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-   -   SOW: your thoughts on clickable cockpits and realistic start-up (http://forum.fulqrumpublishing.com/showthread.php?t=6123)

ElAurens 02-05-2009 09:46 PM

If a beautiful woman came to your door with a case of your favorite libation and handed you a roll of money, you guys would complain about the colour of her hair.

Really.

:rolleyes:

Al Schlageter 02-06-2009 03:06 PM

Section II -- Allison Starting Procedures

The following is the correct starting procedure for all ALLISON power aircraft: (P-40, P-39, P-51).

1. Have the propeller pulled through by hand if the ship has set for more than two hours. (switch off).
2. Turn the fuel selector to the proper tank:
1. P-39 RESERVE
2. P-40 FUSELAGE
3. P-51 LEFT MAIN

3. Throttle cracked one inch.
4. Mixture Control in IDLE CUT OFF.
5. Propeller Control to FULL INCREASE RPM.
1. Curtiss Electric Propellers:
1. Selector switch to AUTOMATIC.
2. Circuit breaker ON.
3. Propeller Control to FULL INCREASE RPM.
6. Generator Switch ON.
7. Battery Switch OFF when the battery cart is used.
8. Carburetor air in the RAM or UNFILTERED position.
9. Fuel Boost pump ON.
10. Start to energize the starter.
11. Prime the engine while energizing - 1 to 2 strokes if warm, 2 to 5 strokes if cold. Leave the primer unlocked.
12. Fuel boost pump OFF.
13. Turn Mag Switch to BOTH.
14. Engage the starter, hold in engage until engine fires regularly.
15. When engine fires move the Mixture Control to AUTO RICH, and turn the boost pump ON.
1. Keep the engine running with the primer if necessary.
2. When the engine fires regularly release the starter switch and LOCK THE PRIMER.

16. Oil pressure must be established within 30 seconds or engine must be shut OFF.
17. Check engine driven fuel pump by turning the boost pump off for a few seconds and then back ON.
18. Limit the RPM to 1000-1200 until minimum temperatures are established.

Standard Stopping Procedure

1. Propeller in FULL INCREASE RPM.
1. Curtiss Electric Propellers - Selector switch to AUTOMATIC.
2. Clear the engine.
3. With the throttle at 1000 RPM move the mixture control to IDLE CUT-OFF.
4. When the engine quits firing, move the throttle slowly open.
5. Turn the Mag Switch OFF after the propeller stops turning.
6. Fuel selector OFF.
7. All cockpit switches OFF.

Correction for Over Primed Engine

1. Ignition switch OFF.
2. Throttle OPEN.
3. Mixture Control in IDLE CUT-OFF.
1. Boost pump off.
4. Pull propeller through four or five revolutions.
5. Make normal start without prime.

more: http://rwebs.net/avhistory/opsman/pursuit/pursuit.htm

Antoninus 02-06-2009 06:58 PM

Much more, lot's of free orignal manuals for WWII era aircraft:

http://www.tailwheel.nl/index.html

usagold2004 02-06-2009 07:14 PM

having flown real planes, i promise, the start up is not the highlight of the flight. the only thing that makes start up interesting is the fact that you are watching your gagues for any sign of engine malfunction. unless these malfunctions are present, the start up sequence is merely an un rewarding and time consuming process. Supposing they did implement malfunctions in startup, you would simply be forced to restart your mission with an airplane that would crank up. The only reason we have "complex" start up sequences in real life is because things break exactly when you dont want them to.

Clickable cockpits are good for some functions, but i would not want every item in the cockpit clickable. When you fly a plane, much like driving a car, you dont always look at what button you are pushing. You do so much of it by feel that its hard to express how important it is to know your cockpit literally blindfolded. that doesnt mean that you never take a quick glance to ensure that you have achieved the desired effect of whatever switch you are manipulating though! but you dont look AT the turn signal when you switch it in your car do you? to have clickable buttons in such a simple (relatively) airplane means that you would have to have it displayed on your coputer screen (since you cant do it by feel) and that you would have to focus on clicking that switch. The reality is that this is LESS realistic than having it mapped to a button on your controller or keyboard.

SlipBall 02-06-2009 08:29 PM

Quote:

Originally Posted by usagold2004 (Post 66538)
having flown real planes, i promise, the start up is not the highlight of the flight. the only thing that makes start up interesting is the fact that you are watching your gagues for any sign of engine malfunction. unless these malfunctions are present, the start up sequence is merely an un rewarding and time consuming process. Supposing they did implement malfunctions in startup, you would simply be forced to restart your mission with an airplane that would crank up. The only reason we have "complex" start up sequences in real life is because things break exactly when you dont want them to.

Clickable cockpits are good for some functions, but i would not want every item in the cockpit clickable. When you fly a plane, much like driving a car, you dont always look at what button you are pushing. You do so much of it by feel that its hard to express how important it is to know your cockpit literally blindfolded. that doesnt mean that you never take a quick glance to ensure that you have achieved the desired effect of whatever switch you are manipulating though! but you dont look AT the turn signal when you switch it in your car do you? to have clickable buttons in such a simple (relatively) airplane means that you would have to have it displayed on your coputer screen (since you cant do it by feel) and that you would have to focus on clicking that switch. The reality is that this is LESS realistic than having it mapped to a button on your controller or keyboard.



For me starting the engine was alway's a highlight...but I very much enjoy engine's, the sound's, the feel, and the respect deserved of a well designed combustion engine. I can see why others can't be bothered with such matters, but I would totally enjoy the experience each time. I think that we are talking a switch here, so no one would have to use the feature. And yes, I'm not a big mouse fan either, but would enjoy function bind to key. I would go even further, with temperature affecting start up:cool:

tagTaken2 02-07-2009 06:25 AM

Quote:

Originally Posted by usagold2004 (Post 66538)
having flown real planes, i promise, the start up is not the highlight of the flight. the only thing that makes start up interesting is the fact that you are watching your gagues for any sign of engine malfunction. unless these malfunctions are present, the start up sequence is merely an un rewarding and time consuming process. Supposing they did implement malfunctions in startup, you would simply be forced to restart your mission with an airplane that would crank up. The only reason we have "complex" start up sequences in real life is because things break exactly when you dont want them to.

Clickable cockpits are good for some functions, but i would not want every item in the cockpit clickable. When you fly a plane, much like driving a car, you dont always look at what button you are pushing. You do so much of it by feel that its hard to express how important it is to know your cockpit literally blindfolded. that doesnt mean that you never take a quick glance to ensure that you have achieved the desired effect of whatever switch you are manipulating though! but you dont look AT the turn signal when you switch it in your car do you? to have clickable buttons in such a simple (relatively) airplane means that you would have to have it displayed on your coputer screen (since you cant do it by feel) and that you would have to focus on clicking that switch. The reality is that this is LESS realistic than having it mapped to a button on your controller or keyboard.

+1

Well put too.

Antoninus 02-07-2009 07:55 AM

Nobody wants to operate every switch, lever or rheostat with the mouse but there many functions where it makes sense and it would only be an additional option to control more complex (3rd party?) planes.

Quote:

Originally Posted by usagold2004 (Post 66538)
to have clickable buttons in such a simple (relatively) airplane means that you would have to have it displayed on your coputer screen (since you cant do it by feel) and that you would have to focus on clicking that switch. The reality is that this is LESS realistic than having it mapped to a button on your controller or keyboard.

Well in my car I can't operate each system quickly without at least one quick look and it's much simpler than any WW2 fighter. Buttons for the rear window heater, air conditioner or air re-circulation are identically shaped and placed close together. Impossible to manipulate the car audio system to select another channel without looking at the display or buttons for pre saved ones.

WW2 era aircraft weren't known for their superior ergonomics. Nobody can tell that he quickly identify each switch here blindfolded:


http://img155.imageshack.us/img155/7844/lfktb0.jpg

ElAurens 02-07-2009 02:24 PM

Quote:

Originally Posted by tagtaken2 (Post 66564)
+1

well put too.


+100000000000000

Abbeville-Boy 02-07-2009 03:14 PM

i think only peoples who are real life pilot want to have this. Fur ball peoples just want some quick fur, have no time to dream or learn or do right steps to fly

jasonbirder 02-07-2009 03:16 PM

There seems to be a little blurring between clickable cockpits and realistic start up/flight processes...
A clickable cockpit is just an interface...if its not a method of input that you favour those inputs can be mapped to HOTAS buttons and/or kekboard inputs...despite the huge number of functions in games like Falcon 4.0/Black SHark etc...the overwhelming majority of them are mapable...so dislike of a "click-pit" interface is no reason to throw out the idea of more realistic engine management/systems...
Its just being used as a red herring by those that favour the all action "sim light" aproach we have within IL2 1946...but a move to fewer more detailed flyables could give us the opportunity to have realistic engine/fuel/systems management...making actually flying and fighting the plane more interesting and challanging...rather than the over simplified models we have currently.
It would be a step towards making SOW-BOB a Combat FLight Simulator rather than a Combat Game with a flight element.


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