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#161
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![]() A whole generation of pilots learned to treasure the Spitfire for its delightful response to aerobatic manoeuvres and its handiness as a dogfighter. Iit is odd that they had continued to esteem these qualities over those of other fighters in spite of the fact that they were of only secondary importance tactically.Thus it is doubly ironic that the Spitfire’s reputation would habitually be established by reference to archaic, non-tactical criteria. |
#162
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One reason is rendering the sim onto a few displays (sometimes almost 360 degrees) and another is the colossal number crunching dedicated to ultra-realistic flight modeling, flight systems, damage modeling, and a host of other things that you don't have the time or resources to put into a game, which is what SOW is. They might call this a flight sim, but no matter which way you cut it, it's sill a game meant to generate sales and revenue. Real sims are designed to do neither, they are commissioned by a government body or a commercial sector and made with little thought put towards hardware requirement, money, or fun-factor. The only thing they really have in common with SOW and other flight sims with regards to development might be "development time" but in a lot of cases they're being made at the same time the actual aircraft is being developed so it's not that much of a race. |
#163
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![]() Most professional flight simulators anyway focus on specific aspects and are pretty poor in others, depending on the type of training they're meant for. They rarely require the combined level of detail in graphics, flight/ballistics/damage modeling, AI or WAN network connectivity that a PC flight sim like SoW needs. Last edited by The Kraken; 12-22-2010 at 11:39 AM. |
#164
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>>Originally Posted by Redwan View Post
>>BoB is just a game and not a simulator (in a real flight simulator, the complexity of dynamics would make BoB look like a mario bros on PS1 ... I think we're all agreed that compromises in fidelity have to be made to allow SoW to run on current home PCs and allow for the extra environmental modelling that military sims generally lack. However, in no way does this make SoW default automatically to game status. In my opinion saying that is an insult to the skills and vision of Oleg and team. This is as close to real as Oleg is able to get us based on current hardware limitations. Knowing how Oleg operates, if PCs were more capable we would have proper airflow dynamics modelled by now. It just isn't possible yet on a home PC. SoW will give us a pretty accurate flight experience. It may lack some of the subtle control inputs and response to airflow that a military simulator can offer but a comparison to mario bros on PS1 is way out of order. |
#165
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The screenshots are terrible. That list of requirements looks like just sales garb, and as far as I can tell SoW will fulfil most of them, if not all. Screenhots from Real Flight Simulator ![]() ![]() User endorsement: "This is indeed a wonderful game that has the extreme quality that a expensive flight simulator would have. Trust me, I have played it for hours and hours a day, and I never get tired of it! Its kid friendly and great for any age."
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All CoD screenshots here: http://s58.photobucket.com/albums/g260/restranger/ __________ ![]() Flying online as Setback. Last edited by major_setback; 12-22-2010 at 11:52 AM. |
#166
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nudge to back on topic
i would think that the flames should not be visible in bright conditions |
#167
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Splitter |
#168
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#169
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![]() ![]() I have to go on a simulator at work [not a pilot one, a train driving one every year ] and the biggest complaint we have is the lack of movement [the seat of the pants driving].You can see the simulated scenery going past but there's no "feeling" of moving. |
#170
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Another thing you don't get in a commercial sim is the rendering of every little subsystem that an aircraft has. Throttle, Pitch, Mixture, compression, etc are pretty good for a flight sim game, but the ones they use for the big Boeings, Airbusses, and the military jets and choppers simulate the hydraulic and electrical systems, the in-cabin PA system, the backups, the bypass circuits, and a thousand other things. Plus most of them require outside operators to input different variables and such that the pilot and copilot are going to have to deal with. We're probably 10 years away from flight sim games simulating airframe expansion, how icing affects airflow over the wings. . . . and all those other things you find in real Simulators.
I'm not Knocking SOW, but it's not possible given time, money, and hardware constraints. The fact that we are being given variable flames from the exhaust is a milestone, and I'm sure there are other milestones Oleg's keeping for release and future patches. |
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