Quote:
Originally Posted by ATAG_Snapper
It's a neat concept.
I just installed A2A's "Power 3 Spitfire", (Marks I, Ia, IIa, and IIb) including their "Accusim". This is a civilian addon to FSX, so it's really apples-to-oranges to CoD in many respects. It has no functioning guns, no battle damage modelling. But as you describe, Manu, it has a TON of wear & tear engine and airframe modelling which carries over to successive flights. Hit SHIFT 7 and you go to the maintenance hangar. There you are given a detailed report on what's good (green labels), what's so-so (yellow), and what needs immediate attention (red).
The detail is impressive, IMHO.
Imagine if this could be modelled in CoD, with repercussions for hard flying in terms of squadron points/demerits.....or rewards for careful flying (but not as great a reward as for downing e/a!). Or you have to make a choice to risk flying in your beat up aircraft on the next scramble, or fly a Tiger Moth to Castle Bromich to pick up a new one. That kind of thing.
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this was discussed several times with Oleg and Co in the leadup to SoW-BoB, and all indications are that this level of detail was built into the sim. exactly how deep and extensive it goes i dont know exactly, butt definitely they were talking about modeling engine wear and component failures that stayed with the aircraft used, and it limiting that same aircraft performance over subsequent sorties (with a ticking clock type scenario, if the plane was on the ground at a friendly base for a period of time, gradual repairs would be done to restore it back to 100%).
what wasnt exactly discussed is that a pilot could also be given a "track record", where him repeatedly thrashing or damaging aircraft (or causing friendly fire incidents), would get him to be relegated to other "missions" or tasks because he was wasting to many resources
my hope is that they simply havnt completed that aspect, and will be able to add it in at some point in the future with minimal effort. in the same way they can already add driving vehicles, controlling some ships, AI civilian traffic on roads including buses following a time tabled route with specific stops, integrated AA systems where damaging search lights or them running out of ammunition will affect their performance and effectiveness, articulated skeletal human figures that will animate certain human activity sequences of players in game,.....etc
there is a whole load of unseen goodies under the hood that still can surface fairly quickly, and we should also create some threads where we can work out what exactly we want implemented as some of these major features, and how we see it working. it is those aspects that will take SoW series to the "next level" that is was intended to be, we have just been distracted by the forced buggy and rushed release so far. once the sim is running (in the next few weeks), we more or less will have it as intended for release, and the other main aspects can be worked upon