Quote:
Originally Posted by Oleg Maddox
From which modern game it is? 
I think it isn't even from Il-2....
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Oleg, I was responding to the following comment by brando:
And that's only the drill for a single-engined fighter. Try sorting that for a twin-engined bomber + taxying to the line + waiting for the rest + taking off + climbing to a mimimum 10,000 feet over France + + picking up the escorts ...... something near an hour so far ...... and then the fun begins. Let's hope you didn't make some kind of mistake during the start-up procedure and need to abort your flight!
He is suggesting that the fun only starts once you get over enemy territory. I guess this kind of attitude is created by the constant adrenaline fueled online furballs. I think if you asked real aircrew you'd find that procedures were vital and because of these procedures, aircrew were kept very busy and were far from bored before they reached the enemy coast.
I think takeoff with a full bomb and fuel load was probably the most dangerous/exciting/terrifying time for an aircrew. Lose an engine on takeoff and you'll most likely die in a fireball. I'd like to feel the same tension on take off....if I take a short cut and skip the warm up or fail to check the vital signs of the engines then it really is quite serious.
I still feel strongly that combat is only part of the simulator experience and knowing your aircraft systems and limits is just as important as being good in a dog fight. There are still a large number of us who prefer the offline experience. Without the checks and procedures there's very little to keep the mind occupied until you meet the enemy.
I'm not criticising your decisions at all and as I've already pointed out in a previous post, by modelling the systems you've already given us the majority of what we need for a startup procedure anyhow.
What I am trying to counter is the view that a combat simulator is JUST about the combat.