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IL-2 Sturmovik The famous combat flight simulator.

View Poll Results: CLICKABLE COCKPITS -
YES - CLICKABLE COCKPITS 124 51.24%
NO - CLICKABLE COCKPITS 118 48.76%
Voters: 242. You may not vote on this poll

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  #61  
Old 02-13-2010, 12:59 PM
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SlipBall SlipBall is offline
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For example, open the cockpit layout in an editor of your choice, select the area around the button and copy the coordinates in notepad. Then, go to c:\program files\SoW\interface, open the SpitMKI.ini file and add the following lines

[clickable]
(70,131),(92-155),title=master switch,type=on-off

...save the file and you just made a clickable on/off toggle switch by yourself with a "master switch" tooltip when you hover the mouse over it. You can still map it directly to HOTAS or keyboard, use the popup menu or knock yourself out and go amok on the entire cockpit if you want full clickability, but the best thing is that we get the most functionality and realism with the less amount of extra work for the developers.

With all the hints being dropped along the way about the modability of SoW, this kind of customization potential is something we can reasonably expect. One can build entirely new cockpits with different avionics for FSX by editing text files and resizing a few textures to match dimensions. Personally, i refuse to believe that Oleg, Ilya and their team can't provide customization features on par with a 2006 Microsoft title when they have emphatically stated that the new engine will be highly modable.



Very reasonable idea! seems like the best solution to please one and all, I also agree with your other point's

edit: send your ideas to Oleg, I'm not sure he is reading all of the threads
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Last edited by SlipBall; 02-13-2010 at 01:56 PM.
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  #62  
Old 02-13-2010, 01:23 PM
ECV56_Lancelot ECV56_Lancelot is offline
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I very much like your ideas Blackdog, and agree with your points. A little more insight from the developers of how clickpit cockpits will be handle by third party on SoW might help on releive this concern on those of us that like clickable cockpits, but i don't think it will happens since they are very busy.
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  #63  
Old 02-13-2010, 02:15 PM
AndyJWest AndyJWest is offline
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Quote:
All that's needed is a 5-page pdf manual explaining how to add clickzones, which could be as simple as editing a .ini file with a text editor and specifying a set of coordinates with a "clickable" flag. To further simplify things, these coordinates could be the X.Y values for the top left and lower right corners of a rectangle.
Um, no. If you allow 6DOF head movement, a 'clickzone' needs to have 3-D coordinates. Simplest would be X, Y & Z plus a radius for a spherical zone. To position these correctly you'd need access to the 3-D cockpit model, and software to view it. Unless 1C:Maddox are going to provide the 3-D data, the whole thing is a non-starter for anyone but the most masochistic, or for those who are willing to 'hack' the source: not something the developers would want to encourage.

Once again though, this debate is getting sidetracked from how things are controlled to what controls are available - they are two different issues, and arguing one to support the other just confuses the whole debate.
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  #64  
Old 02-13-2010, 04:27 PM
Blackdog_kt Blackdog_kt is offline
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I was just giving a generic example, you're right that the end result would be a more complicated deal. Still, it's far from impossible and it's how companies like Aerosoft make a good deal of money.

As for hacking the source, i doubt it would be necessary. We've all read in interviews and other snippets of information that there will be tools for 3rd party developers released after the title hits the market.

My point is, that there are more ways than one to skin a cat. The reason people use FSX as an example is that modability is one of the things it does well. If you ever get the chance for some stick time on that, it's very interesting to compare a stock aircraft from the vanilla install with an aftermarket one. They are so far apart by leaps and bounds that the stock MS provided aircraft pale in comparison to certain 3rd party payware and even some freeware. The sounds are better, the graphics are sharper, the FM and systems modelling is better and on top of that all, they are not overly taxing the PC and frame rates are still reasonable despite the added detail. There are also freeware aircraft that are still better than the stock MS ones and nobody had to hack anything to make them. What it did involve was the release of an SDK and some talented hobbyists.

In any case, i think that the people who went through the trouble of modifying a closed engine like IL2 (and did it for free) will be more than willing and able to produce similar or better results with much more ease if they get their hands on officially sanctioned tools with built-in support. That's what i'm advocating in essence, giving the community access to certain tools will not only ease the workload of the development team and draw sales from the civilian sim crowd, it will make for a much more varied experience for all and result in better sales to fund the stream of future expansions.

Maybe i'm reading too much into it and being overly optimistic, but putting together what's been said from official sources during various stages i'm expecting something so modular that it will gradually evolve into a "flight simulator operating system" so to speak. That's pretty exciting if you think about it, especially if the engine is good enough to accomodate all of our possible simming needs as time goes by.

Plus, if there's lots of quality freeware around, competition will result in better and cheaper payware from 3rd parties as well. It's a win-win for everyone.
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  #65  
Old 02-13-2010, 07:23 PM
GOZR GOZR is offline
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Voted yes.. and it's the way.
Key options and click. When the dev are doing the click option there is always the key biding.

So you get both.. it doesn't mean that if you have a click sim you will loose the keys.

Simple. the future is ahead.
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  #66  
Old 02-26-2010, 07:44 PM
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SlipBall SlipBall is offline
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Quote:
Originally Posted by GOZR View Post
Voted yes.. and it's the way.
Key options and click. When the dev are doing the click option there is always the key biding.

So you get both.. it doesn't mean that if you have a click sim you will loose the keys.

Simple. the future is ahead.

We have gotten our wish
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  #67  
Old 02-26-2010, 08:11 PM
Oleg Maddox Oleg Maddox is offline
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Quote:
Originally Posted by GOZR View Post
Voted yes.. and it's the way.
Key options and click. When the dev are doing the click option there is always the key biding.

So you get both.. it doesn't mean that if you have a click sim you will loose the keys.

Simple. the future is ahead.
In reality to get both isn't simple task as you may think. But we have it.
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  #68  
Old 02-26-2010, 08:55 PM
nyairman nyairman is offline
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As an option would be great as well as an alternative to a hotkey. Without sacrificing too much bandwidth/processing power of course!
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  #69  
Old 02-26-2010, 09:22 PM
noxnoctum noxnoctum is offline
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I know I'll never use it. Way too slow and inefficient.

Shouldn't be using a mouse at all in a CFS imo, except for clicking around on the map I guess, but you don't do that in a dogfight.

Having to click something on the screen to lower flaps would be awful in a dogfight.
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  #70  
Old 02-26-2010, 09:23 PM
ECV56_Lancelot ECV56_Lancelot is offline
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Thanks Oleg for giving us click cockpit. I remember before Black Shark that clickpits were a thing of the past, and that they weren't needed, but after Black Shark, and how much it help me to know the avionics using the clickpit, i change my point of view. That's the reason i wanted clickpit, since it seem for the first time we will have in a WW2 sim, aircraft systems and instruments better simulated, and clickpit are IMO one of the best tools to learn them.
Also, after some time without flying, you remember better the instrument and its buttons/switches/knobs that the key combinations, and that help to get back on flying faster.
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