by J_M_C_123 » Wed Aug 13, 2003 1:08 am
My opinion follows.
Firstly at >3,000', are you leaning the mix? Either do that or check 'auto fuel' box (ie no leaning necessary) on the settings page. WEP is necessary sometimes too, as said. Secondly wingmen need to be told what to do: "Shift+ 7, 8, 9, 0". The betty pulling up while you crashed thing... well there are some "area 51" (spooky alien craft, unreal scifi) things that occur but generally that was probably your inexperience.
Even when factoring in your inexperience, some things you're alluding too are common cfs2 flaws, I've observed.
Many don't agree because, I believe, the cfs2 online gamers and (endless) plane remakers are a different breed--they measure the sim's qualities differently. (I don't know why others don't see this. They observe and measure the world and the sim differently apparently.)
Larger bomber "air files" go way too fast in some cases. In missions/campaigns if the bombers go too fast--and they do!-- slow them down in the Mission Builder ('MB'). (Also, when AI planes take off even if the next Waypoint is set correctly for <170kts, the AI planes will travel at their full speed --sometimes >300Kts-- right after Lift Off, while climbing!! -- untill they get close to that Way Point ("WP"), which could be dozens of nMs (nautical miles) away.)
In the missions, you'll observe that AI (artifical intelligence) planes are set at 350kts for cruise and etc problems! The M$ mission creators just didn't care in cfs2! (In the stock mission creators defense, putting together 80+ misions is hard if your rushing.)
There are general AI problems that are not easily solvable. Medium bombers being too maneuverable --fighter like-- is one (acceptable probelm). Friendly AI planes sometimes going off in wrong directions is another AI disheartening problem (Unacceptable M$!!).
As far as your specific wingmen passing you as they attack sometimes... this is true but not necessarilly a problem. It creates "movement" and drama --it fills the sky with combat activity. (Remember to lean and then listen for your consequenting engine rev to sense how much leaning is right.) Like I said not a problem unless they keep stealing your half killed kills. LOL
The stock DP medium and heavy gunners are too exact and well armored as far as computer gaming is concerned. It certainly is not like the real gun camera footage of inteceptors attacking bombers from behind after wasting the tail and belly gunners. Fortunately there are easier kill DPs out there; or you could figure out how to make your own dps by reading the DP tutorials out there. There is specifically an easier betty DP out there (mundo smoke).
Note however that CFS2 Ships and buildings will sink and explode after one machine gun pass. LOL! M$
Some surveyed said that cfs1 was too easy. Maybe they could have set their weapons to normal (or weak) and AI to 'overall' veterans (There are 'overall' skill settings set at the begining of campaigns and then there are skill settings for each plane or squad in the MB-- I'm refering to the "overall" campaign skill). (Note that, cfs1 rookie B17s were very killable though.)
The black smoke and fires going out after you let up on the kill... I guess that could simulate the fires going out because of wind friction or individual engines being feathered. BUT the manual does specifically say that if a plane has fire and steady black smoke streaming it is a goner. You and I know that is wrong -- you must stay with it. And worse your AI can get that kill and you get no credit for it even though you put it down. (Whoever puts the last bullet in gets full credit: no shared kills.)
Also note the endlessly looping derelicts. I guess that is supposed to be a dead/wounded pilot in a healthy plane. Friendly AI will get the kill if you don't unrealistically go out of your way to waste ammo downing it. I heard there is a fix for that --"looping derelicts will crash". I hope it allows one loop or so: dead pilot derelicts (along with collisions) were real. {Does anyone know where that fix is!? I want to try it.}
Cfs2 is buggy everywhere. CFS1 is a better game in my opinion. Though in cfs1 the player's planes don't land as good (real bad actually), or fly as realistically and it has worse graphics. (Also the AI collide often.) CFS1 was made with love; cfs2 is a rushed formulaic "pop Song" (made better by the love and obsession of the users).
The Mission Builder is one of best parts of cfs2 (Cody Coyote's tutorials: mission building and campaign making are good).