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Everything posted by SAS_Storebror

  1. That'll work probably, but it's not feasible. Setting the priority high means that the regarding planes are sitting ducks. They don't care for anyone intercepting them. You can sit on their tail and dump all your ammo into them, without the attackers even considering evasive manoeuvres. Mike
  2. Why not just hide it in the back of the Jug for the time being? Only if we get this one... ...as well, plus this in the cockpit so you die with style: Mike
  3. If only it would work like you say - but it doesn't. Well... that being said, it does provided your mission is dead simple and there's nothing that might disturb AI during their attack run. If however there is AAA, enemy fighters, wind, ... or just some trapped wind for the AI pilot - then the fun begins. AI randomly dumps away the bombs, or just drops one out of n bombs, or two out of n, or none at all, and sometimes runs away, or starts to act like a fighter, or (most of the time) simply turns around for another attack run. It's unpredictable at the moment and I guess that's why the OP started this thread. Mike
  4. That's why I think we could use a much simpler grass model as soon as the view distance goes beyond let's say 50 meters. From that distance, it doesn't make much of a difference whether grass is waving in the wind or not, and it doesn't make a difference whether each and every blade is a real 3d grass model or just a tube. Actually a randomly distributed array of static tubes on the ground would do for most of the time. Within very close distance (TC anyone) the grass we have is fine, so at very close distance it could just remain as-is. Mike
  5. Let me sign this. Take a Podwa for a ride at 6/7/8 beaufort with turbulence set to "3" and try just to get from A to B with bombs attached I've sh*t my pants when wind shear hit me for the first time and despite pulling the stick and going "all in", the Podwa seemed to be attracted by the next best rabbit hole down there like it fell in love with roger rabbit. Mike
  6. Server stats say 1/3 blue 2/3 red, but I'm also flying a 190 campaign offline. Mike
  7. "Ultra" is 100.00000 and you still have that butt-ugly grass "circle" around your plane when looking at it from outside, turning any screenshot into some kind of sit-in on an enlarged oriental grass carpet. I'd love to have some kind of grass that would just be there, even it would just be static and not waving through plane parts like we have it at the moment. As much as TC is concerned, to me the ability to turn off grass completely is almost like cheating. Players with grass enabled can't see enemy targets which are plain visible for players with grass disabled and vice versa. Mike
  8. That's not only in track records. It generally happens online to me, too. Any mission, everywhere: P-38 gear doors online are open. Mike
  9. Maybe there's a difference between online and offline chutes. This one was online. Mike
  10. I must say I've brought back quite a few crippled planes already, sometimes very crippled, since the 4.x updates, but that elevator thing never happened to me like that before. I know about excessive damage drag issues, mainly IMHO on the P-51, P-47 and Tempest - never had that on any german plane so far to be honest. I've also had planes drop one wing excessively after being damaged, particularly the IL-2 did that to me a couple of times, but also the Fw-190A-3. But this situation where it feels like someone else is jiggling with your elevators was all new to me. Mike
  11. Not trying to argue about the update, it's great hands down. Was just wondering whether this issue was just applying to me or whether it might just have slipped through so far. Mike
  12. Hi guys, Yesterday I flew a sortie with the MiG-3 where I've intercepted a flight of He-111 bombers. On my 3rd attack run I fetched a couple of bullets from the ventral gunner. According to visual damage, he hit me at the tail. Fuselage, rudder, all stabs and all control surfaces showed a nice burst of bullet holes. All controls were still available and nothing vital was damaged, neither physically nor visually and there was no tech chat reporting that anything was wrong with the plane. Yet the behaviour of the plane was odd to say the least. The elevator acted as if some artificial input was added to it every few seconds. It wasn't that the elevator became less effective than before - which would have made sense as it carried quite a bunch of holes. It's hard to describe... I tried to approach the same 111 again, but all of a sudden, the MiG-3 pitched up significantly. I had to counter this with a whole lot of elevator input - actually I had to push the stick forward half the way through. Further into that approach, all of a sudden, the MiG-3 pitched down significantly. Again, I had to counter this with a whole lot of elevator input - actually I had to pull the stick forward half the way through this time. That same progress repeated until touchdown, the whole way through, for about 15 minutes - every few seconds, violent pitch change in the opposite direction than before. At the same time, the rudder - which showed worse damage than the elevator - was working fine all the time. Please see a damage picture and a video showing what I've encountered below. First two approaches are without damage. Elevator works fine. Next two approaches and landing are with damage. Don't think I'd been doing fancy things here like stalling the plane or intentionally pulling up or down. I didn't lose my ability to fly the MiG-3 all of a sudden either. I've just tried to fly smooth, straight, level. The violent pitch you see there isn't me - I'm in fact busy like hell to counter it, otherwise I would have stalled and looped around like hell. Mike
  13. Hi guys, Is it just me or is the HUD overlay showing wrong numbers for the BK ammo on the MiG-3? Had a sortie with it yesterday and when the guns were all empty, the BK wing guns still showed 372 (or so... don't remember the precise number) bullets available. Mike
  14. Hi guys, I'm sure this has been discussed a few hundred times before, but I don't wanna become guilty of thread necromancy so just let me ask: Are there any plans to fix the weird parachute physics at some point? Currently they keep floating through the air as if they were using a paraglider with superpowers. This is a He-111 crew member who bailed out like two minutes before: Mike
  15. Isn't that exactly what I wrote? Mike
  16. Watched this video yesterday. Granted, it's a Yak-9U and it's using a different engine (Allison V-1710). But that's not the point. The Yak-9U is close enough to the Yak-9T so this one fits more or less. What I wanna say is that watching the loops performed here at relatively high speed (particularly on the downswing), I can't help myself but to think that in IL-2 I'd run into the ground with a blackout when I attempt to do the same. Mike
  17. We must take into account that the specs of those who are posting their settings differ a lot. We've got different graphics cards - for instance @216th_LuseKofte's GTX 1080 ti is supposed to give 150% better frame rate than my GTX 970. We've got different screens - for instance @216th_LuseKofte is running the game in FullHD (1920x1080) resolution, I'm running the game at WQHD (2560x1440); when I set the resolution to 1920x1080 instead, I can max out everything as well without falling below 60FPS. After having changed a whole lot of settings, I conclude that: Clouds Quality "Extreme" + MSAA really kills FPS in my particular case at WQHD resolution. Changing any of these parameters (lower clouds quality or use FXAA or lower screen resolution) makes FPS go back normal. HDR on my particular screen (Acer Predator XB271HUbmiprz with IPS panel) looks extremely overexposed and cartoonish Any other settings is rather a matter of taste to me... Mike
  18. Yes back in the days of 2.something. Has been fixed long time since. Smooth yes. Spotting... I suck big times at spotting, regardless what settings. Gtx 970, latest driver (446.14 at the time of writing this) Mike
  19. Sure. Nvidia Control Panel settings are driver default globally, and game specific driver default again, except for: energy mode= prefer maximum performance latency mode = ultra Texture Quality = High Quality Trilinear Optimization = Off Vertical Sync = On Mike
  20. That actually looks cool, in a way. Can we have that as an optional feature please? 😎 Mike
  21. Thanks Otto but you know, it's not lack of money, it's my willingness to invest 😉 That being said, others are probably more in need of a good GPU. Now after a couple more tests, it turns out that since the 4.006c update my GTX 970 is very sensitive to the "Clouds quality" setting. I've had it on "Extreme" all the time since that setting came out and had zero issues with that, FPS was always fine. Now since 4.006c, "Extreme" and "Heavy" clouds is a no-go. Something must have changed with that patch. I can now get my good FPS back by simply setting "Clouds quality" to "High" - in that case MSAA works well again also. TL;DR: GTX 970 test values online, crowded place, "Heavy" clouds. 4x FXAA + Clouds Quality "Extreme" = 90+ FPS 2x MSAA + Clouds Quality "Extreme" = 20-30 FPS 4x MSAA + Clouds Quality "High" = 90+ FPS It's the combination of MSAA, "extreme" and "heavy" clouds that kills it. Note though, this combination worked well up to 4.006b. No big deal for me. Can't see much difference between "high" and "extreme" clouds anyway - as much as I love this game, clouds are simply cooked up big times. Mike
  22. Quite possible. My trusty rusty GTX 970 has 4GB "only", of which 3.5GB are really usable (the old issue with the last 512MB being connected with half the bandwidth only). Mike
  23. To me the MSAA FPS impact is strongly related to the clouds being used. With no clouds, MSAA performs almost as well as FXAA, but the more clouds, the worse it gets. With heavy clouds and lots of activity in the "visible bubble", MSAA becomes a stutter-fest, whereas FXAA is still working brilliant. Mike
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