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#421
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And did they have a plastic cone like the ones sick dogs have with 70 degrees vision of the world with a pixelation raster attached to it?
![]() In a real plane you take a microsecond glimpse down at the temp meter and then look ahead... You reach for the gear lever,throttle or flaps without even looking down, and zeroing the altimeter is done in a second. Being on final having to "look down" and messing around with the mouse to go to full flaps when in danger of overshooting the runway is a no no for me immersion wise... Having said that I understand that some people like it, probably the persons that think that "full real" is imposing that completely unrealistic cone on your head instead of allowing padlock etc to overcome the problems of simulating the impressive control a real person has of his head and vision with 180+ degrees of FOV (for motions at least). For me, I play games like IL2 to simulate WWII dogfighting and I like it best on the servers that even allow external views but with good missions like UK Dedicated 1. For "full real" I go fly for real instead... |
#422
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And what the problem with what we are modelling using mouse control? It seems that you and most didn't understand my sentence that we are modeling these that are using for the flight... all you listed above is for the flight! We have it with possibility to control by the mouse. We haven't all the switches clickable in the cockpit using for starting proceduere or so. This is other thing than the control in the fligth isn't it? I think all is clear now? |
#423
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I still don't get it what is and what is not. Sry Oleg.
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#424
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With no modeling starting procedure we really is more close to reality than to model it. The most important to model the systems that are working in fligth. And to model them by the way that are not random table failure with the great size hit box for the full aircraft or its couple of parts... Even in Il-2 had most complex things of this modelled for its time. I hope people will understand it ![]() |
#425
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Then you simply should learn real aircraft systems and its control and then to compare what is using in fligth(some time also different for different aircraft type) and what is ONLY for starting procedure.
We model the first. Last edited by Oleg Maddox; 10-24-2010 at 06:31 PM. |
#426
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#427
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so nothing clickable for start procedure?
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#428
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First of all I can't write here manual....
Second - Starting procedure we have just very small part common for all aircraft. Third - we pay attention for more important things of the fligth simulation than the simulation of the cockpit on the ground. We leave it for others who can't do other the most important things on the level that is neccessary for the succes on the market. |
#429
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That's exactly what i was hoping to hear, thanks for modelling all that. No more instant pressure build-up, no more firewalling the throttle right after engine start, no more 110% throttle all day long, etc etc...i can wait for the little details now that all the rest of the important stuff has been confirmed ![]() For the people that don't understand it, the way i read mr Maddox's comments it looks to me like this: 1) Not all controls will be working or modelled. Controls will be modelled if the corresponding systems are used by the game engine. So, if your aircraft is equipped with intercoolers and the game engine models carburetor icing, you will get working intercooler controls. If there's no complex engine start however, you won't get a working starter button. 2) However, there will still be a higher amount of controls needed to operate the aircraft properly than there was in IL2. Things like intercoolers, carbuteror heaters, even canopy de-icers, etc. 3) All of these systems will be damageable with appropriate consequences, due to enemy fire or improper operation by the pilot. For example, carburetor icing builds up if you don't work your intercoolers correctly, the engine loses power and finally stops. 4) You will be able to control these systems either by mapping them to joystick/keyboard, by clicking on them in the virtual cockpit, or using a mixed system, whatever way you prefer. This way, people with expensive HOTAS sets can map it all to their sticks, but people with simpler sticks will also be able to fly at full difficulty by assigning the most important functions to their sticks and using the mouse for the non-critical ones. I'd say it's a very good start and highly promising for the future. I would still like to have the entire thing modelled 100% at some time, but i have no problem accepting compromises when the final result is looking to be so well balanced. |
#430
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![]() ![]() That's beyond disapointment... Anyway, you do like you allways did, raise the bar so high that it will be easier for others to just crawl under ! Salute ! |
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