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#11
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![]() ![]() ..........the point being; Quote:
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#12
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#13
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Someone needs to look up some scientific papers on fatigue in sports or combat situations (as well as loss of night vision which is totally undermodeled)
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#14
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flying combat maneuvers in a dogfight involves a lot of physical strength to handle the stick and rudder pedals, and pilots would fatigue quickly. |
#15
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When i say warbird i say warbird ..
Now i give you an example that you book pilot may understand .. While racing a motorcycle like say open class you are on board of an very power full bike versus many other guys well you will have to give a lots in physical.. for a certain time.. there will be fatigue but also while pulling some hard corners, acceleration you will yes be fatigue but the adrenaline pumping will keep you in the hard race but when stopping you will be very tired and so exausted and than maybe write a book about how hard and difficult it is yes.. but now in a yak 9 when you fuel keep you in the sky for lets 55 minutes and like the Normandie niemen guys that probably just flew in many many occasion just for 40 minutes not full fuel tank well the fatigue will take a different aspect as well .. So yes fatigue is cool but how this will be modeled? This is the big concern... some kind of modern cod4 blur vision ? not as fast or force to respond? pulling the stick not that hard ?And where the adrenaline is coming in can make the pilot do miracle like in many occasions when faced to death, actually how this will be modeled? is this will be in consideration ? This really need some attention and definitely some server side settings, maybe it will be just a better design of the blur G's .. Good questions to the Oleg team.. Right now you can accomplish very weird figures in il2 due to a not good weight, force, torque design, no weather air mass movement design etc.. That should change those FW190 flip flop with no ending flying style.. this 190 is an example.. |
#16
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Currently all aircraft are modeled without factory defects, or production line variations, as it's the only way to pull off an electronic simulation with any kind of balance.
So... How are we going model our pilots? There are far more variations in the human machine than in any number of WW2 aircraft. Is your pilot 18 years old and very fit or 25 years old and less so? Too much time at the pub last night? Flew a difficult mission yesterday evening and now have to scramble early in the morning? This will be a gigantic can of worms to implement, and will make the FM wars of the past seem trivial.
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![]() 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 |
#17
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I'd assume that it will in part be based on:
1. G's 2. Altitude 3. Wounds Then again, it also maybe based on progressive fatigue/multiple missions. Example: Your pilot is flying in an AC which sustains damage to it's oxygen system, thus causing him to be restricted to a lower altitude, or face the "fatigue" issues of altitude. |
#18
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#19
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Yes the G we have in game based on a weaker pilots ..
Your pilot is flying in an AC which sustains damage to it's oxygen system, thus causing him to be restricted to a lower altitude, Things like that are actually great i agree because it is very real.. when pilots have been shoot some modern blur etc.. could be nice yes.. Many many planes are not modeled to their full strength. |
#20
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Heck even today's Raptor pilots with fancy moden G-suits that were trained for G endurance would go nuts after 40mins of such flight, and you think a bunch of farmboys(no disrespect meant) in leather jackets did so on daily basis like you can in il2? And I don't get your "andrenaline burst" thingy, for me to suprise you, you need to be out of combat in normal flight regime, that would be BEFORE you got tired by x-number of high G manouvers... |
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