I chalk that up to software limitation, the code cannot account for everything, so you just slap a hard limit and warn the players before they hit it. It also works as a gameplay thing, you ignore the limitations, you get punished.
Similarly, the wood&cloth Yaks overspeeding would result in the skin tearing off the wing rather than the wing snapping, yet in the game they snap anyway so that everyone’s plane function close enough to one another to ensure a “competitive” environment.
Do we even know what the source for the current limit is ?
Also even if it were to be a coating limit, methinks it’s the sort of things that falls under the whole “No technical mishaps” rule that happen to be one of the few stable rules that Gaijin adheres to…
Scorpion HMD shouldn’t be negatively affected by NVG
This also affects all HMDs with NVG, not just the Scorpion. I don’t know of any HMDs that have the display behind the NVG.
Nope. You can clearly see that peripheral vision is not lost, and in front of him in the NVG the pilot sees a rather narrow sector, since the eye is not close to the NVG eyepieces. AN/AVS-9 FoV is 40 degrees. The game screen’s Fov is about 100-120 degrees, I think. Therefore, the picture I provided above is quite accurate.
I didn’t mean it is lost, as in not visible … I mean to say there is not NVG coverage as there is in-game with a filter over your entire screen and FoV.
In my example you can’t see around it because on a tank there are no cockpit lights illuminating your peripheral vision. Still, a pilot will not see much outside of the cockpit from peripherals at night and I’m not sure that would be an easy task to model in the game. Perhaps it can be a better feature for VR / sim.