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A.S

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Everything posted by A.S

  1. no solution X is good or bad because ...(details, analytics) .... and its impact in current "gameplay" or/and comparsion to real condidtions solution Y is good or bad bacause ...(details, analytics) .... and its impact in current "gameplay" or/and comparsion to real condidtions logic?
  2. If i speak about implementations of more realism in simulated environment, i speak about things like: accurate physics - may it be aircrafts, weapons, gravity, world etc etc, which correlate with eachother in right way - resulting or leading to somewhat more realistic geometrical or tactical solutions ... more accurate radarcharacteristics, from how they work down to various variables influencing their performance, though still simplified but still logic in overall picture and outcome reasonable countermeasure logic and parameters and their proper influence regarding various scenarios and the list goes on..... As you can see, it requires alot of accurate datasources, inteligent integration of all this variables and parameters, in such a way, that they make sense in corporate operation and not only put into place in good proposition. Im sure ED tried to make the best possible at time, but how the game really is played ("klick this then this happens, do this trick cuz it works, if you do this, that happens") made it very quick hollow, where all the lacks are. Do i fly realistic aircombat? What does realistic aircombat look like and why? Did i ever read anything about it, so i can make a picture? Or have i just figured out how to play this game smart, because i figured out how things work? What do i really want? So, if people want more realism, they must get rid of old establishments and habbits. It´s not granted at all, that just because it is an original game, that it is more realsitic, not AT ALL! If GG says to Kuky "you could play Hawk or Over-G" it makes me smile, because, to be honest, it is not any better or worse classification considering the very simplified and unaccurate assembly. But point is this: People are working to make things better. There might be fails, but that´s part of progression. GG has tremendous knowledge and interest if it comes to accurate sources and researches and his input is to be taken thankfully, even he might be not always right, but im sure he is not just saying "his opinion" without researchig on a topic first. Yoda has very analytic talents to approach things and so he does.... So, let them....let them work....of course it´s ok to aks why they do things what they do...but its ppl like them pushing things forward. Posts like "I don´t think...I don´t feel that is right" without reasonable argumentations or facts and just based on feelings are useless. Halfhearted expressions of "fear" either. If you want to argue the topic....make it CONSTRUCTIVE ! me out...
  3. Hear ya.... but read my post again and let it drip . .. .. ...
  4. If you want to copy, rebuild, SIMULATE something - in this case aircombat, flightdynamics and avionics - you must start from the source, which you are trying to simulate of course. And not only focused on the functional and technical parts, once put together too often resulting or resulted in anything else but realword-simulation. The integrations of such "features" - if you wanna call it that way - do, or must have reasonable foundations, but it is most important also to see the repercussions in "gameplay". Given "features" in gameplay will be ALWAYS used in "best working" manner (we all know what i mean here), but question must be: Does this given environment (sim) educate or guide to real-world tactics and whose pleasure to expirience them IN RIGHT way ? Where does it succeed in doing this...and where does it fail..and why? But to understand this, first you have to appreciate and study the doctrine, THE PRINCIPLES (may it be BFM, ACM, BVR etc etc) of aerial combat. .. analysing this...trying to work out the question: How can i "force" this realistic scenario with all its variables and conversions in "gameplay"? There is no way around this, if you want to make things more realistic ! Simply said, yoda works on something, he tries to improve things....and he is cabable of...that alone is GOOD. But question is, and that is what i guess most fear if they say: "we want LO how it is...dont change it". How will all those "changes" - if more realistic or not - change gameplay ?? Observed, or even better, explained from that perspective Yoda...ppl MIGHT understand you better. :smilewink:
  5. Original (if so VERY interesting,...is that BALLcentering:)?) or "China-Pirate-Ware" ?????? :huh:
  6. hehe.. :cry:..i have more like them :helpsmilie::smartass::book: Aircraft Performance W. Austyn Mair, David L. Birdsall Aircraft control and simulation Brian L. Stevens, Frank L. Lewis Airplane Flight Dynamics and Automatic Flight Controls Jan Roskam Mechanics of flight Von Warren F. Phillips Flight Simulation Von J. M. Rolfe, K. J. Staples last but not least.... Airplane Aerodynamics and Performance Dr. Jan Roskam Dr. Chuan-Tau
  7. Right now i only make alot researches...and to be honest i dont even know if i should post anything in that direction once my head stopped smoking, because probalby you are right.... But there are very very nice documentations out there to develope at least a kind of "TESTING-GRID" for excisting sims. as for example...
  8. I, and many more....are/were waiting for this for long time !!! If that is true, then this is awesome news. It was not possible to get one of those pieces for private usage without being or having some official legitimation. Great .. :thumbup: http://hirevsims.com
  9. I noticed, some read this post wrong !! Yoda and me, we know eachother...that humor or joke post i made here is appreciating his talent (first LRM now this) and has to be understood in that way and meaning.
  10. I doubt, they are going to make a "Flight-Shooter".... knowing Aerosoft, i guess they will make a SIM for that branch (FS community)
  11. ..hehe .. :D classic oldie but goldiee.... Description: F-22 Total Air War 2008 is a highly modded hybrid between F-22 Total Air War (TAW), F-22 Air Dominance Fighter (ADF) and the Red Sea Operations (RSO) expansion disc. The 2008 in the title reflects the ten year anniversary of TAW, and thus remains in the title despite the latest 2009 release. Changes in the TAW 2008 v.1.52 Patch: Added most of the original Air to Air Tactics training missions from ADF (extraction by Krusade). Added some of Krusade's training missions to Single Player and Multiplayer. Created a new Missile Evasion training mission. Added three new head to head scenarios to multiplayer, including a ladder, last man standing, and selectable loadout team dogfight. Converted the Egyptian Antiquities Tour mission to multiplayer. Now you can go destroy ancient artifacts with 3 of your closest friends! Fixed an issue where selecting some multiplayer missions in the lobby would cause clients to be automatically booted. Added a new, darker F-22 skin based on the photorealistic F-22 skin in v1.51. This skin is selectable as the 1st TFW (FF) from the Options menu. Made graphical fixes and enhancements to the photorealistic F-22 skin introduced in v1.51. This skin is selectable as the 3rd Wing (AK) from the Options menu. Added texturing to the Saudi and Egyptian F-22 default skins, providing for a more photorealistic look (original 1998 textures may be restored with GME). Made minor grammatical and formatting changes to some of the mission and campaign briefings. Implemented Hawk's "Fix my F-22" mod into the ADF/RSO multiplayer missions as well as most other Co-op missions. No longer does getting shot down banish you to the SmartView; you will start at the airfield nearest the current waypoint (this feature may be disabled with GME). Changes in the TAW 2008 v.1.51 Patch: Added (with permission) Hawk's 11 Day campaign for Single Player and Multiplayer. Converted ACM/DACT training missions to multiplayer (can be found under H2H/Co-Op tab) Added Desert Flightsuit textures and improved in-cockpit textures (original textures may be restored with GME). Added and adjusted Photorealistic F-22 Textures taken from Polak's terrain mod (original textures may be restored with GME). Fixed a graphical bug from the Glide version of the original 1998 TAW, and improved the same texture for both Glide and D3D. Improved MIDI support for Windows XP and more recent operating systems. Miscellaneous minor fixes and improvements. Features of TAW 2008 v.1.5 Final: TrackIR (head tracking) support added Program available in both Direct3D and Glide Improved/corrected MFD Adjusted Mod folders for integration with Jonesoft Generic Mod Enabler (GME) Finalized NVG Mod for Glide. Updated NVG Mod for D3D (via GME). Classic TAW menu resurrected (modern menu still available via GME) MIDI music in XP fix TrueSpeech codecs included (for radio chatter to work in Vista/Win7) added training ACMIs Included Faustan's in-campaign weapon loadout editor Removed "WIDE" cue from D3D-1024 executable Addition of ADF and RSO campaign missions to multiplayer (work in progress) Changed target reconnaisance palette from bright green to greyscale to better reflect intelligence gathering assets Improved realistic Moon and Sun sizes Added RSO manual and HTML Campaign Guide to Documentation section Features inherited from v.1-R: 30 custom missions 3 custom campaigns, 28 missions Full ADF campaigns, 29 missions Full RSO campaigns, 36 missions New HUD Cloud enhancement Improved Level of Detail New Moon
  12. Me really wonders sometimes... *he has to much time on his hands? *his brain bubbles full of funky ideas? :huh: *he got soo pissed about blowmac that it turned into a revenge coding conspiracy? *he watched to much Starwars back in days as i did? :megalol: (everyone knows you dont mess with a wookie) *infact his vision of the world resembles the matrix code :matrix: ooh boy...join F.O or DCS ..do something usefull ..LOL :inv:
  13. Those who already participate....wish you further great fun gentlemen. For all others: meanwhile 3 Simulations (Falcon AF, LockOn and IL-2) are NOW set up and running, with working system and ROEs. Welcome, and wish you alot fun. http://www.teamcombatleague.ca/downloads.php
  14. yeah Oleg made good stuff (IL2)
  15. My fault..i have to be more precise: Post about gfx, immersion or TIR implications shall be appreciated but questions is/was: the characteristics of flight physics and those implications in simulated environment like rollrate, perfromance-graphs, surface calculations etc etc etc under different conditions in other words, how much depth and HIFI the pure flight-physics coding reveals.
  16. meehh ..not really.... IF i do it... i do it in a way....with fact sheets datas..for all to follow and to compare.... neutral...saying nothing....IF i do.. but first lets see how nice this posts goes along
  17. following this thread is and will be fun.... maybe at the end i hammer some facts and "how so is" and "why" and "i feel isnot real" posts...but i enjoy till then reading...
  18. :music_whistling: (im thinking about a discussion with realworld aviators (mill.) about that topic i had back in days......nevermind..offtopic.. hehe) but, what sim - for example - made what part especially good...or really bad? Would be interesting to proceed this discussion also in that comparsion... Lets put the things togehter...:book: ATTENTION: TOPIC IS FLIGHTMODEL ONLY
  19. Over and over you hear many virt. Pilots arguing what might be the best Flightmodel in which sim. Of course the fronts are mostly biased, depending from which sim pilots come from. In order to open a sweeet discussion here ...i start this post for everyone to add his 2 Cents ....sober and reasonable aspects and details are welcome. SO, what sim is good, in that means and why - regarding "good coded flightmodel" Have fun discussing LockOn ? Allied Forces ? IL-2? Rise of Flight? which sim made good job in what part in coding the Flightmodel? and why...? observing in an open discussion :)
  20. Nice Job....sucked this up even not flown BS ever
  21. nice webpage
  22. You have the Mk XIV Supermarine as: Clipped Wing: RM653 RM908 SM832 Contra-Prop Prototype (Twin-blade) Elliptical Wing: RB159 RM619 RM787 RN135 Race74 (Twin-blade)
  23. Have you ever felt the intense environmental adventure in preparing, planing and flying an AF campaign with me ? :music_whistling: :smilewink: ...it might "overload" you but also struggle you with a "WoW" ...hehe (Those who did...know what im saying and why its not boring AT ALL if you cant fire in quake-manner the first missiles soon after takeoff...*joking*)
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