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#1
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I agree with you Furio. It would not be easy to implement such a system. That's why it would have to be simplified like the "wounded model". For exemple: After several minutes of dogfight and high G manoeuvres, the pilot would progressively loose some percent of strength resulting in less rudder deflection. There would be a lower limit. Say 75% of total strength. After some time flying "normal" maoeuvers, the strength would go up again. The idea I had behind all this was not to try simulating the human body and his brain to the last detail. The idea is to make aircombat less extreme and therefore more realistic. People would start to think more before engaging. They would gently climb after the dive and not try to slow from 700 to 300 km/h in one hard immelmann turn in order to get quickly behind the enemy flying low and slow. At the moment, the only limit is the structural limit of the airplane, and people fly accordingly. But of course, it would not be perfect and arbitrary, but at least we would see more interesting combat with people having a chance to fight in inferior planes against better planes with pilots who only know "stick back!" |
#2
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Flying at altitude involves exposure to very low temperatures. A CSIRO study found people who are exposed exteme low temperatures for prolonged periods shiver more than people unaccustomed to those temperatures. It's the bodies natural adaption to cold.
I think this should be included as the more you shiver the more fatuigued you become. This could be easily modeled in the sim through a calculation based on the number of flying hours that the have done multiplied by the altitude that you have been flying at times a modifier = the number of ice blocks you need to put in your underpants before each flight! Why have do we need to simulate physical effects when we can easily recreate the actual effect? Cheers! ![]() |
#3
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I really am glad Oleg is in charge here and not you guys...
No one would buy this sim if you lot were turned loose to change it at your whim. ![]()
__________________
![]() Personally speaking, the P-40 could contend on an equal footing with all the types of Messerschmitts, almost to the end of 1943. ~Nikolay Gerasimovitch Golodnikov |
#4
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Assuming we dismiss the probably not genuine suggestions, I find it difficult to believe you cannot see how you (probably) accept and even desire a whole range of the simulation of a large amount of complex systems, including G-loc, wounding, bleeding, wind, turbulence, complex damage model, torque effects, structural limits, limited munitions, limited fuel, yet see (the option of) fatigue simulation as something no one could possibly ever want except lunatics at the fringe. I see it as just another piece of a big, complex puzzle. |
#5
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#6
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The game should ship with an inflatable collar and automatic air pump. Pull too many G's and......
On a serious note, the whole "leveling up" thing is one of the worst trends ever to hit the video game market. Splitter |
#7
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Some people here are also glad you aren't in charge.
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#8
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Options are always nice. I think most of these ideas are cool (well, the more sensible and practical fatigue-related ones, anyway). For the 50m furballers it would just exaggerate the already amusing effect of new planes being fed into the meat-grinder, gradually getting damaged, lower, and slower and also more tired than the opposition, and then being destroyed by the latest newcomers. I'd quite enjoy the amusement to be honest.
![]() Either way, it's not a terribly difficult suggestion to plan a sensible implementation of, I just dread to think how anyone would arrive at any hard numbers for it. Have a little green bar at the bottom of the screen that depletes (slowly) but at a rate that varies exponentially depending upon how many Gs you are pulling, and gradually reduce the maximum stick force allowed to the pilot from its usual 50lbs and their blackout G-tolerance from its usual er...however many Gs it is (5?) - up to a reasonable point. Then for good measure, make it a difficulty option, because sometimes you just don't need the hassle, haha. Splitter, I totally agree about 'leveling'. It's ruined several games or at least constituted an annoyance during gameplay. Especially in online games! Let the effects of player experience tell by allowing them to perform every action from the start, just make their successes dependent upon how good they are at doing so in the sense of planning and hand-to-eye coordination! All of these FPS games with 'levels' and 'feats' are just weird. Last edited by TheGrunch; 01-12-2011 at 08:34 AM. |
#9
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Here I agree wholeheartedly. “Option” is the word I like, since it protects me from changes I don’t like.
Generally speaking, the burden of the proof belongs to the people who ask for changing, and all aspects must be duly considered. For example, if you factor fatigue, you must also factor rest. And how do you implement rest? Referring to the calendar? If my pilot named Joe Dumb is fatigued today, I let it on the ground and fly with my second pilot, Jim Foggy. Or, if I fly just once a week, I’ll never have long-term fatigue effects. But, if I fly for Luftwaffe in 1945, or in VVS in 1942, I should not be allowed rest, so, what? Then, we should not focus exclusively on online, as most Il2 players fly offline. In that case, fatigue must be introduced for AI pilots, with the same considerations about resting time and active pilots available. Another point: if we talk of realism, we should consider that in real life prolonged high-g combats were a rarity. Most dogfights lasted few minutes, just seconds sometimes, before opponents got separated. If our goal is realism at all cost, we should address this first. But we really want long and boring flights with just seconds of frantic action, and then an equally boring returning home? You can easily see, here, that “realism” is a word that should be used with caution. |
#10
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Hi all, this is my first post on this forum.
Very good idea, at current situation the pilot can slam the stick like insane, until landing. But planes are different, some have light stick, some heavier (I suppose), hense adding such option will start mass whine. Also this issue is directly linked to another, trimming (trim cheat). Examle: if the pilot is tired, he wouldn't be able to get full stick/pedals deflection, well, it's not necessary, there is a trimm(cheat) ![]() So, trimming issue must be solved. Off topic Other aspects of tream cheat, IMHO: -reduces take off/ landing speed -reduces drag (energy bleeding) during turning, hence Bf-109 is an exellent t&b fighter -reduces turn time Off topic Sorry for bad english. Last edited by Baev; 01-12-2011 at 10:13 AM. Reason: spelling |
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