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IL-2 Sturmovik The famous combat flight simulator. |
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Thread Tools | Display Modes |
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#1
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![]() Quote:
![]() I agree, the sudden black screen is shocking. I always thought the sound should abruptly cut out too, or at least fade out, first crossing over to a high-pitch ringing. |
#2
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Maybe a tunnel with a white light at the end?
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Win 7/64 Ult.; Phenom II X6 1100T; ASUS Crosshair IV; 16 GB DDR3/1600 Corsair; ASUS EAH6950/2GB; Logitech G940 & the usual suspects ![]() |
#3
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i'm certain you haven't understood a single word i wrote.
- i never had high hopes - i have very good understanding of the kind crowd i'm adressing too. LMAO what a waste of time! |
#4
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I love the BkSOD.
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#5
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+1
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#6
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But then we need a little message "You are dead" or something else, otherwise I could think my dispaly just have died
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#7
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I like it the way one dies in a game like Stalker,, where as you get injured, you lose energy,, your vision fades away.. then it cuts away to the seen where your body is..
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#8
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Black screen when dead usually means that you took a round in a vital area and, when we look at what weapons is for example FW190 equipped with - it is very understandable why there is a sudden 'black screen of death'. Unless you have never seen it, you can also be wounded in IL2. Not every hit means death. And if the wound is severe, you will eventually bleed do death. Quote:
This is a must for online experience. I do hope they add muted sounds as well and prevent hitting re-fly until your plane hits the ground.
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LEVEL BOMBING MANUAL v2.0 | Dedicated Bomber Squadron 'MUSTANG' - compilation of online air victories |
#9
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What purpose does that serve if you are dead? The aircraft itself striking an object/terrain or not has no relevance anymore at that point. To be forced to wait around for it only reinforces the idea that you are not actually dead nor a pilot, but you are the aircraft - it's not over until 'it' is dead.
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#10
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Sometimes you can get a PK with a lucky shot from your .303s on a head on, but the damage to the actual aiframe might be minimal. In such a case and if you're opponent has a well trimmed aircraft, it might take as much as 5-10 minutes (depending on altitude) for the aircraft to crash.
Making people wait on a screen for 10 minutes in multiplayer would not go down well with most (example, Rise of Flight multiplayer where you can also spectate and it still gets tedious to wait, imagine staring at a blank screen). It depends on the scenario i think. For a co-op/non-respawning game mode, knock yourself out. In a DF/persistent server with respawns though, we don't simulate one pilot, as much as we simulate a series of sorties by possibly different pilots during the course of the battle. It would make sense to scramble additional fighters when you lose contact with the previous flight and since we can't have 200 people per side to enforce a 1 death per mission rule, the same guys respawn in a new aircraft to simulate the next batch of reinforcements. In that case, having to wait for the aircraft to impact the ground would be like saying "we can't take off until the previous flight are all dead". From a realism standpoint neither one makes too much sense, so we compromise. If we want to simulate a single mission and a single pilot it's co-ops, if we want to simulate a series of sorties it's DF and there's different kinds of "death penalties" that work well with each one. |
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