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IL-2 Sturmovik The famous combat flight simulator.

 
 
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Old 08-13-2013, 11:50 AM
sniperton sniperton is offline
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Quote:
Originally Posted by MaxGunz View Post
Yes, we as players are quite hampered, even with head tracking.

There is the monocular view issue with canopy spars blocking view that would not be blocked with stereo vision.

We don't get any feel sitting in stationary chairs. IRL you can feel slip or skid as a pull to the side kind of thing. IRL you know when you're pulling G's, rising or descending, tilt, G-forces and turbulence.

In sims you have only visual cues and instruments. One major sim skill is integrating those into 'feel' where changes in speed or VSI or The Ball mean something just through practice.

And yes, this is also something that used to come up for discussion. What you brought up is kind of a minefield of topics that it's probably good to bring up now and again.
I think it's clear that G-forces and the rest you mentioned are simply outside the scope of a sim, at least under armchair conditions. Still, they too can be transformed or translated into visual cues, something like as Wonder Woman View does (surely a bit too generously). WWV is a constructed image which makes a wide range of sensual information available in visual form, and in this sense it's more realistic than a faithful camera image which filters out all non-visual sensual input.

Now turning to the purely visual cues one might have in a RL cockpit, I feel that they too are rather compromised in the 'faithful' camera image we have. Even with a TIR you need several huge monitors to have everything relevant appear in a meaningful distance and a meaningful size (and with the use of huge monitors we have already left the realm of 'airmchair conditions', btw -- ask the wife ). The instruments are too close and the skies are too far, and the camera view with its zoom function can hardly replicate the ease the human eye and mind adjusts itself to the task IRL. My solution would be a third type of view with a split screen with fixed FOV for both the static lower instrument part and the dynamic upper combat part (with some zoom allowed when using gunsight view). Just an idea, don't kill me
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