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#1381
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LMAO...so true. I have to admit the option would be kinda cool, but definitely not a deal-breaker for me. While immersion and vicarious experiences are the driving reasons I fly these things, I don't really need the complexity of true startup procedures...nor the misfires and mechanical failures. |
#1382
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I'll bet you all $5.00 you'd still buy the game if it spawned on the airstrip already running.
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#1383
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Hmmmmmm
Here's an idea then............. as the AAA are going to be "mannable" how about having real time ground crew to start engines, sit on wings to help pilots taxi, change tyres clean pit wind shields............ OOhhh............ How about I have a phone in my cottage in SoW letting me know there's impending doom lurking in the skies over the channel..............Brrrriinnggg............"That you Pinkie ???" Yessss..........."Look smart old boy, Jerries decide to ruin tiffin this afternoon, there's a bit of a bee hive on the way with taters for us by the look of it"...... quaff quaff quaff ....... Ooooh and then I hop in in my AC Royal and whizz through the glorious country lanes to the nearest airstrip.................blah blah blah I think 1c should just keep to the format that works best, click able pits is just not right for this style of sim, maybe a 777 plodding along at 40,000ft sure but trying to click switches in fighter planes ..........hmmmm ..................keyboard for me please any time...... As for start up procedures..lol..........what about cruise, attack and landing procedures ???? You're going to make pilots balance fuel turn valves set throttles use correct pitch and landing plates ? You might fool yourself that throwing some switches to start your plane adds immersion but it will soon stop at the first sight of the enemy and panic takes over ![]() Edit> Speelling Last edited by KG26_Alpha; 09-19-2008 at 04:34 PM. |
#1384
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The two things might be completely different, but they are not mutually exclusive. FSX has clickable VCs and you can still map each function to the keyboard, hotas and more fanciful devices. |
#1385
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Actually, I do think that tasks for the mechanics are not a pilot's ones. But I do want to be driving the plane as a pilot would as far as possible and reasonable.
I do understand though that this might be beyond the possibilities for Oleg considering his limited crew ressources. I'd be fine with 3rd party work as long as quality is asured ![]() |
#1386
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Clickable cockpits are really not priority I think. Good idea to let this be done by external parties.
On the other hand, the complex engine-menegement must be a feature of the next series IMHO. Reason: Partly automized cockpits (example: the 190's Kommandogerät) gave pilots a huge advantage over i.e. complex machines like the i.e. P-38, because the could concentrate on their main job: The fight. This is still totally neglected in todays combat flight sims (aka IL-2). |
#1387
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I want to be a "Head mechanic" at an airfield during the "BoB"...
I want to be able to manage repairs and swap engines...I want to set work schedule's and fill out requisition forms... I want to play out the "ground crew" role... |
#1388
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Oleg,
I'd like to ask a couple of questions that pop-up when describing a typical historical offline mission. Some time ago I read about a precision bombing attack in 1944 by Mosquitos on a building in The Hague (where I live) where the Germans kept records of resistance fighters and many other documents. I was wondering if and how such a mission could be created for SoW (I know that the Mosquito will not be in the initial game, this is just an example!). The target they had to destroy was a big white house. They probably had lots of recon photos for preparation. Q1: Is it possible to include a couple of recon photos in the mission screen? They are a must have for a mission like this (I think this is already on the feature list) There were three pairs of Mossies taking off from England and following waypoints to the Dutch coast. The aircraft flew very low and fast to avoid radar. Q2: In IL2 the AI don't like to fly very low, they will usually pop-up when maneuvering. Will this be fixed in SoW? Q3: Will there be radar? (Yes, I believe this has been confirmed already) The Mossies flew over land, around Rotterdam to avoid the heavy FLAK there. They must have surprised quite a lot of enemy positions and vehicles before their presence was on radio. Q4: Is it possible to surprise AI gunners? Can we set the alert status based on scripting? The aircraft then turned back to The Hague, slowed down and set up for their attack run. Apparently, any enemy fighters were too late to intervene. Q5: Is it possible to redirect (or have them take-off) aircraft to a certain waypoint based on a radar detection event? Q6: Is it possible to place aircraft/vehicles at random positions within a given range? This would mean you could fly this kind of mission a couple of times. Perhaps it's a good idea to have an option to make the alert status of crews also random? According to several sources the first Mossie tossed two bombs through the front door, blowing up the building. Other mossies threw incendiary bombs to burn the documents. Q7: How will the damage model of individual buidling be? Is it possible to partly bring down a structure? Q8: Is it possible to score points by destroying a static object? In IL2 you usually have to place a couple of vehicles as "bait" and to score points ![]() Here is a great photo taken during the raid: http://www.strijdbewijs.nl/top/o/kl02.jpg Q9: Will it be possible to take photos during a mission and review them during debriefing? The Mossies then headed back to sea where a group of Spitfires provided air cover. Q10: Will Ground control warn you if they see enemy aircraft on radar behind you? Q11: Will the time accelaration or "skip time" function be available in SoW? I wouldn't mind fast forwarding when flying over an empty sea ![]() Thanks for listening! |
#1389
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Oleg,
I have a question regarding online play in SoW. I help to run a couple of dogfight servers, one of which is an axis-vs-allied setup. This leads to many instances (when server admins are not present) of players overpopulating the team with the most powerful plane on it. This lack of team balance ruins the careful gameplay balance we as DF map-makers try to put in our scenarios. Currently programs like IL-2:SC can do a sort of team-balancing, but rather than moving people from team to team it just kicks you from the game if you join the team with too many players. Will SoW include a server-side option for "auto-balancing' teams, like so many other online games have? Even a very basic form of team auto-balancing would be very welcome by many-a-pilot I think, and certainly by me! I have dozens of other questions, but this is the one that I am most curious about. I won't waste your time with other questions, as I want to leave you some time for making the new sim (which is looking better and better with each update!) Thanks for your efforts to make yourself available to your 'fans'. I cannot think of another game developer who is so hands-on with his public. I, for one, truly appreciate it. Paxton (aka Lodestone) Last edited by Lodestone; 09-22-2008 at 12:54 PM. Reason: poor grammar (pefectionism) |
#1390
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