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Games and Flight Sims Topics related to Red Baron, Dawn Patrol and other WWI aviation games

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Old 24 April 2008, 01:19 PM   #1 (permalink)
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Knights Of The Sky: Metz

And from behind German lines comes the sound of shovels and pickaxes:


Highslide JS


The ancient fortress town of Metz takes shape on the KOTS design table.


Highslide JS


Highslide JS

Building in progress for the WWI flight sim Knights Of The Sky.
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Old 24 April 2008, 01:53 PM   #2 (permalink)
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Old 24 April 2008, 05:36 PM   #3 (permalink)
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YES!
How mutch detail will be in such unique places?
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Old 28 April 2008, 10:12 PM   #4 (permalink)
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Looking sharp indeed.
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Old 29 April 2008, 04:00 AM   #5 (permalink)
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.. very nice. The will be one great WW-1 sim when released. I think the ground detail and sky are just as important as the aircraft ... one needs to feel in this single dimensional plane, one it really flying.

Anyone know if the KOTS forum is up and running again?

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Old 29 April 2008, 05:07 AM   #6 (permalink)
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I think the ground detail and sky are just as important as the aircraft ... one needs to feel in this single dimensional plane, one it really flying.
The acuity that shelf-shadowing surfaces, directional lighting, reflective materials, and other visual cues or interruptions of these effects being designed into Knights Of The Sky are aimed at increasing the spatial awareness available within the sim. Complimentary to these components, will be authentic and interactive audio levels present to open-cockpit flying, not only for portraying increased levels of immersion, but to allow a virtual pilot greater awareness and perception of his aircraft's flying state. Added to this will be "active air", which can incorporate the elements of prop wash, wake turbulance, flow separation, and naturally-occurring environmental effects.

Designing prominent inhabited areas based on the era's typography and war history will layer-in the context of the fighting environment, not to mention allowing for visual navigation and mission creation.

In short, the sim's design as envisioned, is from the ground up, and to treat its subject period in a new light (literally).
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Old 29 April 2008, 06:31 AM   #7 (permalink)
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Dave I know how much work goes into making maps, I have been mapping with Hammer for a little more than a year now for Half Life 2's mod Day of Defeat Source, and even though it's a lot of fun, it's also time consuming. Thank God for being retired or else it would even be harder to make the time.
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Old 29 April 2008, 06:40 AM   #8 (permalink)
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Thanks Dave, I agree. Since most dogfights eventually came down to tree top level if they continued with vigor, this detail in KOTS is going to make low level flying frighting!

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Old 29 April 2008, 08:19 AM   #9 (permalink)
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Thank God for being retired or else it would even be harder to make the time.


WF2, to a certain degree most WWI combat flight sims to date have been default "dogfighters", that is, because of limited in-game visuals, the lack of environmental complexity (example: no blinding sun), and because of limited AI tactical routines, our games have artificially slanted towards the "turn and burn" dogfights. This of course was not the typical nor desired manner of air engagement during the war, rather the surprise high-side bounced being favored (and emphasized).

There's a generation of fans who have grown up flying flight sims where turning dogfights were the only method of game play available, because there never was an ability to hunt at range, maneuver for advantage, or an ability to use the sun and clouds for obscuration before an attack. To a degree, computer technology, and a lack of software sophistication made dogfighting the only available end-product of these games.

It is hoped that by opening up the skies in Knights Of The Sky, the realm of maneuver, tactics, and leadership that preceeded the decision to engage (or to run) will also be enabled.

I do agree with you that having as much visual and terrain fidelity will make for a much more immersive experience, and will enhance the flying enjoyment of the sim too.

I've always been interested in seeing the simulated conditions created where the era's air tactics may prevail, so that the possibilities of greater tactical decision-making can occur, rather than those with the "tightest sticks" or "fastest triggers" always being favored.

We shall see what the KOTS Team can come up with, but they do have their eyes and minds wrapped around this very thing.
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Old 29 April 2008, 08:37 AM   #10 (permalink)
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I fully agree with you Dave. If I was flying in any combat I for one would want to be invisible to my enemy. The last thing one would want to get involved in is a turning tail chase.

What you described as "Turn and Burn" is so true today for all sims. I hope as you stated this sim makes one think of tactics, if so, it will be a whole new and uncomfortable way of flying .....

good night Herr Leutnant.

WF2

P.S. I have in real life done some mock dogfighting in era type prop planes.... not so easy.
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