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Avngr

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Everything posted by Avngr

  1. That school bus "flies" because of it's engine, you can see it is hanging on it About Gerwalk flying, I don't see why it wouldn't. 2 big engines, fully movable to compesate for drops, with the assist of a computer... Look what they've done without computer assist in the 50's: http://en.wikipedia.org/wiki/X-13_Vertijet
  2. There's orbiter, if anyone wants to give it a try... It's free, and completely mod-able http://orbit.medphys.ucl.ac.uk/
  3. Oh I see, what I tried to say with all time was pre-space war I pilots included. A combat manouver pulled on space, like, let's say, a cobra ( the one the russian fighters are famous for ) is easily done in the space, you can make it at any speed you are "flying" at. Now, the same manouver, in an atmosphere, if done fast, let's say, in the same speed like you would do in space, would actually take all your blood away from your brain, making you faint. Depending on your speed, not only you could break your plane ( like we say Nora and Shin loosing speed in the last episode of M0 so they can transform their fighters ) but you could also have your blood vessels explode, your organs get "loose" ( don't know the medical term in english ), anyway, it would be bad for your body. In space you don't have that, you do what you want. That's why I put these pilots high on my list, while later pilots that did most of their flying and victories in space lower on it. And c'mon, the zentraedi have very poor fighting skills, look at their manouvers in SDFM. Killing a bunch of them doesn't make you a good pilot. Ivanov, Nora ( she is "playing" with her enemies, pulling absurd g forces in the manouvers while smiling ), Roy and Isamu, in my opinion, are between the greatest, not necessarily in this order, with Max close behind. Ah yes, these are for the best combat pilot list.
  4. I'm "kinda" sleepy, so I may be interpreting things wrongly, but, in the above, are you saying that I'm saying that, as an example, Max it's not better than the younger pilots? Max was good, way better than any Frontier, Seven or Plus pilot. A genius? Yes, he learned fast something that regular people need a lot of time and practice. Does that makes him the best pilot ever? No way. He defeated Milia, true. How many other human pilots did she fought? We should definitly put gravity in the equation. Fighting in space is one thing. Fighting with gravity is another.
  5. He's old, that's the reality I think that during Space War I, the standard for the pilots ability was pretty low, they were recruiting anyone to fight. And to be fair, zentraedi fighter pilots are pretty dumb. Only reason they were giving some trouble to Macross pilots was that they lacked a proper training. With no one else to compare, Max could be considered a genious... We can't even compare properly Max with Roy, since Roy died when Max was still a cadet. Imagine the bourden upon Roy's shoulder, having to fight looking after all those rookies. You need to be incredibly good to protect them all, and still focus on the mission, and suceed at that, while being stormed upon by countless aliens... The reason Max was considered a genius could be more to the fact that he got the skills of a trained and experienced pilot with so little instruction time, wich doesn't necessarily makes him the best pilot of all time... Which episode Max says that? I know I heard it when I watched M7, now I'm curious to see that part again
  6. Of course not, you saw what Max did when he got in a fighter in that suicide mission, right? And how Millia did against those zombie pilots flying an ancient VF-1
  7. First generation fighters always require more skill in the pilot part, so I would have Roy and Ichijo higher in the list. Also Nora, Shin and D.D, because they had to deal with something that the others didn't: G-Force, that's a huge burden on the pilots shoulder... Basara? Phew, the M7 pilots were increadibly low on skill, same to their opponents. My list would basicaly be set by the series they appeared, with some minor changes. On the top, SDFM pilots, with the obvious exception. Second, M0, fighting pulling absurd G's in their fights. M+ follows, then I would have Frontier pilots mixed with M7. Just compare the dogfight scenes in M0 with M7, so you decide who is best, Basara or any of the four main characters I would basically put any atmosphere fighter pilot above a space pilot, since the forces acting on them are very diferent.
  8. That's too arcadish IMHO A better idea was to let the player do whatever he wants. In a space environment, in constant war, rogue players wouldn't last long, be sure Unless the enemies were made too easy. If the enemies are modelled to have real capabilities, or even better, if the enemies are to be players, then squad flying would be essential if one would want to come home alive. If the game designers make the plane count to work, player would be really encouraged to bring their kites home safely. Imagine you have 200 fighters on your ship, fighting in a campaign, away of any fighter factory. If the players start to lose planes, it will impact on your fleet's combat ability...
  9. Me and Sakura are ( at a somekind "slow" pace of things ) working at a simulator for Macross. We will use an engine that is not yet release, that being the Targetware 2.0 engine. The Targetware 1.0 exists, but it is focused mainly at WWII airwarfare, lacking some of the componets needed for a high tech simulation. You guys can check it out here: www.targetware.net , and gather more information at the forum, wich can be found on that link. Problem is that I started college, and my course demands a little more of dedication, so I am not contributing much ( sorry Sakura ) for the progress of the game. As a WW2 simulator, targetware is an excelent engine, wich simulates the flying of the aircrafts way better than the other combat simulators around, even though it lacks a little in the graphic part. But this, and all other things missing will change with the release of the next version, wich will be very flexible, making basically anything the game modder thinks off. Talking with a developer one of this days, he said that we will have a full sized galaxy, space phisics, as well as planetary, where you can have a planet with mars gravity, as an example. Ships will be possible too, I asked him if it would be possible to have 2km long vessels, he said that it will be possible to have even 200km ships. A very good Macross game will be possible to make with this engine. Ah, the current engine hosts a virtually limitless players number, although numbers only up to 100 were tested. Imagine the possibilities...
  10. Yes, but you could have a full interceptor squadron any place you want with the carrier based F-14's... The F-22's have to fly a long way to be able to intercept the enemy plane. I don't know if the new 18's are being used as interceptors, but if the US will need to rely on their 22's, they have lost a lot in response time. Btw, is the US navy still using the phoenix missiles?
  11. I bet they are regretting having retired the F-14's... Nice pic though Just interesting how they are using ext fuel tanks on the 22, wich makes it incredible easily to be targeted by an enemy radar...
  12. On the Macross original series, at the episode Viva Maria they find a Supervision Army vessel badly damaged abandoned in the space. Misa tries to convince Breetai to go there study, but he say's it's probably a booby trap, like Macross, so they leave it there.
  13. Avngr

    VF-0 Block in

    Looking great so far! The fact that the seat rotates when you transform is awesome. If only we had a 3D transformation where you were inside the cockpit... I've never seen it in any game, anyone knows if it has been done? Ah, almost forgot, Ruak, what's the poly count so far? Just curious
  14. It's coming along pretty nicely Just try to keep the poly count below 10k, else our machines our going to suffer ehehehe Front Flaps? There's the slats, wich are made in the leading edge of the wings, that improve the flight performance on low speeds. The canards make the aircraft more unstable, and this way, more manouverable. Btw, if you want some tips on 3D modelling, check the targetware forum, there are some good tips and hints and a few tutorials there. http://www.targetware.net/modules.php?op=m...wforum&f=31
  15. SpacePirateNeko, the engine will allow models in .3DS, .X, .AC, or .LWO formats, but the list can be extended before the release I believe. The current engine works this way, you have to cut your aircraft into several pieces, wich are then "glued" by the .acm and .anm files that you must write, wich handle the animations. That's probably how things are going to work with the next, in a very simply way. Ah, as for polygons, 6k or 8k is a good number for aircraft exteriors, and something about 10k or 12k for cockpits. For missiles and bombs, well the least the best hehehe ( as long as they are kept round ).
  16. The WOZ, the Korea mod was made 5 years ago for the release of the Alpha build of the first version, and wasn't updated since then You should try the newer mods, Target Rabaul and Target Tobruk are the best in quality in the moment. But that's TW1. TW2 is going to be improved a lot in basically all aspects of the game, and correct the flaws the current version has. Check these blogs of the developers to see what they are preparing: http://targetrabaul.wordpress.com/ http://sickblog.targetware.net/ http://raffel.livejournal.com/
  17. Welcome aboard! Weapons, missiles and bombs are very important. I'm waiting response from a dev guy for the numer of polys recomended for models, as soon as I have the anwser I'll post here.
  18. The idea is to have transformation in it. I don't know what others mods you are talking about, but the Targetware engine is pretty good, check it out, you'll see what I mean About the arcade gameplay, by arcade I mean VOXP style. Have you played Lock-On? Is that kind of gameplay I would like to have. Thanks for the offer of the model
  19. Coolness! I'll try to get in contact with him Why don't you start on the YF-19 then? I can put it into TW1 engine, though it would be a regular fighter... Thanks! SeminNV, your's a diferent project, not only because you're building your own engine, but you plan to go the Robotech's way I don't know though about the gameplay you intend to build, if focused on real aircraft systems and physics or more to the arcade way. My idea is to use Targetware 2 engine, wich will allow both styles, but my idea is to make the game like Lock On. As I wrote in my previous posts, the engine is on it's final development stages, so there's not much that can be done in the coding part right now. I'm not a 3D modeller, although I'm trying to learn some, and I've seen some good models around here, so I thought of searching here for interested people. I'm studying to be a comercial pilot, so I know how aircraft systems works, how they're supposed to fly, etc, and I can do some coding too ( studied computer sciences for 2 years ) but I don't think I could create alone such a game.
  20. The idea is to have all transformations working The biggest dificulty would be 3D wise, that is, to have the 3D model cut off in pieces, the rest the game engine takes care of
  21. I think I posted in the wrong forum, this should be in the Fan Works section Any admin around could do a little favor and move this topic there? Here's some insight about capabilites of TW2: http://targetrabaul.wordpress.com/ Sakura, my idea is to gather a group of people that would create detailed 3D models of the valkyries ( both exterior and interior ), ships, guns... And create ideas for a combat game/simulator, wich we would put it into TW2 when it is released, sometime this year. Anyone interested can help, although for now the work for this project would stay within the modelling area.
  22. Hi all, my first post here, though I've been watching the forum for some time, I'm a great fan of the Macross series, and as many of you, I believe, miss a real good game, where you could feel that you're really flying a valkyrie. I don't know if you guys have heard about this game engine, it's called Targetware. It's first version has been around since 2003, and a new, improved version is going to be release this year, as all indicates. It's a combat simulator engine, where the "core" is hosted by the company that owns it, and all the game content is produced by the community. Ah, it's free too, although it might be paid someday. There are a few "mods" released currently: airwar in the WWII pacific, other in Britain and another in the mediterranean, one mod of WWI air combat and a Korea War, as well as a Polish Combat WWII. These mods are all online focused, wich means that there is no AI currently, but this could change in the next version. There is liberty to do whatever you want, any plane you wish to do you can put it in game, and also create your own mod. The current engine is very limited, it's not possible to do realistically aircrafts with complex systems ( or modern systems ), because it was made with WWII in sight. It simulates WWII planes very well, beating even IL-2 in the area of flights dynamics, but it loses in the graphic parts. Next version is going to change that, going to allow anything, from WWI planes, to spacecrafts and rockets, like the Apollo mission or the Space Shuttle, even allowing interplanetary flight, including Valkyries As a Macross fan, I couln'd not think of a Macross mod, so I'm here looking for people who might be interested in such a project My idea is to create a flight simulation, but not arcadish as the other games we have seen around so far. My idea is to create a hardcore simulator, like Lock-On, but in the Macross environment. But I wonder if there would be public for a complex game like this ( though I believe that it will be possible to have an easy mode, like the MS Flight Simulator, where you can start manually all equipments in the aircraft, or just press ctrl+e and start running to the runway ). It's a big project, so I'm looking for people who are interested in helping, especially 3D and 2D artists, and programmers who know how to write LUA. There's not much in the area of programming that can be done now, the work for this mod would be basically 3D and 2D, mecha research and ideas gathering. Graphically speaking, the actual TW engine allows pretty good 3D object detail, and this is going to be enhanced a lot in next version. Two screenshots from the 109 german plane, from my computer ( Turion 2 64 1,6ghz, 2 gb ram with a GF 7300 512 mb ram ) are attached to this message. So, what do you guys say? Link for the Targetware game: www.targetware.net
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