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Battle of Britain - more than dynamic campaign!


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Posted
Is this a mod or a full standalone game? Somehow I just stumbled upon this thread.

A full standalone game

 

Buy this game here! http://www.a2asimulations.com/store/index.php?main_page=product_info&cPath=6&products_id=18

 

 

In some countries you can buy a boxed version for as little as $7!

 

 

Official forums http://a2asimulations.com/forum/viewforum.php?f=42

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Posted

How does it compare to IL2? Are the flight models similar? Damage modeling? How many mods are needed to look great? How much tweaking is needed in the config files?

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Aaron

i7 2600k@4.4ghz, GTX1060-6gb, 16gb DDR3, T16000m, Track IR5

 

BS2-A10C-UH1-FC3-M2000-F18C-A4E-F14B-BF109

Posted (edited)

How does it compare to IL2?

Long story short - if you disregard BoB's lack of full blown Multiplayer (now in beta stage) it is better than Il-2 Sturmovik in almost every major field. It's not better than Il-2 in: external visualization of damage modeling*), modeling of cockpit gauges and gunsight operation. Il-2 also has better looking water on nVidia cards ;) Il-2 doesn't have as many graphical glitches. For more details refer to the features sum-up in the first post.

 

 

 

Are the flight models similar?

BoB 2 FM is similar to that of Il-2, LO FC/FC2 Su-25 AFM, X-Plane's and others in terms of fundamentals they use to calculate resultant forces acting on airframes. However...

 

Flight modeling is an approximation (even based on correct equations and real aircraft data). To get the final characteristics as close to reality as possible you need tweaking/adjustments. And here's where BoB 2 WoV is better than Il-2. BoB 2 also extensively covers virtually ALL phenomenas related to flight control system (delays, cable stretching, dynamic pressure limiting surfaces deflections and more). For further details refer to the User Manual appendixes and changelogs.

 

 

 

*) Damage modeling?

You can get on fire, loose a major part of a wing due to damage or over-stress, halves of horizontal empennage, get a broken windshield, locked flaps or gear but apart of these there are no additional visualizations of other damages BoB 2 does model - engine damages, flight controls damages... There are no smaller parts torn off while attacking a target like in Il-2. Additionally at critical damage level a weird, quirky cockpit camera effect may surprise you. That said BoB 2 has the best tracers and bullet hits visual effects you'll find. See the videos. Especially "The raid" and "Interception".

 

http://www.youtube.com/watch?v=IxzaAgOqe_A&feature=related

 

 

 

How many mods are needed to look great?

This is the best part if you ask me - almost none! Virtually no "mods dance". All of the most talented modders are members of the official BDG team who embed all the quality mods into the official updates.

 

 

 

How much tweaking is needed in the config files?

Not that much if you have my BDG.txt and screenshots from UI options :) You can compare and read more about only the options you are in doubt. 70% of settings are in the BDG.txt, and 25 % in the UI.

 

Here's my set of all the configuration options in the game (both in UI and in bdg.txt)

http://www.mediafire.com/file/12yxhn83ggqizce/bob2wov_configuration_bucic.zip

 

Also, unlike in case of ED's configuration files, BDG have every single config option documented and described in the official manual :music_whistling:

 

 

 

 

More mods:

Two mods I can highly recommend are mine:

- roads and rivers mod

- sound mod - most files treated with low pass filter and silenced so that what should not be audible in-cockpit will not be audible, wherever possible

 

BoB 2 mods directory http://a2asimulations.com/forum/viewtopic.php?f=10&t=12021&start=45

 

 

shot132.jpg

Edited by Bucic
Posted

Thanks for the simple answers. Its often daunting to search a new site for answers to specific questions I have.

 

Besides the poor ground/building intersection (looks like a higher res building placed on a blurry ground) the graphics do not look that much worse than IL2. Though that could be an older version I saw.

 

I wish some of the detail they have in their FSX addon planes were in this game. If there was that much engine and prop control I would be in heaven. It sounds like you don't get physical parts falling off confirmation of gun hits, but sounds like the bullet impact is more pronounced than in IL2 so I guess it works out to be similar.

 

I think I am going to download this game. Not sure where I could go find the boxed copy.

[sIGPIC][/sIGPIC]

Aaron

i7 2600k@4.4ghz, GTX1060-6gb, 16gb DDR3, T16000m, Track IR5

 

BS2-A10C-UH1-FC3-M2000-F18C-A4E-F14B-BF109

Posted (edited)

Drop a question on the A2A forums with your location details. Maybe someone will help you out.

 

Speaking of proppeler pitch control in BoB 2 WoV and systems:

- it does have a clickable cockpit and you can conduct startup and shutdown procedures this way, plus operate fuel cocks etc.

- you can operate the boost cutout limiter

- you'll be facing the dreaded stall horn ;) and engine cut-offs due to gravity fuel feed

- propeller pitch control work as it should for all three kinds of propellers: fully variable manual (german fighters and Stuka, also flyable BTW), two-speed propeller (early Hurricanes and Spits), constant speed unit equipped propellers (later Hurris and Spits)

 

More about propeller pitch control in BoB 2 WoV

Inspired by this video

I've decided to explain the propellers operation (both - real and in-game) once and for all.

 

Here's what came out of it:

 

And I would assume that CSU is therefore generally more efficient than manual control?

Of course it is. See the chart below

pitch_perf.jpg

 

Climb propeller means fine propeller i.e. low pitch angle i.e. blades are more in plane of propeller plane.

Cruise propeller means coarse propeller etc.

 

Now, you can see that e.g. climb and cruise propellers gives the performance match of CSU only for two certain speeds and for any other speed they fall short. In the worst case the cruise propeller gives only ~50% of the CSU performance (thrust) for a given speed and the worst case for climb speed is that it gives ~80% of thrust possible with CSU for given airspeed. Note that of course a lot of airspeed range is not even possible if it would be the case of fixed pitch propeller optimized for climbing conditions (fine prop.).

 

You can also refer to the four IMO best (in terms of simplicity and amount of information at the same time) sites I've found on AC propellers which are:

http://www.yottanet.com/flying/info/prop.html

http://www.auf.asn.au/groundschool/propeller.html

http://www.centennialofflight.gov/essay/Theories_of_Flight/props/TH18.htm

http://www.thaitechnics.com/propeller/prop_control.html

 

About two-speed propellers, examples of usage:

vlado7, SeeVee explained it well. Once above 250 MPH (or test yourself at what speed during level flight you loose acceleration on fine pitch) you just switch to full coarse. Like you said 1As has no pp setting between full fine and full coarse.

 

Example 1:

You want to chase a bandit 3 miles away, same alt, initial speed only 150MPH. Here's what I do. I preserve alt and accelerate in level flight up to about 220 MPH where the acceleration is still high (speed numbers change fast ;)). Then I enter a 10 deg dive to get past the speed of around 250MPH where neither full fine nor full coarse is optimal. At 250 during the dive i switch to full coarse. Once I'm at 280MPH I start to level out back and maintain at least low acceleration.

 

Example 2:

You are accelerating to 270MPH fast which is good to switch to full coarse but you're just about to enter a tight loop. Once you start entering a loop you're going to be at 250MPH or less in no time, so don't be late with switching to full fine pp then! Or you'll loose the 10% which might have saved your life.

 

Example 3:

Very long distance chase. In that case it is more optimal to gain the alt first at optimal rate of climb speed (around 220MPH, not documented in the game manual IIRC) and full fine pp. Then enter level flight, wait until you accelerate to ~280MPH (remember you're higher now so all speeds have to be increased) and switch to full coarse pp.

 

A tip:

I highly recommend to any novice to fly Spitfire 1B from 610 Sqdn stationed in Biggin Hill (Group 11). This way you just choose engine RPM (low only for econo obviously) and CSU device do the rest to ensure the best thrust available.

 

 

 

About the CSU:

Basics are rather simple.

Real aircraft control name / in-game axis name

You set higher RPM (with Airscrew control lever / Propeller pitch ) when you need higher power output so obviously you set MAX RPM when you enter combat or climbing. During loitering or cruising you set low RPM. IIRC the values are there in the game manual (in a table). Then you control thrust (given by engine-propeller) with Throttle lever / Throttle . Basicaly you use the Throttle lever / Throttle more often.

 

You can also use a trick. When cruising set the Throttle lever / Throttle fully forward, leave it there and adjust the rest only with Airscrew control lever / Propeller pitch . This way you will get the thrust you need with the lowest possible RPM and (AFAIK) the highest efficiency: fuel consumption at minimum and thrust at max for this given RPM - due to and as always for CSU.

 

Read the whole topic to learn more about it all http://a2asimulations.com/forum/viewtopic.php?f=10&t=15662

 

 

In BoB 2 you use all this knowledge to your advantage and you use it constantly :thumbup:

Edited by Bucic
Posted

Great video on that Spit. Was wonderful to watch.

 

Will do some searching as to where I may procure the boxed version.

[sIGPIC][/sIGPIC]

Aaron

i7 2600k@4.4ghz, GTX1060-6gb, 16gb DDR3, T16000m, Track IR5

 

BS2-A10C-UH1-FC3-M2000-F18C-A4E-F14B-BF109

Posted (edited)

How to setup your graphics card settings

 

nVidia_settings_Bucic.jpg

 

to get this ;)

file.php?id=565

 

more http://a2asimulations.com/forum/viewtopic.php?f=48&t=12621&start=15

 

 

 

 

 

Some advices on getting into action:

The BOBII learning curve can be a bit high. Here is the order of learning I recommend but take your time (BOBII is a hobby to many and not just a game):

 

1. learn to fly well and get around the map

2. learn to control the sim's keys, options, features, and setting (use the users manual)

3. master combat in Instant Action (using skills from #1 and #2 above) and learn the BOBII padlock system

4. master the campaign (the top of the BOBII ladder and the most rewarding, IMHO) Skills learn in #1, #2, and #3 will pay big dividens so you can focus on learning the campaign. Completing a campaign is super and winning a campaign is the best.

 

My advices for those throwing themselves into the heat of real battles for the first time(s).

 

1. Automatic pitch control helps you at the beginning. At the point of making yourself good enough to face massive battles the automatic pitch control is your disadvantage. Do whatever you can to get yourself an extra axis to map the pitch/CSU control. If you fly 1A varsions of both Spits and Hurris you don't need an extra axis since you have only max coarse and max fine settings which can be mapped to keys of your choice! I think I can spare you talking about how helpful it is to have rudder pedals instead of twisted joystick grip.

 

2. Master squadron take offs.

 

3. Squadron landings - make yourself aware how the AI sqdn members taxi after they land. Do your pancaking and observe. Then you'll know which part of the base is the least crowded.

 

3a. Master the padlock system. You'll have a lot targets to pick from back and forth. Plus remember the F5 view.

 

4. Learn how to use autopilot if you're not into 45 minutes flying and 5 minutes of dogfight. I use it like this (if I wan't to get the most of action and the least of cruising):

- take off and join the formation

- Ctrl+A to engage "autopilot"

- M to enter the Map choose

- '1' for accelerate

- '5' for home

- keep your eye on the map. If targets appear near you press '0' to exit acceleration and map soon enough

 

5. Know your Sqdn callsign (Jaunty, Caleb, ...) and position in the formation (I always fly as Blue2) and listen to what the leader is saying.

bob2_vic_formation_fig.png

 

6. Engaging massive formations:

a) YOUR SIX o'clock is your priority! Chck it often both by using snap views and by zig-zaging

b) don't fly straight or very smooth

c) try to fly in proximity of your squadmates

d) picking your first target - pick it up, get close to him and fire as soon as possible!

  • - before you pass by enemy formation go 45 deg ascend, flip on your back and pick a target using the best field of vision you can possibly have
    - don't turn on them too late or you'll end up chasing a target with higher initial speed
    - you choose a target at your buddy's six first!
    - then lone targets
    - targets already engaged as with the lowest priority
    - CHECK YOUR SIX EVEN AFTER THE FIRST TURN INTO BATTLE and keep doing it often

 

7. Refresh your sqdn position information using radio and F5 view

 

8. If your out of ammo you don't go home. Help squadmates distracting their targets flying by closely or making fake engagements.

 

9. Watch for friendly collisions.

 

10. If your squade mates engage a target in a turn fight it is preferred you choose vertical engagement. Choosing turning fight same as already engaging aircrafts can put you in the same position at the same time as your squadmates meaning ... collision

 

11. Use help command only if you really need help.

 

12. When you hear someone begging for help and you are not directly engaged check the call using F5 key.

 

more http://a2asimulations.com/forum/viewtopic.php?f=48&t=11679&p=129501

Edited by Bucic
Posted (edited)

As promissed...

 

Here's my set of all the configuration options in the game (both in UI and in bdg.txt)

http://www.mediafire.com/file/12yxhn83ggqizce/bob2wov_configuration_bucic.zip

 

 

 

 

 

Few shots:

shot212.jpg

the shot has been sharpened

 

shot174.jpg

 

shot253.jpg

 

ivyvvbvbs.jpg

 

shot192.jpg

 

LW1.jpg

 

LW3.jpg

 

furball2.jpg

 

Stuka cockpit view

targetsighted.jpg

 

109.jpg

 

3638813493_16901574eb_o.jpg

 

shot6504054403.jpg

 

 

 

 

And few of mine:

shot_549.jpg

 

shot_551.jpg

 

shot_553.jpg

 

shot_556.jpg

Edited by Bucic
Posted (edited)

Good introduction, on a quick read-through. One minor point, though:

 

You can also use a trick. When cruising set the Throttle lever / Throttle fully forward, leave it there and adjust the rest only with Airscrew control lever / Propeller pitch . This way you will get the thrust you need with the lowest possible RPM and (AFAIK) the highest efficiency: fuel consumption at minimum and thrust at max for this given RPM - due to and as always for CSU.

 

In the real world, that's setting yourself up for a blown engine. Power is a function of torque and RPM. Full throttle at low RPM means bringing the torque way up, and the engines aren't dimensioned for it. You overtorque the prop shaft, overstress the pistons and con rods and bring the combustion chamber pressures up, risking detonation, piston head failure and blown gaskets. Rule of thumb is to always have the RPM forward of the throttle. Reduce throttle first and then RPM on power reduction, and push the prop forward first when increasing power.

 

At high altitudes, when air density is reducing power output, it can be viable. The key is to use the manifold pressure gauge. On the monster engines of WWII fighters, with massive turbo/superchargers, that will be very high up though.

 

Edit: Am buying, and joining the fray this summer. :)

Edited by effte
  • Like 1
Posted (edited)
haha. It almost looks like you're trying to make a specific point with that last shot!

 

Seriously, though, they make me really want to get into this game

Noooooo, I couldn't be THAT sneaky, could I! :devil_2:

 

Good introduction, on a quick read-through. One minor point, though:

 

In the real world, that's setting yourself up for a blown engine. Power is a function of torque and RPM. Full throttle at low RPM means bringing the torque way up, and the engines aren't dimensioned for it. You overtorque the prop shaft, overstress the pistons and con rods and bring the combustion chamber pressures up, risking detonation, piston head failure and blown gaskets. Rule of thumb is to always have the RPM forward of the throttle. Reduce throttle first and then RPM on power reduction, and push the prop forward first when increasing power.

 

At high altitudes, when air density is reducing power output, it can be viable. The key is to use the manifold pressure gauge. On the monster engines of WWII fighters, with massive turbo/superchargers, that will be very high up though.

 

Edit: Am buying, and joining the fray this summer. :)

Those tips were of course meant to be used in-game :) BoB 2 WoV does not model engine overstressing/overheating unless you disable the boost cutout limiter. Nice rule of thumb by the way! Rep inbound!

 

P.S. All of what effte is describing is fully modelled in A2A AccuSim addons for FSX. You really fly "by the boost pressure gauge there" or else ...

 

 

A new video upload (short test) by Dvlpt:

 

Two things to notice:

0:41The grace of AI movements :) (there are no human controlled aircrafts in the vid)

0:51 AI Bf109 entering a spin!

Edited by Bucic
Posted

bucic

thanks for bringing this topic up - have bought it, updated and played a little - love it!

Question - can I swap to stuka rear gunner position when playing german campaign?

tried all keys and tried quick skim through manual - no luck

thanks in advance

Vega 2700x /16Gb ram/480Gb SSD/1Tb Seagate/nVidia 2080/Win 10 64 bit Rift. T-flight pedals.

Posted
bucic

thanks for bringing this topic up - have bought it, updated and played a little - love it!

Question - can I swap to stuka rear gunner position when playing german campaign?

tried all keys and tried quick skim through manual - no luck

thanks in advance

I have no idea, sorry. I have never flown Stuka in this sim. If you use the right key command and it doesn't transfer you to the gunner position then you'll have to ask on A2A simulations forums. Let us know your findings, please.

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Posted

no worries - just thought I may be missing something silly

thanks for reply

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Vega 2700x /16Gb ram/480Gb SSD/1Tb Seagate/nVidia 2080/Win 10 64 bit Rift. T-flight pedals.

Posted

Bucic, I'm sold! Now, first, please excuse me for not doing research. But BoB is not the same as the Wings of Victory, correct? I've watched their WoV series of videos and was wondering if BoB has the same level of system modeling. How many flyables are there in BoB and are all flyables modeled to the level I saw in the WoV videos?

 

Thanks

ED have been taking my money since 1995. :P

Posted

Its Battle of Britain 2 Wings of Victory. So, BoB is WoV.

[sIGPIC][/sIGPIC]

Aaron

i7 2600k@4.4ghz, GTX1060-6gb, 16gb DDR3, T16000m, Track IR5

 

BS2-A10C-UH1-FC3-M2000-F18C-A4E-F14B-BF109

Posted

Thanks for bringing this one back to the front again!

I had it years ago, but it didn't run very well. Now with all the patching done and new hardware it has become a real gem.

I even bought it a second time now, due to this thread, cause I can't find my old disk after moving homes.

 

It's a great example of how some games can mature very VERY well!

  • Like 1

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Asus Z390-E, 32GB Crucial Ballistix 2400Mhz, Intel i7 9700K 5.0Ghz, Asus GTX1080 8GB, SoundBlaster AE-5, G15, Streamdeck, DSD Flight, TM Warthog, VirPil BRD, MFG Crosswind CAM5, TrackIR 5, KW-908 Jetseat, Win 10 64-bit

 

”Pilots do not get paid for what they do daily, but they get paid for what they are capable of doing.

However, if pilots would need to do daily what they are capable of doing, nobody would dare to fly anymore.”

Posted (edited)

Can you turn off the horrible tie-fighter fly-by sounds? Preferably server-side, for MP... :)

 

Also, can the aforementioned boost cutout limiter be disabled? Some aircraft had that feature, but none of those which flew in BoB to the best of my knowledge (although I don't have a Bf109 manual at hand, so I may be mistaken there).

 

Now, off to buy it. Cheers!

/Fred

 

Edit: Downloading... ;)

Edited by effte
Posted (edited)

Allright. Bought it, downloaded, installed, went flying.

 

Underwhelmed is the word for what I felt. It's 2010, not 2000. I mean, it had Il-2 beat when it comes to flight dynamics, hands down, but that wasn't much of a surprise. Hey, taildraggers which ground loop, now that's... not completely leading edge. The graphics were so-so, the aircraft were on rails more or less. Disappointed.

 

Then... then... then...

 

...I found the 2.11 patch.

 

Wow!

 

No time to write more about it. I have to go continue buzzing the British countryside! I love it. The Spit feels like a mega-horsepower thoroughbred (or kilo-horsepower, if you want to be anal about it, but mega sounds a lot better!), the landscape is stunning, flying by something at 250 mph feels like... well... for lack of a better description, just like flying by something at 250 mph. It feels right, just in the way that Il-2 doesn't (anymore) if you have ever been at the controls of an aircraft.

 

Those Germans better stay their side of the channel. I don't have time for them. I'm busy practising my victory rolls over the radar towers, and buzzing the piers by the Cliffs of Dover.

 

Speaking of the Cliffs of Dover, the 1C Cliffs of Dover better be good if this is the competition.

 

Give me radiator and mixture controls (on the drawing board in 2008 - what happened?) and I will never be seen in the forums again. ;)

 

Ah, now she's refueled. Out!

 

:pilotfly:

Edited by effte
  • Like 1
Posted
Allright. Bought it, downloaded, installed, went flying.

 

Underwhelmed is the word for what I felt. It's 2010, not 2000. I mean, it had Il-2 beat when it comes to flight dynamics, hands down, but that wasn't much of a surprise. Hey, taildraggers which ground loop, now that's... not completely leading edge. The graphics were so-so, the aircraft were on rails more or less. Disappointed.

 

Then... then... then...

 

...I found the 2.11 patch.

 

Wow!

 

No time to write more about it. I have to go continue buzzing the British countryside! I love it. The Spit feels like a mega-horsepower thoroughbred (or kilo-horsepower, if you want to be anal about it, but mega sounds a lot better!), the landscape is stunning, flying by something at 250 mph feels like... well... for lack of a better description, just like flying by something at 250 mph. It feels right, just in the way that Il-2 doesn't (anymore) if you have ever been at the controls of an aircraft.

 

Those Germans better stay their side of the channel. I don't have time for them. I'm busy practising my victory rolls over the radar towers, and buzzing the piers by the Cliffs of Dover.

 

Speaking of the Cliffs of Dover, the 1C Cliffs of Dover better be good if this is the competition.

 

Give me radiator and mixture controls (on the drawing board in 2008 - what happened?) and I will never be seen in the forums again. ;)

 

Ah, now she's refueled. Out!

 

:pilotfly:

 

 

Well said my friend, Bucic thanks for reminding me about this sim that's been in my bin for sometime, not knowing about 2.11...completely changed everything.

 

+1's to both!

Posted

Very tempting this.. but my plan was to wait for Cliffs Of Dover..

  • Like 1

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My Sim/Game CV: Falcon 1,3,4. Gunship. A10 TankKiller. Fighter Bomber. Strike eagle 2&3. F19 Stealth Fighter. F117. Wings. F29 Retaliator. Jetfighter II. F16 Fighting Falcon. Strike Commander. F22 Raptor. F16MRF. ATF. EF2000. Longbow 1&2. TankKiller2 Silent Thunder. Hind. Apache Havoc. EECH. EAW. F22 ADF. TAW. Janes WW2,USAF,IAF,F15,F18. F18 Korea. F18 Super Hornet. B17 II. CFS 2. Flanker 2&2.5. BOB. Mig Alley. IL2. LOMAC. IL2FB. FC2. DCS:BS. DCS:A10C.

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