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Old 03-15-2010, 02:01 PM
Blackdog_kt Blackdog_kt is offline
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Quote:
Originally Posted by mark@1C View Post
Hello, BOSS
After I have read the interview "Visite de Maddox games et interview d'Oleg" written by Check-six community, I get to realize how realistic you are going to give us, especially the statement of the full engine management demonstrated by Mr. Roman Deniskin, using clickable mode.
However this reply is about my idea of operating using keyboard, perhaps we can call it a little improvement of "typeable" or "strikeable". I mean, a visual interface for keyboard/"typeable" players, just like me.
Traditional Control Setting/key mapping interface is in a TEXT style, with the functions/commands listed on the left side of the screen, keys on the right side. It's okey for a game such as Counter-Strike, such a game does not have too much keys to control(just Forward, Backward, Jump and so on). So a TEXT style interface can deal with it at all.
But the coming BoB/SoW is not a FPS like Counter-Strike, it is a simulation, just as what you have been doing. It should have a large number of keys to use, even more than IL-2 I guess. And different types of planes will have different cockpit layouts.
So considering these two points, the numbers of the keys and the various layouts of different types(though subtypes will have similar layouts). I think we can have a visual-cockpit-key-mapping-interface, that means while we are going to set some keys and suppose we are going to fly Bf109E, the Control Setting/key mapping Interface will turn us to a detailed illustration of its cockpit, then we can set each key in a direct visual or somewhat ergonormic way.For some examples, if the switch or button is on the left side of the cockpit control panel, we can use "Z" or "A" or "Q" etc; if a bar or lever, we can use "Spacebar" or "Shift" etc; We get to know which key to use in game control immediately, and it may also help us to read and memorise the different functions of diverse instruments and equipment in the cockpit, especially for beginners. And another important thing is, after having finished configuring all the keys, we can save it as a file, such as Bf109E.key or SpitfireMkIIA.key, etc. We can load different key configurations in different types of planes.
I believe it will increase the immersion to some extent to the game, and it is not difficult to implement.
Of course, the most immersive way to do all these, is in a real-time 3D environment. I mean, you just sit in the cockpit and setting the keys to the cockpit panel. It may begin with a choice of the "Adjusting Mode" from the UI, when the player is in a specific plane. Then the screen will turn to Black-and-White( or blueprint, etc) visual effect, the switches and buttons which can be used in the game will be highlighted. and a detailed instruction bubble will indicate the function beside the one the player has chosen, and so on...
Regards.
I'm not sure i understand what you mean, but it looks like you're requesting a cockpit-relative control scheme, right?

What we have now in IL2 is a function-relative control scheme. That means, in all planes if i press "G" the landing gear will start moving up or down.
In a cockpit-relative control scheme, the keys don't correspond to a function that needs a switch to be flipped, but to the switch itself relative to the cockpit layout. So, for example, pressing "G" in a cockpit relative control scheme will not have the same effect in all aircraft and most of the times it will not be the landing gear. It will be whatever switch/button happens to be to the center and a bit left of the instrument panel.

Is this what you are requesting, or did i misunderstand everything?
It's an interesting idea, i wouldn't use it but it could be useful for other people.