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Game version 4.707 discussion: Me 410, Input Profiles


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FeuerFliegen
Posted

 

 

 

Also- anyone have any tips on how to effectively use the autopilot system, being that it only has yaw control?

Posted
16 hours ago, AEthelraedUnraed said:

That's assuming they'd:

A) Find out quickly enough a fire was starting

B) Knew the procedure to put it out

C) Were able to execute it correctly in a high-stress situation with a fire licking up your legs.

D) their planes weren't made of wood and flammable, doped linen

E) they weren't sitting on or directly behind a tin can filled with fuel which is now spilling its contents all over them as the fire burns them alive.

 

In other words for Flying Circus the ability to side-slip the fire out is crazy. Yet we can. Easily. 

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FeuerFliegen
Posted (edited)
25 minutes ago, Jaguar320 said:

There's a speed bug on the Me 410. If you try a simple Quick Mission with the Me 410, you'll notice that if you start the mission on the ground and take off, your speed will be 16 km/h slower than if you start the mission on the air. It happens flying on the exact same conditions, the only difference is if you start on the ground or in the air.

Has anybody noticed that?

 

 

I've noticed a speed discrepancy on the plane's speedometer regardless of where you start.  it's anywhere from 20-50kph off, depending on speed (the lower the speed, the higher discrepancy; at 750kmh, it's almost dead on accurate)

 

 

 

Can anyone explain to me which fuel gauges correspond with which fuel tanks, and exactly how to read the fuel gauge?

 

I selected 300L, and only the first two tanks had any fuel in them ( 1VL; 2VR ).  The needle on the gauge pointed exactly to where the 1 (100L) mark is on the lower half, or about the 2.3 (230L) mark on the upper half.  I don't see any circumstance where this could equal 300L.  Although adding up the 4 fuel tanks (lower gauge reads up to 370L, upper reads up to 600L), equals 1940L, which is 460L less than the total fuel capacity.

Edited by SCG_FeuerFliegen
Posted

The Me 410"s clock has no minute hand (but it should).

I noticed it today while I tried to navigate in poor visibility conditions where I usually count on it. Fortunately the small dial counts minutes too (15 minutes) so I didn't have to peek under the VR :) But the normal minute hand would be really useful.

  • Upvote 1
Posted
7 hours ago, Jaguar320 said:

There's a speed bug on the Me 410. If you try a simple Quick Mission with the Me 410, you'll notice that if you start the mission on the ground and take off, your speed will be 16 km/h slower than if you start the mission on the air. It happens flying on the exact same conditions, the only difference is if you start on the ground or in the air.

Has anybody noticed that?

 

I have also observed this phenomenon, and it seems to be connected to the landing gear. If I begin the mission in the air, then fully extend the landing gear and rectract it again, the Me 410 loses about 15 km/h in top speed. Maybe some of the landing gear covers are not correctly registered as retracted (after having previously been extended) by the flight model?

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Posted
23 часа назад, Ala13_UnopaUno_VR сказал:

I am detecting strange behaviors with the FFB settings with my logitech G940 after this last patch 4.707

I have force feedback , and it works, but it conflicts with roll/pitch/rudder axes

What exactly do you mean by conflicts? For MS Force Feedback 2 we have here everything seems to be fine.

Please send me your input profile (all files from /data/input/).

 

7 часов назад, Pozsgay сказал:

The Me 410"s clock has no minute hand (but it should).

I noticed it today while I tried to navigate in poor visibility conditions where I usually count on it. Fortunately the small dial counts minutes too (15 minutes) so I didn't have to peek under the VR :) But the normal minute hand would be really useful.

Will be fixed in the next update.

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Posted

Is it just me or does the Me410 has insane low stall speed with landing flaps?

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Posted (edited)
18 hours ago, SCG_FeuerFliegen said:

 

 

 

Also- anyone have any tips on how to effectively use the autopilot system, being that it only has yaw control?

The system on the 410 is a mode 1 course autopilot.  It is there to hold your course with the rudder; pitch and roll are still under your control with stick inputs and trim.  Very useful for long climbs, dives, or level.  It can be used in the dive with the stuvi, but IMHO it is not as useful as the Ar-234 with its full mode 2 autopilot. 

 

Turn to the course you want to fly and hit the AP.  The airplane in the repeater compass will turn to the course you are on.  (Ex. 180).  Also, the Autopilot course preset (in the gauge below the repeater compass) will come to the same course.  This will match the directional gyro, which is the bottom half of the gauge, which always shows your current course.  Tech tips will also state the course if on.

 

Set your pitch trim for the desired pitch and use aileron trim to help with the oscillations rolling left/right.

 

You can make minor course changes that will be reflected in the repeater compass and autopilot course preset gauge.  The bigger the course change, the bigger the roll/pitch changes (these can be controlled with stick inputs).  If making a big change, just turn the AP off, fly to the new course and re-activate. 

 

 

 

 

410-1.jpg

Edited by Plurp
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IAmNotARobot
Posted
21 час назад, US103_Baer сказал:

D) their planes weren't made of wood and flammable, doped linen

E) they weren't sitting on or directly behind a tin can filled with fuel which is now spilling its contents all over them as the fire burns them alive.

 

In other words for Flying Circus the ability to side-slip the fire out is crazy. Yet we can. Easily. 

 

I also agree with that points, will be fixed soon

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Posted
8 hours ago, IAmNotARobot said:

 

I also agree with that points, will be fixed soon

Thanks for the heads up. Many people will appreciate this. 

  • Upvote 1
Posted

Thought I would pass along my constructive comments on the Mission Editor (ME) changes.  I've worked with the ME extensively the past few years, creating very complicated and complex missions and mission logic. 

 

- Mission loading, I don't notice it really saves any time loading, it just moves the loading times around depending on where you are working in the Mission Tree.  Prefer to have it back the way it was, loading everything at once.  Never had an issue with loading times before.

- The Mission Tree auto expanding and scrolling right results in having to scroll left constantly to navigate around.  It would be less of an issue if the width of the window could be adjusted so when it auto scrolls right, it doesn't partially hide the structure above and below it making it unreadable.

- Still get occasional crashes to desktop when using the ME.  This happens when you load a mission, then load a new mission in the same session without restarting the ME.  The majority of the time it will crash to desktop.  I've been able to recreate this, solution is to exit and restart the ME to load another mission.

 

As always, thanks to the entire team for all your hard work and dedication, it just keeps getting better and better!!!

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Posted
2 часа назад, 332FG-Spaz сказал:

Thought I would pass along my constructive comments on the Mission Editor (ME) changes.  I've worked with the ME extensively the past few years, creating very complicated and complex missions and mission logic. 

 

- Mission loading, I don't notice it really saves any time loading, it just moves the loading times around depending on where you are working in the Mission Tree.  Prefer to have it back the way it was, loading everything at once.  Never had an issue with loading times before.

- The Mission Tree auto expanding and scrolling right results in having to scroll left constantly to navigate around.  It would be less of an issue if the width of the window could be adjusted so when it auto scrolls right, it doesn't partially hide the structure above and below it making it unreadable.

- Still get occasional crashes to desktop when using the ME.  This happens when you load a mission, then load a new mission in the same session without restarting the ME.  The majority of the time it will crash to desktop.  I've been able to recreate this, solution is to exit and restart the ME to load another mission.

 

As always, thanks to the entire team for all your hard work and dedication, it just keeps getting better and better!!!

We'll consider some tweaks there, as for the crashes, we're working on that problem.

Posted

I have 2 issue I need help with. I hope I'm in the correct thread. See the attached pdf.  Thanks TC

Me-410A1.png

Posted
2 hours ago, Regingrave said:

We'll consider some tweaks there, as for the crashes, we're working on that problem.

Awesome!.. thanks for the follow-up!

AEthelraedUnraed
Posted
8 hours ago, 332FG-Spaz said:

- Mission loading, I don't notice it really saves any time loading, it just moves the loading times around depending on where you are working in the Mission Tree.  Prefer to have it back the way it was, loading everything at once.  Never had an issue with loading times before.

I don't think the changelog mentions mission loading anywhere? Let alone in the editor. The last time mission loading times were mentioned was way back in April, and that didn't mention the editor.

 

What has changed however, is the copy-paste performance. And it has changed a lot. Before, a simple copy-paste could take something like 30 seconds. Now, it's a fraction of a second.

Posted (edited)
1 hour ago, AEthelraedUnraed said:

I don't think the changelog mentions mission loading anywhere? Let alone in the editor. The last time mission loading times were mentioned was way back in April, and that didn't mention the editor.

 

What has changed however, is the copy-paste performance. And it has changed a lot. Before, a simple copy-paste could take something like 30 seconds. Now, it's a fraction of a second.

 

My bad, thanks for correcting me... I went back and re-read the release notes.  I was a bit mixed up now that the mission doesn't load complete initially.

 

One other comment... when you select a line item in a group, it now automatically sets that group as working.   In some of my more complex missions, I like the ability to see the objects and MCUs and their IDs when I am linking from another group.  This is a very convenient feature and eliminates the need to write down information.  Making the ME behaviors configurable within the task bar as a menu item would be really nice and allow maximum flexibility.  I meant to mention this in my original post.

Edited by 332FG-Spaz
Forgot to add the quote
  • Upvote 1
Posted
13 hours ago, 332FG-Spaz said:

 

My bad, thanks for correcting me... I went back and re-read the release notes.  I was a bit mixed up now that the mission doesn't load complete initially.

 

One other comment... when you select a line item in a group, it now automatically sets that group as working.   In some of my more complex missions, I like the ability to see the objects and MCUs and their IDs when I am linking from another group.  This is a very convenient feature and eliminates the need to write down information.  Making the ME behaviors configurable within the task bar as a menu item would be really nice and allow maximum flexibility.  I meant to mention this in my original post.

 

Thanks for that information @332FG-Spaz. That's very handy. Note that you can also click the GRP icon in the toolbar or choose Draw Icons in Group from the Draw menu to see objects, MCUs and IDs in groups.

AEthelraedUnraed
Posted
On 8/11/2022 at 7:05 PM, too-cool said:

I have 2 issue I need help with. I hope I'm in the correct thread. See the attached pdf.  Thanks TC

Me-410A1.png

Have you tried verifying the integrity of the game files yet (if you use the Steam version), or reinstalling otherwise?

Posted

Re: Input Profiles Bug?

 

I've just realised YAW and ROLL sensitivity is NOT storing as part of a Custom Input.

It remains in the last set position no matter what profile/plane you're using.

Is this a bug or expected behaviour?

 

Seems a shame if this is expected as they'd be the only Inputs that can't be made plane specific and would be valuable in FC.

Posted (edited)
On 8/2/2022 at 7:30 PM, Han said:

...

11. The issue where an AP shell could be stopped by one 100mm plate but couldn't be stopped by 50mm+50mm double plates was fixed. Spaced armor plates with total thickness similar to one thick plate now stop AP rounds better than one plate;

 

This "issue" is not an issue at all. This is just how terminal ballistics work. The physical model of the interaction between shell and armour is non-linear and the protection provided by two (or more) spaced plates is almost always not equal to that provided by a single plate of the same weight.

 

Arrays of spaced armour can be more effective, on the weight basis, but can also be less effective. Sometimes the addition of a skirting plate can even reduce the protection provided by the main armour alone (compare the results of M70 and M86 shells for different armor configurations).

 

panther-ufp.png

Edited by Peasant
  • Upvote 1
6./ZG26_Gielow
Posted

I was missing so much the Stuvi bomb sight that I made a video.

Very welcome addition to the game. Thanks Devs!!

 

Now can't wait to have American .50 cals installed on German aircraft for ultimate killing power.

 

Enjoy the 410 stuka siren equipped video.

 

 

 

 

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Posted

I see in the Game Update 4.707 Update of Aug. 3 that the A20 now has a Navigator position. 

I can't seem to jump into that position, only gunner positions. 

Can anyone confirm the new Navigator position exists and if so, how do I get into it?  

Thanks crew.

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RNAS10_Oliver
Posted (edited)
25 minutes ago, sonnykims said:

I see in the Game Update 4.707 Update of Aug. 3 that the A20 now has a Navigator position. 

I can't seem to jump into that position, only gunner positions. 

Can anyone confirm the new Navigator position exists and if so, how do I get into it?  

Thanks crew.

 

If your referring to this patch note (only thing I can see in 4.707 about the Havoc) then no the navigator position does not exist. There's nothing about the navigator/bombardier positions being added. Just that the external models for the American crewmembers in the A20 (and others) have been updated.

 

Quote

4. New gunners model (as well as navigator in the A-20 and radio operator in the C-47) for American A-20, B-25, and C-47 aircraft crews added;

 

Edited by RNAS10_Oliver
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JG4_Moltke1871
Posted

It would be a great thing when the devs update the A20 with the navigator position somewhere in the future ??

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6./ZG26_Loke
Posted
3 hours ago, JG4_Moltke1871 said:

It would be a great thing when the devs update the A20 with the navigator position somewhere in the future ??

Would also be great for other aircraft too. 

Posted

Thanks for the reply - it sounded like they added the navigator/bombardier position. But can't complain, Jason & team are doing incredible things.

JG4_Moltke1871
Posted

Me410

while changing different loadouts it seems the Mg/Cannon types on the ammo counter are mixed up. In one case seems have a graphic problem there.

Sorry, have no example screenshot because VR Play.

6./ZG26_Gielow
Posted

There is no option for bombers intercept on quick missions. Only ground attack missions for the Me410. 

Posted

This is true of the Bf-110’s as well…of course you occasionally do run into bombers every once in a while while on your way…but still ….I do wish there were “Bomber Intercept” missions.

  • Upvote 1
Posted
29 minutes ago, Blitzen said:

This is true of the Bf-110’s as well…of course you occasionally do run into bombers every once in a while while on your way…but still ….I do wish there were “Bomber Intercept” missions.

Can this be modded?

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Posted
13 часов назад, 6./ZG26_Gielow сказал:

There is no option for bombers intercept on quick missions. Only ground attack missions for the Me410. 

Interception missions for Me 410 in AQM will be added in the next update.

  • Like 2
Posted (edited)
32 minutes ago, Regingrave said:

Interception missions for Me 410 in AQM will be added in the next update.

Boy that was quick! Good news!

Enemy ace.jpg

Edited by Blitzen
Screenshots
Posted

No matter what plane, I have this great ability to bend propellers

 

image.thumb.png.7c85ff45abe3f732b82829c81fe9d84b.png

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  • 2 weeks later...
-332FG-brooklynspo
Posted (edited)

Recently my squadron and I noticed some changes which I could not find referenced in the changelogs.

Somewhere along the line something changed with the A-20s ground handling. The brakes are definitely less powerful than they were previously. It takes more distance to bring to a stop and you cannot rev the engines 100% before takeoff - the brakes will no longer hold the plane.

Something else seems to be at work, it's not just that the brakes are weaker - previously you could idle your engines with full RPM, without brakes and the plane didn't move. Now however, you will roll forward, so you need to either engage the brakes or reduce RPM to hold on the runway.
 

Edited by -332FG-brooklynspo
-332FG-brooklynspo
Posted (edited)

Hmm, now the P-38 brakes will not hold the plane during an engine run-up. They did previously.

Brake nerf!? 

(The A-20 and the P-38 are two planes I am very familiar with in IL-2. Not sure I could reliably compare brake power from memory with any other planes.) 

Edited by -332FG-brooklynspo
JG4_Moltke1871
Posted
2 minutes ago, -332FG-brooklynspo said:

Hmm, now the P-38 brakes will not hold the plane during an engine run-up. They did previously.

Brake nerf!? 


 

I think it’s more noob protection. Like the breaks of the Ju52, you can ignore em without getting any damage they are active while take off.

Or the self closing canopy of P38 and Me410 while roll on.

In cases like that sadly Il2 Sturmovik leave the Sim area and move to a simple videogame.?

  • Confused 1
AEthelraedUnraed
Posted
1 hour ago, JG4_Moltke1871 said:

I think it’s more noob protection. Like the breaks of the Ju52, you can ignore em without getting any damage they are active while take off.

Or the self closing canopy of P38 and Me410 while roll on.

In cases like that sadly Il2 Sturmovik leave the Sim area and move to a simple videogame.?

Sorry, but that's just nonsense. IL2 hasn't introduced "noob protection" in the past; I think it's highly unlikely they'll do so now.

Posted
5 hours ago, JG4_Moltke1871 said:


 

I think it’s more noob protection. Like the breaks of the Ju52, you can ignore em without getting any damage they are active while take off.

Or the self closing canopy of P38 and Me410 while roll on.

In cases like that sadly Il2 Sturmovik leave the Sim area and move to a simple videogame.?

Or consideraton for the fact that GB doesnt model the workload or second brain and eyes of a co-pilot in the case of JU52 and reduces the need to add keybindings for stuff that really doesnt matter within the general  "up n atem" ethos of the game in the case of self closing canopies. Intelligent choices I would say to help the majority who are probably playing the game with a hundred RL problems on their mind.  GB isnt study level (no consimer product is) nor does it pretend to be.   

  • Upvote 1
Posted (edited)

@JG4_Moltke1871 How could it be noob protection if it makes both mentioned planes harder to operate on the ground?

 

@-332FG-brooklynspo I can't confirm A-20 idle issue - just checked and once I taxi to the runway and stop it stays stationary allright at full RPM, min MAP. I confirm, however, the remaining observations about brakes being somewhat weaker. A pity, because now you can't perform P-38 takeoff procedure as per game's own manual, let alone RL one. You might want to report it in FM or tech issues section, 'cause I don't think devs visit this thread anymore.

Edited by Art-J
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-332FG-brooklynspo
Posted

@Art-J Yeah, the real P-38 manual indicates that brakes should be able to hold the plane at least up to 54" manifold and 3,000 RPM but that is definitely not the case now in BoX.

I think you may be right about the A-20, with zero throttle and max RPM it does not roll. I think I probably had it idling at 10% throttle, where it starts to roll.

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