Jump to content

Level of cockpit interaction!


Recommended Posts

Posted (edited)

http://forum.il2sturmovik.net/index.php?showtopic=7&p=279

1. Technical questions are better suited for Loft to answer, but I don't think clickable cockpits is on our to do list. I'm sure the engines will operate in a realitic manner as they do in ROF.

 

Personally this is a turn off, but i hope that if they don't have clickable cockpits then at least we can still operate everything in the cockpit. 

 

Anything less will be a huge step back.

 

Please Jason make sure this feature is kept!

 

Thanks

 

(JUST TONED DOWN THE TOPIC TITLE)

Edited by JG52Krupi
  • Upvote 1
Jason_Williams
Posted

Stop stirring the pot and read my other comments on the subject. We have difficult decisions to make about features and we won't make everyone happy with what we do, but we plan to make a quality product.

 

Jason

  • Upvote 2
Posted

Stop stirring the pot and read my other comments on the subject. We have difficult decisions to make about features and we won't make everyone happy with what we do, but we plan to make a quality product.

 

Jason

 

I am not stirring anything this is just something I feel NEEDS to be a feature in the game, that is all. 

  • Upvote 1
Posted

each to there own opinion, i prefer to map everything to my hotas, which is my 'cockpit'

 

only time i ever use the clickable cockpit in CLOD is to turn the fuel on at startup.

  • Upvote 1
Posted

each to there own opinion, i prefer to map everything to my hotas, which is my 'cockpit'

 

only time i ever use the clickable cockpit in CLOD is to turn the fuel on at startup.

 

+1, same here.

ATAG_Slipstream
Posted

each to there own opinion, i prefer to map everything to my hotas, which is my 'cockpit'

 

only time i ever use the clickable cockpit in CLOD is to turn the fuel on at startup.

Same here. Unnecessary fluff in a combat flight sim IMO.

Posted (edited)

each to there own opinion, i prefer to map everything to my hotas, which is my 'cockpit'

 

only time i ever use the clickable cockpit in CLOD is to turn the fuel on at startup.

 

That would be fine, I just want to make sure every knob and button can be pressed :D whether on screen or on a keyboard makes no difference to me.

Edited by JG52Krupi
Posted

Same, its a nice feature, that i dont use. Hardy "must have".

 

If the engine works how it should then it doesn't matter.

Posted

Furbs I just reiterated it wasnt the clickable buttons with a mouse but more the ability to turn lights on and off etc... all these little things I find add to the overall immersion of the game.

Posted (edited)

That would be fine, I just want to make sure every knob and button can be pressed :D whether on screen or on a keyboard makes no difference to me.

 

rgr, that i do agree with, that certainly adds to the immersion and experience. 

Edited by fruitbat
  • Upvote 1
SYN_Haashashin
Posted

Well if you mean complex management, RoF do have it, not so much, just remember those are WWI planes, so radiator and mixture is in, not clickable but I have them all assign to my X52 jostick.

Other things, as lights on/off are mapped on my keyboard. So I guess you should not worry about complex engine management in the new sim. As others, if a clickable buttons on screen with the mouse are not on the sim, I wont mind at all, as I wont use it, a lot better for me to have it all mapped to my jostick and keyboard.

  • Upvote 1
Posted

I think this is a subject that many are curious about, anything less than Clod had would be a bummer for me. I don't mean a clicking mouse, just want to bind function to key, watch the switch move.

  • Upvote 1
Posted (edited)

The original IL2 didnt have clickable cockpits, and it was still enjoyable.  I think clickable cockpits do have there place, but in civil flight sims.  In combat, the last thing I want to do is look down and start using my mouse to pull the trigger.  Just an extreme example, but having to look down takes away your combat awareness at a critical time.  Thats why HUD's were invented, to keep pilots eyes out of the dash.  

Edited by gibbage
Posted

Well if you mean complex management, RoF do have it, not so much, just remember those are WWI planes, so radiator and mixture is in, not clickable but I have them all assign to my X52 jostick.

Other things, as lights on/off are mapped on my keyboard. So I guess you should not worry about complex engine management in the new sim. As others, if a clickable buttons on screen with the mouse are not on the sim, I wont mind at all, as I wont use it, a lot better for me to have it all mapped to my jostick and keyboard.

That is what i prefer, from other games it just feels like the two are linked thats why i got a but jumpy at the non clickable cockpit but a way to interact will all instruments via buttons will be great.

Posted

each to there own opinion, i prefer to map everything to my hotas, which is my 'cockpit'

 

only time i ever use the clickable cockpit in CLOD is to turn the fuel on at startup.

 

+1

SYN_Haashashin
Posted (edited)

That is what i prefer, from other games it just feels like the two are linked thats why i got a but jumpy at the non clickable cockpit but a way to interact will all instruments via buttons will be great.

 

Well i dont know if ALL instruments, but the importants one to make the engine run ok im sure it will be there to be mapped to keyboard or jostick or both as it is now in RoF.

Edited by SYN_Haashashin
Posted

As i said Krupi, its a nice bonus feature for the people who like that sort of thing, but hardly needed.

As Jason has said, they are going to set goals they can reach in the time scale they have, no promising the stars and getting not getting near and disappointing people.

Posted

Jason is the guy who takes you on an awesome boulevard walk, but tells you firmly that you can't have an ice cream.

 

Clickable cockpits and DX11 seem to be the ice cream here :)

Posted

The original IL2 didnt have clickable cockpits, and it was still enjoyable. I think clickable cockpits do have there place, but in civil flight sims. In combat, the last thing I want to do is look down and start using my mouse to pull the trigger. Just an extreme example, but having to look down takes away your combat awareness at a critical time. Thats why HUD's were invented, to keep pilots eyes out of the dash.

They didn't have HUDs in WWII, tho... :-)

 

Gibbage! Haven't seen u since way back in the early 00's!

  • Upvote 1
Posted

May the question be something like should the engine be primed before starting, like arm the guns before firing.

Posted

Jason is the guy who takes you on an awesome boulevard walk, but tells you firmly that you can't have an ice cream.

 

Clickable cockpits and DX11 seem to be the ice cream here :)

 

 

Or just the sprinkles on top for people like me! :D

 

They're just a bonus to me and their inclusion doesn't make me like or dislike the product any more at all. I couldn't really care either way.

Posted

They didn't have HUDs in WWII, tho... :-)

 

Gibbage! Haven't seen u since way back in the early 00's!

 

They used the controls mostly by touch.

Posted

I would like to have a clickable cockpit! much easier to remember a visible switch on the dash then a obscure key combination, which is needed with such a number of switches in, i.e., a Bf110 cockpit.

Posted

They didn't have HUDs in WWII, tho... :-)

 

Gibbage! Haven't seen u since way back in the early 00's!

 

I never said they did have them in WWII.  I just said they were invented to get pilots heads out of the dash, and thats true.  The last thing you want to do in combat is look down!!!  

 

I decided to skip Cliffs of Dover.  It just seemed like an abortion gone horribly wrong.  I did try it, but there was just so many problems, and Oleg even gave up on it before release.  I have a feeling Ubi screwed it up, and im really glad that this game is bypassing Ubi.

  • Upvote 1
Posted

useless waste of time to make a clickable cockpit, better make everything usable, you can map all in your keyboard or hotas, end of the story

  • Upvote 3
Posted

Jason is the guy who takes you on an awesome boulevard walk, but tells you firmly that you can't have an ice cream.

 

Clickable cockpits and DX11 seem to be the ice cream here :)

 

agree

Posted (edited)

I wasn't a big fan of clickable cockpits but I found that quite useful in COD for things like:

 

- Fuel cocks management

- Arming bombs/selecting bombing method

- selectors for fuel gaugesindicators / carburettor temp (like in the G.50)

- gun sight adjustment / lighting

- setting compas / gyro compas

- adjusting auto-pilot course

- opening floor window in JU-87

 

basically for all those things modeled and useful but that you don't fiddle with all the time. I'm happy I didn't have to find a new key binding and button on my stick for. Otherwise I would have needed to map the whole three modes on my CH Fighterstick :P

 

Of course no sane person would use the clickable cockpit to adjust throttle/mixture/prop pitch and so on...

Edited by SYN_Ricky
No.401_Wolverine
Posted

Clickable cockpits are nice as an education tool or cockpit familiarzation sim, but in terms of gameplay they add very little.

 

To me, and others here it seems, I'm far more interested in making sure that each control is useable (within limits - I doubt very much they're going to include tweaking your oxygen mixture in the sim, although we can hope!).

 

I think the bar for the cockpit's useable features is set by the A2A Accusim Spitfire or DCS's P-51. If this new game can get anywhere close to that level of cockpit useability, we'll be very happy and forget very quickly about clickable cockpit buttons and knobs.

  • Upvote 1
Posted

I agree with SYN_Ricky, clickable cockpit buttons, dials and gauges were useful for functions you use rarely and could not remember the hot key for, if there ever was one. So fuel reserve switch, manual undercarriage pump etc were things I always clicked on the cockpit to use.

 

Havind said that, I can also understand the need to simplify the interface down in order to meet realistic deadlines.

 

One thing I always wanted in CloD was the relevant hotkey to be shown if I moused over a dial, button or gauge - that could surely help in some way to transition players to use the keyboard more?

Posted (edited)

I wasn't a big fan of clickable cockpits but I found that quite useful in COD for things like:

 

- Fuel cocks management

- Arming bombs/selecting bombing method

- selectors for fuel gaugesindicators / carburettor temp (like in the G.50)

- gun sight adjustment / lighting

- setting compas / gyro compas

- adjusting auto-pilot course

- opening floor window in JU-87

 

basically for all those things modeled and useful but that you don't fiddle with all the time. I'm happy I didn't have to find a new key binding and button on my stick for. Otherwise I would have needed to map the whole three modes on my CH Fighterstick :P

 

Of course no sane person would use the clickable cockpit to adjust throttle/mixture/prop pitch and so on...

 

Agreed, bascially used it for all the same things you did :D

Edited by JG52Krupi
Posted

A clickable cockpit is fun, but how does that relate to ingame experience. In combat do you really have the time to mess with the mouse trying to click a switch. Because in real life you just strech your arm. If something could be done with like a kinnect type of device. You move your hand and a virtual hand hits the switch. Now that's something ;)

 

Anyways the clickable cockpit works for like KA 50 or Falcon 4.0, but not CLOD. I guess it depends on how its done.

SvAF/F19_Klunk
Posted

+1, same here.

+1.-- I think

Considering a tight time schedule, imo it is important to choose a balanced scope. I for one prefer that the team focus on other for the sim more important issues. Clickable cockpits is all well and dandy, but honestly.. after playing CLoD for quite a while..nah... I can live without it.

CEM is important for us simnerds, but it should be balanced... waiting for en engine to warm up for 4-5 minutes is maybe realistic...but fun? no... the "fun factor" was unfortunately very much overssen in CloD. 

For me immersion is really important..the context. If we have a tight schedule I would much more prefer a lot of groundtroops. including infantry... Stalingrad should not be desolate and empty

Posted

I think a clickable pit is more of a must have in a modern era sim. It's nice to have but not essential

In WW1, WW2.

 

Having ALL instruments functional and important in cockpit controls displaying their current position is much more important.

  • Upvote 1
Posted

Having ALL instruments functional and important in cockpit controls displaying their current position is much more important.

 

I am glad to see everyone wants this at least :D

  • Upvote 1
SvAF/F19_Klunk
Posted

agreed... 

Posted

each to there own opinion, i prefer to map everything to my hotas, which is my 'cockpit'

 

only time i ever use the clickable cockpit in CLOD is to turn the fuel on at startup.

So be happy that you will certainly be taken care of. 

 

I for one count a cockpit interface as one of my more important features in a sim, and think this really should be implemented as an option (which people such as yourself) need not be forced to use. 

Posted
If its supposed to be a simulator and classed as one it should have a clickable cockpit, its all about emersion and it should be the norm for all sims, Lock-on has had it since day one, and that was released in 2003.

If its a game/arcade then I suppose it doesnt need to have a clickable cockpit, but then the sim addicts wouldnt buy it, and that includes me. So basically when this new game is released thats what it will be, just a game, not a sim.
Posted

 

If its supposed to be a simulator and classed as one it should have a clickable cockpit, its all about emersion and it should be the norm for all sims, Lock-on has had it since day one, and that was released in 2003.

 

If its a game/arcade then I suppose it doesnt need to have a clickable cockpit, but then the sim addicts wouldnt buy it, and that includes me. So basically when this new game is released thats what it will be, just a game, not a sim.

 

No clickable cockpit = Arcade? Sorry but this is nonsense.

Posted (edited)

And what is a real benefit of clickable cockpits? Immersion? Nope, its still u behind the PC, just instead of clickin every sick part of teh cockpit you can use mapped buttons on HOTAS or keyboard. Is it handy? Nope, It wasnt for me for sure, to click with mouse in flight...for CEM at startup? Whats the difference once ur up in teh air? For sure, it was cool at the begining but later was annoying..I could use 2-3 buttons for startup procedure. Animations of moving knobs, gauges etc? That we have in ROF...

 

NO clickable cokpits for me, it is just someones fetish....

Edited by Tvrdi

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...