It runs a lot more smoothly with the ships missing for something like this. Since I could not be certain when I would get within range of the most detailed models, I just pulled them all. It is set where they don't click over until you are within a realistic range where details really become visible. So if you are trying to torpedo the California (which you will) it is a gray ship with a wooden deck, then a gray ship with a wooden deck and lifeboats, then finally a detailed ship in your windscreen. The thing is about these being mission-based is that at the moment when you will logically see the most detail, you would be crazy to look for it. Just get within parameters, pickle and pull up. Then look back to see the hit and head for the ship.
The video was created to show certain things to certain people. One thing was that if you hit something it's going to hurt...that means the rigging of a battleship, too.
Other things intentionally demonstrated were:
-TK's light and shadow show as a aluminum airplane turns in the sun. Not every sim will do that...none as well.
-Deuces wanted to see what I meant by flashing clouds which seem to be overlapped TGA's cancelling each other out.
-What ground detail will be seen and what is excess bits before we start putting things in place.
-A spin.
-A hammerhead in the Oct 2008 patch with the FM as it is now.
-Water splashing in the water areas. (not nearly as easy as you would imagine)
-A water problem that was fixed.
-How much of a frame rate load the base terrain would have on a maneuvering airplane.
In four missions you will have to maneuver a fighter in the same sky with smoke, flames, Battleship Row or Kaneohe Bay in its second wave configuration, the sky full of planes, speech, sound and an opponent.
A moving picture is worth a thousand emails.
I'll put some footage up in a few days to show that it runs just fine with the ships in port.
Edited by zerocinco (05/02/10 08:42 PM)