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#2977354 - 03/16/10 12:10 PM Re: Longbow, Combat-Helo [Re: EagleEye[GER]]  
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Flexman Offline
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This is a commercial venture which will (hopefully) allow us to do all the other things we have in mind. Additional vehicles, maps, helos.

We thought about donations early on as a means of raising the investment required, they won't be needed unless we need it to cross that finish line, in which case we'll come up with a way of saying thank you to see it through.

We're well past the point of no return on this. Appreciate the offer.


Richard - You Have Control
Tricubic Studios Ltd. (dev blog)
Inline advert (4th to 5th topic)

#2977369 - 03/16/10 12:57 PM Re: Longbow, Combat-Helo [Re: Flexman]  
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Asso Offline
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Central Italy
Hi,

I'm really looking forward to your sim. I especially like your ideas about the "first person" campaign game. Always hoped someone would come up with this.

I'd like to know something about the AI of the game, particularly that of your wingman. I know it could be too soon to ask about this... But I'm really fed up with complex sims that make my mouth water with features and then drop the ball (big time) on that one. That badly ruins the immersion for me, and leaves me without the will to go on learning to use the whole sim.

So, do you have any plans/ideas right now?

I saw you use LUA for scripting... Is there any chance of user programmable AI behaviour? With these kind of game engines it should be feasible, am I right?

Thanks, I wish you good luck with your project.

#2977370 - 03/16/10 12:58 PM Re: Longbow, Combat-Helo [Re: Flexman]  
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GlynD Offline
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Richard

Can I please ask a question about whether or not the sim will have a "glass cockpit view" with the MFDs, Up Front Display etc being outputted onto another screen(s) so pit builders can use their cockpits?

And do you have a price point in mind?

Many thanks and very much looking foward to this being released

Cheers

#2977372 - 03/16/10 01:03 PM Re: Longbow, Combat-Helo [Re: GlynD]  
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Stratos Offline
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About the first person campaign imagine mading a Crash Landing, and moving out avoiding enemies until a human controlled BlackHawk escorted by a human controlled Apache can pick you up...
How glorious will be that??


-Sir in case of retreat, were we have to retreat??
-To the Graveyard!!

sandbagger.uk.com/stratos.html
#2977419 - 03/16/10 02:30 PM Re: Longbow, Combat-Helo [Re: GlynD]  
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Flexman Offline
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Originally Posted By: GlynD
Richard

Can I please ask a question about whether or not the sim will have a "glass cockpit view" with the MFDs, Up Front Display etc being outputted onto another screen(s) so pit builders can use their cockpits?

And do you have a price point in mind?

Many thanks and very much looking foward to this being released

Cheers


Gravy alert. The MPDs are coded to be scaled. Best I could manage at this point would be to have a bunch regions in a config file defining where to draw each MPD and main viewport on a single display.

Too early for pricepoints. Depends on publishing vector. Nothing unusual.


Richard - You Have Control
Tricubic Studios Ltd. (dev blog)
#2977429 - 03/16/10 02:44 PM Re: Longbow, Combat-Helo [Re: Flexman]  
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GlynD Offline
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Thanks for answering Richard

If that was possible on a single multi-monitor setup then the config file option should do the trick.

Monitor 1 could contain the Pilot's view and Monitor 2 would have a black(?) background and display each MPD at a location set in the config file... Works for me smile

No worries I know what you have said about gravy, so I will sit on my hands for the mo smile

Cheers

#2977930 - 03/17/10 10:40 AM Re: Longbow, Combat-Helo [Re: GlynD]  
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EagleEye[GER] Offline
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From the blog:
Quote:
The pilot can now click all the cockpit switches. Now we're putting together the database to link each one with an action and animate the clicked control correctly. Should be ready in a week.

thumbsup U are working very fast!
One week, really? Or 2 weeks? biggrin

Last edited by EagleEye[GER]; 03/17/10 10:41 AM.
#2977942 - 03/17/10 11:09 AM Re: Longbow, Combat-Helo [Re: EagleEye[GER]]  
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Flexman Offline
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Yes 1 week. Starting from next week smile

We won't have all the buttons functioning as a whole bunch of avionics and stuff is left to do but the buttons should flip the right way and send messages around to say "hi, I've flipped" and operate the functions currently implemented.


Richard - You Have Control
Tricubic Studios Ltd. (dev blog)
#2977964 - 03/17/10 12:46 PM Re: Longbow, Combat-Helo [Re: Flexman]  
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Dervish Offline
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I got a thrill going up my leg.

smile


FTX Global
#2978287 - 03/18/10 12:01 AM Re: Longbow, Combat-Helo [Re: EagleEye[GER]]  
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Dagestan, Dover, DMZ
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Originally Posted By: EagleEye[GER
]With the Black Shark experience I have to say, that a clickable CP is extremly helpful and should be standard in simulations. Every time I come back to BS after a long pause, I simply can remember the start up sequence and all other switches only by looking at the cockpit. Even SoW:Bob will have this optional. Smile2 The MFDs (or what they called) in the Apache scream for being clickable.


I think everybody is getting aboard the clickable pit bus now fortunately. As I say, it's the difference between flying the game or flying the plane. You don't have to remember key commands, just where the switch is in the cockpit (and it's labeled). Get a big touch monitor like I plan on, and it becomes that much more a simulation.


Corsair8X

virtually making history 30mm at a time
#2978548 - 03/18/10 01:33 PM Re: Longbow, Combat-Helo [Re: Dervish]  
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Flyboy Offline
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Originally Posted By: Scylla
I got a thrill going up my leg.

smile


I know that feeling! biggrin

#2980070 - 03/21/10 09:32 AM Re: Longbow, Combat-Helo [Re: Flyboy]  
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Rich_Price Offline
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The screenies on the Blog are looking amazing, I can feel a full Simpit coming on with both cockpit stations and and three projectors! Just need to get the outside office built now! Oh yeah and get those flight controls finished! LOL

#2980079 - 03/21/10 10:12 AM Re: Longbow, Combat-Helo [Re: Rich_Price]  
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Ivonq Offline
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Yes, slowly, but steadily I'm also warming up for CH, if Flex and AD can pull it off, then this could be something very special. The daily updates are a testament of the talent at work, let's pray they can keep going at it.

#2980700 - 03/22/10 12:27 PM Re: Longbow, Combat-Helo [Re: Ivonq]  
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EagleEye[GER] Offline
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Quote:
I do hope folks realise that Combat Helo is not going to be a military spec simulator, it's a worry that my idea of the game isn't going to be other peoples idea. As an indie group of only a few people (2 mostly atm) and a timeline of less than a year, to prove that we can make sims fun again doesn't require intense levels of detail.

Head up, Flexman! You CANT make ALL people happy, no one can. Even DCS: BS doesnt`t make all helo heads happy. C-H will be unique in comparison to simulations these days. We support your`re idea/concept!

#2983037 - 03/25/10 10:31 PM Re: Longbow, Combat-Helo [Re: EagleEye[GER]]  
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I B Spectre Offline
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This is fantastic! I'm only now reading through LBCH threads, but this is just amazing. I had just posted on another board about how I didn't fear the big publishing houses abandoning the genre because there are always talented visionaries out there looking to break into the market. It looks like this team has what I was talking about.

My PC is dated, but I can still run most of the stuff from that really means the most to me. I need to reinstall LB2 just to temporarily satisfy the urge this news has stimulated. I'll be keeping tabs on the progress. Best wishes to the team!

#2987211 - 04/01/10 08:55 AM Re: Longbow, Combat-Helo [Re: I B Spectre]  
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EagleEye[GER] Offline
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Quote:
Tomorrow however I have to face a reality I've not been looking forward to. And it might scupper everything.

Oh no...what do u mean with that? nope

#2987215 - 04/01/10 09:31 AM Re: Longbow, Combat-Helo [Re: EagleEye[GER]]  
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AD Offline
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Read the latest entry in the blog.

Cheers

Last edited by AD; 04/01/10 09:31 AM.

Judge, jury and executioner of Tricubic's art department.

Follow Combat Helo's development on Facebook
#2987337 - 04/01/10 01:57 PM Re: Longbow, Combat-Helo [Re: AD]  
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EagleEye[GER] Offline
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Oh man, I´m sad to hear that. I wish you the best finding a new job, Flex!

Last edited by EagleEye[GER]; 04/01/10 01:58 PM.
#2990784 - 04/07/10 12:39 PM Re: Longbow, Combat-Helo [Re: EagleEye[GER]]  
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nadal Offline
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Im not sure this is appropriate thread to suggest but let me talk about some interesting feature of apache.
I happned to know that Apache has a "Look at here" function which enables pilot to show the gunner(co-pilot) a point where pilot is now looking at.
And it looks like gunner has a button that automatically slew the targeting pod to the point.

I think this is really important and useful function for coop.
so I hope you implement this in your new combat helo sim smile

#2991435 - 04/08/10 02:19 PM Re: Longbow, Combat-Helo [Re: nadal]  
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Flexman Offline
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Originally Posted By: nadal
Im not sure this is appropriate thread to suggest but let me talk about some interesting feature of apache.
I happned to know that Apache has a "Look at here" function which enables pilot to show the gunner(co-pilot) a point where pilot is now looking at.
And it looks like gunner has a button that automatically slew the targeting pod to the point.

I think this is really important and useful function for coop.
so I hope you implement this in your new combat helo sim smile


This will be implemented. The heading tape will also indicate where your co-pilot is looking. It's on the tail end of the IHADSS feature list. This is also part of the single player mechanic with the AI gunner (focus my target or look here). There's going to be some delay over a network so it will be in the form of the pilot using a "pickle" command, of course he can hold down the pickle and move his head and it will update the position. Otherwise with TrackIR or even mouselook active, in a helo that's also moving around it's going to be awkward to use.

I'm open to alternative ideas.


Richard - You Have Control
Tricubic Studios Ltd. (dev blog)
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