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Joystick: CH Combatstick USB
Join Date: Jul 2008
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Re: HUD View, suggestion raised because of TrackIR
We don't even know if the game'll have 3d-cockpits period at this point right? It's a shame, for me anyway, that public opinion seems to be against cockpit art, but then maybe its just cause they're usually such an afterthought in space-sims, if they appear at all.
It makes me a bit peeved that a relatively modest game like the original IL2 release, gets tons of fantastically detailed 3D pits, but most space-sim devs have been just jettisoning the pits from the design document entirely. Is it because w/ a space ship there's nothing to simulate? No pictures and schematics to study? I would think that would make it easier, since you don't need to be historically accurate...not to mention the fact that our fictional space-ships are considerably less complicated than a thoroughly simulated fighter plane, and thus need less instrumentation. And like the OP mentions I've seen Race-Sims with these awesome 3d-pits that are so claustrophobic and restrictive. Part of the challenge there is racing well with a limited field of view, by sheer force of your situational awareness. Reminds me of Xwing Alliance where some cockpits like the Y-wing's, were amazingly obtrusive, yet I actually enjoyed mentally tracking targets that were obscured by my ship's bulk so that i could blast them the moment they tracked into view, (of course the game's omniscient padlock helped there) Or having to roll the ship to get a better look at something through the side-windows...even though the cockpit was non-functional, it really added something valuable to the experience....more limitations to consider, which's actually a good thing. Without rules to work against there's no game right. Even poorly done cockpits add to the experience for me, as they give a sense of scale and open the way for cool stuff like smooth view slewing and padlock capabilities, which are quite confusing if there's no 3d-struts keeping the player oriented. I'm a bit tired of being a camera charging headlong through space, it seems like its been that way since WC4, and though I've played many great space games it seems a pity that Every cockpitless fighter I've flown from Wc4 to Privateer 2(blech) to Freespace 1 and 2 to X3 has had so little character due to a lack of appropriate art. Its like I've been flying the same damn ship for years now. I don't have track IR but i hope it grows in prevalence in the sim community and thereby encourages the creation of some kick A** pits in future space-sims. It's weird but I feel like Silent Hunter 3 is the kind of space-sim i'd like to play, where you're stuck in a really nicely rendered 3-D interior with only your sensors giving you a vague idea of whats out there, so you kind of feel the objects around you instead of seeing everything with no restrictions...but i wouldn't object to some windows here and there...I guess i'm an extreme case. |
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Re: HUD View, suggestion raised because of TrackIR
Can't wait to see the new 3D cockpits.
I'm a real fan of cockpit art also, but I had to keep the Jumpgate cockpits off because they looked so fugly. =D I was a bit shocked to be reading this thread without seeing the dates and saw Scorch pop in. For a minute there, I thought ND came back. =D Reading these old threads... we were so psyched and such a nice little community. It's amazing the kinds of animosity and rage that can build up from 8 months of virtually zero new info/no beta. ![]() |
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Re: HUD View, suggestion raised because of TrackIR
Yeah, I know myself personally I have gone from uber excited to could give a damn less. Especially after the e-mail I just got from some random Codemaster bitch that told me I would be banned from the beta and future game if I defend myself against attacks from nublets on their forums. Fuck it.
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| Suggestion: Cockpit view locked | alphabet | Jumpgate Evolution Suggestions and Ideas | 30 | 07-24-2007 12:52 AM |