Where has this notion come from? I’ve never seen anyone do this. It’s silly to do this. Whenever anyone complains about this, what they really mean is that someone chased them back to their airfield, at which point that person was forced to break off and hang around in the general area in the hopes that they’ll eventually leave the airfield zone.
If you find yourself in a position where you’re damaged or out of ammo with your base’s safety compromised, you’ve got the previous actions of your team and yourself throughout that game to blame for it. Some games are unwinnable, I get that, but the vast majority of times I see people talk about this it’s them complaining because they’ve made their bed and don’t want to get in it.
I disagree with being unable to die on the airfield, but I do agree with it only protecting you when you’re landed. The inactive players mechanic was a step in the right direction, hopefully they’ll follow through and stop people from being able to play NASCAR around their airfield with no consequences.
I’m talking Realistic (with mouse aim) vs Full Real Controls.
Here’s what the instructor does.
1.Player points mouse in X direction
2. Instructor receives this instruction and considers the plane’s current IAS, control surfaces (including damage), structural integrity (ergo: “Does my left wing have less lift because it’s full of holes?”)
3. Based on this consideration, it trims out the damage it sustained dynamically and inputs rudder, aileron and elevator deflections to achieve the requested heading in a safe and stable manner.
4. While executing the aforementioned maneuver, it keeps checking what the plane’s situation and the desired course is and makes adjustments.
It can be overriden by manual roll/yaw/pitch which inputs as…
It emphasizes safety. It will pull less angles of attack to avoid stalls than you can pull off with proper technique
It does not use the rudder properly for sudden, sharp turns. Its rudder control is amazing for getting nose on target, less so for “turn right”, causing a lot of speed to be bled from slipping
Nowhere does the instructor interfere with the physics of the plane. Nowhere does it affect the flight model or the plane’s theoretical maximum or minimum performance.
It simply compensates for damage much better than most human pilots can and is capable of incredibly minute adjustments for easy and stable long-distance aim even near stall speeds (thus - prop hanging). This isn’t physics breaking though, just an autopilot that in real life millitaries are doing their damnedest to reproduce (in terms of the damage-compensation at least).
lol, there is nothing realistic about mouse lead flying, and with the instructor it has reduced the game to point and click flying.
You can have mouse flying, or you can have realism. But you cannot have both.
Trying to explain how mouse flying is just really advanced fly by wire is just proving you have no experience with flying or fly by wire. Both of which are litterally my day job.
“Performs automatic trim”
“Controls flight surfaces to point aircraft on the desired course the pilot requested”
“Compensates for the aircraft’s undesirable tendencies”
sound just like a modern digital autopilot or a fly-by-wire system.
It’s magical and more advanced than is possible in real life because:
Perfect, real-time course setting in all 3 dimensions that is perfectly interpreted and executed according to perfect understanding of the aircraft’s situation and capabilities.
I do from time to time. Not really on my PlayStation.
But that doesn’t really have anything to do with the fact that mouse flying is in no way “realistic” which was the comment that you started replying to to make excuses for.
Mouse aim does not affect the flight model at all. It simply compensates for quirks and unwanted tendencies automagically, which is not part of the flight model. It also makes the plane fly on its own, which again does not interfere with the physics or the flight model.
lol ok, thank you for once again admitting you are making stuff up.
I said under the least realistic flight model so calling it realistic is a giant stretch.
If you don’t understand how “making the plane fly on its own” or “compensating for quirks and unwanted tendencies” I think you should go take a couple flying lessons before you opine about how mouse flying is just high end fly by wire 🤣
You can actually get a lot more performance out of your plane with sim controls compared to realistic. A good example is the 109 F4, which the instructor doesn’t allow it to turn hard enough and it loses a lot of instantaneous and some sustained turn rate.
Yes. And you can manually control the cowl flaps more effectively managing heat.
But you can fly a lot easier with a lot more damage with a mouse and the instructor. And in some cases perform low speed maneuvers that would likely result in a loss of control without.
All I said is that when people are mouse flying under the least realistic flight model arguments about xxx or yyy because they are “realistic” are hard to make because we’ve already accepted a base level of arcade.
Kinda, sometimes, it depends. If using mouse aim and you lose your rudder + vertical stabilizer… you’re TOAST unless your plane has a particularly forgiving flight model even if you just want to fly straight back to base. With sim controls it’s more of a minor setback.
And low speed maneuvers can also be done much better than in mouse aim, as the instructor never lets you get close to wing stalls unless you drop your speed and point your nose up.
Agree. But here we are in 2024 and Ta-152H 3d model will soon reach its adulthood, since it predates Warthunder itself. Same applies to several other aircraft.
Meanwhile we’re getting a gaijinton of modern jets and vehicles.
WW2 part of the game is dead in the water. The last real improvement to the gameplay was front AF AAA removal.
Since I started playing jets I hope they remove all the airfield AAA so that I can camp and strafe people on airfield more easily with my fast F-84F :)