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Mandatory Flight Sim Features!

Started by SHilbert Aug 26, 2000 at 10:55 AM 5 replies 500+ views
Original Post
SHilbert
SHilbert
OK, I''m writing a flight sim. I''m calling it a "lite" flight sim --- nothing too realistic, sorta like Rogue Squadron. If anyone cares, it''ll be using D3D (bring on the flames! ) Now, on to business: which of the following features are really necessary? Multiple Resolutions: Not such a pain to implement, but it''s WHEN the player''s allowed to switch resolutions. The problem with letting the player switch resolution in-game is that it totally destroys the linearity of the code (those of you that have worked with D3D know what I mean.) ALT+TAB: I probably know better than to ask you about this, but just like above, adding ALT+TAB support destroys the linearity of the code. Engine Stalling: This is supposed to be set in the future. Can I assume that these next-gen fighters won''t have engine stalls (via creatively vectored thrust and deformable wing edges), or do I have to implement it for you hardcore flight sim fans? Highly Accurate Physics & Collision Detection: I was planning on using spherical energy shields for collision. But is it worth it to you guys if I add precise polygon-vs.-polygon collision detection? And is it really important if I add precise post-collision effects (rotation, etc.), or will it be OK if I kludge it? Custom Menus: Should I have in-game D3D-rendered menus, or use a Windows launch dialog? (I''m expecting you''d vote for the former.) This probably makes me sound lazy and whiny. But this is only version 1, and I''ll probably add all of the top-notch features in version 2 if the game''s a success lntakitopi@aol.com - http://www.geocities.com/guanajam
ghem4
ghem4
1. Yeah, it should support them, but I''m not sure about when to switch.

2. unless I have the same problem with joystick calibration as I do in a few other games, you won''t need it. (sometimes I have to calibrate the joystick while the game is running, so I need to minimize the window)

3. depends... is it supposed to be sort of like a game, or a flight-sim (ie, landing, navigation, that kind of thing)? If it''s a game, stalling doesn''t matter. Landing and taking off is a lot more fun with realistic physics, thus stalling.

4. doesn''t matter to me

5. in game rendered!
foxtrot
foxtrot
quote:
Original post by SHilbert


Engine Stalling: This is supposed to be set in the future. Can I assume that these next-gen fighters won't have engine stalls (via creatively vectored thrust and deformable wing edges), or do I have to implement it for you hardcore flight sim fans?


Are you talking engine stalling or stalling due to lack of
air flow over the wing?

If your talking engine stalling and the game is set int the
future then I would say that is negligable. Hope they can keep
an engine from stalling by then.

If you are talking stalling due to lack of air flow over the
wing.....We'll in my opinion you have to have that. It doesn't
have to be real harsh and hard to get out of but it should be
there. This way even if it's not a hard core flight sim it still
has the basic rules of flight. Just a thought.

But then again it's in the future. Nobody knows what will have
been invented by then.

Foxtrot



Edited by - Foxtrot on August 28, 2000 12:32:30 PM
Robhog
Robhog
Hows about a decent HUD if the game is to be set in the future?
Its a bit of a pain when you play a futuristic game where the HUD is so feeble and uninformative it belongs back in the early days of the technology in the 1950s.

Just a thought.
R

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