Aces High Bulletin Board
General Forums => Aces High General Discussion => Topic started by: 1K3 on December 07, 2004, 10:36:15 AM
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Remove the ammo counter inside the cockpit and can we have an ammo and bomb/rocket counter indicator similar to when we man an ack gun? (HUD)
ps The ack gun ammo counter is located at top left in green text. If HTC implaments this, AH cockpit will look less gamey(!) and equal or surpass Fighter Ace 3.7.
Along with this, I think we should have toggle on-off for ammo counters.
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anyone thinks this is a good idea?
:)
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Actually, I do. I try to show a lot of friends who love realism to this game. The number one quarrel they have is the big ammo counter right in the cockpit.
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wouldnt hurt me to change it, not a bad suggestion.
add to this a canopy that opens, better hit sprites and a better ejection animation and i'll be slurping HT flavoured martini by the pool for many years to come no doubt.
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Not a bad idea - then when they redo the german planes, could have the real ammo counters in there proper posistion possibly.
Although it is a step towards a heads up display...lol
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Why not have accurate cockpits? Would that be so hard? These generic cockpits are getting old.
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This is actually a pretty good idea. I wonder how hard to implement? Could dovetail nicely with all the cockpits that need to be redone anyway...
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Only planes that actually had an ammo counter should have one. Otherwise they should have the different colored tracers, or whatever they really had. Luftwaffe planes like the 109 and FW had a white bar indicator for how much ammo (cannon and MG separate) was left verus real numbers, and should have that in the cockpit versus the numbers we have now.
Bazi
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Realistic Cockpit.
1) All instruments and indicators are visible by eye movement.
-->No need to move head position by pressing a key
2) The thickness of the cockpit framework is reduced. In RL a short intuitive head movement enables a pilot to "look around" the framework. Or in other words: imagine driving a car with 1 eye closed and the head fixed at the head restraint.
-->No need to move head position by pressing a key
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sounds good about the ammo counters but I would want to be able to turn on the low ammo tracers. I dont care if someone knows I am low ammo. I am gonna run home anyway right?
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origionaly posted by Zwerg
2) The thickness of the cockpit framework is reduced. In RL a short intuitive head movement enables a pilot to "look around" the framework. Or in other words: imagine driving a car with 1 eye closed and the head fixed at the head restraint.
track ir already fixes this and tir vector enhanced will go one step further.
http://www.media.naturalpoint.com/vector
nuff said
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Unfortunately I have no high end system, no Track IR and no extra money.
Bad for me. I know. ;)
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http://www.naturalpoint.com/trackir/products/video.html
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The G-gauge should also be available as a hud (even if without showing exact numbers). Gs can be felt, so it should be required to pitch the head down to see how many Gs the aircraft is pulling.
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You could also make it an option like the stall limiter and auto takeoff.
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Fixed realisitc looking cockpit is good but ideally for a flight sim to help create realism and more feel. Is to have a Virtual Cockpit that allows full panning around with something like Track IR especially with the new 6 DOF. I'd sacrafice realistic cockpits for generic ones that have this in a combat sim as it really adds to the effect,feel of flying.
Unfortunetly these come at a price as far as computer power to run but with later graphcis cards can run VC's like this with high detail quite easily. In FS9 if I'm flying VFR I do it all out of the VC as it's more realistic bouncing around while looking for landmarks to navigate with rather then the fixed view. Unfortunetly if your going to relly on CPU power to do this it probably isn't ever going to happen.
FS9 with Active Camera has a neat head latency effect for VC's which adds alot to the feeling of being in the cockpit rather then sitting in front of a computer screen. In addition to all this, Active Camera uses something called "Head Latency". This means that your virtual head won't always look at a fixed point, even when the mouse is at rest. Instead, as in real life, it will lag behind the movement of the plane in turns. It also shows in ground and air turbulence, and in the pre-stall buffet, as it gives the appearance of the cockpit shaking around you.
This and Track IR to pan around with imho is the best at the moment as far as cockpits espcially for a sim where your trying to tack the bad guys. Unfortunetly with the price of Track IR and the PC to run it puts it in the higher end of the scale for now.
...-Gixer
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Originally posted by Gixer
Fixed realisitc looking cockpit is good but ideally for a flight sim to help create realism and more feel. Is to have a Virtual Cockpit that allows full panning around with something like Track IR especially with the new 6 DOF.
Wait. 6DOF? Pitching, yawing, rolling your head, and also moving it in all three dimensions? Does this work in AH? (even if it's without the rolling, the other 5 DOF would do fine ;) )
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Originally posted by SunTracker
Why not have accurate cockpits? Would that be so hard? These generic cockpits are getting old.
i like the generic cockpits, makes it easier to read stuff
i often get lost in the Ki84 because i cant find anything i need to know
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umm, wait, adding a goofy looking hud type thingy instead of a ammo counter that at least looks like it belongs there adds to realism? i want whatever your smoking...
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No, he's talking about small numbers in the upper left of the hud. And I think it should be an option whether you want it in there or not.
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I say hold off on all new stuff until the TOD thing is done. Gameplay to me supersedes all eye-candy.
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The game is buggy enough as it is right now without idiotic ideas like this.
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Originally posted by FiLtH
I say hold off on all new stuff until the TOD thing is done. Gameplay to me supersedes all eye-candy.
I didn't know they were still working on that idea.
...-Gixer
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Originally posted by MoRphEuS
The game is buggy enough as it is right now without idiotic ideas like this.
his idea is not "idiotic" IMHO. I think this idea is to make cockpit a bit more WWII-ish. The collision between WWII/"gami-ish" cockpit with that ammo counter lying there just doesnt cut.
Take a look at the cockpits in WB3, FA and even WWII online (!). som might conclude that AH has the "gamiest" cockpit of all "flight sim" MMPOG.
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How in the world can giving a HUD to planes be less gamey than what it is now?
Its either remove the ammo counters totally, or keep them there. Anything else is a waste of time and resources.
As for the removing the visual generic feel, the Ki84 cockpit is more or less a compromise point. The speed units, climb indicator and altitude still use familiar units such as mph, fpm, feet etc etc.., but has received significant cosmetic changes so the plane at least looks historic.
Spend about 30 minutes in it and it's no harder than any other cockpit in the game.
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i dont consider the"hud" to be that gamey, considering its not really a hud its just a way of presenting information you would already have if you were in a real plane, in the age old way of presenting a number value in plain site right on the screen{i hate to use il2 as a reference}. I Use track ir so i would not have this option toggled i would just like to see some more detailed cockpits for that extra bit of emersion.
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In European Air War I had no trouble keeping a rough mental count of my ammo. When the cannons ran out it was time to go home.
I still don't see the need for the ammo counters.
A simple light system could be used to indicate which hardpoint was selected for ordinance purposes.
Some German aircraft would have their bar graph ammo counters.
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Originally posted by Gixer
Fixed realisitc looking cockpit is good but ideally for a flight sim to help create realism and more feel. Is to have a Virtual Cockpit that allows full panning around with something like Track IR especially with the new 6 DOF. I'd sacrafice realistic cockpits for generic ones that have this in a combat sim as it really adds to the effect,feel of flying.
Unfortunetly these come at a price as far as computer power to run but with later graphcis cards can run VC's like this with high detail quite easily. In FS9 if I'm flying VFR I do it all out of the VC as it's more realistic bouncing around while looking for landmarks to navigate with rather then the fixed view. Unfortunetly if your going to relly on CPU power to do this it probably isn't ever going to happen.
FS9 with Active Camera has a neat head latency effect for VC's which adds alot to the feeling of being in the cockpit rather then sitting in front of a computer screen. In addition to all this, Active Camera uses something called "Head Latency". This means that your virtual head won't always look at a fixed point, even when the mouse is at rest. Instead, as in real life, it will lag behind the movement of the plane in turns. It also shows in ground and air turbulence, and in the pre-stall buffet, as it gives the appearance of the cockpit shaking around you.
This and Track IR to pan around with imho is the best at the moment as far as cockpits espcially for a sim where your trying to tack the bad guys. Unfortunetly with the price of Track IR and the PC to run it puts it in the higher end of the scale for now.
...-Gixer
Been there done that about 8 or so years ago with EF2000, Flight Unlimited 1 & 2, and a VFX-1. AH could handle it easily.
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Originally posted by Vulcan
Been there done that about 8 or so years ago with EF2000, Flight Unlimited 1 & 2, and a VFX-1. AH could handle it easily.
Track IR with 6 DOF has been out for 8 years? I thought it was new, cripes.
...-Gixer
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Not to inject an "argument" into this discussion but I think that it comes down to balancing realism with gameplay. In other words you have to have a good balance between realism and making it so the game doesn't become a chore.
If we went straight realism in all phases you could pretty much kiss your clipboard goodbye, toss your map out the window (at least the zooming abilities and dar) do away with insta-plane spawns on the runway (make it so ya gotta run to your plane parked to the side with dozens of others), and give up a host of other "luxuries" that simply aren't real. In order to keep the game entertaining, realistic, fun, challenging and still addicting HTC has to balance things. I believe ammo counters are one of those balancing items.
Of course the ability to toggle the ammo counter on/off would be a reasonable alternative in this case but I believe 99.9% of the pilots would leave it on because people naturally want every small advantage they can possibly have.
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Originally posted by Vulcan
Been there done that about 8 or so years ago with EF2000, Flight Unlimited 1 & 2, and a VFX-1. AH could handle it easily.
man that game (EF200) was a blast!
anyone ever play on the very first eurofighter game, 'TFX'?
man that game was the mutt's nuts. loved the cheesy music.