Author Topic: G-bar  (Read 970 times)

Offline L0nGb0w

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Re: G-bar
« Reply #15 on: September 27, 2010, 10:30:18 PM »
last I heard there was some simulator equipment in development that would draw the fluid in your inner ear back and forth which would stimulate your brain to make you feel motion and/or G load to a certain extent.  :confused:
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Offline guncrasher

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Re: G-bar
« Reply #16 on: September 27, 2010, 10:58:48 PM »
tupack look up David carradine.


Semp
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Offline Plazus

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Re: G-bar
« Reply #17 on: September 27, 2010, 11:50:56 PM »
One of the things that you cannot simulate easily or accurately in a flight sim is the "seat of the pants" feel that gravity affords.  This game gives some indication of G-forces by using "tunnel vision,"  black-out, and red-out visual effects, and in some planes, a G-meter.  But when fighting, the G-meter is irrelevant (except to the maintenence officer) because you feel G's.  The visual effects are good, but is there anything else that can be done to simulate/represent G's without making the sim too gamey?  Flame away.

Not really. Black outs and tunnel visions are about as close as you're going to get without gaming the game. I wouldn't mind adding some additional sounds to go with pulling a lot of G's, like some heavy breathing or panting. But I often find myself doing that anyways when fighting. Lol. :lol
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Offline Tupac

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Re: G-bar
« Reply #18 on: September 27, 2010, 11:53:16 PM »
tupack look up David carradine.


Semp

Oh, thats who you were reffering to.

He came and went at the same time.
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Offline jarbo

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Re: G-bar
« Reply #19 on: September 28, 2010, 12:23:54 AM »
i think this is a very valid post.  I especially like the idea of cumulative fatigue.