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Rex

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  1. FYI: I upgraded Tacview to the latest (new version released end of November 2025) and the situation has improved.
  2. Oops, I actually feel kind of bad now. I think both ED and the creators of these modules deserve every penny they get from them. The amount of research and design is mind-boggling. While I won't turn my back on a legitimate sale, I don't want to profit off of a mistake. The early access discount was 30%, and this was 20%, so I assumed it was intentional. Sorry guys, I owe you ~$15. It truly is a fantastic module. I've really been enjoying it.
  3. I'll say one more thing, after looking at the historical photos and Ugra's interpretation, I now can't help but feel that my attempt was a little bit ... I don't know ... off? I mean, I think mine was convincing too, but I can't quite but my finger on it, it just doesn't "feel" as realistic, do you know what I mean? I probably should have added a little bit more barbed wire, or better still, a neon sign at the top that read "Amiens Prison" ... that flashed, yeah, that flashed ... on for 5 seconds, and off for two seconds. As you can see, I'm my own worst critic, so I should probably cut myself a break and realize that, as efforts go, it was still a solid 10/10. All things considered, however, I have decided to use Ugra's version. The last thing I want to do is discourage them from making such updates, and if they realize how well I can do for the community on my own, I could see it being somewhat demotivating for them. Anyway, for my next project, I've decided to authentically re-created Rommel's headquarters at La Roche-Guyon. It's kind of a secret, but I'll go ahead and show you a preview of my working model: I know, chills, right?
  4. I have a possible lead. How many of you guys use Tacview? I just disconnected from the Wolpack Normandy server, and it took 7 minutes to disconnect. It takes even longer to log out of a server than it does to exit a mission, but the point at which they "pause" feels very similar. Anyway, after this particularly long wait, I went into the log, and I noticed the following (full text is much longer, this is just a snippet): 2025-12-01 03:44:00.369 INFO COCKPITBASE (Main): lua state still active AFN2, 23 (status undefined) 2025-12-01 03:44:00.370 INFO COCKPITBASE (Main): lua state still active GNS430, 1 (status undefined) 2025-12-01 03:44:00.370 INFO COCKPITBASE (Main): lua state still active GNS430_Radio, 3 2025-12-01 03:44:00.370 INFO JSAVIONICS (Main): initState OK 2025-12-01 03:44:00.762 INFO JSAVIONICS (Main): loaded 129562 nav aids 2025-12-01 03:44:01.767 INFO JSAVIONICS (Main): loaded 146684 cities 2025-12-01 03:44:01.771 INFO WORLDGENERAL (Main): loaded from mission Scripts/World/birds.lua 2025-12-01 03:44:01.788 ERROR Lua::Config (Main): Call error LuaExportAfterNextFrame:[string "C:\Users\Rex\Saved Games\DCS.openbeta\Scripts/TacviewGameExport.lua"]:67: attempt to call field 'ExportUpdate' (a nil value) stack traceback: [C]: in function 'ExportUpdate' [string "C:\Users\Rex\Saved Games\DCS.openbeta\Scripts/TacviewGameExport.lua"]:67: in function <[string "C:\Users\Rex\Saved Games\DCS.openbeta\Scripts/TacviewGameExport.lua"]:63>. 2025-12-01 03:44:01.808 ERROR ED_SOUND (Main): invalid source_params(woLA-16777738:aircrafts/engines/pwr28008w/corsair_whistle): gain 2025-12-01 03:44:01.832 WARNING BACKENDCOMMON (20260): Need to reprocess [DDS] image '/textures/Bf-109K-4_wheel_Bump.dds'. Reason: Conversion requires - expanded pixel size, setting alpha to known value. Source is an 8:8:8 (24bpp) format 2025-12-01 03:44:01.833 WARNING BACKENDCOMMON (10412): Need to reprocess [DDS] image '/textures/Bf-109K-4_wheel2_Bump.dds'. Reason: Conversion requires - expanded pixel size, setting alpha to known value. Source is an 8:8:8 (24bpp) format 2025-12-01 03:44:02.005 ERROR Lua::Config (Main): Call error LuaExportAfterNextFrame:[string "C:\Users\Rex\Saved Games\DCS.openbeta\Scripts/TacviewGameExport.lua"]:67: attempt to call field 'ExportUpdate' (a nil value) stack traceback: [C]: in function 'ExportUpdate' [string "C:\Users\Rex\Saved Games\DCS.openbeta\Scripts/TacviewGameExport.lua"]:67: in function <[string "C:\Users\Rex\Saved Games\DCS.openbeta\Scripts/TacviewGameExport.lua"]:63>. 2025-12-01 03:44:02.067 WARNING LOG (21244): 4 duplicate message(s) skipped. 2025-12-01 03:44:02.067 WARNING WORLD (Main): ModelTimeQuantizer: SAME MODEL TIME 2025-12-01 03:44:02.069 ERROR Lua::Config (Main): Call error LuaExportAfterNextFrame:[string "C:\Users\Rex\Saved Games\DCS.openbeta\Scripts/TacviewGameExport.lua"]:67: attempt to call field 'ExportUpdate' (a nil value) stack traceback: [C]: in function 'ExportUpdate' [string "C:\Users\Rex\Saved Games\DCS.openbeta\Scripts/TacviewGameExport.lua"]:67: in function <[string "C:\Users\Rex\Saved Games\DCS.openbeta\Scripts/TacviewGameExport.lua"]:63>. 2025-12-01 03:44:02.122 WARNING LOG (21244): 4 duplicate message(s) skipped. 2025-12-01 03:44:02.122 WARNING WORLD (Main): ModelTimeQuantizer: SAME MODEL TIME 2025-12-01 03:44:02.123 ERROR Lua::Config (Main): Call error LuaExportAfterNextFrame:[string "C:\Users\Rex\Saved Games\DCS.openbeta\Scripts/TacviewGameExport.lua"]:67: attempt to call field 'ExportUpdate' (a nil value) stack traceback: [C]: in function 'ExportUpdate' [string "C:\Users\Rex\Saved Games\DCS.openbeta\Scripts/TacviewGameExport.lua"]:67: in function <[string "C:\Users\Rex\Saved Games\DCS.openbeta\Scripts/TacviewGameExport.lua"]:63>. 2025-12-01 03:44:09.046 WARNING LOG (21244): 622 duplicate message(s) skipped. 2025-12-01 03:44:09.046 WARNING BACKENDCOMMON (20804): Need to reprocess [DDS] image '/textures/Flak38_Autumn_N.dds'. Reason: Conversion requires - expanded pixel size, setting alpha to known value. Source is an 8:8:8 (24bpp) format 2025-12-01 03:44:09.054 ERROR Lua::Config (Main): Call error LuaExportAfterNextFrame:[string "C:\Users\Rex\Saved Games\DCS.openbeta\Scripts/TacviewGameExport.lua"]:67: attempt to call field 'ExportUpdate' (a nil value) stack traceback: [C]: in function 'ExportUpdate' [string "C:\Users\Rex\Saved Games\DCS.openbeta\Scripts/TacviewGameExport.lua"]:67: in function <[string "C:\Users\Rex\Saved Games\DCS.openbeta\Scripts/TacviewGameExport.lua"]:63>. 2025-12-01 03:44:21.566 WARNING LOG (21244): 1126 duplicate message(s) skipped. 2025-12-01 03:44:21.566 INFO ASYNCNET (Main): Current ping: 65.6ms 2025-12-01 03:44:21.575 ERROR Lua::Config (Main): Call error LuaExportAfterNextFrame:[string "C:\Users\Rex\Saved Games\DCS.openbeta\Scripts/TacviewGameExport.lua"]:67: attempt to call field 'ExportUpdate' (a nil value) stack traceback: [C]: in function 'ExportUpdate' [string "C:\Users\Rex\Saved Games\DCS.openbeta\Scripts/TacviewGameExport.lua"]:67: in function <[string "C:\Users\Rex\Saved Games\DCS.openbeta\Scripts/TacviewGameExport.lua"]:63>. 2025-12-01 03:44:27.315 WARNING LOG (21244): 516 duplicate message(s) skipped. 2025-12-01 03:44:27.315 WARNING BACKENDCOMMON (20804): Need to reprocess [DDS] image '/textures/flak_36_Autumn_N.dds'. Reason: Conversion requires - expanded pixel size, setting alpha to known value. Source is an 8:8:8 (24bpp) format 2025-12-01 03:44:27.319 ERROR Lua::Config (Main): Call error LuaExportAfterNextFrame:[string "C:\Users\Rex\Saved Games\DCS.openbeta\Scripts/TacviewGameExport.lua"]:67: attempt to call field 'ExportUpdate' (a nil value) stack traceback: [C]: in function 'ExportUpdate' [string "C:\Users\Rex\Saved Games\DCS.openbeta\Scripts/TacviewGameExport.lua"]:67: in function <[string "C:\Users\Rex\Saved Games\DCS.openbeta\Scripts/TacviewGameExport.lua"]:63>. 2025-12-01 03:44:27.397 WARNING LOG (21244): 6 duplicate message(s) skipped. 2025-12-01 03:44:27.397 WARNING EFFECTS2 (Main): OParticleSystem: preset 'missile' not found in 'volumetricPointLight.lua', using default 2025-12-01 03:44:27.397 WARNING LOG (21244): 1 duplicate message(s) skipped. 2025-12-01 03:44:27.397 ERROR Lua::Config (Main): Call error LuaExportAfterNextFrame:[string "C:\Users\Rex\Saved Games\DCS.openbeta\Scripts/TacviewGameExport.lua"]:67: attempt to call field 'ExportUpdate' (a nil value) stack traceback: [C]: in function 'ExportUpdate' [string "C:\Users\Rex\Saved Games\DCS.openbeta\Scripts/TacviewGameExport.lua"]:67: in function <[string "C:\Users\Rex\Saved Games\DCS.openbeta\Scripts/TacviewGameExport.lua"]:63>. 2025-12-01 03:44:27.897 WARNING LOG (21244): 44 duplicate message(s) skipped. 2025-12-01 03:44:27.897 WARNING EFFECTS2 (Main): OParticleSystem: preset 'missile' not found in 'volumetricPointLight.lua', using default 2025-12-01 03:44:27.898 WARNING LOG (21244): 1 duplicate message(s) skipped. 2025-12-01 03:44:27.898 ERROR Lua::Config (Main): Call error LuaExportAfterNextFrame:[string "C:\Users\Rex\Saved Games\DCS.openbeta\Scripts/TacviewGameExport.lua"]:67: attempt to call field 'ExportUpdate' (a nil value) stack traceback: [C]: in function 'ExportUpdate' [string "C:\Users\Rex\Saved Games\DCS.openbeta\Scripts/TacviewGameExport.lua"]:67: in function <[string "C:\Users\Rex\Saved Games\DCS.openbeta\Scripts/TacviewGameExport.lua"]:63>. 2025-12-01 03:44:30.619 WARNING LOG (21244): 244 duplicate message(s) skipped. 2025-12-01 03:44:30.619 WARNING EFFECTS2 (Main): OParticleSystem: preset 'missile' not found in 'volumetricPointLight.lua', using default 2025-12-01 03:44:30.620 WARNING LOG (21244): 1 duplicate message(s) skipped. 2025-12-01 03:44:30.620 ERROR Lua::Config (Main): Call error LuaExportAfterNextFrame:[string "C:\Users\Rex\Saved Games\DCS.openbeta\Scripts/TacviewGameExport.lua"]:67: attempt to call field 'ExportUpdate' (a nil value) stack traceback: [C]: in function 'ExportUpdate' [string "C:\Users\Rex\Saved Games\DCS.openbeta\Scripts/TacviewGameExport.lua"]:67: in function <[string "C:\Users\Rex\Saved Games\DCS.openbeta\Scripts/TacviewGameExport.lua"]:63>. 2025-12-01 03:44:31.028 WARNING LOG (21244): 36 duplicate message(s) skipped. 2025-12-01 03:44:31.028 WARNING EFFECTS2 (Main): OParticleSystem: preset 'missile' not found in 'volumetricPointLight.lua', using default 2025-12-01 03:44:31.030 WARNING LOG (21244): 1 duplicate message(s) skipped. 2025-12-01 03:44:31.030 ERROR Lua::Config (Main): Call error LuaExportAfterNextFrame:[string "C:\Users\Rex\Saved Games\DCS.openbeta\Scripts/TacviewGameExport.lua"]:67: attempt to call field 'ExportUpdate' (a nil value) stack traceback: [C]: in function 'ExportUpdate' [string "C:\Users\Rex\Saved Games\DCS.openbeta\Scripts/TacviewGameExport.lua"]:67: in function <[string "C:\Users\Rex\Saved Games\DCS.openbeta\Scripts/TacviewGameExport.lua"]:63>. 2025-12-01 03:44:51.566 WARNING LOG (21244): 1848 duplicate message(s) skipped. 2025-12-01 03:44:51.566 INFO ASYNCNET (Main): Current ping: 66.3ms 2025-12-01 03:44:51.575 ERROR Lua::Config (Main): Call error LuaExportAfterNextFrame:[string "C:\Users\Rex\Saved Games\DCS.openbeta\Scripts/TacviewGameExport.lua"]:67: attempt to call field 'ExportUpdate' (a nil value) stack traceback: [C]: in function 'ExportUpdate' [string "C:\Users\Rex\Saved Games\DCS.openbeta\Scripts/TacviewGameExport.lua"]:67: in function <[string "C:\Users\Rex\Saved Games\DCS.openbeta\Scripts/TacviewGameExport.lua"]:63>. 2025-12-01 03:45:04.000 WARNING LOG (21244): 1119 duplicate message(s) skipped. 2025-12-01 03:45:04.000 INFO ASYNCNET (Main): disconnecting from 143.103.112.118:10308: (0) 2025-12-01 03:45:04.051 INFO ASYNCNET (Main): disconnected from server 2025-12-01 03:45:05.052 INFO Dispatcher (Main): Stop 2025-12-01 03:45:11.534 INFO TACVIEW.DLL (Main): Closing current flight data recording... [/Volumes/rexpc2/Users/Rex/Saved Games/DCS.openbeta/Logs/dcs.log] [6790:01] [97%] [Lines:6974] [Words:76669] It's possible this could be related to Tacview. It's the only mod I expressly did NOT disable when testing for this.
  5. Yeah, I first thought it had been released based in the changelog. So I went to the planes section of the main site, had it show 'all', searched for 130, and paged through but could not find the plane. The only thing the main DCS homepage was the "Pre-Order" thumbnail so I figured "I guess it's still in pre-order". Talk about confusing. I did manage to buy it, from the Thanksgiving Sale page. I got a 20% discount, which is still good (cost $63.99), but speaking as someone who owns 100% of the maps and around 80% of all of the planes/helos in DCS ... this was the most confusing item I have ever purchased. Awesome release, though.
  6. I may be stupid, in fact, my mom thinks I may very well be the dumbest person currently inhabiting the planet. Despite visiting the DCS homepage several times, I cannot figure out how to pre-order the C-130. There's a little thumbnail that says "C-130J Pre-Order", but clicking it just goes to a preview video. It doesn't actually take me to a page to pre-order the thing. The end of the video just says "Pre-Order Now with 30% Discount". Okay, I'm sold! Now, how do I ... you know, pre-order now with 30% discount? Given my cognitive limitations, can someone explain to me how to make this transaction? If you could explain it like I'm five years old, I would appreciate it. I'll likely still not understand the instructions, but I have people who can help me from there. Thank you! Nevermind, I finally found it, on the Thanksgiving Sale page.
  7. Is anyone else finding extremely long waits to exit a mission, or worse, a sever? When I want to exit a mission back to the Mission Editor, or change servers, there is a super-long wait before the transition happens. It takes a single-player mission from 30-120 seconds to return to the ME, and for Multi-Player servers, it takes upward of 5 minutes to be able to disengage and leave the server. This did not used to be the case. Thinking it was mods, I disabled everything. Well, except for Tacview. But I've been running that for 6 years without issue. Has anyone else encountered this? I have DCS on a fast Samsung 990 Pro SSD, and I have 64GB DDR5 RAM, an i9-14900K CPU, and a Nvidia 4090 GPU ... so it really shouldn't be hardware resource constraints.
  8. Holy crap, I can't believe how much of the walls are still standing. It's such a small area for those shockwaves to have stayed within.
  9. The prison building is more robust than a normal DCS building (which is necessary to recreate the mission more realistically), but the prison building does indeed take damage too.
  10. The south wall has been breached! Run for it!
  11. You can at Amiens Prison! 31 segments at a time!
  12. If you put trigger zones on the Amiens Prison walls, you'll notice that they break down into sub-sections, 31 sections in total (about 40 feet of wall to a section). This is awesome because in Operation Jericho the pilots targeted sections of walls and the way it was designed in DCS, it gives us the ability to recreate the mission with quite compelling precision. Remember, if the building demolishes when you hit the walls, the mission is ruined, so they made the buildings more resilient so we could hit the walls without leveling the entire compound. By the way, I don't know if you noticed, but the individual sections of walls have good damage models ... they don't just fall straight down, a realistic-looking chunk is taken out of the wall instead, with a fire-scorched outline. Sublime! The damage model of Amiens Prison is totally correct for the mission that took place there. The building catches on fire, but doesn't fall to the ground like most buildings in DCS. So yes, it is very hard to demolish the building, but most buildings in DCS come down too easily, so this is exactly what we need to focus our attention on the walls. Huge props to Ugra because they clearly know they history of the mission, and they knew what the needed to do to help us recreate it. The attention to detail on this one small property desperately wanted by probably only a handful of us is just outstanding and truly appreciated! They obvioulsy created Amiens with the needs of mission-makers in mind, and it's a bg reason Normandy 2.0 is my favorite map. Although, come on, there's also, what ... London, Paris, the Eiffel freaking Tower, Arch Du Triumph, Big effing Ben, Windsor Castle, Palace of Westminster ... did you check out the trams running in Paris now? Another unexpected helping of bad assery served up. I've even learned from the map. I had no idea Mont St. Michael even exists until I flew over it, was intrigued, then looked it up. Ugra did an exemplary job with this map, and things like this really increase my enjoyment of DCS. I don't know why they didn't brag about Amiens Prison in the release notes but they definitely should have. It's real quality work!
  13. Every source I can find says that the Kurfurst and Mustang are closely matched in speed, with a slight nod typically going to the Bf-109. Yet, as any DCS MP pilot will attest, the Mustang is WAY faster than the Kurfurst. It is not possible to either out-run, or catch a Mustang. They are anywhere from 20mph - 40mph faster depending on altitude, and their climb rate is absolutely astounding. This does not even come remotely close to correlating with reality. What gives? Bf 109 K-4 – Top Speed (All values are with MW-50) Sea Level: ~374 mph (602 km/h) Optimal altitude (~7.5 km / 24,600 ft): ~452 mph (728 km/h) High altitude (~9 km / 29,500 ft): ~445 mph (716 km/h) P-51D-30 Mustang – Top Speed (All values are with 67” Hg WEP) Sea Level: ~370 mph (595 km/h) Optimal altitude (~25k ft): ~437 mph (703 km/h) High altitude (~30k ft): ~435 mph (700 km/h)
  14. I don't think that this is a bug per-se, more like something new that I've noticed. It now takes an excessive amount of time to quit a mission and go back to the Mission Editor. Like if I'm doing some trial-and-error mission building, each time I try something and then want to go back to the ME, it takes 30 - 120 seconds to do so now, with an average of around 60. It is a moderately-sized mission (about 700 units), but it didn't used to take this long. Expected?
  15. Interesting, I am launching from the launcher, so it's choosing that. Let me see if I can change it. Thanks. Fair enough. I'll wait until I make a vanilla one. Otherwise the mods may pollute it.
  16. I'm getting access violations too just about every day, although mine are in `VCRUNTIME140.dll`. Mine are single-player in a self-developed Normandy mission. Problem is, my mission won't load without some mods being enabled so I can't really officially report it. I may have to make a vanilla version because the access violations are becoming more and more common. 2025-11-16 00:12:47.577 INFO EDCORE (22808): # -------------- 20251116-001248 -------------- 2025-11-16 00:12:47.579 INFO EDCORE (22808): DCS/2.9.21.16552 (x86_64; MT; Windows NT 10.0.22631) 2025-11-16 00:12:47.580 INFO EDCORE (22808): C:\windows\SYSTEM32\VCRUNTIME140.dll 2025-11-16 00:12:47.581 INFO EDCORE (22808): # C0000005 ACCESS_VIOLATION at 00007ff99fbc23e7 00:00000000 2025-11-16 00:12:47.582 INFO EDCORE (22808): SymInit: Symbol-SearchPath: 'E:\DCS\DCS World OpenBeta\bin-mt;', symOptions: 532, UserName: 'Rex' 2025-11-16 00:12:47.584 INFO EDCORE (22808): OS-Version: 10.0.22631 () 0x100-0x1 2025-11-16 00:12:47.585 INFO EDCORE (22808): 0x00000000000123e7 (VCRUNTIME140): memmove + 0x317 2025-11-16 00:12:47.586 INFO EDCORE (22808): 0x00000000000375fd (ModelDesc): model::ShellNode::intersectStat + 0x147D 2025-11-16 00:12:47.587 INFO EDCORE (22808): 0x0000000000038302 (ModelDesc): model::ShellNode::intersectStat + 0x2182 2025-11-16 00:12:47.587 INFO EDCORE (22808): 0x0000000000039982 (ModelDesc): model::ShellSkinNode::proces<profanity>Pos + 0x62 2025-11-16 00:12:47.587 INFO EDCORE (22808): 0x0000000000048469 (NGModel): model::NGModelLodsMT::testWithSegment + 0x5019 2025-11-16 00:12:47.588 INFO EDCORE (22808): 0x0000000000048d32 (NGModel): model::NGModelLodsMT::testWithSegment + 0x58E2 2025-11-16 00:12:47.588 INFO EDCORE (22808): 0x0000000000046916 (NGModel): model::NGModelLodsMT::testWithSegment + 0x34C6 2025-11-16 00:12:47.588 INFO EDCORE (22808): 0x000000000003e4b4 (NGModel): model::NGModelLodsMT::ParseMT2 + 0xBE4 2025-11-16 00:12:47.588 INFO EDCORE (22808): 0x000000000003de6e (NGModel): model::NGModelLodsMT::ParseMT2 + 0x59E 2025-11-16 00:12:47.588 INFO EDCORE (22808): 0x000000000000d3c4 (GraphicsVista): Graphics::GraphSceneObject::collectRenderables + 0xC14 2025-11-16 00:12:47.588 INFO EDCORE (22808): 0x000000000000f95e (Scene): (function-name not available) + 0x0 2025-11-16 00:12:47.588 INFO EDCORE (22808): 0x000000000001755a (Scene): Graphics::SceneBase<DCSDemoSceneCollections::ObjectCollections,DCSDemoSceneCollections::LightCollections>::allowSceneWriteAccess + 0x86A 2025-11-16 00:12:47.588 INFO EDCORE (22808): 0x0000000000047a04 (edCore): ed::SyncTaskQueue::push_task + 0x13534 2025-11-16 00:12:47.588 INFO EDCORE (22808): 0x0000000000049113 (edCore): ed::SyncTaskQueue::push_task + 0x14C43 2025-11-16 00:12:47.588 INFO EDCORE (22808): 0x00000000000331e1 (edCore): ed::thread::_get_current_thread_id + 0x71 2025-11-16 00:12:47.588 INFO EDCORE (22808): 0x0000000000029333 (ucrtbase): _recalloc + 0xA3 2025-11-16 00:12:47.588 INFO EDCORE (22808): 0x000000000001259d (KERNEL32): BaseThreadInitThunk + 0x1D
  17. I'm a software developer, and to be fair, there isn't a lot to understand. Here is the relevant section of the manual: Huh? So my expression should evaluate to a Boolean? A binary? No wait, my expression sets the CONDITION for the RANDOM group spawn? So it should evaluate to a 0-1 float representing a percentage? A 0-100 integer representing a percentage? The weight in grams of a ham sandwich, rye bread, not white? The link from the manual go to the SSE table of contents, not a specific section. And as you mentioned, Jesus (the Mexican shortstop not the diety) help you if you try and figure it out with trial-and-error since it's a little "broken". Fortunately, your explanation helped a great deal, but I'm not sure Stephen effing Hawking would understand the manual.
  18. Create a mission in January with -2 C temperatures. Absolutely beautiful.
  19. OMG you're right! I didn't see it in the release notes so I assumed it wasn't there, but sure enough. What an awesome surprise! Thanks guys! It looks outstanding. Identical the actual compound. Now we can make Operation Jericho missions! Historical: DCS Normandy 2:
  20. I assume you all noticed, but Northolt airfield is now on the map. It came with the latest release.
  21. Bembridge Field on Isle of Wight is missing the "e" on the map, and it shows "Bembridg". Not a big deal at all, I've just been mentally correcting it subconsciously for two weeks, and you guys probably have been too, thus making it nearly invisible.
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  22. I see, okay, point conceded. Since you feel it is a very important point, I want to make sure you feel completely understood. It is hereby established that: 1) It is very difficult to rack up a large number of air-to-air kills when your coalition is significantly outnumbered by the enemy 2) It is even MORE DIFFICULT to rack up a large number of air-to-air kills when there is no enemy at all Look, when you're right you're right, and I apologize profusely for not fully and blatantly acknowledging this. I hope I've fully addressed it now. Thank you for clarifying, that, it is a very important point to consider. While we're at it should we also establish that air-to-air kills are difficult prior to one's birth, or that they are highly-improbable on planets without an atmosphere? Or do you think we risk stating the obvious by going that far? I'm responding to responses that were made to me. Given that the "chit-chat" didn't bother you when others were making non-scoreboard-related comments (in fact you even add to them, as above), it doesn't come off as a good-faith admonition. We are always more critical of those we disagree with, human nature, but if you want these "voice of reason"-type posts to be taken in good-faith, you'd have to at least reduce the perception of bias. Otherwise it just sounds like "I only like reading posts I agree with so go away". I feel confident that you don't intend it that way.
  23. You realize it's generally harder to shoot down the enemy when you're outnumbered, not easier. Right? Target-rich can meant something different when the targets shoot back. I think the Allied pilots were enemy-starved during the Battle of Normandy, but I'm not so sure about the rest of the war. Estimated Totals Kills credited to Bf 109 pilots: roughly 25,000 - 30,000 enemy aircraft destroyed Focke-Wulf Fw 190 – ≈ 15,000–20,000 Spitfire (all marks) – ≈ 6,000–9,000 P-47 = 7,000 - 10,000 P-51 Mustang – ≈ 4,900–6,000 Note: Kill counts are all over the place, so I don't know what's truly accurate. Bf-109 Kill Estimates Source / Historian Estimate Notes John Weal (Osprey – Bf 109 Aces of the Western Front) ~52,000 Based on cumulative Luftwaffe claims across all fronts USAF Historical Study No. 85 (post-war Allied analysis) 35,000–40,000 After discounting duplicates and overclaims Christer Bergström (Eastern Front specialist) ≈45,000 Includes overclaims; Eastern Front dominates Most modern historians (average view) 35,000 – 50,000 enemy aircraft destroyed Broad consensus band
  24. The Luftwaffe and Wehrmacht punched so far above their weight that the world never saw anything like it before or since. Remember, France and Britain declared war on Germany, not the other way around, so if they weren't prepared, well, I don't know whose to blame for that. And despite being oh-so-offended that the krauts invaded Poland, the Soviets did the same two weeks later, but the brits and french didn't so much as fart in their general direction, so ... yeah ... the. morale outrage was a bit less than genuine. But my God, it's been nearly a century of Allies are God and Germans are Satan over and over and over and over and over and over again, so as for "everyone is going to turn those things the way they want to see them.", yeah, I can't disagree with that. Again, I don't think there is a person alive who can honestly say that the Allies have been lacking in accolades and deservedly so in most cases. That said, I think Germany had the best individual army in the war, the best submarine captains, and the best fighter pilots. I'm a huge fan of British and US pilots as well, but I stand in absolute awe of pilots like Erich Hartmann and Hans-Joachim Marseille and if I had personal idols they would be at the top of the list. I don't think they have equals in any other nation. I'm no fan of that nation's politics in that era, but during that particular place at that particular time, Germany produced some of the finest fighting men the world has ever known, and even though they lost quite badly in the end, much of the world has remained in a state of shock and wonder for the past 80 years over just how well they did against the most powerful nations on the planet. There's little doubt there there is much to hate about WW2 Germany, but anyone who can see clearly (at least in my opinion) would also have to admit that there is also much to admire. Of course, there's many who can't, and who nurse on victors propaganda for the comfort and borrowed self-esteem it gives them. That's why they need to make up cute words like "Wehraboo". That, despite benefiting from nearly 100% of the accolades, this group remains so insecure, really underscores my point, IMHO. You can extol the virtues of the Romainian army all you want, but it's not until you do the same for Germany do they start getting weird. That's likely not a coincidence.
  25. We're not talking about a small difference or even a large difference, we're talking about an order of magnitude difference ... as well there situations which favored the allies, like superior numbers. Galland, Mayer , Eder, Baeur, and quite a few more were majority Western Front pilots. Besides, I don't think you know how good the Soviet pilots were, especially if you think every last one of them was bad. I think the whole "they all sucked" thing is a mental opiate. Besides, Germany was scraping the barrel toward the end of the war with hundreds of inexperienced pilots, so it's not like every Allied pilot was fighting the Red Freaking Baron every time they closed the cockpit canopy. The Italians probably weren't the most skilled pilots in the world either. I think if Allied pilots had accomplished a similar feat, we'd have never heard the end of it, and I don't think it would have been attenuated with excuses. In fact, they they did not accomplish a similar feat and we already do not hear the end of it. The library is full of of books about "The Greatest Fighter Pilot of WW2", and most of them are, curiously, Allied pilots. Thousands of books about Allied pilots, movies, TV shows, I don't think anyone need worry about giving Allied pilots their flowers. They've gotten them nonstop for the last 80 years. Lastly, if they were that great, you folks wouldn't be so damn insecure every time the Huns get some well-deserved props.
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