Quote:
Originally Posted by Willi Von Klugerman
Would it be great for us dromers to help make a WWI flight sim?
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Well, I wasn't working on a
computer sim, but I am working on a board/card flight sim. I would sorely need expert advice to get the flight models right.
The first generation - which is still a ways off - would be a "print and play" thing, where you download files, print it, chop it up with a paper cutter, then play.
The preliminary version would probably be just a Sopwith Camel-ish aircraft flying around. I figure that if I can model something as quirky as a Camel, I can model
anything. The initial test version won't have any shooting yet: I think shooting is easier to model and it is dependent on getting the flight system to work anyway.
My objectives for the earliest test versions are as follows:
- accessible, possibly even to children
- fast playing, minimizing or eliminating clunky procedures and overhead
- players have to invent/adopt actual aerial tactics to win
- energy and vertical tactics a strong focus
- realistic ability of pilots to react to others (tailing advantages, etc)
- ability to model relatively subtle differences in aircraft (torque, climb performance, roll rate, speed, so forth)
Eventually, I hope to feature:
- deflection shooting
- larger dogfights don't play any slower than small games
- tailing advantages
- observers
- little to no randomness/luck
If I get lucky, I might also be able to model the following:
- stalls, spins, structural failure, making some planes truly difficult/dangerous to fly
- incremental damage affecting flight performance
- ability to "draw a bead" and target specific portions of an enemy
- visibility from the cockpit affecting ability to react
- gun jams, engine problems and other systems failures
- ground fire, ground targets, air racing
The thing is, I don't know if I'd be able to talk anyone into giving this thing a try, especially someone who knows a lot about aerial tactics and aerodynamics.