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https://www.twomoreweeks.net/wp-content/uploads/2018/02/post-19-0-87619500-1519316119.jpg
Well this is how it works, bombers were far away.
Try this:
http://www.pwcampaignmanager.com/pwcgbos/web/PWCGBoS.php
https://www.youtube.com/watch?v=BrXjp4zFMmo
It's a mod career campaign. It's more free, did not play it but i guess you could set it up as you want, you have much more options. Other than this, i don't know what to tell you. It's a fly sim, about flying, dount devs will add option to spawn in front of objective. It was there before but got removed, probably does not fit campaign mode since you can be attacked on a way to objective or get escort. If you skip it all to spawn before objective it would probably not work very well.
Only solution is to pick squadorns that have airfield close to the frontline. Which are fighters mostly but also should be some IL-2.
If you are the squadron leader you can lay your first waypoint close to the target waypoint and then choose start in air, so you must fly only one minute or so to the target
Thanks, I can try that. That's a bit of a shame though, cause I wanted the whole promotion system for a more fun campaign. But spawning closer is a lot more important to me.
Also, I tried Pat Wilson's campaign generator, and that works quite great as well.You can move the first waypoint regardless of whether you're the leader.
Stop making these excuses. Not having a proper time acceleration function is a huge shortcoming for a flightsim, especially when it's a combat flightsim. Time acceleration is not something esoteric or something that takes away from realism - it has been around in flightsims since their inception. And it never reaches actual 8x in IL2, on any system, regardless of what number may be shown. 8x would be way faster than anything you see in IL2. What you see is probably around 3x.
People think they can just get away with leaving out basic functionality and features in flightsims and then they whine when they don't sell or get bad feedback. Damage control like yours doesn't help that situation, it only worsens it. It's weird how teams of 4 people could figure out in 1991 how to make a flightsim that became a household name of almost every gamer, but today, it is a mystery. And no, the answer does not lie in making a point-based shoot 'em up with unlocks, because then you are competing with the FPS market and retardo land. Just redo the old sims with updated graphics and physics, for heaven's sake, how hard can it be.
It's called War Thunder, play it if that's what you are looking for. Because old IL-2 1946 is pretty much that. It was never a "hardcore" sim. Everything there was simplified. Red Baron was also a simulator but is that a realistic sim? No.
Time acceleration depends on your pc and mission you are playing. Missions in career (especially if you put frontline density on medium/high) won't let you go that fast. You think it's so easy? Click a button and game runs 8x faster? It hits hard on performance. Landscame must load 8x faster, everything must be calculated 8x faster. And there is ton of ground forces moving around.
Stop comparing old games with new ones. Nothing in 1991 was realistic fly sim. And current il2 is trying to be a realistic fly sim, not just a sim.
It's like comparing Colin McRae Rally to Assetto Corsa or rFactor 2.
It's not damage control, it's more like talking to a wall, does not matter how many times you explain it, people like you just can't get it. Games today and 20 years ago are completly diffrent, things. What worked back then may not work today. Big jump in graphics, diffrent engine, much more realistic flying and modeling of planes, all this affact the game. You won't speed up time as much as before and you won't see 100 planes flying around. If you don't like it, go back and play older games. I own all il-2 titles and every il-2 gives something diffrent.
"Just redo the old sims with updated graphics and physics, for heaven's sake, how hard can it be" Then go and do it. Dude, wtf are you talking about? If it was so easy then they would do it and make billions, shame no one was so smart like you to realise that...
Besides - and it feels dumb to even have to explain that to you - most of the flightsims that had proper time acceleration back in the day DIDN'T simulate the whole simulation engine while running at x speed. Instead, they abstracted it / paused it in one way or another and accelerated the plane position to the next encounter, waypoint, whatever. Only a crazy person thinks accelerating the simulation engine to 8+ speed is the way to do it.
Since CLOD it was timeframe up tp 8x, dont know why.
could rely on the AI which have their waypoints and start/ land in real instead of just spawn in the air.
Because simply speeding up the whole thing to x means no additional development work. It's simply r_a_ping the hardware. You can do that with any program. Implementing a proper time acceleration feature as a design and software solution is something entirely else.