My suggestion for the hand crank on the F4F would be that you can manipulate other controls, but it would stop the process of the landing gear while you do that, and resume the process a second or two later; or you would have to press the button again to resume the process. I had no idea the F4F's 2nd supercharger gear would be initiated at such a low altitude! 2500ft sounds very low! Almost like it's only purpose is to have as much power as needed for the carrier?
@@combatpilotsim I'm really excited to see all of this. Why not handle it the way IL-2 1946 handled it, where you have to continually press the landing gear button for each crank? Or, perhaps separate bindings for landing gear up and down, and have to hold it down to continuously crank the wheel? Anyways, best of luck with the game!
Taking this idea further one could limit the usage of throttle and stick if the player manipulates the other engine control levers, cowl flaps, trim, etc. Although I’m sure it’s got many pros and cons😅
@@Paracelticholding the button down sounds good, that's how they did the hand crank flaps on the 109s in IL2 CloD (and I believe in other sims as well).
The glare effect has crepuscular rays extending to inside the cockit, which could occur only if there was fog in the cabin. The glare you simulate when the Sun is approaching the field center seems to be intended to result from scatter wirhin the eye itself. In such case there can be no crepuscular rays tied to any external blockage such as from clouds or cockpit framing. Also it was odd to see this glare not apply to the gauges, they remaining at full contrast. This affirms my suspucion that your glare is a shader related effect tied to shadowing, and that the gauges have not yet been treated for application of the shader. I recommend to dispense with this approach, and instead apply a very simple glare that overlies everything to equal effect. Because, as I noted, this glare occurs inside the eye, and so everything outside the eye is equally impacted. Additional glare tied to atmospheric scatter would apply only to outside the cockpit. Moreover, it would be independent of where the Sun falls within the field of view. For instance, crepuscular rays (sunbeans) resulting from cloud shadows in tge atmosphere would be equally well visible whether the Sun is inside or outside the field of view. Of course, their contrast would be diminished by eye-induced glare when the Sun gets closer to the field center. I might mention that such activities as weather observer, optician, photographer, artist and amateur astronomer inform my thoughts. And modding Il-2 1946. 😢
I've always liked the wildcat.
Just those sun rays bring a smile of happiness to my face 😊
Looking and sounding amazing guys, keep up the great work. Exciting times...I'm beyond happy to have my beloved Zeke back.
Nice! :) I'm super curious to see where all of this goes.
My suggestion for the hand crank on the F4F would be that you can manipulate other controls, but it would stop the process of the landing gear while you do that, and resume the process a second or two later; or you would have to press the button again to resume the process.
I had no idea the F4F's 2nd supercharger gear would be initiated at such a low altitude! 2500ft sounds very low! Almost like it's only purpose is to have as much power as needed for the carrier?
Yep we'll have to put some thought into it.
@@combatpilotsim I'm really excited to see all of this. Why not handle it the way IL-2 1946 handled it, where you have to continually press the landing gear button for each crank? Or, perhaps separate bindings for landing gear up and down, and have to hold it down to continuously crank the wheel? Anyways, best of luck with the game!
@@Paraceltic The latter option sounds much better, my RSI in my wrist is already bad enough as is without button mashing being added 😅
Taking this idea further one could limit the usage of throttle and stick if the player manipulates the other engine control levers, cowl flaps, trim, etc. Although I’m sure it’s got many pros and cons😅
@@Paracelticholding the button down sounds good, that's how they did the hand crank flaps on the 109s in IL2 CloD (and I believe in other sims as well).
The glare effect has crepuscular rays extending to inside the cockit, which could occur only if there was fog in the cabin.
The glare you simulate when the Sun is approaching the field center seems to be intended to result from scatter wirhin the eye itself. In such case there can be no crepuscular rays tied to any external blockage such as from clouds or cockpit framing.
Also it was odd to see this glare not apply to the gauges, they remaining at full contrast. This affirms my suspucion that your glare is a shader related effect tied to shadowing, and that the gauges have not yet been treated for application of the shader.
I recommend to dispense with this approach, and instead apply a very simple glare that overlies everything to equal effect. Because, as I noted, this glare occurs inside the eye, and so everything outside the eye is equally impacted.
Additional glare tied to atmospheric scatter would apply only to outside the cockpit. Moreover, it would be independent of where the Sun falls within the field of view. For instance, crepuscular rays (sunbeans) resulting from cloud shadows in tge atmosphere would be equally well visible whether the Sun is inside or outside the field of view. Of course, their contrast would be diminished by eye-induced glare when the Sun gets closer to the field center.
I might mention that such activities as weather observer, optician, photographer, artist and amateur astronomer inform my thoughts. And modding Il-2 1946. 😢
Muchas gracias!!!!!
Appreciate!
This is already in pre-alpha?? 😁😁😁
Combat Pilot: Carrier Qualification is in Pre-Alpha yes. Please watch my previous video on the overall plan for the series.
Carlos the GoH champ!
Good progress!
I like your funny words magic man
Does the Game will have Tobii 5 support ?
Yes eventually.
Looks great, not fan of the light and shadows, looks like modern game in which you can't see anything, only dark and oversatured contrasts