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whats wrong whit devs

image i mean wtf they where thinking about when they created the control system?, i spent almost 1 hour on trying make a damm plane lift up... thats sick

 

pd: i didnt found the way to lift up or make a tank moves

Comments

  • SlamenSlamen Member Posts: 218

    Tanks, Planes, Anti Tank Guns, Anti Aircraft Guns, Ships and Trucks all use a joystick by default for control.  If you want to change it to a mouse, use the Keymapper and change the settings (axis controls).  Although, if you want to be competitive with a plane, I recommend to use a joystick with 3 axis of control (rudder, elevator and ailerons), a slide for throttle, and a HAT switch for views.

    Good luck

     

  • GreyedGreyed Member UncommonPosts: 137

    An hour? To do this:

    Q - lower flaps. Anyone with any inkling of aviation, esp. prop era aviation knows to do this.
    '' - Set prop speed to max from economy.
    F8 (on Fighters & Fighter/Bombers) - Turn on War Emergency Power (WEP)
    E - Start engine
    Slider to full - Engine throttle to max
    Pull back on stick when at speed - take off

    The funny thing is every one of those steps is in the manual and only 3 of them are needed to successfully lift off most planes if one wants to do it the hard way. E, Slider, Stick. The problem with that is you're on economy power (lowest setting) with the plane not configured for low-speed flight (flaps raised) trying to take off before the trees at the end of every field clip your wings. Most people pull back too soon and too hard, stall out and crash on the field.

    Quite frankly their controls are quire sensible and so far I have only changed 4 items total. Reverse Y axis for infantry, x for drop to the ground instead of v on infantry, slider for throttle on tanks, slider for throttle on ships. The rest is default. :D

    Not just another pretty color.

  • You should use / to lock your steer wheel before you try to take off. On the Bf110 you will spin in circles due to the engine torque if you do not lock your steer wheel. ::::01::

  • GreyedGreyed Member UncommonPosts: 137

    Ya don't spin if youre brakes are on (Z znd X) and the torque is controllable by the rudder. 'sides, I normally find spinning a bit helps since it gets you off the trees/buildings on the other side of the field. I don't think I've ever locked my wheel after getting the hang of taking off since I realized after the tail lifts (30-40kph) the locked wheel isn't on the ground to actually do anything and one has to control torque twist with the rudder anyway. ;)

    Not just another pretty color.

  • GallantGallant Member Posts: 17

    You need to be able to enjoy the game because it is NOT served to you on a silver platter. That is, quite honestly, one of the basic ideals behind WW2OL. To make the game simple would mean to get rid of realistic physics which would mean..well...playing 1942 on a big map.

     

    WW2OL sacrifices the pretty eye candy and the simplicity to provide what no other game of this scale does. The physics. The Calculations are immense in comparison to other games. In one of the threads in here a player posted the actual calculations made for one round hitting a tank. It is many dozens of calculations. That level of physics is found throughout the game and is what makes the game special.

     

    No, it's not easy. It is sometimes damn hard to be successful. That's the point. This isn't your typical never lose, always win mmog. This is high realism + hardcore PvP + Historical accuracy blended together. It isn't perfect, but it is the only true virtual battlefield available to the public and it the most realistic massively multiplayer combat simulator on the market. image

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