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Old 10-26-2011, 04:43 PM
6S.Manu 6S.Manu is offline
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Join Date: Oct 2007
Location: Venice - Italy
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Originally Posted by 6S.Tamat View Post
Let me give another example: i don't think that in the reality there were alot of people able to physically sustain a long dogfight at high G like all we do in il2.. so now, should we calculate that or not? Should we do real aircraft limits and let us feel all like superheroes hartmanns (like it is) or should we avoid with some limits (the dark sight is not enough, cause don't simulate the physical stress and the muscle fatigue also in pulling the bar)?
Obviously i don't have the perfect answer, but would be interesting, retourning to the sight argument, to fing a compromise that would let us to "see like in the real world" but without hurting nobody's feeling..
During the development of SoW:BoB (not cliffs of dover...) there were many discussion about combat fatigue... some posters were claiming that it could be interesting to have different avatar with different skills: the one with more visibility skill, the one with more stamina and so on... like it was real life. And looking at the AI settings in FMB this should not really be a problem for the developers.

I think that this could be interesting, but before having different skills for each pilot I think we need that the sim works correctly with the default skills (average pilot).
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A whole generation of pilots learned to treasure the Spitfire for its delightful response to aerobatic manoeuvres and its handiness as a dogfighter. Iit is odd that they had continued to esteem these qualities over those of other fighters in spite of the fact that they were of only secondary importance tactically.Thus it is doubly ironic that the Spitfire’s reputation would habitually be established by reference to archaic, non-tactical criteria.

Last edited by 6S.Manu; 10-26-2011 at 04:45 PM.
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