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IL-2 Sturmovik The famous combat flight simulator.

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  #1  
Old 01-11-2011, 07:48 PM
Sven Sven is offline
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Indeed, leveling up or experience and special unlocks 'n sh*t points are games which are only made to make money, not even to enjoy the content. It causes the "Elitist take over" which I'd rather stay miles and miles away from. Leaderbords on forums is such example, I don't like it at all.



But back to the main thing, I really like your idea Helofly! Fatigue when slamming the stick all over the cockpit for half an hour is quite exhausting, that and keeping track of the enemy, and what not in a serious dogfight

BUT

Fatigue is not the same to every person, it's always different, always. Experience, health ect. All these factors make Fatigue in the game automatically unrealistic, no matter what, it's always different. I think it is too much work to really implement a good working fatigue system. However I have my own fatigue system in real life, flying for hours is quite exhausting for my own eyes, and I start decreasing performance, but that's just me.

Last edited by KG26_Alpha; 01-20-2011 at 06:47 PM.
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Old 01-11-2011, 08:04 PM
JG4_Helofly JG4_Helofly is offline
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Quote:
Originally Posted by Sven View Post
BUT

Fatigue is not the same to every person, it's always different, always. Experience, health ect. All these factors make Fatigue in the game automatically unrealistic, no matter what, it's always different. I think it is too much work to really implement a good working fatigue system. However I have my own fatigue system in real life, flying for hours is quite exhausting for my own eyes, and I start decreasing performance, but that's just me.
True, fatigue is different for every person, but we also have a standard blackout model for everyone in the game. In RL people react differently to G-forces, but blackout is modeled in the game and no one complaines about it. Why should it be different with fatigue?
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Old 01-11-2011, 08:48 PM
Sven Sven is offline
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Quote:
Originally Posted by JG4_Helofly View Post
True, fatigue is different for every person, but we also have a standard blackout model for everyone in the game. In RL people react differently to G-forces, but blackout is modeled in the game and no one complaines about it. Why should it be different with fatigue?
Yes that's true as well, but I do believe differences in that are quite small. Still to determine a good fatigue system is too difficult and time consuming to saddle TD up with it. Like a previous post, also fear, adrenaline courage, everything has to do with your fatigue.

Say, You are in an airplane and suddenly you see a fancy enemy coming in on your tail, but you seem to be a tad tired, oh well that's a pity, now I can't move that quick. Of course not, adrenaline rushes in your brain, you slam the stick to the side and when you see the enemy passing in front of you, you engage him and follow him, you start shooting, is it going to hit?, c'mon! c'mon! You will not get tired, it's a natural saver that adrenaline stuff.

The same you find in sports, if you're in a duel, even when very tired and on the egde of turning the odds there's a big chance of you losing, you will forget that you're tired and engage the opponent.

Last edited by Sven; 01-11-2011 at 09:29 PM.
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Old 01-11-2011, 09:07 PM
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I just can't wait to see how the red/blue whiners tie themselves up in knots trying to argue thier case while scrupuously trying to avoid inferences to ethnicity or master race..
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Old 01-11-2011, 09:25 PM
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ElAurens ElAurens is offline
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Hence this idea needs to be shelved, permanently.
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Old 01-11-2011, 09:39 PM
MikkOwl MikkOwl is offline
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I strongly support the idea of improving the pilot simulation. At least on a physical level (mental is probably not possible). It moved up to a certain point long time ago and since then there has been barely any improvement.

It is an uncomplicated task. Some kind of system to relay to the gamer how affected from fatigue one is (can be a breathing sound, indicator or graphical effect). Then the effects of fatigue itself: even just temporarily reduced strength or being more prone to greying/blacking out would be a big step forward.
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Old 01-11-2011, 10:01 PM
Sven Sven is offline
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Originally Posted by MikkOwl View Post
I strongly support the idea of improving the pilot simulation. At least on a physical level (mental is probably not possible). It moved up to a certain point long time ago and since then there has been barely any improvement.

It is an uncomplicated task. Some kind of system to relay to the gamer how affected from fatigue one is (can be a breathing sound, indicator or graphical effect). Then the effects of fatigue itself: even just temporarily reduced strength or being more prone to greying/blacking out would be a big step forward.
Physical and mental are very closely related as I already pointed out, one cannot do without the other, you could take the whole mental part out, of course, but what are you trying to model then? Inhumane behaviour?

And yes coen, it really is a pedometer, if you said that in science class you get a from the professor.

Last edited by Sven; 01-11-2011 at 10:04 PM.
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Old 01-11-2011, 11:01 PM
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Furio Furio is offline
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Quote:
Originally Posted by MikkOwl View Post
I strongly support the idea of improving the pilot simulation...

It is an uncomplicated task. Some kind of system to relay to the gamer how affected from fatigue one is (can be a breathing sound, indicator or graphical effect). Then the effects of fatigue itself: even just temporarily reduced strength or being more prone to greying/blacking out would be a big step forward.
On the contrary, IMHO it is very complicated. Of course, you can lower the onset of blacking out, but how do you model a “reduced strength”? By slowing down control input? By limiting the amount of stick or pedal displacement? By increasing force feedback?
And how can you slow down quick reflexes?
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Old 01-12-2011, 10:33 AM
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Feathered_IV Feathered_IV is offline
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Some aspects of pilot health should certainly be incorporated into the game.
Oxygen deprivation deserves as much of a place as gee-effects. It would add a lot to gameplay too. Visual impairment such as an almost drunken, wandering gaze or spots in front of the eyes would fit well with the onset of hypoxia. Turning up your oxygen flow to Emergency while in combat to get a slight edge in clarity of view while under gee loads would also be a logical feature. As would the consequences of a damaged or depleted oxygen supply.
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Old 01-11-2011, 08:07 PM
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Furio Furio is offline
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In my opinion, we should realistically consider the difference between simulating air combat – as good as it is our beloved simulator – and any attempt at replicating reality, which is basically unattainable with known technology.

As fatigue is not the same for everyone, so it is courage or fear. Flying in a sim, you may be afraid to lose your points, but you never risk anything real, let alone your life. And this makes a huge difference. Playing with a sim, it comes natural to readily accept unreasonable risks for small rewards, this being anything but realistic.
Respectfully, my opinion is: any form of “artificial fatigue” should be avoided, or introduced as an option.
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