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| IL-2 Sturmovik The famous combat flight simulator. |
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#1
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The closer SOW gets to realism the more customers it will extract from the dying(?) FSX scene. It's a resource question ofcourse, dev team can't do everything and get the game released in 2011 but underestimating the potential of customers who are ready to pay ~50$ for a single high-quality plane like A2A's accu sim packages can be a mistake too. But I hope Oleg has created an engine that's open and complex enough for 3rd parties to create whatever level of detail they see fit. I'm looking forwards going through a thinck manual, monitoring million cauges and clicking billion buttons on my bomber flight in SOW! |
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#2
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The one thing computers do well - redundant tasks
Why would anyone want to go through complex engine start procedures everytime they fired up the SOW? Why would anyone want all the inflight complex features, because if full real is addressed it wouldn't be as nice as people perceive. By that I mean weather, wind, fuel, magnetos, etc. and dozens of other management items would be required. Maybe for fun I might like a complex start procedure like you can do in Falcon 4.0. Then again, most everyone doing Falcon puts the startup on a programmable switch and pushes 1 button to go through maze of startup procedures<> LOL If Oleg wants to give us all the complexity of real aviation I say go for it. However, just give me switches to turn it off or tune it down. Many times when only I have 30 minutes or so to enjoy the sim. No way I'm going to sit at the keyboard and flip switches, wait for responses and flip more switches. Sorry, but that would lose my interest faster than watching wet paint dry. |
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#3
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Atleast I'd throw money at at.. where do I pay? |
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#4
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Creating all the array of switching and responding with the application for all the different aircraft that will eventually be in the BOB SOW. You can get some idea by reviewing all the aircraft in IL2. Then you have to remember. The full real switching and responses are all a little different between aircraft models of the same basic aircraft. I mean if you really want to get full real. The payloads (weapons loadouts) vary greatly between aircraft models and that would make loadout choices a nightmare, if Oleg didn't fix the payloads for each aircraft. Then another biggy. We gotta have the AI doing all the switching as well or it just won't be fair. Oh, and the AI has to be programmed into the application to do switching in the myriad of possible circumstances necessary for full real. It makes you realize why air combat pilots spend all their time in one aircraft, training on the one aircraft and becoming thoroughly familiar with the one aircraft. Back to training, if you moved from the BF109 to FW190. I see it like this. I trust Oleg to give us the best of the situation, and hope he isn't cajoled into doing stuff that will just bog us down. The full real guys with this inordinate twinge to dot all the i's and cross all the t's... well they need to go take "real world" flying lessons to satisfy their penchant for realism. They'd get a good taste of that in any 'full real" aircraft. Especially, if they are in a real plane and fail to switch fuel tanks in time. LOL |
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#5
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Well they somehow managed to create quite a few very detailed 3rd party planes in FSX for example. And that isn't really a marvel of software engineering when it comes to the game engine far as I've understood.
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#6
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And one thing the "total full real" proceedures folks keep forgetting is that having all that realism precludes having more than one or two flyable aircraft in the sim. So you end up with a "study sim" like DCS Blackshark or A-10. Technically interesting in concept, but frankly, boring. No online wars, no "Spits vs. 109s" or "War Clouds" type servers, no mutliplayer at all for that matter. Folks simply are not thinking this through. OH, and robtek, the manual prop of the 109 E3 should be modeled in SoW, some of the mods already do this. It's all that fiddling with the startup procedure, and large volume of extra programmiing and 3D work that isn't necessary at all. In flight controls, no issue. 15 to 30 minute startup/warmup regimen? Sorry, not necessary and will adversely limit sales of the sim. As I said before, Oleg understands that this is a business and sales numbers equal success and further additions to the franchise.
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![]() Personally speaking, the P-40 could contend on an equal footing with all the types of Messerschmitts, almost to the end of 1943. ~Nikolay Gerasimovitch Golodnikov |
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#7
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I'm a proponent of real procedures, but requesting something is not akin to demanding. If I were to order my wishes for a flight sim, real procedures would probably not be in the top 10. And real start-up procedures is following a flow chart and ticking the right boxes. Start-up procedure would rate higher in my list than clickable cockpit. As far as I can imagine, a start-up procedure would be less complex than creating a clickable cockpit... for one aircraft. If clickable cockpit is a portion of the engine, I can imagine it being complex to implement in the engine, but simple thereafter for each aircraft. Still, I feel a clickable cockpit more of a gimmick than start-up procedures. In simulating a day in a virtual pilot's war, I would use a start-up procedure offline every time, online as often as possible. In the same situation, clickable cockpit maybe twice per aircraft offline and never online. All the above is IMHO. Regarding requests and questions being repeated, without a definite "No" or "no development resources" from Mr. Maddox or other team members, one can expect these to be repeated from time to time. |
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#8
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I guess all sim developers should follow the Rise of Flight approach and concentrate on Air Quake, seems to work fine for them...That SimHQ article actually paints a rather grim picture of the current state of flight sim development by most of the remaining few developers who are still working in this area. Somewhat ironic that the main reaction here is for people to bring up their personal wishlist again. SoW's detail level in systems modeling and startup procedures has long been explained by Oleg anyway, and his decision should be understandable no matter where you stand on this issue. Not sure why some still have to drag out the classic "if you want realism go and fly a real airplane" non-argument in this context. |
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#9
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I always wondered what those DCS multiplayer icons were which appeared at install, or the servers listed when I clicked on them.
hmm, oh well, if DCS has no multiplayer, that's that then |
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#10
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But the most important thing for me is not accurate modelling of the switches you use once and forget (famously - magnetos in Il-2 - why do I need to switch them off and on, if there's no magneto failure option?) but the accurate modelling of the features really important in real airplanes - which are BTW inexplicably absent in Il-2. A good example for this is the fuel tank selector, or the fuel shutoff. If it's hard to model the fuel consumption from different tanks, than please at least let me shut off the fuel flow to a burning engine. It could've saved my virtual butt many times... Again, the flight sim, and a combat flight sim in particular, is a very complex mechanism. With that in mind, the all new features we'll see in SOW, especially in environment modelling, will give us a huge immersion boost - be sure |
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