kontiuka Posted January 28, 2015 Posted January 28, 2015 I was just reading a cold start checklist and was thinking it was a little silly in DCS since all the switches, dials, etc. are in the exact same place every single time. It would be neat if you could select in the mission editor to have random switch settings for cold start. It would make doing the checklists a lot more meaningful.
cichlidfan Posted January 28, 2015 Posted January 28, 2015 (edited) I have always assumed that if everyone has done their job correctly, prior to the pilot entering the cockpit, then all of the switches should be in the correct position. EDIT: With that in mind, the checklist is another safety check just because you can't check things too many times. Edited January 28, 2015 by cichlidfan ASUS ROG Maximus VIII Hero, i7-6700K, Noctua NH-D14 Cooler, Crucial 32GB DDR4 2133, Samsung 950 Pro NVMe 256GB, Samsung EVO 250GB & 500GB SSD, 2TB Caviar Black, Zotac GTX 1080 AMP! Extreme 8GB, Corsair HX1000i, Phillips BDM4065UC 40" 4k monitor, VX2258 TouchScreen, TIR 5 w/ProClip, TM Warthog, VKB Gladiator Pro, Saitek X56, et. al., MFG Crosswind Pedals #1199, VolairSim Pit, Rift CV1 :thumbup:
Vitesse2l Posted January 28, 2015 Posted January 28, 2015 I suppose the switches should be in their shut down check list positions, or at least where the ground crew decided was suitable.
T_A Posted January 28, 2015 Posted January 28, 2015 like the others said , if the switches were not in the proper position that means ground crew are not doing their jobs properly , that of course does not excuse you from checking. IAF.Tomer My Rig: Core i7 6700K + Corsair Hydro H100i GTX Gigabyte Z170X Gaming 7,G.Skill 32GB DDR4 3000Mhz Gigabyte GTX 980 OC Samsung 840EVO 250GB + 3xCrucial 275GB in RAID 0 (1500 MB/s) Asus MG279Q | TM Warthog + Saitek Combat Pedals + TrackIR 5 [sIGPIC][/sIGPIC]
KLR Rico Posted January 28, 2015 Posted January 28, 2015 Yes, everything should be setup when the pilot shows up, but sometimes things are missed. I'd like to find occasional burned out bulbs and realistic system malfunctions, things like that. Those kinds of failures should happen before or during flight and would add to the experience quite a bit. It would be awesome to have a reason to do all those checks. i5-4670K@4.5GHz / 16 GB RAM / SSD / GTX1080 Rift CV1 / G-seat / modded FFB HOTAS
Puma Posted January 28, 2015 Posted January 28, 2015 yes! Strongly agree. If random system failures are implemented, random user failures should be too. My physical pit doesn't always sync up right, so I sorta need to do these anyway, but id still love to see it in-game. Custom Pit 476 Recruiting i9-12900KF, 32 GB DDR5, Gigabyte Aorus Z690 Master, Gigabyte RTX 2080 Ti, 1TB Sabrent Roket 4+ 2x750GB RAID-0, TrackIR 5 /w clip, CRG9 49” Curved Ultrawide Flight Display+15" Touchscreen+17" Gauges display, Thrustmaster Warthog+7.5cm, Saitek Pro Combat Pedals, Streamdeck, Butt Kicker and pneumatic G-Seat
Flagrum Posted January 28, 2015 Posted January 28, 2015 This can be archieved with some simple mission editor logic. You can "remote control" every device in the cockpit and you can make that depending on a random factor. So it is up to the mission designers to implement a little quirk then and when by flipping an othewise rarely used switch or so. Nice idea. :o)
Vedexent Posted January 29, 2015 Posted January 29, 2015 This can be archieved with some simple mission editor logic. You can "remote control" every device in the cockpit and you can make that depending on a random factor. So it is up to the mission designers to implement a little quirk then and when by flipping an othewise rarely used switch or so. Nice idea. :o) I didn't know this was possible - and I like it! I've also wondered if it's possible to set up aircraft so that they fail some of the pre-flight and start-up tests. Basically - on a very low probability - there's something wrong with your aircraft, you will only discover it if you do the proper start-up procedure and tests, and then you have to turn it over to the ground crew to fix (in 3 minites) - or you have to fly with the damaged system if you cut corners, didn't do you tests, and took off anyway. Now - I don't think that I would deploy this on public multi-player server missions; but if one was flying with a squadron that was aiming for a high level of military simulation, this would be a very cool add-on.
Yurgon Posted January 29, 2015 Posted January 29, 2015 This feature is something I have been longing for ever since I went past the initial "OMG I'm never gonna learn how to start the Ka-50!" stage. :D It would add soooo much more to the immersion, giving me a reason to actually use checklists instead of just flipping switches in the order I think works best. Regarding the notion that switches, knobs and other stuff will never be in the wrong position because pilots and ground crew are infallible, just two examples: Interesting article about a F-15C maintenance tragedy and, in commercial aviation: Helios Flight 522. A single control rod, a single cockpit switch can lead to disaster if left unchecked. It shouldn't happen, but sometimes it does. So if my A/C had a tiny chance to have, say, a problem with the oxygen supply potentially leading to hypoxia at high altitudes, it suddenly would make sense to check the associated systems even when I'm in a rush to get the aircraft in the air. I'm highly in favor of such a feature! I think such a feature should be configurable via a global option in the game's settings and should also be configurable on a per mission override basis, much like external views and F10 map options.
Vedexent Posted January 29, 2015 Posted January 29, 2015 If it was an official "baked in" feature, that would be great. However, I'm wondering if - as per Flagrum's comment - it might be possible to do this now in the mission editor, even if it involves some pretty tricky programming, or custom LUA scripting.
Flagrum Posted January 29, 2015 Posted January 29, 2015 You can use a TRIGGERED ACTION to actuate any button or switch in the cockpt that a human player could actuate as well. There is an ACTION that is part of the stuff used for tutorial missions where the mission designer can set certain switches, highlight cockpit elements and wait for the player to flip certain switches: X: SET COMMAND This way it is possible to set a switch at mission start or at any other thinkable situation that can be modelled with a TRIGGER (i.e. at random, at a specific waypoint, after reaching a certain zone, after firing a guided rocket, etc, etc.) But it is not possible to simulate errorneous behavior of devices as such in such detail (only with random failures feature, where you have only the mission time as a random trigger). You can just magically flip buttons or press switches or rotate knobs. But with a bit of creativity ... who knows what one can come up with here. edit: An other limitation would be that this would work only for SP afaik ... 1
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