Author Topic: Flying physics in FH 2.2  (Read 10571 times)

Offline Strat_84

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Flying physics in FH 2.2
« on: 14-09-2009, 00:09:39 »
I don't know why the way planes behave changed between 2.15 and 2.2, but now I have to tell that I find them completly broken.

In 2.15 everything wasn't perfect (landing without damage was very hard, even for an experienced pilot) but the global feeling was realistic.
Now the planes are just like Tie fighters in space. Too fast, far too manoeuvrable, and absolutely impossible to stall. I tried the spitfire IX once, it just took off after 3 meter of runway just like it had boosters.
I also saw a Me109 turning 270° with a few meters radius (which is impossible with most of the planes, and especially with that one), and a Ju87 diving right and left, so that the bofors just below couldn't even follow its movement !

Please, bring the planes back as they were, flying is no more a pleasure now.  :-[


Offline Archimonday

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Re: Flying physics in FH 2.2
« Reply #1 on: 14-09-2009, 00:09:15 »
Flying has been a forgotten art since the mod was released anyways. the lack of external views makes them hard to fly, and even harder to not crash. But this thread will just turn into another debate over such things.

Offline Zurich163

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Re: Flying physics in FH 2.2
« Reply #2 on: 14-09-2009, 01:09:44 »
I don't know why the way planes behave changed between 2.15 and 2.2, but now I have to tell that I find them completly broken.


Now the planes are just like Tie fighters in space. Too fast, far too maneuverable, and absolutely impossible to stall. I tried the spitfire IX once, it just took off after 3 meter of runway just like it had boosters.


  Although it is impossible to actually create "stall" (AKA gravity, BF2 is hard coded not to have it) I whole heartily agree.

Offline [ret]azreal

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Re: Flying physics in FH 2.2
« Reply #3 on: 14-09-2009, 01:09:43 »
I can see why the devs slowed the planes down, but all the other physics I do not like.

Offline altfuture

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Re: Flying physics in FH 2.2
« Reply #4 on: 14-09-2009, 03:09:52 »
I think rudder effect has to be toned down a bit.
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Offline Cryst

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Re: Flying physics in FH 2.2
« Reply #5 on: 14-09-2009, 10:09:14 »
i really think they should increase the landing damage, i landed at a very high angle and somehow didnt crash also - i was one fire..
It should be updated...really..

Offline von.small

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Re: Flying physics in FH 2.2
« Reply #6 on: 14-09-2009, 11:09:53 »
I must say that the Focke Wulf seemed to turn on a dime, I flipped it over and was bearing directly back down on the target I'd just strafed giving the no time to even gauge what just hit them.

Are the new physics geared up for mouse flyers?  The planes seem really easy to fly with a mouse, when I use a joystick it turns a regular aircraft into a death plane.
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Offline NTH

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Re: Flying physics in FH 2.2
« Reply #7 on: 14-09-2009, 11:09:04 »
Flying on Op. Totalize is a like taking a warm bath with champagne and some entertaining women.
Flying on the Africa maps is ...is becoming more challenging for lack of better words.

Yesterday played two rounds on El Alamein. Some say it was because of better hitboxes, some even said the BF109 flies faster now, but I kept feeling like a Stuka when flying over tanks. I got shot three times and all three were done by tanks.
And let me tell you I was taking evasive manoeuvres like a KKK member in the Bronx.

Having said that I enjoy a warm bath as much as a new challenge  :D


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Offline Ionizer

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Re: Flying physics in FH 2.2
« Reply #8 on: 14-09-2009, 11:09:32 »
I must say that the Focke Wulf seemed to turn on a dime, I flipped it over and was bearing directly back down on the target I'd just strafed giving the no time to even gauge what just hit them.

;D  I did that to the Southernmost flag on Totalize the other day.  I would just strafe it, pull an Immelman Loop (Half loop then half roll, to gain altitude, change direction, and level out) then dive and strafe it again.  I eventually fell prey to the enemy Spitfire because I lost my situational awareness when I got to into the "routine."

Anyway, I don't really know what to say about the new plane physics.  I mean, I liked the old physics, but I like the new ones as well.  I does seem like the planes are more maneuverable now (or at least more sensitive), for example, you can pull off a full Aileron Roll (I.E. the Star Fox "Z or R twice" Barrel Roll) much faster now.  I guess the Devs and Betatesters liked the planes better this way, or else they wouldn't have changed them, right?
 

Offline Paavopesusieni

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Re: Flying physics in FH 2.2
« Reply #9 on: 14-09-2009, 14:09:55 »
Flying is easier and that is what i don't like, now it makes noobs look so good.

Offline Krt_Bong

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Re: Flying physics in FH 2.2
« Reply #10 on: 15-09-2009, 19:09:45 »
I fly IL-2 1946 and that is a Flight Sim, BF-2 and in fact the entire BF series the airplanes were never modeled to Flight Sim characteristics, however I agree with most of you. I think the planes are way to fast for the size of the maps. You really have to keep an eye on the minimap to keep from leaving the battle, and since I have an X-52 HOTAS I have a more complete control configuration and yet it's still more difficult to fly in FH than it is in any of my sims and it's one of the first things I checked out after installing. I think that flight models could be slowed a little, made less sensitive, and it would be great if the aircraft were allowed a bit broader map area before punishment takes place though it might not be possible in the game engine.

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Offline THeTA0123

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Re: Flying physics in FH 2.2
« Reply #11 on: 15-09-2009, 19:09:00 »
I think that their needs to be some tuning down here. The planes accelerate to their top speed in a few seconds, they can take off after a mere seconds.The stuka climbs like a bloody English Electric -Lighting plane with its full afterburner....

The spitfire turns so fast, that it starts to lag
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Offline Fuchs

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Re: Flying physics in FH 2.2
« Reply #12 on: 15-09-2009, 19:09:33 »
I love them right now, flying on Totalize feels balanced. I don't get the feeling that when I press E next to a plane it's the same as just dying but with a long adrenline filled spawntime. Now I don't fear them fully while on the ground and in the air I don't fear the grounddwellers fully. It's balanced for me.
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Offline Wilhelm

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Re: Flying physics in FH 2.2
« Reply #13 on: 16-09-2009, 05:09:02 »
I liked the old physics, but I also like the new ones since it makes more sense for the game.  BF2 maps are just too small to have proper handling planes, so they will inevitably be arcadish.  Even FH1 flight physics felt more realistic, but that engine was able to model gravity and acceleration much better than the BF2 engine.

In the end, it is all about scaling.  The exaggerated plane physics fit better to the scale of BF2 maps, etc.

However, I would like to see tank hull and coaxial machine guns do less damage to planes.

Although it is impossible to actually create "stall" (AKA gravity, BF2 is hard coded not to have it) I whole heartily agree.

When I saw you were added to the betatest team, I was expecting you to comment on the new plane physics since you seem to mostly fly planes.  I was surprised when I never noticed you saying anything against or in favor of the new system.

« Last Edit: 16-09-2009, 05:09:11 by Wilhelm »

Offline Herpes911

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Re: Flying physics in FH 2.2
« Reply #14 on: 16-09-2009, 06:09:41 »
I also liked the old physics better.  TIE fighters was a good comparison.  I never had problems landing in 2.15 either, so I don't know why the landing aspect would be changed.