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IL-2 Sturmovik The famous combat flight simulator.

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  #1  
Old 09-09-2010, 10:34 PM
Oldschool61 Oldschool61 is offline
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Originally Posted by Blackdog_kt View Post
That is half-way true for IL2. We don't know if it will be true for SoW, especially when all indications point to increased systems modelling at higher difficulty settings. You might need to manipulate fuel tank selectors in mid-flight, you might need to air-start a damaged engine that cut out during violent maneuvers, or got choked/starved due to incorrect fuel mixture, etc etc. Things like that require quite a few controls, which are not in direct visibility of the pilot most of the times. The reason? Well, they keep the instruments you mentioned in his immediate field of view because they are important. The other stuff gets tucked away on side consoles and in all sorts of weird places depending on aircraft. Most of the controls required to start a P-47 for example, are situated left of the pilot at about the height of his legs, so they would be obscured if a pilot was displayed in the first person cockpit view.

I have a TrackIR3 that helps quite a lot, but only a MS sidewinder precision pro 2 stick. It has a single throttle, twist rudder, a hat switch and 8 buttons, that's all.

So, how am i going to start up my engine and manage non-critical but nevertheless important systems of my aircraft in a full difficulty SoW server, when all i have is 8 joystick buttons and a keyboard? By clicking things with the mouse of course. As you can see, non-critical controls means controls that are not used in combat or emergencies. They are still pretty much a necessity for starting and completing the mission though, things like starter, battery switch, fuel tank selector valve etc. I don't mind seeing a pilot in the cockpit, but if i can't click on what i need to click i want a way to turn him off instantly. Maybe a toggle key can be added to turn off the pilot, if it is in fact decided to display him.

As i like to say, i don't want to force my opinion of how the game should be on other people, but i also dislike having the same done to me (not accusing you of such by the way). So, when in doubt, the best thing is to use toggles and option menu parameters and keep everyone happy

How you going to start your engine...E is usually the defualt key. No need for gauge, all functions mapped to keystrokes.
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Old 09-09-2010, 11:08 PM
Blackdog_kt Blackdog_kt is offline
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That's why i said it might work for IL2 but it might not for SoW.

A single command engine start works in IL2. You seem to think that this will be possible in SoW as well and it will most probably, but only on lower difficulty settings.

According to the interview of the development team posted on the forums of the check-six simulation community, in higher difficulty settings this doesn't work for SoW because there's a detailed start-up sequence. Just like the ones used in Black Shark and FSX, but with fewer things to do because WW2 aircraft are not so complex.

So to put it in simple terms, if i had a virtual pilot modelled in the cockpit at all times, i might be forced to fly certain aircraft at reduced difficulty settings because i wouldn't be able to see and click some of the switches needed for the higher difficulty settings.

WW2 aircraft are not as complex as modern ones, but you still need to flick anywhere between 5 and 20 switches to turn the engines on, depending on airframe. There's simply not enough buttons to map everything if all you have is a Sidewinder joystick and a keyboard.

I prefer using a hybrid control scheme, with flight controls, flaps, gear, guns and engine controls mapped to joystick and keyboard, leaving all the other stuff to be operated by the mouse. I think it's easier than having to map and remember that ctrl+shift+F turns the fuel selector valve counter-clockwise and ctrl+alt+F turns it clockwise.

As i said before, i have no problems with a pilot being modelled in the cockpit, as long as i can turn him off whenever i want to. You can keep him on at all times and map everything to your HOTAS set, i can keep him off most of the time and use the clickable cockpit interface, we both get what we want and that's pretty much it
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Old 09-10-2010, 02:01 AM
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Friendly_flyer Friendly_flyer is offline
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Quote:
Originally Posted by Blackdog_kt View Post
I prefer using a hybrid control scheme, with flight controls, flaps, gear, guns and engine controls mapped to joystick and keyboard, leaving all the other stuff to be operated by the mouse.
Sounds like a reasonable way to do it.
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  #4  
Old 09-10-2010, 06:08 AM
nearmiss nearmiss is offline
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I don't really care about C.E.M. or a full startinng sequence. I'll just program my CHProducts MFP for the keystrokes and start with one key. LOL

It will be about enjoying the air combat simulation for me. I care less about all the button pushing,, been there done that too many times.

Clickable cockpits will mean absolutely nothing to me...except I'll love it online. The clickable cockpit pilots will be doing their cursors and clicking. I'll be all over their six and I won't be spraying Preparation H. LOL

Last edited by nearmiss; 09-10-2010 at 06:45 AM.
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Old 09-10-2010, 06:17 AM
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robtek robtek is offline
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So you are going to "cheat" by artificially reducing your workload???
I really hope that such automated sequences are delayed in some way!!!
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  #6  
Old 09-10-2010, 06:32 AM
nearmiss nearmiss is offline
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Are you serious...

Are clickable cockpit flyers going to say keystroke flyers are cheating?

Keystrokes have been the game for the past 10 years, now because clickable cockpits are being provided we've got to dumb down the game to wait for clicky boys to get their cursor right on top of the up switch to turn on their guns,etc.

I knew it when the clickable cockpit advocates started whining about turning this into another FSX there would issues that were not being addressed about clickable cockpits.

My MFP makes the actual keystroke, it just does it faster because I physically can't move through a sequence of keys as fast as a computer. Also, I don't enjoy all that keystroking. I'd be doing Falcon 4, if i did.

If Oleg drags down the SOW to accomdate Clickable cockpit players he will definitely change the game. I don't think that will be the situation. Clickable cockpits may have to be a choice in the online servers. If clickable cockpits is a requirement for full real servers. I don't know what we'll be thinking, but I don't think it will be good.

Last edited by nearmiss; 09-10-2010 at 06:41 AM.
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