#2976757 - 03/15/10 11:55 AM
Re: Combat-Helo showcase webpage
[Re: EagleEye[GER]]
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Joined: Apr 2001
Posts: 7,365
Stratos
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Posts: 7,365
Amposta, Spain
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Good show Flyboy. Apreciatted
-Sir in case of retreat, were we have to retreat?? -To the Graveyard!!
sandbagger.uk.com/stratos.html
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#2977687 - 03/16/10 11:22 PM
Re: Combat-Helo showcase webpage
[Re: Stratos]
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Joined: Aug 2002
Posts: 398
Bushmaster78FS
Army Veteran, F-16 Enthusiast
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Army Veteran, F-16 Enthusiast
Member
Joined: Aug 2002
Posts: 398
Sun City, AZ
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Elaborate please... Spirit of 90s Attack helicopter sims?
SEMPER VIPER
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#2977708 - 03/16/10 11:49 PM
Re: Combat-Helo showcase webpage
[Re: Bushmaster78FS]
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Joined: Oct 1999
Posts: 1,268
Flexman
Member
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Member
Joined: Oct 1999
Posts: 1,268
Leeds, England
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Elaborate please... Spirit of 90s Attack helicopter sims? Games like Longbow II, Gunship 2000. Hind.
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#2977715 - 03/16/10 11:54 PM
Re: Combat-Helo showcase webpage
[Re: Flexman]
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Joined: Aug 2002
Posts: 398
Bushmaster78FS
Army Veteran, F-16 Enthusiast
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Army Veteran, F-16 Enthusiast
Member
Joined: Aug 2002
Posts: 398
Sun City, AZ
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I didn't understand what you meant by "spirit"...
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#2977835 - 03/17/10 03:27 AM
Re: Combat-Helo showcase webpage
[Re: ricnunes]
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Joined: Aug 2002
Posts: 398
Bushmaster78FS
Army Veteran, F-16 Enthusiast
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Army Veteran, F-16 Enthusiast
Member
Joined: Aug 2002
Posts: 398
Sun City, AZ
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I understand now what you guys meant. I could not enjoy any other sim than I enjoyed F-16 COMBAT PILOT in 1991 on my Amiga. I seek those days, in all honesty. Unfortunately, the only benchmark is DCS, which is not completely fair IMO. I am hoping CH will change that, there should be a fair blend of every aspect, and then maybe more. That is what Falconeers want nowadays.
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#2977873 - 03/17/10 05:36 AM
Re: Combat-Helo showcase webpage
[Re: Bushmaster78FS]
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Joined: Oct 2001
Posts: 6,269
AD
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South East Asia
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Over the previous decade the majority of simulation development has occurred in Eastern Europe. The employees in those development studios appear to have strong engineering backgrounds that allow them to develop extremely capable simulators. Whilst developing fantastic simulator they push-out unimmersive and often dull games. Back in the 90's, when we didn't have the computing power we do today, developers had to look to other means of immersing a player in their simulator. One of the main aspects they put effort into was the menu system. It's difficult to find a 90's simulator that didn't try to make you feel like you were there, on the airbase/carrier/farp, with your aircraft. Richard and I have been doing our homework on this topic. We've been looking back at some of the classic sims to see how they immersed us in the environment so well. The menu screens you saw were directly in relation to the service you were flying for, or the aircraft you were going to be flying. You got your mission briefing in some kind of operations room, and you armed your aircraft in a realistic looking environment. Compare that to the sims of today where you see random screenshots of aircraft, followed by an unrealistic looking map with some text next to it for a briefing and finally you choose your load out on a screen with an empty blue background and a control that allows you to spin the aircraft through 360 degrees (like some kind of toy) and pick things from a drop-down list. For all of their low-tech crudeness, the menus I posted above are vastly closer to their goal of generating immersion, than any of menu systems I've seen in modern sims. Now we have the computing power to render these environments in real time 3D, and we have the fantastic aircraft mounting system Richard has developed, we're going to use it to our full advantage. This tent wont just be a piece of scenery, it'll be a functioning area. A place you'll goto to read-up on your next mission. There are similar areas for other aspects of the game. You'll 'live' on a base. You'll always be in the environment. There'll be no click-clicking between menus. No load-in, load-out times. Once you're in, you're in. Thre's only one way out Cheers
Last edited by AD; 03/17/10 10:17 AM.
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#2977912 - 03/17/10 09:35 AM
Re: Combat-Helo showcase webpage
[Re: AD]
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Joined: Oct 2007
Posts: 421
_michal
poly pusher
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poly pusher
Member
Joined: Oct 2007
Posts: 421
Poland
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#2977991 - 03/17/10 01:56 PM
Re: Combat-Helo showcase webpage
[Re: Bushmaster78FS]
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Joined: Oct 1999
Posts: 1,268
Flexman
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Member
Joined: Oct 1999
Posts: 1,268
Leeds, England
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Those pics were just to get the idea across. We can dress camps with a lot of detail and there's a lot of small details to put in still. There's a trick to making this work but we're not there yet. I don't want to hijack Flyboys' thread but I'll try and explain.
For gamers like me, tedium is not an option (like having to take a bus ride to your tent), I want to play. If you look at the Janes A10 menu screen of the airbase, it compresses everything you need into a small space, fantastic. Currently our test bases (which won't be available in anything other than our daily builds) are too small to even fit everything we need atm. We're not yet in production map mode. When we do being final map production all the textures will get a colour pass to match up tints and hues so everything will be neatly color matched.
For the moment they get the idea across. We've been using as reference images and photos of active camps, Camp Stone and Camp Bastion to make decisions on what furniture we need. The latter camp is a huge sprawling complex with smaller posts around it separated by hundreds of yards of not very much, impractical to implement at full scale for what it is.
They have to be large enough to allow for all the vehicle and helicopters, players to move around , find each other, perform tween mission activities. At the same time, small and practical to enable everyone to feel "at home", quickly performing whatever activities they need to do.
We have yet to fulfil the sound requirements. We need ambient recordings of mundane stuff to populate base sound-scapes. Sound goes a long way to bring these places to life. A radio, a ball game, power tools, vehicle engines. That sort of thing.
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#2977995 - 03/17/10 02:03 PM
Re: Combat-Helo showcase webpage
[Re: _michal]
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Joined: Apr 2001
Posts: 7,365
Stratos
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Amposta, Spain
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Like the idea too. Will be good to be back at the 90's, I still remember the old Jane's Longbow 1
-Sir in case of retreat, were we have to retreat?? -To the Graveyard!!
sandbagger.uk.com/stratos.html
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#2978060 - 03/17/10 04:00 PM
Re: Combat-Helo showcase webpage
[Re: Stratos]
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Joined: Jun 2006
Posts: 2,288
arneh
Member
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Member
Joined: Jun 2006
Posts: 2,288
Oslo, Norway
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The Longbow sims had the best sim UI so glad to see someone agrees and tries to bring it ressurect something like it in modern sims In fact, come to think of it, at the time I was glad to see the Longbow sims kind of ressurect it themselves. Since by the time of Longbow UIs of other sims had already become much more "windows and menus", compared to the even earlier sims like F-19, Strike Eagle and Gunship were this kind of immersive UI was common. Anyway, glad to see it make a return And try to make the base feel alive, with flights taking off, vehicles driving around etc.
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#2978343 - 03/18/10 01:54 AM
Re: Combat-Helo showcase webpage
[Re: ricnunes]
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Joined: Jun 2006
Posts: 231
Vegas
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Member
Joined: Jun 2006
Posts: 231
USA
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again).- Poor GUI and limited personal pilot progression stats/menus like medals, promotions etc... Note: Since I don't own "DCS: Black Shark" (because I don't buy Starforce protected games) I'm basing these comments on "Lock On" in which "DCS: Black Shark" is definitly based on. Thanks, I thought I was the only one that thought Lockon's GUI was poor. And while I didn't quote your entire post, I wholeheartedly agree with it. Lockon is pretty, and fun for awhile flying around, but it just doesn't grab me like Longbow2 and Falcon did. That's why I've held off buying Blackshark, I really don't want a helo sim w/ Lockon characteristics. I believe the upcoming A10 will be more of the same unfortunately.
Last edited by Vegas; 03/18/10 01:55 AM.
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#2978551 - 03/18/10 01:49 PM
Re: Combat-Helo showcase webpage
[Re: _michal]
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Joined: Nov 2006
Posts: 3,453
Flyboy
Senior Member
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Senior Member
Joined: Nov 2006
Posts: 3,453
England, UK
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ricnunes - thanks for elaborating on the 'spirit' of '90s simulations.
And for me, LB2 was the only attack helo sim that made me feel like I was actually in the US Army. The base screens, menus, access to the Jane's book, the CP/G voice - everything! I felt like I was in the US Army, based abroad, fighting the enemy with my buddies in their helicopters, planes and ground vehicles.
EEAH for example, just felt like a Longbow in the middle of a civilian airfield in the middle of nowhere. Crap voice acting, and not a very immersive feel.
Although not as authentic as LB2, the only other helo sim that comes close to that level of immersion, I believe, is Comanche Gold.
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Exodus
by RedOneAlpha. 04/18/24 05:46 PM
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