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Game version 1.105 discussion: Bf 110 E-2, Tanks, Mouse Control

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Panzer control

Controls/ Pilot head control/ Turret, gunsight view vertical = Mouse Y

Controls/ Pilot head control/ Turret, gunsight view horizontal = Mouse X

Thank you, unfortunately this don't work for me :(..

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Hello, however I can "Take control of turret tank with -T- key"  this funcion ok, BUT I can't move my turret , also I can'ìt fire weapons on tanks, please anyone can tell me default keys for move turret and firing? may be I've messed some commands/conflict?..

I have the same problem, But I can shot. We need help with this problem.

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Don't have the sim yet (planning to do so when I have the money and a new GPU ^^

A couple question about tanks. What kind of penetration mechanics do you use? Are slope coefficients, overmatching, and steel hardness modelled? There will be modelled commander positions for the tanks (very important for full real gameplay)?

A very nice source is the book "WWII Ballistics: Armor and Gunnery", by Robin Rexford Bird and Robert D Livingston. In that work they cover pretty much all of the aspects about ballistics and armor penetration, they do have as well penetration tables from most guns and projectiles of WWII following the same criteria (very important since comparing penetration tables from different sources is often not possible since they follow different evaluation criteria, usually depending by country).

 

That and is it historically correct that a 500kg bomb from the 110 that landed pretty much on the tank doesn't destroy it?! I mean yes it was crippled (I think he did stop in his tracks) [pun not intended] but i would of expected it to be destroyed lol....  Is anyone else experiencing horrendous fps issues with tanks this patch? :/ 

Depends on how far it was from the tank. If the bomb was really on top of the vehicle it should go boom. However if it was a close blast it is very possible that the vehicle would remain "intact" from the outside (or flipped over lol), yet in the inside things like fuel lines, mechanical parts, crew members, etc all be messed up by the concussion effect of the explosion and the internal "spalling" of the armor (chunks of the armor flying inside the vehicle, acting like shrapnell).
 

Edited by -=PLR=-SuperEtendard

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EAF_51Raptor, on 24 Nov 2015 - 18:04, said:

snapback.png

Hello, however I can "Take control of turret tank with -T- key"  this funcion ok, BUT I can't move my turret , also I can'ìt fire weapons on tanks, please anyone can tell me default keys for move turret and firing? may be I've messed some commands/conflict?..

 

I have the same problem, But I can shot. We need help with this problem.

 

 

People, when you press T you are parking the gun in center position, so for control then with mouse is need "un-parking", press T again.  :good:

 

BTW - Tank "driver assistant": http://forum.il2sturmovik.com/topic/19513-tank-driver-assistant/?view=getnewpost

Edited by Sokol1

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Big shout out to the devs for adding the Premium and BOM aircraft to SP. This is a big improvement!

 

I encountered E7s performing ground attack and MC202s escorting He111s this morning. I am very happy!

 

There are still a few issues with AI. After successfulling bombing a factory hostile He111s and escort circled in Russian territory directly over anti aircraft and search lights instead of flying to German lines :S

 

Thanks for the update.

 

Regards

Albino

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I meant the 470km/h. What does 38% correspond to? What temperatures are you trying to maintain?

 

I may eventually hit 484 with the Yak, but by that point the 109 has already hit its top speed and is accelerating away. Top speed means nothing if you have to take longer to achieve it.

 

Using QMB,

 

Yak: 3500 meters. 40% setting on my rotary dials for both water and oil. 320km/h start. 76/77 oil. 74 water. Running about 40% open oil and water. 450km/h at 56secs and 99 degrees both. 2 minutes at 480km/h, 100 oil and 110 water. 3 minutes and 20 seconds, A little over 480km/h. 110 oil and 115 water. 8:47, engine begins to fail. Temps are 115 and shot up to 125 oil, 116 water. 9:15, engine done.

 

109G2: 3500meters. 320km/h start. 80 water. Oil - doesn't flip to show. 450 km/h at 38 seconds. 480 @ 1min 11 seconds. 490km/h almost at 1 min 28 seconds. 4 minutes 15 seconds, 90 water. 9 min 10 seconds, 100 water. Test terminated at 15 minutes, no change in temps and it could run until the 109 runs out of fuel but point proven.

 

Results: 109 accelerates much faster, and gains separation easily and quickly. Yak can slowly get close to the same top speed as 109 but never equals it, but engine fails before 10 minutes of pursuit. 109 keeps on going.

 

This doesn't even account for turning and being slower where the Yak will have to deploy more cooling flaps in order to keep its engine running at max while the 109 should be using it's acceleration advantage to get above the Yak and not to be turning with the Yak.

 

EDIT: I turned on techochat, I was actually at 41% open for both for the Yak.

"Top speed means nothing if you have to take longer to achieve it." it depends on low much longer need to take? it also can be partially overcame by shallow dive. 

 

Ok, I did more tests for Yak, both oil and water flaps are at 40%, got overheat message at 2'30'' , cannot say engine damaged till 15''. top speed 485 IAS

bf109G2's top speed is 491, but the speed drops to 486 finally, I guess it's due to wider radiator opening eventually.

even though as you said Yak1 engine damaged at 8:47, that means Yak can have some kind of 6 mins non-damaging overheat time.

Another test was done with 40% oil flap and 65% water flap. no overheat message show up, water temp below 105C, oil temp below 100C can run at speed 480 IAS all day long. So g2 faster than Yak1 (w/o overheat message show-up) 6km/h in IAS about 7.1km/h in TAS at this altitude. good finding about the acceleration. but maybe we can focus on top speed firstly.

all tests done with 60% fuel.

1.105SpeedVStime.jpg

Edited by III/JG2Gustav05

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For those having issues moving the turret. I had the same issue. Defaulting your controls will fix it. The obvious downside is having to remap all your controls. But this should fix your problem.

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 I have been tanking all evening yesterday on several servers,normal and full real as well.It feels exactly like Panzer Elite back then.Great atmosphere,tank duels are awsome,either long or short distance.Lurking thru the woods,bushes and villages you realize how detailed the map in fact is and that it is not so flat as you would think when looking from high above flying the plane.

 

Damage model of the tanks was a surprise for me.Tracks can be torn apart,wheels broken,metal sheets and covers bended etc.I was not expecting such detail to be put into visual presentation of damage.Wow.

 

Sound of V-2 500hp diesel engine is just superb,together with all that squeeking,rattling and clinging in the transmission it feels like driving a real tank.Same for other sounds of MG and arty shells impact,reloading of gun,traversing the turet etc.

 

Optics = big +,all works as it should,balistics are great,range finding works as real one.

 

And the classic - you can run over AT guns/arty with your tank body and tracks to flat them with the ground  :)

 

PS: I saw many new players yesterday joining in MP and trying out tanks.Besides their usual questions "how do I start the engine/move turret/fire gun/close hatch..." which I patiently answered like 100x :) ,it was a good sign that tank part of the game has a potential to attract more people to this game.It does not require expensive gadgets to move around,just keyboard and mouse,but is very thrilling and entertaining experience.

 

Perfect start devs,lets build on this basics and add on more steel beasts :good:

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People, when you press T you are parking the gun in center position, so for control then with mouse is need "un-parking", press T again.  :good:

 

BTW - Tank "driver assistant": http://forum.il2sturmovik.com/topic/19513-tank-driver-assistant/?view=getnewpost

 

 

Under the keymapping options:

(Main Control) there are the last 2 options in the bottom of the list;

 

(vehicle acceleration/brake) and

( vehicle turn)

 

which i have remapped on throttle and pedals for turning and advance/reverse

 

(Weapons Controls) => (Fire Turret Guns) remapped on my main joystick fire button and it works

(Weapons Controls) => (Gunsight range adjustment) remapped on my main joystick POV button and it works

(Weapons Controls) => (Select Ammunition) remapped on one of my main joystick buttons and it works

 

the same keys i'm using for plane commands to open/close canopy and engine on/off are working on my throttle command pad buttons

 

and everything is working without a 3rd party tool.

 

the only thing that i can't remap is the turret movement, that i want to be mapped on the joystick and not on the mouse, 'cause i don't wanna leave my flight station, when i want to have a break from flying and get the control of some tanks

 

any clue about this?

 

thanx in advance

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You're also in the gunner position right? You can't turn the turret in the driver position.

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thx for the free Panzer Game :)

 

Panzer control

Controls/ Pilot head control/ Turret, gunsight view vertical = Mouse Y

Controls/ Pilot head control/ Turret, gunsight view horizontal = Mouse X

thank you very much for this suggestion but this isn't working for me, i've also tryed to reset all controls to default but still nothing

You're also in the gunner position right? You can't turn the turret in the driver position.

 

Obviously yes

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Tanks controls keys are already assigned for planes controls, reassign then will affect planes too:

 

E = engine

Arrow keys (for keybaord fly) = drive tank

Gunner/pilot position = gunner/driver

"Nestle to gunsight" = center tank main gun

Open cannopy = open Hatch

Adjust bombsight  = adjust sigh

Recharge gun = change AP/HEAT

 

Can someone be a bit more specific ? I dont have the commands adjust sight , change AP/Heat thx

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Can someone be a bit more specific ? I dont have the commands adjust sight , change AP/Heat thx

"E" - Start engine
"Cursor Keys" - Movement (the game automatically translates these simple direction commands to pushing pedals, switching friction clutches and changing gears).
"RAlt-C" - Close/open hatch (riding with open hatches is obviously more dangerous).
"LCtrl-C" - Switch to gunner and back to driver seat.
"RAlt-G" - Switch ammunition: Armour Piercing / High Explosive / Machine Gun.
"Ralt ;" "Ralt ." - Adjust gunsight verticaly (range)
"Ralt ," "Ralt /" - Adjust gunsight horizontaly vertical (only on T-34)
"Mouse Wheel" or "LShift - Mouse Wheel" - Zoom in or out
"T" - Set turret to stowed position / Take control over the turret
"RShift-L" - Turn headlights on and off
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OMG, I initially thought that the whole tank thing just wouldn't be for me.................but I've just played my first tank mission, holey sh*t, it's brilliant!!!!!!!!!!!!

 

BTW, I also love the 110, it's stunningly well done.

 

right, off to call in sick!!!!!!!!!!!!!! 

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After trying a couple of tank missions online, which obviously are very primitive at this point, I'm all sold. This is very, very entertaining, both driving the tanks and raining down hell on them from above. All we need now are some proper abjectives based missions.

 

Please make more of this (in your spare time ofc, we wouldn't want to take resources away from making planes ;)  ) I'd love drive Stg IIIs and KV-1s into battle as well.

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Silly question maybe, but dang if I can find where to test out these tanks??

Are they only available in MP?

 

I always test new stuff in QC before going online. Like to know what I'm dealing with, before I screw up in front of everybody :rolleyes:.

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Look at first page,one of DED guys post a nice mission pack to familiarize players with both tanks ;)

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Big shout out to the devs for adding the Premium and BOM aircraft to SP. This is a big improvement!

 

I encountered E7s performing ground attack and MC202s escorting He111s this morning. I am very happy!

 

There are still a few issues with AI. After successfulling bombing a factory hostile He111s and escort circled in Russian territory directly over anti aircraft and search lights instead of flying to German lines :S

 

Thanks for the update.

 

Regards

Albino

I just escorted six Bf-110s to ground attack mission and we were intercepted by La-5s. Very refreshing!

 

Maybe we get missing ground units too to the campaign some day.

Silly question maybe, but dang if I can find where to test out these tanks??

Are they only available in MP?

 

I always test new stuff in QC before going online. Like to know what I'm dealing with, before I screw up in front of everybody :rolleyes:.

Check this out: http://forum.il2sturmovik.com/topic/14893-missions-sharing-corner/?p=307275

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Thanks to all who intend to help about turret moving and firing with tanks, however I coul achieve that only remapping all with default keys I can live with that. Now just an observation:

:(

I see there is no damage/destroy for houses or trees if you shot at them!! and if you pass with the tank on a fence it not destroy but the tank will pass into it:(.. all this is very unrealistic and ruin the immersion alot.

 

May be developers will look about those "Bugs" or is a impossible thing to solve?.

Edited by EAF_51Raptor

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I see there is no damage/destroy for houses or trees if you shot at them!! and if you pass with the tank on a fence it not destroy but the tank will pass into it:(.. all this is very unrealistic and ruin the immersion alot.

 

May be developers will look about those "Bugs" or is a impossible thing to solve?.

 

That's the limitation of having tanks in a flight sim. I think the devs did consider destructible houses at one point (way back in early access, before anyone had thought of tanks) but found it to be completely impractical in terms of performance.

  • Upvote 1

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This update is perfect example of 2 phenomena:

1. People don't read manuals

2. People don't read update content and devs comments :)

  • Upvote 7

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Thanks to all who intend to help about turret moving and firing with tanks, however I coul achieve that only remapping all with default keys I can live with that. Now just an observation:

:(

I see there is no damage/destroy for houses or trees if you shot at them!! and if you pass with the tank on a fence it not destroy but the tank will pass into it:(.. all this is very unrealistic and ruin the immersion alot.

 

May be developers will look about those "Bugs" or is a impossible thing to solve?.

It was stated these things are not to be done. read the readme about those things from Lofft. if time permits some things will be fixed but if you want war Thunder go to WT. not to expect this in BOS.

  • Upvote 1

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:friends:  :friends: GooD Work 1CStudios and 777Studios.. forgive anticipate the other day, will recognize when I'm wrong.. so, as I said. great job follow thus !! :salute:  :salute:

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As I can't fly until next week, how hardy is the 110? Does the airframe take punishment well? Glad to hear the rear gunner is not an ironman. Seem to be hearing it has excellent elevator authority but bleeds E rapidly. Sounds historically correct.

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Thanks to all who intend to help about turret moving and firing with tanks, however I coul achieve that only remapping all with default keys I can live with that. Now just an observation:

:(

I see there is no damage/destroy for houses or trees if you shot at them!! and if you pass with the tank on a fence it not destroy but the tank will pass into it:(.. all this is very unrealistic and ruin the immersion alot.

 

May be developers will look about those "Bugs" or is a impossible thing to solve?.

Those are not bugs. If you bothered to read the last few developper diaries you would know.

  • Upvote 1

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Thanks Zami. So only available through Single missions?!

Yes. Unpack to data/missions folder.

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Tank beat Stuka that try to attack my T-34. Really funny to shot down planes with a tank. I wonder about the MP pilots that fly very close if they not expected to get shot down by a tank? :hunter:

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As I can't fly until next week, how hardy is the 110? Does the airframe take punishment well? Glad to hear the rear gunner is not an ironman. Seem to be hearing it has excellent elevator authority but bleeds E rapidly. Sounds historically correct.

It's much what you'd expect. It's not particularly structurally strong, quite happy to lose a wing, cockpit a bit of a prominent target. It's not an IL-2.

 

Still, very well modelled and lots of fun. I name it second only to the IL-2 in taking out soft targets.

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Sigh, another airplane without the ability to assign trim to joystick axis. Water radiator axis doesn't work either.

 

But yay, we got mouse controls.

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A very interesting - no let's call it an outright fun time with a first taste of tank action last night. Kudos to the team for bringing this into the game. Nice engine and turret sounds! My biggest issue is not knowing what knocked me out. Is there any way to know this?

 

And mannable AAA would be primo.

Edited by FlyingNutcase
  • Upvote 1

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From it's origin in beta as a dogfight sim, through the campaign of snow and ice to this - a world of many colours, revamped campaigns and war in the air, upon the land and in the water, Il-2 goes from strength to strength!

 

Many thanks to the devs for the ever expanding content. :clapping:

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Water radiator axis doesn't work either.

That's by design, as the radiators were opened and closed with switches.

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Seems everyone now is talking about 110 ground attack and tank stuff. No body notice that the whole enviorment is more foggy and whitewashed? For me spoting planes in distance is real painful. Could design team pay a little attention on this issue?

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Anyone tried to taxi from a snowy parking position? tried 6 times with all kinds of loadouts and it took 100% Power to even get the plane out of the deep snow and moving and then tip over on the nose, bending the props....

Bug?

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Anyone tried to taxi from a snowy parking position? tried 6 times with all kinds of loadouts and it took 100% Power to even get the plane out of the deep snow and moving and then tip over on the nose, bending the props....

Bug?

Probably nobody noticed bc everyone is playing the autumn and summer maps. We were overexposed to the snow.

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That's by design, as the radiators were opened and closed with switches.

 

Which could easily be mapped to axis ranges (like axis 0-10%: first switch position, 10-20%: second switch position, 20-30%: third switch position) by the devs if they wanted to, instead of forcing the customers to create separate control profiles for one plane. It was somehow possible to do with the Nieuport 28 throttle switch in Rise of Flight.

 

Anyway, this attention to detail with "realistic" control options is funny when compared with the lack of assignable trim axis for most planes in the game since the early days of BoS. 

Edited by some1

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