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About 6./ZG26_5tuka

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    Gliding(200+ flight hours), Skinning, Opel Astra, Testing

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  1. What source do you base you complaint on? I've 3 different at hand of which 2 make mention of the RPM for starting the Jumo 004 B1 in flight. Az.-Tgb.Nr.6621/44 Hinweis für Technische Aussenstellen Jumo-Sondertriebwerk 109.004 B-1, 13.9.44 link: http://www.avialogs.com/viewer/avialogs-documentviewer.php?id=6655 2. Mentions the procedure for starting the engines in flight. LM Nr.3104 Jumo 004 B-1 Bedienung, September 1944
  2. If you have trouble getting your head around moving one lever and pressing a single button, just leave auto engine management checked on. You still can always turn on manual controlls in flight by pressing shift+R, shift+M and shift+S to controll the radiators, mixture and supercharger gear manually (or only one of them). Too much hysteria about what is a welcome addition to many.
  3. Thats not entirely true. The Jumo 109-004B1 had more issues than could be solved with the fuel overpressure valve. If you throttle your engine back below 6000 RPM at quickly high altitudes you risk to starve your engine because the fuel mix can not be adjusted quick enought. Abuse the ignition button and your engines will light up nicely. Restarts can only be attempted at below 4000m. Compressor stalls also may kill your engine when the aircraft is under high load. No need to mention how terribly vulnerable the engines are to gunfire.
  4. That's odd. Our squad had the pleasure of talking to a WW2 and Korea P-51 pilot and he basicly said he didn't really hear the brownings firing from within the cockpit.
  5. Gun sounds used to be quiter which lead many people to complain. Devs made gun sounds louder and started a poll which offered both options and the louder gun sounds were clearly favoured. In the end sounds were changed to what we have now with update 2.003. As you can read in the old thread, there's different views on what sounds 'great' and what's 'overdone'.
  6. There is more to sound design in flight sims than simply playing wav files. Its called sound engineering for a reason. Post Scriptum uses static samples for flybys from recordings which works great in a FPS but is useless in a flight sim. All samples ingame are dynamic and physicly adjusted by FMod depending on many conditions. Engine sound for example changes depending on RPM, airspeed, load, damage and supercharger/turbocharger speed smoothly. All those sound components have to be sourced or synthecised individually and programmed accordingly. Its a tremendous job and very difficult to get done properly especially without access to high quality recordings. I've created sound mods for another sim using recorded audio and know how difficult it is even when using proper source audio. So far I know no other sim that has excelled IL-2s sound design but also hope they can improve on it even further in future (BoBP aircraft are promising so far).
  7. Same story with the Bf 110, He 111 and Ju 88. There's a shocking few of them surviving to this day not to mention in flying condition. Makes the possebility of eventually seeing a working Ju 87 R-4 at FHC on Luftwaffe day feel even more exiting.
  8. Recently the FHC published a 55 min talk about the Ju87-R4's restoration. Enjoy: Restoration of Junkers JU 87 R4
  9. The 2x SC250 and 1x SC500 loadouts are mentioned in the 1944 flight manual but not the 1x 1000kg. I have not seen a technical document stating that. Books are not the most reliable sources for such details.
  10. Torpedo and dive bombers are far more interesting to me than the fighters. Hence I'm adding the Aichi B7A2 Ryusei ('Grace') to the list. Also love the D3A2 Val and B5N 'Kate'.
  11. Thanks, glad you like it. The normal map goes into your IL-2 Sturmovik\data\graphics\Planes\Ju87D3 directory. It basicly is a bump map modeling highs and lows on surfaces which are supposed to appear 3d ingame (such as rivets, panel lines, air vents ect). Once installed the normalmap will be applied to all skins including 2k.
  12. Somewhat late response. The Dora has it's cutoff position at the 0% throttle mark. To make the engine start (and eventually idle) the throttle lever needs to be moved beyond a detent on the throttle panel that is situated at the 10% mark. If you moved your throttle back to 0 it would kill the engine, so the game automaticly limits your throttle range to the idle position once its running.
  13. 606 km/h habe ich mit ihr bei Notleitung im Sommer in Bodennähe erreichen können. Unter atmosphärisch besseren Bedingungen sollte sie folglich schneller sein. Wichtig ist, sie schön kopflastig zu trimmen und die 1.8 ata zu halten. Die Kühlklappen hatte ich bei meinem Test auf Automatik gestellt.
  14. More detailed fuel systems and engine mechanics (such as preignition) have been on the todo list for quite a while because they require great effort. It's also said in the past dev diaries that the engineers spend a lot of time creating entriely new systems (turbocharger, jet engines) and improving high velocity (Mach) effects for all aircraft ingame. That's quite remarkable considering they're simultaneously developing 10 aircrafts (FC included).
  15. Nice work on the normal map, really looks like all fine details were layed out with great care. With such results I'm happy to wait a little longer and enjoy the progress updates meanwhile. However, I noticed some spelling mistakes in the stencils on the wing. Not a major concern but noteworthy.
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