My G50 has only two guns in the nose, so we don’t have that problem
My G50 has only two guns in the nose, so we don’t have that problem
Gigabyte Z390 UD | i7 9700K @3.60GHz | 16.0 GB | Windows 10 Pro 64-Bit | NVIDIA GeForce GTX 1070 Ti
TM Warthog HOTAS | Saitek pro rudder pedals | TrackIR 5 | TeamSpeak 3.3.2 | TS Notifier 1.6.0h
I'm just using 200/200 on all wing guns and 200/400 on all nose guns now - but over what range would one reccomend a "shotgun" type pattern like that on the right?
Say I want it centred on 200. Should I put my outer guns at 195 and inner at 205, or is it more like 180 and 220?
Gigabyte Z390 UD | i7 9700K @3.60GHz | 16.0 GB | Windows 10 Pro 64-Bit | NVIDIA GeForce GTX 1070 Ti
TM Warthog HOTAS | Saitek pro rudder pedals | TrackIR 5 | TeamSpeak 3.3.2 | TS Notifier 1.6.0h
Yes. But at the moment I'm still happy to hit the plane itself at all because my rudder isn't working right.
I'm playing with an old Saitek/twist rudder stick and have no issues in Il-2 BoX and DCS but in CloD I have no chance using rudder in combat. The slightest turn on the stick too much and the plane goes/jumps to the left/right like mad. I have the in-game damping on 1/ full. Even tried to set it on 2 or higher but that doesn't seem to work.
I'll try/buy a different joystick soon, best one with two throttles for the Bf-110.
I doubt it's any problem with your joystick because unfortunately, the rudder is the one part of the CLoD flight model which has never been right.
You only have to input a moderate amount of rudder and suddenly the aircraft nose nods from side to side. It makes side-slipping difficult and stall turns (very easy in real life flying) impossible.
I've raised this before but no-one seems bothered about it, which surprises me because I'm sure many real-life pilots fly this sim (although maybe only aerobatic pilots or those used to side-slipping in real life (I was a bush pilot when I was young and stupid) would be familiar with manoevers requiring significant rudder in flight).
DCS models rudder use for propeller aircraft perfectly - try it and compare with CLoD!
Yes, didn't help, that's the first I've tried. As I said, the slightest turn is too much. Almost like I'd use keystrokes as a rudder input. Zero or full. Almost.
I have approx. one degree right and left (after the deadzone) for turning the stick; when more the plane is almost out of control immediately. In a quiet, relaxed flight it's possible for me to use the rudder very carefully but not in the hectic of combat when you want to correct your aim a bit.
I tried a 'joycurve' software to test and edit the joysticks output curves but it couldn't get it to run together with CloD, the game didn't start anymore. But maybe I did something wrong, I've never used this tool before.
What is strange that I can play with this old stick in every other flightsim. I've tested another joystick too, it was the same.
Maybe there's a good flight stick that comes with a calibration tool for such issues (and a manual how to use it).
Last edited by von Graf; Oct-23-2020 at 10:56.
When you have that controls slider "sensitivity" for left, the joystick input is send for game 1:1 - fast control
Moving the slider for right you attenuate the input send for game, but only in middle of axis response, in the extreme is 1:1, the "S" curve.
So up to ~60/70% of movement you have a more precise control, but a jump from 60/70 to 100%.
JoyCurves and Joystick Gremlin allow adjust axis response like in DCS, decreasing the response across all curve (like the "saturation" in DCS), but both require the "dread" vJoy installed first.
Yeah, I think I've read your post about the rudder and the plane's nose too some time ago.
I have the WW2 aircrafts from DCS as well and the rudder is indeed much better. At the moment I can't play CloD in 'real' combat I'm just flying around, testing the missions/gameplay/etc. a bit. And I can shoot at bombers which don't move too much.
Thanks for your info.
Interesting comments about the rudder.
Look at this post over at the il-2 forums:
https://forum.il2sturmovik.com/topic...y-in-this-sim/
I’ve heard real pilots talking about this on TeamSpeak before.
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Does anyone know what the default convergence settings in the game are for the 303 armed spittys and hurris
Don't let Grudges fester and poison your future happiness......get your revenge as quickly as possible.
Seeing that so many real experts are around, it would be fantastic to put together some general info about the available ammo in game and add it to the flashcards (plus bombs and fuses).
For new players this is rather confusing business and try and error quite cumbersome (especially because it is not possible to change settings easily in single polayer).
I myself would love to know the differences between all those .50 shells and what would be reasonable loadouts.
S!
DerDa
338,328 meters = 370 yards
It seems that this range was discovered by Luthier in some "sekrit dokument" in the KGB archives ... because not even Downding remember this distance in his memories:
https://ww2aircraft.net/forum/thread...87/post-938165
"A great deal of discussion took place before and in the early stages of the war as to the best method of harmonisation of the guns of an 8-gun fighter: that is to say the direction, in relation to the longitudinal axis of the aircraft, in which each gun should be pointed in order to get the best results.
There were three schools of thought. One maintained that the lines of fire should be dispersed so that the largest possible “beaten zone” might be formed and one gun (but not more than one) would always be on the target. The second held that the guns should be left parallel and so would always cover an elongated zone corresponding with the vulnerable parts of a bomber (engines, tanks and fuselage). The third demanded concentration of the fire of all guns at a point.
Arguments were produced in favour of all three methods of harmonisation, but in practice it was found that concentration of fire gave the best results. Guns were harmonised so that their lines of fire converged on a point 250 yards distant: fire was therefore effective up to about 500 yards, where the lines of fire had opened out again to their original intervals after crossing at the point of concentration."
Ah, being CloD "It's CloD", the default gunsight adjust (400 yards) don't match this default (370 yards) convergence range.Sep 1938 - harmonised to a point 350 yards ahead --- 'concentrated pattern'
c.Sep 1939 - harmonised to a large box pattern 400 yards ahead --- 'horizontal harmonization' (British Forces in France continued to harmonise to a point 350 to 150 yards ahead, depending on Squadron)
c.Dec 1939 - two squadrons switch to a large circular pattern 200 and 400 yards ahead --- 'circular harmonization'
Jan 1940 - ten squadrons switch to concentrated pattern
Feb 1940 - full RAF switch to concentrated pattern
Remember the "sacred rule": "mor'difficult, mor'real".
Last edited by 1lokos; Oct-23-2020 at 12:35.
Ah, yes the convergence and ammo loadout "Rabbit Hole" ....been there a few times.......one thing I would like to know for certain..... is the vertical convergence modeled in game? I have heard both sides of yes and no and tried it both ways.....now I just make it the same as horizontal and try to get as close as possible to shoot.
There's something good waitin' down this road
I'm pickin' up whatever's mine.
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Von Graf and 9.JG2_J-HAT - Just had a quick look at that thread over on il2sturmovik.com - really pleased that the CLoD rudder issue is being debated over there.
Perhaps it ought to be raised as a bug. Get the rudder part of the CLoD flight model sorted and it will finally be truly realistic!
This great sim deserves it!
Yes, vertical is modeled and is adjustable, in Options > Plane > Loadout > Guns.... is the vertical convergence modeled in game?
Want confirm?
Select that dumb, useless "Heartbreak" Spitfire and set vertical convergence for weapons 1 and 8 at 1000.
Fire and will see the this two MG bullets above the others.
Vertical convergence.jpg
The two adjusts - horizontal and vertical, allow create different patterns, if want.
https://drive.google.com/file/d/0Bzn...pSbmF4U1k/edit
Last edited by 1lokos; Oct-23-2020 at 12:56.
Difficult to know, because tick the "Default Convergence" box in "Guns" is now bugged, don't show the value, and only partly write (MG 1) in User. ini without convergence reference.
EDIT - Test with Varratu Target script, target at 270 meters show that Va convergence is longer.[tobruk:Aircraft.SpitfireMkVa]
belt _Gun00 bob:Gun.Browning303MkII MainBelt 10 2 2 11 2 2 2 2
weapons 1
regiment BoB_RAF_B_218Sqn
EDIT - My bad, I am look at target after the convergence.
Seems 200 yards ~183 meters.
BTW - Set unlimited ammo when use the Test script.
Last edited by 1lokos; Oct-23-2020 at 14:22.
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