Jump to content

343KKT_Kintaro

Members
  • Posts

    45
  • Joined

  • Last visited

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

343KKT_Kintaro's Achievements

E-3

E-3 (3/30)

  • Radioman - One Month Later
  • Tail Gunner - Well Followed
  • Observer - Dedicated
  • Battery Commander - Reacting Well
  • Crew Chief - Conversation Starter

Recent Badges

64

Reputation

  1. I'm not sure but I think Jason said that the further development of this sim will depend on success of the first instalment. So, if I got it right, at first we won't have neither Hellcats nor Corsairs... but later we will possibly have them. Fingers crossed.
  2. Please @III.JG52_Otto_-I-, let me copy-paste one response I gave to another elsewhere: Just consulted the infos on Wikipedia: The Imperial Japanese Army Air Service received one Fw 190A-5 for evaluation purposes. Imperial Japanese Army Air Force purchased 5 [Bf 109] E-7s in 1941. The aircraft were used for tests and trials. Five Japanese Bf 109s only... one Japanese Fw 190 only... and none of them had been used in real combat missions. So it is very unlikely that the "Combat Pilot" engineers develop one of these German planes, at least not as long as they stay in the Pacific theatre of operations. Maybe someday, if the project develops further into a "generic" WWII series of combat flight sims. I may be wrong, but that's what I think. Sounds logical to me.
  3. Just consulted the infos on Wikipedia: The Imperial Japanese Army Air Service received one Fw 190A-5 for evaluation purposes. Imperial Japanese Army Air Force purchased 5 [Bf 109] E-7s in 1941. The aircraft were used for tests and trials. Five Japanese Bf 109s only... one Japanese Fw 190 only... and none of them had been used in real combat missions. So it is very unlikely that the "Combat Pilot" engineers develop one of these German planes, at least not as long as they stay in the Pacific theatre of operations. Maybe someday, if the project develops further into a "generic" WWII series of combat flight sims. I may be wrong, but that's what I think. Sounds logical to me.
  4. It'd end up stomped for sure... but your photograph shows a Frank 😉 MY WISH FOR A FLYABLE IN THIS GAME... if it really has to be one only... same as Props, my wish goes to the Kawanishi N1K2-Ja Shiden Kai.
  5. In actual air combat you may manage to extinguish an engine fire... but you'll need to cut the magnetos (and fuel cocks) off so that no oil/fuel lines set other elements on fire again somewhere else on your aircraft. Not even need an on-board fire for the use of magnetos, you might need them to restart an engine while your aircraft still is in full flight. Magnetos and fuel cocks are a must!
  6. My friend Trooper will always be granted with cool songs! (the misunderstanding is over gentlemen, let's go back to our discussions...).
  7. Easy Trooper, I was responding to your very first post on the thread... assuming that you have read the title and that your post was dealing with the same matter: the bloody clickable cockpits. So there's no need to appeal to Jesus...
  8. @Trooper117, clickable cockpits don't necessarily mean study level. See for example "IL-2 Cliffs of Dover" and "DCS", both present clickable cockpits but DCS is a study while IL2CoD is a survey. "IL-2 Great Battles" is a survey sim as well... but its start-up procedures are extremely simplified. Typically, in Great Battles, you simply need to properly set a few levers, press a key, and the engine starts roaring after a beautiful sequence of animated controls on the dashboard and cockpit... controls that in fact you witness yet you do not control you yourself. What makes a study-level sim is the number of required controls and how demanding the procedures are in the sim, but a few steps and controls being required for a start-up, this doesn't really make a sims is a study. DCS modules are study flight sims, sure they are... but Great Battles and Cliffs of Dover are not. That being said, regarding the start-up procedures these are the required steps I'd like to have in "Combat Pilot": 1) Magnetos 2) Fuel cocks 3) Radiators 4) Check the position of the boost cut-out, WEP and, in general, this kind of device. 5) Proper setting of the propeller pitch lever 6) Proper setting of the mixture lever 7) Proper setting of the throttle And that's all. More or less like in Cliffs of Dover... but with magnetos working. As just described above, with so few controls being required for an engine start-up, we still are at survey level, not study. DCS is much more time-consuming 'cause much more realistic. My wish for Combat Pilot is: 1) That we have the above described start-up procedure. Half way between DCS (which is too much realistic and time-consuming) and Great Battles (which has been excessively simplified). 2) That the cockpits and clickable... but only on those devices on the dashboard that are affected by a survey-level simulator (like in Great Battles, yet with magnetos and fuel cocks) 3) That the rollover labels on the clickable controls can be turned off so that players who simply don't want to see labels on their cockpits... do not see them (while their remain clickable nevertheless).
  9. Well, yep, that was what I meant : the physical thing. I hope that Jason and the devs will read this. Maybe clickable cockpits still are problematic in some regards in already existing simulators, but Combat Pilot is in development and could help to improve the feature.
  10. Humour is welcome RossMarBow! but, if you excuse me... out of these three concepts you mentioned, I get what you mean with "clickable cockpits" and "I just want to play the game"... but what do you call "real buttons"? keys on keyboards and buttons on HOTAS?
  11. Thank you for your intervention Aapje. Makes sense but... No, that part is not true, because the clickable controls would be those of a survey, not those of a study. The "Great Battles" series and the "Dover" series are both survey-level combat flight sims, but "Great Battles" hasn't clickable controls while "Dover" has them. What differs with a study-level like DCS is the number of usable controls in the game. I may be wrong, but I assume that "Combat Pilot" is planned to be a survey-level simulator... unless the content in the game, at release, stays with two carriers only, one map only and two fighter aircraft only... all of these elements being modelled at the study level.
  12. Thank you for posting that. The photograph in the original post wasn't originally in colour, the photo had been colourised. A French guy recently made one video about that story (sorry, the video is in French):
  13. Hey Charon, Skelthos is right. The "Combat Pilot" developers simply need to bring us nice clickable cockpits (with labels that one can turn off please!) and the headsets will make what's left. Release of "Combat Pilot" is planned for release in a few years' time. We can assume that, by then, fingertip tracking will be a standard among most VR headsets. For example, this is how it works with the Meta Quest 3 headset, released 5 months ago:
  14. I don't know if whether or not the below wish has been expressed before... in such a case please merge this thread with the appropriate one. My dream is that future flight sims are not only VR-compatible but that they also present clickable cockpits with finger tracking so that all the required hardware is nothing but the computer, the VR headset, the HOTAS and, for those who want them, the pedals. The keyboard and the mouse would be used for the launch of the simulation only... but once we are in the simulation, the simple use of one real finger on the virtual clickable controls would allow us to directly fly our aircraft with no need of previous key bindings (on keyboards) nor previous button bindings neither (on HOTAS devices). I'm not asking for the entire removal of the key-binding section from the game. Such a section in the game user interface would be useful not only for players still preferring this method, but also because, after the use of VR headsets, from experience we know that, with little training only, there's no need we see our HOTAS to properly use all its buttons. Thus, when using the finger tracking technology in the VR visual environment, we could simultaneously use plenty of buttons on the HOTAS... but nevertheless definitely dismiss the keyboard and the mouse. Other than using the augmented reality function (which definitely stops my suspension of disbelief), I see no way of pressing keys on a keyboard if not removing (or slightly lifting) the headset. In other words, whether you use the augmented reality or not, you are allways forced to momentarily leave the simulation in order to properly use your keyboard and mouse. This is why, in my opinion, all VR users who seek the perfect simulation should ask for a simulator that dismisses that the use of their keyboards and mouses is mandatory, at least when they're in the simulation. As a conclusion, the above requested feature should be implemented in "Combat Pilot". You fellow pilots who use VR headsets... don't you agree?
×
×
  • Create New...