Author Topic: Nice product, but no thanks......  (Read 497 times)

Idiamn

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Nice product, but no thanks......
« on: December 21, 1999, 09:49:00 AM »
There are many things I like about AH (no otto for the buffs, pretty decent strat model to name a few) but with the design of the fighter cockpits, and the size relationship between your gunsite and the cons, I just cant stand it.


I find it much more immersive if all of your cockpit guages are there in front of you with out having to use a "page down" key or whatever, and it is definantly much more immersive having a gunsite that you dont have to hit "zoom" with in order to have any kind of decent gunnery abilities.

But, that is your style of design and you have people that obviously enjoy it.  Its just not for me.

Good luck in the future.


Offline Swager

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Nice product, but no thanks......
« Reply #1 on: December 21, 1999, 10:07:00 AM »
Bye!

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Damn Ghostrider!  This bogey is all over me!!
Rock:  Ya see that Ensign, lighting the cigarette?
Powell: Yes Rock.
Rock: Well that's where I got it, he's my son.
Powell: Really Rock, well I'd like to meet him.
Rock:  No ya wouldn't.

Offline Mickey1992

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Nice product, but no thanks......
« Reply #2 on: December 21, 1999, 12:49:00 PM »
Repeat after me, "This is just a beta".

Mickey

Offline miko2d

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Nice product, but no thanks......
« Reply #3 on: December 22, 1999, 11:16:00 AM »
 If you want all your cockpit indicators to be visible at once, set your head position appropriately (move your head back).

 If you prefer to trade your wide field of view for zoomed-in narrow view, you can do that and save it as your default setting.

 This makes you work a bit on configuring your options before you can fly comfortably.

 What you get in return is an arena full of people who fly with different options, creating an environment for you!

 Your personal preferences are very unusual, Idiamn. Most people opt for the wider field of view  and improved SA rather then magnification of their gunsight. The wider your field of view, the lower is your zoom. That is plain geometry.
 Most people do not use indicators (other then the ball and the speed indicator) that often, especially in the heat of a battle. They would prefer the gauges not to occupy the precious screen space.

 Even if someone created a great simulation specifically tailored to your tastes right out of the box, you would probably not fly it because there would only be a couple of other guys sharing your preferences, most likely living in the diferent hemisphere.
 Look at the Historical Arena in WB - it is great but it does not have a critical mass of players on-line to make it playable. You need at least a few dozen people on-line to make the game playable!

 The great strength of AH is that it can be configured to fit many people's tastes, thus attracting players. With more players you get more action and the company gets more revenue to improve the game further for you!

miko--

[This message has been edited by miko2d (edited 12-22-1999).]

AaronTurner

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Nice product, but no thanks......
« Reply #4 on: January 10, 2000, 01:03:00 PM »
I think no otto for the bombers is a mistake unless all the gunner positions in the bombers can be crewed. If your gunner crew couldn't make a mission in WW2 because they were on R&R would you still do the mission? No you wouldn't...

Offline Lephturn

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Nice product, but no thanks......
« Reply #5 on: January 10, 2000, 06:27:00 PM »
Guys..

1.  You can adjust your head position in the game using the arrow keys and PgUp PgDwn.  Hit the view you want and hold it, adjust, then press F10 to save that position.  You will have to adjust each view for each plane.

2.  While you can only have one gunner currently, that gunner fires all guns that bear on the target.  Hence a single gunner ends up being MORE effective than a whole bunch of gunners provided he can shoot.  6 or 7 .50's all hitting at convergence REALLY do a number on a fighter.  Also, you can leave the plane on auto and man the guns yourself if need be.  There is no problem here.

You guys might want to read the readme's and play the game a bit more before you make rash decisions that might deprive you of the best WWII sim on the net.  




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Lephturn
The Flying Pigs

Offline Yeager

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Nice product, but no thanks......
« Reply #6 on: January 10, 2000, 08:56:00 PM »
Cheers buddy,

I too was underwhelmed with the AcesHigh cockpits at first.  After these past few months I find the virtual 3D cockpits in AcesHigh much more pleasing than the ancient 2D cockpits of Warbirds.  I am actually in a defined -three dimensional space riding in AcesHigh and its great.

Although Warbirds still has the upper leg overall, due to its extended developement, I have found AcesHigh to be a more refreashing and immersive combat experience with a hell of a lot of future potentiol IMO.

Yeager
(2+ years x-warbirds junky)

[This message has been edited by Yeager (edited 01-10-2000).]
"If someone flips you the bird and you don't know it, does it still count?" - SLIMpkns

Offline Curly

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Nice product, but no thanks......
« Reply #7 on: January 11, 2000, 08:04:00 AM »

Hello??? McFly???? <noggin knocking on Aaron>

This ISN'T World War II.

combat23

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Nice product, but no thanks......
« Reply #8 on: January 11, 2000, 01:13:00 PM »
I like the Idea about moving your head with the keys mentioned but so far when I start messing with those keys the view will shift to oneside or other on its's own and won't move no matter what key i press. have to go to instant view to get control of views back. some times the view just starts panning in a 360 circle and wont stop. back to instant view. happens on line and off. Spent some time in a multi bogey fight last nite looking at the bottom of my seat going round in a circle. Got shot down of course never saw who dun it

Offline glars

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Nice product, but no thanks......
« Reply #9 on: January 12, 2000, 08:32:00 PM »
 
Quote
I find the virtual 3D cockpits in AcesHigh much more pleasing than the ancient 2D cockpits of Warbirds.

True yeager, some of them are ancient.

But a new artist with a new paintbrush and a new plane to paint can show an improvement  

 http://homepages.ihug.co.nz/~glars/b24.jpg



------------------
Glars
RNZAF
Maps now available for Beta Terrain
 http://glarsmaps.warbirds.org  


Offline Westy

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Nice product, but no thanks......
« Reply #10 on: January 13, 2000, 07:59:00 AM »
Very nice!  Alot of folks all over been awiting for a sim to bring out a B-24.

Now if only it had the Aces High view system and 3D cockpit!!!!!

-Westy

Offline MANDOBLE

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Nice product, but no thanks......
« Reply #11 on: January 27, 2000, 11:50:00 AM »
I need a real padlock view system in AH. These are several ideas:
1 - Slave the view to the mouse movements.
2 - Contiguous panning asigned to cursor keys.
3 - Automatic padlock on nearest visible aircraft from the current view.
4 - Anything else but the typical numeric key combinations, you need 432 fingers and three hands.The actual view system is just the WarBirds one, with some additions, but it is not true 3D, it is not 100% free.
5 - In automatic padlock mode (tracking), 7zoom in automatically when the target is in the front view area (ready to fire).
6 - Automatic padlock breaks when target is obscured by anything for more than 3 seconds, if the target is visible again in less than 3 secs, it is automatically re-adquired, of course, only if you keep the automatic padlock mode ON and you haven't adquired a new target manually.
7 - Any numeric pad key pressed, negates the auto padlock while it is presed, and the padlock continues when the key is released.

As examples of very good (still not perfect) padlock systems:
Falcon4 and Screaming demons over Europe.

I suppose that having implemented a real 3D cockpit (not real 3D view system) it should be very easy to implement the free/auto padlocking.

Thanks for your patience reading this and brg.

funked

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Nice product, but no thanks......
« Reply #12 on: January 27, 2000, 05:59:00 PM »
I used to think padlocks were neccesary until I flew WB.  Once you master the view system you'll never go back to padlocking.

Offline Maniac

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Nice product, but no thanks......
« Reply #13 on: January 28, 2000, 02:56:00 AM »
Padlock in some sence is an cheat. Why you ask? Cause in Real life your head dont automaticly follow the "con" you have to keep track of it yourself.

Some defensive ACM moves (scissors etc) are designed so that the attacking AC looses track of the AC that is defending, with a padlock this is impossible. . .

Also as u stated that the padlock should lock on the nearest "target", how do u sneak up on an plane in that case?

// -nr-1-
Warbirds handle : nr-1 //// -nr-1- //// Maniac

Offline MANDOBLE

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Nice product, but no thanks......
« Reply #14 on: January 28, 2000, 07:17:00 AM »
From my point of view, automatic padlock is anything but cheat. It should be designed just to simulate the movements of the head. You dont use fingers nor keys to move your head when visually tracking any moving object. Of course, you can lost track when the object is obscured by any obstacle, but in most of the cases you can predict where the object is due its actual displacement vector, this is true only for 1 - 3 seconds in air combat. If you loose your target crossing your six to the left, you probably will be expecting it to show up again by your left shoulder. If the target do not appears again by your left in (for example) 2 seconds, you lost the automatic track. While the target is "obscured" your atomatic track is lost temporally. In the previous example, when the target crosses to the left and is obscured by your seat, your head keeps looking at your right (unless any view key is pressed), but if the target is visible again in 2 seconds of less, it is readquired automatically (unless you deactivated the autopadlock). The key is: If you can follow an object with your head, and you want to, then why to use keys? just follow this automatically untill it is obscured by obstacles or is it out of visual range. For example, real mode padlocking in Falcon4 is just designed for this, not for cheating; if you can see the object, you can track it. Of course, it is important to take into accoung the limits of your head plus your body when looking backwards. You can not argue about cheating nor "arcading" a sim with padlock when extremely real simulations like Falcon4, Flanker2, F18E, etc use it in their most real modes. The real cheat is to use labels with id, side and range inditations. Visual ID of the target is a key in air combat. But to aliminate labels the AH team should create different artwork (nationality signs) for each side, and even different camouflage patterns, etc, etc.