Aces High Bulletin Board
General Forums => Aces High General Discussion => Topic started by: BBinder on October 25, 2003, 09:02:15 AM
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hey guys i've got the game IL2 Sturmovik and the planes on that have radiotor things that u can open and close
would this make a nice feature iun aces high 2 :)
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Love those technical terms....Thingies! LOL
You're talking about radiator/cowl armor flaps which some planes did have in WWII. Especially the german planes.
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I'd love it too... to have more engine management. But I see the problem that it could put off some people. To fully understand and make good use of temperature, prop and mixture management would require some reading. There was also many different engines and systems on the WWII birds, it would be some job to properly model the planeset we currently have. What would happen if we could overspeed the prop and damage the governor?
"My engine died while I was diving! I didn't do anything! Noone was shooting at me! It's a bug!"
I'd love it though...
But it would set the experts further apart from the new players than we see today.
Hmmm, it doesn't seem to have hurt IL2 much...
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Originally posted by NHawk
Love those technical terms....Thingies! LOL
You're talking about radiator/cowl armor flaps which some planes did have in WWII. Especially the german planes.
Like my very technical term.. Puffy ack :aok
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It might slow down the nooby runstangs and give the wantabes a new reason to whine.:lol
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Or make 'em run all out for a while and then (insert sound of bolts, screws and various engine parts in places they should not be). :p
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Originally posted by jodgi
I'd love it too... to have more engine management. But I see the problem that it could put off some people. To fully understand and make good use of temperature, prop and mixture management would require some reading. There was also many different engines and systems on the WWII birds, it would be some job to properly model the planeset we currently have. What would happen if we could overspeed the prop and damage the governor?
Common, then AH would go back to being a SIM instead of a game. Wouldn't want that now would we? :eek:
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I remember when AH used to be a sim, I liked those days, i want those days back.
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Give those shooter kids no chance in AH2 :aok
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Agreed.
I don't know why I decided to advocate for the devil.
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So many good games that have been dumbed down to appeal to the lowest common denomenator Day of Defeat
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Originally posted by BenDover
I remember when AH used to be a sim, I liked those days, i want those days back.
Me too.
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Elaborate, please...
Was it more of a sim before? What has changed? The "game" or the people playing it?
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Stuff like combat trim, and the reduction of torque, which seems to be back in AH2.
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Could you make a high powered bird just nose over if you applied full throttle when at standstill? Or maybe I should say wing/flip over since we're talking of torque?
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Torque roll was a very real problem with almost all WW2 AC, a Zero for example could barely roll against the torque, thats why the F4U was able to dominate them. As for the EZ mode button (aka combat trim) I for 1 would love to see it deleted. The new FM is a vast improvement I just hope the crybabys don't kill it.
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So many good games that have been dumbed down to appeal to the lowest common denomenator Day of Defeat
Uhm, did you play DoD back in the days of beta 1.0 - 1.3? With insta-prone, recoilless weapons, rapid-fire grenade throwing, and semi-auto sniper rifles?? You're saying it's more arcadey now?.
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I'm talking about 2.0+ you dolt, 1.3 was a different game with all the changes.
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The game was made more simmish after 3.0, in my opinion, though it was never meant to be a sim anyway.
As for combat trim in AH, trimming is just as unrealistic with combat trim off as it is with combat trim on. It just depends which extreme you want to go to.
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So you mean in the real war you had more chance of staying alive AND killing the other guy by running around like a potato peeler, than sneaking about?
Plus it feels like SMGs got neutured, but i think that might be a rubber bullet problem on my end.
I also see alot more of the 'pop out-snap shot-point and click-bull****' with kars and enfields than i did in 3.1!
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Originally posted by BenDover
I'm talking about 2.0+ you dolt, 1.3 was a different game with all the changes.
I sense a new "dolt" thread coming out of this.
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.. back to the topic..
I think at least the radiator management seems like a good idea, even for AH.
Even IL-2/FB doesn't model all detailed aspects of different engine management styles, and I very specifically notice the 1C crew are having problems in depicting certain aspects of the engine.
But the radiator control alone, and management of engine heat, should be fun enough.
Instead of what we have now, which the WEP automatically turns itself off when in 'danger zone', I'd like to see that as player controlled. Also, modelling different aspects of heating situations might also be fun - such as low airspeed fights with high throttle causing faster engine heating and etc.
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Originally posted by jodgi
Could you make a high powered bird just nose over if you applied full throttle when at standstill? Or maybe I should say wing/flip over since we're talking of torque?
I'd still like to see some documentation on this.
After talking to my father, who was a WWII navy aviation mechanic, I'm convinced it's a myth until I see documentation otherwise.
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I've read it so many times, I've started to take it for granted.
Can't provide you with hard evidence though.
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I'm not a pilot myself, but I've read Stick and Rudder". :) I believe the prop "torque" effect is actually not the reverse reaction torque from the prop. Think about it--the prop's rotational moment is far less than the wing's, making it relatively insignificant in terms of roll effects. It is not the gyroscopic precession effect either (conservation of angular momentum), although I believe precession has a larger kinetic effect than reaction torque.
No, the "torque" effect is actually a result of the vertically-asymmetric fin, which catches one half of the prop's spiraling slipstream and ignores the other half. This causes the plane the yaw, not roll; and yawing is the actual problem commonly known as prop "torque" effect.