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Pizzicato

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Everything posted by Pizzicato

  1. I wasn't aware of him being a coder at all. There's a spurious "Lead Developer" citation over at Moby Games, but my understanding was that he was one of those (many) guys in the industry that made the jump straight from QA to producer. http://www.mobygames.com/developer/sheet/view/developerId,183150/
  2. Yes. Reported and tracked in the Bugs sub-forum: http://forums.eagle.ru/showthread.php?t=123683
  3. This is the most exciting post I've read in ages. I really hope you guys can pull this off, Pman.
  4. +1 I've certainly had a disproportionate amount of fun with their products versus the money I've provided them with.
  5. I put in $150 and was really looking forward to the physical manuals. The recent turn of events, however, means that I'd be OK with dropping the physical rewards and just going with the game/aircraft.
  6. Thanks Sobek. I've edited my original post accordingly.
  7. There's a quote from Wags in the DCS: WWII backers forum that sheds a little more light on this. http://forums.eagle.ru/showthread.php?t=125454
  8. I'm getting it primarily to support ED and Belsimtek. It's not a particularly interesting aircraft for me, but I'm happy to do my bit to help keep ED and Belsimtek afloat while I wait for EDGE, the Su-27AFM, the F-18C and the AH-1.
  9. The way that the lighting emphasizes the intersection of the 2D planes that make up the trees in the second shot is really distracting (to me).
  10. What are you basing those numbers on? I'm not saying they're right or wrong, I'm just curious.
  11. DCS:WW2 was already receiving other funding at the time of the Kickstarter. Luthier made it clear that the $100,000 was just to give them enough time to polish what they were already building. To give an idea of the true cost of game development (in North America), the studios I've worked at have typically had a man-month cost of around $11,000. That's not what each developer gets paid - it's just what the company has to spend to keep an average employee employed. That includes wages, medical coverage, pension contributions and the associated costs of non-development-teams such as HR and admin plus the costs of electricity, utilities and all of the rest. That means that even a 10 man team costs ~$110,000 per month. My current team is 60+ people, so go do the math. ;) Let's assume that it's WAY cheaper to develop games in Russia and the Ukraine. Even if development costs HALF of that, a 10 man team is still going to burn through around $50,000 per month. I don't know the real numbers for ED and Belsimtek, but my point is just that software development is REALLY expensive and the numbers being thrown around are WAY off base according to my own experience.
  12. Describes my attitude perfectly.
  13. No, you've got it back to front. EDGE is a graphics engine. You could build hundreds of maps/locations with it. There doesn't have to be a version of EDGE per map. What you're seeing in the screenshots is that the current Black Sea map will still work under EDGE. It just won't be able to benefit from all of EDGE's features in the way that a custom map like Nevada can.
  14. We've got enough problems fixing Battlefield 4, thanks. ED will have to fix this one. ;)
  15. Agreed. EF2000 is one of the best sims I ever played. Typhoon is one of the very worst.
  16. In the earlier Release Candidates, the Toe Brakes defaulted to "On". You can recognize this by the fact that it takes a LOT of thrust to get moving. Before I discovered this, I suffered similar symptoms to what you're describing. What was happening (I think) was that one of my tires was blowing out at high speed due to the brake being engaged, sending me off onto the grass. Try inverting the Toe Brake axes in the configuration manager and see if that helps.
  17. +1 Really impressed and loving the new content. PS - You guys need to release something new for us to BUY. ;)
  18. You missed a post... somewhere. :) The last update was that the current map will work with EDGE, but won't benefit from all of its features. No one has been specific about the details yet, though.
  19. The mission editor is really simple once you get the hang of it. Setting up a simple air to air mission shouldn't take more than 5 minutes.
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