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Old 08-12-2013, 04:36 PM
MaxGunz MaxGunz is offline
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Quote:
Originally Posted by sniperton View Post
As you might have seen, I'm not really interested in minor performance issues, which I regard secondary in importance. What I'm interested in are the reasons behind the 'flaws in our procedures' -- yours and mines. Many of our flaws, I believe, have something to do with the game interface being 'realistic' in a questionable way. E.g. the 'realistic' image of a cockpit, as we have it on our monitor, is rather unrealistic and mutilated if compared to the full visual perception one might have in that cockpit. Imagine you have to drive your car relying on the image of a single board camera. The image you get is 'realistic', but the visual experience is not. Discussing and debating such issues would be probably more useful than adjusting the charts IMHO.
I think we agree though I do feel that for really good reasons like there have been in the past, adjustments are warranted. I'd love to see a P-51D or two with empty or mostly empty fuselage tank!

The other issues I am used to seeing since I first got into the flight sim community back in 1998. They are definitely good topics and the discussions got lively at times even before the wow kind of stuff available now was ever known.

Yes, we as players are quite hampered, even with head tracking. That's one reason why I always stood for search keys, not everyone has head tracking (I never did).

There is the monocular view issue with canopy spars blocking view that would not be blocked with stereo vision. When IL-2 came out and during development average players didn't have enough video power to ghost the spars which while not perfect would help simulate stereo vision. This is something that IL-2 will probably never get.

We don't get any feel sitting in stationary chairs. IRL you can feel slip or skid as a pull to the side kind of thing. IRL you know when you're pulling G's, rising or descending, tilt, G-forces and turbulence.
In sims you have only visual cues and instruments. One major sim skill is integrating those into 'feel' where changes in speed or VSI or The Ball mean something just through practice.
And yes, this is also something that used to come up for discussion. What you brought up is kind of a minefield of topics that it's probably good to bring up now and again.

I can suggest some help with the regular joystick (I have an X52) which is to add a lot of FILTER to the pitch axis in the stick sensitivity screen. I mean like 40% or more. It doesn't add much delay to stick moves, a fraction of a second, but it will really smooth your flying out.

Another thing, and this takes loads of practice, is to not let yourself rest the weight of your hand or arm on the joystick. It's something you really have to work hard at catching yourself doing, especially when things get exciting. But when you do keep a light touch it pays off well in performance. Try flying no combat with just thumb and 1 or 2 fingers on the stick for a few minutes and see. What's worse than resting arm weight is the stick ham hand death grip that we all do at some time.
With a full length stick that doesn't matter as much but still a light touch is better just as IRL.

AI takeoffs and landings are scripted. The AI can't fly the models down near stall without rolling over and spinning. What I find amazing is how well the AI does fly the models at all. More than once I had urged that the AI's should fly table-driven models as IMO that would make the AI code simpler not just flying but for AI tactical planning and would nail down what the AI could do. It wouldn't take much to have a different table for each level AI.
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