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Author
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Topic: Wildcat beta 2 posted
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Da Jug head Pilot
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posted 03-30- 08:29 PM
A upgraded version of the wildcat beta has been posted.The gunsight texture mapping was fixed and more FM work was done. Get it at http://members.nbci.com/fs_pilots (links to nbci can be flaky so you may need to try this more than once, or copy & paste it into the browser.) ------------------ "Where'd he GO!?!?" thunk-thunk-thunk-zing-OUCH That answered my question IP: Logged |
Da Jug head Pilot
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posted 04-03- 07:49 AM
Anyone try it yet? Any problems with the FM?IP: Logged |
Jeeves Pilot
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posted 04-03- 07:54 AM
Sorry Da Jug...I am terible about replying While I am no expert on FM's, it was a workout against a few Zeros the other night. I got two, but then they finally caught me while I was foolishly turning away to run It seemed pretty damn accurate to me  ------------------ Brought to you by the campaign for a better Dauntless! Jeeves =FC= IP: Logged |
Sim Pilot
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posted 04-03- 09:55 AM
Hey yeah i can sure say one thing - Its aint so "wild" anymore. But the realism in handling is damn accurate. I keep on getting the chop when i try to out turn my opponent. Gotta try different tacktics now.IP: Logged |
Sailor Pilot
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posted 04-03- 11:56 AM
Just tried a dogfight mission late last night, 4 Wildcats vs 4 zeros all with AI pilots to avoid the human pilot factor. 3 collided at the first head on crossing, then 2 zeros did the same while chasing a Wilcat and I stopped mission with 2 F4F and one crippled zero remaining ! I'll run it again several times when i get the chance and will try to fly the plane myself to see how it handles. Cheers SailorIP: Logged |
Jerry Pilot
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posted 04-03- 01:09 PM
I downloaded and flew it briefly...but my joystick has crapped out and I will be grounded for a few days.IP: Logged |
Sailor Pilot
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posted 04-04- 03:52 PM
Ran several missions on the new Wilcat yesterday, 4 F4F ag 4 Zeros, all AI pilots. Main problem is the first cross (AI pilots tend to bump into each other). conclusions : the zeros win 4 to 2 or 3 every time. Zeros turn better, climb better.... Tried to fly myself a F4F : F4F win by a narrow margin IF i can pick all the zeros while they are after the AI Wildcats. When left ag 1 zero there's no way I can shake it : turns, climbs and dives better no matter what I do with the flaps and throttle. So Wildcats need better tactics and far better pilots to win. Is that historically accurate ? I think so. I'd say put that release of the F4F in PP6.1 (+ I like the new textures). BTW did you get the manual gear system sound fo the I16 ?  Cheers Sailor
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charmstar Pilot
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posted 04-04- 05:58 PM
I thought the Wildcat could dive faster than the Zero? charm
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Snickers Pilot
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posted 04-04- 06:59 PM
The Zero was so light, many planes could out dive the Zero. Its strength was climbing. Something the Japanese never realised, much to the delight of the Flying Tigers.IP: Logged |
Da Jug head Pilot
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posted 04-04- 08:03 PM
quote: Originally posted by charmstar: I thought the Wildcat could dive faster than the Zero? charm
You're right, but I did some testing in dives at 45 dregrees and 60 degrees from various altitudes. The current Zero FM can hang in a dive with a Corsair and almost pace a P-47 at 45 degrees , and is only marginally slower than the Corsair at 60 degrees (but the P-47 pulls away at this angle). This was done by my son and I pulling along side each other , matching our speed and altitude, and diving from a preset starting height to a designated pull out height. Dive stats are REALLY hard to come buy, so I can't tell if we need to work on the Corsair, P-47, and Wildcat, or the Zero. I can make the Wildcat Dive faster, but it'll mess with the rest of the FM. Try diving at 50 degrees or better and the Wildcat should fall like a brick. When the AI fights with the Wildcat & Zero, the Wildcat should come out on the losing end. Reason being- team tactics are not handled well by the AI (never seen it do the Thatch weave), and the AI doesn't do Boom & Zoom. This puts all of the advantages in the Zero's corner. Wildcat pilots ran up there scores by extensive team work and by B&Z tactics. ------------------ "Where'd he GO!?!?" thunk-thunk-thunk-zing-OUCH That answered my question
[This message has been edited by Da Jug head (edited 04-04-2001).] IP: Logged |
casualty26ac Pilot
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posted 04-04- 08:04 PM
This is from Mike's Spick's Allied Fighter Aces of WWII and talking about the Wildcat. "It could also exploit the one serious weakness of the Zero. At speed the ailerons of the latter progressively stiffened, until at about 290mph they became almost immovable. The Wildcat was far more controllable in the rolling plane, and as speed exceeded 250mph, it could easily turn out of the line of fire and escape." Da Jug head, it's so good to see someone else taking an interest in the FMs in sdoe. Tailslide's Spitfires prove how real these planes can seem. IP: Logged |
Da Jug head Pilot
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posted 04-04- 08:27 PM
quote: Originally posted by casualty26ac: "It could also exploit the one serious weakness of the Zero. At speed the ailerons of the latter progressively stiffened, until at about 290mph they became almost immovable.
Brother, duplicating this in the Zero would take some major trial and error and I don't even know if it'd be possible with the current physics modeling. I do know the Zero couldn't hang in a dive with any of the allied fighters (from the Wildcat on for the Navy, and the P-40 on for the Army). It takes an Oscar or Tony to do this. Hey- how come two of our entertainment awards have the same name as a Japanese fighter?  ------------------ "Where'd he GO!?!?" thunk-thunk-thunk-zing-OUCH That answered my question IP: Logged |
charmstar Pilot
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posted 04-04- 08:59 PM
I thought that manipulating the airAdvantage property would make the controls more/less stiff at speed... but its been so long since I've done OPS stuff I can't remember.charm IP: Logged |
Sailor Pilot
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posted 04-05- 06:43 AM
quote: -------------------------------------------------------------------------------- Originally posted by charmstar: I thought the Wildcat could dive faster than the Zero? charm --------------------------------------------------------------------------------I probably started the missions at too low an altitude to take advantage of that anyway, since after a couple of turns the planes end up very low and diving is no longer an escape option for the Wilcats. I'll try again starting for much higher if I manage to find some time. Q : who takes the time to climb to altitude (say 15.000 to 20.000") when playing on-line dogfight missions (from a ground start) ? Anyway, DJH, when this release is in the PP, I'll be pleased to replay that Zero Vs Wildcat on-line. Sailor
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Jeeves Pilot
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posted 04-05- 07:55 AM
Actually-- if you ever fly against JG 3, you will see that they all scramble for altitude at the get-go...there are some very experienced fliers here-- and it is a sight to see when you are watching them do their thing  ------------------ Brought to you by the campaign for a better Dauntless! Jeeves =FC= IP: Logged |
Raider Pilot
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posted 04-05- 09:01 AM
Hey, charm, that is the way I remember it. The smaller the airAdvantage number the less effective at higher speed.IP: Logged |
Mighty General
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posted 04-05- 03:01 PM
There is code to limit control forces the pilot can apply. airAdvantage is used to tweak that.IP: Logged |
WWDubya Pilot
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posted 04-05- 07:32 PM
quote: Originally posted by Sailor: Q : who takes the time to climb to altitude (say 15.000 to 20.000") when playing on-line dogfight missions (from a ground start) ?:
I do, and most of my squadies would too. It is part of our training and a huge part of our tactical docterine. However this in in RB; things may be different in this sim (game functionality wise). I actually enjoy taking the time to jocky for altitude and position. I've had fights that lasted 45 minutes before my enemy or I even fired a shot. The setup is what it's all about for me... screw the kill! ------------------ Fly Well, Dub Visit the Wing Walkers IP: Logged |