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B17 II Update, September 10th

by Leonard "Viking1" Hjalmarson

 

I like the direction A.C. suggests. Failures divided by system and in accord with expected actual frequency. The options toggle could then be ON/OFF and ON would mean a realistic possibility of failure in a given system. This could be further increased with system age, so that a B17 that survives 25 missions will actually have a higher probability of random failure in some systems than a newer unit.

Tie this in to a global REALISM setting so that users who select MAXIMUM realism now have realistic probability for random failure ON by default.

More on Flak

Posted at Bombs-Away.net: "In a scramble to find a book to read on the plane I stumbled across ... "THE MIGHTY EIGHTH" by Gerald Astor. In reading the book I noticed reference to different forms/methods of flack defense ...i.e. barrage, box and lead. Will different methods of flack defense be modeled?"

Furball over France

From Iain Howe at Wayward:

" Obviously we’re working hard to ensure that Flak, like every other sound in the game, is as realistic as possible. We really want to incorporate some kind of “Crack-Thooom” noise in for the flak, just to add to the sense of horror you get watching the bursts walk towards your aircraft. Obviously they will get quieter as they get further away from the aircraft and louder as they get closer… We’re also going to use the “stones at a tin-can” sound effect for when the bursts are close enough that shrapnel is reaching the aircraft."

Click to continue

 

Bf109 Formation

Bf109 Formation

Not everyone agrees that close flak bursts should be heard and not only seen. But JANE'S and others have taken an interesting approach to this issue. In WW2 Fighters there was a setting in the front end preferences for a player to choose "REALISTIC" or "ENHANCED" sound effects. It would be nice to have the same option in B17 II for those who want to an enhanced sound environment to make up for the SA limitations of a PC monitor.

Flak

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