Quote:
Originally Posted by Wolf_Rider
Reaching the widest possible market also means taking into account a wide range of PC hardware capability and playing style... but no matter what, there will be those who insist that modelling the bug splat is necessary and required and there will be those (if bug splat is modelled) who will insist the bug doesn't go splat in the correct manner. Meanwhile, for a reasonable amount of fliers out there, the splat will bog their PC hardware down.
|
I'm not a game developer but still quite IT literate and I doubt that realistic controls and engine management would swallow a huge load of resources. You don't need to render anything extra, just have a model for monitoring relatively simple and logical rules of engine behaviour vs control inputs.
Like if you don't enable booster pump while switching between tanks fuel flow might have hickups which in sim would be represented in a similar fashion as negative g's on early Hurris for example.
Also I have not seen too many comments related to adding realism to the plane controls that would have gone to extremes that would have been in the same ballpark of irrelevance as bug splats you (and me) used in previous examples. So I'm not exactly following how this comment is relevant for this discussion or was it intended as a response to me in the first place? If it was then it's a classic example of Type 2 response I posted above.