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Old 06-15-07, 07:19 AM   #91
ReallyDedPoet
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I need to get back into this game.

RDP
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Old 06-15-07, 11:25 AM   #92
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Quote:
Originally Posted by XabbaRus
PrintScreen
I know about that one, but the catch is you can only do one at a time.

If that is the only way then.
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Old 06-15-07, 11:57 PM   #93
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Quote:
Originally Posted by STEED
Quote:
Originally Posted by XabbaRus
PrintScreen
I know about that one, but the catch is you can only do one at a time.

If that is the only way then.
Just D/L FRAPS and use it to take the pics.
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Old 06-16-07, 03:49 AM   #94
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Quote:
Originally Posted by Dowly
Just D/L FRAPS and use it to take the pics.
I know about fraps it a free trail version which runs for a period of time before you have to buy it or not.
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Old 06-16-07, 06:41 AM   #95
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Quote:
Originally Posted by STEED
Quote:
Originally Posted by Dowly
Just D/L FRAPS and use it to take the pics.
I know about fraps it a free trail version which runs for a period of time before you have to buy it or not.
Not sure if there's a time limit on the demo. But you cant record more than 30sec of video at time etc. I think you are limited to .bmp pic format on the demo.
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Old 06-16-07, 08:31 AM   #96
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Quote:
Originally Posted by Dowly
Quote:
Originally Posted by STEED
Quote:
Originally Posted by Dowly
Just D/L FRAPS and use it to take the pics.
I know about fraps it a free trail version which runs for a period of time before you have to buy it or not.
Not sure if there's a time limit on the demo. But you cant record more than 30sec of video at time etc. I think you are limited to .bmp pic format on the demo.
So it's not like you got 30 days and thats your lot thing, you got it as long as you want but has limited functions. :hmm:

I will give it a try out, thanks Dowly.
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Old 06-16-07, 08:44 AM   #97
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Quote:
Originally Posted by STEED
Quote:
Originally Posted by Dowly
Quote:
Originally Posted by STEED
Quote:
Originally Posted by Dowly
Just D/L FRAPS and use it to take the pics.
I know about fraps it a free trail version which runs for a period of time before you have to buy it or not.
Not sure if there's a time limit on the demo. But you cant record more than 30sec of video at time etc. I think you are limited to .bmp pic format on the demo.
So it's not like you got 30 days and thats your lot thing, you got it as long as you want but has limited functions. :hmm:

I will give it a try out, thanks Dowly.
Like I said, I'm not sure. Give it a try and find out.
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Old 06-16-07, 11:46 PM   #98
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Quote:
Originally Posted by SmokinTep
Wait till you try and land on a carrier.
NO FUN AT ALL, I KEEP DIEING ON CARRIER LANDING.
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Old 06-21-07, 08:53 AM   #99
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One thing I like in IL2 is the crazy voices more so the Russians.

Ol No what you doing..........No.................Good kill.............

Funny, one moment they throw the book at you and the next they praise you to the Sky's. :rotfl:
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Old 06-21-07, 10:17 AM   #100
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Quote:
Originally Posted by STEED
One thing I like in IL2 is the crazy voices more so the Russians.

Ol No what you doing..........No.................Good kill.............

Funny, one moment they throw the book at you and the next they praise you to the Sky's. :rotfl:
Pfff...wait till you hear the Japanese (IJN) radio
it adds a smile and a laughter on your face while flying.
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Old 06-29-07, 07:30 PM   #101
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Ok, seriously...

What the frick? Why do I suck so much? I've been practicing for several weeks now, and I still sometimes roll off the side into the drink when taking off carriers.

Oh, and forget formation flying. I downloaded the exquisite "Legion Kondor" which I'm sure would be awesome if I could only get formation flying down pat. Ack, if anyone was thinking of creating a tutorial sometime soon, be sure to throw in formation flight.

Maybe I'll skee-daddle over to the server and see if one of you can give me some in-flight pointers.
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Old 06-29-07, 10:12 PM   #102
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You don't suck, you just need practice, and to bear in mind that in some ways flying an aircraft on a PC sim is harder than the real thing.

You do not have half the feedback you get when flying the real thing on a PC for one thing, and you have no peripheral vision to help you in formation flying, you also cannot 'feel' the aircraft through the stick resistance and through your ass, so it's much harder to see when you are on the ragged edge in a sim.

This is one of the reasons why Track-IR is such a plus, as it it a big compensation for the lack of peripheral vision. Force feedback can help a little with the pre-stall buffet too, but most sims don't model this particularly well, so FF is of limited use

The trick to formation flying is the same as most tricks where aeroplanes are concerned (the trick being, there is no trick). What I mean by this is that the most important thing is to ease up on the stick, and let the aeroplane do what it wants to do to some degree. When you see war movies where some guy is learning to fly and you hear the instructor telling the guy under instruction to 'ease up on the stick', that's because this is one of THE most common mistakes when learning to fly for real, and it's also true in sims!

The next thing to bear in mind with formation flying is that your aeroplane has a lot of inertia, which means you have to think ahead for it a little bit, make small throttle adjustments and ease into position, but bear in mind on realistic settings that you will have to adjust the mixture on the engine as you climb (i.e. you must lean off the mixture as you climb to prevent too much fuel going into the engine as the air gets thinner while you climb, otherwise you'll not develop enough power). The upshot of this is that since your formation will probably be climbing en route to its target, you'll probably not get away with one throttle setting to stay in formation, even though they are maintaining the same speed. In real life when flying in formation, you can anticipate the movements of the aircraft you are staying with by watching his control surfaces, as they tend to move and take a while to actually have an effect on the aircraft, so that's another case where the real thing is easier.

Next big thing in formation flying is a reference point, what you need to do is stick your aeroplane on autopilot for a minute or two and let the A/P fly you into your formation slot, when you are in position, note where the nearest aicraft is, and note a spot on your aircraft's canopy which lines up with something prominent on the nearest aircraft. This is your reference point, knowing this you should be able to disregard all the other planes and just fly by using small stick movements and throttle adjustments to keep that bit of the nearest plane in line with that bit you picked on your canopy. Learn the reference point for another aircraft too when you've got that one sussed out, that way, you will be able to look around and stay in position, and this is also useful in case someone in your flight gets shot down.

If you drive a car, you can emulate this trick on a good clear stretch of road: if you look at the line at the edge of the road and note it's position as you drive along, you'll find that it is possible to keep your car straight by maintaining this line at a constant distance (don't try this with other traffic about, or you'll bloody kill yourself, or someone else! but it will illustrate the formation flying technique to you). The standing joke with this technique in real life is: If your flight leader flies into the ground, if everyone is doing their job properly, there should be three holes in the ground alongside his!

A slightly more advanced technique for formation flying is to line two aircraft up in your flight and keep one hidden behind the other, if you do that, you know that you will be in echelon formation with the other two aircraft.

With all these techniques, do not fall into the trap the RAF fell into in 1940, i.e spending too much time concentrating on the formation and not enough time looking for bad guys! for this reason, you would be better off learning formation flying in a Messerschmitt 109 or a Focke Wulf 190, as these aircraft are likely to be using the 'schwarme' formation, which has formations positions with less proximity to one another, this will ease you into the skill and still allow you to search the skies.

Rolling on take off is generally caused (in real life) by having a lot of rudder on at the point you lift off while you are slow (this is a big no-no in real life) as it can cause two problems. The first problem is that the big slab side of your aeroplane will block off the airflow to the wing on the inside of your yaw, as your aircraft skids along. When at low speeds, this means you are just above stalling speed with one of your wings getting a big portion of its airflow blocked off, consequently, the wing with a full clear airflow picks up, while the wing with the reduced airflow will be getting less lift and a disturbed airflow from the untidy air coming off the fuselage. Result, you roll.

Another cause for roll (not always simulated in flight sims) is adverse yaw, this is a problem more likely in larger aircraft with long wingspans, where the affect can be quite noticeable. Adverse yaw is caused by the increased lift of the ailerons on one side as you move the stick to the side. What happens is that as the up-coming wing creates more lift, it also creates more aerodynamic drag, which slows it down and yaws the aircraft in the direction opposite to the one you are intending to go with your roll. I would think this is unlikely to be your problem, but it's as well to be aware of the phenomenon, as some simulators do actually model this. Technically, the Messerschmitt bf 109 should suffer from this quite a bit at low speeds, as it had automatic Handley-Page slats fitted (which made it a notoriously crappy gun platform at low speeds in a turning fight), but I've not noticed this being simulated in IL2 to any great degree.

a third possibility for your carrier take off death roll may be engine torque. WW2 fighters typically developed anything between 1000 and 2500 horsepower. that's a lot of ponies. what happens is that as the thrust comes back off your propeller, it spirals down your fuselage ina big corkscrew pattern, which means that when it gets to your vertical stabiliser and rudder, it's pushing on one side of the tail and forcing you into a turn. As it does this, the wing on the outside of the turn is effectively travelling faster than the wing on the inside of the turn (think of the inside and outside lanes of a racetrack as a comparison to illustrate this). Since one wing is effectively going faster than the other, it will develop more lift, and as a consequence, you will roll in the direction you are turning. To compensate for this, you need to use rudder in order to keep you straight, but you must remember that as you speed up, your control surfaces become more effective (since air is passing across them faster), so, you must ease off on your correction as you pick up speed. Most WW2 fighter rudders were not actually symmetrical in order to counter this effect a little bit (most notably the bf 109, which had a tendency to go into a vicious swing on take off).

To help you get your head round all this, it;s worth trying a few aerobatics to get you used to how your warplane of preference handles, although you should bear in mind that fancy flying never shot anyone down, only being a sneaky b*st*rd and a good shot can do that. Anyway, with that in mind, here is something to try...

In real life, full deflections of the rudder at high speed are very dangerous, and many modern airliners have limiters to prevent this from being done by accident. This is because with so much force acting on the vertical stabiliser with a full rudder deflection at high speed, it is possible to overstress the vertical stabiliser and actually break the entire structure off. Tragically, this actually happened a few years ago, when an inexperienced American Airlines pilot did this while approaching New York, he ripped the vertical stabiliser off the airliner and crashed, killing everyone on board as a result. Nevertheless, aircraft built for fighting are usually tough enough to take some of this kind of abuse, and in a combat situation, applying a full rudder deflection at high speed might actually save your ass, as it will often instigate a 'flick' manoeuver, where you yaw the aircraft so rapidly, and cause such a difference in lift between the port and starboard wings that you force a 'snap roll'. Not all simulators emulate this well, but it works in IL2 if you do it right, and it surprises the hell out of someone on your tail! Not that you should let someone get on your tail anyway, but there you go.

As with everything, practise makes perfect, but actually understanding what is happening should put you on the right track fairly quickly. Remember, you do NOT suck. NOBODY was a brilliant flyer on their first flight, and anyone who says they were is a goddam liar. And it took me 7 hours and 15 minutes of instruction in real life before I went solo, despite my instructor saying that I was 'a natural', so that proves it.

Chock

Last edited by Chock; 06-29-07 at 10:41 PM.
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Old 06-29-07, 10:41 PM   #103
Radtgaeb
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Quote:
Originally Posted by Chock
You don't suck, you just need practice, and to bear in mind that in some ways flying an aircraft on a PC sim is harder than the real thing.

You do not have half the feedback you get when flying the real thing on a PC for one thing, and you have no peripheral vision to help you in formation flying, you also cannot 'feel' the aircraft through the stick resistance and through your ass, so it's much harder to see when you are on the ragged edge in a sim.

This is one of the reasons why Track-IR is such a plus, as it it a big compensation for the lack of peripheral vision. Force feedback can help a little with the pre-stall buffet too, but most sims don't model this particularly well, so FF is of limited use

The trick to formation flying is the same as most tricks where aeroplanes are concerned (the trick being, there is no trick). What I mean by this is that the most important thing is to ease up on the stick, and let the aeroplane do what it wants to do to some degree. When you see war movies where some guy is learning to fly and you hear the instructor telling the guy under instruction to 'ease up on the stick', that's because this is one of THE most common mistakes when learning to fly for real, and it's also true in sims!

The next thing to bear in mind with formation flying is that your aeroplane has a lot of inertia, which means you have to think ahead for it a little bit, make small throttle adjustments and ease into position, but bear in mind on realistic settings that you will have to adjust the mixture on the engine as you climb (i.e. you must lean off the mixture as you climb to prevent too much fuel going into the engine as the air gets thinner while you climb, otherwise you'll not develop enough power). The upshot of this is that since your formation will probably be climbing en route to its target, you'll probably not get away with one throttle setting to stay in formation, even though they are maintaining the same speed. In real life when flying in formation, you can anticipate the movements of the aircraft you are staying with by watching his control surfaces, as they tend to move and take a while to actually have an effect on the aircraft, so that's another case where the real thing is easier.

Next big thing in formation flying is a reference point, what you need to do is stick your aeroplane on autopilot for a minute or two and let the A/P fly you into your formation slot, when you are in position, note where the nearest aicraft is, and note a spot on your aircraft's canopy which lines up with something prominent on the nearest aircraft. This is your reference point, knowing this you should be able to disregard all the other planes and just fly by using small stick movements and throttle adjustments to keep that bit of the nearest plane in line with that bit you picked on your canopy. Learn the reference point for another aircraft too when you've got that one sussed out, that way, you will be able to look around and stay in position, and this is also useful in case someone in your flight gets shot down.

If you drive a car, you can emulate this trick on a good clear stretch of road: if you look at the line at the edge of the road and note it's position as you drive along, you'll find that it is possible to keep your car straight by maintaining this line at a constant distance (don't try this with other traffic about, or you'll bloody kill yourself, or someone else! but it will illustrate the formation flying technique to you). The standing joke with this technique in real life is: If your flight leader flies into the ground, if everyone is doing their job properly, there should be three holes in the ground alongside his!

A slightly more advanced technique for formation flying is to line two aircraft up in your flight and keep one hidden behind the other, if you do that, you know that you will be in echelon formation with the other two aircraft.

With all these techniques, do not fall into the trap the RAF fell into in 1940, i.e spending too much time concentrating on the formation and not enough time looking for bad guys! for this reason, you would be better off learning formation flying in a Messerschmitt 109 or a Focke Wulf 190, as these aircraft are likely to be using the 'schwarme' formation, which has formations positions with less proximity to one another, this will ease you into the skill and still allow you to search the skies.

Rolling on take off is generally caused (in real life) by having a lot of rudder on at the point you lift off while you are slow (this is a big no-no in real life) as it can cause two problems. The first problem is that the big slab side of your aeroplane will block off the airflow to the wing on the inside of your yaw, as your aircraft skids along. When at low speeds, this means you are just above stalling speed with one of your wings getting a big portion of its airflow blocked off, consequently, the wing with a full clear airflow picks up, while the wing with the reduced airflow will be getting less lift and a disturbed airflow from the untidy air coming off the fuselage. Result, you roll.

Another cause for roll (not always simulated in flight sims) is adverse yaw, this is a problem more likely in larger aircraft with long wingspans, where the affect can be quite noticeable. Adverse yaw is caused by the increased lift of the ailerons on one side as you move the stick to the side. What happens is that as the up-coming wing creates more lift, it also creates more aerodynamic drag, which slows it down and yaws the aircraft in the direction opposite to the one you are intending to go with your roll. I would think this is unlikely to be your problem, but it's as well to be aware of the phenomenon, as some simulators do actually model this. Technically, the Messerschmitt bf 109 should suffer from this quite a bit at low speeds, as it had automatic Handley-Page slats fitted (which made it a notoriously crappy gun platform at low speeds in a turning fight), but I've not noticed this being simulated in IL2 to any great degree.

a third possibility for your carrier take off death roll may be engine torque. WW2 fighters typically developed anything between 1000 and 2500 horsepower. that's a lot of ponies. what happens is that as the thrust comes back off your propeller, it spirals down your fuselage ina big corkscrew pattern, which means that when it gets to your vertical stabiliser and rudder, it's pushing on one side of the tail and forcing you into a turn. As it does this, the wing on the outside of the turn is effectively travelling faster than the wing on the inside of the turn (think of the inside and outside lanes of a racetrack as a comparison to illustrate this). Since one wing is effectively going faster than the other, it will develop more lift, and as a consequence, you will roll in the direction you are turning. To compensate for this, you need to use rudder in order to keep you straight, but you must remember that as you speed up, your control surfaces become more effective (since air is passing across them faster), so, you must ease off on your correction as you pick up speed. Most WW2 fighter rudders were not actually symmetrical in order to counter this effect a little bit (most notably the bf 109, which had a tendency to go into a vicious swing on take off).

As with everything, practise makes perfect, but actually understanding what is happenning should put you on the right track fairly quickly. Remember, you do NOT suck. NOBODY was a brilliant flyer on their first flight, and anyone who says they were is a goddam liar. And it took me 7 hours and 15 minutes of instruction in real life before I went solo, despite my instructor saying that I was 'a natural', so that proves it.

Chock
Thanks Chock! I'm actually printing this out so I'll have it at my desk while flying. And to think..I was honestly thinking of uninstalling this beautiful sim!
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Old 06-30-07, 03:59 AM   #104
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Also you have to know the plane itself in IL2,

like in category's and best situation.

the ME 109 (aka BF109)
is one of the best all round planes
the only downside is that its crappy behaviour on low speeds is fatal in a dogfight. so you have to maintain its high speed and try to take the enemy out by striking on him rather that try to fly on his six all the time and making too much turns which will highly reduce your speed.

Bi planes on the other hand, like the I-153 or the J8a and some others in IL2 are damn good dogfighters on low speeds and altitude.
no other plane can turn as fast as they can but your weakness is you cannot fly fast , you are easily shot to pieces when they have you in their gunsight.
but if you are playing it smart and a enemy fighter is engangine you try to evade his striking move quikly turn 180º right behind him and give him a good shot. als lure him to low altitudes as they sure will try to follow you and in that situation you have the upper hand.

also you got plane that you think are crap. when I first flew the TA-152 I thought...really how did the germans came up with this flying scrapmetal.
but when I red about it in my plane recognition manual (book) It stated this plane was used for high altitudes only. so I launched a quik mission with some B17's and P51 mustangs aroun 41,000 feet (13,000 meters) I noticed a big difference and creditted myself with 3 B17's and 1 P51 mustang before I ran out of ammo.

you also got the 2 engine fighters like the BF110, Beaufighter and the P38 that require a different type of tactic in taking out enemy planes.
these planes turn like fat cows so outturning a IJN ZERO for example is out of records. these planes need the Strike tactic . you have to track a fighter from above about his 6 O'clock. when you are close dive upon him keep your gunsight slighty in front when you are close like less then less the 1000 meters distance (with icons turned on 1.0 and below) wait till you have a good silhoute and you think its time to blaze hell upon him. I tried tis tactic multiple time and they prove to be very deadly for the enemy as 1 short burst of the heavy armament the P38 (which I used) straight upon the enemy turned the A6M2 zero into a flames and without 1 of its wings.

about gunnery in a level bomber like the HE111, B25 and JU88
you have to level your plane by using the level stabilizer (asign a key in the Control settings) and here is a very good instruction page of onboard guns of the B25
http://mission4today.com/index.php?name=Knowledge_Base&op=show&kid=240&page =5

hope this helps
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Old 06-30-07, 11:27 AM   #105
Chock
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Default IL2 question

I've not really flown the bombers much in IL2 1946, but I was having a bash at it last night with a Luftwaffe career (cos I love the He-111).

One problem I came across was that it didn't seem to want to let me start my engines (this is despite the fact that I've mapped all the engine select switches and magnetos in the sim). I got around this by switching the autopilot on, to let the sim start the engines, then switched it off in order to take off and fly the rest of the mission.

However, a problem arose which ended up with me having to force land on the way back. I was messing around with the mixture to see how much I needed to back it off at bombing altitude, and of course during my investigations I cut it back too far, causing the engines to stop at about 14,000 feet. I assumed, as you would in real life, that simply letting the airflow turn the props and messing with the mixture woulod enable me to restart the engines, but no dice, they refused to crank up (even the autopilot wouldn't do it for me). So I had no choice but to belly land the thing on our side of the lines, unfortunately, Feldwebel Chock's bombing career came to an abrupt end as he was captured anyway, which was a bummer, as I absolutely creamed the target (a bridge).

See some screenshots of this on the screenshot thread.

So, my question is, how the feck do I start the engines on the He-111?
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