Quote:
Originally Posted by Osprey
I agree. Who wants to sit there going through a painful pre-check each time.
DCS Blackshark had a 40+ point procedure to start the engines, it was the singular reason I binned it
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Blackshark is a modern aircraft. Most WW2 fighters need 5-10 button presses and guess what, since all of them use piston engines the sequence is pretty much identical. It's not a question of what's best, it's a question of what floats your boat and how you want to play your game.
So, just because all some people want to do is point and shoot doesn't mean they should force their preferred difficulty level on the rest.
I'm slightly disappointed that we won't have complete start-ups, but i understand that things like that take time. I won't hold it against the developers, especially since they say we'll be able to modify things and model it ourselves down the road. It's just a minor incovenience for me.
The important part is to have the dependencies between aircraft systems modelled. This IS a big deal because it affects damage models and tactical considerations for the player. For example, cascading system failures...you get hit, suffer a blown up oxygen tank and have to dive to lower altitudes in order not to die of hypoxia...however, your generator is also smashed and you're running on battery power, temperature changes also affect your battery life and temperature can change with altitude, so what do you do? That's the stuff i'm talking about, not having to click for start-up per se. The bottom line is, point and shoot is not enough in this time and age and it seems team Maddox understands that, even if not everything is modelled due to time constraints.
Quote:
Originally Posted by Sutts
I am disappointed about no startup procedure. Hopefully third parties can deliver the goodies at a later date. I'm quite happy to wait.
I think many folk have got the wrong idea about these procedures. On most fighters they are very straight forward with very few steps to remember. It's the little details that sometimes give the immersion. For instance the way the engine behaves when you over/under prime it...makes it feel like you're operating a real engine.
I do hope we don't have instant oil pressure and engine temperature. Things like that really kill it for me. I'm hoping the days of hitting the start key, firewalling the throttle and taking off are well and truly over.
At the end of the day I can live without the fully clickable pit but it would be nice to see most systems modelled correctly, either by Oleg or third parties.
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Fully agree.
Quote:
Originally Posted by rollnloop
I intend to use the mouse for every "no need instinctive access" function.
I' ll most probably will use keyboard for gear, flaps, guns, bombs, and so on, but if there are advanced functions like "select fuel tank", "select preset radio frequency" "switch magnetos on", "press ignition buttons", "use boost pumps", "set reticle lighting" "switch windshield deicing" and so on, i'll use the mouse for these, just to know where the levers and buttons are and when and why use them is extremely immersive imho.
I am very happy to know cockpits are clickable and hope 3rd party will add many clicking functions.
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That's exactly my idea. Critical things stay on keyboard and stick buttons, secondary controls that you fiddle with while not in combat are nice to operate with the mouse and not have to memorize a bazillion keyboard commands.