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33lima

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About 33lima

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    Belfast, NI
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    Military history, AFVs, infantry weapons, flight & flying, trains, airsoft, writing for CombatAce.
  1. Of course I read what you said. You can either practice your skills WHILE leading your flight - or when flying quick missions - just choose a single aircraft. On campaign, you can and should expect to have to complete other tasks besides practicing your gunnery. In fact if you are in any kind of mission where you have wingmen, you must expect to have to play as a leader. If you don't want such 'distractions', fly single missions with no wingmen. Simple.
  2. Yes as I've said elsewhere, this needs a fix. They should report sightings and remain in formation, unless needing to react to an imminent and deadly threat eg being bounced. Happens often in 'old' IL2 IIRC, at least in QMB missions. One moment, they're with you, next second they're hare-ing off after an enemy you may not yet have seen. That's why I say, watch for it and regain control at once. Better if it's fixed.
  3. Some suggestions; 1. Change the mindset - you are cast in the role of a flight leader, so think like one - your primary aim is not to rack up personal kills, it's to lead your flight into a position were your team can win the air battle. 2. When nearing the 'Action point', watch for the moment your flight break off on their own to attack the enemy, whom they seem to spot before you, usually. Immediately regain control by ordering 'Cover me'. They will quickly rejoin formation (maybe not if you leave it too late and they are engaged). Then resume the process of leading your flight into an attack from a direction and height of your choosing. 3. Once you decide to initiate your flight attack, order 'Attack nearest air' (or whatever the command is) and let your wingmen have at it. Contrary to what I first thought, I believe their achievements or kills will count to the success of your mission objectives (eg 'Destroy at least two bombers/atatck aircraft'), even if you shoot down nothing personally. 4. Watch what your wingmen do. If they attack the enemy fighter escort, go for the bombers, or vice-versa. Co-ordinate your actions with theirs. 5. Watch out for easy victims - someone who is preoccupied dealing with a wingman or doesn't seem to be aware of or reacting to your presence. Sneak up on them and bump them off. 6. Watch out for any wingmen in trouble and come to their rescue. In short, be prepared to play like a Boelcke or Mannock ie a team leader, not a selfish individualist preoccupied with his own score. Be glad of your team's successes even if you got nothing. Their victories are in part down to your leadership.
  4. I think the point here is that neither side had a defensive setup like RAF Fighter Command by 1940. Never mind anything else, the front was much too fluid. Intercepts should be limited to what observers at or behind your own front lines could see, perhaps supplemented by the occasional radar or sound location set. Intercepts in BoS should be 'scrambles' against raids that are in the act of penetrating your airspace, not as now, against (much too small) raids that your side has apparently seen coming from miles away inside enemy territory. Or perhaps should be described, treated and flown as standing patrols, to protect a given area of airspace ('Ground Support' missions may be like this, from what the devs have said). Intercept missions are one of the weakest points of the current BoS campaign, IMHO. Bomber formations are way too small (apart from the odd aircraft on a weather, photo or visual recce) - double what they are now, would be a sensible minimum, keep the escort small or add a second intercepting flight if needed to give some sort of balance - and they are 'seen coming' while still too far away.
  5. This was obviously an issue in real life, with Typhoons being mistaken for FW 190s and Mustangs for 109s, hence the special markings they got. And as one RAF pilot in the Far East remarked during debriefing after a big scrap with Japanese fighters in 1942, 'Well, I thought he was a P-40, so I only gave him a short burst.' I think this uncertainty is not so much a disadvantage of BoS (or any other sim for that matter) but a feature we should be glad is there and deal with much like real guys had to do, rather than expecting there to be a magic formula for visual IFF. Start with Mick Mannock's dictum that any sighting ('bogey') should be assumed to be hostile ('bandit') until proved otherwise. After a sighting, start leading your flight into a position from which you can attack, unless you get to that point and confirm they're friendlies. As you go, start to make up your mind. Watch for any sign of hostile action, like a sudden reaction to spotting your presence or an indication that the planes are enemies (pointy wings are generally the best indication of VVS fighters so a plan view will give you this and aircraft silhouettes are quite well rendered in BoS, though they do not appear until they are rather too close. As has been said, like the real guys did, practice recognising silhouettes from different angles. You may find some real WW2 ones online. You can always flick labels on and off for a positive ID if you feel monitor limitations are cramping your style. I think this can be valid, AFTER I have made a sighting visually with no labels. Your flight-mates will often see an enemy before you and (wrongly) move to intercept instead of reporting and awaiting instructions. This will at least confirm the sighting is enemy. Like that RAF pilot, if in doubt, you can always just give them a short burst, just in case
  6. This, a thousand times. Be it ever so easy or ever so difficult, this is simply and precisely what BoS really needs, sooner the better. The current SP campaign and the unlocks are presumably a carefully-considered (and on the face of it, a skillfully and neatly implemented, for the most part) effort to construct a different approach to the SP campaign in particular. The devs/publishers rather than conventional simmers will determine whether this has been a commercial success as well as a technical one. BUT...from the standpoint of the majority or 'traditional' simmers, this approach was always very unlikely to be popular and on all the evidence, seems to have flopped fairly predicatably. We have either been driven away or learnet to put up with it; but like it, no. So either this reaction doesn't much matter because the revised (post DD-21) Grand Design is still fine, as far as 1cGS is concerned. Or...it matters enough that they keep the Grand Design and 'just' add the option Bucksnort has so concisely described. A clear 'win-win' unless the cost-benefit equation doesn't now stack up, in which case we're stuck with what we have plus some gradual, relatively trivial extras like the '52 and the best that can be provided via the 'FME', which may - or may not - be able to provide something comparable to the SP campaign option Bucksnort has set out.
  7. Hi Fionnan forget about the hornet's nest that has suddenly appeared. Better to concentrate and resolve the issues you are finding. I doubt you are new to combat flightsims but if so, any sim will have a steep learning curve. Even transitioning from one WW2 sim to a different WW2 sim can take time, to 'learn the ropes' all over again, or some of them. Really, practice should enable you to have decent success in Quick Missions, Single Missions or SP Campaign missions. Start by picking a relatively easy to fly aircraft like the Yak-1 or the Bf 109F; avoid the FW 190, UNLESS you are prepared to spend a lot of time just practising flying and fighting before you can expect to become competent. In your chosen plane, either practice take-offs (and after mastering that, landings, flying 'circuits and bumps', as you would with a civvy flight sim, the principles are exactly the same) OR start by flying short duration missions so you get an air start. Stick to intercepts and when you meet the enemy, order your flight to 'Cover me' to give you some protection. Then either attack the bombers/attack planes or ignore them and go for their escort, which you will usually outnumber in the early stages of a campaign anyway. Even once you have got to the point you can fly your chosen plane reasonably well, and started applying some tactics (like staying above the fight then picking out somebody who is isolated and not looking, and then diving down behind him), there is then the whole issue of accurate gunnery. Fire short bursts from very close range when the sight picture is right then break off and away quickly, look around, decide on another pass or not. Forget about 'spray and pray', as in real life it's a waste of time and ammo, unless you get lucky. Turn icons (plane labels) on to begin with, to help you spot and ID other aircraft in the sky, until you are comfortable to turn them off, or on and off. Aim to arrive at the action point slightly above the assigned altitude - like WW1 ace Mick Mannock said, 'Always above, seldom at the same level, never underneath!' Use this separation to spend a bit of time assessing what you see and making a little plan in your head what you are going to do about it. You are a flight leader, you don't just rush in. In the words of a WW2 RAF training article ('Forget-Me-Nots for Fighters', published in an RAF Museum book), 'Don't hang around trying think up something clever', but have a plan - a bad plan is better than no plan at all, as they say. I'd suggest you need to decide what the problems you are seeing are, then tackle them, basically. Same for any flight sim, whether it has presets or not. You should be able to manage most things fine in 'Normal', with a bit of practice. Good hunting!
  8. What Yakdriver said. Apart from fixing bugs like post-takeoff AI crashes in some planes and similar issues or tweaks (slightly bigger formation sizes, for example), what's descibed above is precisely what BoS SP needs most for the forseeable future. By all means finish the Ju 52...but possibly-nice-to-have stuff like simulating aspects of oxygen supply are very small beer and should not be progressed at the expense of providing what BoS should have had from Day One - rather more of the recognisable features of a conventional SP campaign. Most notably, the ability to create pilot profiles, assign them to historical and historically-equipped and -based squadrons) and track the pilot's and unit's progress. It's with good reason that's always been the most popular and best-selling format for the SP campaign side of an aircombat sim (or game, whatever). Yes this is a rather tired mantra by now but it needs re-stated from time to time, lest anybody think we've all 'Learned to Stop Worrying and Love the Unlocks'.
  9. Yep it could be something as simple as that. AI Stuka, AI led formation of 6 takes off fine, no crashes, from Pitomnik in the Stuka escort Bf 109 single mission. Flight led by the player tries the same from the same airfield in a campaign mission, most AI Stukas (and sometimes other planes it now seems) crash. The AI start their takeoff runs a set interval after the leader starts moving. If the player is the leader and does not take off as slickly as an AI leader would, the following AI Stukas maybe slow down and take off at too low an airspeed; the AI don't check 'Am I going fast enough, to make this post-takeoff turn?' and Whammo! I wonder if the guy on your right, who can usually (and often does) just fly past you, usually gets off ok, and it's the one behind that usually crashes? Anyway, whatever the cause, this really needs a fix. Ground start campaign missions in Stukas are effectively non-flyable at the moment. It's bad enough you only get a flight of 3 or 4 (5 to 10 would be a realistic minimum I believe) on a bombing mission; but rather ridiculous if you end up having to fly the mission yourself, or a single wingman if you're lucky. Even if there are issues organising an effective flight attack when you get to the target, getting there on your own just feels silly.
  10. Yeah that exactly what I see with the Stukas, Jaegermeister. Sometimes one makes it, sometimes they all crack up like those FWs. Having come to the same conclusion as Dakpilot - that the player's presence and actions were somehow contributing to the AI screwing up - I have tried pulling off the active and letting them go first, turning after takeoff, not turning with a shallow climbout, a steep(er) climbout...no better. Whatever the sweet spot is, I can't find it for a Stuka. Tried an autopilot takeoff from a standing start and 'George' just sat there and did nothing, probably to avoid being blamed if it still went t*ts up
  11. As far as Stukas are concerned - the only planes I have so far seen where aI wingman frequently crack up after takeoff - I get the same Kamikaze act at all the bases I have tried. At Abganerovo just now, one out of three cracked up, which was unusually good in my experience - that's after my taking off first (Quick mission, 'Normal' difficulty setting). I did manage to avenge my careless comrade though...by shooting down a Pe-2 - in a Stuka!!!
  12. Update - yes I recalled right, ALL the AI flown (and AI-led) Stukas - all six of them, at least you can get a decent bomber flight size in single missions!!! - took off fine, from Pitomnik, in the Stuka escort mission that comes with BoS. As usual, they did not seem to be using any flaps. The only distinctive things I noticed were that they carried a modest bomb-load, just a 500 Kg I think on the centreline with nothing under the wings, not even an empty rack. And they all turned right rather than left on takeoff, and more gently than I have seen them do. . I wonder what would happen if on a Stuka campaign mission, you just let the autopilot take off. Not a satisfactory solution, even if it were to work.
  13. Jsut flew another Stuka campaign mission last night, switching from Gumral to Pitomnik as the latter had just become available. This time I took off first, as smartly as I could, instead of waiting to see if getting out of the AI's way would help them avoid crashing (which it did not). I had reduced the bomb load by swapping a 250Kg for a 500Kg and minimised fuel. Mission weather seemed unexceptional. Both AI Stukas took took off with no flaps. As they always seem to do, even if I let them take off first and despite the fact I this time, I continued climbing straight ahead, both Stukas turned fairly hard left soon after take-off, one just about managing to maintain height, the other losing height in the turn and skimming along just above the ground before crashing in open country. So far that's at least Gumrak, Pitomnik and Zyraninsky, that between one and three out of four AI-flown Stukas ALWAYS crack up soon after takeoff. Not sure what pilot level I'm at now but whatever the cause, this is a significant bug that needs fixed, especially if it affects any other planes, besides the Stuka. I'm going to try the included 109 Stuka escort mission again to see again if a complete AI flight managed to get off there (Pitomnik I think) which if so, would suggest that there is some factor a mission designer can set, that can convert AI Stukas from takeoff Kamikazes to competent pilots.
  14. The BoS LaGG isn't an aeroplane, it's a spinning top with wings Same with the 190 for me so far. All I'd suggest is; - consider flying a campaign as short duration missions - air starts - so you can have most of the fun without the ground handling headache. - if and when you really want to takeoff and land, pick a plane that's not too bad - the Yak as suggested is a good choice - and practice, practice, practice in Quick Missions with whatever hardware setup you have, until you are proficient. Then and only then, try takeoffs with a more difficult plane. I suspect it may be easier if you have rudder pedals with progressive toe brakes but with just a twisty joystick and keyboard for brakes - which I guess means brakes are either full on or full off, so will need tapping to get close to a progressive effect - takeoffs in BoS are I think inordinately hard. With such basic kit I find it very hard to obtain and maintain just the right amount of braking and then ease that off and replace it with just the right amount of rudder when the tail comes up, then easing off rudder too as speed builds up. It may be a placebo effect but I find that holding the tail down with the stick back, while maintaining about 20-30 degrees opposite rudder (oppopsite to the initial direction of swing) as I gradually open the throttle seems to help, not just with the 190 whose tailwheel that locks. I start holding down then tapping the opposite brake as soon the plane begins to swing then the left rudder I've been holding on starts to take over as the speed builds up. I'm finding that here is some satisfaction from mastering it for each plane you decide to learn, but I still think they have made it too difficult for a basic twisty joystick and keyboard setup. Change planes and you have to unlearn and relearn over again.
  15. As 'greedy wingmen' is a common problem in sims, I often adapt accordingly and play more of the flight leader role which is after all what we are most often. I may hang back and let the wingmen go for it, gaining and keeping a height advantage if I can and staying close so that I can either come down to deal with an enemy who has escaped my wingmen, or help him if he gets into trouble. Maybe we sim players are the greedy ones, wanting to get every kill instead of being more concerned that our team wins and survives the air fight!
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