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»  COMBATSIM.COM ARCHIVE FORUM   » Site-Related Discussions   » Article Feedback   » GUNSHIP!: First Look (Page 1)

 
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Author Topic: GUNSHIP!: First Look
Editor
Moderator
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posted 02-07-2000 04:37 PM     Profile for Editor   Author's Homepage     Send New Private Message   Edit/Delete Post   Reply With Quote

GUNSHIP!: First Look

------------------
Garra Cornish
Senior Editor
COMBATSIM.COM


Posts: 406 | From: COMBATSIM.COM | Registered: Jan 2000  |  IP: Logged
Shataan
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posted 02-07-2000 05:05 PM     Profile for Shataan   Author's Homepage     Send New Private Message   Edit/Delete Post   Reply With Quote
"It is still a little early to get into the game's features, but it is evident that GUNSHIP! isn't being targeted at the ultra hard-core crowd".
I m really saddened by this statement. :0(

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Paul.au
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posted 02-07-2000 05:27 PM       Edit/Delete Post   Reply With Quote

"It is still a little early to get into the game's features, but it is evident that GUNSHIP! isn't being targeted at the ultra hard-core crowd".
I m really saddened by this statement.

I'M SHATTERED!!! never mind saddened. Damn these market driven days we live in!I just hope that configurability will be optional i.e. ini files, wav files , textures,e.t.c so we can customize the game so it DOES tailor towards the hard core crowd!


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darryl
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posted 02-07-2000 05:49 PM     Profile for darryl   Author's Homepage     Send New Private Message   Edit/Delete Post   Reply With Quote
wouldn't it be nice if some company **hint, hint** had the vision, and marketing savy to produce a game for the softsim, center-based market, then offered a special hardcore upgrade via an ordered expansion disk? How about "Gunship;Desparate Victories",or "Gunship! The last campaign!"
or,"Gunship! The Death Struggle"?

hey, it could happen
darryl


Posts: 60 | From: cincinati, ohio, usa | Registered: Nov 1999  |  IP: Logged
Hoverstorm
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posted 02-07-2000 06:06 PM     Profile for Hoverstorm     Send New Private Message   Edit/Delete Post   Reply With Quote
I won't write it off without at least having tried a demo or whatever, but reading the words "scripted missions" and realising that it is not going to be a serious sim is a first impression let down. But it sure looks great! Anyway after having tried the demo of Team Alligator I can only hope that Comanche/Hokum will save the day. I refuse to give up on helo sims...

Hover.

[This message has been edited by Hoverstorm (edited 02-07-2000).]


Posts: 185 | From: Trondheim, Norway | Registered: Nov 1999  |  IP: Logged
SimFanatic
unregistered

posted 02-07-2000 07:21 PM       Edit/Delete Post   Reply With Quote
Well it was pretty obvious that Microprose is a lost cause ever since they canned the Falcon 4.0 team. (I still play that game, in contrast to other games I bought in 1998) We will just have to teach them a lesson and boycott their watered down sims. Lets hope they get the message instead of stubbornly holding out and going under with out the support of hardcore simmers.
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Gecko6
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posted 02-07-2000 10:14 PM     Profile for Gecko6   Author's Homepage     Send New Private Message   Edit/Delete Post   Reply With Quote
Well it looks like my plea for a Scout chopter has fallen on deaf ears. I guess I can do a scout role with the tiger. But it is a shame that the TOE roles of the US Army is not being followed. Ya an Apache can do a Scout role. Until the USArmy goes down that path reality will not be there.

I heard Tim say in an interview on AGN that the Cobra and additional AC might be available in an add-on, I am not going there after the F4 episode.


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Geronimo
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posted 02-08-2000 01:30 AM     Profile for Geronimo   Author's Homepage     Send New Private Message   Edit/Delete Post   Reply With Quote
Whoa!

Are the only people who post on this board hardcore simmers? I am sick to death of everyone whinging about ultra-realism on these boards. With this kind of repeditive negative feedback I am not surprised about how Sim developers are fleeing this genre....
If the sim is more accessable to a larger audience then I am all for it so long as the following are not compromised:
* realistic 3D cockpit (no it doesn't have to have a million switches that are all clickable)
* realist flight model
* realistic warfare - no me against the world, if this is achieved via intelligent scripted missions I still will be happy
* good wingman commands and AI
* Realistic weather, clouds and trees
* 1024x768 resolution in D3D

I think Gunship may just have these qualities , with the option to dumb down things like the Flight model and enemy AI.

I'm crossing my fingers because 2000 is looking real lean for believable simulations!

Bring on the flames!!!

George "Geronimo" Jansen


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Kurt Plummer
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posted 02-08-2000 02:51 AM     Profile for Kurt Plummer   Author's Homepage     Send New Private Message   Edit/Delete Post   Reply With Quote
I'm also interested in a 'show us the demo' version. I trust Viking/CSIM to an extent and was actually pleased that they are at least -trying- to get into the theatre modelling (such a tiny-a$$ screen!:`( of forces to 'direct your attention' (albeit scriptedly).

But it's still a case of 'Missouri Your Horse and then we'll talk teeth'.

Viking, as usual the weapons system modes are the most interesting to me. Can you tell me what goes into making the various rocket/gun/missile systems 'different'?

Specifically:

Do the brits get the CRV-7 HV rocket with multidart? A better APC killer there isn't.

Do they get the Hellstreak AHM?

Do the TRIGAT/OSIRIS links operate on an 'inertial tag' system like say the Comanche's ability to assign weapon footprints and then loft the missile on very short or even no (MMS) re-bore acquisition?

How do things like weather effect the FLIR and CCDTV? I know people tend to think 'no cockpit visibility means no EO visibility' but having seen some of the stuff coming out of the civillian sector on all weather approach aids for airliners, I can honestly say that near-IR/viz based CCD's can image quite well in conditions where the eyeball or FLIR are both down to tens of feet if not actual whiteout.

Do we get more sophisticated defensive aids modelling? Jammer Arcs and DIRCM and ASTE-type 'safe' IR expendables? What about smoke mortars?

Do we get the Longbow system with both the K and L Hellfire support?

Do we get some kind of team datalink? Image or 9-line only?

Do we get a Pioneer or similar 'you go first' drone?

Are there /any/ 'residual' SACLOS weapons like HOT or TOW? I thought I read once that this was to be a backup-optional type system on the German Tiger at least. I know they're complex to emulate, I know they suck tactically, but there is NO 'satisfaction' like a TOW kill behind the hill...

MAWS: Missile Approach Warning. With ranging capability so that the razorback of the fuselage doesn't make me just instantly dead if I can't literally see the incoming.

Advanced Threat/Other Weapons:
Polypheme (Fibreoptic Guided longrange)
AHM (The Mines that hunt helos)
External Air (LDSD and active radar threats)
EOCG/Laser Guided 'Flares Mean Nothing To Me' MANPAD/SHORADS
Main Tube (Kobra, MPATS etc.)
Potential for Soviet Stuff (Mi-25FN, KA-50/2, Mi-28N etc.)
Threat Camouflage. MMW 'pyramid enhancers'. IR defeating nets and 'mobility camo applique distempers which match the background, possibly actively.
Ideally this would be _layered_ from
'expectation' (mission briefs/GPS markers on 'glowie spots' that are in fact deceptive decoys; to include SAR maps and overhead of FALSE targets)

to

'Seduction' as deliberate weapon-draw seduction ('misplaced' camo net on a decoy)
and

'Terminal/Circumferential'
As walk-in killsac logic (where the enemy doesn't engage until you're deep in his envelope).

Laser Threats. Eyeball and Especially Aperture Burnout (part of the reality of DIRCM and counter DIRCM warfare).

Lastly, I -want- the option to fly the machine myself but the questions must be asked:

1. How smart is the guy in front (errr, back if it's the Tiger I guess)? Can HE shoot the ducks if I row the boat?

2. How well integrated are the flight controls? I would shoot-steal-or-smooch for an:

_AI Collective_

Capable of button-select 'blending' my movements to maintain altitude or airspeed or nose point within a certain range of envelope and torque limits.

Press Button 1 and the 'expert system' (ex AAH driver) collective helps me hold height or set a new one -at the existing airspeed- and/or with minimal rotation of the fuselage.

Press Button 2 and the 'expert system' helps me point the nose (including torque pedal 'rudder') -independent- of airspeed.

Press Button 3 and I get an 'Approach to Hover' command that helps me adjust airspeed without bottoming out/blooming as I transition to the lift cushion.

Now I /know/ this 'isn't real' (yet, ADOCS emulated some of it in a 4-axis sidestick back in like 1987). But then again, I don't have a spare stick or rudder pedals and so I can't say _I_ am, either.

But the alternative is either a mindnumbing 2D 'pitch=speedbrake' repeat or throwing the novice player into an Awfully Deep Leap off the Niagara Falls of full rotary wing aerodynamics.

Indeed, if I had to pick ONE improvement I'd like to see in any new COMBAT helo gaming system, it would be what I just said. So I can fight the good fight and not just fight to stay out of the dirt and the trees.


Kurt Plummer


LINKS-
Tiger http://www.army-technology.com/projects/tiger/index.html http://helicopter.virtualave.net/tiger.htm

TRIGAT http://www.army-technology.com/projects/lr_trigat/index.html#specs http://www.defencejournal.com/feb-mar99/trigat-lr.htm http://www.fas.org/man/dod-101/sys/missile/row/trigat.htm

CAMO-2000 http://www.barracuda.se/
http://www.fas.org/irp/imint/fopen.html http://www.fas.org/irp/imint/fopen8.html http://www.fas.org/irp/imint/fopen6.html http://www.fas.org/irp/doddir/army/fm90-2/90-2apd.htm http://www.fas.org/man/dod-101/army/docs/astmp98/sec4j.htm http://www.fas.org/man/dod-101/ops/docs99/12854.htm http://www.fas.org/irp/doddir/army/fm90-2/90-2ch5.htm http://www.ukar.org/tipp21.htm


Posts: 672 | From: | Registered: Sep 1999  |  IP: Logged
Zero G
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posted 02-08-2000 04:20 AM     Profile for Zero G   Author's Homepage     Send New Private Message   Edit/Delete Post   Reply With Quote
Kurt, I think you need to check the name on that article Viking1 had nothing to do with this one.

I am not sure I see the point of a helo sim that doesn't model the helo. I think GUNSHIP! has the right idea for the newbie with the you play the front seat mode. We will have to see what happens with the back seat AI but the FM can't be dumbed right down or it realy isn't a helo sim any longer.

Z


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Oystein
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posted 02-08-2000 05:31 AM       Edit/Delete Post   Reply With Quote
So what makes Gunship! not a hardcore sim? Or do you differensiate between Ultra Hardcore, and Hardcore? From the Designer Notes at MPS's site for GUnship!, at least the flightmodel seems to be as hardcore as it gets for choppers. As for canned missions, personally I prefer good scripted missions to badly made "dynamic" campaigns. Take EAW for an example. I got fed up with the game after a week or so, because all you get are the same stupid kind of missions, with almost no variation. And while Falcon 4.0 has a good attempt at things, it's mission tasking priorities is fubard, so unless you handpick all missions for all flights, it is not very effective in it's war.

Oystein, looking forward alot to Gunship! and Tank Platoon!


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Akulashaker
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posted 02-08-2000 05:57 AM     Profile for Akulashaker   Author's Homepage     Send New Private Message   Edit/Delete Post   Reply With Quote
Some of you may get a laugh with this, but.......why "Gunship!"? Why "Tank Platoon!"? Why not GS3 and M1TP3? What's wrong with pointing out that both these products are the successors of two very proud sim licenses? (And both of them pretty successful commercially, AFAIK).
The only justification that comes to mind is that the producers are afraid of having them being compared to the oldies.......pessimistic, yes, but it's the only reason I can think.......

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thommo
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posted 02-08-2000 06:58 AM     Profile for thommo   Author's Homepage     Send New Private Message   Edit/Delete Post   Reply With Quote
So, Gunship! then...
It does sound like a Simpsons piss take of a West End musical based on Apocalypse Now...

Having said that, I agree with Oystein about good scripted missions being more enjoyable than a poorly implemented dynamic campaign. As long as the actual flying is demanding and varied enough, what's the problem? You get given a "canned" mission with an objective, but are left alone to plan and execute with a given set of parameters (wingmen, ordinance etc. availability), seems good enough to me.

As for not being aimed at the hardcore crowd, hmmm... apart from getting flight models, avionics and weapon modelling right, where do you draw the line? How far can you, (and whether you want to or not you will) alienate the more casual gamer (always hated that term) whilst not impacting sales. And if you do, how can you justify, etc. etc. I know we've all been through that before but it has never been such a fore-front issue as now.

A knotty one this...

------------------
------------------
Tally Ho

Thommo


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Huey
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posted 02-08-2000 07:06 AM     Profile for Huey   Author's Homepage     Send New Private Message   Edit/Delete Post   Reply With Quote
All I want to know is how long is MP gonna support this title before it s***cans the development team and leaves us with patch ver 1.0X and nowhere to run to for support (again)?


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Shataan
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posted 02-08-2000 07:21 AM     Profile for Shataan   Author's Homepage     Send New Private Message   Edit/Delete Post   Reply With Quote
as far as I m concerned.. the casual pilot can be right in the front seat, so as not to be "alienated". And don t go overboard in your thinking about the term "hardcore" either.
What do "I" want in a heli sim, specifically this one or any heli sim:

as realistic a graphics engine as we can get at this time. Graphical realism is half the needed piece of the puzzle for adding the immersiveness to a game, the other half is obviously "gameplay".
force feedback
and a realistic flight model<---- this one has me worried for Gunship.... I d like to see as close to LB 2s FM as possible.

I myself sit on the hardcore borderline, but there are a few here I m sure who really are hardcore. Longbow 2 IMHO made a FM precident , and when something does this... the idea is to follow the precident, or do better, not to around and head into arcade land.
I seem to remember reading the article for Gunship that says "this game can be configured for as hard"simulationlike", or as easy"arcade" as the PLAYER would like it to be.
Yes we haven t tried the demo or read alot of info yet, but I really hope that wasn t just hype I was reading. :0(


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SUSINI
unregistered

posted 02-08-2000 09:11 AM       Edit/Delete Post   Reply With Quote
It is true, a hardcore sim can be set to arcade, but the contrary is just not possible. I really hope it is just a prealpha statement. But if i dont expect miracle, i hope to find the flight model of Longbow2 plus most of its feature, but in a more appealing and complex world. So, would this be a hadcore sim now, or not? The problem is the definition of "hardcore" sim. Longbow2 was hardcore 2 years ago. I'm really afraid they compromise on gunship.

So microprose, AT LEAST DO THE FLIGHT MODEL TOP NOTCH!!!
Lets pray for the rest of the features...

SUSINI


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SUSINI
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posted 02-08-2000 09:14 AM       Edit/Delete Post   Reply With Quote
AN IDEA: DOES ANYONE KNOW HOW TO CONTACT THE DEVELOPMENT TEAM TO EMAIL THEM FEW COMMENTS?

SHOULDN'T BE SO DIFFICULT?

SUSINI


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Snotface
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posted 02-08-2000 09:24 AM     Profile for Snotface   Author's Homepage     Send New Private Message   Edit/Delete Post   Reply With Quote
<then offered a special hardcore upgrade via an ordered expansion disk? How about "Gunship;Desparate Victories",or "Gunship! The last campaign!"
or,"Gunship! The Death Struggle"?>

This is such BS. Wouldn't it be nice if the damn company got it's act together and released "Gunship! the Sim". Not "Gunship! the half-ars@ attempt at a game".
I'll wait for the next couple of reviews to see whether they give the option for more realism, otherwise i'm not buying it.

Another thing is, they are calling this "game" Gunship!, but the main screen has "Gunship III" in the header, so either the build that CSIM got is really old, or they are not paying attention to detail.

HASBRO SUX!!!!!

[This message has been edited by Snotface (edited 02-08-2000).]


Posts: 125 | From: Johannesburg, South Africa | Registered: Jan 2000  |  IP: Logged
Editor
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posted 02-08-2000 09:53 AM     Profile for Editor   Author's Homepage     Send New Private Message   Edit/Delete Post   Reply With Quote
All right gentlemen, now that you have those opinions off your chest....

I spoke with Gunship!'s producer yesterday, and they are sending a current build of the game up ASAP. Please remember that the version we currently have is PRE-ALPHA, and many of the features aren't working right in it. Once we receive the new build, we'll have a closer look at the weapons systems, damage modeling, flight modeling, and other gameplay issues.

GUNSHIP!'s units and terrain look like a souped up version of M1 Tank Platoon II, and the folks working on the game have told us that while the avionics may be dialed back a bit, the outside world will be REAL.

To answer a couple of Kurt's questions, the HOT 3 missile is the variant of the HOT in the pre-alpha, however I haven't found the CRV-7 yet (same goes for the TOW) but it could be in the next build.

If you gents can hang on another few days we'll do our best to cover your questions and concerns once the new build arrives.

------------------
Garra Cornish
Senior Editor
COMBATSIM.COM


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Hangtime
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posted 02-08-2000 10:04 AM     Profile for Hangtime   Author's Homepage     Send New Private Message   Edit/Delete Post   Reply With Quote
<Quote from Geronimo: Are the only people who post on this board hardcore simmers? I am sick to death of everyone whinging about ultra-realism on these boards. With this kind of repeditive negative feedback I am not surprised about how Sim developers are fleeing this genre....>


Well... I for one feel that game companys can make a hard core sim and give everyone the option to tone down the game. That would give them a broader audience and generate more sales. The problem with your statement about Hard Core Simmers IMHO is that many people forget that the hard core sim pushes the technology to it's limits... and therefore increases suspension of belief better with each new game. I have been flying simulators for over 18 years and there is no way I want to go backwards with the Sims I fly. I will not spend my hard earned dollars on sims that don't push the envelope not only in graphics but realism.

Hangtime 388th VFW

[This message has been edited by Hangtime (edited 02-08-2000).]

[This message has been edited by Hangtime (edited 02-08-2000).]


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grundman
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posted 02-08-2000 10:07 AM     Profile for grundman   Author's Homepage     Send New Private Message   Edit/Delete Post   Reply With Quote
One thing I don't understand you guys is, I recall that practically every sim that looked like it was going to be hardcore, and then was 'dumbed down' for Joe Public by the marketing nerds swearing to their superiors that by making this move, they would triple/quadruple their profits over the small dollars they would get from keeping it hardcore, ends up selling TERRIBLY. I mean, the hardcore guys don't buy it because its an low IQ arcade game, and the low IQ arcade game general public doesn't play it because it looks like a ****ing sim and not a 'I don't need to read the manual' arcade game! So, NOBODY wins!
The game manufactuer, the arcade game guys, and most importantly, US. Did not EAW sell well? Did not Longbow 2 sell GREAT? You could dumb longbow down to whatever level of arcade you wanted.

I don't get it guys, comments or agreements welcomed...

Grundman


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JA
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posted 02-08-2000 11:38 AM       Edit/Delete Post   Reply With Quote
I completely agree, Grundman. Have you read the "Flight models in combat flight sims" editorial by TOMB in the editorials section at this site? I think the author hits the nail right on the head. I am all for expanding the market to insure a future for the hobby, but by doing it through scalability of realism features, not reduction and elimination of them. Of course, more realism means more development time and money, unfortunately. However, by spending that time and money early on, the developer can create repeat customers who will loyally buy all the developer's future products and add-ons, and encourage others to buy the developer's products. Having said all that, I do think its much too early to dismiss Gunship!, so we can still hope that the features we crave will be included.
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Shataan
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posted 02-08-2000 01:37 PM     Profile for Shataan   Author's Homepage     Send New Private Message   Edit/Delete Post   Reply With Quote
I agree, it s still too early to lose faith. But again "it s clear that this game isn t geared toward the hard core crowd" has me kinda worried here.
Correct me if I m wrong, but haven t heli sims traditionally gone towards LESS of an arcade experience, and towards more of a HC sim that s scalable to the arcade crowd??
It seems as soon as Longbow 2 hit the market... boom out comes Team Apache that resembled nothing of LB 2s FM. :0(
I would hope that developers are going to at least keep with the status quo on FM set by Janes LB 2, and not turn the other way as far as dumbing down FMs, or start using the awesome eyecandy power they now are soon able to weild to pull the wool over our eyes, wow us with awesome visuals, for us only to find later after buying that the FM fails miserably to deliver.

Bring on the next look at Gunship.... and a demo would be very nice to have a go at too. I hope that the game can do what they say it can.. " it can be as hard core for sim jockies, as well as fly and forget for the arcade crowd".


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ClanMastr
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posted 02-08-2000 03:04 PM     Profile for ClanMastr   Author's Homepage     Send New Private Message   Edit/Delete Post   Reply With Quote
Guys,
The company that develops a sim. needs to make money. If they don't make money, we are screwed. Can the FM in "Gunship!" be made scaleable, and if so by how much? How hard will it be to implement? How hard to add full avionics? Weapons? I like a thinking game too, but the bottom line is MPS needs to make money. If we owned $10,000 or so of Hasbro stock, what would we be telling the company to do? Look at this this way, you get to "fly" several choppers. Very cool.

Garra Cornish,
What can you tell us about multiplay? Can it be run off a server like F4? Co-op? ABA type multi? Will this sim connect to "Tank Platoon!" thx.
Clan


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Valk
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posted 02-08-2000 03:14 PM       Edit/Delete Post   Reply With Quote
[QUOTE]Originally posted by Editor:
[B]All right gentlemen, now that you have those opinions off your chest....

Dear Mr Cornish,
I was wondering, when you give us your previews of this sim and other sims if you could look into the games directory and give a brief run down or summary of any components that can be customized- that is sound files ,camo ,GUI, perhaps even mission scripts like in M1TP2. This would be helpful and give some idea of the exstensibility of the game.
thanks


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Editor
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posted 02-08-2000 03:19 PM     Profile for Editor   Author's Homepage     Send New Private Message   Edit/Delete Post   Reply With Quote
Clanmaster and Valk,

I'll be happy to answer both of these questions once the updated build arrives, as I don't want to make any assumptions, particularly with this alpha we currently have.

Clanmaster, I know that GUNSHIP! will connect with Tank Platoon once it is released. Tank Platoon should be out before the holiday season this year, so we'll have to wait and see on that one, but we'll get into GUNSHIP!'s multiplayer features in the next article. Many of your questions are the same ones I've asked/I'm asking the developers.

------------------
Garra Cornish
Senior Editor
COMBATSIM.COM


Posts: 406 | From: COMBATSIM.COM | Registered: Jan 2000  |  IP: Logged
ClanMastr
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posted 02-08-2000 03:33 PM     Profile for ClanMastr   Author's Homepage     Send New Private Message   Edit/Delete Post   Reply With Quote
Oh Yea! Now is that cool or WHAT!?! Connect to TP with GS. I guess we need to wait and see what kind of team multiplay we'll have here, but this sounds REALLY interesting. Hopefully it can be a server based sim like F4, we'll see. I'm very interested and I'm into jet sims.
Clan

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Zero G
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posted 02-08-2000 03:38 PM     Profile for Zero G   Author's Homepage     Send New Private Message   Edit/Delete Post   Reply With Quote
quote:
Originally posted by Shataan:

and a realistic flight model<---- this one has me worried for Gunship.... I d like to see as close to LB 2s FM as possible.
reading. :0(

Now you just have to make up your mind. What do you want? A realistic FM or one that is like LB2? I wish people would quit putting the two together, while it was a not bad FM a few years ago (though HIND was better in every way) it has a very poor FM by any standard today.

Z


Posts: 374 | From: Canada | Registered: Sep 1999  |  IP: Logged
Shataan
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posted 02-08-2000 04:40 PM     Profile for Shataan   Author's Homepage     Send New Private Message   Edit/Delete Post   Reply With Quote
what standard today? What heli sim sets the standard for a realistic FM? I m just a guy who buys a game or tries a demo and get s a "feel" for what I like by how it reacts and feels to me when I play that game.
I don t know squat about what s right or wrong in these areas. I can say this tho... LB 2 was a game that felt right when flying.
While I liked Team Apaches solider looking graphics and the force feedback... I hated it s simplicity... it s arcade feel if you will.
Maybe I should say "realistic feeling FM to me"?? I liked LB 2 better than anything that came after. Still do... I was hoping for a Longbow game with force feedback and drastically updated graphics.
Please excuse me... but I had no idea that Longbow 2s FM sucked so bad. It did something right for "me" tho... and one thing it wasn t... and that was "feel like it was an arcade or console game".

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Rrotz
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posted 02-08-2000 04:52 PM       Edit/Delete Post   Reply With Quote
"It is still a little early to get into the game's features, but it is evident that GUNSHIP! isn't being targeted at the ultra hard-core crowd".

Is this going to be a longbow2 beater or what? that is the standard set and it's a low standard to beat. it's craziness, there should be a petition to at least cater to the ultra hardcore helo junkies in such ways as customizing the heart and soul of a flight sim, the flight model. i want to be able to experience every sensor and technology that the real pache has, i want to be able to lock up infantry at 1000 meters with the daylight optics, laze em and then pop them with 30mm HE. well, all hail the almighty dollar as long as the newbies and majority get what they want.


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Richard 'Flexman' Hawley
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posted 02-08-2000 05:24 PM     Profile for Richard 'Flexman' Hawley   Author's Homepage     Send New Private Message   Edit/Delete Post   Reply With Quote
hehe.

Yup, LB2's felt good, and that's the secret of good game *design*. Making it all feel good is a skill.

But I can tell you if a real attack helicopter handled as poorly as they do in LB2 then no army would fly them. Kinda glad LB2 doesn't have trees, everyone would be bumping into them all the time.

TimG like AndyH is a good designer, that in itself inspires some confidence in the product - not pre-alpha speculation or sensationalisation.

Take McDonalds burgers, even sh¦t can sometimes taste good.


Posts: 396 | From: West Yorkshire, United Kingdom | Registered: Sep 1999  |  IP: Logged
Shataan
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Member # 1976

posted 02-08-2000 06:43 PM     Profile for Shataan   Author's Homepage     Send New Private Message   Edit/Delete Post   Reply With Quote
hehhehheh thx :0) I needed that. <S>
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Zero G
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posted 02-08-2000 06:48 PM     Profile for Zero G   Author's Homepage     Send New Private Message   Edit/Delete Post   Reply With Quote
Shataan: I don't mean to snap about LB2, it is a good game and it has some sim aspects that still stand out today. I just get a bit sick of every game being compared to LB2 when it has been passed in so many areas.

For single player gaming I think A-H is the best out there now, to bad the multiplay didn't work out too well. Best game is really something that can only be decided on by the individual player. To each his own and all that stuff

Z


Posts: 374 | From: Canada | Registered: Sep 1999  |  IP: Logged
Kurt Plummer
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Member # 358

posted 02-09-2000 12:56 AM     Profile for Kurt Plummer   Author's Homepage     Send New Private Message   Edit/Delete Post   Reply With Quote
Hey Zero G,

Thanks for the heads up. My apologies to Garra Cornish. When I saw 'moderator'...

As for FM, I'm all for 'feeling' the flight motions (there is bob and tilt of the airframe the helo sinks dangerously or somebody bitches at you when you command too much, too close etc.) but /under control/. With perhaps some kind of indication on too-close/too much for the given choice of helo or airplane style maneuver control.

While I was able to master Mi-24, finally, as a 100' AGL strafe-ship with 'safe VTOL' landings in full-FM, I was always uncomfortable with the on-off cushion and NOE movement drills in Apache and LB1.

This could get tricky if you're racing an ATGM solution vs. an enemy popping arty on 'suspected hides' across every ridgeline or if there is a serious air threat and you need to skedaddle without delay.

To me, much of the challenge and thrill in any 'stalking sim' (which is what an AAH comes down to really) is the thought behind how you 'win the war before the other guy starts fighting'.

While this cannot happen without an awareness of your machines limits, I find that the fluidity of execution just isn't there, for me, in slow speed situations and such a narrow sense of peripheral/vertical movement.

So for part timers at least, the option to ditch the (terrible) 'go slow/go fast, hi/lo' (2D) novice FM cyclic and collective would be worth a lot.

I have no problems with keeping the 'Real Deal', with perhaps a slight performance edge as well, for the hardcore types and even 'requiring it', for online play.

Of course having a joystick with an onboard throttle now may help too...

Garra,

Again my apologies Sir. Thanks for the weapons data, have you had a chance to try the HOT on a 'testrange' sample basis? How hard/fun a weapon is it? Have you noticed any major difficulty modifiers between a subsonic wire-rider with MMS and (mildly) supersonic MMW/Laser system (enemy reactions times platoon refusing main tube and/or popping smoke with the laser or MMW warning vs. 'visual' acquisition of the SACLOS weapon?)? Are there in fact variables of white/black/'metal' smoke to deal with?

The reason I ask all of this is because one of the many things I despised about LB1 (I was probably the only guy who thought it incredibly lame) was the way the enemy could be 'counted on' to react within a given proximity/time radius, no matter how well you masked your approach nor how widely separated your targets.

One instance in particular sticks with me in that I had to take out a bunch of tanks and there was a group of AAH 'just sitting there', not even rotor-spun and as soon as I got within XX range I had about 20 seconds before they launched, regardless.

This is Just Plain Dumb.

OTOH, the world is not the same either. With Thrush/Shtora/Arena and now SLID/Galix/POMALS, we're no longer /forced/ to say 'he who gets the first lick in, will win' because quite honestly, the unit which illuminates and possibly fires weapons will be the unit that has compromised itself.

A /layered/ 'RISTA-CM plus Terminal GM' defense that _starts_ at the "Can't see to shoot" but also /continues through/ actual defense against the missile or missile guidance assemblies (shoot the arrows).

This would force a player to MASS his fires, (salvo/emission timing) with possibly more than one or even two per vehicle type/era (T-90 has twin-jammer plus Arena II defences as standard, T-80U only has one jammer and azimuth-limited Arena I except for the C&C tanks)

Before SATURATING the fire /lane/ azimuths (spread hunting groups) to get the most from his onboard as well as weapon seeker and ultimately warhead yields.

So... To me this is a fantastic opportunity to remove the 'ho hum, I'm a press-button bum' aspect as well as the utterly unreal target reaction modelling by integrating high level CM (also 'visually pretty') into the game as a 'new feature' (never before done son... .

It also gives the (later LINK'd) MBT more utility in that there ain't much but really thick DU that will stop a Sabot. Hence a tank driver could get MORE kills, at the front line than the Apache driver could deep-kill, 20-120nm behind it (and the opfor might actually get to the front to begin with).

Add to this single-pulse quick range and a team datalink massive maintube counter refusal engagement with dedicated, mile-per-second 120-125mm fire and BINGO!

All of a sudden it's no longer 'turtle hunter part two the long yawn' but rather 'now the turtles have guns too, how quick are /you/?'...


Please Pass it On? Thanks- Kurt Plummer


LINKS-
FAS T-90/Leopard http://www.fas.org/man/dod-101/sys/land/row/t-90.htm http://www.fas.org/man/dod-101/sys/land/row/leopard2.htm

FAS Coyote/Wolf/Lynx Smart Smoke http://www.fas.org/man/dod-101/sys/land/m56.htm http://www.fas.org/man/dod-101/sys/land/m58.htm http://www.fas.org/man/dod-101/sys/land/m1059.htm http://www.fas.org/man/dod-101/army/docs/astm
p/aA/A3K4.htm

Army Tech HOT-3 http://www.army-technology.com/projects/hot/index.html
(note the 'antijamming' features)

Janes Active Tank Defense http://www.janes.com/defence/editors/idr9603/dr963con.html http://www.janes.com/defence/editors/idr9603/dr96328.html http://www.janes.com/defence/editors/idr9603/dr96333.html

M-830A1 http://www.fas.org/man/dod-101/sys/land/m830a1.htm
BOOM! http://www.fas.org/man/dod-101/sys/land/m830_h3.jpg


Posts: 672 | From: | Registered: Sep 1999  |  IP: Logged
Snotface
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Member # 2676

posted 02-09-2000 04:02 AM     Profile for Snotface   Author's Homepage     Send New Private Message   Edit/Delete Post   Reply With Quote
Hi Garra Cornish

Reading these posts, it is quite clear to me, that most of the readers here would prefer a hard core sim to an arcade rip-off.
I was wondering if it would be possible to set up a survey to get a vote on what MPS should do with GS!.
I know that it is probably too late to make them change the entire FM, but at least they could look at preparing it as a 1.01 patch or something.
If this game does come out and is dumbed down, then it will be too late to voice any opinions. Rather get a semi-early word in, to give some indication of what the public wants from this release.
I know it is early days and that the new build will be arriving soon, so i would assume that you would want to wait before submitting something like this to the developers, but it may be good practise to get the survey up on the board in preperation.
I'm not talking of an extensive wish list.
We have all seen the eye-candy in the screen shots. All we need to know is:
Should GS be (a) Hard Core (b) Dumbed Down (c) Scalable

IMHO Scalable would be the best solution, and if i remember correctly the earlier versions of GS all had options to turn off realistic landing, avionics, weapons etc... so MPS does have the basic code for these options. (You can't tell me that they never referenced (cut-and-paste) the old code).
Anyway, just my 2cw.

Snotface


Posts: 125 | From: Johannesburg, South Africa | Registered: Jan 2000  |  IP: Logged
Zero G
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Member # 311

posted 02-09-2000 04:42 AM     Profile for Zero G   Author's Homepage     Send New Private Message   Edit/Delete Post   Reply With Quote
I think we better wait for a newer build to see what they have in store for us. It may be a bit early with only the pre-alpha to go on. Once a newer build has been seen then it is time to say what should be done. Lets not forget that the most popular helo sim to date is LB2 with its medium difficulty FM.

I hate to see the guys from MPS regret handing out preview copies because of reactions to a pre-alpha. Knowing what kind of work goes into one of these projects lets just give them some time and polite requests and see what happens from there

Z


Posts: 374 | From: Canada | Registered: Sep 1999  |  IP: Logged
venterjg
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Member # 3046

posted 02-09-2000 12:00 PM     Profile for venterjg   Author's Homepage     Send New Private Message   Edit/Delete Post   Reply With Quote
Hi To all the harcore simmers.I see a trend running through all this messages.Let me explain:I like something to be as real as it gets,so I get a Good video card to run up the graphics, then a Forcefeedback joystick follow.Then a good soundcard with 3d sound,then a good speaker system follows etc.etc.etc.
Then I realized that, as realistic as I would want it to be, I will never feel the G forces throwing my body around,nor will I feel the real fear of:if youre not the smartest you might die today.Nor will I ever smell fuel vapours of the engen or even see the swet on my copilots body when we had a near miss.We can carry on like this for the next day,but the bottom line will be,you will never experience true hardcore simulation exept if you do the real thing.So stop searching for realism in something that will never be realistic.
Start to appreceate the hard work that the programmers put in,to bring you a experience that at least will give you some idea of what the real thing is all about,stop critisizing,
And if you really are a harcore simmer and want to experience the real thing,join the airforce

[This message has been edited by venterjg (edited 02-09-2000).]


Posts: 1 | From: South Africa | Registered: Feb 2000  |  IP: Logged
Shataan
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Member # 1976

posted 02-09-2000 03:30 PM     Profile for Shataan   Author's Homepage     Send New Private Message   Edit/Delete Post   Reply With Quote
hmmmm I don t have to search for what I like... I see a little of it in the games that are out now, or soon to come that would easily satisfy me.

1: I loved how LB 2 "felt"... it may not be the best game out there, but I love how it felt when I was piloting.
2: I really liked the KA 52 demos solid and realistic looking terrain engine. All the vehicles, buildings ,mountains, and moving sky.
3: I liked the force feedback of the Team Apache demo and the Team Alligator demo. Add in a rotor vibration force feedback effect, and that part would be awesome, totally over the top for me..
4: virtual cockpits are cool, loved Longbow 2s.

So... what here would be asking too much of a game developer?? I see nothing here that would indicte that those of us that dig these types of heli sims are asking for the pie in the sky " it ll never be made" heli experience.
No offence... but your post holds no water in this area. All that s left is if a developer can put together a package like this I ve described, if they can they ve got a winner on their hands IMHO. Not much to ask that hasn t been given before really. It just has to come in one complete package.


Posts: 567 | From: | Registered: Jan 2000  |  IP: Logged
Vega
unregistered

posted 02-09-2000 05:58 PM       Edit/Delete Post   Reply With Quote
Comanche 4 is coming out in march... hehehe that's your heaven soft candy *** newbies

I want a sim where I have to press a dozen things just to take off (ok maybe half a dozen). Sucks about the arcade mode. FM should be relistic and arcade. Switch if on and off, if someone wants all the great things that happen to them while flying noe at 140 one should be able to have options on, others can leave em off to have their chopper 'bounce' off the ground, trees and buildings when they hit it.

Oh well, unless the GS demo is great harpoon4 and silent hunter2 are coming out in the fall, untill then I can tape a picture of hind on my monitor, sit on my vibrating chair and feel like it's the rotor shaking


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Shataan
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Member # 1976

posted 02-09-2000 07:54 PM     Profile for Shataan   Author's Homepage     Send New Private Message   Edit/Delete Post   Reply With Quote
ROFL... as a matter of fact... I should be getting my aura interactors in the mail this week, and I WILL be nailing those suckers to my PC chair so I TOO will feel those rotors hahhahhahhah.

Now wtf is my Gunship demo? :0) hahhahhah


Posts: 567 | From: | Registered: Jan 2000  |  IP: Logged

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