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manual engine start up


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Posted
8 minutes ago, SharpeXB said:

Cold starts would be a cool option for the career campaign. Isn’t the problem with the AI taxiing and forming up on the runway?

 

I think I have heard that, however IIRC I believe someone - maybe Blacksix, did one mission like this in one of his scripted campaigns. I think, been so long can't recall for sure.

Posted (edited)
4 hours ago, TP_Silk said:

 

I know - it's almost like the forum search facility doesn't exist!

And the "When are we getting four engined bombers?" post aren't going to end any time soon, either. 

Edited by Poochnboo
  • 1CGS
Posted
4 hours ago, SharpeXB said:

Cold starts would be a cool option for the career campaign. Isn’t the problem with the AI taxiing and forming up on the runway?

 

I've not seen any issues with AI taxiing to the runway (or after landing, for that matter) in all the missions I've flown that feature it. 

Posted

Do you really need it? I'm pretty sure you guys are going to spend all your immersive time on the ground flooding your engine sand cleaning spark plugs LOL

  • Like 1
  • Haha 1
56RAF_Roblex
Posted

I would like clickable controls as an option but not necessarily for engine startups.   It would mean that some non-combat functions could be taken off the HOTAS or Keyboard.   This is especially useful when everyone is using VR helmets and pressing buttons on the keyboard is difficult but not everything can fit on a HOTAS button.    I am thinking of things like Tail-wheel lock or cockpit/landing/formation/nav light.   Of course using a mouse when in a VR helmet is not that easy either  so it needs VR gloves to be available even if all they can do is move a cursor and click.   NOTE: Some people seem to think Hotas & VR Gloves are mutually exclusive but I cannot see why you cannot hold the  throttle while wearing a glove and let go to click a switch.  

 

BTW,  I am not saying that making clickable cockpits is easy or even a good use of resources.  I am just saying that it could be useful if we ignore those issues :-)       I believe VR is going to become the new TrackIR,  ie almost everyone will have some version of it and wonder how they did without it,  and if that happens we do need some solution to the problem of VR helmets rendering you blind to your keyboard.  Adding lots of buttons to the hotas or extra button & switch panels you must use blind is not the answer.

Posted

I've long thought what flight sims needed were virtual relief tubes. I had a mod in mind, unfortunately I had somewhat of an accident when I tried it in game. :huh:

  • Upvote 1
Posted
1 hour ago, 56RAF_Roblex said:

I would like clickable controls as an option but not necessarily for engine startups.   It would mean that some non-combat functions could be taken off the HOTAS or Keyboard.   This is especially useful when everyone is using VR helmets and pressing buttons on the keyboard is difficult but not everything can fit on a HOTAS button.    I am thinking of things like Tail-wheel lock or cockpit/landing/formation/nav light.   Of course using a mouse when in a VR helmet is not that easy either  so it needs VR gloves to be available even if all they can do is move a cursor and click.   NOTE: Some people seem to think Hotas & VR Gloves are mutually exclusive but I cannot see why you cannot hold the  throttle while wearing a glove and let go to click a switch.  

 

BTW,  I am not saying that making clickable cockpits is easy or even a good use of resources.  I am just saying that it could be useful if we ignore those issues :-)       I believe VR is going to become the new TrackIR,  ie almost everyone will have some version of it and wonder how they did without it,  and if that happens we do need some solution to the problem of VR helmets rendering you blind to your keyboard.  Adding lots of buttons to the hotas or extra button & switch panels you must use blind is not the answer.

 

I really have hardly any trouble mapping all my needed commands to my HOTAS, but have been doing it that way for years - long before VR ever even a thought.

It has come in very handy for flying in VR for me, as I never really need to reach out to the keyboard whilst flying my combat mission.

 

It would help also if the devs could add the ability in the game GUI to assign a button as a modifier, would increase the number of commands one could assign per button.

 

Jade_Monkey
Posted

On a selfish note, I hope they dont spend any time implementing this.

  • Upvote 3
US63_SpadLivesMatter
Posted

I make all sorts of boring, mundane mouse movements every day.  Please don't introduce this into my entertainment as well.

  • Haha 1
  • Upvote 1
56RAF_Roblex
Posted
4 hours ago, Jade_Monkey said:

On a selfish note, I hope they dont spend any time implementing this.

 

Fair enough.   In WW2 Warbirds it is not necessarily needed but in DCS jets it certainly was because it is impossible to have every possible function on the HOTAS and even if you did somehow squeeze them all on using modifiers you would not remember where you put the functions you only need a few times a year :-)    As an example,  one plane might need a particular handle rotated 90 degrees and a handle pumped to lower the undercarriage  when you lose the hydraulics but it is not worth taking up a button on the joystick just in case you ever need to do that. On the other hand as there is a clearly marked red lever and handle down beside the seat then in DCS you don't have to remember some obscure key combo, you  just need to click on the actual controls when needed.

 

As I said,  less of an issue in the simpler aircraft we fly here.

  • 2 weeks later...
F/JG300_Gruber
Posted (edited)

Clickable pit, no thanks. I'm always in look for options to avoid having to touch my mouse during flight. It is already inconvenient enough to have no other option for the bombsight.

 

That being said, if this VR glove makes it way to the market and can be used to flick switches all around in the cockpit,  most of my knobs and switches panels may well go into early retirement along with my big monitor.

 

I will still keep physical control devices, throttle, yoke and pedals, no way around this.

Edited by F/JG300_Gruber
ATA_Vasilij
Posted

Exactly... using Joy, throttle levers, pedals and virtual gloves for switching all the knobs and switches... 

danielprates
Posted
On 5/22/2018 at 10:22 AM, =FEW=Herne said:

I don't really miss clicking stuff for a start sequence, and the thought of trying to remember the checklist for all BoX AC is quite intimidating. Especially if you fly in VR and the language for the AC you are flying is different to what you understand. 

 

 

 

I was about to start a thread on this and @3.IAP_Vasilij beat me to it. The way I see it the only real argument against it is as the quoted comment above: not everybody wants it,  and for good reasons.

 

Still,  if it is made into an "option",  all those reasons fade away. 

 

I would love to see realistic startup procedures. The game already seems to be doing it anyway,  only, not letting you control the process. A simulation may have different pros to different people, and I wouldn't doubt that there are people out there flying it for the pure pleasure of engine management,  analogue navigation and etc. I know I do it from time to time. Damn, this simulation already is so wonderfully precise and realiatic,  why not this last thing?

 

In my view this also connects with the "more things to get damaged" discussion: for now we have an awfully small amount of damage types. I would love to see a magneto get shot dead and force you to rely on the other one. But for that a working magneto would have to be there in the first place.

 

6 hours ago, F/JG300_Gruber said:

Clickable pit, no thanks. I'm always in look for options to avoid having to touch my mouse during flight.

 

 Seconded. In CloD (which I like btw) the mouseable cockpit only makes sense in pleasure, scenic flights,  but becomes a hassle during combat. It makes more sense in a FSX type of simulation!

  • Like 1
Posted

Clickpits are major work, and would require both significant developer time and funding. Those advocating them should probably start by telling us how they are going to be paid for, and what other parts of the project they propose be delayed in order to accomplish them.

  • Confused 1
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-TBC-AeroAce
Posted

I don't care for clickpit but I do want more complicated control over the ac especially fuel cut offs, tank selectors, and fuel gauge test button (instead of the auto test that I keep missing all the time) and gear locking up ie emergency gear release. Basically I don't care about fuses and mags.....but things that could actually make a difference to performance, survivability ...... and don't be a smart ass and say " mehhh well if that fuse broke ....." there is a limit.

TheWarsimmer
Posted

I don't know how people don't see that VR with some kind of touch recognition is going to be the future. Ten years from now flight simmers like us will laugh at "sims" that don't have interactive cockpits. Sure, you'll keep your joystick and maybe your throttle, but that's about it. You'll let off the stick, the game will detect it, and your hands are going to be in the virtual cockpit.

Posted
30 minutes ago, baylor703 said:

I don't know how people don't see that VR with some kind of touch recognition is going to be the future. Ten years from now flight simmers like us will laugh at "sims" that don't have interactive cockpits. Sure, you'll keep your joystick and maybe your throttle, but that's about it. You'll let off the stick, the game will detect it, and your hands are going to be in the virtual cockpit.

 

Well, if you can provide the developers with prototypes of the VR hardware we will be using in ten years time, along with the funding to develop for it, they might be interested in taking you up on the offer. Meanwhile, lacking the hardware and the funding, they have to go with what they've got: which is a market where presently VR hardware is expensive and somewhat limited, and where VR users are accordingly likely to remain in the minority for some years yet. Continued development of the game requires selling to the market as it currently exists, rather than what we think it might be a decade from now.

  • Confused 1
Posted
1 hour ago, baylor703 said:

I don't know how people don't see that VR with some kind of touch recognition is going to be the future. Ten years from now flight simmers like us will laugh at "sims" that don't have interactive cockpits. Sure, you'll keep your joystick and maybe your throttle, but that's about it. You'll let off the stick, the game will detect it, and your hands are going to be in the virtual cockpit.

 

Tech is advancing exponentially.

VR as you’re currently thinking of it will not exist anymore 10 years from now - even if we’re all still here.

Posted

I can live without click pits but I would like to be able to start the engine manually by mapping the controls to buttons.

 

Mapping the magnetos, primer, fuel cutoff, etc and being able to control these manually would be great. Basically I want more manual control of my aircraft, I really don't like the fact that alot of things are simplified in this game.

 

Also, being able to check my fuel level but pressing a button instead of having to wait would be nice.

TheWarsimmer
Posted
7 hours ago, AndyJWest said:

 

Well, if you can provide the developers with prototypes of the VR hardware we will be using in ten years time, along with the funding to develop for it, they might be interested in taking you up on the offer. Meanwhile, lacking the hardware and the funding, they have to go with what they've got: which is a market where presently VR hardware is expensive and somewhat limited, and where VR users are accordingly likely to remain in the minority for some years yet. Continued development of the game requires selling to the market as it currently exists, rather than what we think it might be a decade from now.

No argument here. But it's coming, and franchises last a long time these days. BoX itself has been around for a bit now. It's not out of the question to believe they won't still be the leading franchise when this stuff becomes mainstream, especially if they stay on top of things.

-TBC-AeroAce
Posted

Some people miss the fact of who owns the VR stakes!! 

 

THey want it to charge your account for some kind of credit and not to sim!!!!!!!!

Posted

Manual start up has already existed in the pre-launch times of BoS.
Bring it back, that thing rocked!

JonRedcorn
Posted

The clickable pits were kind of cool, I remember one time in Clod I had my hydraulics in my 109 shot out and needed to pump the manual lever a bunch of times to slowly lower my gear and make an emergency landing, was really, really, awesome. However now using VR I'd rather have the actions mapped to my hotas. Although using the mouse isn't that hard to do it just takes my hands away from the controls that really matter.

Rolling_Thunder
Posted
On 5/23/2018 at 7:34 AM, Poochnboo said:

And the "When are we getting four engined bombers?" post aren't going to end any time soon, either. 

Yeah the "4 engined bombers"  "clickpits" "swastikas" "rearm refuel" topics need to be stickies. Every month there's a new topic on one or more of these. The answer is always the same. They're not going to happen, no matter how often they're brought up. The sad thing is whenever a noobie brings the topic up there's always a forum regular, who knows better, saying its a good idea. Lets rejoice in what we have. There are limitations to the game engine. A balance between gameplay, performance and development time. I think we have it pretty sweet as is. I for one don't want to see the same fiasco that goes on with DCS going on here. 5 plus years to get a new engine out, with many bugs, 5 plus years per aircraft, with many bugs. The devs have set out what they want to achieve and are doing so. We should all be happy with what we have and not try to influence some pointless feature creep that is the trademarked of DCSs glacial development.

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Posted

I believe a nice trade off for manual startup would be a simple generic clickable panel common to all plane, like the bomb sight panel. Thus it might please people without taking much time to create it for the dev team... if I am not wrong of course.

F/JG300_Gruber
Posted

Please no !

Building generic stuffs would go the opposite direction of the high level of fidelity they are trying to maintain within all aircrafts.

The generic bombsight panel with generic bomb drop settings has already been there for too long. It needs to be adressed, not duplicated.

  • Upvote 1

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