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12-21-09, 04:42 PM | #421 |
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Just had a good dig around the readme and HSFX 4.1 you can enable a mod that allows you to rearm, refuel and repair your plane.
Now that must be a good thing for online COOPS if the moving dogfight has been updated so the AI attack you. Means you could have a persistent campaign with stuff going on all around without having to load up a new mission each time. Oh yea, I suggest that we have a new thread for HSFX 4.1 |
12-21-09, 05:48 PM | #422 |
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Wait...wait...wait, you mean cannons can actually damage ground objects now?
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12-21-09, 06:28 PM | #423 |
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12-21-09, 06:34 PM | #424 |
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You could never kill Schultz's tower with cannons...
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12-21-09, 06:58 PM | #425 |
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But you can with the peoples power!
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12-26-09, 05:59 PM | #426 |
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To be honest my enthusiasm about HSFX 4.1 has lowered considerably during the last few days. The new ground textures and cockpits are great but most FMs of the new planes are just ridicules. For example the MiG 15 and F86 are completely overpowered and over manoeuvrable while the F84 can hardly take off with low fuel and default armament. A lot of other aircraft just feel strange (that is the moment when you realise how good Oleg's FMs actually are). Beside that I think that the new torque model is worse than that of Oleg. Sure, we all knew that the torque effect on take off was a joke but now we have adequate torque on take off and completely overpowered torque in the air. All German aircraft were "pretrimmed" to fly straight at cruising speed without the need of any rudder input. In 4.1 you have to give constant heavy right rudder to do so (very annoying to say the least). Maybe those guys should have taken that into account (though I doubt that the Il2 engine can actually do that). Now all German prop fighters are an absolute pain in the butt to fly and all other planes need ridicules amounts of rudder trim to fly straight (just watch your pedals). In real life a plane becomes the more stable the faster it goes. As a real life example I can point to the glider I fly. The coupling for the rope which is used to pull it into the air is located left of the centre of the fuselage. That means when the winch starts to tow the plane it sways to the right and one has to give FULL left rudder until one is in the air. Once one is in the air (has reached a certain speed) the plane flies almost straight with only minimum rudder being required to keep it on course. The torque of the winch is still the same but your plane stabilizes as it gains speed (and it is not "pretrimmed").
I think we have been better off with a sissy take off but adequate in flight characteristics than with this Charley Foxtrot. The new offline campaigns are joke as well and are even worse than the original ones from Oleg. Example: Battle of France. The briefing says its January 1942... I'm flying a Hurricane MK IIc. There is a MKI in the game, so why isn't it used for that part of the war? The planes do not even use markings, let alone skins that would fit the theatre (it's somewhat annoying to have squadron members fly with green camo in the desert....). Well, a lot of things are great about the new mod but others need desperate corrections or they might even do more damage than good. Rant over.
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12-26-09, 06:46 PM | #427 |
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I have noticed the same thing though I found the Mig-15 not to have the climb rate that it is supposed to have.
Maybe we should go back to Stock IL-2, if you thyink about it we play mainly the stock planes. |
12-26-09, 07:00 PM | #428 |
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Well, stock isn't that great either (the sound, the cockpits, the ground textures...). If one could switch things on and off it would be awesome. But the way it is now it's really no fun to fly aircraft without rudder trim (and even those with handle strangely because of the permanently applied heavy rudder).
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12-26-09, 09:03 PM | #429 |
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Where and in what plane did you test the torque thing? I took the Bf 109G-2 and the Fw 190A-8 for a spin in QMB and they both flew perfectly well.
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12-27-09, 05:51 AM | #430 |
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Did they?
I took a 109E4, a109G2, a 109G10 and some others I don't remember anymore. *Edit* 109 E4B I wouldn't call that flying straight. As you can see the plane "drifts" heavily to the left. This is with neutral rudder. 109G2 Same here. (the little ball has to be in the centre, you know...)
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12-27-09, 07:03 AM | #431 |
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Yup, and I use the keyboard for my rudder so it would be even more apparent to me if it was horribly wrong.
What's your JSGME list look like?
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12-27-09, 07:36 AM | #432 |
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Here's a screenie from the Gustav-2:
It started out a bit to the right, but was just fine after picking up some speed. 1. What submods are you running in JSGME? 2. Are you sure your pedals/rudder/whatever is calibrated, configured and working fine?
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12-27-09, 08:07 AM | #433 |
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4.1 and this:
No other mods.
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12-27-09, 08:21 AM | #434 |
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Hmm, the only difference I can see is that you have the Advanced Engine Management. Does it work fine without that?
EDIT: Well, actually, it pretty much has to be that because the readme says it has the advanced torque thing.
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12-27-09, 08:28 AM | #435 |
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Yep, it was the engine management. Odd I thought it would only effect warm up times and oil pressure problems when flying under negative Gs for too long.
At least the planes handle "normal" again now. I think I can live without the new engine management anyway.
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