Quote:
Originally Posted by rosaenrico
Gozr: the extraordinary resistance of our virtual pilot (he can apply 50 lbs continuously for an undefined time and sustain 5 + G also for an undefined time) allows a flight style and tactics (hard evading maneuvers lasting ad infinitum) greatly different from any realistic counterpart (only 2-3 minutes of hard maneuvers before fatigue, since the importance of advantage), something that a simulator should take count of.
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exactly right !
the fatigue factor people have been asking for in il2 is not relevant in a normal level flight that might last 1 or 2 hrs, where all you do is climb to altitude, set your trim etc.. and then land after an hr or so when not having seen any action or had dogfights with enemy planes.
but once the hard maneuvering starts, fatigue is a very important factor and all historical accounts indicate this. that is the part that has to be modeled in il2/BoB.
one problem will be how to best represent this in il2/BoB. in real life you would "feel" the fatigue and dont need to look at any gauges. you would also know how much energy you had left for a few more hard maneuvers, or if you wanted to save your energy for a little while and try and recover for a few minutes. it would not be adequate in il2/BoB to just have your pilot become less responsive whithout some visible clue, because it has to simulate the same information that a real pilot had by "feeling" his energy level and fatigue state.