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J5_Hellbender

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About J5_Hellbender

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    Madrid, Spain (originally Brussels, Belgium)

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  1. Come to Jasta 5's Flying Circus Flugpark and dogfight over scenic Taman Bay — a picturesque inlet sandwiched between the Black Sea and the Sea of Azov on the Kuban map. The water is so deep blue you'll imagine yourself in the Maldives!* (*) Actual shade of the colour blue subject to in-game graphical and monitor settings. Always consult a medical professional when determining your ability to perceive colour. Not affiliated in any way with the Republic of the Maldives. This messaged bought and paid for by the Jasta 5 Greentails.
  2. I agree, but this is more of a mission building / server setting problem. That is to say: mission builders should be able to lock (or force) individual mods, on a plane by plane basis. I'm not sure if that's already possible in IL-2. I fully expect that nothing of the sort will happen, but it would be great to have almost full customization of the plane — as long as it was historically ever an option. I'd love to see single Vickers Sopwith Camels, as flown by the Belgians.
  3. We have an Albatros D.Va that can sport an overwing Lewis trophy based on, what, one photograph?
  4. Since the FMs are being ported over from Rise of Flight, it's not an issue as such, since it behaves identically. Whether the lack of elevator authority is historically accurate or not is a matter of debate. We know from historical accounts of British pilots flying a captured Albatros that it was a sluggish machine which didn't react to controls quite as fast as their SE5a. Modern day replicas seem to point to the same observations. Lack of control surface authority and the refusal to enter a clean stall is a recurring theme with all the Central inline scouts (Albatros, Pfalz, D.VII, even the Halberstadt D.II and CL.II). This is not the case with the Central rotaries, such as the Fokker Dr.I and Eindecker. The only Entente plane in Rise of Flight which reacts similarly to full elevator deflection is the (somewhat controversial) Nieuport 28. However, because of its relatively high wing loading it has an atrocious sustained turn and will pretty much fall out of the sky in what amounts to an accelerated stall.
  5. The oracle has indeed been consulted, and while its will is cryptic even to me, it would appear that it finds the request reasonable, possibly within the realm of the implementable (is that even a word?), providing a direct benefit to both the WWI and WWII portions of the game which in turn could lead to improved commercial success, and thus, is likely to be completely ignored as per usual. In other words: no need for us to get concerned. That's some next-level reverse psychology. Seriously, though, we love 1C/777 and understand that gunners are not a priority, nor a particularly popular playstyle, but we've been asking for some love since at least 2011. Here's hoping.
  6. I would love to see something related to this implemented for the Lewis gun (and Parabellum), especially for the upcoming two-seaters. That is: greatly limit the amount of g forces either the pilot or gunner can tolerate during a reload. Additionally, it would be useful if you could discard half-empty drums when out of a fight in order to enter the fight with a full drum. That, and actual g forces on gunners, obviously. Right now the system is already in place that a rear gunner moves slower the further he is zoomed in. Surely it could be possible to implement this for increasing g? At 2g (that is a 60 degree bank angle turn) he should only be able to move the gun at 50% of his normal speed, and anything over 2g should either immobilize him completely or force him to sit down. Negative gs should be more unforgiving still, with the gunner being slowed down at less than 1g and immobilized (or even ejected) at less than 0g.
  7. Beyond technical issues, what exactly are you not finding enjoyable anymore about the flight models? I would hate to see the community lose one of the good guys.
  8. The Jasta 5 server has airstarts at over 1000m, which leads to fights often starting at 2000m and above. They often spiral down to the deck nonetheless, which is especially advantageous to Camels. As for flying the Bristol at low altitude, I heartily recommend it! — your friendly neighbourhood Halberstadt
  9. You can find excellent tutorials for all the planes on @SYN_Requiem‘s channel: https://www.youtube.com/user/RequiemBoS As for which bird you should fly, that is highly subjective. Here’s one take on it, specifically aimed at multiplayer:
  10. You do realise there is list of features, right? https://il2sturmovik.com/store/flying-circus/ 10,000 sq. km. map of the Arras sector in WWI including cities, towns, airfields and famous No-Mans-Land. Ten legendary WWI aircraft to fly - Spad XIII, Sopwith Dolphin, Sopwith Camel, RAF S.E.5.a, Bristol Fighter, Albatros D.Va, Fokker Dr.1, Fokker D.VII. Pfalz D.IIIa and Halberstadt CL.II. Also includes the Fokker D.VIIF, Bristol Fighter F.III and Halberstadt CL.II 200hp engine modifications. Numerous types of buildings, hangars, ground vehicles and scenery objects to enhance mission environment. Detailed and precise exterior models of aircraft with 4K skins. Full-scale 3D interior of each aircraft that looks amazing in VR. Fly as an observer/gunner in properly equipped aircraft. Custom skins support. Quick Single Mission generator. Two multi-player modes of gameplay - Cooperative and Dogfight. Realistic ballistics modeling. Realistic gun-sight visuals and operation such as the famous Aldis sight. Detailed physics model and performance of aircraft. Detailed damage model to simulate damage to planes made of lighter materials. Mission Editor support. In other words: what's lacking is the map and we have 8 (+1) out of 10 (+3) planes already flyable. Then it's feature complete. There's nothing more to "put into". Beyond FC1, it's all speculation. Either way, I understand that you're impatient and really want FC1 to be released, but you'll need to be a bit more patient. Since we have just seen the first Bristol and Halberstadt screenshots and the time it takes between first screenshots to actual release is usually around one to two months, I'm going to go out on a limb and say we'll have them by September/October — maybe November at the latest, seeing how there's two of them, how there's the summer in between and gunners still need to be developed (they weren't in the screenshots). I would also bet that we'll have the Arras sector map before the end of year. If you truly cannot wait, then by all means jump back into RoF till then. We're still around.
  11. It’s a staple of the IL-2 games, no way around it. I’d prefer more technochat for the WWI planes in order to match the WWII planes, to be honest, especially for the engine start sequence.
  12. Les Indigènes, a French TV studio who specialise in mixed CGI/live action historical productions made this documentary for ARTE (the French/German cultural channel): La Guerre des As means “War of the Aces”. It’s made of two 1-hour episodes and, as you can see, the CGI is very good. The acting is passable and it has some interesting interviews with WWI historians throughout. Sadly it was aired only twice on ARTE in November 2018 and is now exclusively available for purchase in France and Germany through the ARTE dedicated web player (with no DVD release planned), which lacks English subtitles. I started work on those at one point, but seeing how this has flown almost entirely under the radar (pun intended), it’s not worth the effort. https://boutique.arte.tv/detail/la_guerre_des_as What I do eventually intend to do is make a compilation of the best CGI scenes and put them on YouTube, then hope I don’t get copyright strikes.
  13. For fear of sounding like the old Communist party guy in the Chernobyl bunker scene: have faith. It will be rewarded. Flying Circus Volume 1 is mainly a multiplayer experience. If you’re looking for a historical campaign or career, you’re going to be left wanting for now. What FC is good for at this very moment already, is getting (re)acquainted with the old machines and their intricacies. Because of a few fundamental differences between FC and RoF, dogfighting is at times a very different proposition. I’m not free of concerns either. I wonder how the two-seaters will make the transition to FC, especially with the new damage model, tighter gunnery and still apparent lack of g forces on gunners. Remains to be seen. In the end, understand that we are still in early access and that certain aspects of the game are still subject to change and improve, especially if they could directly benefit the more lucrative WWII portions of the sim.
  14. There’s currently a bit of a gap in multiplayer dynamic between Entente and Central teams, which is quite different from both pre-1.034 and 1.034 RoF (United Edition), namely because of the Camel and Dr.I crowd favourites. In both these editions of RoF, these two would be more or less equals, in FC they are not. Obviously we want the sim to be as historically accurate as possible, so I’m not judging whether what we have now is more accurate or not, only that purely from a gameplay perspective, Entente has the best all-round dogfighter with no real threat in fast food scenarios — the only missions currently available. Central has the D.VIIF, and as much as I’ve come to appreciate her in the Dr.I’s “absence”, climbing to 2000-3000m and waiting for prey is not exactly how most people want to spend a quick game. While not exactly my favourite thing in RoF, the absence of the streak mechanic also means that some people stay less invested in between fights and missions. In many ways, it feels like everyone is playing by their own rules against “human AI”, rather than a true multiplayer game. That’s not always a bad thing, however creating a sense of community in those circumstances is a dire affair. There’s always been a degree of cynicism and toxicity both in-game and on the forums, but in the old days this was overwhelmingly drowned out by the sheer enthusiasm and hunger for more. In that respect, we need a bit more dev attention — and not some 11th hour action like we had in RoF with 1.034, which did more bad than good. All this in spite of being just a tiny part of a far larger customer base. Speaking of which, Flying Circus at $60 is a steal if you’re already into flightsims and have even a fleeting interest in WWI. We are very far removed from individual flightsim module pricing for DCS, FSX or X-Plane. Not to mention that creating this game from the ground up would be financially impossible today. Just look at the competition on the WWI multiplayer flightsim market. *crickets* Beyond an audio/visual/64-bit/netcode/VR remaster, FC is an actual improvement over RoF in terms of flight physics and damage model (no more Hollywood wing shedding, and far more pilot kills and flamers). I honestly can’t go back to RoF, though I do admit that some of these improvements could have probably been made to the base game. Still, RoF is the past and FC is the present and near-future. For the farther future, flightsims are going to have to reinvent themselves one way or another to become mainstream and popular again. No, StarCitizen isn’t it. VR and haptic controls, maybe — we’ll see in another 5 to 10 years. In the meantime, grab your goggles and your 16 year old MSFFB2 and just join the J5 Flugpark server, even when it’s empty. People are sure to join. There’s more of us than we think and, as far as I’m concerned, we don’t yet suffer from “Star Wars fatigue”.
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