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#71
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#72
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#73
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You will be able to use it: if you are playing single player game; if playing track; if you are running dedicated server You will not be able to read such data from: any MP client (does not matter if you are connected to dedicated server or normal host); normal game running as multiplayer host |
#74
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#75
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I support the idea, but it really depends on how you fly the game. I like long patrols and I've flown multiple-hour sorties without time compression. Mentally, one is tired enough after that. One ends up making poor decisions and maneuvers lazily.
Fatigue modeling would really only affect those used to quick TnB action in sorties lasting under ten minutes. Furthermore, everyone is different, and applying the same fatigue model to every pilot might cause an uproar among those who believe they're stronger ![]() But if it's an option, why not? A hypoxia model would be cool, but it would require modeling of some O2 systems. Pilots had to check their masks for ice buildup and could squeeze the hoses to test if oxygen was flowing. In Il-2, none of the O2 guages are even functional, just static eye-candy. O2 systems would also need a DM, and this might be even more complicated in pressurized aircraft (the entire cockpit skin would need hit-points, I imagine). In terms of latent stresses on pilots and aircraft, it's my opinion that it would be more important to see some effects of accumulated damage to airframes, engines, and weapons as well as random failures. With Dgen under revision, it would be great to see something like historical dates and theatres affecting probability of failure as well as how the plane is handled from mission to mission (ie G-force stress on airframe accumulates throughout a career). It won't be popular to everyone, but again, it could become an option. One member posted a while ago, either here or in the Clod forum, that because aircraft performance could vary depending on manufacturing conditions, that aspects of performance such as top speed, G limit, maneuverability, etc should be randomly assigned to within about a 5% margin of accepted performance figures. One mission you could be flying a top-shape hot-rod, and the next you could be assigned to the squadron beater, and not really know how the plane will behave until you fly it. It could make things interesting and possibly change the scope of "this plane should always be better than the other" discussions. Last edited by Luno13; 12-29-2011 at 08:44 PM. |
#76
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Of course, I can see the skeptics point. A simple model for fatigue might not be realistic, since it doesn't take factors such as strength, physical conditioning, g-force on the body, and stress into account. |
#77
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It's probably a lot of work for something that a lot of people are not sure about, as opposed to univerally good things like improved AI, more planes, etc.
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#78
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I would only be in favor of a pilot fatigue feature if it also applied to the AI. It's bad enough the AI can fly on full power forever without overheating. We don't need any more 'cheats' for the AI.
Aviar
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#79
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Couldn't agree more! AI's performance should also be limited by the blacking-out factor. It would finally put an end to these unrealistically violent, very high G maneuvers that AI is now capable of.
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#80
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Hey DT this patch (4.11) got some features really incredible. Some of it wich I dreamed about. I remember when I get into the FMB world, posting in UBI asking for the static plane skin change n...no way, was the answer! today, will be possible. Thanks.
For the 4.12 is there a roadmap? The features of Airborne radar and triggers are still in development? Can you tell us something more about it? Thanks a lot, and happy new year.
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Bombing smurfs since a long time ago... |
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