1CGS LukeFF Posted February 26, 2024 Author 1CGS Posted February 26, 2024 4 hours ago, Youtch said: So, if I understand correctly, does this mean that rockets and guns were both fired using the same physical trigger, the switch dictating if it would be gun or rockets? Yes, it is.
Vendigo Posted February 26, 2024 Posted February 26, 2024 7 hours ago, AEthelraedUnraed said: You've clicked "Surface Edit->Enable editing" instead of "Maps->Enable editing" Thank you; so I have selected the correct menu but next I'm puzzled - how exactly do I start removing the trees? I select "forest_cut" and the cursor turns into the round shadow but I can't actually delete any trees... Do I have to press any button? You mentioned that "forest_cut" removes autogenerated trees wherever the map is more than 0.5 (127 in binary) but could you please explain this point? I greatly appreciate your help!
354thFG_Drewm3i-VR Posted February 27, 2024 Posted February 27, 2024 Is it just me or have the opening burst, single shot pilot kills from AAA and AI planes been simply outrageous after this update? It's like they are snipers at this point as they literally open fire and immediately headshot my pilot without even hitting the plane first. It has happened 5-6 times in the last two nights flying. 5
Voxman Posted February 27, 2024 Posted February 27, 2024 I've been dying more after this update. Some outrageous lead angles as well....or so I think. 6
Lusekofte Posted February 27, 2024 Posted February 27, 2024 It seems like We either have this or rubbish. 2
354thFG_Drewm3i-VR Posted February 27, 2024 Posted February 27, 2024 4 hours ago, Voxman said: I've been dying more after this update. Some outrageous lead angles as well....or so I think. Thought so...
jeanba Posted February 27, 2024 Posted February 27, 2024 7 hours ago, =DW=_Drewm3i-VR said: Is it just me or have the opening burst, single shot pilot kills from AAA and AI planes been simply outrageous after this update? It's like they are snipers at this point as they literally open fire and immediately headshot my pilot without even hitting the plane first. It has happened 5-6 times in the last two nights flying. Same here, when I tested a face to face Spit9c vs 109GLate (veteran), this happend to me twice on 3 combats
Lusekofte Posted February 27, 2024 Posted February 27, 2024 While I was testing P 40 against macchi and IAR 80 against yaks and lagg. I was a bit impressed how long I stayed alive. But in some sorties I did not last past first encounter. I am not sure yet I will call it unrealistic but it is a bit odd that it is the harder shots that kills you. I survived several encounters with enemy in my six. But none with first deflection shot 5
jeanba Posted February 27, 2024 Posted February 27, 2024 1 hour ago, Lusekofte said: While I was testing P 40 against macchi and IAR 80 against yaks and lagg. I was a bit impressed how long I stayed alive. But in some sorties I did not last past first encounter. I am not sure yet I will call it unrealistic but it is a bit odd that it is the harder shots that kills you. I survived several encounters with enemy in my six. But none with first deflection shot That's a good description of what I observed too 1
1PL-Husar-1Esk Posted February 27, 2024 Posted February 27, 2024 (edited) AI when it should shoot you down it misses but when angles are high and closure rate is high - AI it's dead accurate. ( This was the case with Pe2 gunners, now with Me410) Conclusion to beat the system do not make BFM problems for AI ? but remember to switch mentally when you go to multiplayer ? Edited February 27, 2024 by 1PL-Husar-1Esk
Hanu Posted February 27, 2024 Posted February 27, 2024 13 hours ago, Vendigo said: Thank you; so I have selected the correct menu but next I'm puzzled - how exactly do I start removing the trees? I select "forest_cut" and the cursor turns into the round shadow but I can't actually delete any trees... Do I have to press any button? You mentioned that "forest_cut" removes autogenerated trees wherever the map is more than 0.5 (127 in binary) but could you please explain this point? I greatly appreciate your help! Earlier in this thread: 1
tbauchot Posted February 27, 2024 Posted February 27, 2024 Hi, Since the last update, the weapon selection windows and their icons are distorted and stretched in height. Moreover the names of personal skins are completely disorganized without logical order. On the other hand, in the viewer window, the skin names are organized correctly ! Could you please, fix this problem ? Note, also, that on WW1 planes in the viewer, all of the armaments are constantly visible and in action. Which is quite penalizing for making profile views of new personnal skins. ( But this has nothing to do with the last update... ) Thank you in advance for any solutions you can provide. Best regards, Thierry. 1 1 2
354thFG_Leifr Posted February 27, 2024 Posted February 27, 2024 This has been reported to LukeFF via the Discord. 2
1CGS LukeFF Posted February 28, 2024 Author 1CGS Posted February 28, 2024 On 2/26/2024 at 4:33 PM, =DW=_Drewm3i-VR said: Is it just me or have the opening burst, single shot pilot kills from AAA and AI planes been simply outrageous after this update? It's like they are snipers at this point as they literally open fire and immediately headshot my pilot without even hitting the plane first. It has happened 5-6 times in the last two nights flying. Nothing was really changed with gunnery in this last update. 1
BlitzPig_EL Posted February 28, 2024 Posted February 28, 2024 Perhaps not purposely, but frontal attack parameters were changed. 2 3
Lusekofte Posted February 28, 2024 Posted February 28, 2024 I have had some health issues that have let me tested in aqmb and qmb lately a lot. The deflection supersniper shot is more constant than ever before. It is almost as if you are targeted in first pass you get pk no matter what. If you survive that first encounter you can have two on your six and still they don’t shoot you down. I have not seen any deviations from my first impression what so ever. And that means something is a written code. It is meant to be there is no algorithms involved in accuracy. And that bit disappoints me a bit 1
Mtnbiker1998 Posted February 29, 2024 Posted February 29, 2024 10 hours ago, BlitzPig_EL said: Perhaps not purposely, but frontal attack parameters were changed. Yeah I suspect the increased "aggression" has the AI putting its nose on target a lot more, and the old accuracy values may be a little too generous for them now. increased AI aggression is definitely a good thing, but sniper AI not so much. Could probably use some tweaking 5
Stonehouse Posted February 29, 2024 Posted February 29, 2024 (edited) 1 hour ago, Mtnbiker1998 said: Yeah I suspect the increased "aggression" has the AI putting its nose on target a lot more, and the old accuracy values may be a little too generous for them now. increased AI aggression is definitely a good thing, but sniper AI not so much. Could probably use some tweaking I would tend to agree. None of the values available to me to use in the AI Gunnery mod (so fighters and air gunners) or the AAAmod (AA gunner bot) or weapons defs or ballistics defs changed between 5.201 and 5.202 other than the new aircraft being added. The 'aggression' part of the AI brain along with the other AI routines are not viewable nor is the fighter pilot accuracy calc - although fighter pilot accuracy may just be weapon dispersion and bullet drop and temp based error and it comes down to opportunity to fire rather than a calculation to add error like bomber gunners. Anyway, bottom line is that of what I can see nothing really changed. In my opinion the biggest issue with AI fighter shots is that aces can open fire accurately at 800m with other skill levels in between that and novice max range at 400m. Everything I have ever read or heard or seen in WW2 period footage is the reverse of what we have in game. Real life aces tended to be very good natural judges of deflection and at least in fighter v fighter fired at close range with guns harmonised accordingly while novices constantly misjudged distance and deflection and shot too far away. This is pretty much the reason for the later model advanced gunsights with lead predictors and range bars. I don't believe fixing this will be a small thing as I think it is fairly foundational to the aerial combat model. Based on my own limited experience poking around in the AI Gunnery mod changing these aspects immediately has a knock-on effect to other things such as how fighters interact with enemy bombers and vice versa. So to fix it completely may mean a complete redesign and new approach. Edited February 29, 2024 by Stonehouse 9
Lusekofte Posted February 29, 2024 Posted February 29, 2024 Yes, aggression is probably the answer to a seemingly increased deflection pk. Funny thing is and that might be qmb aqmb random difficult levels. If you set ac number as ? You will find almost without exceptions that you survive a bounce from six o clock but not frontal or deflection shots. Can it be ace pilots that do these attacks? And rubbish go to your six?
jeanba Posted February 29, 2024 Posted February 29, 2024 On 2/28/2024 at 8:20 AM, LukeFF said: Nothing was really changed with gunnery in this last update. What I saw would match this dev : Fixed a problem with AI pilots pulling away from a frontal attack too early
Panzerlang Posted February 29, 2024 Posted February 29, 2024 Ah, the law of unintended consequences again. 2
EAF19_Marsh Posted February 29, 2024 Posted February 29, 2024 18 minutes ago, Hetzer-JG52 said: Ah, the law of unintended consequences again. Give them a break, dude, they didn't mean to. 1
JG1_Vonrd Posted March 1, 2024 Posted March 1, 2024 On 2/25/2024 at 12:41 PM, Charlo-VR said: "IAR 80/81: its unique bomb control system has been improved to better match the historical prototype - in the bomb drop mode the bombs are released by the main trigger (command "fire all guns");. a feature of the IAR for the flaps to extend as an airbrake for dive bombing." Sorry, I'm still confused. Would someone please post which specific controls (as they are listed in the control mapping) are needed to: Enable the bombs to drop. Extend the flaps "as an airbrake". Drop the bombs (is it "fire all guns"? So you can't suppress flak while doing a bombing attack?). Return to gunnery and retract the flaps. Thanks in advance for not shaming me in my ignorance.
2./SG2_assadoc Posted March 1, 2024 Posted March 1, 2024 5 hours ago, JG1_Vonrd said: Sorry, I'm still confused. Would someone please post which specific controls (as they are listed in the control mapping) are needed to: Enable the bombs to drop. Extend the flaps "as an airbrake". Drop the bombs (is it "fire all guns"? So you can't suppress flak while doing a bombing attack?). Return to gunnery and retract the flaps. Thanks in advance for not shaming me in my ignorance. 1-2: Open bomb bay key 3: Fire all guns key or Drop bomb key (yeah, can't suppres flak during bombing attack) 4: Open bomb bay key
Lusekofte Posted March 1, 2024 Posted March 1, 2024 9 hours ago, JG1_Vonrd said: Return to gunnery and retract the flaps. Thanks in advance for not shaming me in my ignorance. 3 hours ago, nokynauTe_npuxoDuTe said: 4: Open bomb bay key This is wrong you do not have to retract flaps. It retract once you drop the bomb. Bomb release button do also work and personally I prefer to use it so my muzzlememory are the same in all planes. You do need to push bomb door button again in order to use guns
Yogiflight Posted March 1, 2024 Posted March 1, 2024 "9. Fuel gauge switch control is implemented on all IL-2s, I-16, all Fw 190-A series, all He 111s and Ju-87;" And for the FW 190 A3 and A5 the fuel flow was corrected as well. Now the rear fuel tank gets empty, first and only then the front fuel tank feeds the engine. It is now modelled like it was in the A6, A8 and D9 all the time. I hadn't tested this so far, as it wasn't mentioned in the changelog. A big Thank you to the Developer team 3 1
JG1_Vonrd Posted March 1, 2024 Posted March 1, 2024 @nokynauTe_npuxoDuTe and @Lusekofte. Thanks very much! 1 1
totalize Posted March 3, 2024 Posted March 3, 2024 No 441 RCAF Squadron is not selectable in Battle of Normandy. 441 Squadron is listed as flying the Spitfire IXC and IXe it's on the map as well but it's not in the list of selectable squadrons. Please fix. 1
1CGS LukeFF Posted March 3, 2024 Author 1CGS Posted March 3, 2024 4 hours ago, totalize said: No 441 RCAF Squadron is not selectable in Battle of Normandy. 441 Squadron is listed as flying the Spitfire IXC and IXe it's on the map as well but it's not in the list of selectable squadrons. Please fix. That squadron is an AI unit and always has been, so there is nothing to fix.
Sobilak Posted March 4, 2024 Posted March 4, 2024 (edited) After the update, the locomotives are strange (don't loos steam if they was shooted) and after attack, they accelerate and go very fast, some about 120 or above. "Fast mission"; I've shooted to locomotive from 20mm hispanos and .303guns (Spit IXc). No damages visibility, no steam loos. Locomotive accelerated to 120 mph and some after next attack's there still was't seen damage and locomotive don't loos speed. Suddenly after 3 min without any sings of damage locomotive, still running, exploded. Edited March 4, 2024 by Sobilak 4
Noisemaker Posted March 4, 2024 Posted March 4, 2024 16 hours ago, LukeFF said: That squadron is an AI unit and always has been, so there is nothing to fix. As a Canadian, I'm highly offended that you're suggesting that we sent robots to fight in WW2. 5
Aapje Posted March 4, 2024 Posted March 4, 2024 (edited) 8 minutes ago, Noisemaker said: As a Canadian, I'm highly offended that you're suggesting that we sent robots to fight in WW2. You didn't apologize, eh, so clearly you are just pretending to be a Canadian, eh. Edited March 4, 2024 by Aapje 1
kodam Posted March 4, 2024 Posted March 4, 2024 It feels like the P-47 durability has become more vulnerable.If the tail is damaged, pitch control becomes impossible even though the elevator is fine.I think the damage model with the P-47 tail has the same problem as the old Spitfire. 2
Noisemaker Posted March 4, 2024 Posted March 4, 2024 11 hours ago, Aapje said: You didn't apologize, eh, so clearly you are just pretending to be a Canadian, eh. I've been in Switzerland too long to apologize for anything anymore. 2
1PL-Husar-1Esk Posted March 5, 2024 Posted March 5, 2024 (edited) 14 hours ago, Noisemaker said: I've been in Switzerland too long to apologize for anything anymore. So you should use to it ? apologies without reflection or not for "that" action is equally bad ? Edited March 5, 2024 by 1PL-Husar-1Esk
Yogiflight Posted March 5, 2024 Posted March 5, 2024 10. Career: the altitude of intercepting and escorting bombers in Rheinland and Normandy careers has been increased to 4000-4500 meters; Well, the altitude of the bombers. This is nice, but when you are flying a bomber intercept mission, you are still flying at the same altitude as the bombers you are to intercept. You should be flying higher, at least at the altitude of the bomber escort. You don't fly at the altitude of the bombers, to then climbing, when encountering the bombers, well aware, that the escort fighters will dive down on you from their higher altitude. 5
migmadmarine Posted March 21, 2024 Posted March 21, 2024 I don't know, maybe I'm unusual, but I'm not a fan of a dynamic campaign, though that might depend on what is meant by "dynamic". When I read dynamic campaign, I imagine what is meant is the ability to alter the course of the war or at least a battle by our actions, and I am not crazy about that. I want to be a cog in the machine, not a protagonist hero. How often do a single unit or person noticeably and immediately change the course of a war or even battle? I'd much prefer just being present in the battle as it happened, not shaping something that didn't. 4
Aapje Posted March 21, 2024 Posted March 21, 2024 @migmadmarine I think that it's exactly the opposite. The regular campaign and quick missions really feel like they are created just for you, while a dynamic campaign has got friendly and enemy NPCs with their own goals and such. You are just playing a role in events that would happen without you being there, as well. The extent to which you have an impact on a dynamic campaign is very much a developer choice.
jeanba Posted March 21, 2024 Posted March 21, 2024 11 hours ago, migmadmarine said: I don't know, maybe I'm unusual, but I'm not a fan of a dynamic campaign, though that might depend on what is meant by "dynamic". When I read dynamic campaign, I imagine what is meant is the ability to alter the course of the war or at least a battle by our actions, and I am not crazy about that. I want to be a cog in the machine, not a protagonist hero. How often do a single unit or person noticeably and immediately change the course of a war or even battle? I'd much prefer just being present in the battle as it happened, not shaping something that didn't. I mostly agree with you and use dynamic campaigns as "default" when no regular campaign can repalce it. For instance, I am flying a IAR80 stalingrad campaign because there is nothing else left. Or I used to fly a Ju88c career over Kuban, but now Juri released a similar campaign, I will shift to this. Though sometimes, some dynamic campaign give very good results (FS10 Normandy campaign for P47D22, 609 Typhoon squadron during Bobp for careers, 440 sqdn Bodenplatte for PWCG) 1
Lusekofte Posted March 21, 2024 Posted March 21, 2024 12 hours ago, migmadmarine said: I don't know, maybe I'm unusual, but I'm not a fan of a dynamic campaign, though that might depend on what is meant by "dynamic". When I read dynamic campaign, I imagine what is meant is the ability to alter the course of the war or at least a battle by our actions, and I am not crazy about that. I want to be a cog in the machine, not a protagonist hero. How often do a single unit or person noticeably and immediately change the course of a war or even battle? I'd much prefer just being present in the battle as it happened, not shaping something that didn't. As said above. It is not you that change anything. It is progression. Like in old IL 2 dynamic campaign. The progression was of historical reasoning. When Luftwaffe was at its strongest and armed forces the same and you flew underdogs in 3 planes formation. You had more than enough just staying alive. I had so much fun starting with a I 153 and ending with a IL 2 after 163 mission. Sadly that ended with a wing tip collision against a static airplane while I was taxiing to a parking lot after a mission. Not correct and hypersensitive damage model ended that virtual life. Old Il 2 made campaign care for your ai buddies. This IL 2 make you indifferent to them. Because they care nothing for you. If that was fixed. Any career and campaign would be improved 100% 3
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