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Adrian Owlsley
Aug 6, 2010

This galaxy only has room for one karaoke champ.
I know it's a low-flying transport but I think if you're going to put that many guns on one, the lack of any downward firing ones to cover the big, juicy fuel-filled underbelly is a slight design flaw https://www.youtube.com/watch?v=9DiSa0yztAc.

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Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry

Adrian Owlsley posted:

I know it's a low-flying transport but I think if you're going to put that many guns on one, the lack of any downward firing ones to cover the big, juicy fuel-filled underbelly is a slight design flaw.

Well, but that same logic I could argue the C-47/DC-3 is a piece of junk BUT not the Li-2, at least it had a defensive dorsal gunner. You'd certainly want to have escorts flying with them in a combat area, or have them flying far behind the frontlines.

I wish there was a game that had the Me-232 E2-WT, which followed the same line of thinking that gave the world the YB-40.

Then again, I'm spergy enough that I actually want every plane and variant in this or another game.

Heavy Sigh
Nov 13, 2011

They've planted corn everywhere.

Soiled Meat
I will join in to fly some planes.

First Name: Heavy

Last Name: Buffalo

Faction: Allies

Squadron: Bombers

Picture:

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry

Heavy Sigh posted:

I will join in to fly some planes.

Do you want to be placed in a fighter if the mission doesn't generate any bombers? The blitz on Malta doesn't always spawn Allied bombers.




Also, looking into the data files shows that the Allies should/can have these planes for missions:
Hurricane MkIb (12lb Boost)
Gladiator MkI
Blenheim MkI
Blenheim MkIV
Beaufighter Mark 21 (WHAT?! I think the creator meant to put the Beaufighter Mk.I)
C-47
P-40E
P-40M

Axis get:
Ju-52-3MG4E
Me-323
MC.200 Series III
MC.200 Series VII
CR-42
G.50
Re.2000
Re.2002 (Shouldn't be there)
Bf-110C-4
Bf-110C-4/B
Bf-110D-3
Bf-110E-1
Bf-109E-7
Bf-109E-7/N
Bf-109E-7/NZ
Bf-109F-2
Bf-109F-4
Ju-87B-2
Ju-88A-4
He-111H-2
He-111H-6


Pretty surprised there aren't any spitfires, but thankfully we won't be stuck on Malta for years (Unlike vanilla Normandy campaigns).

Adrian Owlsley
Aug 6, 2010

This galaxy only has room for one karaoke champ.
Re. 2002s and beaufighter mark 21s but no spitifires or mc 202s is a pretty weird malta. Without spitfires there won't be anything to challenge the 109 fs.

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry

Adrian Owlsley posted:

Re. 2002s and beaufighter mark 21s but no spitifires or mc 202s is a pretty weird malta. Without spitfires there won't be anything to challenge the 109 fs.

Stranger still is that, while the game somehow has them listed as spawnable planes, another file doesn't list any planes of that type being available for the campaign to spawn them :confused:.


Also, full disclosure, Malta poo poo itself after the second mission and I have absolutely no clue why! I was able to get the stats off of it and recorded the gameplay, so we're moving on to Africa a lot sooner than I expected. Hooray? :confuoot:

Oh and Blind, you're a lucky SOB. Just thought you should know so you can be excited for the next video.

anilEhilated
Feb 17, 2014

But I say fuck the rain.

Grimey Drawer
I'm kinda surprised how long the planes last once they enter the "smoking" phase, in my experience with flighty games* that usually means they're done for.
I'd like to think that the Gladiator was just subjected to the :catstare:, Hawkeye is pretty great at that. Hairball at 12:35.

*SWotL and Crimson Skies, mostly.

Adrian Owlsley
Aug 6, 2010

This galaxy only has room for one karaoke champ.
Typically black smoke is an oil leak and cooling system damage and the grey smoke is a fuel leak. Neither one is fatal right away until the stuff actually runs out and sometimes the self sealing tanks stop the leak. Black smoke from the radiator instead of the engine like a few hurricanes were doing in that video is usually the least serious since it's less likely to go along with other engine damage. Sometimes you do get a plane pouring out an incredibly thick black smoke and that really does mean they're done for, it's probably an engine fire and often causes an explosion.

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry

Adrian Owlsley posted:

Typically black smoke oling system damage and the grey smoke is a fuel leak. Neither one is fatal right away until the stuff actually runs out and sometimes the self sealing tanks stop the leak. Black smoke from the radiator instead of the engine like a few hurricanes were doing in that video is usually the least serious since it's less likely to go along with other engine damage. Sometimes you do get a plane pouring out an incredibly thick black smoke and that really does mean they're done for, it's probably an engine fire and often causes an explosion.

It also depends on how serious the damage is and how far into the mission you are. Porkin's Hurricane didn't end up lasting too long, but the last mission I played had a Hurricane last about 3 times as long as he did. The game definitely makes some distinction between heavy damage and light damage, but there's no real visual "in-between". I personally like it as it keeps you guessing rather than it being an absolute certainty.

Oh and Im pretty sure that the white leaks under the wing/body are fuel and/or coolant.

Also, :hfive: anilEhilated! SWoTL is one of the best flight sims ever.

Jobbo_Fett fucked around with this message at 08:48 on Aug 14, 2014

tanglewood1420
Oct 28, 2010

The importance of this mission cannot be overemphasized
Maarek Stele, fighter pilot for the Axis, reporting for duty.

Heavy Sigh
Nov 13, 2011

They've planted corn everywhere.

Soiled Meat

Jobbo_Fett posted:

Do you want to be placed in a fighter if the mission doesn't generate any bombers? The blitz on Malta doesn't always spawn Allied bombers.


Bomber is first choice, but HEAVY BUFFALO will be amiable to other duties like fighter piloting.

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry

Heavy Sigh posted:

Bomber is first choice, but HEAVY BUFFALO will be amiable to other duties like fighter piloting.

Good to know! Thankfully, the move to Africa seems to give a steady stream of Allied bombers so there technically shouldn't be any issues like it again.

Episode 2 is going to be a little short, text and video wise due to the error I got, so I'm going to post a 2 episode update.

Things don't go quite as planned in Episode 3...


Edit: What the debriefing looks like



If you don't edit in names, it should display named pilots in your squadron and anything important they did.

Even if it's broken, it's still pretty cool as you usually won't be able to keep track of how many enemy planes are flying around. I have no clue why the times are messed up though.

Jobbo_Fett fucked around with this message at 05:03 on Aug 15, 2014

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry
In the Spotlight

Junkers Ju-88

If Nazi Germany had any "Wonder Weapons", the Junkers Ju-88 was one of them. Throughout it's service life it managed to fill in every combat role: Heavy Fighter, Level Bomber, Torpedo Bomber, Dive Bomber, Night Fighter, Flying Bomb, Reconnaissance aircraft and more. The Ju-88, designed and built during the days of the Spanish Civil War, served with the Luftwaffe until the end of World War II and past that with other countries.

Initially, it was envisioned as a "Schnellbomber" literally Fast Bomber in the days where fighter design produced aircraft too slow to catch high altitude bombers. While fighter design progressed rapidly due to lessons learned during the SCW, bomber design lagged behind in certain countries. Because some bombers were exceptionally fast when compared to the biplanes, and the few monoplane fighters, fewer engagements ended unfavourably for them and improvements lagged behind. While not necessarily an issue with the Ju-88, the SM.79 exacerbated this issue over Malta.

Most of the variants started appearing after 1941, and I'll go further into their history once we see them (If any) in action. However, we have seen the A-4 variant so why don't I expand on the bombers.

The Ju-88 first acquired it's iconic "Beetle's Eye" nose was with the 4th and 6th prototypes, and the dive brakes on the 6th prototype and 0 series aircraft. It had a variety of bombloads: 1,102 lbs bombload for long range missions, 5,291 lbs for their short range missions. They could drop either AP, HE or incendiary bombs, as well as 1,100lb aerial mines.

Here, this chart should explain things for the Ju-88A-1 (Click for HUGE):



The A-2 had attachment points for the R-Gerate for the rocket-assisted take-off system, which became an optional feature on virtually all subsequent A variants. The RATO pods were necessary when using the highest possible bombloads.

The A-3 was a training variant, with dual controls and unarmed. The Ju-88A-7 was another training version with dual controls. The A-12 was a further trainer like the A-3 and A-7. The A-16 was yet another dual control trainer but sources differ on which airframe is with built on.

The A-5, like the A-2, used different engines and had provisions for more bomb attachments and more defensive guns. Usually, this included changing certain 7.9mm MG15 machine guns to the much better 7.9mm MG81 machine gun. Sometimes, and only in certain positions, the MG81Z and MG131 were used.

The A-4 variant, built after the A-5, featured even more improvements to its armament because of better powerplants being used. For example, the maximum bombload was increased to 7,936 lbs! :aaaaa: The Ju-88 could also carry drop tanks.

The A-6 version was equipped with a balloon fender to counter the barrage balloon threat during night time bombing over England. Unfortunately, the arrangement degraded the speed and maneuverability of the aircraft so much that it was abandoned after only a few were produced. The A-6/U was upgraded with a search radar and were generally used to shadow Allied bomber formations. The A-8 was another anti-balloon aircraft but employed a different system entirely. Instead of a giant fender assembly that hurt performance, it used a wing-leading cable cutting system. It was located behind/under some weak, collapsible metal at the leading edge. It wasn't produced in large numbers, but was very effective.

The A-1, A-4 and A-5 all had tropical versions, but such designations as A-4/Trop were reserved for aircraft that were retrofitted. The A-9, A-10 and A-11 were aircraft built from the get-go with additional tropical equipment after the A-1, A-4 and A-5 respectively.

The A-13 was a ground-attack/anti-personnel version that had more armour and used cluster bombs capable of carrying the 4.4lb SD-2 'Butterfly' bomblet. It could also mount 4 gun pods, each carrying up to 3 MG81Z (So 6 guns each). The A-14 was geared more towards anti-shipping with at least one example carrying 16 ETC 50/VIII bomb racks, each capable of carrying a 50kg/110Lb bomb.

The Ju-88A-15 was an attempt to increase internal bomb capacity but ultimately didn't offer significant performance increases for the reduction of total bombload and as such only a small number were produced.

Finally, the A-4/Torp was built due to the Luftwaffe's need for a dedicated torpedo bomber. It was successful enough to warrant the creation of the A-17 variant, whose main difference was the lack of a ventral gunner. Even with the different versions, some squadrons were known to have operated both the A-4/Torp and A-17 at the same time.


Information on the Ju-88 (A-4 Variant):

General Characteristics:
Crew: 4
Length: 14.39m
Wingspan: 20m
Height: 4.85m
Powerplant: 2 x Junkers Jumo 211J-1 / J-2 Inline Engines producing 1,400hp each
Loaded Weight: 14,000kg

Performance:
Maximum Speed: 475km/h
Range: 2500km
Ceiling: 8200m

Armament:
Guns: Either MG15, MG81, MG81Z or MG131
1 x Forward MG
1 or 2 x Rear Cockpit MGs
1 x Ventral MG
(Optional) 1 x Nose MG

Bombloads: A variety of bombloads between 2400kg and 3600kg



Jobbo_Fett fucked around with this message at 22:47 on Sep 3, 2014

anilEhilated
Feb 17, 2014

But I say fuck the rain.

Grimey Drawer
Did Hawkeye get shot down again?

Veloxyll
May 3, 2011

Fuck you say?!

I'm more impressed by Petrol Blue managing to get killed, captured and MIA more times than we've had missions.
Or just KIA/WIA
That girl is on a mission. I'm not sure who for, exactly. But eh, details.

petrol blue
Feb 9, 2013

sugar and spice
and
ethanol slammers
I got a gold star in flight school. :downs:

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry

Veloxyll posted:

I'm more impressed by Petrol Blue managing to get killed, captured and MIA more times than we've had missions.
Or just KIA/WIA
That girl is on a mission. I'm not sure who for, exactly. But eh, details.

Haha yeah, the game records and makes notes of being wounded and you can get captured/declared MIA at the same time. I will probably remove the MIA column just because, but I'm making sure to have things in place so even the people who are the best cannon fodder get something out of the whole experience.


anilEhilated posted:

Did Hawkeye get shot down again?

No, which is the surprising thing. I don't think the Axis side lost a single plane on Mission 03. The Allies were not so lucky.

Cthulhu Dreams
Dec 11, 2010

If I pretend to be Cthulhu no one will know I'm a baseball robot.
Can I sign up with Allies

Pilot Name: Cthulhu Dreams

Plane Preference: Fighter I guess, but whatever is fine.

Icon: http://fc08.deviantart.net/fs25/f/2008/142/4/3/Cthulhu_Awakening_Front_Poster_by_johnfsebastian.jpg

Yvonmukluk
Oct 10, 2012

Everything is Sinister


I'd like to sign up for the Allies.

Pilot Name: Yvon Mukluk
Aircraft: Spitfire Hurricane/Fighters (I was so tempted to request a Beaufighter 21)
Photo (I hope I did this right):


Ready to shoot down some German planes and poo poo.

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry

Sure, I'll have you in the lineup starting mission 04. I should have the next video update by monday.

In the meantime...


In the Spotlight

Bristol Blenheim

The Bristol Blenheim was the first plane used operationally during World War 2, performing a reconnaissance mission over Wilhelmshaven. Despite this claim to fame, Blenheim operations were limited in success and costly in pilots and crew. The Blenheim was another victim of being faster than fighters at the time of its first flight in 1935, and introduction in 1937. The same mistakes were made by other countries, and I mentioned planes like the SM.79 previously, which had bombers suffering from a lack of foresight.

Despite its shortcomings, it was kept in service and adapted for several different roles until more recent and better types were made available. It's first iteration was predictably the Mk I, a fast bomber. The lack of adequate defensive armament was apparent as soon as hostilities began, and maybe before then as well. It had only one defensive gunner operating a Vickers K .303 caliber machine gun in a dorsal turret, which could rotate 360 degrees. It also had a total bombload of 1,000 lb.

Information on the Bristol Blenheim Mk I

General Characteristics:
Crew: 3
Length: 12.11m
Wingspan: 17.17m
Height: 2.99m
Powerplant: 2 x Bristol Mercury VIII Radial Engines producing 840hp each
Loaded Weight: 12,030kg

Performance:
Maximum Speed: 449km/h
Range: 1609km
Ceiling: 9144m

Armament:
Guns:
1 x Forward Firing .303 Browning MG in the port wing
1 x .303 Vickers "K" Machine gun in dorsal turret



By the time the Germans were showing up in North Africa, the type was considered obsolescent and was especially vulnerable to 109 fighters. Slightly before the war, the Blenheim was modified as a fighter and given a belly pack of 4 MGs fitting over the bomb bay. The limited weight and negligible drag produced by the addition didn't affect flight performance enough to be detrimental. However, despite the increased firepower, it had similar combat results as the Bf-110 when pitted against proper fighters. It was also modified to fly as a night fighter, but successful flights were the exception rather than the rule. The Mk IF's service life was consequently short-lived.

The Blenheim Mk IV was originally called the Blenheim Bolingbroke (Which was re-used for the Canadian-built version of the IV) but was later dropped. Engines, fuel tanks, armour and defensive armament were all upgraded. On interesting modification was a chin-mounted single or dual MG firing backwards and below the aircraft, with a maximum of 20 degrees rotation per side from center. The bombload was exactly the same, and while the Mk IV was reported as being faster, those reports were erroneous as they didn't calculate maximum speed at the same altitude. Because of all the upgrades, and their added weight, the Mk IV was slower than the Mk I. Some Mk IV were modified in the field with a number of extra defensive guns: Nose-mounted forward firing MG, rear-firing tail mounted gun, rear-firing engine mounted guns.

Information on the Bristol Blenheim Mk IV:

General Characteristics:
Crew: 3
Length: 12.8m
Wingspan: 17.17m
Height: 3.83m
Powerplant: 2 x Bristol Mercury XV Radial Engines producing 995hp each
Loaded Weight: 15,000kg

Performance:
Maximum Speed: 428km/h
Range: 2350km
Ceiling: 6705m

Armament:
Guns:
1 x Forward Firing .303 Browning MG in the port wing
1 or 2 x .303 machine guns in dorsal turret
1 or 2 x .303 machine guns in under-nose turret



The Blenheim Mk IVF was a modification just like the Mk IF and, just like it, failed to produce positive results. The Mk V was the last Blenheim variant, with the biggest difference being the redesigned nose of the aircraft. There were two noses, a fighter version with 4 .303 MGs in a solid nose and the Bombardier Nose with the under-nose rear-firing turret. Once again, the prototypes were tested with less equipment and better engines than production examples which meant that the Mk V was even worse in terms of performance.

Jobbo_Fett fucked around with this message at 22:44 on Sep 3, 2014

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry
Tobruk to Sicily

Blitz on Malta Mission 02

"We're striking Malta again, at noon. The commander has told us that this will be our last mission over that forsaken island before we transfer to North Africa. Some of the pilots are nervous, but I can't tell if its because of our return to Malta or departing for Africa. -Lorenzo Moretti

We're on our last mission for the First Blitz of Malta, due to some strange bug. I was too busy trying to fix stuff to get any screens of the debriefing, but not a lot happened anyways.



It's a simple enough escort mission for the Axis. Follow the bombers in, eliminate enemy fighters, follow the bombers out.


:siren:Mission Video



So because of the strange map bug I received after this mission, we jump straight into North Africa in the hopes that we push the Allies back to Tobruk.

Push to Tobruk

We've barely settled in to our new quarters and we're sent on yet another escort mission. We expected to be escorting bombers, but the flights are tasked on a CAP mission over fuel tankers along the coastline. I hear the Allied forces are even worse equipped here than at Malta, but I believe it is just propaganda. How could such an important front be less well equipped than Malta? Oh well... I hope I do not have to bail out in the desert. -Lorenzo Moretti

Finally in North Africa! Our first mission is above the African Coastline in an attempt to protect our vital fuel tankers.




:siren:Mission Video


ArgleBargle III gets his first kill!


Newcomer Stele also leaves his mark on North Africa


Results:
Heavy Barrel - Damaged Ship, Captured
Jake Preston - Killed in Action
Jek Porkins - Captured
Marek Stele - Air Kill x 1 Blenheim IV
ArgleBargle III - Air Kill x 1 Hurricane MkIa
Adrian Owlsley - Killed in Action

Jobbo_Fett fucked around with this message at 17:27 on Aug 20, 2014

Veloxyll
May 3, 2011

Fuck you say?!

Hetzer gonna hetz. No matter if it's gonna take 3 years for them to exist.

Airfields are hard to hit, okay!

I guess we should stop replacing our gunners' bullets with Chocolate coated ones. Blind Sally made do though.

Veloxyll fucked around with this message at 23:39 on Aug 18, 2014

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry

Veloxyll posted:

Hetzer gonna hetz. No matter if it's gonna take 3 years for them to exist.

Airfields are hard to hit, okay!

It's okay, Blind Sally missed too! Bombing runs in the game are pretty standard as AI won't usually pick their own targets. Its true to life for the most part, but it basically boils down to "Can the lead bomber aim somewhere with a dense enemy concentration" so that everyone gets a chance at destroying stuff.

I don't have footage of you because you haven't really done anything :ohdear:

Speaking of, you two were in Fiat G.50's for mission 03. They didn't do anything worth mentioning.

Veloxyll
May 3, 2011

Fuck you say?!

To be expected. They can carry what, 200 lbs of bombs or something? That'll barely knock over a shed!

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry

Veloxyll posted:

To be expected. They can carry what, 200 lbs of bombs or something? That'll barely knock over a shed!

Ju-87's carry a multitude of options, typically a mix of 50kg on wings with 1 centerline bomb of varying sizes, but I usually see 250kg or 500kg. If it carries a 1000kg bomb, it won't have wing bombs.

Ju-88's carry a vast array of stuff and on mission 2 were loaded with 2x500kgs + 32x50kg bombs if I remember correctly.

Mission 3's Fiat G.50's didn't carry any bombs, they were a purely fighter flight and did nothing of note.

Jobbo_Fett fucked around with this message at 00:51 on Aug 19, 2014

Adrian Owlsley
Aug 6, 2010

This galaxy only has room for one karaoke champ.
Dang, the hurricanes are really having a rough time. I said I wanted a hurricane but I'd take a tomahawk if there are any around.

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry

Adrian Owlsley posted:

Dang, the hurricanes are really having a rough time. I said I wanted a hurricane but I'd take a tomahawk if there are any around.

Whatever mission the game generates, I always try giving you guys the best planes available for it. The mission loaded up with Hurricanes and no alternative (Aside from 2 gladiators), and North Africa in early '41 never gives you much choice.

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry
Miscellaneous in-game stuff

Some things I can't show off in the videos, or don't choose to because they clutter up the screen, aren't all that important or distract the viewer. I showed that off a little in Mission 02 with the radio chatter (Which I forgot to mention gets incredibly annoying when everyone is trying to land) and the accompanying text.

With that in mind, I figured I should show off a few features available in this game.

The in-game map is brought up with the default M key. It's pretty self explanatory, but changes wildly based on the difficulty selections you make. I generally leave waypoints on, and only waypoints, mainly because on certain maps it can be incredibly easy to lose yourself or your flight if you don't pay attention. You could have everything show up on it, whether friend or foe, ground, sea or air units. We don't have the same luxuries as jet fighters and radar has come a long way from their World War II counterparts.



We also have an in-game radio chat. This is your primary method to communicate orders to AI, although only those under your direct command. Direct command is an important factor in my phrasing. If Plane 1 dies, Plane 2 can't be directed by Plane 3. Planes 2 and 4 cannot use any commands, regardless of command structure. Despite that shortcoming, its quite flexible. It allows you to change formation shape and distance between planes. You can command subordinates to target specific types of units (IE: Attack Fighters, Attack Tanks, etc.) but nobody specific. Ground Control is mainly for locational stuff and take-off/landing requests or clearances. Frequency allows you to hear Allied communications and the last two were added a lot more recently and don't really come into play for me.



Lastly, we can change the icons that are displayed in-flight. Using these is great for newcomers, as it allows you to differentiate very quickly between units but is usually disabled in online matches unless everyone is on the same team.

Turned off


Distance


Distance + # of Plane


Distance, # of Plane and Type of plane



If you like Jets, definitely check out the Strike Fighters 2 LP.

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry
Tobruk to Sicily

Push to Tobruk Mission 02


"The top brass seems to enjoy wasting our resources it seems. No one understands why were pulling a reconnaissance flight so far across the border, and over an insignificant target. We all assumed we would be heading for Benghazi to hit the defends of the port (or just the port itself). Hopefully the British won't send any planes to hit our ships, although I doubt they could after the mauling we gave them last time. -Lorenzo Moretti"


Once again the Allies and Axis take to the skies of North Africa. This time around its a fairly straightforward recon mission. I don't really know why, since the mission has plenty of targets available in better locations. Oh well, that's the mystery of the Dynamic Generator sometimes. :shrug:



:siren:Mission Video


Not everyone makes it back home, but losses are even per side. I guess we should be thankful that more Hurricanes didn't show up...



Surprisingly, Arglebargle III is credited with a kill for being rammed by Porkins. :britain:



Auditore bailed out, but was captured



Results:
Alberto Auditore: Captured/MIA
Jek Porkins: Air Kill 1xReggiane Re.2000
Arglebargle III: Air Kill 1xHurricaneMkIa (Collision), KIA

Yvonmukluk
Oct 10, 2012

Everything is Sinister


Did you get my application to be a pilot?

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry

Yvonmukluk posted:

Did you get my application to be a pilot?

Yup! You were flying around, but as I mentioned the game made most of the allies a very short recon flight. We were about half-way to target when you guys were landing. I have no actual clue as to why the dynamic generator (DGEN) did it that way.

Next mission should have some combat, gonna play it later tonight.

petrol blue
Feb 9, 2013

sugar and spice
and
ethanol slammers
Arglebargle ain't taking none of this 'defensive maneuver' crap. :black101:

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry

petrol blue posted:

Arglebargle ain't taking none of this 'defensive maneuver' crap. :black101:

"I'M GOING TO BE AN ACE EVEN IF IT KILLS ME! :kheldragar: " - Arglebargle III

Veloxyll
May 3, 2011

Fuck you say?!

Jobbo_Fett posted:



Surprisingly, Arglebargle III is credited with a kill for being rammed by Porkins. :britain:


Argle rammed Porkins! Not Porkins ramming Argle.

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry
Blind Sally, stop hogging all the defensive gunner kills! It's getting to be ridiculous. :staredog:

Veloxyll
May 3, 2011

Fuck you say?!

Blind Sally is secretly the only competent person in the skies.

Or are you mad because she's started kill stealing you.

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry

Veloxyll posted:

Blind Sally is secretly the only competent person in the skies.

Or are you mad because she's started kill stealing you.

Its 2 videos away, but Blind Sally's gunner deserves a medal and a promotion. Also, Me-323's are invincible in some cases it seems :black101:.

I'll try getting the next two videos up by the end of the week.

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


Man, how did I manage to miss this thread for so long. Feel free to pilot me, as an Italian since I have a weakness for their planes (especially the MC.202 and MC.205 :swoon:). I've had IL-2 1946 for a long while, but I've never drummed up the courage to give it a go. I guess I've just always been intimidated by the extra complexity vs the Bi-planes I'm more familiar with in Rise of Flight. The thing that daunts me most is engine management, especially since I wouldn't feel "right" leaving it set to simple. But maybe I'll give it a go anyways.

Jobbo_Fett posted:

Lastly, we can change the icons that are displayed in-flight. Using these is great for newcomers, as it allows you to differentiate very quickly between units but is usually disabled in online matches unless everyone is on the same team.

Turned off


Distance


Distance + # of Plane


Distance, # of Plane and Type of plane

I noticed that all those options are colored blue for a friendly. Is that because its close enough for a positive ID or is it blue regardless of distance? If the later, is there a way to set it so that a distant plane appears "neutral" (uncertain allegiance) until you're close enough to make a positive ID? That is the way Rise of Flight does it and I feel like its a good balance between the realism of an actual pilot being able to spot things that'd just be a pixel (or less) on a computer monitor and the icons giving too much away. Its about 750m to be able to ID a plane's type, and you have to be within like 300m to get an exact ID of who it is (assuming its a flightmate or other named/unique individual).

As an example, here is 3 aircraft at the 3 different ranges of Identification, one far distant (over 1.5km), one distant, and one close enough to properly ID.



Basically I like having the icons to make up for the spotting limitations of a computer monitor, but I also want there to remain some degree of uncertainty until the other aircraft is closer.

At the very least this LP has me wanting to get back into Rise of Flight. Too bad I don't know poo poo about video editing and recording, it'd be neat for us to have LPs covering every era of air combat.

Galaga Galaxian fucked around with this message at 07:16 on Aug 21, 2014

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry

Galaga Galaxian posted:

Man, how did I manage to miss this thread for so long. Feel free to pilot me, as an Italian since I have a weakness for their planes (especially the MC.202 and MC.205 :swoon:). I've had IL-2 1946 for a long while, but I've never drummed up the courage to give it a go. I guess I've just always been intimidated by the extra complexity vs the Bi-planes I'm more familiar with in Rise of Flight. The thing that daunts me most is engine management, especially since I wouldn't feel "right" leaving it set to simple. But maybe I'll give it a go anyways.


I noticed that all those options are colored blue for a friendly. Is that because its close enough for a positive ID or is it blue regardless of distance? If the later, is there a way to set it so that a distant plane appears "neutral" (uncertain allegiance) until you're close enough to make a positive ID? That is the way Rise of Flight does it and I feel like its a good balance between the realism of an actual pilot being able to spot things that'd just be a pixel (or less) on a computer monitor and the icons giving too much away. Its about 750m to be able to ID a plane's type, and you have to be within like 300m to get an exact ID of who it is (assuming its a flightmate or other named/unique individual).

As an example, here is 3 aircraft at the 3 different ranges of Identification, one far distant (over 1.5km), one distant, and one close enough to properly ID.



Basically I like having the icons to make up for the spotting limitations of a computer monitor, but I also want there to remain some degree of uncertainty until the other aircraft is closer.

At the very least this LP has me wanting to get back into Rise of Flight. Too bad I don't know poo poo about video editing and recording, it'd be neat for us to have LPs covering every era of air combat.

I'm not sure I mentioned it, and thats quite possible. Allies and Axis follow the same colour scheme with regards to the RED/BLUE representation, which is why the Italian plane in my screen is blue. The Nieuport was a French design (I have too many books on airplanes, if that's even possible), which would account for yours being red-coloured.

If memory serves me correctly, it should be 1KM to first see a blip, which is either coloured black or white (Pretty sure it follows the same scheme as RoF with the black) and then changes at 500m and finally 250m. I could very well be wrong, as the last time I was able to track those stats was years and years ago when the downloaded IL-2 STAB.exe let you change the distances.

Engine management isn't too hard, and to my knowledge is affected by the need to regulate fuel mixtures, radiator (In conjunction with Engine Overheat) and the use of supercharger if applicable. I know some people who worry and mess with propeller pitch, but I've never gotten the hang of it myself. And speaking of engine overheat, I turned it off for this campaign. I don't know if there's a coding error somewhere, but my engine typically overheats after 20-30mins at 70% power which even in the desert heat shouldn't give me those warnings that quickly.

As for Rise of Flight, I've always been tempted by that game but I never liked the pay model. Maybe I'm too old in that respect, but I preferred it when my games didn't have tons of planes as seperate unlockable purchases. Il-2 1946 is the one game that's perfect because it chose NOT to do it, and although it had expansions, users haven't had to pay for anything since 1946, released in '06.


Adrian Owlsley has expressed some interest in doing some multiplayer stuff, and I planned on doing a few things even if they just end up being incredibly silly, so there'll definitely be an excuse or two to try 1946 without worrying too much about results. :getin:


**Note: Stab.exe doesn't seem to work on my install and I believe it is due to incompatibility with my mods. I don't want to risk messing it up, but if my distances are wrong then its safe to assume that whatever the default is in RoF, the same should be true in Il-2 1946.

Jobbo_Fett fucked around with this message at 08:37 on Aug 21, 2014

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Patrocclesiastes
Apr 30, 2009

I had my doubts over the lets playability of this game but youve been doing a bang up job so far!

As such, I wish to join the ranks of the brilliant men and women in their flying machines.

Name: Puna "Marokon kauhu" Kone

Axis

And for the pic I cant find any cool ones, so feel free to use the stock ones from the game.

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