First of all, terrific set of animations in this update. Thanks Oleg and team.
Quote:
Originally Posted by kendo65
(Post 154920)
I think this is a good idea - if we don't model the entire universe then navigation in nighttime bomber missions will be farcical and silly.
Oleg should model all the stars and constellations out to 40 million light years, and adjust the pilot's viewpoint based on latitude / longitude.
Anything else is a total cop-out.
;)
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It's not that far fetched, since stars are so far away they deviate from their paths only by a few fractions of a degree per year. It's been already done in Silent Hunter 3 back in the day and the night sky changes as the time passes.
It's not entirely essential, but it's a nice backup in case your compass gets damaged on a night raid, you would be able to navigate back to friendly airspace by using the stars. In real life there were sextants used to take accurate measurements and some hardcore SH3 fans used to navigate by stars, but the combination of radio navigation aids and smaller maps in a flight sim might make this redundant.
In any case, you don't need the entire universe because it's not visible from our night sky. The simplest way to have an accurate rendition would be to have a moving set of the major constellations, maybe add the most visible nebulas too, and superimpose them on a static backdrop/wallpaper of night sky. This way, the amount of objects is reduced sufficiently while still allowing for recognition of constellations and navigation by stars. Movement is also very simple, it all rotates around the north (or south, depending on your hemisphere) opposite to the earth's rotation as the hours pass, it's nothing fancy really.
Quote:
Originally Posted by whatnot
(Post 155205)
This is a flight sim, not a parachute sim so that should be definately left out of the agenda and put that time on FM and DM.
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Well, if it was something big and totally unnecessary i might agree, but it's just an extra keymap with a trigger. Not much time to save for FM and DM, since coding the "parachute open" command is about as much work as coding the "landing gear down" command.
It's just a separate keypress and it will enable people online to fall below the action before pulling the chord, with all the added benefits it brings: less chance of getting shot while hanging from your chute, less chance of having to fly through others' chutes or get lagged by them as well.
Quote:
Originally Posted by lbuchele
(Post 154961)
The good news is:Oleg is working in the details of the game,a sure signal that the main part is already done.
I believe that if you really want a new and revolutionary game, the answer will be in the details.
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I think i'm going to go ahead and agree with this ;)