purposes the same result as no specific modeling whatsoever. Before the 150 octane WEP ratings were approved, the engines had to undergo 7.5 hour tests at WEP. In the case of the P-38 I posted, the plane was checked after the test and they specifically mentioned no evidence of detonation or damage. The plane was then subjected to an additional 5 hours before it failed. This was not done all at once, but the later P-51 manual states that the effect of wear on the engine at time limited setting is the same if you use it in intervals or all at once. Hence why the other P-51 manuals list 5 hours of WEP before the engine must be taken down for inspection, as this is almost certainly a buffer to the 7.5 hour standard which is itself subject to a safety margin. What should be modeled, and would not be all that hard to implement I would imagine, would be relatively simple scripted management mechanics that have nothing to do with time. It should not be possible to run WEP at lean mixture, and there should be various possible consequences of certain throttle mix ups etc. It is also unnecessary to wait for some total solution since those who want to wait for the perfect solution are in effect advocating for the horrible stopgap that exists now. Having no limits would dramatically improve the combat realism of the game. It is perfectly obvious that the ability to use long periods of wep, or at least longer than possible now, in combat is more important than preventing people from cruising at WEP in situations where IRL it would be be prudent not to. There is also no way to prevent people from doing this without intentionally making the engine function in the game less realistic in a irrational attempt to control player behavior.
  13. Yeah I'm also against the heat mechanic because it is not realistic and.... Because a heat mechanic....is just a timer
  14. This is the most absurd gripe I have ever seen. Well at least this week anyway....
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