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DoubleTap

3. Danger Dogz
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Posts posted by DoubleTap

  1. lower resolution makes it easier to see dots according to some ?!? and lowering all settings in game makes it easier as well

    If we do meet up with these chaps then I dont think we should be constrained on planeset to suit them - we all have our favourites so why cant we fly them ? - then we could all take 25lb spitties and cream them - seriously there should be no problem if our team wishes to fly other planes

    Dave,

    Quite right. I meant to mention that to BG. It's fine if they want to play with the same plane-set, but we should have some say in what that will be.

    Glenn

  2. I could not believe my eyes!!!

    A friend sent this photo of a horrible highway accident in Germany.

    The picture may be kind of hard to take for some of you. If you look

    closely you can see what appear to be some survivors of the

    accident still in the wreckage. Although the picture is quite graphic,

    it makes you realize how quickly our loved ones can be taken from us.

    My friend stayed on the scene to help and even though he performed

    mouth to mouth on quite a few of them, none apparently survived.

    ATT000031_1.jpg

    Easy with the graphics! Had those bottles been whiskey, BG would be suicidal right now!

  3. I posted @ their forums, Deacon hasn't yet responded.

    He may have contacted BG though...

    When we get some ideas of the scenario and layout, we should discuss tactics and practice. Deacon was interested in flying identical plane sets for both sides, and they are apparently P-51 and P-47 jocks. I know for me that I probably could not pick 2 planes I feel less savvy in.

    Also, they suggested playing with Icon settings very low, particularly for enemies. Means you won't see someone unless you are paying VERY close attention or until they are practically on top of you.

  4. Man that is wierd. Cant post too much on there like that for all the members of the

    Rosie Odonell fat club, er, I mean fan club, spouting off.

    There was one started; a guy asking what to tell a young daughter about 9/11. Within 3 posts someone was making obtuse remarks involving conspiracy stuff. Its a wrong format, I think. Too many jerkoffs...

  5. Doubletap sir,

    Are you sending out a new training mission with the invisble runway?

    Ah, HAH! Funny you should ask...

    I have uploaded an updated IJN Training mission to our vault. The training mission now has ancient Japanese secret for launching heavy planes with no wind from Large carrier. You must be in the air before you get to the sub or you are in trouble! Mission name is:

    midway_TrainingIJN_rev

    I also uploaded a track (B5N2_wBoost.ntrk) of me taking off using this procedure. Take note that A) this was with 75% fuel, B) I used the little release chocks/hold with brakes trick of Shadow's, and C) even though I was spastic leaving the deck, I was still able to salvage the take-off.

    If the track laods up funny (nothing but sky) trying hitting F2. Any questions let me know I will check back in....

  6. Folks,

    Couple of updates/changes to note for the upcoming Hell-Divers! event.

    One, I decided to add a invisible runway in front of the "American" carrier on the Japanese side to assist in launching the B5N2. Looking at it, the ability to launch the thing is a little too close to the envelope compared to all of the other planes in the set. Taking off should not be, and was not historically, as difficult as the current set-up makes it. Also, because the B5N2 is such a large proportion of the Japanese plane-sets, losses of them on take-off are particularly damaging.

    I will release a track of how this works, but for now, here is the general idea:

    1) Takeoff as per previous instructions EXCEPT do NOT RETRACT your wheels.

    2) Keep the plane going as straight and level as possible.

    3) The plane will drop, obviously, but you want to make the drop as slow as possible, making sure only the wheels touch the "ocean".

    4) Before it actually touches water, it will hit the runway. The plane will immediately bounce up back into the air.

    5) When it does, retract the wheels and level out. By this time, the speed you have accumulated and the "bounce" should be enough to keep you going and in the air.

    6) Do NOT expect to run along the ocean like a runway, because it ain't that long.

    7) Do not use the same runway for landing for the same reason as #6. Plus, you remember I said it was invisible, right?

    Two, last week, while working on the missions, I had a "DOH!" moment. Basically what I realized was that because we are using a DF set-up, it was impossible to hide where each other's carriers are as you see all spawn points on the starting map for each mission. I toyed with the idea of creating 'false' spawn points to create at least some confusion, but that won't really work because each side can see in what square the other pilots are loading up.

    Like I said, "DOH!"

    Anyway, it does not prevent the running of the campaign, and of it playing it out well, but the element of having to locate the enemy carriers is not available. It will, however, make the possibility of an early whacking of a carrier in the first mission more of possibility, so its a decent trade-off.

    Se le Guerre'!

    I may post more addenda during the week.

  7. Hi,

    I've been out of the loop for a bit.

    Could I get a link or a quick synopsis on this campaign? As I have been under the influence of massive amounts of quality analgesics, I don't much remember any emails that may have been sent. So, if it was mailed out, could you send another copy?

    If I can fly it, I'll go merc.

    Thanks,

    Shadow, I'll send you out a copy of the manual via email... Send me an email so I can make sure I have correct address...

  8. http://www.mission4today.com/index.php?name=Downloads&file=details&id=1021 is the new profiler

    @doubletap - you are very like me mate -we seem to trial a lot of things to try to improve -its addictive sometimes -If from what Iv read the control setup is as follows

    the responce on an axis is divided into 10 bands

    each band is responsable for controlling over a set range of the joysticks axis movement.

    the first band the first 10 % of movement the second band the second 10% etc

    within each band there is a % control from 0 to 100. this converts the input to response (output to control surfaces)

    so a 10 % setting only allow 10% max response output within this band e.g. for every 10% input you get 1% output.

    all 100 will be a 1 to 1 reponse to stick input-the lower the figure the lower the response or output

    e.g 50 55 60 65 70 75 80 85 90 95

    over the 1st 10% movement I will only get a 50% output-halve what I input

    the 2nd 10% I will get 55% output etc

    hope that helps

    Dave, I am sure it will when I am able to sit down and mess around with them again. Thanks.

  9. Roll: 27 38 52 63 69 75 83 88 93 100

    Pitch: 28 44 55 62 70 79 88 93 96 100

    Yaw: 29 40 48 57 66 76 86 93 95 100 plus 7 deadband.

    are crazyivans settings- I used these with my old joystick and X-45 and liked them but then started mucking around- I might go back to these again and see if I like them again :shock:

    YAW is the rudder, correct? I.E. the pedals if you have them.

  10. I was the same glenn, finding it really hard to wean myself off the gunsight- but im resisting the tempation and really seeing the benefit

    i think as well the distorted sense of how close you are is an issue. its clear in gunsight view that you are still pretty damn far even at .40 but you would swear it was a decent time to shoot

    normal view holds you back until the target fills your screen hartman style, wide view im not liking since the slight fisheye lense effect upsets my immersion using TIR

    I will check this, because I believe the way my controls are set-up, I normally only switch between wide and gun-sight. Maybe normal view is a good compromise. Thanks, Dazza!

  11. Got me cannons @ 300m

    and Got them thar MGs @ 400m

    I open up between 450 and 300. the first are snap shots to check my anlge a little

    I always fly and shoot in the wide view and only zoom in when I'm hitting ground targets or scanning the horizon for bogeys

    Jeezus, that vile picture has so traumatized Von Tonar that he's mixing up his threads. Damn you, Jensenpark and Frior-One!

  12. Another interesting ( for me :shock: ) subject - please post your stick type +rudder pedels if you use them and their settings- also if you change them between planes or stick with one set

    Mine -for all - Saitek x-45 stick and throttle with ch pro peddels

    aileron =50 55 60 65 70 75 80 85 90 95

    elevator=50 55 60 65 70 75 80 85 90 95

    rudder=40 45 52 58 65 72 77 83 88 95

    I used to try all 100s but that was a bit twitchy - Im going to have to lower these as well I think - still testing :roll:

    I gave up trying to tweak them a while ago. Not because its pointless, but because its so time confusing. Because of the quirks of IL2, once I installed my speed pad (use it as my throttle) and my pedals, the joystick cannot be configured in game so I have to do it with the config file, which is a chore.

    I have tried all different settings for my stick (CH Flightstick USB) from all 100's (which I think its on now), to one Angus supplied me a while back. I kept adjusting because overtime I think I got a little better with my handling so I found I needed different things. I have not had time to go back and really compare settings.

    Dave, why the high settings for aileron and elevator? I mean, I get confused as to what the settings do. At 50, do small movements with the stick produce a greater or lesser response? This is what I think always confused me about these settings on the stick.

    As far as my pedals, they are cheapies that came with driving set by Saitek ($20). I had to really tweak them down by changing the settings to something similar to this: rudder=1 5 10 15 20 30 40 50 50 95

    Before, even the slightest pressure on the pedals would cause the rudder to slam to one side of the other.

  13. UGGG

    silly formatting ok here goes

    .303/.50 250m

    20mm wing 600m

    20mm nose 800m

    30mm/ slow ROF :huh: tried everything and cant hit shit

    interesting point about views Dazza- yum-yum told me to only use widest view as this helps with SA even in combat - but I find myself using normal view to shoot to - gunsight is too close and jerky I find but thats probably my poor flying

    The gunsight issue is interesting, because I almost always switch to gunsight when I am getting close to a shot. The only exception is when I am setting up for a snap-shot (when I can tell he's gonna race across my nose). Its not the first time I have read to avoid it, but I keeping relying on it, maybe to my detriment.

    I am really surprised at your cannon settings, Dave. Why so long range? I understand they retain hitting power better because of the explosive, but doesn't that make it very hard to hit? Last night, when I was in the P-39Q with that damn nose howitzer, I was damn close to a 109 (<.30), took some time to lob shots, and I don't think I hit him once with it. It seems like ranges >500 would be downright pointless unless your pointing at something huge.

    Of course, maybe if I hit more I could talk more...

  14. I am interested in all our convergence settings- I play around with these a LOT and cant settle on an optimum so I am curious

    Ill start with mine

    .303/.50cal (hurricane/p51) 20mm wing(spitfire/fw190) 20mm nose(me109) others (30mm and slow rate of fire)

    (me109 and zero)

    250m 600m 800m :huh:? (cant hit shit)

    Dave, if I am reading this right, you put your MG at 250m, and your 30mm at 850m?

    I played around with these a while ago (going from as little as 200m to I think 600-700m), but I settled down to 300m for both MG and cannons eventually across the board. I really don't mess with them now. Not sure if that the best set-up, but was not convinced others were any better.

    I settled on 300m for a couple of reasons. One, it was close enough that I thought the hitting power of the MG's would remain significant. Two, it seemed a good compromise as far as range. If someone is keeping out of .30, then its still close enough to take a shot at .40 or at .50 (if they are showing alot of surface).

    As far as the cannon goes, left it the same because if I get to 300m for my MG shot, I might as well put the cannon in as well. Plus, I have a hard enough time dealing with the drop at that range.

    I don't think my problem is convergence, but stick control and targeting. I am getting better, but I am a little ham-fisted with the stick, and my leading is erratic. I also need to take less dead six shots.

  15. I have to concur that it is do-able from the default spawn point on the carrier. After much practice I can now get off more times than not. :D Landing...thats another issue. :(

    I hav'nt checked what glen said but i have found that i it works when i hold her on the brakes and remove chocks before starting up. If glen said that in his advice, then sorry Glen :oops:

    Frior, et-al,

    That is a technique I did not think of, nor try, but I will give it a shot. Thanks for the tip.

    What I found worked was 50% fuel, Max Rev and Mix, very precise rudder control (no fish-tailing!) and flaps deployed to take-off only as you leave the deck, pull up gently, gear up, deploy landing flaps and use rudder to level out.

    Now, this is NOT easy, which is why I advised practice. Even still, if the game allowed wind control (or moving DF carriers) this would not be an issue. It should not be this hard. In real life they would have wind and carrier velocity to make this almost easy. Again, with weather set to Stormy, taking off is a snap.

    Also keep in mind that the B5N2 carries bombs. I think it is easier to take off with them so that is always an option for using that plane.

    In any event, I stand by my original offer. I have a couple of ways to try and fudge this if necessary. Blue players let me know how you are doing with this and I make the changes if necessary. It will not include airstarts (I think I was wrong, btw, I think airstarts may start out at 1000km).

    As far as landing, it took me a couple of trys, but I was able to do so without banging up the plane. Make sure you put your arrestor hook down and take it slow. When you get on the deck, pull back to force your tail down to catch the cable. You might want to consider landing the B5's on the "American carrier", as it appears to have more arrestor cables. Be ready to gun your engine and take off again if you make a bad approach. Better to go around again than land in the drink.

    Oh, and at least with landing, the Japanese and American torp planes are in the same boat. It will be equally difficult at least and if there is any disparity, I think the TBF-1's are a little harder to land. Perhaps that will balance out with the difficult B5 launches.

  16. I agree, We shouldn't have air starts.

    My warriors will defeat the allied scum either way !!!

    But it is difficult to take off and next to impossible to land in one piece, so we get on shot and them they are gone.

    If thems the breaks for being part of the superior race, then so be it!! Our scientist have been working on a very small electronic device to help us in the forcomming battle.

    I personally can not take off from the spawn point(0-18) but do very well when I go to the back of the ship. (19-1).

    :angry4::angry4::angry4:TONAR-SAN :angry4::angry4: :angry4:

    Focus! FOCUS POWER!!!

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