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Bies

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About Bies

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    Male
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    Poland, Kielce
  • Interests
    Aviation, Mechanical engineering, Military technology

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  1. 1) Clickable cockpits have no disadvantages compared to non-clickable ones from the point of veiew of a player, because you can assign controls and still use them 100% exactly as we do it in IL-2: GB if you prefer. The only disadvantage is from the point of view of development: clickable cockpits have to include more corelations and systems and modeling them is far more time consuming so you can make less planes in the same amount of time and this is important for company like 777. So i understand their choice. 2) For planes more modern than Korean War period clickable cockpits are mandatory if we want any reasonable level of realism. Without that you would have to bind literally hundreds of controls and memorize shortcuts for each key on the keyboard, with Shift, Control and Alt. I.e. to bind just buttons of three MFDs for the Hornet you would need to memorize 3x20 buttons = 120 buttons + brightness, contrast, day/night to just use MFDs alone... Good luck trying. ๐Ÿ˜‚ That's why low fidelity planes of FC3 are harder to operate than clickable full fidelity ones despite FC# having far less systems modeled. Clicking on button with the clear name in the cockpit is easy. Memorizing hundreds of "Alt+Shift+J" is not. 3) When it comes to WWI and even WWII planes clicable cockpits are nice but not mandatory. You can memorize 30-40 keys. But noone would memorize 200-300 different key combinations for the Hornet. 4) When it comes to WWI WWII - for me - clickable cockpits are just a proof or sign of high fidelity in depth modeling of the plane, not necessity.
  2. Gonna be good anyway. People want Pacific, me also, but it's hard. After all the most important thing is quality of the sim. As long as the devs maintain current level every air campaign they model will be successfull, Pacific, Normandy, Spain, France, Italy, Africa you name it.
  3. It's a D-Day. So we are landing, ladies and gentlemen. Maybe not on a carrier deck yet. But still.๐Ÿ‘
  4. FURTHER FORECAST - SHOWERS IN THE NORTH, FAIR WITH BROKEN CLOUD IN THE SOUTH. GALE WARNING IN OPERATION FOR DISTRICTS 7, 8 13 A, 13 B, 17 AND 18 AT TIME OF ISSUE 0800 SUNDAY It's a forecast before D-Day, it's 4 June 1944
  5. Yes, joystick or other not 0/1 controler (i.e. encoder) would be better but mouse could be possibly the worst to directly control the turret, as it is right now, because it's hard to stop the rotation finding idle position. Maybe after the rework this is going to work a lot better, they know what they are doing, they will test some ideas and find some solution i believe.
  6. When i saw the fire in the cockpit in VR for the first time i jumped from the seat.
  7. Solution can be a lot simpler - to allow moving the turret using keys instead of mouse.
  8. Today i've tried the migty Tempest. I have one question, how to use radiator? I saw only two positions: fully open, but this adds drag and fully closed, but this overheats the engine fast.
  9. Yes, it is realistic but not using mouse - since mouse doesn't have any neutral position you can easily find, when in real tank you simply stop rotating the cranks That's new system is realistic but it is usable only with keyboard or joystick or encoders or crank replicas or everything except the pc mouse. With mouse you are not able to reliably stop cranking in any chosen moment, you are overcompensating all the time and you are not able to aim efficiently. It is meant to operate with keyboard keys or yoystick like all pc tank sims to this day.๐Ÿ‘ Not by mouse like WoT.
  10. New system is diffenately far more realistic but without an option to bind keys or joystick it is (unnecessarily) very hard to use. When they will add other binding options (instead of mouse) and electro/hydraulic fast turret rotation as separate control it will be great as it was in every single tank simulators to this day.
  11. Yes, new system requires fine tuning and keyboard control option but it is far better than derived from WoT mouse director mode.
  12. When it comes to aiming alone this new system is great and allow to simulate cranks in real tanks. It is better to operate using keys than mouse. (and now i can't bind keys to operate it, but the game is still WiP). It have been used previously in all tank simulators like Panzer Elite, Panzer Commander, T-34 vs Tiger, Balkans on Fire, Steel Armor, Steel Fury: Kharkov 1942 and so on. The old Tank Crew "mouse" aiming was derived from arcade shooters like WoT and WT and it gives precision incomparably greater than this of real tanks and it works only in shooters, not in sims. This system alone is responsible for hunting tiniest weakspots in armor crucial in WoT or WT but irrelevant in sims or real WW 2 tank warfare. So overall when it comes to realism new system is great and universally used in all tank sims in history but devs should add option to bind keys i.e. arrows, to operate it.
  13. Turret rotating independent from gunner is a bug, I think they are aware of this one and trying to find some solution. When it comes to aiming alone this new system is great and allow to simulate cranks in real tanks. It is better to operate using keys than mouse. It have been used previously in all tank Sims like Panzer Elite, Panzer Commander, T-34 vs Tiger, Steel Fury: Kharkov 1942 and so on. The old Tank Crew "mouse" aiming was derived from arcade shooters like WoT and WT and it gives precision incomparably greater than this of real tanks and it works only in shooters, not in sims. This system alone is responsible for hunting tiniest weakspots in armor crucial in WoT or WT but irrelevant in sims or real WW 2 tank warfare.
  14. It is very important for me when in ground vehicle. In plane min. to increase the framerate.
  15. Many great news in this DD, but this one looks the best. Thanks a lot! You have great priorities, not only adding the new content but improving the game as a whole. cheers
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