Semantics. The answer to your question lies in your definitions. To me, it's obvious that AH is a game. It's played for entertainment. I don't know of any computer combat "sim" that isn't a game, sims are just a genre of computer games. How far the fidelity is pushed is a different matter. Where do we stand on this? Both sides actually. We want the planes to behave as realistically as we can make them. OTOH, we really don't care about trying to model or make people learn a 20 step sequence just to start their engine.
As to what the specific issues you have about the physics, I don't know as you don't mention them. If this is not something we strive to get accurate, I wish I knew about that last month because we've spent a tedious month studying the most boring technical research and doing more math than a math major during finals. And we're still not done. That's a huge chunk of development time for us and it's not exactly fun work.
As to lethality, I can't change what you believe as to the why's. As to whether you think its correct or not is going to based on your own expectations. I find it ironic how in WB, by their admission, they've turned down lethality substantially from where they believe it is realistic for gameplay reasons. Yet here you are railing on us for having high lethality to appeal to a gamer crowd.
The reality is, higher lethality does not appeal to a gamer crowd. It makes the game a lot harder to learn as you have very little margin of error and your life expectancy is lowered considerably. It's why in the old WB easy arenas, there was reduced lethality, not increased. Another thing I find ironic are those who refer to our high lethality is "Quakelike". In those games, it may take an entire clip of ammo from point blank to bring a guy down. Have these people actually ever played quake or do they really believe that it should take multiple clips from point blank to kill a person?
Overall lethality is real easy to change and can be done at any time. Yet we've never changed overall lethality. Why do you suppose that is? It's not that we're against making changes.
Lastly, the development philosophy that created WB is the same one behind AH.
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Doug "Pyro" Balmos
HiTech Creations