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Everything posted by =IL2AU=ToknMurican

  1. Otto.. you are completely on a different topic than either of the two threads are posted about. There is a difference between two types of joystick that has caused some people to ask questions. The thread is ABOUT that difference between two joysticks.. so yes..the type of joystick and the freaking effect it is having on the plane's pitch when both sticks are at center are indeed relevant. That is the point of the person who posted it in the first place. In fact, your bit about 0% technochat not being 0 degrees is the irrelevant post here. I'm done with this argument. You're missing the concept. I don't even believe you're reading entire paragraphs at this point you must be skimming through. You are talking flight models and implementation. I am not. Nor was the OP or anyone else in the other thread. We are talking about a bug with pc gaming peripherals. My earlier posts in the previous thread were just to make sure people complaining had the most basic and simple understanding of the effect of speed and lift before I began the task of testing everything myself. If you aren't here to discuss the difference between an FFB joystick, and an NON ffb joystick when flying german fighters, then please leave it to those who are, start your own thread if you feel there is a problem with the implementation of the stabilizer int he bf-109.
  2. I'm editing it because it was written with a bit of frustration on my part and it's not Otto's fault or IL-2's fault that I can be edgy. and it's really just a misunderstanding and I don't wish to have enemies within the flight simming community, I like to think of the fighters and bombers I shoot down as people with at least one common interest choosing to play for the other team. What the entire post boils down to is a response to Otto, regarding his claim. Personally..the information above to me does not pertain to the issue. He has pictures of the G2 but in the 109 F-4 0% Stabilizer technochat = 1.5 degrees nose down (I could have it backwards but the number is right). This fact doesn't change suddenly when switching between two different sticks. +75% technochat is roughly 2 degrees nose up (talking the F4 here). My point is that, switching the sticks out doesn't cause +75% to not be 2 degrees. Therefore, no matter if you're measuring it by degrees or technochat percentages they both will show the same result that you need about twice as much of either number to achieve the same results in flight with FFB Enabled using an FFB joystick than you would either with FFB disabled or a spring centered stick. His argument, from what I've read seems to be that 0% should equal 0 degrees stabilizer and that's a point I'm not qualified to decide if he's correct on one way or another, and in no way the topic of either thread. Personally I'm under the impression 0% technochat just equals the center point of full range of travel. I could be totally wrong on that and I don't really care. I'm not the caliber of player to go talking about flight models, their accuracy, and their implementation. That's a completely different subject in my opinion.. and my tests have pretty much ruled out the stabilizer or the position there of as the cause of the issue. It does however, seem natural to think that a force feedback stick's behavior in german fighters with stabilizers rather than pilot adjusted trim tabs where it remains in central position, regardless of the stabilizer settings, is just that. Central position. The issue, as far as I can tell, is that Center position with an FFB capable stick and FFB enabled is DIFFERENT than that of just a spring centered stick with no ffb technology. It is my opinion that something is causing center with FFB enabled is adjusting the position of the elevators.. and the devs may very well have a good excuse for this, but, to be honest, IF what Otto says is truth about stabilizer settings for cruise speeds then the center spring joystick actually appears to be more accurate, while flying with FFB appears to make the plane very tail heavy and cause much more nose down stabilizer to fly level or near it with hands off. I'm not here to debate the accuracy of the implementation of the stabilizer, the wheel, or the stabilizer index. I'm here saying I've double checked after making sure people get at least the basic concept of speed vs lift and things that can affect the orientation of any given aircraft that can be flown, and even after asking people to test deadzones, and there does indeed seem to be a pretty big difference in the pitch characteristics of at least the bf-109 G2 and f4 when switching between and FFB stick and a spring centered stick. And again..my best guess is this is somehow effecting the Elevator.. and I'm not certain why FFB enabled would cause a shift in where "center" is on the stick's forward and aft travel.
  3. Made a post in the Technical Support and Bug report forum, as it's more likely to receive attention there than in general discussion. https://forum.il2sturmovik.com/topic/28917-german-fighters-ffb-sticks-seem-be-aft-center-msffb2-least/
  4. -edit: I'm feeling confused on this subject lately, and will pass it on to those with some degree of expertise. There's a thread on this in general discussion - https://forum.il2sturmovik.com/topic/28194-109-trim-different-ffb/ But I figured this was a more appropriate place to list it. I had mostly gotten used to just flying my German fighters this way without feeling much of a detriment. Here's what I can say - in at least the BF-109 F4 I tested two different sticks. Results - TM Warthog flying at around or slightly over 500km/h = -30-40% nose down stabilizer to do anything but climb with stick centered. MSFFB2 - flying at the same speeds requires -75-80% nose down stabilizer to do anything but climb with stick centered. I'd like to clarify that both physical sticks are in center position. I could make the Warthog require the same amount of stabilizer as the msffb2 ONLY when I pulled the stick slightly aft. I don't believe this has anything to do with the stabilizer itself, having checked the stabilizer index and compared them to technochat percentages. I'm led to believe that for some reason, the center of the MSFFB2 is defaulted to an area slightly aft of center, changing the position of the elevators causing a need for more nose down stabilizer than if you were flying with any regular center spring stick. Thinking of the more advanced control options of RoF, I'm wondering if the devs have accidentally defaulted the center of FFB sticks to be too far back in German fighters that use stabilizer (I.E. stick doesn't move when you adjust it, compared to adjustable trim we have in bombers or most VVS planes where the stick moves with your trim adjustments) I have no way of knowing why or how there is such a difference when switching between the two sticks.. but I'm hoping that this is an easy fix for the devs when I'm reminded of the options for responses and curves in RoF not available to us in IL-2 BoX. I'm not 100% sure if this is in reality due to a change in stick/elevator position when switching from FFB to non FFB, or if in some way the trim tabs are effected by the switch in sticks. But, my best guess is that FFB stick users have been defaulted to a different position at center than other sticks.
  5. Okay so..a little embarrassed at my previous posts after doing some testing myself. I did two QMB flights in BF-109 F4 at 1000m alttidue, 63% throttle or just under 1.2 ata aka max continuous. Here's what I noticed - regardless of whether I was using my warthog or my msffb2 the stabilizer index vs %ages in technochat remained the same. There is definitely something weird going on. My flight. pretty much consisted of gaining form about 400km/h to a bit over 500km/h, and the amount of nose down stabilizer required to level or go from climbing to diving seemed DOUBLED with the FFB stick. I'm convinced this is somehow tied to the position of the elevators seeing as the stabilizer index values remained consistent with the technochat %ages between both sticks. I applied just a slight amount of aft pressure to the warthog stick, like maybe 1/8th or so of the travel from center to full aft deflection, it began to fly about how I'm used to with the MSFFB2 with no aft pressure and perhaps even a bit of forward stick pressure due to the center area of the msffb2. Further testing is required to determine if the elevator actually changes position between the two sticks while centered, or if as jcomm mentioned the possibility of, that somehow the elevator trim tabs are set different between the two sticks. Am I going to start flying with my warthog instead? No, the BF-109 F4 felt equally maneuverable no matter which stick I was using, just that the msffb2 requires more nose down stab for level flight. It doesn't seem to affect my ability to gain speed or maneuver, and even with the msffb2 I still have enough room left with nose down stab to use it to put myself into a dive. In both cases, 0% stabilzer via technochat equated to 1.5 degrees of nose down stabilizer. Flying at about 520ishkm/h the warthog required around -35-40ish% nose down leaving the stick centered to be doing anything other than climbing. At the same air speed, the msffb2 required about -75-80% of nose down stab. I intentionally added aft stick pressure on the warthog, and it didn't take much pressure to get me to a point where I required 80% to stay level. So I don't know what's going on but it almost seems as if the game is detecting the center point of the msffb2 stick to be slightly aft of center in the actual plane..and thats with me even nudging the stick forward to the force wall so if anything the physical stick was slightly forward. Looking in the game options, the stick is actually showing being slightly forward of center. I have no idea what bug is causing the difference.. but my apologies to anyone for not just doing this test sooner and making assumptions about peoples understanding of speed vs lift. I do still think it's necessary to demonstrate that both tests were at the same airspeed. I have very much gotten used to the amount of stabilizer required to fly with my msffb2 and I don't think it's really much of a hindrance.. but yes.. this is probably a bug and should be submitted via bug report with as much details as possible to the dev team. My conclusion - this isn't an issue with the stabilizer itself, but more to do to either the position of, or the trim tab settings of the elevators when switching between at least the MSFFB2 and any non ffb stick. With that being said I'll quit speculating in this thread and eventually get around to submitting a bug report. I don't feel this is a total game breaker.. but it is worth mentioning the difference and hoping for a fix. As far as my earlier statements of saying things felt pretty similar, there is every chance that my memory was based on different models of bf 109 as the g2 seems to have less stabilizer travel and therefore shows as a higher %age via technochat. Again I apologize for not just doing this test sooner. Just to add some experience to my opinion that we're still capable of flying the plane effectively. . I have recently been flying fw-190's and bf-109's with someone who does not use an ffb stick and we often communicate where the throttle is set to to keep in formation with each other, so I'm inclined to believe the added stabilizer angle isn't causing additional drag or anything. I could be wrong. If we discussed our stabilizer settings it may have thrown in some confusing discussions between the two of us, but having not done so.. neither one of us seems to have trouble staying together in a climb or on the other's wing. I may do further tests to see if I can notice a change in stick position in the aircraft between the two physical sticks, but I believe this is going to take a slight bit of effort and some screenshots for it to be noticed if there is any. - Last thought.. I am reminded of the much more complex and adjustable control settings found in Rise of Flight, the previous title based on this sim engine, where you could actually change where the center of your joystick was reflected in any given plane. I.E. you could adjust the curve so that center stick equaled level flight at top speed rather than having to hold forward stick pressure to keep from climbing. Hopefully it's just a simple adjustment on their end, as we don't have these options in IL-2 BoX.
  6. I saw that and I appreciate the fact that you provided as much information as you did. And I appreciate the value of your tests and everything. I'll probably play around with it soon myself as I haven't been in game since some time last week. I agree with you on the impossibility of perfect trim, I happen to find it requires at least some stick input, and the amount may vary depending on any given change in speed. I am not trying to downplay the effort you put into your tests, and you've actually given us something we might be able to compare to. I still however think that at least that we should be discussing the IAS involved with such tests, and perhaps stating clearly whether we are correcting for slip via rudder or not as these in my experience have drastic effects on the pitch of the plane, that way people with the required peripherals can jump in and fly under those circumstances for comparison. The more specific and the more details we get the more we can attempt to obtain that equal playing field and compare results. As far as fluctuation of IAS, this is to be expected so maybe in the format of ranges. As in xx-bb km/h(xx to bb) it took between this much and this much nose down stabilizer to go from climbing to a near level dive. Personally I do kind of have set percentages I fly at with any given plane and take advantage of technochat, but I'm almost always fiddling with my stabilizer or trim settings aiming for less need for stick pressure, and as stated in previous posts I use my stabilizer for assistance in many situations. I'm not sure if a real pilot would do so, but it works pretty well for me in IL-2. However reading some of the info in your post the next time I'm in the mood to log in, possibly later tonight, I will look into the other things you bring up.. such as difference in stabilizer position when you start up. I'm not sure what factor causes that, and also my stabilizer is set to an axis, I'm used to moving it to what I find acceptable for take off at the start anyway, so I'll set it to buttons or keypresses to get a more accurate idea of what you're describing. I'll also make a point to observe the stabilizer index. I'll also do some comparisons between my msffb2 and one of my non ffb sticks and share my results. My thing is.. I felt like things might be a little off when I first got my msffb2 not too terribly long ago..but as I got used to that center area and how easily it can affect the position of the elevators, the more it felt like I was flying with my old joystick. I've never felt any lack of maneuverability because I tend to adjust my stabilizer if I feel I'm not diving or climbing at the pitch I'd like to. I'll post again with my findings and who knows..I might prove myself wrong.. but I'll do my best to give plenty of details one way or the other if anybody would like to compare there results to them. Nice thinking. I'll also check this out when I log in later.
  7. Still just see a bunch of "there's a bug there's a bug" and nobody mentioning what speeds they're flying at. At what point did i criticize anything in your post and at what point did you think I was directly responding to you? At the bottom of my post I said you and Dave had the best information in the thread bud, so before you begin to jump all over me, please understand that I was talking to the people that have jumped into this thread saying "bug bug bug " without providing any facts or information to help verify their claims. I.E. not telling us how fast they were going and what amount of stabilizer. And if they aren't providing their IAS I'm inclined to believe they don't get how going faster pitches the nose up and going slower can cause the opposite. And while yes, the simulated airplanes we fly are trimmed on the ground for cruise speed, the amount of stabilizer required to level out is a different number based on the speed I'm going. My comment was simply.. that while I CAN NOT comment on how realistic the simulator is depicted.. I can share my experiences with various simulators that reflect the same behavior of pitching up as you gain speed. The ground trim settings are reflected in that area between 400-500 km/h where the slip ball is centered without rudder input from the pilot, but in most instances of flight the plane still requires nose down stab. I'm not trying to claim whether this implemented right or wrong. What I am saying, is that once I took into consideration the amount of center play where no forces are in a MSFFB2, my findings were that it's performing very similar to my Logitech Extreme 3d pro which is just a spring centered stick. We have no way of knowing if "cruise speed" to one person is topping out at 1.0 ata, or 1.1 ata, or max continuous, and even then there are other factors that could prevent them from reaching a specific air speed (I.E. slip) In order to test something like this we kind of need to all be on an equal playing field. We need to know the indicated air speed of the aircraft. Regardless of real life.. no matter what stick I use the BF-109F-4, BF-109 G2, the FW-190 A-3 in IL-2 BoX requires nose down stabilizer and the amount of such depends on the speed I'm currently traveling.. and I'm personally saying that I haven't noticed much difference in behavior regardless of what stick I choose to fly with FFB or Non. At first I thought maybe something was messed up..but I realized I was probably holding the stick off center. Regardless of real life.. in simulators, the characteristics of adjusting stabilizer or trim that I described remain the same. Speed up.. trim/stab nose down.. slow down.. trim/stab nose up. That's just a characteristic of flight as the aircraft gains speed it's generating more lift due to the airflow. And if these guys aren't taking into account the center play of a stick like the msffb2 that could very easily be throwing off the feeling of it. It's almost the same thing as holding on to the stick while adjusting trim in a VVS plane. The force isn't strong enough to move your arm and hand for you so it just sits at the same pitch until you let go. Letting go of an msffb2, the stick can very easily be sitting slightly forward or slightly aft of center. I'm not the one claiming anythings messed up.. and I even gave you kudos for your post. And quite frankly I'm not wrong in saying people need to provide data with their claims of bugs. You can't just say "FFB is different than non FFB" and provide no information to back up your claim. There are factors, mainly speed, that are kind of important to the amount of stabilizer you need. I don't need experience flying a real aircraft to understand this concept. MY comment of "THere is NO perfect trim setting" alludes to the fact that even slight changes in air speed can change the orientation of the aircraft, if you're not correcting with trim/stab or stick and rudder input. I'm not convinced by "disabling FFB" unless they're using the stick in a method that provides centering forces and even then the msffb2 can easily be nudged off center within the small center area that doesn't provide any forces. If disabled in flight the stick will go limp and good luck finding the center. Hence, introducing a dead zone to the stick, and trying to level out with stabilizer and then comparing it to the same tests with a NON FFB stick would be a much better test than simply disabling FFB to see if it is pilot error or indeed a bug. And both tests require flying at the same speeds.. maybe even altitudes that much I'm not going to try to guess at. So.. where you think I was disagreeing with you I will NEVER know.. but.. you weren't the target of my post. K thanks. If your claim is that the 109's trim/stabilizer functions are not implemented correctly that's a different topic than "FFB is different than non FFB" and a topic I personally would not attempt to participate in. I have made several posts requesting that people report the speeds they're flying at, what amount of stabilizer, which model of bf-109 and explained the necessity of such information in and the simple basic concept that change of airspeed is change of orientation. I don't think a pilot's license is required to grasp that. Without such, the claims just may as well be speculation.
  8. Honestly every complaint in this thread offers no specific airspeed or percentage of stabilizer settings, which leads me to believe there's a lack of understanding going on. Trim is something I find needs adjustment constantly. Even when hitting the speed limitations of whatever power settings, there are still slight adjustments to be made as the plane hits its top speed and maybe drops in speed the slightest bit. If you throttle up and leave it there, the plane will pretty much constantly try to gain speed until it can't. If you ever watch a youtube of the cockpit of planes in formation flight, they are making constant adjustments to the throttle to maintain a set speed. With only simulation experience on hand I can't comment on how realistic stabilizer adjustment and trim settings are in any of them. Here's what I can say however. The only planes I've simmed that DIDN'T require constant trim adjustment are USAF Fighter jets, for example the f-15C from DCS: World. It flies straight and smooth like butter.. but the reason that is, is because it has a flight computer that is making constant adjustments to the trim tabs of the plane for the pilot. The pilot still has trim functions if that fails or he has another reason for using it over stick pressure. In comparison, the Russian Su-27 requires CONSTANT pitch trim adjustment from the pilot, rather than a computer, with ANY change in speed. It was explained to me that Russian fighter jet pilots preferred to be able to feel the speed of their aircraft. I don't know how true that is.. but without knowing what specific indicated airspeed you are flying at, there is no information or response that can be given to tell you whether you are right or wrong. Here's what I can say.. if you're turning off an FFB stick and trying to fly with it, how certain are you that you're really holding the stick in center position? The stick goes limp. Turn the FFB back on and then.. if its an MSFFB2, reailze, that there is a small area where there are NO forces in the centering area of the stick with forces on. Meaning, if you nudge it forward the slightest bit without a deadzone and take your hand off, you are off center. Same with back. The reason I ask you to try with a small deadzone is because it will tell you if you're holding the stick off center. Heck..put the center deadzone at 50-80%. You will definitely be able to fly the plane with stabilizer alone at that point, although personally I find that true level flight requires constant tiny adjustments to trim/stab settings with a bit of stick pressure to keep it level. Personally.. I don't fly with a deadzone even when flying german.. I'll either auto-level if the server allows for it, or trim enough that adding back pressure on the stick until i hit the force wall will keep me in level flight. Here's what I do know.. at 1.1 ATA, a IL-2 BOX edition 109 F-4 will top out just over 500km/h IAS. from about 350 km/h up to about 500km/h my stabilizer is being adjusted from -60ish% to -80ish%. somewhere between 550-650km/h suddenly the plane is nose heavy as Otto put it and requires -60ish% stab. Unless I'm doing some sudden hard vertical maneuvers, Stabilizer or trim is the main source of pitch adjustment in ANY plane I fly. I use it to help line up shots when in persuit of or diving down on an enemy aircraft, I use it to put myself into a steady climb, I use it to pull out of a dive when I'm going so fast that the slightest mistake with the stick will rip the plane apart, or full deflection of the stick simply isn't enough to pull out. I adjust it with ANY change in speed and personally I have yet to run out of nose down stabilizer to stay level in at least the 109-f4, the g2 from my memory seems to require slightly bit more percentage wise, but never to a point where I required much forward pressure on the stick. Personally, for me.. it was when I realized how sensitive the msffb2 was and that the center play allowed for being off center with forces on that the plane pretty much flies the same way it did with my non-ffb logitech extreme 3d pro when it comes to German fighters.. except that it shakes when I shoot, stall, or hit the limitations of an aircraft's critical speed. And the stick will get more or less stiff depending on air flow. If you want to say differently you are going to have to be way more specific, providing facts like IAS, Stabilizer %age, screenshots that when you disable ffb that you're still flying with your stick centered.. which I'm not sure it's an easy task to fly a plane while looking at your usb game controller settings via windows, or the game settings in game. A better test would be to simply plug in a non-ffb stick to compare.. which provided a very similar experience for me flying german as stated above. And also.. you must specifiy the model of plane you're flying.. as the BF-109 G2 in my experience uses different percentages of stabilizer than the BF-109 F4. And lastly.. you must understand there is NO perfect trim setting. The speed (or rather the airflow against the body of the plane caused by speed which creates lift) you are flying at determines not only the amount of pitch trim or stick pressure you're using in any plane in the BoX planeset, but the amount or direction of rudder input required for slip, or in planes that allow for it, adjustment of the rudder trim tabs. Go take a random flight in one of the free bi-planes in Rise of Flight, and notice how even at 1/3rd the speed of ww2 era planes how you have to apply more and more forward stick pressure not to pitch the nose up as you increase in speed. With the lack of trim settings it may help you understand what I'm getting at. If that speed changes even slightly your pitch and therefore amount of trim will change. If you move the stick even slightly your aircraft's pitch will change. If you aren't flying with the slip ball centered you're probably not climbing or gaining speed with max efficiency and probably require less nose down trim.. and if after understanding most of this information, you still feel there's a problem, present it with more facts please rather than just "THIS IS BROKEN" without any facts backing up your claim. I find that most planes are rather maneuverable regardless of the trim adjustment, and if I'm having to add too much pressure to the stick in areas where I need to keep my nose somewhere other than that plane of level flight, I simply adjust the stabilizer or trim to where it requires little to no forward/back stick pressure to keep me where I want to go. Stabilizer and trim settings are very much a part of flying the plane, and if you're flying German fighters you should probably be diving and climbing or diving and gaining speed (with the help of the stabilizer and slight rudder input for slip) rather than trying to engage in a turn fight anyway. If you have a serious altitude advantage, they will be hard pressed to defend against your exchanges from energy to altitude and vice versa. I think Dave and Otto have given the best information in this thread for you guys.
  9. I don't own the steam version of BoX, but I do own the steam version of RoF and it works pretty much the same way that any game that requires some kind of CD-Key does. If you right click the game in your Steam Library, there should be an option that says "View CD-Key." It will have two options at the bottom. "COPY KEY TO CLIPBOARD" and "CLOSE". Above that, will be a list of any dlc you might own for said game and to the right of that list, under "PRODUCT CODE" is your cd-key. Never give those keys to anyone or post them publicly.. Funny thing, when you try to run the game, a box opens that shows the same list of game + dlc and the "Product Code" list to the right. And generally, if the Steam Overlay is enabled, when you launch the game a message pops up in the corner of your screen with your cd-keys for that game explaining that you may need them to register your product and unlock the content, and that you can press Shift+Tab to view them (I.E. Opening the steam overlay while in game.) If there IS a CD-key in any one of these scenarios.. you can use the "COPY KEY TO CLIPBOARD" option. Log in to the website https://il2sturmovik.com with the same info you use to log into the BoX launcher (The same account you made for BoS if you have it), and then, https://il2sturmovik.com/store/license-keys/ or simply click the profile button at the top of the offical il-2 store page that says "Profile", on that page will be a list of links in red, one of them being "License Keys". At the bottom of that page will be a place to activate your key. If you copied the key to your clip board, you can click inside the box you can type in on that page, hit CTRL + V which will paste whatever is in your "clipboard" into that box. I'd imagine it works like that.. but not owning the Steam version of BoX I can't say for sure. Generally you don't receive cd-keys via email from steam... it's all accessible from the Steam Library.
  10. Hope VR is what everyone wants it to be. I'm not jumping on that bandwagon yet so I'm actually more interested in these changes. 18. Aircraft weapons damage from HE shell hits became rarer; 19. Ammo explosion simulation improved - now it happens at ammo box location instead of aircraft center and the explosion power varies depending on ammo type and its amount left; My weapons get shot out pretty regularly in MP.
  11. The FW-190 A-3 is a really easy bird to land imo. Most planes are once you figure out the best way to do so. (Simming anyway..I don't have realworld piloting experience) Personally.. I tend to still be going a bit too fast after hitting the upwind and downwind leg so if I'm still doing 300-400kmh I'll drop the gear and lower the flaps to help reduce speed, and I'll actually aim my nose to the right of the runway if I'm coming from the left side and to the left of the runway if I'm approaching from the right and then kick the rudder to point the nose at the point on the runway where I'd like to touchdown.. I apply aileron in the opposite direction of the rudder, and the "side slip" causes me to bleed speed and altitude quickly enough that I'm at proper approach speed as I'm nearing the edge of the runway, at which point I add or reduce rudder input to straighten up, flare the nose up and let gravity drop me about 3-5m above the ground..keeping the stick pinned back as I drop to the ground to avoid any bounce, as well as while I alternate brakes to slow down. While crabbing down to the runway I will give quite a bit of nose up stabilizer, but leave myself with appropriate downward AoA. The goal is to reduce speed of descent to about 3-5m/s. If I start going too slow I simply throttle up to about 30-50%, and make sure to cut it 0% as I'm crossing over the runway threshold and close to the ground. I'm still capable of messing up but landing has become one of the easier things to do with almost any plane when I think of it like this.
  12. Easiest way to check if it's the router is to plug connection directly into the PC rather than into the router. The router I had prior to the one I have now wouldn't even let some things through in DMZ mode all of the sudden where it worked as a total bypass in the past. I wasn't aware of the issue until I unplugged my ethernet from it and hooked it straight to pc. No amount of port forwarding was fixing that. It was getting dated though. Regardless, I'm glad you seem to be sorted out. Without any router woes.
  13. Might be worth verifying integrity of game files in Steam. I'm amazed at the issues that solves sometimes. Might not solve anything but usually only takes a few minutes esp if you have a lot of bandwidth. Also, if possible see what happens when you plug your modem/internet connection directly into your pc rather than through a router. Also usual steps - power cycle router's modems if they haven't been turned off in awhile. I'm not saying this will fix anything..but always steps to take when you run into connection issues.
  14. Scojo says no to Slow-Mo. You are the perfect candidate for campaign mascot.
  15. As much as this guy seems to be known as a troll (my first encounter with him personally) it's actually an interesting question. Personally, I can count on one hand the amount of times I can say I truly experienced the full effects of adrenaline. They were potentially life threatening occurances and my perception of time did indeed change. I poop you not, it felt like being in the freaking Matrix. All 4 times involved being in a car and either barely escaping a wreck, or watching as an inevitable accident was about to occur where many possibilities thankfully didn't happen, or else I'd be in bad shape or in the ground today. Things that took probably a matter of 2-5 seconds felt like 10-15 or even more seconds and my ability to analyze the situation and attempt to correct or make choices resulting in the least amount of damage seemed improved. There has only been one video game that ever got my blood pumping to the point where I could hear/feel my heartbeat very strongly and that was likely just a small/medium sized dose of adrenaline. It was Eve Online, and I was alone in a system with a target heading my way and I didn't know what he was in, and could have lost a ship that took me a bit of time and effort to put together. Those moments were few and far between in my experience, and no change in time perception like in a true life or death situation. I will say some of my experiences in flight sims have been intense, but not enough to induce a change in perception of time. If you actually DO manage to get doses of adrenaline in an environment as safe as a flight simulator.. I have to admit I'm a bit jealous. There are certain substances in the world that can definitely make time feel slower. I'm not going to name or recommend them to anyone, slowmo isn't the only effect. I will say my alias was inspired at a time when I was young and experimenting with perhaps one of said substances.
  16. When you take a photo of your desk and it looks like this, and you have a totally unused msffb2 in your closet "JUST IN CASE.".. and you still dont have everything you want for your simpit. The stick that came with that throttle doesn't get use in BoX, however, it is a part of my flight sim addiction.
  17. This may be a long read. Between various sims I have endured quite a many hours of flight in the last year or two without much guidance from other players and it's only recently I'm starting to really "feel" the planes I fly.. and I don't just mean because of the fact that I picked up an FFB stick =x. Mostly been flying solo, not that I want to.. just need to find English speaking players to fly with. That being said, doing the research for myself without the opportunity to wingman for someone with experience it's taken quite a while for concepts to really sink in. So while this may be a walk in the park for some of you.. I'm feeling a little proud of myself right now. I'm used to getting my butt kicked so far. So, I hope if you read this you enjoy my story.. I wish I had been recording. I spawn in a BF-109 F-4 next to about 4-5 other BF-109's. I wait for them to start taking off and follow them as I tend to try to do despite not being on voice with them. I ended up in formation with a couple of them.. and it's one of few experiences I have to fly on someone's wing. At first I paid attention to only the guy up front, I lost a little bit of speed and saw there was another behind him so I kept myself in position to where I could see both of their 6's. As we fly near the border, the lead breaks right towards friendly ground units I'm not even sure where I was on the map, below is an IL-2 heading towards a bridge. Lead dives, I follow suit in second position. Lead takes shots, on my screen they were misses, he pulls up from his dive and I take shots at the IL-2. I'm unsure if I hit or miss. I pull up to make way for #3 if he's still behind me. I lose sight of the IL-2 and make several passes over it's target area passing by the friendly 109's once or twice. I think we all lost him in the treelines. My guess is at this point that the friendly BF-109 responded to seeing enemy fighters and headed that way, because I lost sight of them. I hovered above the IL-2's previous target area for a minute or two, lessened my altitude and saw a plane heading my way in the distance. I regain my altitude and I'm not sure if it was the same IL-2 or a new one, but I get above him, let him go under me, and roll in on him as he goes beneath. My approach is bad, I pull up for a displacement roll and realign myself, and notice a furball in the distance 4 or more planes tracers in the air about 8-10km off. The IL-2 is trying to point his guns at me, making tight turns, I dive on him looking at his propeller coming towards me. I don't even remember if i fired shots on pass two. But I pull up and keep eyes on him, he goes low and turns and I position myself behind him. He has no tail gunner. I get close and hold the trigger for 3 seconds. He smokes.. pieces fly off.. he hits the ground. Pilot is dead. Someone in chat says "enemies 612." I was near by.. flew past it without realizing and started chasing a friendly bomber attacking a target. I got close, saw it was German and held fire. A german fighter approaches to protect the bomber, sees I'm friendly and flies right by. I hadn't seen enemies yet so I began to follow the fighter to help with the escort and again in chat "enemies 612". I start heading south towards it, I'm between 5-10km out, scanning the skies. I didn't see anything until I was within 5km of them. Then I saw the tracers.. Then I saw the smoke. I couldn't tell what was what. I believe they were P-40's chasing a BF-109. The BF-109 was smoking. There's another fight going on above me, a P-40 chasing a German fighter. All I could recognize was the German, and it was the P-40's shots that sealed his fate. I chased him.. he was trying to zoom up towards the german, as he starts to stall I get close and squeeze the trigger very briefly..I see the smoke from hits as I pass him, look behind me and nothing but black smoke. The P-40 pilot has either bailed or died and the plane is going down. I turn my attention below me and see the smoke trail I saw earlier. I wasn't sure who was who yet in that fight. I see another plane start to chase the plane that is smoking. I get close attempting to identify and initially was under the impression it was german. I followed it as if I were flying in formation as it chased the smoking plane.. as we got near I saw the smoking plane was definitely german, most likely a BF-109. I thought the plane I was following was just getting back into his position in formation. Then I see him fire shots, I zoom in further and see the stars on his wings and tail. The smoking german breaks right, I'm trying to get in position to get the p-40 off his tail. The turn is too sharp for me, I pull up for a yoyo or displacement roll and they turn underneath me. I swoop down on the p-40, squeeze a small burst and black smoke erupts from his plane. I didn't see a chute, just pieces of his plane so I continue following him down until about 500m where I watch him crash into the treeline and explode. The smoking BF-109 is still alive.. trail of white smoke behind him. I try to ensure he sees my wings as he goes evasive, after what appears to be a moment of panic.. he straightens up and starts flying home. Then the map ended. I so wanted to see that smoking German land.. and I'd have loved to land myself. I know the poor IL-2 and the two P-40's never really stood a chance against a flight of BF-109 F-4.. but this is probably my most successful sortie on an expert MP server.. and it's a nice experience compared to flying around solo getting my rear handed to me. To the pilots I killed. S! To the German fighters involved. S! Thanks for giving me an awesome experience in combat flight simming. I hope people enjoy this chapter of my simming story.. not that I plan to share all of them in this way.
  18. Still borked.. I decided to run in fullscreen the other day to s if anything had been done, as ground attack/support missions in PWCG were dropping from like 99 to 25-40 fps which was horriblly stuttery. G-sync WORKED.. for one session.I almost came and posted about it but as soon as I left the game I couldn't get it to function in full screen again..tried switching from windowed and back and refresh rate stated 60hz while the game was trying to run at 120fps. I will say that those same ground attack missions were only dropping me to 40-55fps when looking at the action on the ground in fullscreen and back up to 60+ after flying past them with no choppiness. Windowed mode is still the only option to get above 60hz refresh rate for me at least.. so I'm declining ground support roles until I can play in full screen again. So choices for now are - fullscreen with fps limiter or v-sync on or Windowed borderless with g-sync/freesync if freesync has the option to enable for windowed mode in the ATI software.
  19. The childish part of me sounds like I'd have a hell of a humorous adventure in Denmark.
  20. See what happens when you put a small deadzone around the center of the pitch axis in the in game control settings. Set it so that center doesn't start moving until you feel resistance. The center of my msffb2 has a little play. Very little pressure can cause movement. And then post what power settings you're using, what speed you are maintaining, and what stabilizer amount. I have a couple non-ffb sticks laying around..I could test, but after adding the deadzone flying the bf-109 felt pretty similar to my experiences when I was using my non ffb sticks. -Was going to upload a video to demonstrate but I play in 3440x1440... and need to figure out how upload at a decent quality without cutting the edges of my in game screen off >.< *POST Edit* - IMO don't use a deadzone with VVS planes. The "center" of the stick does not move with the stick when you adjust pitch trim. To try and be more clear - when you adjust pitch in a VVS fighter the stick moves as a result and the axis in the control settings will reflect the position of the stick.. making the center deadzone somewhere where you would pull back. Could cause some weirdness when you pullback and actually do cross the center of the axis. But with the FW-190 and the BF-109.. I highly recommend a small center deadzone on pitch axis with msffb2, as the stick does not move from center as you adjust the stabilizer. Doesn't take much effort to set it to 0% if you decide to jump in a Russian fighter.
  21. Try introducing a little bit of a deadzone around the center play of your MSFFB2. I have mine set up to where there's a deadzone until I'm actually pulling against the forces of the stick on the pitch axis. I set them in game.. and IL-2 BOS does deadzones right, where movement from center doesn't begin until you are out of the DZ as opposed to other software I've seen implement deadzones that just cancel out the movement from center to the edge of the DZ. That center play can easily mess with your perception of how the stabilizers are working in German planes from my experience. My stabilizer settings vary based on my speed.. when above 400km/h if I remember correctly I'm anywhere from 74%-80%. Once I start getting up to speeds of 520-600km/h or above in a dive it suddenly requires less nose down trim, like between 57-65ish to keep the nose going where you want it without stick pressure. This is how I remember it with my logitech extreme 3d pro to be honest.. the only real difference is I get a stall shakes and my stick shakes (which ends up shaking my seat so i like it) when i shoot guns. Bit different than the VVS planes where the stick moves with your pitch settings. *Edited - just plugged in my msffb2 and started a quick mission.. eliminating my memory and guess work in the above. Trim is something you adjust based on speed and weight load..and since the 109 only has the adjustable stabilizer for trim - the setting you use is all dependent on the speed you're going. At slow speeds you need more nose up stabilizer, as you speed up, the more nose down stabilizer you add, until you hit the speeds mentioned above where it suddenly seems reversed. Just going from a slide slip to moving the slip ball to the center will cause the nose to pitch up without any adjustment to stabilizer. And pitch trim isn't the only thing effected by speed. The effect of torque and propwash on the rudder behave in a similar fashion. IN the FW-190 and BF-109 below 400km/h you apply right rudder to keep the slip ball centered. Dive to a speed of 700km/h in a fw-190 suddenly you need to apply a lot of left rudder to maintain slip. Trim is adjusted as you gain or lose speed, and some pilots may know what settings they like to use at low/high speed and correct manually inbetween. Retyping some of what my post looked like before hand I've been playing sims of more modern aircraft where Prop torque and prop wash are non-existant, because we developed jet engines. The sim I'm talking about doesn't give you percentages for trim settings and even if the plane might have trim knobs I never look at them. In a modern jet with a HUD, but no computerized autotrim - it's very easy to see how speed effects the pitch of the airplane and all my trim adjustments are made by feel, not a memorization of what the trim is set to. Without the hud in our ww2 warbirds, it's up to our ability to judge the horizon, our altimeters, ADI's or climb indicators, and air speed indicators given what's available gauge wise in our cockpits. (I.E. I'm speeding up and noticing I'm beginning to climb..time to adjust trim nose down rather than rely on any one setting)
  22. I'm sure we'll see certain servers that allow you to spawn in a spit on a winter map. Not all action happens in single player.
  23. According to the link I posted in my above response - http://www.spitfireperformance.com/w3134.html, showing the specs of the Spit Mk Vb - the season of the map should matter. There was a snowguard that could be fitted for winter weather that lowered the altitude for top speed from TAS 371mph @ 20100 feet, to TAS 365 @ 18,800 feet, at which point the top speed would begin to drop again. Indicating peak performance was beween 18-23k feet during summer, and 18,800-20000 feet in the winter. This is with the Merlin XLV or the Merlin 45. According to wikipedia - https://en.wikipedia.org/wiki/Supermarine_Spitfire_(early_Merlin-powered_variants)#Mk_VB_and_VB.28trop.29_.28Type_349_and_352.29 " Several different versions of the Merlin 45/50 family were used, including the Merlin 45M which had a smaller "cropped" supercharger impeller and boost increased to +18 lb. This engine produced 1,585 hp (1,182 kW) at 2,750 ft (838 m), increasing the L.F VB's maximum rate of climb to 4720 ft/min (21.6 m/s) at 2,000 ft (610 m)" I think it's going to be interesting how this plane plays out. As in whether or not we'll see the drop in top speed with the snowguard in winter, what engine we get by default, whether any of the Merlin 45-50's will also be a mod. But I shall not speculate. These performance charts don't qualify me to critique FM's.. especially ones that aren't released yet >.<
  24. http://www.spitfireperformance.com/w3134.html ^^ What I found when I googled Spitfire MK Vb
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