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About AKA_Relent

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  1. I agree that visibility of aircraft in the lower hemisphere (I.e. looking down against the ground) vs upper hemisphere (I.e. looking level or up against the sky) is very difficult/challenging in the Battle of series. As noted, the human eye is very good at detecting movement, which can be difficult in this sim as there is often little or no contrast between an aircraft rendered at (especially) medium to long distances (which might be a single or few dark/black pixels), and the ground below. Something that could help and also represent reality to a degree, are the reflections of the sun on the canopies of aircraft below, obviously especially on sunny days (or at least cloudy days that are not full overcast). What if an extra pixel were added to aircraft at close, medium and long range (up to a reasonable distance), such that the pixel, if viewed from level or above, were a fairly light color (representing the bright reflection of the sun)? That way, if you are above that aircraft, there would be at least a single pixel (of sunlight reflection) that the human eye could notice, and track below or level with it, while not changing any of the current color rendering for the rest of the aircraft?
  2. @Kathon re: USAAF vs RAF, I wouldn’t want to have to choose, I’d want to be able to fly USAAF and RAF planes. Can’t you just have all (USAAF/RAF) planes on both USAAF and RAF airfields, but force the aircraft to just use the nationality for that given field? That way, if you want to fly a Spit you can choose to have RAF markings or USAAF markings by choosing the RAF field or the USAAF field, without inventory restrictions. Think about the Macchi In the eastern front TAW - it’s available to German pilots but has German markings. Similar thing here - why would I as a mostly allied pilot want to cut my aircraft inventory in half (I.e aircraft type-wise)?
  3. Of course - my point was more that’s the role the 262 should be playing the vast majority of the time, but since it really can’t in this tactical scenario, it really doesn’t belong (or, as I’m trying to suggest, it should play a minor role e.g. the limited fuel suggestion). Even if the 262 did partake in Operation Bodenplatte, this TAW (map #2) represents many missions representing much more than one operation. I can see this as going back and forth.. once again just a suggestion to the admins for better (IMO) balance if (since) the 262 is included.
  4. Thanks for the estimated range details. The estimated sortie time (e.g. 85 minutes) is my point. As seen on the previous TAW-Western-Front, some pilots will go straight to/near the enemy airfields and vulch aircraft taking off/landing/etc. With a full tank of gas, there is nothing to prevent this activity. Were there accounts of rampant vulching-like activity near/over allied airfields from the LW experten fluing 262’s? I think not, they were mostly spending time climbing over relatively safe areas so they could make a few hit and run passes on high altitude level bombers before being chased by swarms of escorting P-51’s back to the protection of their airfields. All I’m suggesting is to limit the flying time of the individual 262 sorties, so they have to focus on a single objective such as protecting an airfield or depot etc. for a limited time - and not have the range to go off and lone wolf and ravage enemy airfields, etc. at will for lengthy periods.
  5. Something else to consider might be to (if possible) set a max for how much fuel the 262 could have to reflect the limited fuel available to the LW (esp for jet engines) at this point of the conflict. E.g. set a max of 30-40% fuel capacity or some such to limit their operational range. After all, those few 262’s that were operational were used much more for attacking strategic bombers at high alt over Germany in hit and run attacks than anything else.
  6. The P-47D throttle and prop RPM synch does not seem to be working correctly (or like it used to). It used to be that when synched, as you move the throttle up and down, the prop RPM would be in synch. Now, for the past couple of updates, I've noticed that while the prop RPM stays in synch when you increase throttle, that it doesn't when you decrease throttle. For example, if you push the throttle to 90% the prop RPM goes to 90%. But if you throttle back to say 70%, the prop RPM is stuck at 90% and doesn't move until you manually drop it down to synch with the throttle setting (e.g. 70%). Anyone else observe this behavior? If so, is this a bug, or is the way it's supposed to be? Thanks.. AKA_Relent
  7. If the techno chat is turned off, I suspect the average number of lost aircraft per pilot per sortie will go up significantly. This mainly because when things heat up and aircraft start chasing other (enemy) aircraft, there will likely be many more chased aircraft (and also those doing the chasing) that will burn out their engines with these engine timers. That said, I hope =LG= will consider this, and consider increasing the number of lives per map, and/or the number/max of aircraft per type, to account for these anticipated increased losses.
  8. As he said, he did answer, you need to go through the posts a little more thoroughly So basically looking at random troops “on your side” will be without AAA units, but they will spawn in the enemy random troops once you get close enough, and you’ll know as they’ll be shooting at you lol 😂.
  9. The cargo ships in the Kuban maps representing the resupply for aircraft/pilot/tanks/soft column maximums seems a bit flawed. Looks like they showed up in mission #457, at least for the red side - I can see why LG wanted to do something different, but it's not equitable to both sides. If memory serves, the blue ships spawn north east of Zaporozhskaya in the Sea of Azov, and the red ships spawn south of Saratovskaya in the Black Sea. The blue ships are fairly close to the blue corner airfields, but the red ships are pretty far from any red airfields. Other than the novelty of having ships, I don't see why the resupply depots aren't used on Kuban like the other maps, where the buildings are fairly close to both sides' friendly airfields that can defend them.
  10. @=LG=Kathon, I’d like to know more about the exception to the 3 lives rule, based on team balance. Seems this was incorporated in this current TAW round? From what I’ve read/seen, if you run out of lives (I.e. < 0.0), you can still fly if the side you’re on is outnumbered. Would be nice to get more clarity, such as: - How much more does one side need to outnumber the other before this takes affect? - Does this apply immediately in a mission, or after the first 15 minutes? Or ?? - If you fly and land, then your side is no longer the smaller team, assuming you can’t fly again and the remainder of the wait time continues to be enforced?
  11. One way to avoid the behavior mentioned is to have a couple of small caliber AAA gun mounts at each airfield with the following characteristics: - Position them near aircraft spawn points, to provide protection - Change them to either invulnerable, OR (so planes attacking them will get some benefit of AAA suppression) have them respawn automatically after 10 minutes. This way, even if someone killed all the flak/AAA and landed (in order to park and try plunking newly spawned aircraft pilots with a tail gunner), those small caliber AAA would respawn and hopefully tear that enemy lander/spawn killer to shreds :).
  12. I doubt it was scheduled, more likely the IL2 BoX DServer crashed.
  13. I agree - something like what happens in the I-16 where the button is pressed (including visuals) every few seconds and it shows the current fuel state. Assuming the real Spit you needed to be flying level for the fuel level to show accurately? If that’s the case, having a regular “automatic” pressing of a fuel button every few seconds at least would allow the pilot to anticipate when the next press was going to happen, then they could fly level for that short time (instead of now where you have to fly level for 5-10 seconds!).
  14. Actually, regarding tank and truck supply on each side, what I’d like to see is the following: - Continue with the resupply depots spawning very infrequently which build up plane/tank/truck/etc maximum numbers. - Introduce “re-supply” tank and truck columns in the backfield (I.e. away from the front line) once every 5-10 missions, which would represent the actual movement of vehicles and tanks from the (infrequent) supply depot areas to the staging areas (e.g. airfields not quite at the front line). IMO this would better represent vehicle and tank movement from the rear areas to staging areas, before they are then used for actually attacking enemy locations from front line airfields. If they make it, the maximum tank and vehicle numbers go up, but at a much smaller amount than the depots of course. Also, this would have the effect of spreading the “actionable” areas, with more targets of opportunity. Since TAW uses static units, it shouldn’t be a huge cpu drain to add another column or two once every few missions. One more thought is that these could also be semi-hidden, with a white ellipse showing that somewhere a column existed.
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