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User information for AeroMechanical

Real Name AeroMechanical   
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Nickname Aero
Email Concealed by request
ICQ None given.
Description Just some guy.
Homepage http://
Signed On Jun 16, 2007, 02:48
Total Comments 772 (Graduate)
User ID 40534
 
User comment history
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News Comments > Star Citizen Arena Commander Trial for DragonCon Attendees
9. Re: Star Citizen Arena Commander Trial for DragonCon Attendees Sep 1, 2014, 18:21 Aero
 
Flatline wrote on Sep 1, 2014, 16:52:
Aero wrote on Sep 1, 2014, 15:53:
I figured it was worth the $45 to see what the deal was, and I believe however messed up the Star Citizen part turns out, that Squadron 42 will be worth it.

Have we seen *anything* substantial in Squadron 42?

No, true enough. Apparently that is part of their plan: all the arena whatsits and hanger doodads are the building blocks, but there will be no alpha or beta of S42, it will just be released when its done. The thing is, I think the scope of what they described S42 as being (ie. a linear, story-driven, Wing Commander successor), is within their capabilities and those of the Crytek engine without requiring the massive modifications and new technology development of SC. It's still a bet, to be sure, but that's one I'm willing to make. A good, old-fashioned space shooter is a pretty straightforward affair.

Granted, it could all fall apart, and the wise man would just wait until it was done and buy it then, but I figured what the hell. Ultimately, it was the racing demonstration that sold me on the risk. What I saw of the existing Arena Commander module looked like garbage, and after trying it, that is true beyond doubt. However, if you stuck those racing flight mechanics on the Arena Module, it would actually be pretty fun, if limited.... sort of like Wing Commander Arena (I think it was called, in preparation for WC3). That was worth the money then.
 
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News Comments > Op Ed
12. Re: Op Ed Sep 1, 2014, 16:29 Aero
 
There is something not quite right about them having well exceeded their funding goal, but are still accepting large sums of money from people. I won't fault someone who, way back when, said to themselves "I want this game to be made, and so I'm willing to give them $300 to do my part to help make sure that happens." We're way, way past that now.

Whether or not Roberts is a huckster or this article is trolling, the basic premise is undeniable fact: As long as people continue to throw money at it while it's still in development, the longer it is in development the more money it will make. It may not be a conflict of interest in practice, but it is certainly one in theory.

I gave Chris $45 and Dave $75. Dave has put on a much better show so far, but I'm happy to wager my $45 that Chris will deliver something worth $45 some day.
 
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News Comments > Star Citizen Arena Commander Trial for DragonCon Attendees
7. Re: Star Citizen Arena Commander Trial for DragonCon Attendees Sep 1, 2014, 15:53 Aero
 
I figured it was worth the $45 to see what the deal was, and I believe however messed up the Star Citizen part turns out, that Squadron 42 will be worth it.  
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News Comments > Star Citizen Arena Commander Trial for DragonCon Attendees
5. Re: Star Citizen Arena Commander Trial for DragonCon Attendees Sep 1, 2014, 15:11 Aero
 
I'm interested to give it a go with the new flight mechanics. What they have right now sucks something awful. The video they showed of the racing seems to indicate they're going the right way, though.  
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News Comments > Half-Life 2 Oculus Rift Video
29. Re: Half-Life 2 Oculus Rift Video Aug 25, 2014, 06:23 Aero
 
I'm a bit concerned that the advancements in display panels they will need for the next version may be too specialized (like an AMOLED curved in two dimensions, or at least curved along the vertical dimension) and may not allow for taking advantage of the massive production numbers for the phone and tablet industry. One of the great things about the Rift is that it isn't stupid expensive, so I hope things work out. It probably will work out, but the price point right now is just on the high side of perfect. Adding another couple hundred bucks to the sticker could well sink it.  
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News Comments > On Sale
1. Re: On Sale Aug 21, 2014, 19:12 Aero
 
$20 for Assetto Corsa is an exceptional bargain. It's a brilliant simulator and the user-made addon content is really starting to flood in.

You do really want a force feedback wheel to fully enjoy how well implemented the tire model and physics are, but I know many people who play with a gamepad and enjoy it (being a racing sim, it's probably not recommended if you plan to just use a mouse and keyboard--though people do that as well).

As of the last major update, the netcode is very good (the HUGE question mark hanging over it until that point)--generally on par with any of the other big racing sims--and it's generally just a product with a whole hell of a lot of promise.
 
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News Comments > Steamships Ahoy - The Golf Club
7. Re: Steamships Ahoy - The Golf Club Aug 19, 2014, 20:59 Aero
 
I can't say as I've played any of the most recent ones, but I thought some of the Tiger Woods PC ports were fairly good. Once they got the analog mouse controls working, it wasn't bad at all. It had some of the usual EA Sports goofiness, but the actual play mechanics were solid.

On the other hand, the most fun I've ever had playing a golf game was 4-player Mario Golf on the N64, so I'm not exactly an afficianado.

This... I dunno. Nice idea, but from what I've heard, it seems like they haven't put enough effort into the small but vital details.
 
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News Comments > Star Citizen at $50 Million; New Commercial
14. Re: Star Citizen at $50 Million; New Commercial Aug 16, 2014, 14:31 Aero
 
I don't know if such a thing exists or not, but with so many people having given so much money, publishing a fairly detailed write up of their business plan, development strategies and progress wouldn't be asking a whole lot. It could put to rest a lot of the (as I see it) increasingly valid concerns people have about the project. Though more money can't hurt per se, I'd be interested in seeing how they're working with an unpredictably expanding budget. If I have a plan to develop a $30 million game and then my budget turns out to be $50 or $100 million, that old plan isn't good anymore and needs to be re-worked.

Presumably, and as I believe they claimed, this was all built into the original plan. So what I'd like to see is how that has worked out over the last year or whatever, and what it will look like going forward into the next year.

I don't believe for a second that it's a scam or anything other than what it's claimed to be, but from where I'm sitting it just seems kind of wobbly. I'd guess this is mostly because the news and press releases are overwhelmingly concerned with funding, features that are planned way out in the fuzzy future and superficial design decisions rather than useful information about concrete progress on the core development to date.
 
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News Comments > Far Cry 4 Trailers
9. Re: Far Cry 4 Trailers Aug 12, 2014, 22:46 Aero
 
FC3 was great fun but the plot, pacing and progression were a bit of a mess. If FC4 is the same formula, but carried out with a clearer sense of direction and better pacing of the character's progression, it ought to be very good. If they pushed it a little further with multiple factions and allies that mattered it could be brilliant, but I guess that's asking too much.

FC3 fell apart once it became more Rambo 3 and less First Blood. It was terrific while I was vulnerable and every noise in the jungle made me jump and the sound of a jeep approaching would make me scamper into a ditch and hide. I became a super soldier way too fast, though, circle strafing tigers and leveling mercenary compounds because it was easier than going around them--and the plot wasn't even halfway over. In the cutscenes I was still a pansy frat boy, yet I'd single handedly wiped out half of a small army. I would guess that people's experience of FC3 could vary significantly with how they paced their progression through the plot (you really do want to rush through it). Anyways, I hope they sort that out.
 
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News Comments > Capcom Working on Ultra Street Fighter IV Connectivity
4. Re: Capcom Working on Ultra Street Fighter IV Connectivity Aug 10, 2014, 12:48 Aero
 
I'm kind or surprised you can play a fighting game like this where low 10's of milliseconds can matter over the internet regardless of the netcode.  
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News Comments > Sunday Tech Bits
3. Re: Sunday Tech Bits Aug 10, 2014, 12:20 Aero
 
I wrecked a 30" Samsung monitor because it had a retarded stand clamp such that if it was loose at all, it only needed a slight upward bump to free itself and flop forward. Even the high end stuff tends toward worthless stands. Certainly if I had toddlers bumbling around the house, I'd invest in a decent wall or arm mount regardless of the stand quality.
 
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News Comments > DCS: Fw 190 D-9 Dora Open Beta
2. Re: DCS: Fw 190 D-9 Dora Open Beta Aug 8, 2014, 18:05 Aero
 
Every time a new $50 aircraft is released (particularly something comparatively simple like a WW2 era plane), it just further rubs in the fact that everything other than the aircraft themselves is lagging further behind. I can't really fault the third party stuff, of course, and I know the next-but-one DCS update is supposed to finally implement EDGE at least, but it's all getting way too samey for my tastes and wallet.


 
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News Comments > The Crew Closed Beta Monday
3. Re: The Crew Closed Beta Monday Jul 17, 2014, 20:20 Aero
 
Maybe sort of a Eurotrucker sort of thing, with a few detailed areas and generic scenery in between. That could be okay if they do it well.

I am a little curious about this in relation to their claim of "thousands of square miles" which would fall short of covering the US by many orders of magnitude.
 
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News Comments > Mass Effect 4 Survey
16. Re: Mass Effect 4 Survey Jul 15, 2014, 15:45 Aero
 
I'd be cool with more of the same refined, but with plots contained within individual games: something that is wrapped up at the end of the game without shoehorned cross-game alternate paths. They have a good universe, good core gameplay, and good writing, but that was stretched too thin across ME2 and ME3. That one gimmick, which was a cool idea, didn't pan out in practice.

I'd like to see more done with the IP though. There is still plenty to work with after the events of ME3.
 
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News Comments > MS Flight Simulator X for Steam This Year; "New Concepts" Coming
13. Re: MS Flight Simulator X for Steam This Year; Jul 9, 2014, 22:49 Aero
 
Prepar3D is already sort of becoming FSX11. It's in a bit of a licensing quagmire though insofar as FSX payware content is concerend (as I understand it, it technically works fine, but isn't permitted by the license).

It's also a little expensive. Version 2.2 can be damn pretty though. I understand it performs considerably better than FSX as well on the same hardware.

http://www.youtube.com/watch?v=aXJ8eaqkDuY
 
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News Comments > Standalone DCS F-15C
8. Re: Standalone DCS F-15C Jun 30, 2014, 17:57 Aero
 
It's probably worth noting that if you already own Flaming Cliffs 3 (though there may have been a cut off date), you get all the AFM upgraded aircraft for free.

I wanna like DCS, I really do, and maybe when Edge is released and there is more work on the campaign, I might go back to it, but I always go back to Falcon BMS in the end. BMS 4.33 is looking damn impressive, and could be released soon (or maybe next year, or the year after that, but eventually anyways).

I'll surely be buying the F-18C when it comes out, though. The DCS sims are great for all the time you spend learning how to operate the avionics and weapons systems. After that, though (which admittedly can take weeks or months), I lose interest.... same old, same old.

All rambling aside. For a good pick-up-and-play but still realistic modern combat sim, Flaming Cliffs is hard to beat.
 
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News Comments > Ships Ahoy - GRID Autosport
7. Re: Ships Ahoy - GRID Autosport Jun 25, 2014, 05:00 Aero
 
This might seem kind of random and trivial, but is telling about wheel support: When you say it autodetects your G27, does it automatically adjust the the steering lock to suit the car? A lot of console-cum-PC semi-sim racers (notably Codemasters F1 games), just assume you will have your wheel setup to some particular lock-to-lock angle (usually 270 or 360). The better PC sims can detect your wheel's lock so you just leave it at its maximum and will adjust the in game car to suit.

I dunno, I have doubts about this one. I'm okay with arcade racers, and I'm great with proper sim racers, but the neither-one-nor-the-other zone in between tends to leave me underwhelmed.
 
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News Comments > Star Citizen's Realistic Flight Explained
31. Re: Star Citizen's Realistic Flight Explained Jun 19, 2014, 14:43 Aero
 
How does velocity work? In my experience, if it's realistic and acceleration is only limited by fuel, fighting degrades into a series of high speed head on passes until someone dies. Jousting, in effect, and it's pretty boring.

Then again, if you factor in acceleration stress on the human in the ship which would severely limit your ability to change direction (turn around for the next pass), it could keep the relative velocities low if the ships fighting wanted to stay in contact with one another.

I've never played anything that had both true newtonian physics and g-force limits on the pilot, and I can't even imagine how it would work, especially when you consider the possibility of many ships. I can maybe see some very interesting strategies evolving from it, but it might not be much fun.

edit: In my own opinion, though I'm much more into the sim side of things generally, I'm fine with magicking some of these problems away with technobabble. One possible solution would be to say you've got some kind of gravity damper that allows for very high constant-g turns but not rapid changes in acceleration.

edit2: Okay, I realize that's the opposite of what a damper actually does, but you get the idea.

This comment was edited on Jun 19, 2014, 14:58.
 
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News Comments > Project CARS E3 Trailer
7. Re: Project CARS E3 Trailer Jun 12, 2014, 00:05 Aero
 
PCARS is definitely intended to be a full-on simracer but with nods toward the arcade segment such as big fantasy highway type tracks thrown in. IMO as yet the physics and handling still aren't competitive with the other big PC sims. The tire model and force feedback implementation haven't really come together properly yet, but it's improving bit by bit and they have another 6 months to get it right. Time will tell but it could be quite good.

On very powerful hardware it does actually look that good, and I'd be willing to believe that's all real-time footage. It looks nearly that good on my mid-range system, but with the odd jaggies and artifact you'd expect without the latest and greatest hardware. Either way, the graphics engine is superb and well optimized.
 
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News Comments > Dead Island 2 Announced
15. Re: Dead Island 2 Announced Jun 10, 2014, 12:23 Aero
 
Spec Ops had the best writing I've ever experienced in a video game and it easily made up for the mediocre gameplay. That plot wasn't great (or even good, really)--it was rather like a brilliant screenplay made from an average book, but fuck if it didn't keep me interested and keep the adrenaline ebbing and flowing way longer than the gameplay warranted (which would have been about 20 minutes). I don't think I've ever got anything approaching bloodlust in any other video game, but I did in Spec Ops.

So... we'll see what they can do with the Dead Island mechanics. I think Techland may have done all they can with it.
 
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772 Comments. 39 pages. Viewing page 2.
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