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I hope the light blue interface is just for development
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Young_Canuck: "How do you ditch a high wing aircraft in the ocean?" Instructor: "Don't ditch the aircraft." "No seriously, how do you ditch a high wing aircraft in the ocean?" "Don't ditch the aircraft." |
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For people doing anything creative, 'time off' isn't a luxury, but a necessity - actually, it is for everyone else too, though the consequences are often less immediately apparent. |
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It's just more functional, but the instruments are a bit more important in those flight sims I guess. Splitter |
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That is very funny, I can almost see the expression on the faces. I suppose that we will see just how well the damage model is done, when a wing strikes an object.:grin: |
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A cd-check, a serial, maybe even a one-time online activation (one that you can activate and deactivate at will, so that you can reinstall your game after a system upgrade or format) will be enough to dissuade casual piracy. This is the kind of piracy worth battling, because it's the preventable kind. Hardcore piracy can't be controlled and if they can't get it for free they'll simply bypass it altogether. So, why not focus on making money by keeping the real customers happy, spenting the time and funds on things they will want to buy, instead of on setting up DRM infrastructure or paying royalties to 3rd party publishing platforms? ;) On the topic of instruments now... Quote:
If you couple this with 6-DOF capability to zoom in/out (even without a trackIR) and the possibility of saving snap-views individually for each plane, you can keep track of everything just fine. The only question that remains is whether we will be able to save our own snap-views for each aircraft, a la RoF. Just like some FSX add-ons have separate cameras of the 3-d cockpit from different viewing angles (for example, a camera looking below the control yoke so you can see the electrical switches), in RoF you can move the camera where you want it and "memorize" its position by assigning it to a certain key. This is done individually for each aircraft. If this is implemented in SoW it will be a big help for people who lack head tracking software. For example, you could memorize a set of keypad commands and say that "ok, i want keypad 0 to always give me a view of the engine instruments, regardless of aircrat". Of course, the position of these instrments relative to the player's "head" camera center position are different for each plane. However, if SoW could "memorize" different snap-views for each aircraft it would be no problem. You would just have to look at the instruments once and assign a keypad key to that camera angle, to be pressed whenever you wanted a quick glance at your engine parameters. Judging from the in-cockpit shots we've seen of SoW, i think the resolution is high enough. Heck, there are 3rd party high resolution cockpits in IL2 that are perfectly legible from the wide angle view, so i have no doubt that official SoW cockpits will be even better. We also know it will have 6-DOF head panninng, so i guess we'll be able to manage just fine. Just look at that Blenheim cockpit shot posted in one of the previous updates, the instruments look so crisp and detailed that i got "cockpit and switch mania" and got a sudden urge to go fly something with clickable cockpits :grin: |
some great looking tree shots. Lets hope the Friends of the Virtual Tree Action Front find some satisfaction.
Or is the The Peoples Front of the Tree. Or the Tree Peoples Front? Anyway, that first pic is brilliant. looking forward to the finished product, seriously appreciate the updates. Merci beaucoup. |
blenheim and leaves shot....
wooooow need a new mobo and GC |
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