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Game version 4.603 discussion: Sd.Kfz. 10/5, Airco D.H.4, SPAD VII.C1, Pfalz D.XII, Steel Birds, Hs 129 B-2 in 4K


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Posted
1 hour ago, Art-J said:

Got it. It's been a long time since I last flew A-20 switching to gunners' positions and now I recall indeed that I was mostly using "nestle" command when doing so. Hence I forgot about the white circle thingy. Thanks for the reminder.

No problem.  Glad I could be of some help.

Posted
On 8/12/2021 at 11:32 PM, Swing said:

The Sdkfz 10/5 even has turn signals (blinkers) :o:...(not sure they will be very used...) :biggrin:

 

The turn signals might be more effective than me trying to aim the main weapon. I can't hit a thing. I can't even tell if I'm getting close as there's no convergence.

If anyone wants to do a tutorial videos I'd really appreciate it.

Posted

 

13 hours ago, Beebop said:

Your reputation against the AI precedes you and they give in to the inevitable.  You are a GOD! ?

I thought it would have been from even the AI laughing uncontrollably at my "unique" flying style.?
But yeah! Maybe it's based on FEAR ?

? - - - - - Na!
Most likely something other than that.

 

  • Haha 1
Posted

Anything get changed with the fuel explosions?

 

While flying online my P-40 full on exploded multiple sorties after being hit.

 

 

Posted
1 hour ago, Denum said:

Anything get changed with the fuel explosions?

 

While flying online my P-40 full on exploded multiple sorties after being hit.

 

 

I assume you're getting hit by a cannon shell.  I noticed the same thing flying the SpitVb single player and suddenly one-shotting 109s which simply exploded in front of me after being hit with a cannon round. I mentioned it earlier in this thread.

Posted
17 minutes ago, Noisemaker said:

I assume you're getting hit by a cannon shell.  I noticed the same thing flying the SpitVb single player and suddenly one-shotting 109s which simply exploded in front of me after being hit with a cannon round. I mentioned it earlier in this thread.

 

 

It's super frustrating early war as the Russian birds don't carry much HE and the P40... Well... The guns suck so...

 

 

 

Something seems off though. I detonation a 109 with the P39 also and that never happened before.

  • Upvote 2
Posted
13 hours ago, KStyle said:

 

The turn signals might be more effective than me trying to aim the main weapon. I can't hit a thing. I can't even tell if I'm getting close as there's no convergence.

If anyone wants to do a tutorial videos I'd really appreciate it.

Amen...against lightly armored vehicles I can do fine , but tracking & hitting aircraft I have no luck what so ever...

Posted
1 hour ago, Blitzen said:

Amen...against lightly armored vehicles I can do fine , but tracking & hitting aircraft I have no luck what so ever...

Adjust your elevation to supposed firing distance (maybe 1000 m) and aim lead on youtür target. then shoot a stady salvo and let the target fly through the stream of bullets.

-=PHX=-SuperEtendard
Posted
8 hours ago, Denum said:

Anything get changed with the fuel explosions?

 

While flying online my P-40 full on exploded multiple sorties after being hit.


Explosion probabilty changed a couple updates ago, imho they are a bit on the too frequent side. They should be less common compared to fire but now they look like similar frequency.
 

  • Upvote 2
Posted

Thanks!  I just grabbed that Steel Birds set, I was really excited to see the FW 190s!

Posted
On 8/11/2021 at 2:24 PM, Raptorattacker said:

Hmmm... but how come the cannons fire when I hit 'All Guns' and not the MG's. Strange...

Rap, is it just with planes with MG's and cannons?... I haven't seen that yet because I usually fly planes that are all .50's or all 20mm, and they operate correctly....... I'll take that back, I flew a campaign I have saved the other day and the Spit XIV was shooting the last of it's MG's after I ran out of 20mm... guess I will go back and see if it does it to me too....    I just have fire all guns set on my trigger, don't like doing it seperately.

 

Cheers

Go Reds...

Raptorattacker
Posted
1 minute ago, 352nd_Hoss said:

Cheers

Go Reds...

It was just MG's Hoss. It turns out it only happens when the engine ISN'T running as well. Once it IS then everything works. Not 'historically correct' I know but I can work with that!! :good:

Posted (edited)

Great update, but IMO the 4.603 ships wake "update" is a complete failure !  Please revert to what it was !

 

Seems U-boat periscope trails no longer work, and my fav mod from LizLemon, He111H6 torpedoes, crashes the game ..

See the discussions near the end about the 4.603 update and the crashes:

 

 

ADDED August 18th: CountZero now fixed the torpedo mod for game version 4.603 !

See the later posts in the link above ...

Edited by jollyjack
Ala13_UnopaUno_VR
Posted

We like torpedoes

Posted
22 hours ago, Denum said:

Anything get changed with the fuel explosions?

Explosion probability is now linked to the amount of fuel left in the fuel tank that you hit; ironically (& accurately), less full tanks are MORE likely to explode. 

 

I think it looks about right at the moment.

Posted (edited)
2 hours ago, Diggun said:

Explosion probability is now linked to the amount of fuel left in the fuel tank that you hit; ironically (& accurately), less full tanks are MORE likely to explode. 

 

I think it looks about right at the moment.

I disagree 

 

The P47, P51 and P38 explode so often it's not even funny. 

Out of the 4 deaths I had flying the P40/Yak 1, 3 were one hit explosions.

 

 

 

 

It's a bit upsetting that the .50 MG ammo is basically training ammo you're at a huge disadvantage.

You can't return the favor. Flying against AI I'm pretty certain one detonation was from 13mm..

 

 

 

 

 

Edited by Denum
  • Like 1
Posted
7 hours ago, jollyjack said:

Great update, but IMO the 4.603 ships wake "update" is a complete failure !  Please revert to what it was !

 

Seems U-boat periscope trails no longer work, and my fav mod from LizLemon, He111H6 torpedoes, crashes the game ..

See the discussions near the end about the 4.603 update and the crashes:

 

 

 

 

Calling the update "a complete failure" is a bit overblown. Devs have no responsibility to maintain compatibility with user made mods, no matter how much you like them.

 

If there is something wrong with the update, like the periscope example, just document it properly and post it in the bugs section.

 

  • Like 1
  • Upvote 4
Alpha-KelvyKelv
Posted

When will the fix to the 4.603 update to Tank Crew be available?

Posted
1 hour ago, Denum said:

I disagree 

 

The P47, P51 and P38 explode so often it's not even funny. 

Out of the 4 deaths I had flying the P40/Yak 1, 3 were one hit explosions.

I flew a sortie in the SpitVb again today and encountered some Stukas.  Multiple cannon rounds into wings, fusilage and engine, and the bugger still managed to fly home streaming every kind of fluid.  It seems that if there was a fuel system update, then it's still somewhat incomplete.

  • Like 1
  • 1CGS
Posted
On 8/15/2021 at 11:09 AM, jollyjack said:

Seems U-boat periscope trails no longer work

 

They work. May be too dim - we will adjust it more to something like this:

1.jpg2.jpg

 

I hope that you realize that 7..8 knoots small submerged submarine will not give the same periscope wake as all ahead flank Ohio class?

3.jpg

  • Thanks 3
  • Haha 2
  • Upvote 2
Posted
12 minutes ago, Han said:

 

They work. May be too dim - we will adjust it more to something like this:

1.jpg2.jpg

 

I hope that you realize that 7..8 knoots small submerged submarine will not give the same periscope wake as all ahead flank Ohio class?

3.jpg

If a submarine captain ordered his boat to almost 8 knots with the periscope up, he should be keelhauled.  Beyond 4kts the periscope is useless (In WW2 at least), and would be a dead give away of the boat's position.  Safe periscope speed is 2 kts.  Best is 0.

PatrickAWlson
Posted

Anybody try the DH4 in full gunboat mode?

Twin forward firing MGs

Wing mounted Lewis

Twin rear guns

 

It might barely be airworthy but it would be interesting.

Posted (edited)
15 hours ago, Noisemaker said:

If a submarine captain ordered his boat to almost 8 knots with the periscope up, he should be keelhauled.  Beyond 4kts the periscope is useless (In WW2 at least), and would be a dead give away of the boat's position.  Safe periscope speed is 2 kts.  Best is 0.

This is an excerpt of a booklet see link German Submarines in Question and Answer (navy.mil)

 

Here is an excerpt answer to a question from the booklet I found interesting:

 

32. How much of a periscope is shown in attack and how often; and at what distance can a periscope be seen?

This varies greatly with conditions of wind and sea and light. In an attack by a submarine on March 21, 1918, off Dungeness, on a convoy under escort, the periscope was seen about 1,000 yards off, 58° on the port bow of convoy, was showing 12 inches above water, making a slight feather, and was in sight for 7 seconds. A periscope can not be seen at distances much exceeding 2,000 yards, even with good glasses.

 

 

Here are some pictures 4K to illustrate that:

 

1) This is a destroyer as seen by a periscope (moving at full submerged speed approx. 7-8 knots) straight in front at a distance of approx 1500mt. No magnfication here. Sea is calm. What is visibly is the water spray around the periscope and very weak you sea the wake.

1516017271_PeriscopeDepth1.thumb.jpg.fa83fa7b2199438cfb57d100366263a7.jpg

 

2) Now the periscope as seen from the bridge of the destroyer (no magnification).

You cannot see anything. 

1384837884_PeriscopeNoBinocular.thumb.jpg.beda5379949c3821052591cb2f7e9e6b.jpg

 

3)Same with max magnification (what stock version of IL2 allows) JPEG compression unfortunately blurs the quality but no space here for full images.

You can just perceive a little black dot with white dot (water spray) that is the periscope.

1302603197_PeriscopeBinocular.thumb.jpg.993564a42853320b56b1be39309cf691.jpg

 

 

In conclusion the answer to the question 32 above in this post is pretty correct. If I had some more magnification probably the absolute limit to which you can barely perceive it is around 2'000 yards indeed or 1'800 meters.

 

You can also see that the water spray around the periscope is more important for the detection than the wake (as simulated here) and in reality too.

But if instead of the destroyer you look from above from a plane, then the wake is absolutely primordial as the periscope is much smaller that the size of the wake. And in IL2 it seems indeed too faint for a submarine going full speed.

 

But beware, the subs would move nearer to the target at two three knots to attack with greater precision and then the wake becomes much smaller and less detectable. 

 

 

 

 

Edited by IckyATLAS
  • Upvote 1
Posted
19 hours ago, Han said:

 

They work. May be too dim - we will adjust it more to something like this:

1.jpg2.jpg

 

I hope that you realize that 7..8 knoots small submerged submarine will not give the same periscope wake as all ahead flank Ohio class?

3.jpg

 

Thanks; I saw they did, and was able to down one of 4 with CountZero's Torpedo Longtrail adaptation of LizLemon's original Torpedo mod.

Tough job finding them without the blue or red markers active during game play.

Posted (edited)
3 hours ago, jollyjack said:

Tough job finding them without the blue or red markers active during game play.

Ahh, the "immersion factor".  But as IckyATLAS noted above there needs to be some kind of visual clue when attacking from air.  After all in real life the sub captain's retracted their periscopes when enemy planes were sighted to help avoid detection.

Now what would be really nice would to be able to see the sub shape under water from above for at least 3~30 seconds after it dives.

 

Edited by Beebop
  • Like 1
Posted

@Han, I think a small bump in the trail visibility would be nice.  I, and many others I'd bet, aren't asking for a "Hollywood/Battleship Class trail, just a little bit to make it a little easier to find from the air in calm seas.  Anything above Sea State 2 would not be visible against to other whitecaps in real life anyway.

 

Thanks for giving some attention to this.?

  • Upvote 1
Posted (edited)

Maybe the next move will be to make the water more transparent and you can see the uboat under the surface

Edited by 76IAP-Black
  • Haha 1
Posted
3 hours ago, Beebop said:

Ahh, the "immersion factor".  But as IckyATLAS noted above there needs to be some kind of visual clue when attacking from air.  After all in real life the sub captain's retracted their periscopes when enemy planes were sighted to help avoid detection.

Now what would be really nice would to be able to see the sub shape under water from above for at least 3~30 seconds after it dives.

 

I did not mention one thing here, is that when seen from a plane above vertical of the submarine if at periscope depth or starting to dive the submarine body would be seen in transparency under the water if the sky is sunny with the sun up in the sky and sea calm. I do not know how deep it must dive before not being seen at all but probably at least 50-70 meters. If they could have this effect put into the game I would bow low to the devs.

 

Posted

Hello !

 

There is a question about the Flak 38: now there is no main sight of the Flakvisier 35/38/40.

It was these sights that were used on most 20-37 mm AA systems. Will it be added to the game ?

  • 1CGS
Posted
20 minutes ago, Gyrfalcon said:

Hello !

 

There is a question about the Flak 38: now there is no main sight of the Flakvisier 35/38/40.

It was these sights that were used on most 20-37 mm AA systems. Will it be added to the game ?

 

Huh? There are three sights available: the telescopic site for engaging ground targets, the ring sight for air targets, and the backup iron sights. 

Posted

Now the Flak 38 is equipped with a simplified mechanical sight Schwebekreisvisier 30/38.

But, the most common was the collimator flakvisier 35/38. 

Posted (edited)
On 8/14/2021 at 5:18 PM, -=PHX=-SuperEtendard said:


Explosion probabilty changed a couple updates ago, imho they are a bit on the too frequent side. They should be less common compared to fire but now they look like similar frequency.
 

I agree. I welcome the explosions, it is a very nice feature. But they might just be too common now. I am getting about one out of five or six victories (SP) being a huge explosion that tears the enemy apart (and usually takes me down from swallowing all the debris).

 

Too much of a good thing? 

 

Out of all the WW2 guncam footage you have seen, how many clips show EA being blown completely to smithereens?

 

Devs, please consider dialing down the explosion probability a bit. It will make it that much more exciting when you actually get one.

 

Enjoying the sim so much (too much according to wifey). Thanks dev Team!

Edited by Tinku74
Posted
9 minutes ago, Tinku74 said:

Devs, please consider dialing down the explosion probability a bit. It will make it that much more exciting when you actually get one.

 

The one area I'd like less frequent explosions: Ground vehicles.

 

I made a mod that removed the explosions from most ground vehicles (just steam and fire effects remained). It didn't look that great at the moment they were destroyed - as there was no fireball to hide the switch from the ground vehicle object to the destroyed ground vehicle object... however it felt a lot more realistic and it was much more interesting trying to gauge the effect of strafing without the fireball - it also tied in nicely to how we're now awarded ground kills for successful mobility kills! 

Posted
16 hours ago, 76IAP-Black said:

Maybe the next move will be to make the water more transparent and you can see the uboat under the surface

 

This is even better ..

 

 

Posted (edited)

Just curious: current update for 4.603b, size 523.30 MB?

Edited by jollyjack
  • Upvote 1
  • jollyjack changed the title to Update for 4.603b, size 523.30 MB?
Posted (edited)
39 minutes ago, Sneaksie said:

4.603b hotfix released:

  1. Padlock camera: fixed switching to third-person view when jumping out of the plane with the padlock camera turned on;

 

 

That is kind-of sad, isn't it? I'll miss this bug. I know it wasn't intended, and I know that it prevent the bailout from happening in some aircraft, but it was pretty neat to experience a first person bailout.

 

Edited by Avimimus
  • Upvote 8
No.23_Gaylion
Posted
11 minutes ago, Avimimus said:

 

 

That is kind-of sad, isn't it? I'll miss this bug. I know it wasn't intended, and I know that it prevent the bailout from happening in some aircraft, but it was pretty neat to experience a first person bailout.

 

This should be a thing.

  • Upvote 3
Posted
30 minutes ago, US213_Talbot said:

This should be a thing.

 

I totally know why they chose to allow only third person bailouts, and I also understand why they don't want to go back and add the pilot's body to every cockpit (especially given the issues associated with 6 DoF player point of view movement and obscuring of instruments) but it is surprising how enjoyable these features are. I didn't think they would be but they do have benefits. Alas, they have more important work to do!

  • Upvote 1

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