i understand, the balance is always difficult.
thank you kohlditz
You should be involved in this game.
i understand, the balance is always difficult.
thank you kohlditz
Flight simulator / xbox 360 pad
I know you have got the people you need but I'll put my name forward anyway! Got 360 pad, mouse/keyboard and X52 pro set up (for the future!)
Love sci-fi space combat
e: Failing that, do you have a website or forums or anything that I can follow this on? Definitely would be on my "to get" list!
I think those two things clash tbh
Sounds pretty interesting.
If you in need of a publisher, not one of those big evil types but one that lets you do your own thing drop me a trust![]()
The fundamentals are yes, however my opinion is that Newtonian mechanics are not helpful to gameplay. The test pilots will help me draw a balance between fun and physics.
As an example, the planet Jupiter would take 47 hours to traverse at conventional speeds.
Developer/s. Is this you in this video with your game?
Skip to 5.55. This was in the same year as Tetris was released.![]()
If you need any more testing in the future, I'll be more than happy to help.
Same here, I've got a PS3 controller hooked up to my PC though.
The hardest part is making a ship fly in a fun way. I kind of mentioned this before, but if you had a WW2 fighter it would take 2 or 3 days to cross the surface of Jupiter at full speed. If the ship flies much faster, and could traverse Jupiter in say 20 minutes then it would be moving so fast that you would have no chance to target and shoot another ship.
The Elite sequels (Frontier specifically) had full Newtonian mechanics, it was two ships flying at a significant fraction of the speed of light towards each other and jousting. Did I hit him? No, lets spend 2-3 minutes readjusting our velocities and try another joust.
The Wing Commander games adopted air physics and slowed the speed down. They were unrealistic for sure, but a key point was it was a game. You could bank away and get on the tail of an enemy to dogfight.