Author Topic: engine managment...simple solution ?  (Read 483 times)

Offline Brazos

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engine managment...simple solution ?
« Reply #15 on: August 07, 1999, 04:17:00 AM »

>>Why not have an easy mode for those who can't/won't hack the more realistic engine?<<

Funked, that's what Tomb's original post proposed. It's a brilliant suggestion and the best player generated idea I've ever seen. He should be properly stocked if they adopt it.


Offline Windle

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engine managment...simple solution ?
« Reply #16 on: August 07, 1999, 04:49:00 PM »
<punt>

Hey HTC, share some thoughts will ya?

I personally think this is a step in the right direction even if it doesn't make the initial release. It's definately what I'M looking for in a top of the line WWII flight combat simulation. From the looks of it this could be a great jumping off point for players who have grown extreemly bored with the .fly/shoot/die - .fly/shoot/die routine of the past. If I'm playing the have-all-end-all sim and still don't know what prop speed or mixture is - well, somethings wrong. Let's see this implemented.

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engine managment...simple solution ?
« Reply #17 on: August 08, 1999, 07:20:00 AM »
<punt>

Spof

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engine managment...simple solution ?
« Reply #18 on: August 08, 1999, 12:40:00 PM »
Tomb, excellent implementation ideas!

<punt>

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Offline Tomb

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engine managment...simple solution ?
« Reply #19 on: August 10, 1999, 07:22:00 AM »
thanks for your kind words guys....

looks like at least two other new wwII sims are going for the full complexity....at last the era of lightwieght sims is moveing on to the heavywieght era with full immersion and modeling...if the choice is between a lightwieght thousand player sim or a heavy wieght 32 player full immersion sim... for me the choice is clear...

looking forward to the beta

Tomb (re reading complex engine handeling notes)  

Offline delta

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engine managment...simple solution ?
« Reply #20 on: August 10, 1999, 01:18:00 PM »
Greetings Tomb,

I like your ideas for engine management. Just thought I'd add my support for the concept.

I think people, even the ones who are looking for mostly play value and enjoyment could ultimately learn to deal with such a system.  I know I have with regard to the trim settings on WB, the torque on the Spits, the increasing engine temp when using boost (WEP) and the reduced icons in the HA.  You just learn to adjust and press on.

Delta

Offline Laika

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engine managment...simple solution ?
« Reply #21 on: August 11, 1999, 11:07:00 AM »
Excellent stuff Tomb ! yes to all of it.
If AH is going to model this sort of "attention to detail" it will get my money.

laika

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engine managment...simple solution ?
« Reply #22 on: August 11, 1999, 07:17:00 PM »
I, for one, am all for the full immersion. I'm not a pilot in real life...but I think I can handle engine management without too many problems  

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Offline Carrot

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engine managment...simple solution ?
« Reply #23 on: August 11, 1999, 09:41:00 PM »
Add my weight (Considerable ) as well.
Great for the novice as a no brainer, great for the average, cause he can no brain or fiddle with some, and great for the fiddler as he/she can fiddle all they like.
Excellent idea Tomb

Pyro/HT I really hope you take note of this one.

Tabletop jump back to the top.




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Offline jedi

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engine managment...simple solution ?
« Reply #24 on: August 15, 1999, 07:49:00 PM »
Here's my take on engine management...

Yes, you would have to set the proper RPM, boost, mixture, and maybe prop pitch to get the most from your plane in each phase of flight.

BUT, in practice, this was probably not that big a chore, i.e. a trained pilot simply set his engine for takeoff, or cruise, or combat in a second or two and off he went.  I doubt that a guy tinkered much with his engine in a fight, for example, until he got damaged or found out he was out of gas.

It WOULD add to the realism, at the expense of new guys not understanding and always having their engine set up wrong (unless you want to add "easy engine" as a setting, with a corresponding performance hit, like "easy flight" in WB).

What I'd suggest as a compromise, is make, say, 3 or 4 engine "performance profiles," i.e. Takeoff, Combat, Cruise, and Max range.  Just use a keypress for each, and it's assumed you've set the appropriate controls for that condition, and your engine performs slightly differently in terms of thrust, fuel consumption, durability, etc, for each setting.  If you get jumped in the climb, and forget to select "Combat," you'll be at a disadvantage, but you won't need to learn the specific inches of boost, prop setting, etc for every airplane in every condition.

Some specific controls MIGHT be worth adding, like oil cooler flaps and fuel shutoff, so you can manage your wounded bird and maybe survive instead of just blowing up if you don't shut down the engine.  Airplanes that had automatic functions like the FW-190 wouldn't need to set the "engine condition."

Sort of a compromise between micromanaging everything and not having to do it at all  


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Offline 2flie

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engine managment...simple solution ?
« Reply #25 on: August 16, 1999, 08:35:00 PM »
Jedi, Tomb had a good setup. The newbies and guys who don't want to mess with it, leave it alone and it's like being in AW or WB. The guys who want to feel even more like they are in control, can mess with their settings. Either to their benefit or their detriment.

Only thing missing to give Tomb's post legitimacy is a comment from HT, Pyro, or N8...and they're prolly all back there going: Hmmmmmmmm.....  

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Offline jedi

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engine managment...simple solution ?
« Reply #26 on: August 17, 1999, 06:58:00 PM »
The only "drawback" I see with Tomb's system is that it appears to penalize the "expert" who's taken the time to learn the right settings for his plane, because the rookie gets all the benefits of the "auto" switch while losing only range in return.

In reality, trying to fight with the wrong prop pitch set, or not enough boost, would give you a significant disadvantage, and there would be no "otto" there to do it for you (except on the 190?)

If the newbie can simply hit "easy engine" and get full performance, why add the feature?  OTOH, if you build in some kind of performance penalty for letting otto run the show, there is an incentive to use the "real engine" to extract that last bit of performance.  If using the realistic controls means you just get the same engine as the dweeb, but 5 seconds later, that isn't a "realism feature," just an added degree of difficulty  

--jedi

Offline Carrot

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engine managment...simple solution ?
« Reply #27 on: August 17, 1999, 07:37:00 PM »
jedi,

I think the whole point is that some people "want" that extra degree of difficulty/realism.  They want to manage their engines for that immersion.

And if it really comes down to it, they can just hit auto like others if they are getting bounced all the time.




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Offline Brazos

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engine managment...simple solution ?
« Reply #28 on: August 18, 1999, 05:39:00 AM »

Yep,

Tomb's idea gives extended range and cooler engine temps to those that use it. It also allows you a small leeway to increase speed at the cost of a hotter engine. A cooler engine means more time before overheating from over use of WEP or damage. Greater range would now involve prop pitch, mixture as well as throttle. Take a light fuel load, but full drop tanks. At tally ho, jettison them and your light to fight. On the way home, nurse the rpm, mixture and throttle, stretching fuel to make it back. Open the coolers to ease the overheating from the fight. Good god almighty, that sounds like fun.

And the real beauty is a novice on auto would never touch anything but the throttle. He'd lose some range and run hotter quicker, but would never know or care. As he progresses, he learns better engine management. So sweet!

   

GunsGG

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engine managment...simple solution ?
« Reply #29 on: August 18, 1999, 06:31:00 AM »
Tomb, sweet idea, I wouldn't change a word of it.