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IL-2 Sturmovik The famous combat flight simulator. |
View Poll Results: What do you think about clickable cockpits? | |||
Great, very immersive feature |
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52 | 39.69% |
Only a waste of time |
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79 | 60.31% |
Voters: 131. You may not vote on this poll |
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Thread Tools | Display Modes |
#61
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I know as little planes that were controlled with a keyboard.
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#62
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I voted NO...but...
I wasn't a fan of clickable cockpits in BOB WOV primarily because the switches were very difficult to find with the mouse. It was an excercise in frustration. When they modded it so you could map the switches to our Hotas, things changed dramatically. Turning on the full cocks, magnetos, adjusting prop pitch, pumping the primer, and hitting the starter.... watching the prop turn over...hoping it will fire up as a group 110's are a seconds away from blasting your base.... is very exciting. Also taxing and shutting down next to the ground crew while they rearmed my aircraft (hitting the rearm key in BOB WOV) hopefully a much more immersive implemetation in SOW then start up procedure to have another go at the departing LW formations. All great fun and very immersive. I would really like to see this modded in SOW, but Oleg has suggested the real start up procedure would be too complicated and few people would use it. This is probably true, but personally I don't need the ultra realistic start up procedure...being able to map a few more switches to my Hotas(and verifying the switches are being turned on in cockpit) would be more immersive than the "I" engine start key. ~Salute~ Chivas |
#63
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#64
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Eco - that was a sweet vid and what a way to interface with a program..I like the intuitive hand motions as they relate to specific manipulations of the displays...looks like a form of sign language.
For clickability - I was a naysayer and really pretty adamant about my dislike for clickable cockpit controls....until I actually used it in FSX. As has been said, you can either use the mouse to locate and manipulate the control switches and knobs OR use the corresponding keyboard commands so it is NOT an either - or proposition....and believe me - this option really brings the virtual cockpit to life. You see the rudder trim wheel...you need to correct with left rudder trim..you slide the cursor over it and rotate the mouse wheel one or two clicks and you have the pinpoint control input that you need and instead of a dead control actuator slaved to the keyboard that is otherwise totally inanimate - you have a functioning trim wheel that actually works...virtually. For preflight and in non combat flight I would love to be able to make the finer flight trimming adjustments or do the engine startup/shutdown proceedures with the mouse click method...and then in combat I would ofcourse use keyboard commands as they are much easier to do without any fiddlin' It would be good to have the option and I think some here who are most dead set against it would have a change of heart if it was available -
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"I'm afraid I'm not at liberty to discuss this" ![]() the Sandman... Last edited by heywooood; 04-08-2008 at 04:07 AM. |
#65
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Not me.... As long as the function is programmable and the virtual corresponding control moved in the virtual cockpit Id be straight.
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#66
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I was a naysayer too - right up to the point I saw the Blackshark video with the preflight sequence.
Think about the vast number of MS Flight Simulator users. Think real hard about it. Most of those guys love their clickable pits. Clickable pits will sell far more copies of this new sim than I think most imagine - simply due to the fact that most of us are so wrapped around our experiences in Il2. S~ Gunny |
#67
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I don't think clickable cockpits will add anything useful. We jump into so many different types we would never remember in time where each switch is. Also, it is not at all immersive to be fumbling around for the mouse with your stick hand.
What is much more useful are the programmable button units you can get (Saitek?) where you can lay out the buttons for all the featurers you need and know where they are regardless of the aircraft you are flying. You can lay them out in a representative cockpit layout so that there is some feeling of realism to it - many cockpits were generically similar in their basic layout. Before anyone says "but all cockpits are and should be different" let me say that's ok if you are 'trained on type' and flying that type only for a long period as was the case in RL. Another method is to cannibalise an old programmable stick and build a panel or two with switches and knobs to suit your needs.... short of where the wife would accuse you of 'building a cockpit'! ![]() Just my 2p
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klem 56 Squadron RAF "Firebirds" http://firebirds.2ndtaf.org.uk/ ASUS Sabertooth X58 /i7 950 @ 4GHz / 6Gb DDR3 1600 CAS8 / EVGA GTX570 GPU 1.28Gb superclocked / Crucial 128Gb SSD SATA III 6Gb/s, 355Mb-215Mb Read-Write / 850W PSU Windows 7 64 bit Home Premium / Samsung 22" 226BW @ 1680 x 1050 / TrackIR4 with TrackIR5 software / Saitek X52 Pro & Rudders Last edited by klem; 04-08-2008 at 11:55 AM. |
#68
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![]() The point is the keyboard, for the user is much quicker and easier than clicking around a cockpit with a mouse and far more similar to what a real pilot would do; hitting nobs, buttons and switches etc. I don't want to have to take my right hand of my joystick to then use my mouse to lower my combat flaps or change the engine RPM or any of the many things you have to do constantly in combat. If SOW does both then cool, everyone is a winner. I just don't want it enforced on me, it would be a deal break for sure. |
#69
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For me the only thing that increases immersion is actually seing the switches and levers moves when I select them (with my hotas or keyboard). Other then that I don't think that a combat sims can benefit from a clickable cockpit... well not until touch screens are the norm...
One idea I floated on UBI was that a certain delay should be implemented between commands are entered... this could simulate the pilot having only one hand free at all time... Cause the way we have it know we can trim, change throttle setting, drop flaps, jettison tanks, drop undercarriage, etc. all within 1 seconde... using a hotas... Last edited by Zoom2136; 04-08-2008 at 07:11 PM. |
#70
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![]() Quote:
Having logged and enjoyed tons of hours in FS2004, I can say that I am through with procedural trainers due to the fact that I just do not have the time. Now the FSX folks love their vintage aircraft there is a huge industry based around WWII aircraft and they pay up to $40 for a single addon aircraft! Now back to our reality, are you guys really going to wait for the oil temperature to come up to operating limits before taking off. How about shock cooling and cracking your cylinder heads because you didn't plan your descent out of altitude properly. Complex engine management in reciprocating aircraft engines was and is a PITA until the recent advent of FADEC (Full Authority Digital Engine Controls). I think there will be a nice middle ground for all to enjoy. I would rather have correct munition load outs and weapons configuration and release controls as per the real aircraft. But that touch screen business really put the hook in me....I want that!!!!
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Salute! Wilcke Last edited by II./JG1_Wilcke; 04-08-2008 at 08:29 PM. |
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