Hmmm, missed this one a while back I see.
Andy, I do think, in my opinion, AH has the best view system I have seen in a flight sim for the PC. I have played a few in my time, although I'm sure all here have. Although I don't have F4, there have been a few jet sims I tried, such as F-15, F/A-18, and USAF. I've played stuff like Fighter Duel, Longbow I and II, and much, much more. While I don't claim to be an expert in building view systems (though I would certainly consider one of my squaddies and expert), I do have my own opinions. When I make statements like that, I do try to be clear that it is only my opinion, so I think that's fair. I guess in the post you replied to, I should have made the point more clearly that this was my opinion only. However the answer is yes, I do honestly think it is the best view system I have ever seen in a PC air combat simulation.
I truly feel that the fixed view system that HT and Pyro developed first for WB, and have evolved in AH is the best thing going. This view system allows me to do with my thumb what I would normally do with my neck and eyeballs. I think that's a good thing, and I certainly find it preferable to the other systems I have tried. While it may have steeper learning curve, the fixed view system gives me the speed, flexibility, and feedback I need for a good view system. No other system I have tried gives me those things. No padlock system gives me the instant PHYSICAL feedback that the fixed view system provides, nor can it. It's the closest I think you can come to moving your eyes and head.
I guess this all comes down to what we consider "best". My definition of "best", is the one that makes the most sense, is easy to use, and is as realistic as possible. I think we agree on the facts, just not what is "best". As you mention, the player-target external view is a great tool for teaching BFM and ACM. It would be great to add them to the film viewer for teaching purposes. If the goal was to come up with the best teaching tool, I would agree that a player-target external view system such as you describe would be the best solution. However, for an air combat simulation that strives for some type of realism, I don't think it is proper. What is "best" depends on what your goal is, and I think simulating air combat is the goal in a game like AH, not teaching it.
I want a simulation that models the strengths and weaknesses of WW2 combat aircraft, at least as many of those attributes as is reasonable. Any external view system instantly destroys one set of attributes that play a very large part in such combat, and that is visibility. It SHOULD be harder to track a bogey in a Wildcat than a P-51. Heck, you want good BFM and ACM... well so do I. If you have an external view system what happens to all of those maneuvers that are specifically designed to work because you make the other guy lose sight? Wouldn't you say a pilot's skills were lacking if he didn't know any ACM designed to let him escape by extending to the target's blind side? I think that's a big part of air combat, and it's not a part I want to see eliminated by an external view system.
We all have opinions, and many of them are different. Though we disagree, it is great to debate these issues from time to time in a civil manner. <S> For the discussion and for the great information you provide on these boards as well.
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Lephturn - Chief Trainer
A member of The Flying Pigs
http://www.flyingpigs.com "A pig is a jolly companion, Boar, sow, barrow, or gilt --
A pig is a pal, who'll boost your morale, Though mountains may topple and tilt.
When they've blackballed, bamboozled, and burned you, When they've turned on you, Tory and Whig,
Though you may be thrown over by Tabby and Rover, You'll never go wrong with a pig, a pig,
You'll never go wrong with a pig!" -- Thomas Pynchon, "Gravity's Rainbow"
[This message has been edited by Lephturn (edited 01-05-2001).]