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| IL-2 Sturmovik The famous combat flight simulator. |
| View Poll Results: CLICKABLE COCKPITS - | |||
| YES - CLICKABLE COCKPITS |
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124 | 51.24% |
| NO - CLICKABLE COCKPITS |
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118 | 48.76% |
| Voters: 242. You may not vote on this poll | |||
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Thread Tools | Display Modes |
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#1
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simple as simple can be... press a button.... any button... map it to anything u want... heck map it to a mouse button... that toggles between mouse look and mouse click mode
really... most people don't use a mouse to look around... super hard to keep one hand on the throttle, one hand on the stick and umm 3rd hand on the mouse? HOTAS joysticks are so cheap now... that if you don't have one... u don't like flight sims enough to even need to worry about this issue... and/or your forgetting that SOW will be a simulator... not an arcade game... simulations tend to try to SIMULATE everything physically possible... that includes switches and buttons... but all in all... clickable cockpits were stated to be optional... meaning if u really wanna spend 3,000$ building ur own cockpit and mapping ur own custom made panel switches and controllers... go ahead... Last edited by AKA_Tenn; 03-01-2010 at 10:04 AM. |
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#2
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It is pretty well a fact, if you do aircombat flight simulation you'll have to buy a stick with some buttons. Even the cheap Saitek Aviator has enough buttons to get the job done, and it's under $50. I'd say that's a long way from $3,000 It's is basic stuff, you don't really need all the controls for a WW2 air combat sim as you do for jets, with more complex operations. One thing many clickable cockpit advocates don't think about.... The better sticks are fully programmable, and the programs can be stored and recalled at will. I pretty well have a very basic commands set I use between all the WW2 air combat sims I use. They are programmed for the keystrokes required by the sim, but I use the same buttons on the stick, throttle or MFP. I'm fine with clickable cockpits, but I don't think they are an improvement for air combat. They sure won't be used, when you get into a furrball or you'll be partnered with old terra-firma very quick. |
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#3
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It is not possible to click things when in a dogfight for sure. But energy tactics or running away, or chasing someone, then it should be possible. But what would we need to click anyway at that moment? The most important stuff is on our controllers anyway.
EDIT EDIT EDIT: Clearly this is something meant for start, take-off, normal flight (climbing, cruising), landing and re-arm etc. Could be fun. The most important factor affect this is - how many aircraft controls are there? In IL-2, tons of binds (most of them) are not aircraft controls, but view, AI and option controls. SoW will have more aircraft stuff, as we already know. Question is, how much? If a lot, then clickable cockpit is very useful. If just a bit more, then not very useful. Last edited by MikkOwl; 03-01-2010 at 11:28 AM. |
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#4
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As stated in the last interview one must i.e. have a switch for windows de-icing, that is a important but seldom used switch, switching on and dimming the gun-sight is the same.
There one sees the dephts of the programming and can imagine how many important but in a combat situation non-essential switches and levers there will be. All the people which are talking of SoW:BoB as a combat simulation should be aware that the combat is only a small part, just the climax, of this SIMULATION.
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#5
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For those who aren't getting how it works in a combat simulator, please check these videos to see what we're talking about before bashing.
They're from the most advanced combat simulator released to date (only till October I understand it's a matter of taste, but most (actually, all) of those against clickable cockpits in combat sims never ever tried it. I'd recommend actually trying before saying it's useless or anything .Those interested check other videos in the same channel, most show how do clickable cockpits fit perfectly into a high fidelity combat simulator |
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#6
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I'm pro clickable cockpits cause if SOW is going to have a full realism option then there simply will not be enough keys to cover all the controls required just to do a startup.
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#7
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And still, with a HOTAS, you don´t need to use the mouse to click anything during combat, at least that you make a lousy programming of your hotas, and don´t remember a key combination of a button/switch that you need to use. |
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#8
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Telling people to be "be creative" is like telling them to "go buy a $300 HOTAS set", or like me telling them "no, you go buy a TrackIR and click things". On the other hand if both methods work, some can have their fun mapping a bunch of switches to their HOTAS and some can have their fun by not mapping them, but we'll all still have the same amount of control over the aircraft The thing is, if you don't like it don't use it. The only case were something is ruined is by not including this, because everyone who can't afford a HOTAS would be unable to fly full real. It's like making a sim where everyone has to have the same peripherals to fly effectively and that's definitely not fun. Some people have TrackIR, some have HOTAS, some have both and some have none and only use a hat switch or a mouse. Should the interface be so restrictive that they can't use it unless they have a specific piece of hardware? I think not. Quote:
FW-190 manuals: http://www.classics-hangar.de/downloads_en.htm P-47D Razorback manual: http://www.a2asimulations.com/wingso...27s_Manual.pdf It's not an Airbus, but there's maybe 40 or so different switches in the P-47 cockpit. I don't want to have to map and remember each and every one especially since i can look at it with my TrackIR and, thanks to the high resolution cockpits, read what's what before activating it. For me the dilemma always was: More in-depth modelling of the airframe even if that means a bit of a clunky interface at times? Or should we not model half of the airframe because we don't want to change our habbits? I choose the first option. |
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#9
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yea 90% of the switches are for start-up and switching between combat/cruise mode... in a fight u should already have all the switches set so all u gotta worry about is throttle/pitch and maybe supercharger settings... if ur switching radiator or electrical systems in the middle of a fight then there's something wrong with you... not the game.... in a more realistic situation you can't micro-manage all the systems of your plane to keep it running maximum performance... like i said this is a simulator not an arcade game... so what u'd do is learn how to make it run as best as u can without needing to constantly adjust controls and... even tho u won't be getting the best performance possible out of it... at least ur paying less attention to ur plane than the fight...
and with this game... u'll probly need to constantly adjust things that were pretty much automatic in il2... such as prop pitch... i suspect we'll see a lot of spits with dead engines when the game first comes out, as they didn't have automatic prop pitch Last edited by AKA_Tenn; 03-03-2010 at 06:38 AM. |
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#10
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I am late to this conversation, and I haven't read the thread the whole way thru. (13 pages.....) so sorry if this has already been said.
Surely it's not a mutually exclusive thing? By that, I mean that the cockpit can be clickable, and at the same time all clickable controls can be duplicated by keys. I would like to click things on the ground, and maybe in cruise flight. Other times, I would probably use the keyboard command. I can understand that people with more basic setups may not be able to map enough functions through their keyboard, but we don't really know if this will be a problem with SoW or not. Now I'm sure the poll was raised with SoW in mind, which probably makes this left-of-field suggestion irrelevant, but I'll suggest it anyway. Mouse Gesturing! http://en.wikipedia.org/wiki/Mouse_gesture This is perhaps the most 'realistic' solution of all. (If we are talking about moving your hand in order to move a switch). Years ago I played the computer game Black & White which had this feature and it seemed to work well enough. Last edited by _RAAF_Stupot; 03-03-2010 at 08:47 AM. |
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