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#11
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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. |
#12
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really dude, a pedometer? sounds more like it's short for pedofilemeter. -on topic- i also think it would be kinda weird, i mean you control the aircraft but if your 'pilot' is tired and lets your plane crash i can imagine it feels more like he is your stupid copilot who just let YOU crash. But then again maybe it should be an option that for some players who want to have it, can turn on. |
#13
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And yes coen, it really is a pedometer, if you said that in science class you get a ![]() Last edited by Sven; 01-11-2011 at 10:04 PM. |
#14
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The game should ship with a mini-gym that measures the players physical strength, stamina, reaction times and flexibility.
Then those personalized parameters can be used to tailor the fitness level of the pilot in game to those of the actual player. One substantial advantage of this is it will get geeky sim players out jogging, lifting weights and doing workouts to get their fitness up to scratch before a big online matchup. |
#15
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The idea is not bat but such fatigue system should be implemented carefully. I do not agree a stamina bar in my screen, what a immersion killer.
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#16
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And how can you slow down quick reflexes? |
#17
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#18
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Dude its a game :O games are made to be enjoyed while you play them... what do you want next? a ingame need to land for a toilet break after an hour of flight?
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#19
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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!" |
#20
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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! ![]() |
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