Very enjoyable mission. Can't wait for your next one in this series. Absolutely love seeing these relatively unknown aircraft not only included but focal point of missions. Your tours of aircraft also a good preface. Only suggestion would be to have gun camera, or bomb camera, footage of target and any mission feedback on effectiveness. Maybe you can choose one of the alternate camo schemes and/or personalization for the aircraft, too!🛩
Bombing and target views are unfortunately subject to some pretty buggy trackfiles, but I'll do my best to work around it. I straight up forgot about the static camera target view, so that should feature in the next one. I have installed a solid green skin for the aircraft since it's correct for this period and will use that going forward.
@@Mr66D Thx for informative reply. I "grew up" playing Secret Weapons of The Luftwaffe in every aircraft from single mission thru grand campaign mode; trying to perfect and optimize bomb runs was the hardest part. Your mention and handling of realistic factors, such as wind drift and the complexities - or lack therof - of bomb aiming mechanisms, imho truly add realism, especially for viewers who might never have considered those factors beyond arcade attributes. Or, as in this and other aircraft, clouds and/or enemy fighters affecting attention of bombadier / navigator / nose gunner. And, last but not least, your concern for a "wheel landing" to avoid a ground loop once again brings to attention the realism of the sim AND how exhausting a mission in a three-man crew fast bomber must have been.
@@BasmatiJones Task saturation can be _almost_ as dangerous as the enemy. It's a bloody miracle the bombs were on target this time, especially since I've since discovered in tests that the airspeed indicator in the nose doesn't show true airspeed like I thought. The Whizz Wheel will be getting used after all.
The great majority of stock maps, and a good many mod maps, have rivers placed at sea level. You can check this easily. If a river or lake has a positive elevation, it's easy to see when the water surface is at a distance below when checking out the map in the FMB in '3D' mode. Then it's a matter of the terrain height at the target's location with respect to any nearby waterway. The game potentially could supply an elevation of the target by taking the RGB value of the corresponding pixel on map_h.tga, which is the height map (a grey scale image where higher elevatiions are a lighter toned grey.) The game applies a conversion formula in which the RGB value corresponds to a certain elevation.
main problem with the SB was that it had no form of auto pilot so it had to be manually flown the whole way, and when some missions could take up to 4-6 hours, the pilots got tired very quickly,
Having hand-flown a trip that long IRL, can confirm. That being said it's not unique to the SB. When flying in close formation, like in a B-17, only the leader can realistically use the autopilot anyway. In RAF Bomber Command whether the autopilot was used varied from crew to crew, some pilots liked the convenience, others zig-zagged and constantly varied their altitude enroute to and from the target and/or wanted to be able to instantly react if attacked.
@@thepolishnz That would indeed make a difference, one also shudders at the lack of lavatory access. It had to be particularly difficult in longer-range aircraft like the DB-3 or the Hampden.
@@Mr66D the db3 also had the issue of no basic auto pilot. russians didnt tend to use them until they built the tu4, i mean b29. apparently the pe8 had a basic one but still had the problem of inline cockpit with not much room for the pilots to move, thou unlike most soviet aircraft the rest of the crew had plenty of room to move
Great episode! Love your WWII bombing campaigns!
Another WW2 campaign - Fantastic! I've really enjoyed these series. Can't wait to see how this one goes.
Nice! Very good!
Very enjoyable mission. Can't wait for your next one in this series. Absolutely love seeing these relatively unknown aircraft not only included but focal point of missions. Your tours of aircraft also a good preface. Only suggestion would be to have gun camera, or bomb camera, footage of target and any mission feedback on effectiveness. Maybe you can choose one of the alternate camo schemes and/or personalization for the aircraft, too!🛩
Bombing and target views are unfortunately subject to some pretty buggy trackfiles, but I'll do my best to work around it. I straight up forgot about the static camera target view, so that should feature in the next one. I have installed a solid green skin for the aircraft since it's correct for this period and will use that going forward.
@@Mr66D Thx for informative reply. I "grew up" playing Secret Weapons of The Luftwaffe in every aircraft from single mission thru grand campaign mode; trying to perfect and optimize bomb runs was the hardest part. Your mention and handling of realistic factors, such as wind drift and the complexities - or lack therof - of bomb aiming mechanisms, imho truly add realism, especially for viewers who might never have considered those factors beyond arcade attributes. Or, as in this and other aircraft, clouds and/or enemy fighters affecting attention of bombadier / navigator / nose gunner. And, last but not least, your concern for a "wheel landing" to avoid a ground loop once again brings to attention the realism of the sim AND how exhausting a mission in a three-man crew fast bomber must have been.
@@BasmatiJones Task saturation can be _almost_ as dangerous as the enemy. It's a bloody miracle the bombs were on target this time, especially since I've since discovered in tests that the airspeed indicator in the nose doesn't show true airspeed like I thought. The Whizz Wheel will be getting used after all.
Very nice to see that the good old IL2 1946 is still getting some love. Good luck and a long career :-)
I doubt very much that it will be long, but it shouldn't be dull.
The great majority of stock maps, and a good many mod maps, have rivers placed at sea level. You can check this easily. If a river or lake has a positive elevation, it's easy to see when the water surface is at a distance below when checking out the map in the FMB in '3D' mode.
Then it's a matter of the terrain height at the target's location with respect to any nearby waterway.
The game potentially could supply an elevation of the target by taking the RGB value of the corresponding pixel on map_h.tga, which is the height map (a grey scale image where higher elevatiions are a lighter toned grey.) The game applies a conversion formula in which the RGB value corresponds to a certain elevation.
Good to know, thanks.
Happy for a new career, wish you an equal number of takeoffs and landings!
Different but great episode.
main problem with the SB was that it had no form of auto pilot so it had to be manually flown the whole way, and when some missions could take up to 4-6 hours, the pilots got tired very quickly,
Having hand-flown a trip that long IRL, can confirm. That being said it's not unique to the SB. When flying in close formation, like in a B-17, only the leader can realistically use the autopilot anyway. In RAF Bomber Command whether the autopilot was used varied from crew to crew, some pilots liked the convenience, others zig-zagged and constantly varied their altitude enroute to and from the target and/or wanted to be able to instantly react if attacked.
@Mr66D at least they had multiple pilots and room so you could get up and have a stretch for 5 mins
@@thepolishnz That would indeed make a difference, one also shudders at the lack of lavatory access. It had to be particularly difficult in longer-range aircraft like the DB-3 or the Hampden.
@@Mr66D the db3 also had the issue of no basic auto pilot. russians didnt tend to use them until they built the tu4, i mean b29. apparently the pe8 had a basic one but still had the problem of inline cockpit with not much room for the pilots to move, thou unlike most soviet aircraft the rest of the crew had plenty of room to move