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In den Optionen kannst du auf Meter umstellen, war bei mir auch als Standard eingestellt.In der Demo fliegt man ja ne Spitfire MK I und ne Mustang P-51 D
außerdem sind die Angaben in Fuß
I've tested during one hour the IL-2 demo for 360, and so far, I'm very impressed. Take into account that I write this as a long time air sim fan, and I spent thousands of hours in many flight sims in the last two decades.
In this demo, graphics are outstanding. Virtual cockpit animates fully, with most dials operative (vertical speed indicator, slip indicator, airspeed, flaps control, engine temps, etc). Cockpit frames cast shadows, cockipt gets dark depending on position of the sun, oil stains in the windshield... the lot. Combat damage is visually displayed in your model.
Flight model seems very good, in "Sim mode" I believe is using a high fidelity mode, similar if not equal to its PC counter part. The problem is that its very hard to control the plane with the controller. You get stalls, spins... and you can recover from them with a little luck and height.
Combat in Il-2 is amazing, as always. The demo allows you to test a Spitfire MK.II against a He-111H formation, escorted by Bf.104E2... I was able to fly through heavy bomber formations without a noticeable framerate drop (it drops a little, but it stays more than fluid).
AI is good. Bombers fly in defensive formations... Bf.109's are aggressive and AI believable. As an example: I was in pursuit of a yellow nose. The dogfight was at very low altitude were the Bf.109 was able to start pulling away from me. Even at WEP power, I was not able to overtake it. So I fired a short burst in from of him. The AI pilot, seeing the tracers, made a mistake , stalling his plane and crashing to the ground.
Padlock implementation is fine, though basic.
So far, very good.
http://www.neogaf.com/forum/showpost.php?p=16884675&postcount=83
The short:
Game is awesome. Day 1!
The long:
The flying model is pretty great. Feels pretty much like the PC version.
Arcade mode allows you to target enemies, and it even has a reticle leading the target for you. Basically a hand-holding mode. Or that was my impression from the tutorial, anyway, which seems to have been in arcade.
Realistic is a mix of arcade and simulation. You still see your objectives on the screen, and allies/enemies are marked on the screen, and you also get a minimap. You can still target enemies, but there's no lead-target reticle interface. You can still stall/spin very very easily. You'll still die in 2 secs if you're properly hit.
Simulation is awesome. You don't see the objectives or other planes (allied or enemy) anymore; the interface doesn't help you at all, you just need to get visual checks on them. You still have a full-screen map mode to get an idea of where your objectives are. You can't manually 'target' enemies anymore. Instead, that button now allows you to change your flaps (combat/raised/etc). You are also forced in cockpit view; no silly 3rd-person view here! Getting kills is so hard and awesome! I've lost count of how many times I've spun into the ground without any enemy assistance.
You can set your hud to full/minimal/off. Even on full in simulation mode, all you basically get is your throttle percentage/WEP, speed, altitude, and number of rockets/bombs left (IIRC, gun ammo is unlimited except as a special settings for some particular missions).
I'm using the Ace Edge flightstick, and the controls are completely different from the options menu.
http://www.neogaf.com/forum/showpost.php?p=16885798&postcount=92
The problem with using the realistic flight model in this game is that there just isn't enough "throw" on the small analog sticks of the controller.
In a WWII plane, you never want to pull the stick all the way up or down. This will cause severe instability in the aircraft, resulting in stalls. You want pull the stick to just barely the limit of causing the instability, getting the most performance. This "limit" zone is always shifting, depending on your airspeed and other factors.
On a big flight stick, there is a ton more room between stick neutral and full stick. On a small analog thumb stick, this is much too small an area, thus causing you to stall out all the time. Also, using your thumb to maintain a constant half-pull on a stick is extremely hard.
Coupling this with the throttle and rudders being on the same stick, you're going to run into trouble. If you jam the throttle forward, and accidentally hold slightly left or right on the stick while maintaining military override on it, you're definitely going to cause a stall or a spin.
All of this would be solved by having a flight stick, however.
So, if you're dogfighting online with anything but arcade settings, you're going to get your ass owned by anyone who has a flight stick. Which kind of sucks, because one of the best aspects about a console is that everyone has the exact same system and controls. Not so with this game.
Other than that, I'm very impressed with their translation of the game to the console. It just pretty much requires you to buy a flight stick.
http://www.neogaf.com/forum/showpost.php?p=16896758&postcount=145