They are placed in natural locations and it won’t take long to get comfortable with their location and functionality. With over sixteen different gauges possible, this too can become difficult to manage until some time is spent in the air. Similar to the control system, the interface is also accurately designed to resemble the original cockpit as much as possible. These situations can be recognized mainly through the interface.
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In addition to knowing how to cause the aircraft to perform in certain ways, it also becomes relevant to know what action needs to be taken before problems arise. It also permits those players who are more action driven to leave most of the options unengaged permanently, making it possible for them to enjoy the combat instead of being annoyed just keeping the aircraft in the air. You may find, especially while learning to fly, that some of these options are better left unengaged, allowing more focus to be placed on the basics. You can, for example, start in the air instead of on the ground, remove the ability to stall and spin out of control, and keep blackouts and redouts from occurring. For some players, this level of detail may become tedious while other players will appreciate this and find it makes a more complete experience.įor those who need help getting started, there are different levels of difficulty that can be selected, removing some of the requirements for flying the aircraft. This may be due to the any number of things and even if the power is increased or decreased, more tweaking will be required to stay on course to meet the objective. As you’re flying to the mission objective for example, the aircraft may keep increasing its elevation. A simple task like controlling the directions the aircraft moves becomes complicated as the rudder, aileron, elevator, and the prop pitch all become a factor. With most simulators, this level of detail is not incorporated mainly due to the complexity it adds to just general flying. The bottom line with the controls is if the actual aircraft flew in a certain manner, so does the simulator - even including control over all the flaps, rudders, and prop pitch. Anything from starting the engine to setting the power level, you’ll need to not only be aware of where these controls are located but also of all the functionality available. With different functions spread over the mouse, joystick, and keyboard it won't be uncommon to find yourself pausing the game, looking at the key reference sheet in an attempt to locate some specific command.
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The control complexity can best be noted by the 130 plus control options available. Nothing happens automatically and finding the correct controls and using them in the right order is the first challenge to overcome. This is where the training mode applies, helping to create simple missions that allow you to become comfortable with the controls and what it actually takes to successfully fly these old fighters. It doesn’t take long to realize this isn’t a game where you’re going to be able to start missions and be effective. One that you won’t want to miss is the training mode. IL-2 Sturmovik offers a number of different options to select before starting. Be warned however as this game is also extremely technical and understanding simple aeronautics is practically required to be effective. Although it may take some time to get comfortable flying these machines, if you stick with it you’ll be rewarded with one of the most detailed and engaging flight simulators on the PC. Those, however, who are more interested in the gameplay will also be pleased as significant attention was placed here with impressive results.Īdding a touch of variety, there are thirty-one flyable aircraft from Russia, Germany, and the United States with forty other types of aircraft to engage. With missions based on actual battles fought during World War II and plenty of historical reading to compliment them, any history buff will be instantly attracted. Ubi Soft makes this attempt with IL-2 Sturmovik and actually achieves that balance for the most part. Ending up with a product that not only is playable and accurate but also entertaining, however, can be close to impossible. Recreating the feel of World War II dogfights is quite a difficult undertaking.