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-   -   Poll: Interactive Cockpits (http://forum.fulqrumpublishing.com/showthread.php?t=3038)

Antoninus 04-13-2008 08:31 AM

Quote:

Originally Posted by jasonbirder (Post 39854)
I think its unfortunate that the poll has been worded to refer to clickable cockpits...
In terms of both immersion and ergonomics mouse clickable cockpits (particularly in 3D cockpits) can sometimes leave something to be desired...where bindable keystroke combinations or other input devices can sometimes be prefered.

I think it would have been better to have phrased the question in terms of would you like to see realistically modelled flight, engine, fuel and systems management in this Combat Flight Simulation or would your rather see grossly homogonized and simplified systems implemented?

That way those who want to see the BOB-SOW as yet another Sim Lite at least have to say so...rather than hide behind the smokescreen of saying using a mouse isn't an effective input device.

The whole poll is based on the assumption that many of the more complex features will already be available in SOW, if only in 3rd party aircraft. See Oleg's posts in the "Answers" thread quoted above, also linked in the initial post:

Quote:

Originally Posted by Oleg Maddox
Quote:

...but enjoy having the option to map the fuel cocks, magneto's, fuel pump, and start switch...
Third party would do it I think. Models of aircraft has all features that to program it. ..

As I have understood this, 3rd party modelers can implement complex start up procedures, fuel tanks management etc. in their aircraft, just Maddox Games isn't doing it because they lack the resources.

I've made the mistake that I did not consider that anybody could believe a clickpit would be anything else than another option to control the aircraft. Also I was surprised that most of the more hardcore fans, who visit this forum regularly, seems to be just interested in playing air Quake, thus I did not formulate the poll questions to incorporate such thoughts.

Quote:

Originally Posted by csThor
TIR or HOTAS support is essentially a "do-once" thing and does not need to be redone each time a new aircraft is introduced. Oleg said the fundament is there for a complete startup procedure and clickpits - Maddox Games just does not see these additions as economically viable for them. I'd have liked full startups, but I do understand where MG is coming from so it's no dealbreaker for me.

Clickpits seem to be a "do-once" thing too. The feature has to be programmed only once just as any other control method and than modelers can assign functions while building the cockpit.

Quote:

Originally Posted by TX-EcoDragon
I've built plenty of cockpits within MSFS and X-plane and I just assign a function to a particular clickspot on the panel. . .for all subsequent panels it takes a few minutes to do. If they are already planning on animating toggles and levers in cockpit, that seems like the bulk of the challenge is already going to be done.


Supah 04-13-2008 08:41 AM

Quote:

Originally Posted by csThor (Post 39874)
I did not knock civil flight sims and simmers - I said they're after a vastly different experiences. All I am doing is doubting that a team as small as Maddox Games can do both worlds justice in one attempt without overtaxing their ressources, without sacrificing details for foul compromises.
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.


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 ;) ) over the last year and a half, and including 1946, I still think FSX (and the acceleration addon) is the best and most entertaining yet.

Rama 04-13-2008 12:56 PM

Quote:

Originally Posted by Antoninus (Post 39875)
Clickpits seem to be a "do-once" thing too. The feature has to be programmed only once just as any other control method and than modelers can assign functions while building the cockpit.

Which is an extra work for M:1C cockpit modelers...
And I don't think it's that easy to built 3D "click" area that must move with the different commands (like pitch lever for example) with different kind of assignable fonctions. It probably would take some non-negligible programmers time (once) + extra work for cockpit modelers.

In any case, when playing FSX, players use the mouse to control the command mostly on 2D-panels, and rarelly with the 3D-"virtual"-pits (just because it's a pain in the ass with the 3D-pits...; I know, I tried).... and you must remember that neither IL2, nor SoW have 2D-panels...

For myself and a lot of other IL2 players that will play BoB, We use the TIR from the start to the end, just like a "natural feature".... and imagine using the mouse to click commands in a 3D-pit which is constantly moving... a real nightmare...

I hav found the perfect solution for myself, which only need keyboard commands (interfaced with a virtual keyboard)....

http://www.edc-fr.net/LC_fichiers/console.jpg

Of course, it would be even better with a direct access to the commands and parameters through and improved "devicelink"

P.S. I forgot.... I also use a Hotas + rudders + TIR to handle everything without needing to type anything on the keyboard...

Antoninus 04-13-2008 02:45 PM

A hardware solution is surely ideal, but the problem is it's extraordinary price. Such a panel costs several hundred €, not everybody can or wants to spend that amount of money for his hobby.

In FSX the clickable VC works very well for me, I use it almost exclusively. I change view just with my joysticks hat-switch. Hitting the buttons is usually no problem, they are not that small. Most aircraft have additional pre defined fixed views available, that give me quick access to all relevant parts of the cockpit. By default the A key switches between them, if you're in the VC. No problem to start an engine in less than a minute. However I mostly fly classical single or small twin engine prop. planes, more advanced airliner cockpits might be something different.

Rama 04-13-2008 03:39 PM

Yes, the above solution is quite expensive (but that much compared for example to a modded Cougar)... but there are other solution wich also works and who are quite cheap (with a little hand work). I remember for example peoples using old keyboards, painting and re-labelling the keys. It can give a nice result.

Quote:

Originally Posted by Antoninus (Post 39901)
I change view just with my joysticks hat-switch.

Now try to click the VC commands with TIR active....

Quote:

Most aircraft have additional pre defined fixed views available
Right.... and that's something you don't have in IL2 and will not have in SoW (and that would cost extra work to do)

Therion_Prime 04-13-2008 05:51 PM

Blackshark clickable cockpit using a touchscreen:
That's what I call immersive!

http://www.leftside-limited.com/projects.html

Blackdog_kt 04-14-2008 01:57 AM

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:

Me109E3cockpit.ini
Magneto1=x1235.67/y1564.56/z8963.45
Magneto2=x1235.67/y1564.56/z8963.35
Magneto1+2=x1235.67/y1564.56/z8963.25
Just an idea here. The thing is that this would need a way to open the cockpit models in a 3d viewer/editor to obtain the correct coordinates, much like it's done with skins in IL2. I don't know if Maddox Games would like this, as it could potentially lead to radical modification of the cockpit panels.

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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