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Old 12-28-2011, 10:46 AM
pupo162 pupo162 is offline
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Originally Posted by Pursuivant View Post
I'm not nearly so well-trained, but I've studied a lot about human physiology under stress and I agree that it would be reasonably easy to add factors such as fatigue and hypoxia to the game.

A very simple method of modeling fatigue loss would be a simple "Fatigue Points" score. Under stress, such as combat or high-g maneuvers, the pilot would lose points at a set rate. Likewise, he'd recover "Fatigue Points" at some other rate when he's not exercising hard or fighting for his life - basically, it's the human equivalent of engine heating and cooling.

If Fatigue Points go below a certain level, he can't do certain things, such as hold high G turns.

More technically, as the human body is stressed and lactic acid builds up in the muscles, muscle strength goes down. It's not exactly a exponential curve, but it comes pretty close.

Just compare typical leg press strength against forces exerted on the rudder pedal during a turn of X g's and divide by the exponential function to determine if the pilot can hold a turn of X g's. Pretty simple stuff to add to the sim; not much more complex than the "hit locations" and bleeding injuries which TD introduced with the 4.10 patch.

Likewise, it would be really easy to measure progressive hypoxia above 10k feet/3 km, or sudden hypoxia which occurs above 20k feet/12 km using simple functions. These factors have been extremely well studied.
my opinion on this feature is pretty much the some off the one we got on Clod, regarding only having 2 hands.

for those who dont know COD has this feature were you can only do 2 things at the same time, as if you only had 2 hands. so , in a 109 its impossible to fly the plane (one hand for the stick) control throttle ( one hand at throttle) and trim the plane( third hand on trim).

The problem? its too counter intuitive. i used to have a g940, throttle on the big one and elevator trim on the small axis. so dispite the fact that i knew the rules of the game, in those heat moments in the middle of a dogfight where i did a trim set up and a power set up at the same time, suddenly my plane stopped working as i had tought it would, and htis was death.

My point, its hard to know what can or you cant do in every plane, especially in il2 1946 where you have a LOT of planes.

Stress is hard to measure. in my first days of flying this game i shaked my ass off ( literelly) when i had an enemy at my six. on my glory days, i was a cold blood killer, and used to watch tv while slaughtering my squadmates on internal campaign.

its ahrd to account for it. how do i know if im "stressed" in game? and why am i stressed? why am i tired? why do i know im tired?

simulation flying its tiresome on its own. after 5 mins of dogfight you are more prone to mistakes, you are more nervous, adrenaline is pumping, you have no fear of death, but in a campaign not playing for 1 hour is punishment enough.

about tired? i once flew a 3 hour patrol. for 3 hours i saw nothing. i was getting tired, the result was obvius. i wasnt checking my six, i was flying in a shamefull manner, and when i got into a dogfight i was so anxiusto kill that guy, i never toguht the stuff i usually think ( is he alone? whats is plane? cna i win? etc )... no i was so tired that i jumped right on him, lost lots of energy, did turn and burn with a plane with superior abilities.... but the other pilot was tired too, and i got the best of him.

other short story. regarding fatigue on simualtion vs real life. waths your patience to pick up a plane and fly around with it? and how aobut in real life? i did 1 hour flights in real life. obviosly we didnt sjhoot anithing down. we did some loopings barrel rolls and a split S from time to time. but flying virtully im bored in 10 mins of no action, speacilly if i know that there isnt going to be one. real life flying is far less tiresome.

So. my thougths about this is simple. how do you measure something like fatigue and stress without becoming counter intuitive?