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Old 05-22-2011, 04:25 PM
Blackdog_kt Blackdog_kt is offline
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Join Date: Jan 2008
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Quote:
Originally Posted by Seeker View Post
Click a lot in the gunner position do you?

Confusing how the game interface is programmed to how it could be programmed are we?

FFS.
I can understand your frustration but there's a reason behind it. It's not in-cockpit switches you might want to click on from the gunner's position, it's on-screen windows like the chat-bar or the map, plus i think the F10 toggle stays the way you set it between sessions. If i want to give my nephew a ride as a gunner, i just disable it once at the start of the mission

I'm not trying to come off as a smart-a*s, i actually find the interface implementation very good, it's just hard to shake old habits from IL2:1946. The interface is complicated but it's also very customizable too, but i find that is a byproduct of the overall complexity in modeling more of how each aircraft operates.

For example, we have no clickable switches in the gunner's seat but that could change if we get in-game voice comms that model radios or when the expansions start moving to late war scenarios. In many bombers some gunners had a dual role, for example the Ju88 rear gunner is also the radio operator, the B-17 top turret gunner is the flight engineer and the fuel transfer system that moves fuel between different tanks in the event of damage is operated by him, and so on.

I think the main issue with gunners right now is that moving the gun mount is not very smooth when using keys/buttons for it. This is not such a big deal in most aircraft where the gun has a wide range of motion, because you can just turn it to the approximate direction of the oncoming fighter and then use the mouse as normal.

The problem is that it makes it hard to use the Blenheim turret, because the gun mount controls are tied to it. This happens because the gun also has a small range of movement on its own (regardless of turret position) and the mouse is mapped to that, which leaves the gun mount controls to operate the turret.
To further explain it, turret left/right is mapped to the gun mount controls, while gun left/right and gun up/down works with the mouse. The problem is that turret left/right is more useful than gun left/right as the gun has a tiny range of X-axis movement within the turret's porthole. If they just reversed it so that the mouse controls gun up/down and turret left/right and the gun mount controls are used for gun left/right, it would be fine.

The Br.20 top turret on the other hand (although the axes are reversed for now, i guess this is a bug) is fully mouse controlled because the gun doesn't move inside the turret, but moves along with the whole turret assembly.

The control logic goes something like this:

1) If there's only one possible movement it's tied to the mouse.
2) If there's two possible movements the mouse moves the gun and the gun mount controls move the rest of the assembly.

I hope i'm making sense here, hopefully this should help people understand what's going on and map their controls in a better fashion.

I think that mapping a secondary analog control to the gun mount controls would solve this problem for people who have a HOTAS with a ministick or even a console controller with those analog thumb controllers (it was mapped to the joystick by default but that also moves the control surfaces so i changed it to keyboard), until they come up with a better solution or modify the control logic on a per-aircraft basis.
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