Author Topic: View from the cockpit (for Nate and Fly)  (Read 1177 times)

Offline leonid

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View from the cockpit (for Nate and Fly)
« Reply #15 on: May 12, 2000, 01:00:00 AM »
lynx & miko2d,

Like miko said, we have two eyes, hence 3-dimensional vision.  But here, it's 2D until they figure out high-quality holographic vision.  Thus, there really is no work-around other than 'moving your head' with the keys.  I fly a la5, and I know exactly what you mean, lynx, but in RL combat pilots were craning their necks every whichway just to make sure they weren't being bounced.  Using the keys to move your head down/up so that the horizontal bars are out of the way in forward view doesn't seem to me to be too much more work than flipping the hat switch.  Whether in RL or in AH, it was a lot of work to keep SA high.


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[This message has been edited by leonid (edited 05-12-2000).]
ingame: Raz

funked

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View from the cockpit (for Nate and Fly)
« Reply #16 on: May 12, 2000, 01:55:00 AM »
Yep, keep the bars.  They were a real obstacle to pilots flying these planes.  Bubble canopies weren't invented just because they look cool.

Offline Maniac

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View from the cockpit (for Nate and Fly)
« Reply #17 on: May 12, 2000, 04:12:00 AM »
Nate,

No six views in AH are 'horrible'  

Regards.


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[This message has been edited by Maniac (edited 05-12-2000).]
Warbirds handle : nr-1 //// -nr-1- //// Maniac

Offline Hooligan

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View from the cockpit (for Nate and Fly)
« Reply #18 on: May 12, 2000, 09:31:00 AM »
When your view system is in "instant mode", the arrow keys don't move your POV so to look past framing you have to go into "snap mode" then hit the arrow key.  How about changing the program so that the arrow keys work in "instant view"?

Hooligan

Offline Heater

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View from the cockpit (for Nate and Fly)
« Reply #19 on: May 12, 2000, 12:52:00 PM »
 
Quote
Originally posted by SUPERFLY:
There is absolutely no way that we will ever make the cockpit bars transparent.  This is not an arcade game.  Things like cockpit bars, are what gives balance to game play.  For example, the f4u-1c is a powerful plane, but it is a squeak to fly and the 6 view is horrible.  This forces the pilot to truly spend some time flying and developing skills of that individual plane to master it.  Things like padlock, automatic targetting, disappearing cockpits and the like are best saved for console and arcade games.  We want and expect our game to be a challenge, but not be so difficult that it restricts everyone from enjoying it.  It puts you at your wits end, and adds to the immersion and intensity of the game.

What he said

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[This message has been edited by Heater (edited 05-12-2000).]
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