Jump to content

DM update impressions


Recommended Posts

1PL-Husar-1Esk
Posted

Did not notice any distance sniping, business as usual. I like that pilots are more vulnerable, I aim at meet and I like to quickly finish my opponent and switch to another when in furball. I don't like weak wings and that artifinal plane shaking when my plane is hit by feaw bullets. Ditching is ok now, did not die even when my plane turn up side down.

Posted
8 hours ago, US103_Rummell said:

This is fab! How much rudder and control micro adjustment do you need at that distance? What distance would you estimate that to be?

You need a lot.  In that video, it was my first time "dogfighting" with the Dr.I.  I had read about a French guy who flew through the wake of another airplane at an airshow and it caused him to stall and crash fatally. So I was very cautious about getting in the wake on that flight.  

 

We could pretty accurately determine my distance by the aize of the plane vs the front sight ring, but just guessing...150 yards?

 

I did recently dogfight a rotary powered Pup with the Dr.I, and the Dr.I was completely dominant. The Pup stands no chance. I also flew through his wake at one point with slow speed in the turn and it pointed my airplane at the ground.  I had no control for a few seconds. I flew out of it and regained control, but at a loqer altitude, it could have been a real disaster. (Im working on writing about the dogfight)

On 9/9/2022 at 3:31 AM, Holtzauge said:

My takeaways from this video is that the aircraft are crisp in the handling, there is none of the “rubber-band” suspension that afflicts a lot of state of the art flight simulators. In addition, notice the small corrections Mikael does in roll when lining up the Tummelisa in the sights. Granted, we don’t see a sight picture from the Fokker D.VII but it’s obvious from the over the engine shots and the camera position on the port side fuselage that he is doing minute corrections all the time to keep the sight on target. So even if the camera mount is filtering out vibrations, something is triggering him to do the small adjustments to keep the Tummelisa in sight. If the sight picture is vibrating all over the place why do that?  Just look at the minute adjustments being done all the time: To me it looks like he is adjusting in pitch, roll and yaw. Why? Well the easiest explanation would be he is doing it to keep the appropriate sight picture. Maybe the problem of lining up sights in WW1 was more due to the headbanging going on in the cockpit when listening to all that hard rock? :dance:

 

 

  Reveal hidden contents

 

 

When I watch his video, the nose is moving a lot.  If he had sights, they would show the plane moving all around in the front sight ring.  You still have try to aim, even with your head moving afterall.  Scroll up a few posts and you can see the video of me aiming with the helmet mounted camera. The offset of the camera vs my eye makes it loook like the sight is not on target, so you just have view the relative movement. 

 

In planes like the SE5, aiming would be MUCH easier due to the windscreen protection, and that would apply to anybplane with a nice windscreen. I imagine aiming in an SE5 is quite easy due to the stability of the plane and the pilot protection offered too.

 

Btw, i had a cracked ring on one ofy 120 rhone cylinders! I have to pull each one now and see how they are doing... ?

 

 

  • Sad 2
  • Upvote 1
  • 1CGS
Posted

The major reason why it's so easy to land shots in these WWI planes vs reality is because it's dead simple to have one's sights lined up properly. As anyone who has spent time with iron-sighted firearms will tell you, it takes a good, stable sight picture to shoot accurately - and that's with taking one slow, aimed shot at a time. Add in any sort of movement, and that fine-tuned accuracy you honed while shooting your rifle from a bench rest goes away. That was the big reason, of course, why reflector sights and tube optics like the Oigee and Aldis were developed - no more need to make sure you had two sets of sights lined up before trying to take an accurate shot.

 

Increasing MG dispersion helps, of course, but it's not the whole answer. 

Posted
On 9/10/2022 at 12:38 AM, 76SQN-FatherTed said:

What has changed that makes pilot sniping easier?  Maybe it's not that the gunnery has changed, maybe it's that now you can hit more of the pilot because he's not protected by bullet-proof canvas?

Pilot vulnerability has changed. Its in the release notes.

Now a pk requires half the hits it used to. IE now it's 1 to the head or 2 to the body.  Not unreasonable of course but it's super easy to pk now. Hence the discussion. 

 

  • Upvote 1
Posted (edited)

A few more points about that claim that it’s too “easy” to hit planes at long distances in-game: First, it seems that the main problem people are having is that it’s in-game far too easy to snipe and that it’s IRL difficult to line up the sights when maneuvering. About the maneuvering, I think the video below is pretty revealing but let’s begin with the sniping: First, IRL if you are sniping at say 500 m on someone extending both you and the target you are trying to hit would probably be flying straight. So you have quite some time to line up the sight and allow for the proper lead. Second, IRL most pilots probably one got a stab at this one or two times in their careers so how many had any sort of “feel” for lead and how to allow for the aircrafts relative motions? Granted, this is from my comfy position as an armchair expert, but on a more serious note I do think there are sound reasons why people who have hundreds, if not thousands of hours sim time without putting their life on the line can build up a “feel” for proper lead and can “snipe” at long distances in-game.

 

Finally, about the difficulties to line up a sight in general, take a look at the video below looking at the times Mikael Carlson himself is in the frame. Note that this video is taken with a stabilized camera so it shows how the pilot is being "shaken" around, not the camera. Does it in the video really look like his head is bobbing and being shaken around and that it would be difficult to lean over and line up a sight?

 

@Chill31: Sorry to hear about your engine problems and hope they don’t set you back too much either timewise or financially. On the bright side, if you had those problems already in your earlier flights last year when you were not getting the speed results you were expecting, maybe this will change all that! :)

 

 

Spoiler

 

 

Edited by Holtzauge
No.23_Triggers
Posted
On 9/7/2022 at 10:38 PM, =IRFC=Hellbender said:

While the rest of IL-2 celebrates the release of Normandy, which is best remembered for its apple cider, fish soups and the minor border kerfuffle that was held there a few years following The War to End All Wars, us here in the real world should take a look at how the DM update affects our men and machines.

 

  • Definitely no changes to undamaged wings: Dolphin still loses its wings at around 5G while the Pfalz D.IIIa keeps its wings even over 9G. This wasn't mentioned anywhere in the release notes, so I didn't have my hopes up.
     
  • Wingshedding after taking damage seems to have slightly worsened across the board. This may be placebo as I had the impression that there was more visible damage after taking very few hits. I also found it somewhat easier to get the Dr.I to shed its wings, but this is all against AI, so who knows. It was still virtually impossible to get the Pfalz to shed, but that's to be expected.
     
  • Dying from G forces when ditching or pulling out of hard dives seems to be fixed, although you will still be injured if you do so, and you can still die when flipping over. I think it's a decent enough compromise between how it was in the beginning and in the last few updates.
     
  • Way easier to score pilot kills. The age of the snipe has returned, just in time for the Snipe.
     
  • I saw a few more engine fires, too. Apparently they should be harder to put out.


Finally tried the update out a couple days ago. As far as I can see, this post pretty much nails it - although I think the year of the Snipe just gave way to the year of the lucky golden BB...

Wingshedding definitely feels like it happens more easily now. Can't say I'm surprised tbh...

No.23_Starling
Posted
1 hour ago, Holtzauge said:

A few more points about that claim that it’s too “easy” to hit planes at long distances in-game: First, it seems that the main problem people are having is that it’s in-game far too easy to snipe and that it’s IRL difficult to line up the sights when maneuvering. About the maneuvering, I think the video below is pretty revealing but let’s begin with the sniping: First, IRL if you are sniping at say 500 m on someone extending both you and the target you are trying to hit would probably be flying straight. So you have quite some time to line up the sight and allow for the proper lead. Second, IRL most pilots probably one got a stab at this one or two times in their careers so how many had any sort of “feel” for lead and how to allow for the aircrafts relative motions? Granted, this is from my comfy position as an armchair expert, but on a more serious note I do think there are sound reasons why people who have hundreds, if not thousands on hours sim time without putting their life on the line can build up a “feel” for proper lead and can “snipe” at long distances in-game.

 

Finally, about the difficulties to line up a sight in general, take a look at the video below looking at the times Mikael Carlson himself is in the frame. Note that this video is taken with a stabilized camera so it shows how the pilot is being shaken around, not the camera. Does it in the video really look like his head is bobbing and being shaken around and that it would be difficult to lean over and line up a sight?

 

@Chill31: Sorry to hear about your engine problems and hope they don’t set you back too much either timewise or financially. On the bright side, if you had those problems already in your earlier flights last year when you were not getting the speed results you were expecting, maybe this will change all that! :)

 

 

  Reveal hidden contents

 

 

There’s a debate here about gaming MP vs reality. If the developers were so inclined they could add a checkbox option to say disable snap views or sustained held button snap views for more than a few seconds. At least in VR I have to physically position my head to aim which isn’t that easy with iron sights. I also don’t see why we can’t have a server check box for say parachutes on/off for 1917 scenarios. Dare I say they could develop a slider option for dispersion for map creators to play with to account for this issue.

 

Either way, giving players and admins OPTIONS is a thousand times better than blanket updates which you can’t tweak. Players can also make hundreds of micro tweaks based upon constant testing to suit communities, taking taking the pressure and criticism away from the developers.

  • Upvote 2
Posted (edited)
26 minutes ago, US103_Rummell said:

There’s a debate here about gaming MP vs reality. If the developers were so inclined they could add a checkbox option to say disable snap views or sustained held button snap views for more than a few seconds. At least in VR I have to physically position my head to aim which isn’t that easy with iron sights. I also don’t see why we can’t have a server check box for say parachutes on/off for 1917 scenarios. Dare I say they could develop a slider option for dispersion for map creators to play with to account for this issue.

 

Either way, giving players and admins OPTIONS is a thousand times better than blanket updates which you can’t tweak. Players can also make hundreds of micro tweaks based upon constant testing to suit communities, taking taking the pressure and criticism away from the developers.

 

Both those options sound very reasonable. A snap view where your eye is glued to an iron sight picture is of course not realistic either. So introducing a radon jitter consistent with a slight deflection of the gun when firing and errors in aiming sound reasonable AND realistic. But not too much! So far it seems many think the jitter due to gun vibration and aiming errors would be big. I think the video of the guys firing the Ksp 58 I posted previously disproves that.

 

The idea with a slider sounds very good: This allows everyone to tune in their own perception of what is realistic, both in SP and on servers. My point was only that many of us have amassed an enormous amount of routine when it comes to deflection shooting unlike anyone IRL ever had a hope of coming close to. No wonder we can snipe. But I do understand how people can get upset in-game when getting shot at long ranges when extending. And in addition, getting a hit in a wing and having to RTB. But that is of course another discussion: I'm really disappointed we still have the ROF-type "fold a wing when hit" DM......

 

 

Edited by Holtzauge
  • Like 1
  • Upvote 1
Posted
1 hour ago, US103_Rummell said:

in VR I have to physically position my head to aim which isn’t that easy with iron sights

 

I take it one can't configure a 'dead zone' with VR ?

No.23_Starling
Posted

If you can I’ve not figured it out 

Posted

In the gun turrets you can "nestle to gunsight," which locks your head in position to view the gunsight perfectly aligned. It completely removes 3 of the 6 degrees of freedom, allowing you to look but not to lean. This is incredibly nauseating and disorienting in VR, especially when you start to move the gun to aim at a target. The VR implementation for gun turrets (both on airplanes and, from the little bit I've tried, on tanks) is very very bad, to the point of being almost unplayable. But that is a separate discussion

It is technically possible to add a dead zone or to disable head movement. You can see this with the nestle to gunsight button. You can even magnify the head movement so you don't have to stretch your neck as far to look behind you, as seen with Nobiwan's VR NeckSafer (really want that implemented natively in the game). The brain can figure out the necksafer movement, but it cannot figure out the locked head position. My point is that introducing a "dead zone" to VR is a bad idea. Not only is it nauseating, it also is unrealistic: moving your head to line up with the gunsights is about as real as you can get without having a powerful fan buffeting your head around as well. I have to develop and practice the skill of using the gun sights. Sometimes during a close dogfight I look for the tracers instead of the sight and walk them in to where I think the target will be in a quarter second.

Posted

As far as implementing ROF bullet dispersion, I highly doubt that the WWII pilots would stand for it (I wouldn't like it at all) therefore, it's not gonna happen. I don't think that the Devs can separate FC from GB as far as settings and therein lies most of the issues with FC. It is, after all, a WWII game first and foremost. I really wish that they would (could?) make them two unique entities.

 

The idea of getting rid of locked snap views for the sights is IMHO one of the best suggestions.

Posted
On 9/11/2022 at 5:44 AM, Holtzauge said:

Finally, about the difficulties to line up a sight in general, take a look at the video below looking at the times Mikael Carlson himself is in the frame. Note that this video is taken with a stabilized camera so it shows how the pilot is being "shaken" around, not the camera. Does it in the video really look like his head is bobbing and being shaken around and that it would be difficult to lean over and line up a sight?

You are killin me here.  Im not sure why you want to make guesses about what it is like to aim by trying to analyze a plane and pilot from a 3rd person video.  I can tell you from 1st hand experience, it is challenging. Combined with tje fact that each maneuver causes your body and head to move, it is impossible to remain perfectly still and get a really nice sight picture.  If you are still in correspondence with Mikael, it would be worth asking him his opinion too.

On 9/11/2022 at 5:44 AM, Holtzauge said:

 

@Chill31: Sorry to hear about your engine problems and hope they don’t set you back too much either timewise or financially. On the bright side, if you had those problems already in your earlier flights last year when you were not getting the speed results you were expecting, maybe this will change all that! :)

 

 

  Reveal hidden contents

 

 

Yes, I am sure I was losing some power from that, so I too am curious what will be the result of making this repair. Very exciting! 

HagarTheHorrible
Posted
17 hours ago, JG1_Vonrd said:

The idea of getting rid of locked snap views for the sights is IMHO one of the best suggestions.


It still doesn’t really address the fundamental problem, that there is essentially no difference between WW2 reflector sights (or Ogee sights for WW1) and iron sights. In the sim the pilots head is essentially the rear sight, it has removed the third element, the most significant one to good shooting, in a three part equation (foresight-hindsight-eyeball) making it an order of magnitude easier to aim and shoot, even in VR, added to which there are no environmental complicating factors (Early German entries in RoF didn’t even have the complicating ‘luxury’ of a foresight, it was that unrealistic)

Other sims (CLoD) did try to address this, even with the added benefit of WW2 reflector sights, but was soon dispensed with as unworkable and felt very unnatural. If complications are added in, to make targeting, particularly with iron sights, more realistic, it needs to be done without the difficulty of allowing for all the varied ways players interact with the sim (VR, TrackIR, mouse, snap views, etc etc). The best way to do that, in my opinion, is to start from the other end of the barrel.  If we ask ourselves, what forces affect where your bullets are going to go and when, then we can start to add in universal complicating factors, that might better reflect the experiences of pilots, and shooting, that we read about in books and memoirs.  Anything, from attitude of aircraft ( is it on it’s side, is it even upside down), to control inputs (speed and type), or gravitational forces.  These could all be given time off centre limits, gradually, or quickly, depending on what’s affecting the pilot returning to centre, even with gameplay elements thrown in depending on pilot experience and even stamina levels for extended or intense manoeuvring.  Aircraft design could even play a roll with flight stability and control providing variety.

Posted
5 hours ago, Chill31 said:

You are killin me here.  Im not sure why you want to make guesses about what it is like to aim by trying to analyze a plane and pilot from a 3rd person video.  I can tell you from 1st hand experience, it is challenging. Combined with tje fact that each maneuver causes your body and head to move, it is impossible to remain perfectly still and get a really nice sight picture.  If you are still in correspondence with Mikael, it would be worth asking him his opinion too.

Yes, I am sure I was losing some power from that, so I too am curious what will be the result of making this repair. Very exciting! 

 

 

I don't think anyone is saying it would be easy to keep your head steady and aim if you are manouvering. The issue was if it was possible to snipe at long distances which I think would involve flying pretty straight and level, not manouvering. In addition, the reason I posted the Pfalz video was because the video you posted had a lot of camera vibration in it and in Mikael's video the camera is stabilized so you can see his head movements, not the camera's.

 

Anyway, good to hear that you will probably be able to get some more power out of the engine and looking forward to any Levil BOM results!

 

  • Like 1
Posted
11 hours ago, Holtzauge said:

You are killin me here

 

Well, it ain't so bad if you're in a Camel snipin' a D7.  ? Revenge is sweet.

 

But seriously, there're a lot of long term issues they need to address like wings and stuff. And WWII update impacts on FC. :coffee:

Posted
2 hours ago, ST_Catchov said:

there're a lot of long term issues they need to address like wings and stuff. And WWII update impacts on FC. :coffee:

 

Yes mate... and will people flock to buy FC3 if it comes out before all of these issues are solved?... yes they will of course, and because of that they will keep churning out more of the same while we sit forever with our fingers crossed hoping against hope that it will all be ok eventually.

1PL-Husar-1Esk
Posted

I was waiting for drop tanks for ww2,  because next thing to do were FC wings.  Now when Petrovich left I doubt it will happen any time soon. 

  • Confused 1
  • Upvote 2
Posted
1 hour ago, 1PL-Husar-1Esk said:

I was waiting for drop tanks for ww2,  because next thing to do were FC wings.  Now when Petrovich left I doubt it will happen any time soon. 

Petrovich left?? Where did he go? 

Posted
12 minutes ago, Chill31 said:

Petrovich left?? Where did he go? 

ppl on net think its MSFS 2020 , he didnt say where, but you can see post here that he left:

 

  • Thanks 1
Posted
7 hours ago, ST_Catchov said:

 

Well, it ain't so bad if you're in a Camel snipin' a D7.  ? Revenge is sweet.

 

But seriously, there're a lot of long term issues they need to address like wings and stuff. And WWII update impacts on FC. :coffee:

 

Well if you check back on the original post and who was killing who it was actually me "killing"  @Chill31 with my armchair expert comments on shooting not the other way around! :biggrin:

 

But on a more serious note: I think it would be a HUGE mistake to fix one mistake with another: That is increasing dispersion and aiming errors to balance out that the current FC DM needs tweaking....... 

  • Like 1
  • Upvote 1
Posted
6 hours ago, CountZero said:

ppl on net think its MSFS 2020 , he didnt say where, but you can see post here that he left:

 


Yep, I think he’s headed for France and Asobo too.

He is exactly what they need.

Posted
12 hours ago, Trooper117 said:

 

Yes mate... and will people flock to buy FC3 if it comes out before all of these issues are solved?... yes they will of course, and because of that they will keep churning out more of the same while we sit forever with our fingers crossed hoping against hope that it will all be ok eventually.

 

Yeah like many I pre-ordered FC2 thinking the FC1 issues would be ironed out before release. If they aren't I won't get fooled again. 

 

  • Like 1
  • Thanks 1
BMA_Hellbender
Posted
3 hours ago, DD_Arthur said:


Yep, I think he’s headed for France and Asobo too.

He is exactly what they need.


We may have disagreed on quite a few aspects of the FM/DM, but overall I think he was one of the last remaining champions of eventually fixing longstanding issues with FC, rather than solely focusing on the new (WWII) content. We’ll see what the future brings without him. I wish him the best of luck in all his endeavours.

  • Upvote 1
NO.20_Krispy_Duck
Posted
2 hours ago, =IRFC=Hellbender said:


We may have disagreed on quite a few aspects of the FM/DM, but overall I think he was one of the last remaining champions of eventually fixing longstanding issues with FC, rather than solely focusing on the new (WWII) content. We’ll see what the future brings without him. I wish him the best of luck in all his endeavours.

 

I agree. He had a passion for WW1 aircraft going back to Knights of the Sky and the pre-Rise of Flight days. He will be missed, but I wish him the best in his next chapter.

  • Upvote 1
1PL-Husar-1Esk
Posted (edited)
7 hours ago, ST_Catchov said:

 

Yeah like many I pre-ordered FC2 thinking the FC1 issues would be ironed out before release. If they aren't I won't get fooled again. 

 

Yes it is sad but is ture, nobody from my teammates  preordered new collector planes for FC.

Edited by 1PL-Husar-1Esk
  • Like 1
RNAS10_Mitchell
Posted
9 hours ago, NO.20_Krispy_Duck said:

 

I agree. He had a passion for WW1 aircraft going back to Knights of the Sky and the pre-Rise of Flight days. He will be missed, but I wish him the best in his next chapter.

Hopefully he's going to head up a team developing a new WW1 flight sim...

  • Like 1
Posted

After a week flying the new update, I agree that wing shedding is worse than before. Planes like the Spad, Camel and SE5a will fall to pieces depending on the burst. So much so that at first I imagined it was a flak burst that I did not see. But no, if you get that right burst, they fall to pieces like they were hit by flak. I reckon that sometimes they did just that (we see pilots mentioning this in books), but not with this regularity. Hard to say regarding the German side because I'm focused on the Entente planes, but they do disintegrate with ease now. Some planes still absorb bullets like a champ, but I'm sure they know which planes are the weakest ones and need some oomph.

 

But I do like ballistics, the shaking is less pronounced (not the ideal yet) and misfires are less pronounced, but they do happen in every dogfight and you do have to reload the guns at every interval to avoid that dud bullet left in the barrel. Which in this case is out of character and not realistic. 

 

I certainly like the flamers, and so far it does not look overdone like it was in the first weeks of Flying Circus (2018). So let's hope for a good fix regarding the wings strength, because bullet dispersion at this point would be bad. I tend to think it would be another very hard blow to the game (if we hadn't already had enough).

Summarizing, some good, some bad in my opinion. Hope they iron out the bad.

  • Upvote 3
Posted
43 minutes ago, SeaW0lf said:

After a week flying the new update, I agree that wing shedding is worse than before. Planes like the Spad, Camel and SE5a will fall to pieces depending on the burst. So much so that at first I imagined it was a flak burst that I did not see. But no, if you get that right burst, they fall to pieces like they were hit by flak. I reckon that sometimes they did just that (we see pilots mentioning this in books), but not with this regularity. Hard to say regarding the German side because I'm focused on the Entente planes, but they do disintegrate with ease now. Some planes still absorb bullets like a champ, but I'm sure they know which planes are the weakest ones and need some oomph.

 

But I do like ballistics, the shaking is less pronounced (not the ideal yet) and misfires are less pronounced, but they do happen in every dogfight and you do have to reload the guns at every interval to avoid that dud bullet left in the barrel. Which in this case is out of character and not realistic. 

 

I certainly like the flamers, and so far it does not look overdone like it was in the first weeks of Flying Circus (2018). So let's hope for a good fix regarding the wings strength, because bullet dispersion at this point would be bad. I tend to think it would be another very hard blow to the game (if we hadn't already had enough).

Summarizing, some good, some bad in my opinion. Hope they iron out the bad.

+1

  • Upvote 1
No.23_Triggers
Posted

So far it's seemed like Flamers are still nowhere near as "lethal" as the history books indicate. When messing around in a few mock-dogfights, myself and a wingman went 2-for-2 with extinguishing flames and continuing to fly as if we weren't just a ball of flames. Comparing that to history, I only read of one account where a pilot managed to extinguish a fire and ditch (unlucky git was killed a week later, too...) 

I've also noticed that the new pilot physiology is absolutely ruthless when it comes to wounds / kills:

Spoiler

 


Really disappointing about the weaker wings. Since the first DM update, egregious wingphedding has been the single most painfully irritating aspect of FC for me and it's pretty annoying after all the fuss that's been made over it to see the first big DM update make it worse. But, hey. At least the new DM is apparently working like a charm in WW2...

  • Upvote 1
JGr2/J5_Klugermann
Posted (edited)
22 hours ago, Shuck said:

 But, hey. At least the new DM is apparently working like a charm in WW2...

 

My wings get blown off in WW2 pretty easily as well. 

 

 

I still wish Sizzlorr would give me my Stuka in Flugpark.  I'm wondering if I could shed Entente wings with the siren.

Edited by J5_Klugermann
  • Haha 4
Posted

Is there already a reaction of the devs in relation to this topic ? 

Posted
On 9/10/2022 at 12:40 PM, Chill31 said:

 

Btw, i had a cracked ring on one ofy 120 rhone cylinders! I have to pull each one now and see how they are doing... ?

 

 

 

Oh no! Is this what was causing the overheating?

Posted

The Bloom effect especially in the winter maps are so extreem, i get realy pain in my head its so bright , i am gonna stop flying untill this problem is solved . 

 

The reverb G2 is very good fore il2 but its already very bright from itself. 

 

Lets hope they sort it out .

Salute people 

 

Robin 

 

 

 

 

 

BMA_Hellbender
Posted
15 hours ago, LVA_Picard said:

Is there already a reaction of the devs in relation to this topic ? 


The devs read the forums, I don’t think it matters much whether they directly react to topics or not. In fact it may be better for all parties involved that they don’t. If you really want to see overnight improvements and devs bending backwards to accommodate the community, then there needs to be a more lucrative WWI flightsim market and competition in that market to drive positive change. For now let’s wait and see. FC has gone through a lot of DM iterations since its release, some good, some bad. The overall balance is still positive, even if I do miss the strong wings of the early days.

  • Like 1
  • Thanks 1
  • Upvote 2
Posted
5 hours ago, =IRFC=Hellbender said:

there needs to be a more lucrative WWI flightsim market

 

Blokes wot don't like WW1 crates have no class see. Livin' in a fantasy world they is. When was the last time any of them types mentioned the Harriet HD.1 to you eh? Never, that's wot! And don't get me started on engine variations! I'm tellin' you bender if all them schools in all the world learned the young kiddies about WW1 stuff we wouldn't be in this bleedin' mess. No sir, WW1 flight sims would rule and we wouldn't have DM problems or a crappy Se5a. Peace and prosperity would reign over the globe and house prices would be cheaper.

  • Haha 2
Posted
17 hours ago, LVA_Picard said:

The Bloom effect especially in the winter maps are so extreem, i get realy pain in my head its so bright , i am gonna stop flying untill this problem is solved . 

 

The reverb G2 is very good fore il2 but its already very bright from itself. 

 

Lets hope they sort it out .

Salute people 

 

Robin 

 

 

 

 

 

 

Sorry to hear that Robin.  Not sure if it will help and maybe you have already done this, but in the startup.cfg file I have turned bloom off (set to zero).  This also allows use of the HDR in-game setting without it being too bright.  I use a Pimax 5k+ VR headset though, so things will be different with a G2 I expect.  Importantly, after setting bloom to zero and saving, the file properties need to be allocated as 'read only', or the game will override the setting and turn bloom on again. 

 

Happy landings,

 

Talisman

Posted

I've got video of fire testing.  Tbh, lazy to edit it all together. 

 

Summary. All fires (approx 12) extinguished easily. 

One flight I managed to set the plane on fire 5 times and put it out every time! Mad.

 

Posted
13 hours ago, US103_Baer said:

Summary. All fires (approx 12) extinguished easily. 

One flight I managed to set the plane on fire 5 times and put it out every time! Mad.

 

That's rather disappointing given the below update note. Let's see what happens in a year or two. Meanwhile, I'm gonna do a spot of gardening. The roses need pruning and oh my God the lawn ....

 

25. Aircraft DM: it’s now harder to put out the fires by side-slip movement.

  • Haha 2

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 account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...