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To those who still do not get it - if you do not like it, you are not obliged to use it. That is the way the "clickable" feature in flight simulators worked since DID's EF2000 from 1993 (by the way DID are the real fathers of modern PC flight sim industry :twisted:). O. |
EF-2000 was fantastic, the game that got me into flightsiming. It had everything you could desire: virtual cockpit, dynamic campaign, great scenery etc. I hope somebody will make a remake oneday.
http://www.mobygames.com/images/shot...0541490-01.png http://www.mobygames.com/images/shot...9614037-02.png http://www.mobygames.com/images/shot...0541491-00.png More screenshots: http://www.mobygames.com/game/dos/ef2000/screenshots |
There was a very nice manual as well...good stuff!
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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 :P |
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. |
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I'm so looking forward to SoW now :cool: |
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I stand open to correction. My Wiki search was very quick and not very exhaustive. Has anyone got some numbers? Cheers! |
I would like both. Clickable and hot keys for most used comms!
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Mix the mouse with the keyboards, for heaven's sake... "Be creative", as someone said.
In combat I don't click much stuff, only those I don't remember the mapping or aren't worth mapping, anyway. You can still man flaps, gear, guns, pitch, throttle, view, radiator, can of beer & co. with keyboard all the time. But uncaging the artificial horizon, for example, is something you don't need to assign a key to, but you might still need to do it sometimes, so it's better to be able to just look, click/turn it instead of remembering LShift+LCtrl+RAlt+U+H or something like that. |
Another good point that I'm looking forward to, will be the ability to manage the fuel systems...especially certain aircraft that we may see sooner or later:mad:
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