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| IL-2 Sturmovik The famous combat flight simulator. |
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#1
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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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#2
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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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#3
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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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#4
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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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#5
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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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#6
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PE Tigar, i'd agree with most of your post- right up until you want to 'limit' offline play.
are you seriously suggesting a game developer should ignore a large proportion of an already smallish potential customer base? doesn't sound like a winning strategy to me @ others if someone was to suggest the opposite here 'burning at the stake' would probably be one of the milder comments in reply ![]() personally i welcome the exchange of opinions however strong. they should however keep a basic degree of respect, something that appears to me to be slipping from some posters. is a degree of toleration too much to ask for? |
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#7
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No, not suggesting that at all - I just think that, by nature of things, a server-client environment would be able to drive that "virtual BoB" with many more airplanes etc., and compared to that the offline experience would be more limited. I.e. - you have a set limit of airplanes you can put into an MDS mission in 4.10, if you had a server farm you could theoretically put in many more planes, a bigger map, more ground objects etc.
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#8
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Limiting offline is the surest and straightest way to send a sim to the gray plains of insignificance. Offline players, despite not being well represented on message boards, are still the largest customer group. Alienate them and you'll have shot yourself in the foot. |
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#9
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#10
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