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IL-2 Sturmovik The famous combat flight simulator.

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  #1  
Old 09-09-2010, 05:52 PM
MD_Titus MD_Titus is offline
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Originally Posted by Oldschool61 View Post
Exactly what instuments cant you see? The most important ones are visible.
all instruments are important.
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Originally Posted by Skoshi Tiger View Post
In IL2, some of the Russian fighters have their turn and balance instruments obscured by the joystick. If your trying to trim your self for straight and level, you have to twich the stick to the side to see the ball. Other planes have similar problems.

If you put a pilot in there you'ld obscure a lot more.

6DOF in SOW will help some but then there is always going to be some switch or dial that is out of view due to the pilot.

cheers!
thank you for clarifying my point skoshi, you have more patience than i!
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Originally Posted by Insuber View Post
Back to serious things: it's time that the adults of this forum take back the steering wheel from the children.

Questions raised on this thread that deserve some attention from OM:


1. blending of 3D objects into the landscape (namely trees)
2. size of country roads
3. hedges
4. railroad bridges / tunnels / trenches
......
1001. Size of pilot

You are free to fill in the empty places from 4 to 1000, of course.

Cheers!
Insuber
not enough tbh.
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  #2  
Old 09-09-2010, 06:41 PM
Oldschool61 Oldschool61 is offline
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Quote:
Originally Posted by MD_Titus View Post
all instruments are important.

thank you for clarifying my point skoshi, you have more patience than i!

not enough tbh.
The gauges you refer to are typically NOT critical.
Realistically online all you need are airspeed, vsi, manifold, fuel sometimes if you take a gas guzzler, compass, (might be 1 or 2 more cant think of them now) anything more is not really critical as triming can be done by eye/feel.

A toggle key could be added to show instrument panel as in Falcon 4. Which has a virtual pilot body in pit.
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  #3  
Old 09-09-2010, 07:13 PM
Chivas Chivas is offline
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No need for a virtual pilot to get in the way of the gauges. I can see my own legs and arms in my peripheral vision.
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  #4  
Old 09-10-2010, 06:33 AM
Skoshi Tiger Skoshi Tiger is offline
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Originally Posted by Chivas View Post
No need for a virtual pilot to get in the way of the gauges. I can see my own legs and arms in my peripheral vision.
Yes your right, but in real life we dont have to remember a keystroke to move our arm or knee out of the way of an obscured gauge. We just move it.

While having the pilots body would be good for movie makers, I'm not sure that I'ld use it too often. ( unless the effect was so good I couldn't play without it on!)

Cheers

Last edited by Skoshi Tiger; 09-10-2010 at 06:36 AM.
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  #5  
Old 09-10-2010, 07:19 AM
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proton45 proton45 is offline
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I'm wondering if their will be some way of camouflaging targets? During the Battle of Brittan, England went to great measures to hide some of their airfields, factory's and other sensitive installations. Will camouflaging be modeled in the game? For example...as the "time line" progresses will we see (or not see) hidden airfields appear, and will sensitive factory's suddenly be camouflaged as row houses?

I'm sure their is much documentation on this subject...
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  #6  
Old 09-10-2010, 09:53 AM
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robtek robtek is offline
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@nearmiss

of course i am serious.
The workload for a fighter pilot was much to easy in il2.
The different workloads in different planes have a great influence to the sa of the pilots
and so also to the outcome of dogfights.
I want as much simulation as possible, the trend to arcadish shortcuts is imho wrong.
But i shure hope there will be servers for all levels of realism so everybody will be satisfied.
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  #7  
Old 09-10-2010, 03:49 PM
Splitter Splitter is offline
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Quote:
Originally Posted by robtek View Post
@nearmiss

of course i am serious.
The workload for a fighter pilot was much to easy in il2.
The different workloads in different planes have a great influence to the sa of the pilots
and so also to the outcome of dogfights.
I want as much simulation as possible, the trend to arcadish shortcuts is imho wrong.
But i shure hope there will be servers for all levels of realism so everybody will be satisfied.
If someone sets up a gaming keyboard to perform some tasks, it won't be that big of a deal (probably). The vast majority of cockpit clicking will be for prepping engine start, take off, cruise, landing, and shut down. Stuff that is not time critical. There will probably also be keyboard shortcuts that do the same things if you don't want to click switches. I am equally sure there will be difficulty settings that eliminate the need for a lot of clicking.

Once you get to combat, it's going to be stick, rudder, throttle, prop pitch, and trim. Oh, and trigger .

Obviously those are guesses on my part, but it's the only thing that makes sense. A lot of people are not going to be into the "simulation" part of the "boring" stuff, like engine starts, fuel balance, or even stopping their wheels from spinning before they raise the landing gear. Then again, some of us (me included) want it all if possible.

Nearmiss and those that play like him won't have much of an advantage in combat. He just doesn't much care about how to really start a P39 compared to a BF-109, at least not every single time he flies. I think that's what he was trying to get across.

I know from flying other pure flight sims that the first few times, I want to go by the checklist and "learn it". Once I do, I want to switch over to starting quickly so I can get into the air and have some fun. So even I want both options.

Unless, of course, I am missing something and "script monkeys" (the derogatory term) are going to get some sort of huge advantage in combat.

Splitter
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  #8  
Old 09-10-2010, 09:59 AM
Skoshi Tiger Skoshi Tiger is offline
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Quote:
Originally Posted by proton45 View Post
I'm wondering if their will be some way of camouflaging targets? During the Battle of Brittan, England went to great measures to hide some of their airfields, factory's and other sensitive installations. Will camouflaging be modeled in the game? For example...as the "time line" progresses will we see (or not see) hidden airfields appear, and will sensitive factory's suddenly be camouflaged as row houses?

I'm sure their is much documentation on this subject...
I hope so!
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  #9  
Old 09-10-2010, 10:15 AM
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322Sqn_Dusty 322Sqn_Dusty is offline
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Quote:
Originally Posted by proton45 View Post
I'm wondering if their will be some way of camouflaging targets? During the Battle of Brittan, England went to great measures to hide some of their airfields, factory's and other sensitive installations. Will camouflaging be modeled in the game? For example...as the "time line" progresses will we see (or not see) hidden airfields appear, and will sensitive factory's suddenly be camouflaged as row houses?
Great idea.. hope there will be something like that made.

Lakes and harbours were camouflaged to throw off navigation.
In FMB it can be imitated.


Even Boeing camouflaged the factory:

http://www.taphilo.com/history/WWII/...ing/H302-5.jpg
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  #10  
Old 09-10-2010, 10:26 AM
Tree_UK
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Yeah im liking that too
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