#2977372 - 03/16/10 01:03 PM
Re: Longbow, Combat-Helo
[Re: GlynD]
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Joined: Apr 2001
Posts: 7,367
Stratos
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Posts: 7,367
Amposta, Spain
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About the first person campaign imagine mading a Crash Landing, and moving out avoiding enemies until a human controlled BlackHawk escorted by a human controlled Apache can pick you up... How glorious will be that??
-Sir in case of retreat, were we have to retreat?? -To the Graveyard!!
sandbagger.uk.com/stratos.html
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#2977419 - 03/16/10 02:30 PM
Re: Longbow, Combat-Helo
[Re: GlynD]
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Joined: Oct 1999
Posts: 1,268
Flexman
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Member
Joined: Oct 1999
Posts: 1,268
Leeds, England
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Richard
Can I please ask a question about whether or not the sim will have a "glass cockpit view" with the MFDs, Up Front Display etc being outputted onto another screen(s) so pit builders can use their cockpits?
And do you have a price point in mind?
Many thanks and very much looking foward to this being released
Cheers Gravy alert. The MPDs are coded to be scaled. Best I could manage at this point would be to have a bunch regions in a config file defining where to draw each MPD and main viewport on a single display. Too early for pricepoints. Depends on publishing vector. Nothing unusual.
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#2977429 - 03/16/10 02:44 PM
Re: Longbow, Combat-Helo
[Re: Flexman]
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Joined: Feb 2007
Posts: 410
GlynD
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Shropshire UK
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Thanks for answering Richard If that was possible on a single multi-monitor setup then the config file option should do the trick. Monitor 1 could contain the Pilot's view and Monitor 2 would have a black(?) background and display each MPD at a location set in the config file... Works for me No worries I know what you have said about gravy, so I will sit on my hands for the mo Cheers
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#2977930 - 03/17/10 10:40 AM
Re: Longbow, Combat-Helo
[Re: GlynD]
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Joined: Sep 2006
Posts: 1,130
EagleEye[GER]
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Germany
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From the blog: The pilot can now click all the cockpit switches. Now we're putting together the database to link each one with an action and animate the clicked control correctly. Should be ready in a week. U are working very fast! One week, really? Or 2 weeks?
Last edited by EagleEye[GER]; 03/17/10 10:41 AM.
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#2978287 - 03/18/10 12:01 AM
Re: Longbow, Combat-Helo
[Re: EagleEye[GER]]
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Joined: Oct 2005
Posts: 4,834
Corsair8X
Dagestan, Dover, DMZ
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Dagestan, Dover, DMZ
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Joined: Oct 2005
Posts: 4,834
Oakville, Ontario, Canada
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]With the Black Shark experience I have to say, that a clickable CP is extremly helpful and should be standard in simulations. Every time I come back to BS after a long pause, I simply can remember the start up sequence and all other switches only by looking at the cockpit. Even SoW:Bob will have this optional. The MFDs (or what they called) in the Apache scream for being clickable. I think everybody is getting aboard the clickable pit bus now fortunately. As I say, it's the difference between flying the game or flying the plane. You don't have to remember key commands, just where the switch is in the cockpit (and it's labeled). Get a big touch monitor like I plan on, and it becomes that much more a simulation.
Corsair8X
virtually making history 30mm at a time
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#2980700 - 03/22/10 12:27 PM
Re: Longbow, Combat-Helo
[Re: Ivonq]
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Joined: Sep 2006
Posts: 1,130
EagleEye[GER]
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Member
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Posts: 1,130
Germany
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I do hope folks realise that Combat Helo is not going to be a military spec simulator, it's a worry that my idea of the game isn't going to be other peoples idea. As an indie group of only a few people (2 mostly atm) and a timeline of less than a year, to prove that we can make sims fun again doesn't require intense levels of detail. Head up, Flexman! You CANT make ALL people happy, no one can. Even DCS: BS doesnt`t make all helo heads happy. C-H will be unique in comparison to simulations these days. We support your`re idea/concept!
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#2987215 - 04/01/10 09:31 AM
Re: Longbow, Combat-Helo
[Re: EagleEye[GER]]
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Joined: Oct 2001
Posts: 6,269
AD
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South East Asia
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Read the latest entry in the blog.
Cheers
Last edited by AD; 04/01/10 09:31 AM.
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#2987337 - 04/01/10 01:57 PM
Re: Longbow, Combat-Helo
[Re: AD]
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Joined: Sep 2006
Posts: 1,130
EagleEye[GER]
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Member
Joined: Sep 2006
Posts: 1,130
Germany
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Oh man, I´m sad to hear that. I wish you the best finding a new job, Flex!
Last edited by EagleEye[GER]; 04/01/10 01:58 PM.
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#2990784 - 04/07/10 12:39 PM
Re: Longbow, Combat-Helo
[Re: EagleEye[GER]]
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Joined: Jan 2009
Posts: 467
nadal
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Im not sure this is appropriate thread to suggest but let me talk about some interesting feature of apache. I happned to know that Apache has a "Look at here" function which enables pilot to show the gunner(co-pilot) a point where pilot is now looking at. And it looks like gunner has a button that automatically slew the targeting pod to the point. I think this is really important and useful function for coop. so I hope you implement this in your new combat helo sim
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#2991435 - 04/08/10 02:19 PM
Re: Longbow, Combat-Helo
[Re: nadal]
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Joined: Oct 1999
Posts: 1,268
Flexman
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Member
Joined: Oct 1999
Posts: 1,268
Leeds, England
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Im not sure this is appropriate thread to suggest but let me talk about some interesting feature of apache. I happned to know that Apache has a "Look at here" function which enables pilot to show the gunner(co-pilot) a point where pilot is now looking at. And it looks like gunner has a button that automatically slew the targeting pod to the point. I think this is really important and useful function for coop. so I hope you implement this in your new combat helo sim This will be implemented. The heading tape will also indicate where your co-pilot is looking. It's on the tail end of the IHADSS feature list. This is also part of the single player mechanic with the AI gunner (focus my target or look here). There's going to be some delay over a network so it will be in the form of the pilot using a "pickle" command, of course he can hold down the pickle and move his head and it will update the position. Otherwise with TrackIR or even mouselook active, in a helo that's also moving around it's going to be awkward to use. I'm open to alternative ideas.
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