Jason_Williams Posted November 19, 2013 Posted November 19, 2013 Everyone get back to the sim and not each other or I'll lock it. Jason
Finkeren Posted November 19, 2013 Posted November 19, 2013 (edited) Really taking the LaGG out for a spin tonight (sometimes litterally, most of the times not) and I'm definately starting to enjoy it, and even without opposition, I'm starting to learn its strengths and weaknesses. Just like most of the planes in RoF it has a very unique feeling, which I suspect will be very distinct from any of the other planes in BoS. The LaGGs temper is centered around its tendency to stall unevenly and often unpredictably, light and responsive controls, poor powerloading and tendency to slip and burn energy. There are many weaknesses and peculiar quirks to the LaGG, most of which are too well known to list here, but there are some apparent strengths as well, which I would like to discuss: 1. The controls are responsive and well balanced with a pleasantly effective rudder (in flight). Aside from the marked tail-heaviness (which reminds me of the RoF S.E.5a and is propably caused by the same phenomenon) the plane responds nicely to input. Its handling difficulties clearly stem from being underpowered and its wing design, not from the controls. 2. Even though it's reluctant to go into a nose dive, the LaGG seems to dive very well. It picks up speed fast, and the speed of the dive can be controlled to a degree by slipping, something the LaGG loves to do. Controls stiffen up above 500 km/h but remain functionable. 3. The LaGG performs poorly in the vertical, but once you find its "balance" it is really very agile. Its roll rate is mangnificent and can easily be sustained trough 5 or more 360s. Likewise its initial turn rate is very good, but is not sustainable. With a high starting speed a sharp turn can be sustained through a full 360 (which I managed to do for the first time tonight) but not much more. The LaGG prefers a left hand turn, and with a starting speed of 500 km/h I was able to complete 360 degrees in just 15 seconds, which is propably a bit too fast compared to real life (IIRC the Yak-1 was supposed to be able to do a full turn in 16 sec). In all cases, speed is the key. If you initiate any maneuver below 350km/h, don't come crying when the LaGG seizes up completely and takes a nose dive. 4. View from the cockpit is generally good even without the "cheat" of sticking your head out of the open canopy, with very light framing. Rear view is pretty limited, as you'd expect, but is propably better than what we'll get in the Bf-109. The cockpit layout is simple and logical but rather sparse. Overall I can see the LaGG perform pretty similar to the Nieuport 17 in RoF. It's never gonna be the fastest, and can't sustain any maneuver for very long without severe penalty, but once you find the right "balance", it can do some quite amazing stuff. Edited November 19, 2013 by Finkeren
SYN_Vorlander Posted November 19, 2013 Posted November 19, 2013 Salute Dev's I'm SOLD on BOS. You have my attention.
=AH=_Sid_ Posted November 19, 2013 Posted November 19, 2013 The low fps problem (12-13fps) seems mostly to affect those of us trying to run triple screen setups with multiple cards. Hopefully the problem will go away when they get the 'Multi-GPU Support' option enabled (it already works very well in ROF). But yes I agree a bit of a disappointment at this stage for those of us with that type of setup, we can't really enjoy the rest of the early release because of the frame rate. Let's just hope 'Multi-GPU Support' isn't too far down the list of priorities and we'll see it implemented sooner rather than later. Does windowed mode work any better (or did you try that already)? I had a play around today and I've found an interim solution that gives me 60fps in full screen running BOS on my triple screen setup (3x30" screens in portrait (Res: 5160x2560) running off 4x WC Titans in Quad SLI). Details Here.
FuriousMeow Posted November 19, 2013 Posted November 19, 2013 It's okay when you don't have problems with framerate. If you struggle with framerate and your harwdare is below 90% usage it simply means it's not optimized enough for this particular hardware. I agree it would be problem with small map and only one plane but it also is a problem when one can't even play the game due to framerate issues while his CPU and GPU are chilling somewhere on the beach with hot chicks and cold drinks Nothing to judge just yet, since it's Alpha but definitely something that needs to be looked into before release. Or, he has improperly configured the settings. Maybe he has supersampling enabled, that has nothing to do with "optimization" - that will kill framerates on the best of computers. 30 to 35fps is not struggling, it should be higher but without knowing what settings he's using then that does nothing to indicate a problem with "optimization."
AbortedMan Posted November 19, 2013 Posted November 19, 2013 I had a play around today and I've found an interim solution that gives me 60fps in full screen running BOS on my triple screen setup (3x30" screens in portrait (Res: 5160x2560) running off 4x WC Titans in Quad SLI). Details Here. Any luck with anti-aliasing and triple screen? When I run 5760x1080 it seems to not work in-game or via nvidia control panel...haven't tried inspector yet.
Krig Posted November 19, 2013 Posted November 19, 2013 looks awesome and feels superb and i haven't even got my new graphic card yet :O But do anyone have a good trackir(5) profile? i cant see the floor or the lower gauges and i cant for my life remember how to fix it Also. Can you have button that zooms in and zooms out when released?
FuriousMeow Posted November 19, 2013 Posted November 19, 2013 There are buttons that zoom in and out, I believe they are Numpad+ and Numpad- by default.
=IRFC=Jorri Posted November 19, 2013 Posted November 19, 2013 (which reminds me of the RoF S.E.5a and is propably caused by the same phenomenon) That's easy to check. When your joystick is centered, is the elevator deflected up?
HeavyCavalrySgt Posted November 19, 2013 Posted November 19, 2013 Really taking the LaGG out for a spin tonight (sometimes litterally, most of the times not) and I'm definately starting to enjoy it, and even without opposition, I'm starting to learn its strengths and weaknesses. Just like most of the planes in RoF it has a very unique feeling, which I suspect will be very distinct from any of the other planes in BoS. The LaGGs temper is centered around its tendency to stall unevenly and often unpredictably, light and responsive controls, poor powerloading and tendency to slip and burn energy. There are many weaknesses and peculiar quirks to the LaGG, most of which are too well known to list here, but there are some apparent strengths as well, which I would like to discuss: 1. The controls are responsive and well balanced with a pleasantly effective rudder (in flight). Aside from the marked tail-heaviness (which reminds me of the RoF S.E.5a and is propably caused by the same phenomenon) the plane responds nicely to input. Its handling difficulties clearly stem from being underpowered and its wing design, not from the controls. 2. Even though it's reluctant to go into a nose dive, the LaGG seems to dive very well. It picks up speed fast, and the speed of the dive can be controlled to a degree by slipping, something the LaGG loves to do. Controls stiffen up above 500 km/h but remain functionable. 3. The LaGG performs poorly in the vertical, but once you find its "balance" it is really very agile. Its roll rate is mangnificent and can easily be sustained trough 5 or more 360s. Likewise its initial turn rate is very good, but is not sustainable. With a high starting speed a sharp turn can be sustained through a full 360 (which I managed to do for the first time tonight) but not much more. The LaGG prefers a left hand turn, and with a starting speed of 500 km/h I was able to complete 360 degrees in just 15 seconds, which is propably a bit too fast compared to real life (IIRC the Yak-1 was supposed to be able to do a full turn in 16 sec). In all cases, speed is the key. If you initiate any maneuver below 350km/h, don't come crying when the LaGG seizes up completely and takes a nose dive. 4. View from the cockpit is generally good even without the "cheat" of sticking your head out of the open canopy, with very light framing. Rear view is pretty limited, as you'd expect, but is propably better than what we'll get in the Bf-109. The cockpit layout is simple and logical but rather sparse. Overall I can see the LaGG perform pretty similar to the Nieuport 17 in RoF. It's never gonna be the fastest, and can't sustain any maneuver for very long without severe penalty, but once you find the right "balance", it can do some quite amazing stuff. Spectacular right hand snap rolls.
Hannes Posted November 19, 2013 Posted November 19, 2013 Congratulations, having a great time exploring Mission 00, everything went smooth - very promising start
Finkeren Posted November 19, 2013 Posted November 19, 2013 Spectacular right hand snap rolls. Indeed, but you have to watch the speed to make sure, that you can get out of it. Two times I have been caught in a vicious inverted spin, which I simply couldn't get out of. The pilot propably lost his lunch before he lost his life, imagine being caught in a fast flat spin while being upside down Hey Jason: Any chance we'll see realistic "vomit on the windscreen" effects added? Preferably with chunks of beets for soviet planes. 1
AbortedMan Posted November 19, 2013 Posted November 19, 2013 Flatspins are absolutely nasty in the LaGG-3. I'm surprised, but pleasantly, now that I think of it there hasn't been too many sims where a spin is almost certain death, they just seemed too easy to get out of to be a significant threat at altitude. I'm all for upping the skill cap in games, especially today's games.
Mogster Posted November 19, 2013 Posted November 19, 2013 So far performance is fantastic, gfx amazingly slick, almost photoreal. I hope some of this tech filters back to ROF My only issues were with the odd control setup and a lack of understanding of the Laggs cockpit which made it difficult to set things up for takeoff. I spent a frustrating hour not getting off the ground till I set auto mix and found out what I thought was a radiator lever was actually the mix control... Now that's fixed I'm enjoying flying the Lagg, as far as feeling of flight goes I feel the FM is on a par with what DCS have created with the P51. Technically for an alpha build I think this is a triumph, as with ROF 777 have turned out something that works out of the box.
=BKHZ=Furbs Posted November 19, 2013 Posted November 19, 2013 Spent last night and this morning fiddling and working things out, lots of changing keys, settings and stuff, working through it all slowly and carefully. If i ran into problems(and there were a few) i came here, looked through the bug threads and other places, went back in, changed more bits and pieces and checked if it worked, if it didn't, i fiddled some more till it did. So tonight, after just 1 day of sorting things out, im there. Everything that's in the sim is working fine, controls all working as they should, settings perfect and SweetFX added. WOW, stunning, what a fantastic job devs! Runs great, looks fantastic, sound awesome. Anyway, here is a few screen shots i took tonight, they look how i feel... 1
Karost Posted November 19, 2013 Posted November 19, 2013 First time runnig the sim and found screen problem , the size of UI display is bigger then my monitor(1360x768)I have to open file startup.cfg and manual settingwin_height = 768win_width = 1360open sim again .... and Yes...! the fun begin. I have been try ROF last two weeks ago so , so key mapping and setup for this sim take 30 min.The fist mission with setting 1.5X First time landing I made my plane hard bouncing then finish landing with the plane upside down Second try much better clear landing no bouncing. not Fly LaGG-3 in IL2 long time and I forget all of cockpit instrumental.For shot time testing (IHMO) I Feel FM not close to IL2 but seem close to X-Plane ( prop. plane )very good impressions for this first flight for alpha state.
Bearcat Posted November 19, 2013 Posted November 19, 2013 Hey Bearcat, explanations from a mod like this could probably use a little less "stank" on them...a positive effort toward customer relations/service and all. No stank from me... I'm just sayin... There are better ways to get solutions to one's problems than the method used which prompted my post.. Considering that this is indeed and Alpha .. at 32% complete .. there really isn't too much to complain about.. Point out? You bet... but to actually complain about.. and even insinuate what was insinuated.. Nope.. This roll out has been great.. bugs and all.. if this is what this is at 32% if it is released at 90% it will probably be stellar.... if at 100% 13-15 months from the announcement it will be a wonderful thing..
Matt Posted November 19, 2013 Posted November 19, 2013 Only had time for a short flight today. Looks like the undercarriage can jam. That was probably caused by too high speed. Anyway, the right leg got stuck close to the up position and it didn't want to move anymore. Forced me to do a belly landing. Still not 100% sure what caused that though. The other leg also moved in and out more slowly than usual, so maybe some sort of hydraulic failure. I like details like that.
Marrond Posted November 19, 2013 Posted November 19, 2013 (edited) I wonder if we will ever be able to unlock these: Would be awesome! Btw. I've tried to test how fast LaGG3 would begin "disassemble process" (:D) while diving... I achieved 827km/h aaaand... nothing happened. At 600km/h it starts to leveling out by itself, even if you push the stick all the way forward. Then I thought that maybe I could attempt crazy 20g pull up and kill myself - nope, Chuck Testa, passed out for arround 10 seconds but everything was intact so it seems it's just not yet there. Also I've noticed that climbing gauge doesn't work at all. Also if anyone would need it here is some description of LaGG3 cockpit: http://mig3.sovietwarplanes.com/lagg3/cockpits/cockpitlagg3.html Edited November 19, 2013 by Marrond
FuriousMeow Posted November 19, 2013 Posted November 19, 2013 I've ripped off every control surface in a dive. Start the dive inverted at a 50 to 60 degree angle, it'll pull out on it's own minus every control surface.
BigMotor Posted November 19, 2013 Posted November 19, 2013 Second day- much, much better! Falling in love again with flying fighters. If anyone is having trouble seeing the cockpit gauges just press "L" key once or twice, it makes a world of difference!
Marrond Posted November 19, 2013 Posted November 19, 2013 I've ripped off every control surface in a dive. Start the dive inverted at a 50 to 60 degree angle, it'll pull out on it's own minus every control surface.Hmmm I will try (I will also double check realism settings since I didn't change anything there and it's sitting at "custom") - I still believe at 800km/h I should be long gone
AcesHigh Posted November 19, 2013 Posted November 19, 2013 I had a play around today and I've found an interim solution that gives me 60fps in full screen running BOS on my triple screen setup (3x30" screens in portrait (Res: 5160x2560) running off 4x WC Titans in Quad SLI). Details Here. Hurray AH SID , this trick doubled my framerates using sli. Still below what others are seeing but made the game playable for now. Thank you
siipperi Posted November 20, 2013 Posted November 20, 2013 I tried to rip my plane apart with well over 750 km/h speed and after that max G-turn (pulled my stick so hard I could) and nothing happened. I think it's not yet properly modeled.
FuriousMeow Posted November 20, 2013 Posted November 20, 2013 Just pulling on the stick as hard as you can doesn't mean you are going beyond the aircraft's structural limits, because the stick forces could be too much for the pilot to attain the deflection of the elevator to put the aircraft in the position that it passes it's structural limit. Many combat aircraft's structual limits in terms of Gs are more than that of a pilot's ability to remain conscious.
Fifi Posted November 20, 2013 Posted November 20, 2013 Second day tests. My good feelings are raising! What i really like: - Pilot animation incockpit and bailing out. Highly detailed with head looking were you were looking before hitting F2. Very nice touch! - Plane cockpit damages (see my screen in screen shot thread) - Canopy scratches shinning with sun reflection at some angles - Exaust pipes flammes - Landing light at night - Global scenary rendering with nice trees and nice ground details - Landing gear up/down sound - Wheel breaks sound - Taxiing sound (metalic over little bumps) - Sound with canopy open and leaning head out - Life around airfield with all kind of objects (static or non static) - Overall plane details and rendering - Not that much shimmering (if not at all) - No jaggy lines - Good FPS all max I'll not say what i don't like
BigC208 Posted November 20, 2013 Posted November 20, 2013 It's been a while that I flew a real life taildragger but this as close in a sim as you're going to get. You have to stay ahead and anticipate torque or you'll bounce off the runway. I'm running the sim at 3812x1280 over three monitors. Everything maxed out and I get a solid 60fps with a 2500 @4.3 and 2 GTX 680's non SLI at the moment. Plane flies like a charm. Been playing with the CEM and it's a hoot. I was worried that it was going to be too simple with the non clickable cockpit but there's enough control left to keep it fun. Landings reward real world flying skills, flare too high and you'll bounce. If you don't recover smoothly you'll stall and/or drop a wing. Bail out sequences are also a lot of fun. Very smoothly done. I watched my plane crash and depending on the impact angle it either exploded or just broke apart without explosion. All in all a good beginning.
Fifi Posted November 20, 2013 Posted November 20, 2013 (edited) Crap! Forget to add to the list the awesome full G effect on pilot! Probably the best i ever seen (and heard!) in a simulation. Edited November 20, 2013 by Fifi
DUTTENHOFER Posted November 20, 2013 Posted November 20, 2013 - Is there in cockpit way to figure out your flaps position? The left most gauge. And I think there are two to the left so the highest one over there.
Ranger Posted November 20, 2013 Posted November 20, 2013 Very impressed so far. I have ROF and BOF seems to have an even better flight model. One major problem is that no matter how I attempt to set up the throttle it will not work correctly. It is reversed and when I invert the control it no longer works correctly. Only goes to 50% and sometimes cycles from 0-100 with no input from me at all. I have a Saitek Pro Flight X65F with a dual throttle and I set it up the same way as for ROF (using one throttle). It is working perfectly for ROF but not BOF. So for now it is not usable. Would be helpful to know if this is a known problem for the X65F. I am also experiencing a few other problems - the individual wheel breaks do not seem to be working making it difficult to maneuver on the ground and elevator trim and prop pitch are not functioning. Really looking forward to continued development! JL I have the X65f, and have the same issues...can't seem to get the throttle set.....hummmm
FlyingNutcase Posted November 20, 2013 Posted November 20, 2013 I think it's hard to learn flying without facing perfect-flying AI that we could compare to. As it is I have no problems with takeoffs, landings, stalls, climbing and various manouvers, but will it be the same in combat situation? All we can train now are takeoffs, landings and eventualy navigation aside from small terrain. Atleast in my opinion. Sounds like real life, before heading to the front. I really think that the 'solitary plane with no ammo' release is refreshing and introduces us to the conflict just like a pilot starting at flight school. 1
LLv32_kankkis Posted November 20, 2013 Posted November 20, 2013 Well made Devs, sim feels so great, thank you. Jani
Trickyricky Posted November 20, 2013 Posted November 20, 2013 Hey guys, doesn´t anyone but me got problems with screen tearing? Turning the head using TrackIR4 causes pretty heavy screen tearing on my system – best seen when watching the frame of the canopy. What I tried so far: VSync ingame off + unlimited FPS / NVidia VSync off VSync ingame on + 60 FPS / NVidia VSync off VSync ingame on + 30 FPS / NVidia VSync off VSync ingame off + unlimited FPS / NVidia VSync on VSync ingame off + unlimited FPS / NVidia VSync adaptive VSync ingame off + unlimited FPS / NVidia VSync adaptive half framerate All those settings don’t really make a difference. I am running a GTX770 using the latest driver. Any ideas? Additionally I experience stuttering when turning my head, esp. when looking behind the plane. I really love what this sim looks like already and hope to be able to fix this asap. Hope someone got a good hint
HippyDruid Posted November 20, 2013 Posted November 20, 2013 First impressions - Brilliant! It runs very well. It looks great and everything feels very familiar. Bring on the updates!
FTC_Karaya Posted November 20, 2013 Posted November 20, 2013 Hey guys, doesn´t anyone but me got problems with screen tearing? No problems here. Got VSync on and framerate lock set globally through Bandicam (to 58fps), works like a charm!
Sim Posted November 20, 2013 Posted November 20, 2013 VSync ingame on + 60 FPS / NVidia VSync off The NVIDIA control panel setting is overriding in-game vsync in this case. Set the NVIDIA option to application-controlled and the tearing should go away. Also, try unchecking the in-game vsync option and running in a windowed mode (uncheck the fullscreen switch) as an alternative. I did notice a slight shutter when looking back, not sure if there is a fix for this one yet.
Trickyricky Posted November 20, 2013 Posted November 20, 2013 (edited) The NVIDIA control panel setting is overriding in-game vsync in this case. Set the NVIDIA option to application-controlled and the tearing should go away. Also, try unchecking the in-game vsync option and running in a windowed mode (uncheck the fullscreen switch) as an alternative. I did notice a slight shutter when looking back, not sure if there is a fix for this one yet. Good to know, that NVIDIA settings override gamesettings - thx. Unfortunately there is no "application-controlled" setting in my NVIDIA Controlcenter anymore. Just VSync On, Vsync off, Vsync adaptive, Vsync adaptive half framerate. Forgot to mention that I´ve already tried to run the game in windowed mode - made no difference either :/ Edited November 20, 2013 by Trickyricky
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now