Aces High Bulletin Board

General Forums => Aces High General Discussion => Topic started by: Ketchup on August 03, 1999, 03:12:00 PM

Title: Some Good Features of CK
Post by: Ketchup on August 03, 1999, 03:12:00 PM
Anyone play with the CK demo while it was around? I did. It had some features I liked:

1: The flight model was pretty good. Very stable, no bounce. Did low engine power well, low speed control and engine torque well. My rudders never worked though.

2: I thought the cockpit that didn't stay still was kinda neat. The cockpit rotated perhap 10 degrees left or right when you did your rolls, seemed to simulate getting thrown around the cockpit a bit. Was nice.

3: Gunnery seemed OK.

I thought it might be helpful note what was nice about it, for inspirational purposes.
Title: Some Good Features of CK
Post by: bod on August 04, 1999, 02:34:00 AM
Yes, the cockpit moovement was excellent. Also when pulling g (+ or -). It gave a very realistic sense of moovement. Fighter squadron have some of that as well.

Bod
Title: Some Good Features of CK
Post by: Finn on August 05, 1999, 01:13:00 AM
I tried it. FM needed lotsa work imho.
Good starting point, but snap rolls didn't seem to be possible and stall model seemed odd somehow.
It had potential tho, imho.
I did like the guys who ran the beta. Seemed like very nice chaps.

finn