Author Topic: What we have been working on.  (Read 6977 times)

Offline ONTOS

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Re: What we have been working on.
« Reply #15 on: October 13, 2018, 12:54:56 PM »
I don't understand the need for this.  More eye candy for nothing. All this work going in on this, while it could be spent on a new aircraft.   -1  :bhead

Offline The Fugitive

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Re: What we have been working on.
« Reply #16 on: October 13, 2018, 01:29:43 PM »
Any advancement is great, but not to sound like an A hole, all this time and energy spent to add something that 30-50 players are using and most likely will turn off once they have seen it a few times. This isnt something that will help new players get hooked to the game.

Again, its pretty, and cool, but pretty much useless for the game. HTC needs to spend more time on finding ways to hook players, or aid them in sticking around longer to get hooked. If they dont have the time/people to do that then maybe they should look into hiring someone who can focus on just that.

Again, great job, a great piece of coding, but like the "starscapes" a lot of time used up on something almost nobody notices anymore. 

Offline CptTrips

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Re: What we have been working on.
« Reply #17 on: October 13, 2018, 02:31:57 PM »
Any advancement is great, but not to sound like an A hole

What, you?   :evil:

 Look dude, hitech has been doing this since 1995, I think he knows what he's doing.  So why don't you stop trying to tell him how to run his business!

 I just wanted to be the one to get to say that for a change.  :rofl

 This may come as a shock to you Fugitive, but I don't necessarily agree with you.  :t

 While there might not be many VR players yet, this might be  fertile ground for developing a lot of new players.   This game needs more than just the 160 old geezers who are still playing this game since 1999.  I doubt there are too many more hard-core WWII war PC flightsim enthusiasts left to recruit as well. I think maybe they already have a large percentage of those right now. Or had in the past and lost interests.   It's how I re-found them looking for VR games and decided to give them a try again. I have to say the sensation of space and movement is truly amazing In VR and makes it seem like a totally new game.

 And one thing I've noticed since getting my Vive, is that it seems like there aren't as many great games for it yet as I was expecting. It still seems like early days and like companies are still trying to figure out the gaming grammar on how to work with a VR hardware.   While the immersion was amazing, I did have frustration playing Aces High because so much needed to be done with the keyboard to control flaps and gear and a variety of other things that I had a hard time while working with the Vive.  Flying the WWI planes was awesome as well, but the problem there is ever finding anyone in the arena to play with.

 I guess that's what they're working on, so that I don't have to feel around on the keyboard for the key to lower the gear I just reach out and toggle the actual control In the cockpit.   I'll have to eventually give a flying with the Vive controllers a try like hitech suggested. I just wasn't sure how many hours I wanted to fly while holding my hands out in mid air in front of me.  I'm also not sure if the VR players are ever going to be the top of the line aces. But I can see bombers and ground vehicles and gunners and maybe even someday infantry being the natural role for VR players. And for VR players  you want maximum immersion. And looking down and seeing an empty seat or seeing an empty seat in the copilot just sort of breaks that immersion.

 Getting in on the early days of VR, might be like getting in on the early days of the Internet or multiplayer gaming. So I don't think it is necessarily a waste of time for the long term future of HTC.  Probably at least a good use of their time as producing yet one more variant of P-38.

 As always, your mileage may vary.
« Last Edit: October 13, 2018, 03:46:54 PM by CptTrips »
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Offline Biggamer

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Re: What we have been working on.
« Reply #18 on: October 13, 2018, 04:17:59 PM »
opinions will not always not be the same on what you should be doing but the bottom line is you gave the community an update on what is in the works thats a big plus to me and many others im sure Thank you HiTech <<S>>
G3-MF

Offline AAIK

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Re: What we have been working on.
« Reply #19 on: October 13, 2018, 04:19:38 PM »
This certainly puts the game at a level other games are not!

Offline ONTOS

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Re: What we have been working on.
« Reply #20 on: October 13, 2018, 04:23:21 PM »
How does this put it above other games ?

Offline Vulcan

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Re: What we have been working on.
« Reply #21 on: October 13, 2018, 05:35:17 PM »
Any advancement is great, but not to sound like an A hole, all this time and energy spent to add something that 30-50 players are using and most likely will turn off once they have seen it a few times. This isnt something that will help new players get hooked to the game.

I suspect there are more than 30-50 players using VR. And you don't understand who this appeals too, the biggest issue with AH is the controls. You need to have a somewhat decent stick (if not HOTAS) to really get into the game. I'd wager 98% of steam users don't have a decent joystick. But VR users are guaranteed to have the hand controllers. By opening up the hand controllers for input you suddenly open up your potential game player base, this adds to that. iirc Skyrim VR sold 250000 copies when it was launched on steam.

And VR headsets are getting cheaper and cheaper, you can get refurbed Windows MR headets for well under $200 now (the acer was down to $135!).

Offline Ciaphas

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Re: What we have been working on.
« Reply #22 on: October 13, 2018, 05:52:17 PM »
comparing any game to this game is like comparing apples tp oranges.




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Offline Oldman731

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Re: What we have been working on.
« Reply #23 on: October 13, 2018, 06:47:33 PM »
How does this put it above other games ?


Appears to me that, if you have the VR stuff, you can sit in your chair and manipulate the controls just as you would in an aeroplane.  Look around you, just as you would in a real aeroplane.

Assuming that VR is the wave of the future (not always a safe assumption!), it eliminates the need to invest in a joystick and throttle.  Not sure how they're going to deal with the rudder pedals, though.

I'm no expert on all the other aeroplane games, but I think it's a safe bet to say that AH would be ahead of them on this.

- oldman

Offline The Fugitive

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Re: What we have been working on.
« Reply #24 on: October 13, 2018, 07:14:16 PM »
I suspect there are more than 30-50 players using VR. And you don't understand who this appeals too, the biggest issue with AH is the controls. You need to have a somewhat decent stick (if not HOTAS) to really get into the game. I'd wager 98% of steam users don't have a decent joystick. But VR users are guaranteed to have the hand controllers. By opening up the hand controllers for input you suddenly open up your potential game player base, this adds to that. iirc Skyrim VR sold 250000 copies when it was launched on steam.

And VR headsets are getting cheaper and cheaper, you can get refurbed Windows MR headets for well under $200 now (the acer was down to $135!).


I agree VR is the future, but will enough of us "old guys" keep the game alive long enough for it to get there?

Im ok with HTC working toward a better VR offering, but they need to address the lack of new subscriptions.

Offline ONTOS

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Re: What we have been working on.
« Reply #25 on: October 13, 2018, 08:04:10 PM »
HTC need to work on what is wished for by the people who play the game. I really don't see how what HTC is working will help.

Offline DLXIRON

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Re: What we have been working on.
« Reply #26 on: October 13, 2018, 09:46:20 PM »

Wow, thats really going to turn the low participation right around!

Offline 1stpar3

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Re: What we have been working on.
« Reply #27 on: October 13, 2018, 11:18:41 PM »

Appears to me that, if you have the VR stuff, you can sit in your chair and manipulate the controls just as you would in an aeroplane.  Look around you, just as you would in a real aeroplane.

Assuming that VR is the wave of the future (not always a safe assumption!), it eliminates the need to invest in a joystick and throttle.  Not sure how they're going to deal with the rudder pedals, though.

I'm no expert on all the other aeroplane games, but I think it's a safe bet to say that AH would be ahead of them on this.

- oldman
YES! AH is A LOT better for VR than DCS! It is in my opinion anyway. Its not as SIM ofcoarse(AH) but they have better use of VR. Online VR is almost a handicap in most Servers, can hardly see anything...in AH I usually can see "CONS" LONG before Non Vr players can.
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Offline FESS67

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Re: What we have been working on.
« Reply #28 on: October 14, 2018, 12:12:43 AM »
Agreed AH VR is probably the best out there.

But a virtual co pilot (no use at all) versus a virtual local time clock (VERY useful in the VR world).  Priorities not toys.

Offline 1stpar3

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Re: What we have been working on.
« Reply #29 on: October 14, 2018, 01:22:07 AM »
Agreed AH VR is probably the best out there.

But a virtual co pilot (no use at all) versus a virtual local time clock (VERY useful in the VR world).  Priorities not toys.
YUP...good thing time shows on my X52 Hotas. Although...look at all the fights I would have missed if I wasnt late on hooking up with folk, at set time!!! Who needs to pick up kids on time anyway...they old enough to make out ok :rofl
"Life is short,break the rules,forgive quickly,kiss slowly,love truly,laugh uncontrollably,and never regret anything that made you smile."  “The two most important days in your life are the day you are born and the day you find out why.”- Mark Twain