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| IL-2 Sturmovik The famous combat flight simulator. |
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#1
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Its a decent idea but how many would actually use it and how much more time spent developing it will the clickable cockpits add to the over due sim?
Flyingbullseye |
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#2
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Black Shark has only one cockpit right?
Chiz:: Quote:
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#3
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I am not interested in using mouse for clickable cockpit. I think Oleg has the right approach.
Happy landings, Talisman |
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#4
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"clickpits" are useless to me and I'm in accord with Alpha on this one too. If you want to make "complete" CEM a part of it, then that's cool. Having some additional toggle switches to enable certain aspects would be fun IMO. Besides, difficulty settings are set server-side anyway and if it's not done well (or too cumbersome for most) it could just be turned off.
I'm all for adding more elements of realism to CEM, but that aspect mostly appeals to the FSX crowd than to the average WWII virtual combat pilot. If shifting COG is modeled as fuel is burned and ordnance/ammo is used instead of just overall weight, then that would be a nice touch as well. I wouldn't say no to having complete CEM modeled to its limits and having the ability to implement different aspects as collective pilot ability increases, but having it only on a single "on/off" switch would be too much for the vast majority IMO. |
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#5
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For me the cockpit doesn´t have to be clickable.
What i want is a more realistic engine management and that includes the starting procedure. It will bring more immersion and would also, by chance, keep away the "join, throttle to 100%, start run in which direction the plane is pointing at this time - player" Also it should be felt if you abuse your engine (too hot, too cold, too much rpm) With the really complex engine management the different workload for the pilots would be simulated at last. And if that is implemented it could also be clickable, for those who like it.
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Win 7/64 Ult.; Phenom II X6 1100T; ASUS Crosshair IV; 16 GB DDR3/1600 Corsair; ASUS EAH6950/2GB; Logitech G940 & the usual suspects ![]() Last edited by robtek; 01-29-2009 at 06:07 PM. Reason: adding thougts |
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#6
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I don't find clickable cockpits usefull or immersive, But being able to map the Magneto's Fuelcock's, Primer's and Ingine start button to my Hotas very usefull and immersive.
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#7
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Agree with Chivas and robtek. Today, with IL-2, all the planes work the same way. Engine on, full power, and go. That´s no realistic at all, and have a bad and negative effects on pilots.
If, for example, the pilots must set the mixture before starting the engine, gives another depth to simulation. |
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#8
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Clickable cockpits
Used in Flight Simulators This way users actually get a feel for the aircraft they are flying by using the switches displayed in the cockpit. Also, because in many real aircraft of similar types there are alot of switches and gauges in cockpits that are very similar. When I do MSFT FS I always just click the switches on the screen. I can't remember all the keystrokes. I just don't do Flight SImulator enough to make the effort I guess. The clickable cockpits do seem to work pretty well in flight simulators, because users aren't under pressure to make something happen fast. In Combat Flight Sims keystrokes are best, because users are usually under pressure to make something happen fast. Navigation and other tweaky stuff kinda gets put on the back burner when you're just trying to stay alive. The IL2 series uses the same keystokes for same actions in different aircraft. So over time and use you are able to learn the keystrokes faster. The only issue with that... if you move to another Combat Flight Sim the same keystrokes are not used. I've not said anything that any experienced CFS or FS enthusiast doesn't know. It's just that this topic creeps into discussions several times a year and most of us CFS type users.... just don't Oleg to waste time trying to indulge everyone's fantasy and leave off the stuff we really need. So, I doubt you'll get much support for clickable cockpits here. |
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