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-   -   Poll: Interactive Cockpits (http://forum.fulqrumpublishing.com/showthread.php?t=3038)

SlipBall 04-08-2008 09:57 PM

Quote:

Originally Posted by TUSA/TX-Gunslinger (Post 39599)
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



I agree 100 percent, Oleg would have much greater sales if he would put this feature in. I think programed keys is the best way to go. I hope that the sim will allow for a third party to give it to us some day. If only Oleg would take a chance on this

Roy 04-08-2008 10:50 PM

imho a waste of time considering that the most accurate modelling would be through key strokes and axes... for the users that'd feel like making a simpit with all the buttons, switches and levers.

SPUDLEY1977 04-09-2008 12:05 AM

Clickable = Waste
 
We can already program hotkeys. To simulate reality the key for me is flyability. Using a small mouse to locate, hover, click the tiny buttons on a virtual cockpit (which will be quite different in all craft) only detracts from the experience. We already have to suffer with a 2d computer world for a 6d real world.

For those who desire a preflight checklist here's your solution that will satisfy all: Keep a clipboard at your desk, and with pencil perform your preflight checks, and don't you dare take off until one hour+ after you sit down to the computer. Simple, easy, and allows for the programmers and CPU/GPU to focus on the visuals, flight models, situational awareness, and tactics.

I vote "No" thank you to clickable wasted cockpit resources. If Oleg & Comrades have that kind of extra time on their hands, just program the cockpit virtual buttons to move when we use the already programmable hot keys.

CS

Therion_Prime 04-09-2008 08:54 AM

Quote:

Originally Posted by SPUDLEY1977 (Post 39638)
For those who desire a preflight checklist here's your solution that will satisfy all: Keep a clipboard at your desk, and with pencil perform your preflight checks, and don't you dare take off until one hour+ after you sit down to the computer.

WTF?

mondo 04-09-2008 09:00 AM

Quote:

Originally Posted by SPUDLEY1977 (Post 39638)
For those who desire a preflight checklist here's your solution that will satisfy all: Keep a clipboard at your desk, and with pencil perform your preflight checks, and don't you dare take off until one hour+ after you sit down to the computer.

lmao! Never thought of it that way. I guess all the guys who cry about realism should keep a gun at there desk...

msalama 04-09-2008 09:16 AM

My 0.002$?

I will definitely get DCS: Black Shark, but I'm not so sure about BoB:SoW anymore TBH. Why? Well, finding the answer to that I'll leave as an excercise to the reader ;)

Blackdog_kt 04-09-2008 02:36 PM

I think there was one of the previous posters here that said he built clickpits for MSFS or something and it was no big deal, as long as the switch animation is already modelled. I can't dig up the exact quote right now, but if i'm not mistaken he said it was simply a question of assigning a preset function to activate a switch to a certain set of panel coordinates.

So, since these movable objetcs will certainly be modelled (don't deny it, they are already animated in IL2), i don't really see any substantial amount of time getting wasted.

Again, almost nobody here advocates a clickable-only interface. What most of the people support is to have two options for control, either via a mouse click or via HOTAS/keyboard. So i fail to see what's the big deal here.

Now you'll say that since i'm supporting this so eagerly, there must be some kind of big deal going on. Well, the only thing i'm concerned about is that with the increased realism we need more and more functions mapped to our sticks and keyboards. If you have multi-stick setups or a 200$ HOTAS set that's not really a big deal. For a lot of people however that lack such equipment, it would be a shame to miss out on an important part of our aircraft's functionality just because we don't have enough keys to map things to.

For these players, a clickable cockpit would give an extra method to interact with our aircraft. In other words, i would really consider it a major game design oversight if i had to choose between a 4 key combination or shelling out 200$ for a new stick just to be able to switch between my fuel tanks. If it's as easy as it has been implied, then the best thing to do is to implement both methods and let the player choose which one to use.

proton45 04-09-2008 04:34 PM

I can't believe that some people feel that "clickable cockpits" is all that "BOB SoW" needs to eclipse the M$ products in sales...

I thought that Oleg said he had no interest in developing a "flight sim"... I think I remember Oleg saying that he wanted BoB SoW to be a flight 'combat' sim... I think he said he was only interested in modeling the things that where necessary to simulate combat in flight.

I think that clickable cockpits is the proverbial "can-o-worms"... if Oleg starts getting into the business of making a "flight sim" it will be the beginning of the end...

Blackdog_kt 04-09-2008 04:48 PM

The finished product is still far enough away for people to debate pros and cons of suggested new features. All this discussion brings forth some ideas that might be modelled and give us a better sim in the end, so i see no harm in that.

Would i buy BoB:SoW without clickable pits? Of course. Would i like it if clickpits were included? The answer is again positive.

The fact that this is a combat sim doesn't negate the added appeal of a more expansive environment. We could have the best DM/FM in the world, accurate down to 99.9% of the original, and yet have its complexity bog down sytem resources to the point that our planes and cockpits would be simple wireframes on a black and white display. Sure, it would be the best combat sim ever in terms of realism but nobody would fly it, because there would be no suspension of disbelief whatsoever.It's all about keeping a balance in the end ;)

Supah 04-09-2008 04:50 PM

Quote:

Originally Posted by klem (Post 39600)
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.

You might jump into a lot of different aircraft, I like to play offline campaigns and focus on a single airplane

for a longer period. I'd actually like more indepth simulation. I think a lot of guys fly their favorite planes a

lot, the large group of people flying the 190 (despite of a arguable cockpit view) religiously almost comes to

mind. I think those people would love to be able to explore their favorite rides in more depth and become

proficient with them.


Quote:

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.

Have you ever seen a ww2 fighter cockpit and more specifically its control column and throttle quadrant? They are

awfully devoid of buttons. There might be the occasional trigger and bomb release switch but trim switches on the

stick was a unheard of luxury. All those people thinking that a HOTAS is even anywhere near realistic for WW2

combat should have a look in a cockpit in a museum.


Quote:

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'! :D So far I haven't moved beyond

using a second Saitek X45 as prop rpm, aileron trim and flaps plus half a dozen switch functions like Canopy, Hook,

etc. It doesn't feel too far from 'the truth' when I push the X45 throttle up for increased RPM or adjust the

aileron trim rotary.

Just my 2p
Yeah that's a realistic solution, let's all buy extra expensive hardware and tear it apart! A lot more feasible

then making the cockpits clickable.

Quote:

Originally Posted by mondo (Post 39611)
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.

I wonder mondo, are you a real pilot? I have about 200 hours on cessna 172's and about 20 on Piper Arrow III and even with this experience (which is more then what a lot of ww2 pilots got) I still dont just flip switches at ease in milli seconds. Ergonomy is a factor especially in older Cessna's where the trim wheel is low on the center console or for the tank selector which is on the ground. Now I have it easy because I am quite tall but some shorter guys have the option of either trimming the plane and looking outside, not doing both. Now add to that landing on a bumpy grass runway during a wet autumn and reaching out for your flap switch during a touch and go is virtually impossible. A keyboard or HOTAS isn't at all realistic especially so in ww2 sims as it places all keys within easy reach something ww2 planes most certainly didnt. I have sat in spitfires, mustangs and those cockpits weren't designed with ease of operation in mind. Combat operations ok, those are often in reasonably easy to reach places but the things I want a clickpit for (for instance tank selector) weren't. You don't need them to be either.

Quote:

Originally Posted by SPUDLEY1977 (Post 39638)
For those who desire a preflight checklist here's your solution that will satisfy all: Keep a clipboard at your desk, and with pencil perform your preflight checks, and don't you dare take off until one hour+ after you sit down to the computer. Simple, easy, and allows for the programmers and CPU/GPU to focus on the visuals, flight models, situational awareness, and tactics.

Yeeeees lets get offensive again! Yes focus all your efforts on eye candy so Spudley can have his airquake and kill tigers with 50 cals. Not so nice when people act like that is it?

Quote:

Originally Posted by proton45 (Post 39676)
I can't believe that some people feel that "clickable cockpits" is all that "BOB SoW" needs to eclipse the M$ products in sales...

I thought that Oleg said he had no interest in developing a "flight sim"... I think I remember Oleg saying that he wanted BoB SoW to be a flight 'combat' sim... I think he said he was only interested in modeling the things that where necessary to simulate combat in flight.

I think that clickable cockpits is the proverbial "can-o-worms"... if Oleg starts getting into the business of making a "flight sim" it will be the beginning of the end...


Could you link us to the page containing that Oleg quote? If that's true then ok we don't even need to have this discussion let alone buy his product. If I wanted playstation/xbox style over simplified flight games with more eyecandy then I'd just go and buy that.


In general, Oleg has some serious trouble on the horizon. Where the MSFS series before was as devoid of arms as could be for the last few years suddenly we are starting to see bombs and guns in third party addons. This means it is allready implemented in the engine as third party developers cant add new stuff to the engine. We can allready drop flour bombs in official missions, I think it's just a matter of time before we go the extra step. As said before the people in the MSFS pay 40 bucks for a single aircraft which is what we will probably end up paying for the entire game. These people love ww2 aircraft as much as anyone in this community but have a much higher expectation of simulation fidelity then people in this community who are apparently satisfied with "I-key Start engine be sure" logic applied there in. If Oleg wants to sell to the same old whiney deminishing crowd then sure more of the old, if he wants to tap into large and financially interesting markets then the old ways just dont cut it with poorly done campaigns and over simplified aircraft.


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