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#51
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on a more joyfull note
redbull air race pilot flies spitfire on the island of white, comparing the performance of both planes http://www.spitfiresociety.com/conte...ersus_MX2.html some nice shots of the spitfire with some very white looking chalk cliffs in the background ![]() Last edited by zapatista; 01-17-2010 at 07:45 AM. Reason: minor typo |
#52
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Looks magnificent!!
S!
__________________
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#53
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#54
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and Oleg is holding back on all the great stuff so that the competition wont nick all is work, can I ask what competition we are talking about here? Is it WOP per chance owned by Maddox games?
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#55
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That's rather naive. RoF can be seen as competition and so will any future combat-flight-sim that's released. With the scope Oleg wants to offer with SoW, then even jet sims will be seen as competition.
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#56
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While we are on the DH-82 Tiger Moth:
Norway tried it out with armament!! Here, the machinegun is visible in the front cockpit: ![]() And here is the gun installation: ![]() I'm really not sure but I think this idea was meant for training student pilots in aerial gunnery. I assume the gun is synchronized with the propeller. Skarphol |
#57
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Wow, the cockpit textures are really impressive. I can almost feel the faded green wood of the cockpit fame. And the chrome of the windshield frame and the leather padding...is magnificent!!!
It dose make me wonder about the sound engine...All these great cockpit graphics really, really make me wonder what we can expect from the sound engine. As we fly around the world (in game) we will see the light reflecting off the chrome and we will see shadows moving across our dashboard, and window frame. And all these "dynamic lighting" tricks help put us into the world of the game. But what about sound? For example; as we sit in the cockpit of the "Tiger moth" and turn our head left and right, the tone and intensity of the wind, engine and flapping cloth will change in relation to our position. All these little changes in tone and intensity will add to "our" perception of our place in the virtual world (cockpit). I have never really heard a truly convincing use of 21st century gaming technology in a flight-sim's sound engine. Their is sooo much that remains to be done...the sound of a shaking and straining (squeaking) air frame as we push the "G's". The change in volume and tone as we move our head around the cockpit. Buffeting wind that mimics the actual "virtual weather front". Or how about the subtle change in our perception of sound as the altitude increases? Please excuse my slightly "off topic" musing's....thanks |
#58
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To give credit where it's due, much as i dislike certain aspects of that sim i have to say that Rise of Flight is very good on sounds, almost excellent in fact. If you haven't tried it, it's worth getting the demo for the sounds alone and to be more precise, for the way you can use the sound to help you fly the aircraft.
Before engine start if you move your stick you can hear the noises made by the controls and linkages moving. These are drowned out by the usual engine and gun sounds in normal operation, which are well done as well. The thing i found most impressive though is the sounds of the open cockpit. If you are flying in a normal fashion and looking straight ahead, you're behind the windshield and the noise is low. If you move your head to lean left or right however (via TrackIR or the default view controls), you'll immediately notice that the wind noise is much higher. Wind noise also increases as you speed up, so in a 250km/h dive it almost overshadows the engine. Also, even if you are perfectly aligned with the windshield, if you side-slip the air is coming at you from the sides and once again, you get increased wind noise. All this makes it possible after some practice to fly the aircraft by sound, without looking at the instruments at all. |
#59
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Probably a pretty good assumption, or some poor fool drew the short straw with his enemies in the squadron.
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#60
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