Official Fulqrum Publishing forum

Official Fulqrum Publishing forum (http://forum.fulqrumpublishing.com/index.php)
-   IL-2 Sturmovik (http://forum.fulqrumpublishing.com/forumdisplay.php?f=98)
-   -   Realistic pilots? (http://forum.fulqrumpublishing.com/showthread.php?t=18076)

MikkOwl 01-11-2011 09:39 PM

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.

Coen020 01-11-2011 09:45 PM

Quote:

Originally Posted by sd_stout (Post 211136)
And remember each pilot had his own stamina and limitations on what he could endure. I say you should be able to level up your pilot! I used to have a pokemon game where you could wear a pedometer that would track how much you exercise and you could level up yu pokemon like that. Good idea sounds sweet to me!

-off topic-
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.

Sven 01-11-2011 10:01 PM

Quote:

Originally Posted by MikkOwl (Post 211176)
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.

Physical and mental are very closely related as I already pointed out, one cannot do without the other, you could take the whole mental part out, of course, but what are you trying to model then? Inhumane behaviour?

And yes coen, it really is a pedometer, if you said that in science class you get a :? from the professor.

WTE_Galway 01-11-2011 10:48 PM

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.

Ernst 01-11-2011 10:49 PM

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. :evil:

Furio 01-11-2011 11:01 PM

Quote:

Originally Posted by MikkOwl (Post 211176)
I strongly support the idea of improving the pilot simulation...

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.

On the contrary, IMHO it is very complicated. Of course, you can lower the onset of blacking out, but how do you model a “reduced strength”? By slowing down control input? By limiting the amount of stick or pedal displacement? By increasing force feedback?
And how can you slow down quick reflexes?

Sven 01-11-2011 11:03 PM

Quote:

Originally Posted by WTE_Galway (Post 211188)
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.

You just solved the 'PC gaming is unhealthy' problem hahaha:grin: , way to go for futuristic sims!

TeeJay82 01-11-2011 11:21 PM

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?

JG4_Helofly 01-11-2011 11:21 PM

Quote:

Originally Posted by Furio (Post 211192)
On the contrary, IMHO it is very complicated. Of course, you can lower the onset of blacking out, but how do you model a “reduced strength”? By slowing down control input? By limiting the amount of stick or pedal displacement? By increasing force feedback?
And how can you slow down quick reflexes?

In a way, we already have "fatigue" in game. When the pilot is wounded, full deflection of the control surfaces is no longer possible.

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!"

Skoshi Tiger 01-12-2011 01:08 AM

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! ;)


All times are GMT. The time now is 07:00 PM.

Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.