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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 914 (Graduate)
User ID 40534
User comment history
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News Comments > Battlefield 3 Screenshots and Art
3. Re: Battlefield 3 Screenshots and Art Apr 8, 2011, 18:19 Aero
Way too much weathering on the weapon textures. Look like they were fished out of a river after six months.  
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News Comments > Kali Port Change
10. Re: Kali Port Change Apr 3, 2011, 23:36 Aero
How's about GameConn BBS software?

Those were good days. Just enough people so that there was always a game of Doom or Descent to be had, but also few enough so that we all knew each other from the BBS or in person. Worked reasonably well too, though every player got the frame rate of whoever had the slowest computer.

Much better than DWANGO.

edit: Oh, and in the off chance, anyone from DoomHQ, The Netherworld or AlterEgo in the DC area? Meet me in (t)elechat channel #1911.
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News Comments > Hitman 5 Hints?
3. Re: Hitman 5 Hints? Mar 16, 2011, 23:55 Aero
Hitman 1 was the first game I specifically remember implementing ragdoll physics, and I probably spent about as much time making a game out of just trying to blast bad guys out third floor windows with a shotgun as the length of the single player campaigns in all the Modern Warfare games combined.

Though there were ups and downs and were never quite as good as they could have been, these really were brilliant games on the whole, and it was disappointing that IO has since sunk to the depths of developing the Kane and Lynch games (which I haven't tried but understand are awful).

In short, another Hitman would be splendid. So far as stealth/shooters go, there hasn't been a game that had the replayability and, more importantly, genuinely allowed the player a degree of actual creativity in how they play the game in quite a long time.

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News Comments > Quote of the Day
15. Re: Quote of the Day Mar 9, 2011, 00:37 Aero
DangerDog wrote on Mar 9, 2011, 00:24:
This is like the long standing argument about how to pronounce .gif and the inventor long ago stated that it's pronounced with a j sound like jiffy peanut butter and not with a g sound.

The creators of SCSI originally pronounced it "sexy" but it almost immediately became "scuzzy" instead.

It's weird how these things work on the internet, where most communication happens through text. I often have that problem with computer acronyms and nicknames that I've only ever seen online or read in a book. It can be pretty embarrassing when I suddenly have to say something aloud and realize I don't actually know how it's really pronounced.
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News Comments > Morning Safety Dance
1. Re: Morning Safety Dance Feb 9, 2011, 13:48 Aero
So, did Fox News fall right into Bulletstorm's marketing trap, or is their behind the scenes collusion?

Clearly, this is exactly what EA was hoping would happen. To be honest, I'm kind of surprised this sort of thing does anymore, which is what leads me to speculate about collusion, though this is of course probably unlikely in reality.

I suppose they have sort of a symbiotic relationship in a way. Fox News gets to be outraged about something, and Bulletstorm gets free publicity of inestimable value.
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News Comments > Deus Ex: Human Revolution Trailer
21. Re: Deus Ex: Human Revolution Trailer Feb 3, 2011, 19:26 Aero
Yeah, not sure about the third person cover. I think I might almost prefer full third person game play to switching between first person and third person.

I have nothing against third person if if the controls are done well. I thought Gears of War, while flawed in many ways, had nice fluid controls. Mass Effect 2 worked pretty well.

Obviously, though I would prefer pure first person. No cover, or a less intrusive system. I liked the way Vietcong did it. You just crouched behind a log or something and you were in cover, but when you looked down your sites you popped up a bit. Perfect. They could do something similar for corners. Best of all, because it's first person, there isn't any need to fit your character model's animation to it. Just move the view. It doesn't have to make physical sense as long as it gives the right impression from the first person view.

Anyways, they probably felt like they had to stick a third person element in somewhere so that you could see your character and your outfit and gear and whatever.
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News Comments > Dragon Age II DRM Explained
28. Re: Dragon Age II DRM Explained Feb 1, 2011, 00:22 Aero
How can the Release Control both "not install anything to the PC" and "completely remove itself after the game release date has passed?"

Presumably they mean it doesn't install any funky drivers or anything, but it still doesn't read right.
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News Comments > Battlestar Galactica Online Trailer
6. Re: Battlestar Galactica Online Trailer Jan 25, 2011, 00:31 Aero
Anyone know what the actual space combat is like? Is it X-Wing style, or more clicky-clicky Eve style? Looks pretty clicky to me, but that's just an impression. It would be nice if their site would give you some information without requiring registration. I dunno, might be worth checking out. For a browser game, the graphics look reasonable enough. Maybe something to play on the laptop when I'm killing time away from home.

Seriously god dammit, why can't we get any good space sims? (Yes, I'm familiar with what's available, but it's nothing like the sort of attention my favorite genre used to get). With all the graphics power we have today, they could make one that was damn near perfect... what we all dreamed computer games would be like in the future when we were kids.
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News Comments > Saturday Screenshots
4. Re: Saturday Screenshots Jan 22, 2011, 23:21 Aero
Dmitri_M wrote on Jan 22, 2011, 21:28:
It was previously known as "Storm of War". The name change to IL2 Cliffs of Dover is recent. I guess to bank off IL2's good name, smart move really.

Ohhhh... So this is Battle of Britain: Storm of War. I gotcha, I thought this was another Wings of Prey sort of deal.

Actually, in that case, it looks a little disappointing. And Ubisoft? Ugh. I'm sure it will be good... after the dust settles, and with some patching.

I hadn't really been following the development, but it looks like it's kind of falling apart at the end here.
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News Comments > Saturday Screenshots
1. Re: Saturday Screenshots Jan 22, 2011, 21:18 Aero
Nice... Cliffs of Dover looks pretty good. First I've heard of it. I wonder how that happened.  
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News Comments > No S.T.A.L.K.E.R. 2 Console Compromises
7. Re: No S.T.A.L.K.E.R. 2 Console Compromises Jan 12, 2011, 11:36 Aero
Cutting down for consoles can go beyond just graphics. There are some things that would require fairly fundamental differences that, if the PC were to be fully supported, would require significant amounts of work. The most obvious example could be things like the size of maps and so forth because PC's have many times more memory than consoles. That's usually a restriction you have to design to from the outset.

That being said, as others have pointed out, the thing that really breaks console ports is the UI and control function and layout.

I have faith that they'll do it right though, but man, they're going to have to spend a hell of a lot more time on QA and testing than they have in the past. I can't even imagine the sort of rage we'd see if a console game came out as buggy as past Stalker games were.

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News Comments > Early DNF Demo with Borderlands GOTY
22. Re: Early DNF Demo with Borderlands GOTY Oct 5, 2010, 17:28 Aero
Ugh, yeah, a 2 weapon limit is VERY un-Duke.

Part of what made Duke3D so fun was all the cool weapons, and switching between them just for the hell of it. If you only give me two, then I end up having to decide what to carry based upon how effective it is rather than how much fun it is to blow stuff up with.

What I was looking forward to about the whole DNF thing was a return to the classic ridiculous one-man-army style of fps. That's what it should be.

edit: Whoops, wrong thread. Anyways, close enough.
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News Comments > New SÖLDNER: Secret Wars Patch & Server
5. Re: New SÖLDNER: Secret Wars Patch & Server Oct 4, 2010, 19:28 Aero
Man... I followed the development and bought this game when it came out and, as everyone says, it had huge potential but just didn't work out in the end.

I have to wonder if I still have it somewhere. Just time and advancing hardware would have solved my biggest problems with it by now, and it's amazing to see they're still patching it. They were always pretty good with the patches so far as I remember, it's just they were at such a terrible deficit at the time of the initial release, I didn't have the patience to wait for the patch that finally made it good (assuming that eventually came).

Does anyone still play it? I can't imagine that I still have that disk after, what, six or seven years now? I'm might possibly be willing to chance the $10 on a new copy. Maybe.
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News Comments > Duke Nukem Forever Footage
22. Re: Duke Nukem Forever Footage Oct 3, 2010, 21:40 Aero
Jerykk wrote on Oct 3, 2010, 20:54:
I'm pretty sure DNF never used the D3 engine.

As I recall, it originally was going to use it, but they switched over to the Unreal engine at some point. This was something like ten years ago though, and my my memories of that time are hazy.

This was the first sign that things were going horribly wrong with the development. (Actually, come to think of it, it might have been the *Quake* engine, and then the Unreal engine).
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News Comments > Evening Consolidation
1. Re: Evening Consolidation Sep 30, 2010, 22:02 Aero
Great game. If I had a PS3 or an Xbox, I'd buy this in a second.  
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News Comments > On F1 2010 AI
7. Re: On F1 2010 AI Sep 28, 2010, 15:02 Aero
I don't buy that there is anything too fake going on in the actual race (though they do warp back to the track after spinning out into a sand trap and do some goofy things--things that are largely acceptable for them to do, but they should never do them while in the player's field of view). The AI isn't great, of course, but I can't think of any racing sim (or semi-sim) that has great AI. Virtual Grand Prix 3's AI is probably the best, but even they are a little robotic sometimes.

Mostly this whole thing seems to be a small number of people making valid criticisms and then a huge horde of trolls making a big annoying noise.

The biggest problem with the AI is their inability to navigate the tight hairpins and chicanes on many of the tracks at anything like a human pace. This is probably where the qualifying issue comes from as well.

That is a common problem in even the better racing sims. Aside from VGP3, in every single sim I can think of, you can generally pass three of four cars easily on the entry to a chicane by out braking them on the inside. A certain amount of the problem comes from the fact that this is something you would never, ever do in the real world because it's too reckless, but probably a larger amount comes from the difficulty AI have navigating around each other in tight bunches.

Overall, I'm relatively pleased with F1 2010. It has a few bugs that NEED fixing (like the lollipop man thing), and it isn't nearly as realistic in terms of physics as I would like (there doesn't seem to be any differential simulation at all... the rear wheels always lose traction at the same time), but overall I'm pretty happy with it.

I'd give it an 7.5/10 myself, mostly for bugs and somewhat disappointing performance (and not taking off points for the physics, which are the way they are by design).

I really don't see the AI being improved much in a patch, given that it is actually a very difficult thing to program. It's not buggy, it's just that CM are at the limit of their ability.
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News Comments > Formula 1 2010 Interview
1. Re: Formula 1 2010 Interview Sep 21, 2010, 23:06 Aero
Hehe... the "Geoff Brabham games."

Wrong Geoff.
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News Comments > Spaceships Ahoy - Evochron Mercenary & Demo
10. Re: Spaceships Ahoy - Evochron Mercenary & Demo Sep 17, 2010, 21:43 Aero
I actually like to think of it as a combination of naval combat (capital ships) and WW2 style dogfights (Star Wars style, pretty much) with fighters.

I like the X games, but for me they tend to be too large-scale economics based (factories and stuff, I prefer the lone trader approach). I also don't care for the organization of the universe as a bunch of effectively empty cubes of space between jump gates. That is where Evochron has its biggest strength IMO, in that it is one big continuous galaxy with the appropriate planetary system structure (though scaled way down, of course... planets seem to be about five miles in diameter). If you had a few years to kill, you could, for instance fly from one planet to another in another star system on just thrusters.

That said, the X Universe somehow seemed more alive to me than Evochron, though it's hard to say why. In that sense, I think Freelancer was excellent. Even though in reality it is a much, much simpler implementation, the radio chatter, being able to pick up missions from characters at bars and such, made for excellent atmosphere, even though it was all very superficial and repetitive.

I suspect you'd like Evochron, but it is a very different breed of game than X3. It's probably worth putting in the tutorial time plus the 90 minutes of gameplay you get in the demo.
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News Comments > Spaceships Ahoy - Evochron Mercenary & Demo
8. Re: Spaceships Ahoy - Evochron Mercenary & Demo Sep 17, 2010, 19:51 Aero
More of a single player game like Elite/Freelancer, but it does have multiplayer. You use your singleplayer character in multiplayer and the multiplayer portion is otherwise identical to the singleplayer except that other players are present in the galaxy. So, in that sense, it is rather like an MMOG, with the exception of the "massive" part. The confusion probably comes from that. There isn't really a distinction between single player and multiplayer.

So far as I know (it's been a while), there are not any "official" servers, and I don't know how many people can be on a server at once. The community based around the official message board is small but pretty tight knit though and very friendly to new players, so it works out pretty well.

The previous versions were pretty good if you are into the Elite/Freelancer style space sims. It felt a little sterile and repetitive to me when I last played (two versions ago), but it looks like things have improved quite a bit along those lines. I think I'm going to buy a copy.

My biggest gripe with previous versions was that combat was too missile oriented. I don't really like missiles in space combat games.

This comment was edited on Sep 17, 2010, 20:19.
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News Comments > Formula 1 2010 Trailer
6. Re: Formula 1 2010 Trailer Sep 15, 2010, 18:35 Aero
I'm looking forward to it, but I worry it's walking the dangerous path between an arcade racer and a sim racer. I mostly like sims, though I do enjoy a good pure arcade racer from time to time, but the area in between usually brings me no joy. I am willing to accept a softer approach to realism, but I still want it to handle like an actual car. Hopefully this will fill the bill.

Especially with the recent release of Ferrari Virtual Academy, which has really brilliant physics (but that's about it), it would be hard to change over to something where the cars drive like a hovercraft.

That said, there hasn't been a commercial F1 project for PC's in so many years now, anything is welcome.

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914 Comments. 46 pages. Viewing page 23.
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