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IL-2 Sturmovik The famous combat flight simulator.

View Poll Results: CLICKABLE COCKPITS -
YES - CLICKABLE COCKPITS 124 51.24%
NO - CLICKABLE COCKPITS 118 48.76%
Voters: 242. You may not vote on this poll

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  #101  
Old 03-01-2010, 02:08 AM
nearmiss nearmiss is offline
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Blackdog

Most of us realize you can have clickable cockpits and key commands that are parallel controls.

The mouse is currently slaved or tied to viewing. Maybe, it can be done differently. It's not in my experience.

The way I interpreted what was said in the interview... the ability to do the click thing or the key command thing will be switchable.

Maybe Oleg can provide us a better explanation in the near future as to how clickable and key commands will work with viewing ability, since the viewing even with trackIR is currently tied to mouse movement.

Last edited by nearmiss; 03-01-2010 at 02:11 AM.
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  #102  
Old 03-01-2010, 02:33 AM
P-38L P-38L is offline
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Face it this way:

We have been using IL-2 Sturmovik for a long time, it is the perfect flight simulator.

Have we ever need the mouse to click something from the cockpit? the answer is NO!

Do we need the mouse to control the airplane? the answer again is NO!

Do you (people) want to ruin the most beautiful of the cockpits, using a mouse? again the answer is NO! (Just watch the video from the spitfire's cockpit)

Program your JoyStick or create a console to represent the switches and controls.

Be creative!
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  #103  
Old 03-01-2010, 02:37 AM
IceFire IceFire is offline
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Quote:
Originally Posted by P-38L View Post
Face it this way:

We have been using IL-2 Sturmovik for a long time, it is the perfect flight simulator.

Have we ever need the mouse to click something from the cockpit? the answer is NO!

Do we need the mouse to control the airplane? the answer again is NO!

Do you (people) want to ruin the most beautiful of the cockpits, using a mouse? again the answer is NO! (Just watch the video from the spitfire's cockpit)

Program your JoyStick or create a console to represent the switches and controls.

Be creative!
What does having a clickable cockpit ruin exactly?
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  #104  
Old 03-01-2010, 03:33 AM
AndyJWest AndyJWest is offline
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I think at this point, the most sensible thing to do is to wait until we see how the 'clickpit' is implemented, and then argue further. It is a done thing. It will happen. You won't need to use it, but it will be there if you want it. Try it, if you like it, use it. If you don't, don't. Personally I'm not entirely convinced that it will be necessary, but I'm in no real position to make a definitive judgement, so I'll wait untill I've got something concrete to comment on...
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  #105  
Old 03-01-2010, 03:56 AM
julian265 julian265 is offline
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Thumbs up to Oleg for the clickable cockpit!

It's a great option for people who want it, and can be ignored by people who don't. I'll probably use it offline only, however I'll use it a lot when I do.
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  #106  
Old 03-01-2010, 08:48 AM
AKA_Tenn AKA_Tenn is offline
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simple as simple can be... press a button.... any button... map it to anything u want... heck map it to a mouse button... that toggles between mouse look and mouse click mode

really... most people don't use a mouse to look around... super hard to keep one hand on the throttle, one hand on the stick and umm 3rd hand on the mouse? HOTAS joysticks are so cheap now... that if you don't have one... u don't like flight sims enough to even need to worry about this issue...

and/or your forgetting that SOW will be a simulator... not an arcade game... simulations tend to try to SIMULATE everything physically possible... that includes switches and buttons...

but all in all... clickable cockpits were stated to be optional... meaning if u really wanna spend 3,000$ building ur own cockpit and mapping ur own custom made panel switches and controllers... go ahead...

Last edited by AKA_Tenn; 03-01-2010 at 09:04 AM.
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  #107  
Old 03-01-2010, 09:59 AM
MikkOwl MikkOwl is offline
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Now really, anyone truly believes they would let the mouse control view if using headtracking at the same time? I'm sure the mouse would then be independant, just moving on the screen as if in a game menu.
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  #108  
Old 03-01-2010, 10:10 AM
nearmiss nearmiss is offline
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Quote:
Originally Posted by AKA_Tenn View Post
simple as simple can be... press a button.... any button... map it to anything u want... heck map it to a mouse button... that toggles between mouse look and mouse click mode
That's not a simple as you say it. It would be very tricky going back and forth as you say. Especially, in a combat situation. It probably wouldn't make much difference if you were flying around enjoying the scenery.

Quote:
really... most people don't use a mouse to look around... super hard to keep one hand on the throttle, one hand on the stick and umm 3rd hand on the mouse? HOTAS joysticks are so cheap now... that if you don't have one... u don't like flight sims enough to even need to worry about this issue...

and/or your forgetting that SOW will be a simulator... not an arcade game... simulations tend to try to SIMULATE everything physically possible... that includes switches and buttons...
First in my situation I have a Kensington trackball for viewing, which I operate very efficiently with my left hand. I use fighterstick with my right hand. Most of the time I don't use the throttle, because I have throttle positions mapped to fighterstick. I also use free-track when I'm disposed to deal with setting it up. Fact is, I only use throttle when I use free-track, and I use trackball mouse when I use fighterstick only or with MFP, if I need more control.

Quote:
but all in all... clickable cockpits were stated to be optional... meaning if u really wanna spend 3,000$ building ur own cockpit and mapping ur own custom made panel switches and controllers... go ahead...
quite an exaggeration... I have CHProd fighterstick, CHProd Pro throttle and I can do pretty well all key strokes I need for aircombat. I also have a CHprod MFP - with additional 25 buttons and toggle for 50 programmable buttons cost me $200 USD. I have rarely used the MFP, because I've got plenty of programmable keys with the stick and throttle.

It is pretty well a fact, if you do aircombat flight simulation you'll have to buy a stick with some buttons. Even the cheap Saitek Aviator has enough buttons to get the job done, and it's under $50. I'd say that's a long way from $3,000

It's is basic stuff, you don't really need all the controls for a WW2 air combat sim as you do for jets, with more complex operations.

One thing many clickable cockpit advocates don't think about....
The better sticks are fully programmable, and the programs can be stored and recalled at will. I pretty well have a very basic commands set I use between all the WW2 air combat sims I use. They are programmed for the keystrokes required by the sim, but I use the same buttons on the stick, throttle or MFP.

I'm fine with clickable cockpits, but I don't think they are an improvement for air combat. They sure won't be used, when you get into a furrball or you'll be partnered with old terra-firma very quick.
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  #109  
Old 03-01-2010, 10:25 AM
MikkOwl MikkOwl is offline
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It is not possible to click things when in a dogfight for sure. But energy tactics or running away, or chasing someone, then it should be possible. But what would we need to click anyway at that moment? The most important stuff is on our controllers anyway.

EDIT EDIT EDIT:

Clearly this is something meant for start, take-off, normal flight (climbing, cruising), landing and re-arm etc. Could be fun. The most important factor affect this is - how many aircraft controls are there? In IL-2, tons of binds (most of them) are not aircraft controls, but view, AI and option controls. SoW will have more aircraft stuff, as we already know. Question is, how much? If a lot, then clickable cockpit is very useful. If just a bit more, then not very useful.

Last edited by MikkOwl; 03-01-2010 at 10:28 AM.
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  #110  
Old 03-01-2010, 01:17 PM
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robtek robtek is offline
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As stated in the last interview one must i.e. have a switch for windows de-icing, that is a important but seldom used switch, switching on and dimming the gun-sight is the same.
There one sees the dephts of the programming and can imagine how many important
but in a combat situation non-essential switches and levers there will be.
All the people which are talking of SoW:BoB as a combat simulation should be
aware that the combat is only a small part, just the climax, of this SIMULATION.
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