Posted By: Skiddmark
"Situational Awareness"/RL vs Sim - 01/09/12 06:11 PM
If I'm off here, just tell me to shut up, but here goes:
It seems to me the RoF devs might actually be listening to it's users
We're all aware of the shortcomings of flight sim views - a human has about 165° view. Sim= 90° maybe 120° if there's a genuine "widescreen" function. Lots of sims have "enemy" (friendly too - blue)markers on the edge of the screen and this is some help in that regard. There's also sometimes the "radar" HUD item. I don't know yet if RoF has Player to Target and Target to Player outside views but that is cool.
Call the following, QUESTION 1:
Do you think these "compensators" are important to flight simming?
My opinion is it's just not "realistic" without them. Sure, it's not realistic with them either, but more realistic than not having them.
Another shortcoming is lack of visibility of your target regarding struts, braces, cowling, wings and the like getting in the way. Most of this is not a factor in RL because you have binocular vision and can move your head and stretch your neck. There's been a lot of difficulty adequately compensating for this(RB3D transparent 'pit, etc.). There are sims where you can move your head but it's just too much key presses to deal with.
Call the following, QUESTION 2:
My idea: Allow the target to be visible "on top" of the cockpit view to the extent that you could move your head/stretch your neck. Naturally there would be a cutoff point somewhere below the cowling view, but you could see the target below the cowling to that cutoff point. The target could be some degree of opaque in these spots. The target shape itself would determine the area of translucency.
I like it, whaddya think?
It seems to me the RoF devs might actually be listening to it's users
We're all aware of the shortcomings of flight sim views - a human has about 165° view. Sim= 90° maybe 120° if there's a genuine "widescreen" function. Lots of sims have "enemy" (friendly too - blue)markers on the edge of the screen and this is some help in that regard. There's also sometimes the "radar" HUD item. I don't know yet if RoF has Player to Target and Target to Player outside views but that is cool.
Call the following, QUESTION 1:
Do you think these "compensators" are important to flight simming?
My opinion is it's just not "realistic" without them. Sure, it's not realistic with them either, but more realistic than not having them.
Another shortcoming is lack of visibility of your target regarding struts, braces, cowling, wings and the like getting in the way. Most of this is not a factor in RL because you have binocular vision and can move your head and stretch your neck. There's been a lot of difficulty adequately compensating for this(RB3D transparent 'pit, etc.). There are sims where you can move your head but it's just too much key presses to deal with.
Call the following, QUESTION 2:
My idea: Allow the target to be visible "on top" of the cockpit view to the extent that you could move your head/stretch your neck. Naturally there would be a cutoff point somewhere below the cowling view, but you could see the target below the cowling to that cutoff point. The target could be some degree of opaque in these spots. The target shape itself would determine the area of translucency.
I like it, whaddya think?