I think there was one of the previous posters here that said he built clickpits for MSFS or something and it was no big deal, as long as the switch animation is already modelled. I can't dig up the exact quote right now, but if i'm not mistaken he said it was simply a question of assigning a preset function to activate a switch to a certain set of panel coordinates.
So, since these movable objetcs will certainly be modelled (don't deny it, they are already animated in IL2), i don't really see any substantial amount of time getting wasted.
Again, almost nobody here advocates a clickable-only interface. What most of the people support is to have two options for control, either via a mouse click or via HOTAS/keyboard. So i fail to see what's the big deal here.
Now you'll say that since i'm supporting this so eagerly, there must be some kind of big deal going on. Well, the only thing i'm concerned about is that with the increased realism we need more and more functions mapped to our sticks and keyboards. If you have multi-stick setups or a 200$ HOTAS set that's not really a big deal. For a lot of people however that lack such equipment, it would be a shame to miss out on an important part of our aircraft's functionality just because we don't have enough keys to map things to.
For these players, a clickable cockpit would give an extra method to interact with our aircraft. In other words, i would really consider it a major game design oversight if i had to choose between a 4 key combination or shelling out 200$ for a new stick just to be able to switch between my fuel tanks. If it's as easy as it has been implied, then the best thing to do is to implement both methods and let the player choose which one to use.
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