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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:
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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#2
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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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#3
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Sounds like a reasonable way to do it.
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#4
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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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#5
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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
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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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