Quote:
Originally Posted by nearmiss
http://forum.1cpublishing.eu/showpos...&postcount=384
The pictures of translucent instrument faces on the HUD amuse me.
It is beyond me why the instruments are so big, real instrument views and have the mounting screw attachment brackets.
The instruments should be able to be placed anywhere on the screen, resized, with adjustable translucence and colors with no mounting screws. Then of course we could use some ability to create some highlight points on the instruments...i.e., mark for overspeed, mark for low fuel, low ammunition, no oil pressure,etc. or what about programmable idot lights that would come on at certain pre-set or range pre-set.
THe full real players naturally will want the old dull authentic instrument faces...placed on their wonderwoman views. Gotta get that full real feel. LOL
Then of course, it will be done as the developer wants it. LOL
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I think they just wanted to create a look more suited to the time period in question for the instruments, as the IL2 no-cockpit instruments are too modern-looking.
I'd seen that picture when it was first released but seeing it again now got me thinking. Since it's been said that they will be resizable and able to be repositioned on the screen, it reminds me of the "panel" system in the MS flight sims. I fly FSX on a friend's PC every now and then and while i always use the virtual cockpit, in many cases of flying complex aircraft in MSFS there are either 2d pop-up panels or custom camera angles to assist with keeping everything into view. I don't think full switch servers would use 2d panels as it would permit players to keep an eye on both the instruments and the outside world during combat, which defeats the puprose of properly simulating a pilot's workload with the advanced systems modelling.
However, having the ability to define pre-set camera views in the full cockpit view would be useful and probably be used by full switch players, as it doesn't let you see the gauges while looking outside the cockpit the way 2d pop-up panels do. In fact, these views actually limit situational awareness as they usually consist of views fully zoomed in over a particular console or set of instruments. Their advantage comes from not having to bend your neck all over the place to pan to the right place with TrackIR, or fiddling with all sorts of keyboard controls, while still having the drawback of reduced SA to balance it out.
Of course nobody would fly the plane from such a view, but they are very useful for utility stuff and secondary controls. For example, i'm flying through clouds so i want to turn on my formation lights, check the outside temperature and possibly turn on the de-icing equipment. One way to do it is to pan with TrackIR or keyboard/joystick hats, then zoom in. The other way would be to save a pre-set of custom views for each aircraft (i think RoF does this too), so i could set them up once, map them to the numeric keypad and they'd be aircraft specific.
Cockpits are different and the cockpit side consoles would not be at the same coordinates for each aircraft, but with aircraft specific views (possibly saved as a coordinate set in the aircraft's .ini file or something similar) the problem could be overcome. This way, i could map keypad 4 to a close up of the left cockpit console and keypad 6 to a close up of the right cockpit console for all planes. I'd also add keypad 8 as the zoomed-in gunsight view, keypad 5 as the center/default view and keypad 2 as the zoomed-in instrument panel view. Then maybe they could work like IL2, where we can change from pan to snap views. In this way, you could take a quick look at your instruments by choosing snap views and pressing keypad 2 (the view reverts back to normal when you release the key), or you could choose pan views and press keypad 2 to fly by instruments for extended periods of time (the view doesn't revert back to default after releasing the key), for example when flying in bad weather.
I don't know how the view system will be in SoW, but i trust they've made several improvements. I think the one i described is a good mix of what's possible in RoF, IL2 and FSX and gives a wide range of possibilities without becoming so easy that it would clarify as a separate difficulty option. In fact, 2d pop-up instruments could be tied to wonder woman view in a common difficutly setting, while custom in-cockpit camera angles could function in conjunction with the closed cockpit view and we'd be set.
What do you guys think?