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IL-2 Sturmovik The famous combat flight simulator. |
View Poll Results: What do you think about clickable cockpits? | |||
Great, very immersive feature |
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52 | 39.69% |
Only a waste of time |
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79 | 60.31% |
Voters: 131. You may not vote on this poll |
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#1
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I´d like to remark that NO clickpit and real complex engine- and flight- management don´t exclude each other.
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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 ![]() |
#2
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Maddox Games just does not see these additions as econimically viable for them (quote)
Would not sales double, triple, quadruple? I think that they would |
#3
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#4
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And regarding Falcon 4's campaign engine - In my view it was a nice project that stopped halfway down the road (too technocratic presentation, too soul-less, unimmersive GUI), never worked convincingly until after 7 years of fiddling and ultimately broke the back of its creators. |
#5
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IMO even out of the box falcon 4's provided a lot better experience then the IL-2 one did. However falcon 4 had the advantage of modelling a fictional conflict which BoB won't have. In the end, in a realistic campaign, the germans have to lose (or more not win as I understand the conflict). Now if you don't have a problem with a unrealistic outcome ok, another point being that a single pilot won't be able to influence the outcome of a campaign. I think in a recreation of a real life campaign a semi scripted campaign can do but I think it will stand or fall with how things play out during the mission. If it is totally scripted then it can get boring really fast. If playing the same mission twice leaves you with a different experience both times it could be fun. In the end I will still buy BoB with or without clickable cockpits or a dynamic campaign just to see if I like the game. If I don't I wont be buying any sequels etc. I buy a lot of flight sims/games (girlfriend might think too many ![]() |
#6
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Blackshark clickable cockpit using a touchscreen:
That's what I call immersive! http://www.leftside-limited.com/projects.html |
#7
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I can certainly see the deal about limited resources. That's why i'm not demanding anything. I'm simply advocating it.
![]() I'll still buy the game anyway, heck, i'll buy a brand new PC just to be able to run the game when it's ready. That doesn't mean we shouldn't ask for some things if we do it in a nice manner. As someone said before (i think robtek) and it's a very good point, clickpits and a bit more detail in the functions of each aircraft are not mutually exclusive. It's just that if a higher number of functions is modeled, it would be nice to have alternative control methods. The only issue is the money issue to be honest. If BoB has an increased/more realistic pilot workload the amount of controls to bind to input devices will rise. I don't have a TIR, so i guess i'll be able to click the buttons just fine. If someone has a TIR and an entire panel of switches then he has no reason to complain, because he doesn't need to click anything anyway. If someone has a TIR but not an extra panel, he will have to use a HOTAS or the keyboard. It's about options to suit every possible gamer, because let's face it, in the end this is not a gaming genre that gets massive attention. I doubt we can afford to be "elitist" (for lack of a better word, i'm not accusing anyone here) among ourselves. Now if Maddox and co. can't do it in time, no problem. If it's as simple as EcoDragon says, the community will. Maybe we could get a blank template text based file for each cockpit and do it ourselves. In order for this to work, it would have to start things out pretty simple, by only adding clickable switches and not movable throttles/sliders/trim. For example, something like a conf.ini for instrument panels that will look like this Quote:
But then again, it doesn't have to be that way, someone could come up with a dedicated cockpit viewer-only application that would provide the coordinates when you mouse over the switches (and if it does that much, i guess it can map the desired function directly to the clickspot in the cockpit, like a joystick profile manager utility). I know all this takes time, but it's simple ideas like these that got IL2 going for so long. Did anyone of us know when we got hold of the first IL2:FB box about water=3? No, but the option was open in the code for someone to add it later on ![]() That's all i'm saying in the end. I hope we get a working sim first with some decent customization potential to use down the road, just like it was with IL2 but with a few new ideas thrown in the mix. |
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