Author Topic: IL-2 Sturmovik  (Read 24890 times)

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Offline Herra Tohtori

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Well, since people talk about the other games they play, I might as well take my turn to promote one of my favourites ever.

IL-2 Sturmovik is a series of flight simulation games centered on and around the Second World War. Starting from the first IL-2 Sturmovik released in 2001, the game has been increasing in scope and diversity until the release of IL-2 Sturmovik: 1946 in 2006, which basically combined all the previously released versions into one package (which costs about ten dollars in GoodOldGames). The game is still being updated, the most recent patch was released earlier this year (version 4.10.1).


Being a simulator, this game does have a pretty steep learning curve, especially for the higher difficulty settings. But boy, is it a pleasure once you learn how to put your plane and bullets where you want them. The physics modeling has a very accurate feel to it, and although somewhat simplistic, the game also offers decent systems simulation and damage modeling. The environment is essentially entirely open; you're spawned into it and then you are free to do whatever you deem best to defeat your enemies. Learning tactics along with flying and gunnery skills will be essential to success in multiplayer, so it is recommended to use voice communications to establish teamwork with people on the same server - in-game chat bar is just too slow and cumbersome to use in the middle of flying most of the time.

As far as community additions go, there is a pretty thriving modding community that has added a lot of functional and graphical content into the game - such as cocpits for heavy bombers, 6DOF head tracking, etc. At the moment, the mods are in a transition period, since there is not yet compatible mod packs for the latest 4.10 patch of the game, but they are expected to be out within this month. The two most common mod packs (mostly equivalent to MediaVP's, upgrading the general outlook of the game but also adding certain pieces of content) are UltraPack and HSFX.


Multiplayer is most commonly managed via a program called HyperLobby, though my personal opinion on it is that it's utter ****e and I prefer to connect to servers with the game's own direct IP option.

Usually I fly on Fire Squadron's servers as FS~HerraTohtori: Either the less realistic but usually more action-packed Skies of Fire, or the more realistic although far cry from "full-real" server, Skies of Valor. Sometimes I have flown on UK Dedicated servers and also on WarClouds servers.

There is a wide range of servers around to satisfy whatever realism settings you prefer. Personally, I prefer servers which keep all the flight model realism options on. I don't have stong opinion either way about keeping the cockpits closed or allowing "wonderwoman view" (invisible plane with HUD, giving you free view into all directions), but I do prefer having external views enabled as opposed to full-real closed cockpit servers - simply because finding targets tends to be a bit of a chore on large maps with fully realistic options, especially if icons are also switched off.

For me, the multiplayer of this game offers an incredible amount of satisfaction. It's fun, but challenging; in addition to twitch skill it requires a degree of patience and thought into how you should fly, what targets to engage and what to ignore, how to stay alive and return to base safely... The multiplayer code is also incredibly robust and offers very good gameplay experience, which means small ping doesn't give that much of an unfair advantage - it helps some, but less than you might think. The servers I mostly spend time on are located in Chicago, giving me somewhere between 150-200 ms pings, and I find it perfectly acceptable.


The game also does have a lot of things to do off-line, but be aware that the AI planes tend to be cheating bastards and the offline dynamic campaigns tend to be extremely repetitive, while static campaigns are usually limited in length. The best thing to do offline is flight practice - there is, for example, a training campaign that gives you a set of missions with more or less tricky objectives. I've made videos out of a few of the missions on that campaign, if anyone's interested:

M01 - Flying under bridges.
M09 - Challenging landing on short runway at bad weather.
M10 - Carrier landing and take-off.
M23 -Take-off and landing with heavy plane and runways at the bottom of a sinkhole.
M27 - Maze navigation.


The game series is expected to expand in this month with the long awaited Storm of War: Battle of Britain IL-2 Sturmovik: Cliffs of Dover release. This game will concentrate on early war, specifically the Battle of Britain - the game has an entirely new engine, and is expected to serve as the platform for future add-ons and upgrades, which will hopefully expand the game's scope eventually back to what the 1946 features, and possible even as the engine to games featuring new theatres, such as Korean and Vietnam wars aerial engagements - but that remains to be seen!

The Cliffs of Dover is supposed to feature additional multiplayer options such as continuous maps running on servers for a long time straight, rather than maps that last for a set amount of time. It is also supposed to feature a story-driven single player campaign, which is sort of a new things for most flight sims (FS2_Open notwithstanding).

Will be quite a ride to get used to the new game, provided it's released in schedule - but meanwhile, 1946 is still a very very good game and I heartily recommend it to everyone who has a joystick and any interest in aerial combat simulations.


Sound off if you play this game!
There are three things that last forever: Abort, Retry, Fail - and the greatest of these is Fail.

 

Offline Herra Tohtori

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This post is examples of the modest personal modifications I've done with this game:



I have a few what-if skins with a sort of modern digital camouflage patterns. I've made the camo patterns myself using existing camouflage designs as references. Most of them are made to resemble the Finnish M05 pattern and US MARPAT with various colour schemes.

M05 Woodland for Bf-109 G2 (the texture can be used with other 109's too but obviously details can be wrong then)









M05 Winter, colours based on the actual M05 Winter camouflage used by Finnish Defense Force. Pattern basically same as above.








M05 Desert for FW-190 A-4; camo pattern same as above, colour theme taken from this image:


Link to an interesting article about aircraft camouflage developement from which I picked that desert camo image







I don't know if M05 pattern has been done in desert colours by, say, Finnish peacekeepers in Afghanistan, but this is my take on what it could be like when used in airplanes.


Generic MARPAT camouflage for Bf-109 G-2







MARPAT Desert version, based on one variation of desert fatigues used by US forces. This is a bit too pink to actually work on most IL-2 desert map, but I remember seeing a few maps where it would work ideally.






If anyone wants these skins, I'll upload them if requested. However, they do have visible seams on the top of the rear fuselage for both 190 and 109, and I don't really have any idea how to unseam it with the UVmapping being what it is...


Also just for fun, here are a few images I edited in GIMP:





















I have also dabbled a bit with nose art, just to make it clear to myself how they work. Those who recognize all characters of internet fame get a cookie.









Finally, a rare shot of a jet pilot doing what they do best: Trying to impress the local females on the palm beach.




Feel free to post other screenies to give an idea of how the game looks like! :)
There are three things that last forever: Abort, Retry, Fail - and the greatest of these is Fail.

 

Offline Klaustrophobia

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  • the REAL Nuke of HLP
    • North Carolina Tigers
i see guy fawkes. 

I like to stare at the sun.

 

Offline Thaeris

  • Can take his lumps
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I really wish I had Il-2, but at time I tried to buy it from GOG, I couldn't. Needless to say, I've played this sim before, and despite some generally-regarded-as-unrealistic-behavior by myself and some actual pilots I knew, it was truly enjoyable. If you like flight sims, you'll like Il-2.

As far as the learning curve goes, Il-2 isn't that bad. In fact, it's pretty easy. Note that I've not played with bombers or complex engine management, but the controls are easy master. Compare Il-2 to something like Falcon 4.0/FreeFalcon, and you'll have no choice but to agree. Flying the aircraft itself is the challenge in Il-2. I've always tried to play on full realism, despite the fact that many actually found "full realism" to be very unrealisic in some regards, especially in relation to stall characteristics.
"trolls are clearly social rejects and therefore should be isolated from society, or perhaps impaled."

-Nuke



"Look on the bright side, how many release dates have been given for Doomsday, and it still isn't out yet.

It's the Duke Nukem Forever of prophecies..."


"Jesus saves.

Everyone else takes normal damage.
"

-Flipside

"pirating software is a lesser evil than stealing but its still evil. but since i pride myself for being evil, almost anything is fair game."


"i never understood why women get the creeps so ****ing easily. i mean most serial killers act perfectly normal, until they kill you."


-Nuke

 

Offline Commander Zane

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Indeed...turn more than 1.1 / -1.1 G's and oh hello spin.

 

Offline Herra Tohtori

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Indeed...turn more than 1.1 / -1.1 G's and oh hello spin.


Surely that is an exaggeration. :p

All you need to do is listen to your plane, and keep your turns coordinated to avoid tip stalling. It's in fact quite easy to turn hard enough to damage the airframe and/or blackout, and negative g's have even lower tolerance for damaging the airplane - although negative G spins are much more controllable and easily recoverable than positive G spins. Using engine torque, you can do all sorts of fancy stuff such as flying momentarily backwards horizontally, or traveling forward with the roof of the cockpit first. It can be a very effective way to make a fast chasing plane overshoot you, but most of the time it's useless in combat as it makes you lose all your kinetic energy very very fast..

Oh, I probably should mention that the latest patch added a g-load indicator on the HUD? And the loading tolerances are variable based on the fuel load and payload of the aircraft? Heavy bomb-laden plane can be damaged with loading as low as 3.5g's (depending on plane type as well), while the same plane with light fuel load and no bombs or external fuel tanks could easily take a 7g beating without overstressing the airframe. The duration of the excess loading also affects the amount of damage to airframe - sometimes you can cross the redline momentarily with no damage, sometimes you hear an ominous creaking sounds from the airframe, and sometimes you shed your wings...

The stall characteristics of the airplanes are actually fairly realistic, I think. You could try reducing the elevator control input curve around the deadzone to make the controller less sensitive, that might help you in controlling the plane. The latest patch also added support for multiple joystick profiles so that you can switch profiles between different planes, if you feel some planes work better with certain controller settings than others.

What sort of controller are you using anyway?
There are three things that last forever: Abort, Retry, Fail - and the greatest of these is Fail.

 

Offline Trivial Psychic

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I DO actually have this game, though I feel somewhat ashamed to say that I've never actually played a mission in it, despite having owned it for more than three years now.  I briefly played its predecessor, the first IL-2 and was somewhat discouraged by the steep learning curve you referred to.  That said, I read about the various IL-2 later versions and its companion games such as Pacific Fighters, and was awed by the thorough nature of the planes it included.  Then I found a copy of IL-2 1946 at my work and snatched it up right away.  I've had it installed for some time, and have kept it updated, but I haven't found any patches more recent than a 4.09 Beta.  Can you post a link to the 4.10.1, or its predecessors if it needs sequential updated?  I currently have 4.08 installed.
The Trivial Psychic Strikes Again!

 
Some very nice camo schemes there, Herra.

I've been playing this series for a few years now, and currently I play using the UltraPack mod, but only offline. I think that I would like to try a multiplayer game at some point but I'm not that savvy about dealing with servers, not to mention that I'm sure I'd be shot down pretty quickly, having only had an offline IL-2 experience so far.

I'll share a piece of advice that I have found useful, although I'm sure the more ardent IL-2 simmers here probably know of it already. During dogfights that involve chasing aircraft that are performing split-S's and making sharp climbs (i.e. fighting in the vertical plane), varying prop pitch (on those aircraft that have a variable-pitch propeller that can be manually controlled) in addition to managing the throttle can provide you with that little bit of extra energy. For example when following a diving, inverted aircraft (a split-S type maneuver), reducing prop pitch to about 80-85% can provide you with extra speed, which can then be useful whilst tailing the aircraft on the up-climb, but you have to remember to increase prop pitch again when climbing. You can also alter the pitch during the cruise to get a little more fuel efficiency. I have two buttons for controlling prop pitch in front of my throttle for ease of use.

Does anyone know if it's possible to have an IL-2 multi game in which you can have players acting as a flight crew, manning separate crew stations in bombers and suchlike? The second B-17 Flying Fortress game that Microprose made (The Mighty 8th) was supposed to have that feature originally but IIRC it was dropped from the final release.

EDIT: Actually I just looked this up and multi-player manned crew positions have been implemented since Forgotten Battles... :o

I should probably give multi a go.
« Last Edit: March 13, 2011, 09:31:48 am by lostllama »

 

Offline Dilmah G

  • Failed juggling
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Oh yeah, that's an old and useful skill I picked up a few years ago that a lot of people have forgotten about. Cycling to high RPM and idle throttle can also cause the prop to come as close as it gets to 'windmilling' and slowing the aircraft down, another trick I used to play (and is really effective) when executing a high yo-yo.
« Last Edit: March 13, 2011, 10:43:09 am by Dilmah G »

 

Offline Herra Tohtori

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I DO actually have this game, though I feel somewhat ashamed to say that I've never actually played a mission in it, despite having owned it for more than three years now.  I briefly played its predecessor, the first IL-2 and was somewhat discouraged by the steep learning curve you referred to.  That said, I read about the various IL-2 later versions and its companion games such as Pacific Fighters, and was awed by the thorough nature of the planes it included.  Then I found a copy of IL-2 1946 at my work and snatched it up right away.  I've had it installed for some time, and have kept it updated, but I haven't found any patches more recent than a 4.09 Beta.  Can you post a link to the 4.10.1, or its predecessors if it needs sequential updated?  I currently have 4.08 installed.


4.09m Official Release thread

4.10 Official Release thread

4.10.1 Official Release thread


Quote
Some very nice camo schemes there, Herra.

I've been playing this series for a few years now, and currently I play using the UltraPack mod, but only offline. I think that I would like to try a multiplayer game at some point but I'm not that savvy about dealing with servers, not to mention that I'm sure I'd be shot down pretty quickly, having only had an offline IL-2 experience so far.

I'll share a piece of advice that I have found useful, although I'm sure the more ardent IL-2 simmers here probably know of it already. During dogfights that involve chasing aircraft that are performing split-S's and making sharp climbs (i.e. fighting in the vertical plane), varying prop pitch (on those aircraft that have a variable-pitch propeller that can be manually controlled) in addition to managing the throttle can provide you with that little bit of extra energy. For example when following a diving, inverted aircraft (a split-S type maneuver), reducing prop pitch to about 80-85% can provide you with extra speed, which can then be useful whilst tailing the aircraft on the up-climb, but you have to remember to increase prop pitch again when climbing. You can also alter the pitch during the cruise to get a little more fuel efficiency. I have two buttons for controlling prop pitch in front of my throttle for ease of use.


There's a few cases where adjusting propeller pitch can be useful:

1. Keeping your engine working at maximum powerband (best climb and fastest cruise speed).

This is useful in airplanes whose engines have a narrow powerband. Some engines have a wide power band, which allows more lax operation without too much performance penalty, but something like an F4U's Pratt&Whitney R2800-8W radials and some others in the plane, you can get quite a bit of performance boost if you manage to keep the engine working at its ideal power band (if I recall right, it's about 2700 RPM for R2800), since it allows the propeller to produce the maximum thrust at any given throttle setting, and also keeps the engine cool.

2. Achieving better acceleration when starting a steep dive.

Since the engines of WW2 planes did not give them all that high acceleration compared to modern jets, starting a steep dive from relatively slow level flight presents an interesting situation.

Downward forces include thrust and gravity, while upward forces include drag (this is a bit simplified, but works anyway).

Now, the airplane's acceleration downward depends on the sum of these forces. Basically the pilot can not affect the gravitational acceleration of his plane. However, he can adjust the thrust and drag of his plane.

However, as the airspeed of the airplane starts to increase, the constant-speed propeller operation might not be sufficient to keep the propeller spinning at ideal speed for producing maximum thrust with minimal drag. The engine will start to over-rev at steep dive before the constant speed propeller can catch up and increase the angle of the prop blades. In the nomenclature of IL-2 Sturmovik, this actually means decreasing the prop pitch value, so if you do that you can keep your engine closer to the ideal power band, and thus reduce the drag from windmilling propeller blades.

Another thing you can do during a dive to reduce drag is to retract cowling flaps, which are often kept open to keep the engine cool when operating at high power settings. In reality, cowling flaps (and radiator flaps) needed to be retracted at certain airspeed or their mechanism could be damaged (this functionality is sadly not represented in IL-2, and most of the time people end flying with radiators full open and engine at as high power setting as possible to avoid overheating (in most planes, 105%+WEP, in some planes 95%, in some even less - depends also on airspeed and altitude and ambient temperature, but that's another matter).

Anyway, as you don't want to overheat your engine in a dive, but closing cowling and radiator flaps can reduce drag, you can end up accelerating faster by reducing throttle and prop pitch, and closing cowling and radiator flaps during the fast steep descent.

When you approach your terminal velocity, setting engine back to maximum power and adjusting prop pitch for appropriate RPM's can give you a little more terminal velocity, but then you need to also open the radiators to avoid overheating.

It's a complex balance of variables.

3. Achieving maximum efficiency (range or flight time).

This can be useful for preserving a damaged engine, or cruising at maximum efficiency to save fuel, or for trying to stay in the air as long as possible with small amount of fuel onboard.

The idea of maximum efficiency is to optimize the traveled distance with consumed fuel, which is not easy. Setting up for maximum flight time on the other hand simply involves setting the engine at its lowest power setting that can support level flight...

On the topic of engine management there are a couple of other pointers.

Lowering the RPM's can be done with either reducing the throttle, reducing the mixture setting, or reducing propeller RPM's. Also, the most important instrument for measuring engine power is manifold pressure gauge, which essentially measures the amount of air going into the engine*. Forced induction engines have certain limits of operation, basically too high manifold pressure will make the engine blow a gasket or even disfigure the cylinder head or, in extreme cases, cylinder block itself).

The basic idea is that manifold pressure is the power gauge, and RPM's are used to adjust the engine to produce the maximum thrust. With manually selected supercharger stages you'll need to familiarize yourself to what altitude you need to engage each stage, but a good rule of thumb is that if manifold pressure stabilizes at higher value at high stage than low stage, then the higher stage is the better one.

Like said, though, running at too high manifold pressure can damage the engine, but I have never experienced engine failure due to too high manifold pressure, and you only fly a single airplane once - so fly it like you stole it, in reality your ground chief would be furious at you for ruining the carefully maintained engine, but in this game it really doesn't matter. It might matter in Cliffs of Dover if the physical weathering system does what I think it does (ie. reduce plane's performance based on how much it has been used).

Then there's also the adjustable mixture settings in some planes, which necessitate you using lower mixture ratio at higher altitudes. The mixture settings can also be used to run the engine at lean mixture at lower altitudes, in order to reduce fuel consumption and improve efficiency, but allegedly running at too low mixture can also damage the engine.

Most of the time it is pertinent to use as high as possible mixture, since that gives the maximum power from the engine at any given altitude, and maximum power translates to maximum thrust, and if you can mange your engine to produce even slightly more thrust than your enemy's plane, you'll end up slowly gaining energy...


Then there are the war emergency power devices, such as the auxiliary fuel booster pumps in Spitfires and other Merlin powered engines, option to increase throttle to 110% in some planes, Take-off/WEP boost in some planes, water-methanole injection, water injection, and nitrous oxide injection systems, which also need to be familiarized with as doing something like engaging or disabling MW50 system at high power setting can lead to serious engine damage due to sharp increase or decrease in manifold pressure.

So yeah, the complex engine management is something you should definitely read about. I make it sound more complex than its operation really is. If you're just beginning and need to first learn how to fly and shoot, you should pick an airplane with highly automatized engine management systems. Good options are:

Bf-109
Spitfire
FW-190

The planes that require the most engine management are the Soviet Yakovlevs and Lavochkins.

Quote
Does anyone know if it's possible to have an IL-2 multi game in which you can have players acting as a flight crew, manning separate crew stations in bombers and suchlike? The second B-17 Flying Fortress game that Microprose made (The Mighty 8th) was supposed to have that feature originally but IIRC it was dropped from the final release.

EDIT: Actually I just looked this up and multi-player manned crew positions have been implemented since Forgotten Battles...


Co-op multiplayer missions support this, but personally I have never really been all that interested in that. Sitting in a plane flown by someone else is not exactly what I'm interested in - and I'm not usually fond of flying bomber sorties either.

The problem with bombers is that sometimes gunners are super accurate and sometimes they can't hit an aircraft hangar if the plane was inside it, and they tend to attract noobs who just fly in hosing weapons at you and then usually ram you.

If there was support for really high number of players so that you could set up a large formation of bombers, with each having pilot, bombardier and gunner, attacked by a large formation of Luftwaffe fighters... that could be interesting, but most of the time there are no such high numbers of people around to get something like that done.

What I like is the dogfight maps and how they can be essentially turned into co-op maps if there are people willing to co-operate on your side. Many dogfight maps in Skies of Fire and all in Skies of Valor can be won by achieving certain goals first, such as destroying designated ground targes, instead of just concentrating on aerial combat.

I've been on a few organized bombing raids with escort fighters, and it's really a blast. Similarly, co-operating with wingmen on TeamSpeak makes the game a whole different experience.



*To be exact, manifold pressure measures absolute pressure at induction manifold.

On naturally aspirated engines, the engine is functioning as a vacuum pump, cylinders' movement creating suction of air into the engine. That's why on NA engines, manifold pressure always shows a reading lower than surrounding atmospheric pressure.

On forced induction engines, there's a compressor ahead of the manifold, and when the compressor is engaged, the absolute pressure at the manifold is higher than surrounding atmosphere.

This means that manifold pressure gauges don't work exactly the same with NA and FI engines. On naturally aspirated engine, the manifold pressure doesn't directly correlate with engine power. When flying straight and level, manifold pressure will decrease when engine power is increased, but it is also decreased when you climb - but engine power drops off at altitude because the atmospheric pressure drops as well. Basically, the pressure differential defines the airflow into the engine.

With forced induction engines, the pressure measured at the manifold gives a much more direct indication of amount of air available for the engine, as it's compressed before entering the manifold. It's still not a direct indicator of airflow volume through the engine, but it does have much more close relation to engine power than the manifold pressure on naturally aspirated engines.
« Last Edit: March 13, 2011, 03:21:48 pm by Herra Tohtori »
There are three things that last forever: Abort, Retry, Fail - and the greatest of these is Fail.

  
That was an informative post. :yes: Some of those things I already knew about but you've explained them much better than I did in my post.


Quote
Does anyone know if it's possible to have an IL-2 multi game in which you can have players acting as a flight crew, manning separate crew stations in bombers and suchlike? The second B-17 Flying Fortress game that Microprose made (The Mighty 8th) was supposed to have that feature originally but IIRC it was dropped from the final release.

EDIT: Actually I just looked this up and multi-player manned crew positions have been implemented since Forgotten Battles...


Co-op multiplayer missions support this, but personally I have never really been all that interested in that. Sitting in a plane flown by someone else is not exactly what I'm interested in - and I'm not usually fond of flying bomber sorties either.

The problem with bombers is that sometimes gunners are super accurate and sometimes they can't hit an aircraft hangar if the plane was inside it, and they tend to attract noobs who just fly in hosing weapons at you and then usually ram you.

If there was support for really high number of players so that you could set up a large formation of bombers, with each having pilot, bombardier and gunner, attacked by a large formation of Luftwaffe fighters... that could be interesting, but most of the time there are no such high numbers of people around to get something like that done.

What I like is the dogfight maps and how they can be essentially turned into co-op maps if there are people willing to co-operate on your side. Many dogfight maps in Skies of Fire and all in Skies of Valor can be won by achieving certain goals first, such as destroying designated ground targes, instead of just concentrating on aerial combat.

I've been on a few organized bombing raids with escort fighters, and it's really a blast. Similarly, co-operating with wingmen on TeamSpeak makes the game a whole different experience.

Flying bombers is not always quite my idea of fun either, and being a gunner or a bombardier would mean that only the combat segments of the flight would be of any fun, and some gunner positions aren't always as effective as others, depending on the aircraft. But as you say, getting enough people together for a large bomber formation, maybe with escorts vs. a defending squadron could be interesting.
« Last Edit: March 13, 2011, 02:45:13 pm by lostllama »

 
I purchased and started playing this a while ago, and found it good fun, though somewhat boring at times. The transfer airfield missions are a pain. I'm working my way through the Finnish Continuation War campaign in my ol' Gladiator MkII. I can survive most battles against the AI, and if I'm lucky I can get a fighter kill. I do a bit better on bomber intercept, with 1-2 kills.
I think the best part so far is learning the limits of my plane: top speed (slightly slower than the Russian I-16s I'm hunting, curse it!), stall speed, how hard I can turn without damage, how long I can push the throttle to 120% before the engine quits, etc.

I can land my biplane successfully without damage about 30% of the time. Fortunately, since you only have to be on the ground and not dead for a mission complete, that's not a game breaker for me.
In practice missions, I have not yet successfully landed on an aircraft carrier without flipping over.

I need more practice, for certain.

 
The only IL-2 I've played was BoP on the 360, and while I enjoyed it, I dont believe it was anywhere near realistic - which was to be expected given the limited space on Gamepads. While I'd like to say I enjoy realistic light sims, I really have no experience with them. If I were to pick up 1946 on GoG, would that be a good place to start?

 

Offline Trivial Psychic

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4.09m Official Release thread

4.10 Official Release thread

4.10.1 Official Release thread
Thank you very much for your reply, though I have encountered a problem... the game itself seems to have a problem with Windows 7 (or at least 64-bit).  I still had my old install from my XP days, which I had installed to a secondary drive.  I thought that I'd better give it a whirl first to make sure it still worked, and I got a message about needing the install disk in the drive, so I found my disk and put it in the drive.  Then i get a message about how it's a backup copy and not the real thing.  So I thought that I'd just delete the entire program and install from scratch.  Unfortunately, it seems that Win7-64 won't recognize the setup program as having anything to do.  It comes up with Windows' usual are-you-sure-you-want-to-do-this-program message, which I acknowledged, and then it did... nothing.  Any attempt to run the install program leads to no result at all.  Any ideas?  My only other option is a potential full emulation copy of WinXP which I am entitled to download given than I bought Win7 Professional instead of Home Premium, but I'd prefer not to have to take that step.
The Trivial Psychic Strikes Again!

 

Offline Herra Tohtori

  • The Academic
  • 211
  • Bad command or file name
The installer program can be extremely, gnarly slow and there have been reports from people where it hasn't worked at all.

The problem seems to be (mostly) related on the autorun not working properly on Win7, so you can try starting the installer by directly starting a.exe, IL-2 Sturmovik 1946.msi, or one of the autorun.exe files in the 1031/1033/1036 directories.


It might be easiest to run installer on XP computer, copy game directory from there, paste that on your Win7 computer, then back-up the clean, unmodified install directory in case something goes wrong while installing patches or mods or what have you. If you're forced to run the installer on Win7... try the usual suspects: Run installer as administrator, disable UAC altogether, disable windows defender, firewall, and anti-virus progs while you're doing the installing, and try with the aforementioned direct installer links rather than the autorun setup.exe.

When you finally get the game installed, you can just get the no-cd executable if you're having trouble with the disk not getting recognized, it's a perfectly legitimate way to fix the game and get it working as long as you actually own the game...
There are three things that last forever: Abort, Retry, Fail - and the greatest of these is Fail.

 

Offline DCFan

  • 23
I own this game, never played it though.

 

Offline newman

  • 211
Thank you for your input.
You know what the chain of command is? It's the chain I go get and beat you with 'til ya understand who's in ruttin' command here! - Jayne Cobb

 
I've dipped into and out of several campaigns. The only one I've put any real effort into is one in which I fly the P-40 for the VVS. I switched over to using the UltraPack mod part-way through it, and got distracted from continuing the campaign. Now most of the time I set up quick missions to fly, trying out different aircraft. There are plenty of other campaigns there, but I don't see myself attempting all of them.

I don't always get a kill in every mission, sometimes I'll be shot down and maybe bail out, or crash land. Transfer missions can be a chore, and yes, things can get repetitive. However, there are moments when I don't really care if I get splashed, because the dogfighting experience can just be so exciting in itself that I'll come away thinking it was a fun experience. Same can be said with just keeping a damaged aircraft flying as you limp back to base. My first encounter with Fw-190's in a P-40 was disastrous and got me shot down for the first time during the campaign. I tried the same mission again and again, getting shot down repeatedly, until one particular attempt when I lost most if not all of my wingmen, got badly shot up and then had to find an alternative friendly airfield, which I overshot and then crash landed beyond (I think I was gliding so I couldn't go around). And afterwards I thought, "well, that one was satisfying". Because of that I didn't really feel the need to restart the mission again to get a more favourable outcome in terms of my pilot's career. Although, to be honest, I was also feeling a little bored with getting repeatedly outclassed by a superior aircraft each time I tried it.

This is off-topic, but as it's also a flight sim which may be of interest to IL-2 players: has anyone tried Rise of Flight yet? Been keeping an eye on its development since it was released, and I was contemplating buying the Iron Cross edition. I'm somewhat put off by the prerequisite of having to be connected to the Internet and logged in to play it, even offline during single player mode, but even if I do buy it I'll need to get a new system to run it well.

Edit made to last sentence for clarity.
« Last Edit: March 15, 2011, 08:56:17 am by lostllama »

 

Offline Herra Tohtori

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Rise of Flight has that internet connection required DRM stuff and more importantly, only comes with a few aircraft by default. The rest of the airplanes you need to buy.

This means essentially that you get crap planes and if you want to stay competitive in multiplayer you need to pay more to access the better planes. :rolleyes:

Still waiting to see how IL-2 Sturmovik: Cliffs of Dover will work out. I hope they'll expand the game with proper add-on releases rather than individual planes or some **** like that. :nervous:
There are three things that last forever: Abort, Retry, Fail - and the greatest of these is Fail.

 
Rise of Flight has that internet connection required DRM stuff and more importantly, only comes with a few aircraft by default. The rest of the airplanes you need to buy.

This means essentially that you get crap planes and if you want to stay competitive in multiplayer you need to pay more to access the better planes. :rolleyes:

Yes, that's the other issue I have with it - paying for the extra planes. Some of those aircraft that you need to pay for to make them player-flyable are included in the default game as AI-flyable only (the Handley Page 0-400, for example), so in effect it seems you have to pay just to make them flyable. The developer seems to be loyal to its customers though, going by an interview I read recently. I'd really like to see them include the Bristol F.2B fighter at some point, but even then I doubt I'd acquire a copy, other things considered.

Still waiting to see how IL-2 Sturmovik: Cliffs of Dover will work out. I hope they'll expand the game with proper add-on releases rather than individual planes or some **** like that. :nervous:

Me too.