Jump to content

Do335

JAGDSTAFFEL 11
  • Posts

    1,135
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by Do335

  1. made new Fm for the antonov... wery wery cute little thingie:D
  2. The tupolev is ready... 3 squadrons in campaigns. 22th/24th bomber air regiment of the 8th bomber air div, and 28th regiment of the 10th bomber air div. In korean war each regiment of the 3 conducted air raids on the Taehwa-do island (大和岛). The only 3 sorties the Tu-2 did in korea i can find. The 1st one was most successful and on the 3rd sortie they were intercepted by sabres from the 4th FIW and lost quite a few. Both divisions moved back to Chinese mainland not long after the raid. Thanks goes to Cocas for the model, Baffmeister for the FM and Kulbit80 for the skins. NEXT UP... AN-2 aka the headache:X:X:X
  3. Ok. eh. We're here to have some fun. No need to complicate stuff. I get it. But it's a shame there are no common guide lines on these subjects.
  4. Hi gepard.. I've thought of grid-like node net, but realizes a problem. As pics show, basically western route advances and will be able to swing east, which envelops the red unit. When the eastern route advances, the red unit would have nowhere to retreat to and is completely eliminated. but... disregard if ya wanna make it "brutal" as such:D also more interestingly i always wonder what would it be like when this happens!! It'd be great if you can share the test results!..
  5. r4m is more effective as there're 24 of them in one shot so enough to form a barrage. Earlier ones like the Wgr.121 is only 2 or 4 shot and slow... very inaccurate. r4m is fast enough to be aimed using revi and ez42 gunsight. Plus you got 4 30mm nuclear cannons on the nose. ...I really like the 262 as an interceptor.
  6. also the Me262 had the r4m rockets for "rocket barrage" against B17s. Dunno how effective it was in RL but in IL2 i had semi-success with them:p Although.... rockets only sure is weird, like many jets at those times!
  7. An added layer of complexity for gaming I suppose. You got windows, got the game, now inbetween there's steam, so like a third wheel.. is OK when it works and not good when it doesn't. But im sure it is only for the minority... where I belong tho, usually deinstall steam after finishing a game i bought there. But dont mind using it for good games. PS havent checked, but im pretty sure AF can be run with steam deleted. Hmmm.
  8. have seen some youtube clips on the mobile version, the ship models don't look that nice. I've never seen a naval game that the ships look this nice... Pacific fleet PC version would be great! edit some screenies too! Bismarck, Tirpitz and Konigsberg on the prowl Torpedoing HMS Illustrious Battle of the Atlantic UI BotA victory screen
  9. ok got something weird going on. A previous engagement got BB Tirpitz hit by 2 6inch shells, it caught fire and 2 turns later a magazine detonated amidships. Medium damage! Next up, my 2 light cruiser came upon BB Revenge. The revenge doesn't seem to have elevated main guns and couldn't shoot back. After peppering it with my 5.9inch HE shells, it exploded and sank!.............
  10. It seems the BotA campaign is rigged against the KM, as I`ve seen others with similar finding... 300,000t per month is very hard to reach and 700,000t after uncle sam joins is basically impossible.... My fleet is currently at peak efficiency and is only managing close to 200k ton. It'd be great if anyone has a way to beat this. If not... I modded all the Allied freighter ships tonnage to double their original value. Will see how it goes...
  11. 4 months into battle at end of December '39. British losses: BB Warspite CL Newcastle BB King George V CA Suffolk CA Exeter CL Ajax CA York CL Leander 24 DDs 575,160 ton merchant Losses: not yet. Good going so far. But the brits have a shit tons of ships... Gunnery wise learning to use the impact map chart to good effect.
  12. mwahahaha Stary mate what did ya expect, this is after all a modding forum:D We mod everything Gunnery yeah I'm dreadful of selecting other ships even, not risking losing the +++++ on the currently targeted ships. Is also a great tactic against AI using bait and switch.
  13. Yep getting to grips with it. I usually use the provided estimate angle and keep a mental tally of angle "deltas" to train the guns. Also "That Looks About Right" rule when own/target ship changes course. Atm I'm working towards an atlantic battle as germany. I reckon the strategy is u-boat spam (as historically fitting?!) It seems very hard to sink 300,000 tons of merchant. I'm currently doing only 1/10 of that:( Last but not least! I AM MODDING IT with a hex editor. I was able to increase the "over the shoulder" angle of some battleship turrets. Also successfully mounted BB Hutten with 24inch guns. Was fun for like.. 2 minutes (mainly to confirm the mod worked). I need to see if I can change the starting renown points to have enough hard hitting surface ships to begin with. Submarines is fun but it's starting to get repetitive for me:| All in all gem of a game indeed. Really like the 3D models of the ships too, they look very nice. It'd be better if the gunnery angle can be inputted via keyboard, but i suppose it's rooted on mobile so understandable.
  14. Spent a few hrs on it. Great fun. Battle of denmark strait is very intense. Still not quite sure about gunnery. The AI somewhat out shoots me. But oh well!
  15. The ceiling value is just a "hard deck" in the flight engine as in per my tests you don't get any lift once above that altitude. As for bombing altitude it is firstly determined by ReleaseAlt= in the [LevelBombAI] section. B-29 gets 9144 which is 30,000ft so that's why it's always that high. Secondly I think aircraft role have a factor. B-29 is set as "Bomber" so it level bombs at altitude as set. If aircraft role is "Attack", the [Altitude] section in missioncontrol.ini coupled with mission generation could determine if the attack is coming at low/med/high alt. ..What i come up with so far.
  16. eh this is cool like Captain sky and the world of tomorrow:D
  17. Snailman.. just an idea, in aircraftaidata.ini defines gun ranges for AI. As default most AI skill levels' maxgunrange is 2000m+, so it will probably shoot guns instead of missiles around that distance. Just an idea tho.
  18. Yesss me262 the real one didn't have them and I consider a shortcoming:X nice boards on the shark!
  19. request Cocas... can the "Shark" have airbrake? there should be space for it on the fuselage,, maybe at/near the roundel.
  20. yes indeed, prop engines were a non-issue for me as well... Also haven't tested it but if the plane has afterburner, the repeating rhythm at high rpm could be drowned out by the AB sound. In any event, anything is better than the default engine sounds, i reckon
  21. mine is more like "woo hoo woo -- woo hoo woo" but I think it's the same thing!... I've made it faint/un-annoying but it's still there and further attempts produced diminishing returns. I then bought adobe audition CC apparently a mid-level audioware and couldn't make heads or tails of that program. It is very sad:( My problem lies in the source sample. Listening close to it, the same effect can be heard. But the SF sound engine amplifies the problem a lot at high rpm.
  22. Yes, further more I think a good track should have constant(?) amplitudes. If not, there will always be "loops". You may not hear it in the first 5 minutes but 20 minutes later, the ear always finds the rhythm!...
  23. I think i know exactly what you're describing and don't think it's the sound repeating itself... they're just human ear perceived "artificial loops" that created by some uneven rhythms in the sound file. I'm no audiophile so that's my best description of it. I asked a friend who works in the audio industry and he said a refined track is sourced or processed to get rid of these rhythms. If they are there the track is too "raw". But, dunno which sound you're talking about so maybe i'm complicating things;) You can certainly try playing with it. My result: I mixed these engine sounds myself. There is still a faint "artificial loop" in the background but after like 50 different attempts, this is the best I got it to. https://vimeo.com/152807785 https://www.youtube.com/watch?v=_Co2WV_xP2I
  24. You don't need to worry about the setting in data ini. if you pull your game controller to idle, neither engine in game will produce thrust. The rpm % is mainly for avionics, like what RPM you read on your rpm gauge in the cockpit. Exception being engine response. Early jets have relatively slow engine response (defined by "ThrottleRate="). The lower idle rpm % is the longer it takes to go from 0 thrust to full thrust. Now your intention to make one aircraft have 2 engine sounds mixed together (if i understand correctly) i don't think it is possible. Engine sound is given in data.ini "EngineSoundName=". Singular. Would be nice but one of those game limitations. You can however pre-mix them sounds in programs like Audacity and save it to a single.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..