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=RvE=Windmills

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About =RvE=Windmills

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  1. Maybe I missed it, what new graphical effects are being added?
  2. Any videos of this? Is it more of a vague giving directions to AI or actually being able to give them movement commands/waypoints and explicit instructions on stances/who to attack etc? How many tanks are in a platoon?
  3. I'm still unclear on what the gameplay for this is supposed to be. This seems perfect for RTS style command and control type gameplay, wasn't there some talk of being able to control and command an AI unit at some point? Frankly I don't care that much about personally being able to control the tanks, but focussing on commanding AI seems very cool and I think would be awesome for MP gameplay. How does it play in MP in general currently? What style of missions are available, how does it interact with air? Is it just sandbox mostly? Have notable MP servers actually integrated playable
  4. So I don't really understand the difficulty option for the stamina gauge. So in expert my pilot has a perfect idea of how many G he is pulling, but he does not know how tired he is? I don't really understand why this is restricted behind a difficulty option (and separated from the G meter). You should always be able to know how tired you are.
  5. Hiya, just curious about the new stamina indicator. Is there no servers that are using it? Was just trying combat box and it did not show the indicator of how tired my pilot was. Didn't seem to show on other servers either so curious what the deal with it is online.
  6. Honestly, this sounds like really good changes. You say the seat angle affects thing more noticeably, how much roughly does a 15 degree angle benefit the pilot? I thought from previous discussions the effect was limited even for extreme angles like in the F16.
  7. It feels like G limits could perhaps be a bit higher, maybe 1/2G across the board, but the bigger issue by far is that people can go negative G and make extremely violent manoeuvres with almost no negative effect. Its hard to even pull enough negative G to start affecting you, let alone actually impair your flying.
  8. Haven't played for a few months but the problem always seemed to be that while planes were generally visible at a distance and at close range, the moment they transition between long/close they turned practically invisible. Like some other people, it's better to focus on realistic results I think rather than trying to portray an exact 'technically' realistic size of the aircraft on screen. There is a huge amount of obstacles we have to spotting through a monitor and there should be some, perhaps 'unrealistic' enhancement techniques used to give us a better chance of seeing the enem
  9. Sure, there are some tricks to compensate, but you're still missing out on performance + a much harder time to cool down from wep. It just needs to be unified, make all able to cool down wep in combat, like existing MW50 planes.
  10. Very nice, the extra performance is very welcome. Though will we see any adjustments to the limitations on wep usage? Emergency timer eating into combat timer was crushing for the P47 in bobp, and I fear it will hurt this one as well.
  11. As a side note, can someone explain how a 109 pulls negative G like this with just a single elevator?
  12. Though you won't be cooling your engine down either. So its unlikely, or impossible, to actually kill a 'cool' engine with a few percent too much. But if you have just been in combat and have been running your engine hard and now trying to cool down, you can easily kill it if you accidentally are just across the magic line. Yeah I don't see how the game is playable in its current form without techno chat, there is zero feedback 'in sim' on the state of your engine until its already dying.
  13. Very nice. With it coming out soonish, will we have some more info on the 9T available modifications/variants?
  14. Limited resources sounds like a good reason to make more variations/mods. Giving extra roles to planes you have already modeled and made an FM for. It would be a reason not to make random planes that don't sell or fit into a setting. Building and researching a plane takes so much time that not pushing in as many small variations that are reasonably possible is putting that huge effort to waste. It's like going 96% of the way and then saying nah, we're not putting in that next 2%.
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