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I was spoiled by the splendid mission generator of Red Baron II / 3D's dynamic career, further improved by Pat Wilson and have always sought the same pleasure in subsequent simulators - without success. In fact, I no longer found the same mix of historical fidelity and playability, which had made me appreciate it so much. Also in BoX I only play careers (for which I thank the developers for attending), but I have several observations to make about their historical fidelity and playability.
The first is about altitude: why limit it to 2000 meters? This disadvantages planes with higher rated altitudes and is not historical. Second, fighter-bombers should always be escorted: flying a few hundred meters above the ground, they are hopeless when attacked by enemy fighters that swoop down on them from 2000 meters. Not only that, but the rare times that the escort is there, I observe that the enemies arrive in two waves: the first "distracts" the escort and the second massacres the poor fighter-bombers. I currently play with the "Medium" and "Moderate" settings; I tried to reduce them to "Easy" and "Scattered", but so I don't see any more enemies at all during the whole mission!
Third, the evasive maneuvers: it seems that the enemies only know the tight turn, with all its derivations (Immelmann, Chandelle, Hammerhead) and always manage to turn tighter than me; for example, in theory the Yak-1 should turn tighter than the Bf 109, and that's what it does if I am in the 109, but if the Yak is my plane, I find that it is dynamically unstable and my every attempt to tightening the turn results in a stall or at least a wobble that prevents me from taking and maintaining aim.
Fourth, the resistance of the AI to the positive Gs: it always seems superior to mine, since, while they turn tight indefinitely, I, following them, always go into black vision!
Fifth: the structural strength and aerodynamic integrity of the aircraft piloted by the AI is ridiculously high; while a single hole of a rifle caliber bullet in my plane significantly reduces its speed and controllability, the AI continues to perform high stunt maneuvers with the aircraft having more holes than full parts!
I don't want an arcade game.

 

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But not even ridiculous entertainment for masochists!

 

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Have to agree here with greybeard_52, this career mode leaves much to be improved on which is why I mainly use scripted campaigns on the rare occasions I fire up Great Battles these days.;)

 

Normally I would also say the generator from Pat is superior but it also has issues, I abandoned a recent Hurricane campaign because the other aircraft behind me in the take off order would flip over onto their nose in winter, generator or sim issue not sure but I gave up reporting issues long ago as it gets you nowhere, just frustrated.:cray:

That said the generator provides much more variety, different routes and a more varied selection of aircraft to encounter and does not seem as stale as the sim version that can be very repetitive.:drinks:

 

Take care and be safe.

 

Wishing you all the very best, Pete.:biggrin:

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6 hours ago, greybeard_52 said:

Third, the evasive maneuvers: it seems that the enemies only know the tight turn, with all its derivations (Immelmann, Chandelle, Hammerhead) and always manage to turn tighter than me; for example, in theory the Yak-1 should turn tighter than the Bf 109, and that's what it does if I am in the 109, but if the Yak is my plane, I find that it is dynamically unstable and my every attempt to tightening the turn results in a stall or at least a wobble that prevents me from taking and maintaining aim.
Fourth, the resistance of the AI to the positive Gs: it always seems superior to mine, since, while they turn tight indefinitely, I, following them, always go into black vision!
Fifth: the structural strength and aerodynamic integrity of the aircraft piloted by the AI is ridiculously high; while a single hole of a rifle caliber bullet in my plane significantly reduces its speed and controllability, the AI continues to perform high stunt maneuvers with the aircraft having more holes than full parts!
I don't want an arcade game.

 

Neither of those things have anything to do with how career mode is programmed, and furthermore, the AI uses the same G-resistance model of the player.

Edited by LukeFF
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Which is a good thing, since career mode programming issues are the least likely to be adressed it seems, from last few years experience.

 

I'd be glad to be wrong on this, though (keeps dreaming after always spawning with engine on, on runway, ready to fly a Tempest in echelon as AI only knows how to, and to get straffed once more by german AI when landing back, as real luftwaffe did....once).

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Posted (edited)
15 hours ago, LukeFF said:

Neither of those things have anything to do with how career mode is programmed

True: I mixed and matched different things...

 

In the meantime, I downloaded and installed Pat Wilson's Campaign Generator, and played three missions in three different careers. Remarkable (I also made him a small present with Paypal)! Much appreciated Italian career with Italian names! Also, more historical flight altitudes. And the general higher level of info and manageable details. Unfortunately, it drags behind some hiccups of original career mode (IMO), like the unfair number of opponents the player and his mates must face (even setting air activity to Low, as I did). In the last mission we three P-40's fought against a dozen of enemy Bf 109F and E. In addition, Pat added aces, and I was shot down just by Gunther Rall... Too bad!☹️

Edited by greybeard_52
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