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Old 06-07-2010, 04:50 AM
Blackdog_kt Blackdog_kt is offline
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Quote:
Originally Posted by AKA_Tenn View Post
that thing is so cool, screensaver or not, its so cool to try and start it up but engine number 4 won't get enough oil pressure so u gotta keep cranking it till it does, or u mess up and kill ur battery in 2 minutes cause u turn all ur lights on, or ur flying along and all of a sudden one of ur superchargers goes nuts and you fry a single cylinder on an engine... not to mention the fact that ur supercharger just died on that engine... or stuff like that... its not just u fly around... you gotta keep ur plane maintained and keep an eye on everything, cause u never know how worn down the parts are or how quickly they'll wear.

but its no threat to SOW... FSX is designed for simulating single aircraft (yes i realize there's multiplayer too), but not a whole battlefield, with tanks, bombs, bullets, etc...

I think having bombers in SoW with the A2A level realism would be doable, but could you imagine dogfighting while having to keep an eye on so much stuff as well as having to worry about wear on pretty much every single part of your plane too...
You mean, like they actually had to do in reality?

I'm all for having to manage things like that while fighting, because it will force people to fight in a realistic manner. When you know you'll blow your engine by diving a mere 5000 feet due to the increase in air pressure, it won't be long before everyone learns to adjust important bits before commiting to the attack. What does that mean? That unless i can judge engine operating limits by ear, i will either have to keep my eyes on the manifold pressure gauge (not too good when i'm trying to BnZ someone) or forget about prolonged full throttle dives and reduce my throttle a bit before i even dive.

And this is actually the essence of how pilots came to be divided into rookies, experienced ones, talented ones, or simply mediocre but careful/succesful ones, not by some arbitrary stat but by the variety of factors that forced them to evolve their individual styles.
Someone might be a terrible shot but be an expert on pushing the aircraft to its limits without breaking it, enabling him to get that tracking shot and score his kills. Meanwhile, another guy might be unskilled in maneuvering and multi-tasking the operating limits during combat, but he's such a meticulous planner and knows when to press the trigger that their scores are similar.

More things to worry about is something i look forward to, because a) the enemy has to worry about the same things so we're on an equal footing (i could be bailing due to a row of broken cylinder heads, but i could also be getting a kill on someone who did the same) and b)it will lead into an evolution of many skill subsets and personal styles when flying online.

The only counter-arguments are development time/cost (but it's been confirmed already that we'll be getting such complexity in SoW) and the fact that the interface to control all those knobs and buttons might be lacking. On the other hand, A2A does a very clever thing and doesn't force you to use one method. In fact, if we get multi-engined bombers later on in SoW, i would be all for copying their interface.
You can pan around with TrackIR and click stuff in the virtual cockpit, you can assign it to your HOTAS/keyboard, or you can just bring up the pop-up command panel and have all the main controls neatly groupped up regardless of your keyboard layout or wether you can bend your neck enough to pan and click with trackIR (for those hard to reach switches). There's 3 ways to use every single one of the important functions and you can also use all 3 of them at the same time, so everyone will be able to find something that's comfortable for them.

Yes, i really can't wait until i get to manage all that stuff, have to worry about wear and tear and also have enemy fighters intercept me, because it gives me something challenging to do even when the enemy fighters have returned to base
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