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IL-2 Sturmovik The famous combat flight simulator.

View Poll Results: CLICKABLE COCKPITS -
YES - CLICKABLE COCKPITS 124 51.24%
NO - CLICKABLE COCKPITS 118 48.76%
Voters: 242. You may not vote on this poll

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  #51  
Old 02-12-2010, 06:24 PM
Antoninus Antoninus is offline
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+2
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  #52  
Old 02-12-2010, 07:03 PM
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robtek robtek is offline
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+3
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  #53  
Old 02-12-2010, 07:26 PM
rakinroll rakinroll is offline
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Quote:
Originally Posted by Talisman View Post
Voted NO. Getting fed up with people keep going on about clickable cockpits. I agree with what Oleg has said in the past and his reasons for not going down this line. For none combat sims fine, but not for combat flight sims. Do not expect to be competative in a combat sim if you have a clickable cockpit. If you want clickable, go for none combat sims and leave combat sim alone.

Thank you.

Talisman

Well said. +1
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  #54  
Old 02-12-2010, 07:51 PM
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robtek robtek is offline
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If there would be a "clickpit" nobody would be forced to use it.
One still could use keymapping to his stick or keyboard(very immersive also).
To deny the possibility of another way indicates a rather limited view and trying to force the limitations,
well Freud would have to say something about that.
Sadly Mr. Maddox doesn't plan to include this option in the first release of SoW:BoB,
but there is hope that he sees the light, and if he doesn't there is the possibility
for 3rd Party Developers to produce this option as an addon.
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Last edited by robtek; 02-12-2010 at 07:52 PM. Reason: typo
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  #55  
Old 02-12-2010, 07:54 PM
Sutts Sutts is offline
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Quote:
Originally Posted by Talisman View Post
Voted NO. Getting fed up with people keep going on about clickable cockpits. I agree with what Oleg has said in the past and his reasons for not going down this line. For none combat sims fine, but not for combat flight sims. Do not expect to be competative in a combat sim if you have a clickable cockpit. If you want clickable, go for none combat sims and leave combat sim alone.

Thank you.

Talisman
I think some of you guys want a shoot em up game rather than a simulation. Why don't you go back to playing quake or something.
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  #56  
Old 02-12-2010, 08:17 PM
Jaws2002 Jaws2002 is offline
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I like clickable cockpits. Why should you set-up and remember 100 key combinations for things that are sitting right in front of you in the virtual pit? I understand that combat essential stuf is more helpful assigned on controlers but so many things are right there in front of you. Why should i remember Alt+Shift+X for something that i use once in a while when i can just reach and touch it?

Why should I remember the key combination for turning the gunsight on in my FSX FW190, when I can "press" the switch that is right in front of me on the gunsight. That way I learn the cockpit layout instead of memorizing key combinations. It makes the whole process a lot more natural.
Think about selecting the proper fuel tanks for example. You would have to remember every key combination for every pump and gauge selector switch. You don't need that. You have to just remember where they are in the pit.

Look at this clip from classic Hangar with the start-up procedures for their FSX FW190A8. It may seem complicated at first, but it is very intuitive and easy to remember:



I don't get this 'Clickable pit scare".
This doesn't take away from your ability to assign keys and controlers to whatever function you want, but some things are much easier and more natural to use on clickable pit. This also makes you understand the cockpit and aircraft systems better.

Last edited by Jaws2002; 02-12-2010 at 08:20 PM.
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  #57  
Old 02-12-2010, 08:38 PM
Tbag Tbag is offline
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I start to feel sick from going in circles all the time.
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  #58  
Old 02-13-2010, 09:51 AM
dduff442 dduff442 is offline
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Clickable cockpits will up the cost of expansion planes and really do little for the sim IMO. Same for realistic startup. It's a simple matter of resource allocation and I'd like to see resources directed towards extra aircraft, maps, ai, FMs etc. so it's a no for me.
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  #59  
Old 02-13-2010, 10:49 AM
Lucas_From_Hell Lucas_From_Hell is offline
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Why people keep insisting that it will be like Rise of Flight and FSX, anyway?

If I got it right, it will be just like in Il-2. Only difference is we won't get planes and maps for free with patches, only with upgrades.

And I wouldn't mind paying 5 or even 10 extra bucks for clickable cockpits and realistic start up (although the second one doesn't add much).
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  #60  
Old 02-13-2010, 12:32 PM
Blackdog_kt Blackdog_kt is offline
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I can understand the people saying they prefer to see development resources spent elsewhere. However, i think there's also a misunderstanding floating about.

After the discussions of the last few days i've given it some thought and i think i know why a part of the community advocates clickable cockpits.

For me at least and if get what other people say for them too, what we would want to see is to have the airframes modelled in more detail.
It's not about the procedures per se or the masochism of memorising operating limits, which you really never have to because all of the gauges in military cockpits of the time have markings to indicate what's the normal operating range of pretty much everything, from hydraulics to engine parameters.
I think it is more about the interesting complications that arise from a closer to life-like operation of an airplane. A by-the-book startup might not add much, but what about engine tolerances, oxygen system and so on?

Say you're in a fight at 20000ft in your brand new Bf109 and your oxygen lines get punctured by a hail of .303 fire. In most combat sims this is usually a non-event, something that's not even modelled, but imagine if it was. Let's say you break hard to evade the bouncing fighter, a wingman clears your tail and after a minute or so the fight ends.
However, in the frantic pace of combat you fail to notice the problem, until a little while later you can hear your pilot breathing heavily while not pulling any Gs at all.
A few more seconds pass and the screen is slowly but gradually getting blurry. You take a quick look around the cockpit and see that the O2 pressure gauge is giving a very low indication. Realising what happened, you announce your need to RTB and dive to altitudes below 10000ft.

Things like that will of course complicate flying but will also broaden the ways you can get kills, so in the end it will more or less even out. You might be forced out of a fight because of a tiny malfunction in an otherwise perfectly working airframe, you might do that to someone else and take an enemy out of the fight quick and easy, or you might even come against someone with such a problem and score an easy kill. I think it's not a question of "arcade" vs "artificially harder at any cost", as much as it is a matter of added variety through added realism.

The rest of the discussion springs forth from the need to somehow control all the new features your simulated aircraft comes with. Up till now, most of the sims that feature some sort of complex aircraft subsystems management use clickable pits and that's why there are people advocating it, out of a force of habit.

That doesn't mean it HAS to be this way or more accurately that it is the only way, there are other ways and they can all be combined. And while i understand that many consider a clickpit a waste of programming resources in a combat flight sim, i doubt that they all consider a closer to life operation of an aircraft with all the interesting and varied effects it could produce as an equal waste of time. Combat takes up not the entire flight but a big part of it, addition of certain realistic things to manage will simply give us something to do during the time that there's no combat going on.

I recently made a suggestion in another thread that could probably give us such features while at the same time reducing the time and effort needed to implement them by the developers. We already know from previous updates the airframe operation will be modelled to a greater level of detail. Allowing user input at certain levels of the design will give us the ability to manage things ourselves, without the need to rewrite massive amounts of code. So, assuming that happens, how do we control them? Again, the developing team doesn't have to do it all by themselves.

My suggestion was to keep it simple from this point on and give the community the tools to do the extra bits themselves. If systems mamagement makes it into the release, the easiest and fastest way to provide an interface for it is a branching pop-up menu with sub-options, like the one used for AI wingmen commands with TAB. This could not only be aircraft specific and thus retain a higher level of authenticity, it would also be a trivial affair to do compared to specifying clickable zones for every switch in every cockpit, because it would tie the pop-up commands directly to the switches (which we also know are probably fully animated already). If this is an immersion killer for some, they could use the old method of keyboard and HOTAS commands, or make a clickable cockpit on their own.

We know that there is built-in support for them, so if someone can't live without one he'd be able to make one.All that's needed is a 5-page pdf manual explaining how to add clickzones, which could be as simple as editing a .ini file with a text editor and specifying a set of coordinates with a "clickable" flag. To further simplify things, these coordinates could be the X.Y values for the top left and lower right corners of a rectangle.
For example, open the cockpit layout in an editor of your choice, select the area around the button and copy the coordinates in notepad. Then, go to c:\program files\SoW\interface, open the SpitMKI.ini file and add the following lines

[clickable]
(70,131),(92-155),title=master switch,type=on-off

...save the file and you just made a clickable on/off toggle switch by yourself with a "master switch" tooltip when you hover the mouse over it. You can still map it directly to HOTAS or keyboard, use the popup menu or knock yourself out and go amok on the entire cockpit if you want full clickability, but the best thing is that we get the most functionality and realism with the less amount of extra work for the developers.

With all the hints being dropped along the way about the modability of SoW, this kind of customization potential is something we can reasonably expect. One can build entirely new cockpits with different avionics for FSX by editing text files and resizing a few textures to match dimensions. Personally, i refuse to believe that Oleg, Ilya and their team can't provide customization features on par with a 2006 Microsoft title when they have emphatically stated that the new engine will be highly modable.
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