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-   -   More effects on the pilot (http://forum.fulqrumpublishing.com/showthread.php?t=33996)

Tavingon 08-21-2012 08:38 PM

More effects on the pilot
 
So at the moment we have redouts and blackouts, I propose 'dizziness' induced by spinning too much, and nausea (no vomiting to be displayed in cockpit). Perhaps with the 'red outs' for injury we could have a blurring vision also?

Continu0 08-21-2012 08:52 PM

Congratulations on your ideas(really!), but in my eyes there are still more serious problems to solve atm....

skouras 08-21-2012 09:21 PM

Quote:

Originally Posted by Continu0 (Post 455738)
Congratulations on your ideas(really!), but in my eyes there are still more serious problems to solve atm....

agreed

ATAG_Snapper 08-21-2012 09:41 PM

Yep, but great ideas to keep on file.

There was some talk about modelling pilot fatigue, perhaps combining blurred vision and control heaviness the more frequent and prolonged g forces are exerted during an extended dogfight -- with eventual recovery. I fear this could be goofed up like the current "anthropomorphic" effects are now, though.

von Pilsner 08-21-2012 11:39 PM

Quote:

Originally Posted by ATAG_Snapper (Post 455743)
Yep, but great ideas to keep on file.

There was some talk about modelling pilot fatigue, perhaps combining blurred vision and control heaviness the more frequent and prolonged g forces are exerted during an extended dogfight -- with eventual recovery. I fear this could be goofed up like the current "anthropomorphic" effects are now, though.

Fatigue is modeled by playing all day and becoming fatigued... It sounds like a bad thing to model in-game.

ATAG_Snapper 08-21-2012 11:42 PM

Quote:

Originally Posted by von Pilsner (Post 455755)
Fatigue is modeled by playing all day and becoming fatigued... It sounds like a bad thing to model in-game.

Good joke. :grin:

Skoshi Tiger 08-22-2012 08:35 AM

How about modeling the overwelming calmness and inner-peace, being at one with god and the universe knowing that you have done everything that you possible have done to help your team - just before being PK'd by that 20mm shell that just passed through your noggin'




:)

Continu0 08-22-2012 09:20 AM

Hmmm... not to forget effects due to missing oxygene...

ATAG_Snapper 08-22-2012 10:27 AM

Quote:

Originally Posted by Continu0 (Post 455817)
Hmmm... not to forget effects due to missing oxygene...

Since oxygen supply isn't modelled in this sim, combat must be limited to below 15 angels. That wouldn't change a thing for some players! :grin:

Continu0 08-22-2012 11:01 AM

Quote:

Originally Posted by ATAG_Snapper (Post 455825)
Since oxygen supply isn't modelled in this sim, combat must be limited to below 15 angels. That wouldn't change a thing for some players! :grin:

Well, they can change that, or is there a reason why it is impossible?

ATAG_Snapper 08-22-2012 11:20 AM

Quote:

Originally Posted by Continu0 (Post 455830)
Well, they can change that, or is there a reason why it is impossible?

Only Luthier can answer that, right? I was being facetious about the 15 angels limit, because, as you well know, there is no way currently to turn on/adjust oxygen flow so practically speaking EVERYONE would ultimately suffer the effects of oxygen deprivation above that altitude.

Perhaps in future Luthier may decide to model oxygen systems, but that would undoubtedly be a low priority given the huge tasks confronting him now to bring this sim up to snuff -- and its sequel.

The OP's thread is, IMHO, forward thinking, interesting, and bit of fun to boot. Perhaps the timing is off given the currently huge problems this sim is still experiencing after 1.5 years of launch -- many here are not willing to look beyond the immediate necessary fixes.

Continu0 08-22-2012 11:36 AM

Quote:

Originally Posted by ATAG_Snapper (Post 455836)
-- many here are not willing to look beyond the immediate necessary fixes.

Which I can understand....

Just wanted to know if it is technicaly possible, and i think it is.

For the future of this series: I guess as soon as Luthier finds a way to involve the Community in the developing-process (SDKs for example), I think features will grow rapidly and there will very few boarders for anything... The Community here is active and has a lot of knowledge...

So I really hope, 1C allows Luthier to involve the people and they can find a way...

ATAG_Snapper 08-22-2012 12:04 PM

Just for the record, I think your idea re oxygen system modelling is EXCELLENT. Pilots had to remember to switch on O-2 climbing above 10K or face the consequences. Other sims model this, and it'd be cool to see how the subtle signs of O-2 deprivation onset could be modelled (instruments gradually going blurry? Very gradual tunnel vision? Gradual double vision? Gradual hearing loss? Sudden blackout? Etc).

Since this is the Official 1C Forum, there is an understandable perception that the devs (Ilya) peruse these threads and may get their priorities confused if they come upon topics like this. Heh. Personally, I greatly doubt that! LOL

Continu0 08-22-2012 12:10 PM

Quote:

Originally Posted by ATAG_Snapper (Post 455847)
Just for the record, I think your idea re oxygen system modelling is EXCELLENT. Pilots had to remember to switch on O-2 climbing above 10K or face the consequences. Other sims model this, and it'd be cool to see how the subtle signs of O-2 deprivation onset could be modelled (instruments gradually going blurry? Very gradual tunnel vision? Gradual double vision? Gradual hearing loss? Sudden blackout? Etc).

Since this is the Official 1C Forum, there is an understandable perception that the devs (Ilya) peruse these threads and may get their priorities confused if they come upon topics like this. Heh. Personally, I greatly doubt that! LOL

I didn´t feel being attacked at all, no worries...:)

And I think you are right about luthier. I wouldn´t read all the complaints and whining here as long as i know myself what is wrong with the game...
With my statement about the Community-Work, I just wanted to say that i really hope that it will happen one day. 1946 has shown what can be done by the community...

skouras 08-22-2012 01:12 PM

oxygen would be cool to have
also don't forget pilot animation bailout enter the plane...etc:)

kendo65 08-22-2012 03:17 PM

Quote:

Originally Posted by ATAG_Snapper (Post 455836)
Only Luthier can answer that, right? I was being facetious about the 15 angels limit, because, as you well know, there is no way currently to turn on/adjust oxygen flow so practically speaking EVERYONE would ultimately suffer the effects of oxygen deprivation above that altitude.

Perhaps in future Luthier may decide to model oxygen systems, but that would undoubtedly be a low priority given the huge tasks confronting him now to bring this sim up to snuff -- and its sequel.

The OP's thread is, IMHO, forward thinking, interesting, and bit of fun to boot. Perhaps the timing is off given the currently huge problems this sim is still experiencing after 1.5 years of launch -- many here are not willing to look beyond the immediate necessary fixes.

Modelling of oxygen systems is included in the engine along with the effects of oxygen starvation on pilots/crew should they forget to switch on their oxygen when ascending to altitude. It is another item that has not been 'switched on' as yet, (maybe because it's incomplete or not fully debugged?).

I can't provide a link for this, but I remember it being mentioned by either Oleg or Luthier well before the release. (think it was in one of the Q & A sessions in response to a question)

Another item to be filed under 'future potential'.

David198502 08-22-2012 04:18 PM

Quote:

Originally Posted by von Pilsner (Post 455755)
Fatigue is modeled by playing all day and becoming fatigued... It sounds like a bad thing to model in-game.


+1

Tavingon 08-22-2012 04:30 PM

I dont want to see limbs flying off but more effects certanly would be n ice


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