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#1
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A similar game mechanic could be applied to fatigue in general and not only blackouts/redouts. The thing is, if some people want more variety then some other people will complain if they are on the disadvantaged side of this, so maybe it could be a difficulty option: standard fatigue or randomized fatigue (within certain limits like in the example above). I don't really expect to see this in IL2 at this point in time because TD already has a load of other features they are working on. However, it's a good subject in general and it might provide useful ideas for the devs to implement in SoW at some point down the line, so i fully support it. Quote:
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To get back on topic however: Quote:
In a similar fashion heavy breathing and a "player:fatigued" message in the hud would be enough to know you are pushing your virtual body too far (just like the airframe creaks and groans under damage) or a darkening screen with a gasping breath sound could signify the onset of hypoxia. So, i tend to see the arguments about fatigue modeling being overly complex as a diversion for the community to focus on in an effort to discredit the feature as non feasible. But why? See, iI get a feeling that whenever someone comes up with an idea to introduce some progress into the standard features of a flight sim that even slightly upsets long standing gameplay habits (not fairness or customizability, just plain gamer habits), there's always a few people who will make fun of it either because they think it's technically dodgy to achieve, or suggest so because they don't want to adapt their gaming style. Yes, simulations are gaming too by the way. It happened with the debates about better complex engine management in the past, it happened relatively recently when people where asking for a clickable interface for SoW (not for the interface per se, but to be able to model and interface with secondary yet important aircraft subsystems in the sim without the need for 2 extra keyboards worth of keybinding commands) and so on. Just like people said "the mouse is clunky to use in combat" (when it was explicitly stated that it would be an option for secondary aircraft controls and keyboard/HOTAS commands could also be used in the proposed feature) because they didn't want to learn how to operate a few extra subsystems to the expense of jumping right into the action, today we see people claiming that fatigue is difficult to model because they won't be able to yank and bank for as long as they have made a habit of doing so (just for the record however, for SoW Oleg took the side of the "pro-innovation" crowd and we'll get both the aircraft systems modeled in detail and a choice between keyboard/HOTAS and mouse to control them), when in fact modeling fatigue in IL2 would essentially be a combination of already existing features. We already have blackouts, we have limited pilot forces when the player is wounded and we recently got progressive lowering of airframe limits with the G-stress feature in 4.10, so it's not like the wheel will have to be reinvented or anything. Take the existing airframe G-stress model with some tweaking of the limits and substitute airframe limits for pilot blackout and force limits, then reverse and possibly tweak the same mathematical model to simulate the pilot regaining his strength/resting during the idle portions of the flight and it's good enough for a 10 year old gaming engine. Does it take work to do? Sure it does. Does it need more work than other equally important features, like TD's AI tweaks (wind correction, AI not seeing through clouds, etc)? I seriously doubt it. I'm not demanding anything, however i'm strongly debating in favor of it being doable because if everytime someone who proposed a cool new feature decided to listen to the "can't be done" brigade, we wouldn't have any need for the cool guys in TD because we'd still be flying secret weapons of the luftwaffe. It's called progress and it's generally a good thing ![]() I think all the talk about it being overly complex to achieve or the need for it to be ultra realistic from the get go is just smoke and mirrors to prevent it from happening because then, oh noes, we would have to adapt to something new! ![]() The funny thing in all this is that for some reason, the same people who argue against injecting a bit of extra challenge in our hobby via such new features are usually proud of flying full switch or high difficulty settings in general. Well, full switch in my first sims (secret weapons of the luftwaffe and red baron) isn't even close to full arcade in IL2 and full switch in IL2 will probably be like 70% difficulty in SoW, just because of all the extra subsystems that SoW will model. And before someone says they don't want others to force a change on their gameplay habits, nobody is going to force anyone to play a certain way. The devs have a proven track record of providing separate on/off options for each such feature. Don't like blackouts or bullet drop? Turn off blackouts and realistic gunnery and you're good to go. It's actually dead simple. If a standard fatigue tolerance was modeled for IL2 pilots, sooner or later it would be something as ordinary as blackouts, bullet drop or other fundamental in-game physics like realistic landings and damage on/off that the user can either disable, or choose to use and learn to work around. I think people tend to focus too much on being proud of seeing that "100% difficulty" number and miss the big picture, which is how much harder reality is than that artificial 100%. If the devs can do it and there are people who will enjoy it, i say give them such a feature and let those who dislike it turn it off in their options. |
#2
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![]() And, in the end, as I said many times, if it’s an option, go for it, I have no objections at all! Cheers. ![]() |
#3
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However I believe Bud Anderson stated that for the P-51 in particular trim use was a constant process, even in combat. I could be wrong, but as far as I remember, this is not the case. At least, if you move the stick to max deflection on the ground and then dial in full trim in that direction, you will not see the elevator move further. |
#4
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#5
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S!
Finnish ace Kyösti Karhila mentioned that he used trim in Bf109G to start the turn better,they called it the "ace trick". Propably depended on pilot in any air force how much he used trim, if at all, during combat. |
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