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IL-2 Sturmovik The famous combat flight simulator. |
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Thread Tools | Display Modes |
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#1
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@Blackdog_kt
couldn´t have said it better!!! In the end it will be the server settings that decide who has to use what and when. So every single user can choose the server which offers his level of realism. Unpopulated servers change or quit, don´t they.
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#2
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Apples and Oranges, Blackdog. In BS you had one (= 1) type of helicopter modeled and as it looks each following release will include just one more type. SoW on the other hand will have to incorporate more flyable objects right from the start and with each theater there will be more "must have"s on the list. It's simply a pointless discussion because you can't compare the two venues because of their drastically different focus.
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#3
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#4
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Somewhere between the extremes of this debate, is the truth.
I love clickables - I have Black Shark, and it's convinced me of the utility and immersion of clickable cockpits. So much more efficient. Imagine simply "touching" the control on a gyro gunsight to increase/decrease the wingspan. On the other hand, I can clearly see the level of complexity, in adding 10, 20 or 30 more variables to each cockpit. Some folks seem to always want to drive discussion to extremes. It's obvious to the most casual observer that the objectives of Black Shark and Il2/SOW are very different. With that said, clickables have been around for a long enough period that they would seem to be a "standard" feature. Question is, did Oleg include clickables or not? If not, so be it, I'll live and fly SOW. If so, then he's figured out how to increase detail and features, while not compromising production too much. Great for him. We in Il2, have been flying the same software package for about 8 years. We tend to be a bit more conservative about developments. At least, that's how I am. Take LOMAC for instance - same developer, no clickables. If you've tried LOMAC after coming from Il2 - the first brick-wall you may have hit was the dramatic increase in assignable commands. No HOTAS has enough buttons to cover everything (no matter how many layers you assign), so you end up with more controllers or revert to a hoard of keyboard commands. That's really immersive, huh? When I first setup BS before I became used to clickables, I actually mapped the Master Arm (switch is right in front of your face in the cockpit) to my Cougar. On my first flight, I noticed how dense I'd been and removed all of the commands from my Cougar from switches that were immediately within my normal cockpit view. Cougar is much simpler now. S~ Gunny |
#5
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Clickety...click...
Some people like clickpits...some don't; either way its just one method of interacting with your controls and if you don't like it they can be mapped to the keyboard or assigned to your HOTAS as you see fit... But I started this thread specifically because I wanted to move away from the discussion of the interface...and talk about a desire to see SOW-BOB as a Combat Flight Simulator rather than a combat game with a flight element... Mention Clickpits and you give every L33T arcade hyperlobby dogfighter ace an easy route to dismiss the discussion with the figleaf..."I don't like using a mouse to interact with the controls" There is another thread to discuss clickpits What I wanted to discuss was whether people felt that additions like realistic ground handling...realistic levels of torque...a high workload cockpit environment...realistic landing parameters...proper non-generic complex engine management...fuel management...radios...navigation...gun jams...engine failures etc etc...are things they would like to see in BOB-SOW or whether the preference was more of the same...a "lite" survey sim with lots of flyables and the emphasis firmly on the "fun" side... |
#6
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Yes I would love to have all of these included, I enjoy (love) IL-2 but it is lacking in so many areas. I would like to see SOW advance in this direction, more complexity, more like what it was during the war. It would really set it apart from what we have now, and would give to us many new challenges to under take. I can understand why most would not want such a demanding sim, so there lies the main problem for the rest of us. I think that it very possible to have a scaled game with these features in the "expert" selection. I think that would be the only way to have our cake, and keep everyone happy.
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#7
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why not have a more complex setting, the answer is simple and it how game like dark shark handle it that they have a key setting that does it for you but what it also let you do is if you like to do it. the present game let you fly at max minimum power for as long as you keep it cool,why not be able to fine turn the engine setting.most early spit and hurrie were ownly able to handle maximum throttle for about 2 minutes and they had a wire on the throttle that they had to brake to get maximum boost.
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#8
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Who cares?
What's with all the clicky spamming by TX- 'blank' crowd? Is this something that mods should be stamping on? |
#9
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Waiting for SOW for sure, but after reading this review of Black Shark,
I just gotta get it this weekend. Check this out http://www.simhq.com/_air12/air_390a.html http://pc.ign.com/articles/945/945520p1.html I can have some complexity and challenge while waiting...would perfer a high hp ww2 prop aircraft though edit: No hard copy = no buy from me!!!!!!!!
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GigaByteBoard...64bit...FX 4300 3.8, G. Skill sniper 1866 32GB, EVGA GTX 660 ti 3gb, Raptor 64mb cache, Planar 120Hz 2ms, CH controls, Tir5 Last edited by SlipBall; 02-17-2009 at 10:50 PM. |
#10
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Black Shark will be released in a boxed set too sometime during spring. However, i think that it's still going to have a similar activation scheme.
I think that the boxed set is giving you more activation/deactivation attempts than the downloaded one though. |
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