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Author Topic: C.U.P.- Module-03 World at War PART-11  (Read 20850 times)

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henkypenky

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Re: C.U.P. Module-03 World at War PART-11
« Reply #36 on: June 30, 2015, 11:40:46 AM »

Hi Decipher, that's a good tip, I'll sure will try to reinstall from 9 upwards.

Edit: replaced all SFS files, this time unpacked with 7-Zip in stead of Win Rar to be sure, no improvement.
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markino

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Re: C.U.P. Module-03 World at War PART-11
« Reply #37 on: July 01, 2015, 10:38:51 AM »

Hi Sid, I tried as for your suggest, but no new skins for me (same results like Hamm66).
I will wait for a new pack with Helldiver's skins...

Ciao!

Marco
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SAS~Monty27

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Re: C.U.P. Module-03 World at War PART-11
« Reply #38 on: July 05, 2015, 12:40:15 AM »

Hi Marco

Grab WAW Part-12 - includes a JSGME option to prioritise those skins...

Simon
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lildeb

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Re: C.U.P. Module-03 World at War PART-11
« Reply #39 on: July 09, 2015, 09:01:08 PM »

Had the Helldiver problem, fixed with with the map 11 thingy. That was it for sure.
The Helldiver is beautiful!  But I am wondering about the flight model .... if you play the E game right, it's rather an awesome dogfighter... against multiple ace zeros no less.. It seems rather prone to NOT depart in turns.....
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decipher

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Re: C.U.P. Module-03 World at War PART-11
« Reply #40 on: July 09, 2015, 10:24:10 PM »

i think the flightmodel might be questionable (but that comes down to the original mod team that made the helldiver of course - not monty). using it as Targets for my A6M's the Helldiver AI pilots will basically start to dogfight like full fledged fighter planes against me, turning and rolling while using the tailgunner to land hits :)

i think the Flight models of the other one engine navy bombers are a little more tame, they will usually try to evade and escape, or engage only in mild dogfighting so to speak.

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lildeb

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Re: C.U.P. Module-03 World at War PART-11
« Reply #41 on: July 10, 2015, 09:10:05 AM »

Did a little more testing - I'm 4/4 vs two 1943 zeros set to ace and it's definitely the turn - I think the turn may be on a par with the zero, I'm pretty much always able to pull enough to get guns and the average engagement takes under two minutes... Fabulous visual mod though - really first rate work.  Would like to see the F8F in C.U.P. - if such a thing is possible.
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creature

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Re: C.U.P. Module-03 World at War PART-11
« Reply #42 on: July 10, 2015, 02:45:44 PM »


Quote
Did a little more testing - I'm 4/4 vs two 1943 zeros set to ace and it's definitely the turn

lildeb:

I copied your test and pretty much had the same result.  I will say this,  I'm not sure how the AI is set up but it seemed like the zeros fought differently against the Helldiver than they would have a Corsair or another fighter.  They seem to know it was a bomber.  That being said I don't believe the Zeros AI had enough respect for the Helldiver and they didn't fight it to their full capability.  That could be a problem with how the AI looks at its targets flight model (FM) and that's just a guess.  I really don't think it's entirely the Helldivers flight characteristics that is the problem.  See if you can hook up online with someone and see how they face off against each other.  Let me know, I'm curious to see how it turns out.

c

c
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"Can you put that in Captain dummy Talk"  Capt Malcom Reynolds // no sim pilots=no one to fly modded planes//no modders =no modded planes to fly
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