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#51
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Well they somehow managed to create quite a few very detailed 3rd party planes in FSX for example. And that isn't really a marvel of software engineering when it comes to the game engine far as I've understood.
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#52
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how many of those who think realism options are 'a waste of Oleg's valuable time' can't recognise the fun in doing something like this?
the flight sim 'community' covers a wide spectrum and what seems a waste of time to you might be rather important to others. I have no reason to doubt that Oleg will strike a balance: and it will be broader than some here would like ![]() |
#53
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I agree. I love the ability to transform or adapt my PC to the up and coming games.On a side note, i was rummaging through some of my old titles and found IL-2 Sturmovik! I really enjoy it but cannot access any updates or patches for it anywhere! This is the 2001 Ubisoft/1C Company version. Any guidance would be much appreciated
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#54
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Thank's! that does look cool, and I will try it out for the 2 week period that they are offering...I hope that SOW develops in that direction in time ![]()
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#55
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Try here http://forums.ubi.com/eve/forums/a/t...3/m/4721047273
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GigaByteBoard...64bit...FX 4300 3.8, G. Skill sniper 1866 32GB, EVGA GTX 660 ti 3gb, Raptor 64mb cache, Planar 120Hz 2ms, CH controls, Tir5 |
#56
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Of these, I think online players are by far the most vociferous. Also online gaming seems to relatively easy to implement in comparison to , for example, the development of realistic AI. Consequently, I think online gameplay seems to be at the forefront of development, despite representing only 20% of the market. |
#57
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thank you
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#58
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And one thing the "total full real" proceedures folks keep forgetting is that having all that realism precludes having more than one or two flyable aircraft in the sim. So you end up with a "study sim" like DCS Blackshark or A-10. Technically interesting in concept, but frankly, boring. No online wars, no "Spits vs. 109s" or "War Clouds" type servers, no mutliplayer at all for that matter. Folks simply are not thinking this through. OH, and robtek, the manual prop of the 109 E3 should be modeled in SoW, some of the mods already do this. It's all that fiddling with the startup procedure, and large volume of extra programmiing and 3D work that isn't necessary at all. In flight controls, no issue. 15 to 30 minute startup/warmup regimen? Sorry, not necessary and will adversely limit sales of the sim. As I said before, Oleg understands that this is a business and sales numbers equal success and further additions to the franchise.
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![]() Personally speaking, the P-40 could contend on an equal footing with all the types of Messerschmitts, almost to the end of 1943. ~Nikolay Gerasimovitch Golodnikov |
#59
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I'm a proponent of real procedures, but requesting something is not akin to demanding. If I were to order my wishes for a flight sim, real procedures would probably not be in the top 10. And real start-up procedures is following a flow chart and ticking the right boxes. Start-up procedure would rate higher in my list than clickable cockpit. As far as I can imagine, a start-up procedure would be less complex than creating a clickable cockpit... for one aircraft. If clickable cockpit is a portion of the engine, I can imagine it being complex to implement in the engine, but simple thereafter for each aircraft. Still, I feel a clickable cockpit more of a gimmick than start-up procedures. In simulating a day in a virtual pilot's war, I would use a start-up procedure offline every time, online as often as possible. In the same situation, clickable cockpit maybe twice per aircraft offline and never online. All the above is IMHO. Regarding requests and questions being repeated, without a definite "No" or "no development resources" from Mr. Maddox or other team members, one can expect these to be repeated from time to time. |
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I can see you represent the views of the casual simmer and that's fine. But there are also plenty of folk who would see what you've just described as the perfect sim. I for one would love to have a dozen things to worry about while navigating to my target. This is what brings you closer to the experiences of the wartime pilots. It would be great to feel the tension of a fuel tank switch over water for example...perhaps forget to use the booster pump while switching tanks and experience the horror of fuel starvation as a result of an airlock. Little things like this would create a link between the success of a mission and how well you know your aircraft and its systems...which was always the way it was in reality. I don't agree with the argument that all these extra system functions would have to be programmed in for the AI to use. Oleg has already given us the key systems which affect performance and competitive advantage. Almost all the other sub systems would add to immersion for the players that wanted them but would have no bearing on the outcome of a dogfight....things like fuel priming, pressurising the brake system, switching on the generator/electrical system. These are all little features that make you feel like you're operating the real aircraft, something that many of us would love to do but will never get the opportunity. It may seem odd to some but I have no interest whatsoever in flying a real light aircraft. I'm interested in combat in WWII aircraft just like the rest of you and will never experience the reality of that, however much money I have. I see someone was breaking the flight sim community into groups but it isn't as simple as that. Just because I enjoy the systems side of things doesn't mean I can be pushed off with a copy of FSX or DCS. I love WWII aviation - that includes everything from the aircraft, the environment, the missions and of course the combat. Flying in the sterile FSX environment has no interest for me at all. All I want to do is experience the real problems the real pilots faced back then, warts and all (including all the boring bits which are still an important part of the experience IMO). If I don't want to wait for the engine to warm up then I can always use time compression. I'm aware of Oleg's opinions and know he's a switched on guy who for good reasons won't throw precious resources into the complex study type sims I crave. All I ask is that he creates a means for 3rd parties to provide the extras later on, that's all. Hardcore simmers may be a smaller group but I can guarantee they are willing to throw a hell of a lot more money at a developer than the more casual simmer. Cockpits aren't my thing but you can imagine how much is spent in this area alone. Anyhow, just wanted to get across the views of someone who gets enjoyment from both procedures and combat, a concept that many seem to find hard to grasp for some reason. |
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