Author Topic: When I look at Aces High...  (Read 1499 times)

Offline tunnelrat

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When I look at Aces High...
« on: January 07, 2013, 09:00:19 AM »
There have been a lot of threads talking about the graphics, etc... I think anyone who plays it and enjoys it agrees that it more than has it where it counts.

There are only two things that stand out to me in as far as what makes it look dated...

1. The biggest one:  The extreme low poly-count terrain.  I have no idea what goes in to changing something like this, so I may be way off base in suggesting that it could be done, but cutting down the massive pyramids... smoothing out the razor-edge mountains... not even anything major, just adding some more faces to them... it would have to be a lesser frame rate hit than the new clouds, right?  The textures do an admirable job at hiding the pyramids, but flying in the canyon REALLY makes it obvious.

Having smoother terrain would make it a little nicer for the GVrs to get around as well.

2.  Secondary, but definitely noticeable, the repetition in textures... for example, if you look at the runways, there are awesome tire marks... uneven, right where the planes land, they look great... then they are marred by the repetitive underlying texture that shows up as an unmistakable pattern at medium to close range.

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Offline Pand

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Re: When I look at Aces High...
« Reply #1 on: January 07, 2013, 10:46:58 AM »
yes

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Offline Stellaris

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Re: When I look at Aces High...
« Reply #2 on: January 17, 2013, 02:14:28 PM »
Here's what X-plane can do

Spitfire and 109 - to show off the planes
http://www.youtube.com/watch?v=3-xl1s7fuqo

Helicopter over Poland - to show off the terrain
http://www.youtube.com/watch?v=C2ZC94HCtcg

Like AH, X-plane is a small company (really just Austen Meyer).  The great thing about X-plane is that it's a very open system, with many user-developed plug-ins, and you can build your own planes in tremendous detail.  The cool thing is you don't have to put in the flight dynamics by hand, the program actually works out the physics based on the design elements, including details like wing flex, etc. etc.  There's a huge library of user-created content.  It's also an FAA certified flight simulator, and it's been used as the design tool for at least two real-world aircraft.  Basically, it rocks.

What it is NOT is a combat simulator.  It does have weapons modeled, but it doesn't have a damage system.  Nor does it support 500 pilots in a shared WWII world, nor a bunch of other things that AH does very well.

However these things are not mutually exclusive.  If their strengths could be combined, it would be possible to have the best of both worlds.




Offline FLS

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Re: When I look at Aces High...
« Reply #3 on: January 17, 2013, 03:44:32 PM »
1.Personal computer.

2. Massive multiplayer online high fidelity flight simulation.

3. Latest and greatest world modeling.


I thought we were still stuck picking any 2 out of 3.  :headscratch:

Offline Stellaris

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Re: When I look at Aces High...
« Reply #4 on: January 17, 2013, 04:29:06 PM »
I don't think so. 

1.  Massively multiplayer online  -> A function of the net connection and the server
2.  High fidelity flight simulation -> A function of the flight model
3.  Latest greatest world modeling -> A function of the world database
4.  Snazzy graphics -> a function of the graphics engine and card


Offline JimmyD3

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Re: When I look at Aces High...
« Reply #5 on: January 17, 2013, 04:58:12 PM »
I don't think so. 

1.  Massively multiplayer online  -> A function of the net connection and the server
2.  High fidelity flight simulation -> A function of the flight model
3.  Latest greatest world modeling -> A function of the world database
4.  Snazzy graphics -> a function of the graphics engine and card



All these are still dependent on the AH system. Hitech and his crew have done an excellent job in this area. While I have only been at this game for about 10 months, I have played Flight Sims since before we had Windows and nothing I have seen does as good a job. They have also done and outstanding job of keeping the game from becoming stagnant by adding planes and vehicles as well as changes to the maps and strategy of the game. I am more than confident that they will continue to improve Aces High as time goes by. There I'm off my soap box. :cheers:
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Offline Stellaris

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Re: When I look at Aces High...
« Reply #6 on: January 17, 2013, 10:52:25 PM »
I agree completely!  We're just chatting about what improvements would be best.

Offline Chalenge

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Re: When I look at Aces High...
« Reply #7 on: January 17, 2013, 11:43:15 PM »
When I look at Aces High I am amazed that Hitech could program a game that allows for real world physics, huge world rendering, smooth as silk rendering of aircraft in combat, voice comms, and all on a computer that anyone could buy for less than 1/4 of what I paid for my first car (cars used to be a LOT cheaper too).

Now if they can only get the moonbat filter working. . .
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Offline The Fugitive

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Re: When I look at Aces High...
« Reply #8 on: January 18, 2013, 07:22:47 AM »
I agree completely!  We're just chatting about what improvements would be best.

First off it is what YOU think is best, which may not be what other people think is best. Second, don't you think that a group of people who have designed, built, and made a viable business out of this game for over 11 years MIGHT know whats "best"?

Offline Stellaris

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Re: When I look at Aces High...
« Reply #9 on: January 18, 2013, 08:07:32 AM »
You're right, I think HTC have a very good understanding about what is necessary for success.  Included in that model are realistic flight physics, compelling gameplay, reasonable compromise where necessary between the two, and actually some very nice graphics, despite the discussion here on how they might be improved.  They also have great and very personal customer service.

And they have a wishlist where people can post up ideas and talk about how to make the game better.




Offline Hazard69

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Re: When I look at Aces High...
« Reply #10 on: January 18, 2013, 08:53:05 AM »
And they have a wishlist where people can post up ideas and talk about how to make the game better.

 :rofl :aok :rofl

I agree in that the terrain does look rather blocky in places (I only recently got a computer that can even attempt to display the 'enhanced terrain' that we now have, so not really complaining here) but what I think needs to be change is the way the terrain editor or w/e software is used for making the terrain merges the different segments. A little more smoothness there would go a long way in looks and functionality.

Another thing that really really needs an update is the hit sprites. I'd rather they be removed completely. Adds another nice element of doubt to the game (Did I hit him or not? How often? Is he close to losing that wing yet?). Flying without tracers might be doubly challenging. Ofc, leave the explosive rounds with a little flash and bang, I'm mainly talking about our 50cals.

And the last thing that really needs an update imho is the damn trees kicking the tanks back when u hit them with one. I'd rather the tank just stop and stand still, instead of trying to 'mount' the damn tree. :D
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Offline Bino

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Re: When I look at Aces High...
« Reply #11 on: January 18, 2013, 12:23:50 PM »
...
Now if they can only get the moonbat filter working
...

The wingnut filter is *obviously* a higher priority.    ;)


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Offline Devonai

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Re: When I look at Aces High...
« Reply #12 on: January 18, 2013, 03:37:33 PM »

Another thing that really really needs an update is the hit sprites. I'd rather they be removed completely. Adds another nice element of doubt to the game (Did I hit him or not? How often? Is he close to losing that wing yet?). Ofc, leave the explosive rounds with a little flash and bang, I'm mainly talking about our 50cals.


From what I can gather from gun cam footage, the hit flashes from .50 cals are realistic, though they seem to occur less frequently than 100%.  What I do see a lot of is small puffs of smoke and debris flying off with each hit.  I think the hit sprites are fine the way they are now, though perhaps the flash of light could be reduced to 50% of hits and replace the other half with a small puff of smoke.  Of course, control surfaces falling off is self explanatory.
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Offline ToeTag

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Re: When I look at Aces High...
« Reply #13 on: January 18, 2013, 07:03:50 PM »
HTC is in the business of this type of simulation.  They also have to make the sim work for its intent and for its entire subscriber base.  If it does not do that then they will go broke.   

If you want a bells and whistle game go buy it and get bored with the noise fighting 40 people that can run it on their PC.

If you want great graphics go play on small maps that are less than the size of one sector of our maps that we play on.

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Offline Bobcat81

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Re: When I look at Aces High...
« Reply #14 on: January 22, 2013, 03:49:20 PM »
First off it is what YOU think is best, which may not be what other people think is best. Second, don't you think that a group of people who have designed, built, and made a viable business out of this game for over 11 years MIGHT know whats "best"?

By this logic, why even have a wishlist?
« Last Edit: January 22, 2013, 03:55:54 PM by Bobcat81 »
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