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IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games.

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  #1  
Old 04-02-2011, 03:28 PM
SsSsSsSsSnake SsSsSsSsSnake is offline
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F10 doesnt seem to switch mine off ,is there a setting in the menu,is it in views?
thanks
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Old 04-02-2011, 03:36 PM
TeeJay82 TeeJay82 is offline
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Whats the problem? if you dont like to use the mouse, just bind the keys to the keyboard..

i like this feature a lot... go buy A2A spitfire for FSX then play with the thought that this could one day be identical to COD
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Old 04-30-2011, 07:41 AM
skouras skouras is offline
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its a simulation its supposed to have a clickable pit and i love it
if some people wants no clickable cockpits then go and fly WOP
i hope they expand this feature and make it more clickable with rotations and not decrease and increase

Last edited by skouras; 04-30-2011 at 07:46 AM.
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Old 04-02-2011, 03:39 PM
Propwash_ Propwash_ is offline
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My experience with mouse-activated featrures in FSX is that it takes too much time lining up the cursor with the control and activating it. A real pilot knew where the controls and switches were by memory and could activate them by feel using both hands without having to look, or at least with only peripheral vision.

If you speed up the mouse movement, you inevitably overshoot the control and spend a lot of time backtracking. This might be an interesting scenario for a full-real start of a bomber using complex engine management - once. After that - trust me - you will be back to the keyboard
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Old 04-02-2011, 03:46 PM
kimosabi kimosabi is offline
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We have both worlds. I like 'em both.
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Old 04-02-2011, 04:19 PM
Blackdog_kt Blackdog_kt is offline
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Hmmm,strange, because i use it all the time for flying full switch and it helps me a lot.

CoD's system is excellent, it gives us the option to use any way we want and it's switchable mid-flight.

I can map time-critical controls to keyboard and stick and still not have a million different shortcuts to remember, because the secondary controls are activated with the mouse. Instead of having to think key-commands, i just think cockpits. I have those dials right in front of my face, why should i have to remember that, for example, ctrl alt B + turns the altimeter calibration button clockwise and ctrl alt B - turns it counter-clockwise?

Sure, you'll say it's not important, you can see the ground, etc. Well, it's still early days but there's loads of stuff it would be useful for in the near future, especially when trying to land in a thunderstorm when we get the dynamic weather module implemented. Radio navigation, radar equipped fighters, night flying and so on, they all require the use of extra instruments with their own controls. I'll be damned if i have to remember a bunch of extra keyboard shortcuts to increase/decrease radar gain, range and what not.

The mouse-over tooltips are also very useful to check instruments in a hurry without squinting or going to zoom view.

I flew a 110 sortie yesterday with CEM and temperature effects enabled and it helped me a great deal. I would just look to the side, mouse over the little instruments in the engine nacelle and get an instant read-out of my oil temps. Then, after combat i opened the map, estimated a rough course back to base, click-and-hold on the repeater compass to turn the compass card and off we go, no need to keep the map open or try to make out the numbers on the compass card, just align aircraft icon on the compass so it points straight up.

This new sim is so complex under the hood, with a lot of stuff that's not readily apparent yet to most people, that it will take a lot of following real world methods to get any success in the long run.

What i'm saying is that to fly CoD at high realism settings you need a lot of controls, so enabling mouse interaction is the only way to go if we want everyone to be able to fly at full switch.
Not everyone has a warthog hotas but everyone has a mouse and since it's optional i don't see anything wrong with it.

It would be wrong if it wasn't an option, because then it would amount to the developer team saying "hey, we made this awesome game that you can't fly at full difficulty and expect to succeed, unless you have the spare cash to buy 4 separate controllers or build an entire home cockpit".

That's why people advocated the click-pit interface, not because it's the best but because it's the cheapest and most readily available control device to everyone. It's either click-pits, expensive peripherals or simplified aircraft modeling. The last one is not an option, the other two are and each one of us can choose between them as we see fit.

I fail to see the problem here.
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Old 04-30-2011, 07:45 AM
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BrassEm BrassEm is offline
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Quote:
Originally Posted by Propwash_ View Post
My experience with mouse-activated featrures in FSX is that it takes too much time lining up the cursor with the control and activating it. A real pilot knew where the controls and switches were by memory and could activate them by feel using both hands without having to look, or at least with only peripheral vision.

If you speed up the mouse movement, you inevitably overshoot the control and spend a lot of time backtracking. This might be an interesting scenario for a full-real start of a bomber using complex engine management - once. After that - trust me - you will be back to the keyboard
Never a truer word spoken Propwash.

For years I have not flown FSX for not more than half an hour for that very reason. I only ever fly VC in any sim, and with TIR it was impossible to set the panels for flight direction with mouse-overs.

Mouse clicks definitely has a place in this game and it is a great move forward that it is included. But you can never ever beat the hardware interface.

(The old IL-2 had a peripheral interface but there is no mention of one in this version?)
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