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Adrian Owlsley
Aug 6, 2010

This galaxy only has room for one karaoke champ.
I got this game a few days ago in the sale and I've been liking it quite a lot. I think the biggest thing I notice about ww1 planes compared to the ww2 planes and jets I'm more used to from other sims is that the relationship between maneuvering and energy is incredibly immediate. Big vertical moves are my favorite flying style, and in a ww1 plane you're pretty much at a dead stop after just one and then in just a few moments afterwards you're already cutting back on the engine to stay below the redline. Power is really precious and it's very often dubious whether my plane has the energy to do the move I want to do at all. I think you have a lot less freedom than in ww2 planes or jets but struggling against those limitations is interesting and has a pretty high skill ceiling. My favorite planes so far are the camel for the risk vs reward and the se5a for the speed.

I have two questions, would the overwing lewis guns really fire automatically when you pull the trigger or would you have to take a hand of the controls to use them? And would you really get oil in your face if you kill the engine due to overevving or is that the devs loving the oil spray effect?

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Adrian Owlsley
Aug 6, 2010

This galaxy only has room for one karaoke champ.
I've become an ace in my first campaign, flying sopwith triplanes with no.8 squadron. I've found the ai to be easy pickings one on one but the possibility that I'll make a mistake or get unlucky and die in real life helps keep the tension at a pretty good level (I suppose it'll go quite a few notches higher when my squadron upgrades to camels) and so far the group fight situations have been pretty interesting. My most memorable moment so far has been when me and my squadron leader were flying around alone after losing our third and we saw a wing of 5 albatrosses. My friend climbed to fight them like a crazy man and I felt obligated to follow so I cut through them and got a quick kill, but they ended up all around me of course so I dove out. One followed me and after a little while I turned and easily took him one on one. I climbed for a bit to look for my squad leader but never saw him again and he was later listed as killed. The triplane seems to outclass the albatross badly enough that maybe we would have won if I had stayed and fought it out, but I'm not that daring. The next sortie was a nice relaxed 5-man escort mission, we ran into a two-seater and escort and my friends swarmed the escort so I pursued the two-seater and took out his right wing from below for my 5th kill.



This is the a-team although I've since learned that I'm not supposed to have the second machine gun yet and taken it off, I've gotten used to managing engine mixture without the 2d gauges and turned them off, and I'm pretty sure both these guys are dead now. A lot sure happens in 4 days in the rise of flight universe.

Adrian Owlsley
Aug 6, 2010

This galaxy only has room for one karaoke champ.


No. 8 squadron has seen better days, I guess they're about to start sending me on 2-3 sorties every day with the replacement commander of the day/mission and whoever happens to be out of the hospital. When do we get real replacements, and will my squadmates who are surviving long enough to get experience learn to not ram albatrosses and get shot down by two seaters? Right now this feels more like late-war germany than flying sopwith triplanes against albatrosses. Would a ww1 squadron really operate when this badly under strength?



Someone would probably be mad at me for doing this on my last landing but considering I was the only one who made it back I'm way above par.

Now it's me who's in the hospital, I was on the tail of an albatross and another came up behind and hit me with his first burst. It was fun although I have to say I could do without the swarm of 10 planes 10 km away slowing the game to 50% speed, it's pretty hard to fly properly when that's happening and they weren't really involved in anything.

Adrian Owlsley fucked around with this message at 11:35 on Mar 7, 2014

Adrian Owlsley
Aug 6, 2010

This galaxy only has room for one karaoke champ.
I decided to check out some mods for the sp of this game and so far I'm pretty pleased with them. The campaign generator mod is quite nice and reminds me of the silent hunter 3 modding scene which I don't think I could play sh3 without these days. There's a fair amount of mod wonk but not too much for me so far and the adjustable options help. I also grabbed an ai mod which helps the bots feel a bit more lifelike, and less in love with that near-upside down fishtail aggressive turn they do that costs them tons of altitude. I'm a little disappointed that the modded maximum difficulty ai in a foker dvii f I tested the mod with still couldn't beat me in my sopwith triplane which it should outclass but it was a pretty decent fight. The ai still has the quirk of performing much worse on the deck than high in the air, but it took longer to get there without that weird turn. I would still love to see the ai use some classic moves like loops and chandelles to keep things lively but that's probably beyond the realm of modding. The game feels a good bit more authentic with the career, ai and realism mods all together and overall I can recommend them if you're playing the sp.

Adrian Owlsley
Aug 6, 2010

This galaxy only has room for one karaoke champ.

Galaga Galaxian posted:

If you were playing PWCG he'd even be an actual member of the squadron. The official skin pack does have some skins for him. Though I suspect that even with Ace AI, it'd lead to an early death for him.


I just started a career with jasta 2 to check out this flying with aces thing. I was sure I would be telling a funny story about how boelcke and richtofen both died to a single dh2 on their first mission but they seem to determined to prove me wrong. My first mission was a patrol with boelcke and the baron and we attacked a wave of fe2s, I got two and old manny got another. Then the next mission I was in charge of a balloon defense and took him again fully expecting him to die, but I killed three fe2s with some fire support from everyone in an awesome 10 minute furball and when I fired the return to base flare only one guy was missing, it was a nobody and he only went down to engine failure and survived with no injuries. So now I'm an ace in two sorties that each had a pretty swell dogfight and nobody's died yet so jasta 2 is alright in my book, although it helps that the competition right now has been all fe2s. What other aces are there to fly with in pwcg? Are there any fun british ones?

Oh, also, I tried to join the pistol kill club since I figured a limping fe2 with a dead gunner would be the easiest opportunity I would ever get but I shot my own wing twice with my mauser instead. Can you look down the sights of the thing? On the bright side he went up pretty nicely after I decided to stop shooting myself https://www.youtube.com/watch?v=rlaQ9I-uGOU.

Adrian Owlsley fucked around with this message at 11:48 on Mar 8, 2014

Adrian Owlsley
Aug 6, 2010

This galaxy only has room for one karaoke champ.
I've lost the first of my historical aces in jasta 2. Max Muller dead on the 5th of september 1916 with 1 victory. We finally encountered enemy fighters and they were out in very impressive force with at least 7 nieuports escorting a lot of fe2s.

Luckily we had a large amount of height on them and I managed to shoot one nieuport up beautifully in my initial bounce. After that it was total chaos. I survived and got an fe2 by energy fighting but I have no idea how most of my wingmen survived, the boost they get from being part of an ace status squadron really seems to pay off. At one point I momentarily saw an fe2 going down in a dozen pieces, at the time I thought collision but laurenz heidkruger was credited with a kill so maybe it was his work. Or maybe he shot it and then max muller collided with it.

The situation looked much worse to me than it apparently actually was and after a couple minutes I fired the retreat flare and was very surprised to see a few of my wingmen appear. Given our amazingly intact state I decided to turn back into the fight but it ended on a relatively relaxing note as I followed a nieuport who decided now was a good time to go for the world altitude record and was circling upwards endlessly. I ended his ambitions by shooting off his right aileron before finishing him off.

I miss my sopwiths but jasta 2 has been great fun so far. Also, I banged my wing on landing after surviving all this. There was a crosswind, I swear.

Adrian Owlsley
Aug 6, 2010

This galaxy only has room for one karaoke champ.
I'm playing as a flight commander so I'm the leader unless the squadron commander is on the mission, I think that leads to a pretty nice variety. Also I do just mean the commands, it would be really cool to fire the flares manually but I don't think people react to them unless you do it via the commands menu. What I would really like is to assign the meaning of each color of flare, maybe modders will figure it out someday. As for the halberstadt d.II it seems decent, it's pretty maneuverable and not too tricky but I'm really looking forward to getting a more powerful engine.

Adrian Owlsley
Aug 6, 2010

This galaxy only has room for one karaoke champ.
Is there any good way to attack two seaters in this game? The predictable damage model seems to favor them to the extreme since all they need to do is be in the air at all to be a serious threat. The gradually worsening condition that shooting nearly always tends to cause in this game means you need to do a lot of sustained damage on them to bring them down and there's not really such a thing as one lucky hit on the gunner/pilot, it seems to always take 4. Meanwhile they really only need to hit me once as doing so worsens my condition and I need every inch of performance to fight them with. I thought attacking them from below sounded good but then I get hit like https://www.youtube.com/watch?v=nrFMAr5rTLw because the gunner is able to fire at this angle.

I'm tempted to remove these things from campaign, I doubt a gunner shooting through his own fuselage to hit me is historical and it's getting to the point where I'm just going to ignore any I see as it's way too dangerous in which case they might as well not exist. I can easily kill them only if I decide to pull right up on their tail and unload into them for a phyrric victory that kills my engine and wounds me which isn't that fun.

I'd also be very open to a mod that makes pilot hits more deadly and maybe slightly increases damage across the board if I could figure out how to do it. I think a 50% chance of being wounded and a 50% chance of being dead in one hit, and a 100% chance of being dead on the second would be more accurate to the experience of getting shot with a machine gun than 3 guaranteed wounds before death.

Adrian Owlsley fucked around with this message at 03:35 on Mar 10, 2014

Adrian Owlsley
Aug 6, 2010

This galaxy only has room for one karaoke champ.
The way gunners are in the game right now you get hit during step two. They fire very sparingly but when they do it's very accurate and frequently at absurd angles.

Adrian Owlsley
Aug 6, 2010

This galaxy only has room for one karaoke champ.
Hm, I tried that mod but it caused me to get hit at an angle that looked just as weird to me https://www.youtube.com/watch?v=9mfzxxcxvms and also caused the veteran se5 I brought to help get killed nearly instantly from the greatly increased density of fire he was putting out, as the ai doesn't seem to know how to use either attacking from underneath or bouncing. Bouncing seems more viable than attacking from underneath but I'm still getting hit in both the dive and while zooming away (1 or 2 bullets is often all it takes to give me the oil face of slow engine death) and it's difficult to deal much damage as well. What exactly is the situation here, am I doing something wrong, or were two seaters really this deadly and I'm having historical problems, or was I correct in assuming that two seaters being this deadly is a quirk of the game's ai and damage model? If the former I'd like to know but I still expect to address it with mods as no matter how much I perfect my strategy they're still going to be a huge problem for my ai teammates. You seem knowledgeable about this pixelbaron, I'm curious if you're able to consistently destroy two seaters without damage?

I notice in the comments of https://www.youtube.com/watch?v=PTTgN05_1ZM that the video poster notes that he's not willing to engage two seaters with ai gunners since they have perfect aim. The gunners in that video are apparently human.

Adrian Owlsley fucked around with this message at 04:26 on Mar 10, 2014

Adrian Owlsley
Aug 6, 2010

This galaxy only has room for one karaoke champ.
My experience with pwcg is actually what I was actually basing my initial observations on. I started a career with no.24 squadron flying dh2s and the couple dogfights I got with fokker eindeckers were great fun but 90% of the time I only saw wings of 4-5 roland cIIs endlessly circling which are difficult and dangerous for me to deal with in an se5, let alone a dh2. I was thinking of just reassigning all the roland squads to fly eindeckers. But I want to see if I'm doing something wrong before I make such a big compromise to the authenticity of the game.

Adrian Owlsley fucked around with this message at 04:48 on Mar 10, 2014

Adrian Owlsley
Aug 6, 2010

This galaxy only has room for one karaoke champ.
I'd say about one per engagement with damage involved the majority of the time is about my success rate as well. I'm not very inclined to take odds like that in a career that I've invested time into, but considering they're by far the majority of what I see in 1916 campaigns the situation needs to be refined somehow. The circle they do is the only reason I'm able to intercept them at all and when I do it's usually like I said a phyrric victory. That makes sense to see in the world but it's not great when they're a vast majority of the enemies. I think I'll look into touching up the damage on guns a bit, maybe reduce the effectiveness of ai gunners a bit and maybe replacing a few roland squads with eindecker squads to make the campaign more fun for me personally.

Also, maybe I'll see if I can tweak the fokker dvii ai parameters until he can beat my sopwith triplane in a dogfight.

Adrian Owlsley fucked around with this message at 05:46 on Mar 10, 2014

Adrian Owlsley
Aug 6, 2010

This galaxy only has room for one karaoke champ.
I wonder what the conditions for a victoria cross are, I really want one.

Adrian Owlsley
Aug 6, 2010

This galaxy only has room for one karaoke champ.

Luigi Thirty posted:

Ah Jesus the answer is no, I cannot take off in the Nieuport 11. I've restarted the campaign mission five times but as soon as my ground speed hits 30MPH it rolls on the ground and buries the left wing in the dirt and if I try correcting with the rudder it just spins out and I can never get in the air. :argh:

I think the most important thing is to push forward on the stick a bit. If you let the plane try to lift off without building a good speed first you lose a lot of the stabilization that your wheels should provide.

Adrian Owlsley
Aug 6, 2010

This galaxy only has room for one karaoke champ.
I started a career as an observer as well just now. We flew to the front with no sign of enemy planes. As we approached the target a flak gun took of our right wing and we died. I've experienced the true horrors of war. Also, someone in my new squad has my real and not very common last name!

Oh, I'd like an invite to the steam group if someone gets around to it http://steamcommunity.com/profiles/76561197993335776

Adrian Owlsley fucked around with this message at 13:42 on Mar 10, 2014

Adrian Owlsley
Aug 6, 2010

This galaxy only has room for one karaoke champ.

Dandywalken posted:

This game has me considering buying rudder pedals :( I can handle DCS:A10C, but these crates just wobble way too much with a twist rudder.

Failing that I need to get competent and change my rudder settings to something appropriate.

I love my pedals and I'd highly recommend getting some if they're not too expensive for your budget. I think it makes flying a lot easier and more kinetically satisfying as well as more authentic. After a while you stop thinking about your feet moving and just do it unconsciously, I can't imagine getting to quite that level with twist considering how touchy it is to do it at the same time as pitch and roll.

Adrian Owlsley
Aug 6, 2010

This galaxy only has room for one karaoke champ.
In lewis gun planes you can actually look around the cockpit and check how many magazines you have left. In the nieuport they're on either side of the pilot's chair.

Adrian Owlsley
Aug 6, 2010

This galaxy only has room for one karaoke champ.
Boom and zoom tactics might work better than it seems at first, even though you can't zoom up that far, a slow enemy plane with the low power involved in ww1 planes is going to have trouble nosing up at all. You don't need to be very far at all above the enemy plane to have a decisive energy advantage. You can practically go right in front of the enemy plane while looping around them as long as you're a little bit above them since they won't be able to nose up quickly even if the angle is relatively shallow. That said I think you can probably outmaneuver the training ai albatross even in a spad but it's hard to judge what you could be doing better without seeing it. Maybe try turning in front of their turn more. My guess is if you're having trouble with the stability of your turn your problem is with the rudder.

Adrian Owlsley
Aug 6, 2010

This galaxy only has room for one karaoke champ.
I've been having my best career so far with no.9 squadron rnas, who I modified to form a few months earlier than usual flying sopwith pups from furnes before upgrading to triplanes. I'm almost through the pup period now having only taken a few weeks off for one minor injury. Just now I was on a ballon defense with the other flight commander who had 4 kills and a 0-kill lieutenant. The enemy turned out to be 5 halberstadt diis who we fought right over the ocean. The other flight commander got 1 but then went down (at least he became an ace before he died) and the lieutenant limped away with critical damage, so I ended up diving out with 2 on my tail. I decided to be brave and after gaining a little seperation and energy I turned around, onto their tails since they'd turned back for the balloon. I snuck up on one (using my blip switch as I got close so I was silent, not sure if that makes a difference but it feels cool), shot him up and he flew east with smoke, and later went down although I didn't claim it since I wouldn't have known without the debriefing. Then it was one on one between my pup and one ai halberstadt which went about as well as expected.



I don't think he survived that crash landing. Long story short I have the distinguished service order now. I'm hoping to become the top british ace before I die. If I can survive the one or two more missions until we upgrade to sopwith triplanes I have a good shot, I'm very confident in those things.

Adrian Owlsley
Aug 6, 2010

This galaxy only has room for one karaoke champ.

Target Practice posted:

Before I let this download for the night, which nation has the "best" 2-seater? That Roland looks cool as hell.

I think the roland probably is the best relative to the fighters of its time since none of them can catch you. Personally I like the bristol f2 since you can outmaneuver nearly all the ai in it despite it being a two seater.

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Adrian Owlsley
Aug 6, 2010

This galaxy only has room for one karaoke champ.

Sankis posted:

Is there a video tutorial to show me how to manage my fuel mix? I'm having trouble keeping up my RPM and staying with my wing and I suspect this is why.

It's pretty easy, just go full rich to start the engine and then before you take off lean it down a bit and watch the rpms. You'll be able to find the setting where you get the most rpms pretty easily, and you can pretty much leave it there for the rest of the flight unless you want to change the mixture to avoid overheating or overreving.

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