Author Topic: Aces High III  (Read 2549 times)

Offline Easyscor

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Aces High III
« on: April 04, 2008, 11:20:02 AM »
My graphics wish list for the next major itineration of Aces High.

Increase the number of vertices within the 17 mile visual circle from 907 to 3230 - every 1/4 mile. A terrain cell and tile shapes becomes 1/2 mile square from the current 1 mile square.
Keep the number of  textures drawn within that same circle at 907 - 1/2 mile square.
Keep the same size terrain textures.
Decouple the road system from the terrain tile shapes. When crossed by a road, clutter would need to disappear the same way it does on steep slopes.
Increase the number of tile shapes and their textures from 44 (11x4) to 60 or 64 (16x4).

Add Task Group ships for Axis countries.

Add view from the Lobby of the Training arena's A1 base.

I think these would keep AH well ahead of the competition going forward.

Add yours below.
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Offline moot

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Re: Aces High III
« Reply #1 on: April 04, 2008, 11:53:40 AM »
Pixel shaders, but not overdone like 90% of games out there.
No vulgar lego effects from bump/normal maps, no ultra shiny or bright stuff like people are doing with skin materials now (e.g. that fluorescent 109K skin), just the right amount so it looks real.  Reflectivity map so we can make paint chips or bare metal areas on skins, that glitter just right.
Sparks, contrails, gradual oil leak texture, a minimum amount of reflection from water, Jet engine flame sprites with just the right wavelength and size of heat dilation..
-Historical tracer colors, or a choice from them, if that doesn't offend anyone's sense of historical accuracy.
-Exhaust smoke when engines are firewalled.
-CM option for no icons forced.. Or a range of options like in Il2: exact visibility distance, fade in/out variables, or maybe a scheme like in WWIIOL where icons will fade out if you don't look at them for long enough.
-Smoke for the Tiger and PT boat
-Obscured cockpit vision when single engined fighters get their engine set alight.
-Skins in missions, forced or free, ignored on any front end that has them disabled.
-Impacts visible on GVs, scrapes or charred paint
-Tinted reticules for the planes that had them.
...

-Tank turret rotation control from driver's seat, or buttons to remote tank turret to turn to cardinal positions.
-Independent track control on tanks that had it
-A way to set separate salvo values
-A button to salvo everything.
-A button to lock/unlock the clipboard map's zoom and/or pan.

-Troops and cargo added to the damage list.
-Leading edge slats added to the damage list.
-Quicker damage to the pilot when on fire
« Last Edit: April 04, 2008, 12:04:30 PM by moot »
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Offline Saxman

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Re: Aces High III
« Reply #2 on: April 04, 2008, 01:04:46 PM »
Tiny Tims!

And fix the size of gunsights in the F4Us!!!  :furious
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Offline Stoney

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Re: Aces High III
« Reply #3 on: April 04, 2008, 05:08:45 PM »
1.  Actual trim tabs versus control surface deflection for trim.  And something to compensate for having to ride the right rudder pedal/brake while at taxi power settings (where pfactor is negligible).
2.  Control to lock the tailwheel versus pulling back on the stick for planes other than the P-51D.
3.  Actual different fuel tanks depending on airframe
4.  Structural/speed penalties for ordnance...i.e. not being able to pull 5 g's or fly 500 mph with bombs/rockets hanging
5.  Some sort of scaled control force for speeds to account for stick forces other than compressibility
6.  Loss of lift due to missing control surfaces on the wing.
7.  Decouple the RPM and MP while at low power settings in taxi conditions
8.  Introduce engine overspeed during dives
9.  Introduce gun jams for extended periods of continuous firing
10. Some sort of wake turbulence modelling when in close trail of another aircraft.
11. The ability to set custom ammunition loads
12. Fuel loadings in the hangar based on fuel tanks versus the current simple %.  For example, fill the main and aux of a P-47N without adding a fraction to the wing tanks.  So, the option would be "Full Main", "Full Aux & Main", "Full Aux, Main, and Wings".

Just a few off my head.

Just a few...
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Offline Motherland

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Re: Aces High III
« Reply #4 on: April 04, 2008, 05:29:56 PM »
A DT damage 'bubble' I beleive is the technical term for it. I've seen at least one picture of a DT set alight due to enemy fire.

Offline USRanger

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Re: Aces High III
« Reply #5 on: April 04, 2008, 09:00:21 PM »
...and a cup holder! :aok
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Offline SD67

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Re: Aces High III
« Reply #6 on: April 04, 2008, 09:43:55 PM »
Blenders in aircraft that aren't SAPP
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Offline DPQ5

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Re: Aces High III
« Reply #7 on: April 05, 2008, 02:58:51 AM »
1. ability to blow up dts or bombs on enemy planes
2. night with the blue and red exausght from engines
3. realalistic plane damadge
4. option of high explosive or inceniary rounds, or others that i may not know about
5. submarines and battleships
6. option of radar on such planes as the f6f adapted to night fighting

thats just some things that i want
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Offline Murdr

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Re: Aces High III
« Reply #8 on: April 05, 2008, 01:39:45 PM »
1. ability to blow up dts or bombs on enemy planes
How do you figure that drop tanks would "blow up?"
« Last Edit: April 05, 2008, 01:41:56 PM by Murdr »

Offline Pannono

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Re: Aces High III
« Reply #9 on: April 05, 2008, 02:59:32 PM »
How do you figure that drop tanks would "blow up?"
if its punctured and fuel starts pourin out, next hit will prob make a spark and ignite it
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Offline Motherland

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Re: Aces High III
« Reply #10 on: April 05, 2008, 03:02:45 PM »
if its punctured and fuel starts pourin out, next hit will prob make a spark and ignite it
Theres a difference between 'combustion' and 'explosion'. Even once the DT was ignited you could still jetison it and continue flying, as long as you did before it engulfed your entire plane.

Offline mensa180

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Re: Aces High III
« Reply #11 on: April 05, 2008, 04:37:57 PM »
I would like the ability to damage them fire or not, just let them leak, as long as I can hit them.  Also I'm not sure how thick or what the shape would do to a round, but I wouldn't mind some effects on bombs being hit by bullets.  Probably wouldn't be effective on them, but interesting.
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Offline Murdr

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Re: Aces High III
« Reply #12 on: April 05, 2008, 06:02:24 PM »
if its punctured and fuel starts pourin out, next hit will prob make a spark and ignite it
You've missed my point, which is gunfire+gas tank=explosive fireball...a hollywood myth.

Offline Lukanian-7

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Re: Aces High III
« Reply #13 on: April 06, 2008, 09:13:37 AM »
You've missed my point, which is gunfire+gas tank=explosive fireball...a hollywood myth.

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Offline Gryphons

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Re: Aces High III
« Reply #14 on: April 06, 2008, 10:39:36 AM »
How do you figure that drop tanks would "blow up?"


I could be wrong here, but I think it would depend on the amount of fuel (or more appropriatly the amount of fuel vapor) in the DT.  If you fired a round through a full drop tank it would either ignite and catch fire of simply start leaking fuel.  A round fired into a DT that's mostly vapor could explode the tank shooting shrapnal though the plane.  Not an expert but this would seem to make sense.
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