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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 910 (Graduate)
User ID 40534
User comment history
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News Comments > Evening Previews
1. No subject Sep 18, 2008, 22:46 Aero
Still no real screenshots of OFP2 I see.

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News Comments > Tunnel Rats Movie
2. Re: No subject Sep 18, 2008, 22:45 Aero
Given that the tunnel segments were by far the worst bits of Vietcong which was otherwise a fine game, I'll pass.

It looks pretty crappy too, of course. Who knows though, maybe it will be good.

I'm sure the film will be ridiculously awful.

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News Comments > New Evochron Renegades
3. Re: Worth it? Sep 12, 2008, 13:12 Aero
The graphics are definitely not at X3's level effects wise. They're perfectly fine though--adequate is probably the best word. The environments are generally more interesting though, you can fly through nebulae, land on planets, explore moons, asteroid fields... that sort of stuff. Gravity makes things interesting as well, of course.

Trading/Mining works pretty well, you feel like you're actually traveling because of the environments. I definitely prefer this aspect to the way it works in X3. My only gripe, and this is IMO a relatively big one, is that there aren't any dedicated cargo ships, which is kind of a shame. I'd like that. You still can hold enough to make a lot of money trading though, a *lot* of money if you find some good trade routes, particularly in the uncharted systems, and the more dangerous locations.

I prefer the combat in Evochron by far, the whole newtonian physics thing makes for much more interesting strategies. You can also enable IDS (I forget what it stands for) where your ship's onboard computers automatically handle the thrusters to make the ship fly more like one in a traditional space sim.

Evochron is much more of a lone-wolf style space sim. You can contract wing-men, but that's about it. No player fleets or building stations or anything else like that. X3 and Evochron are pretty fundamentally different games.

It's more of an apples to oranges kind of thing. Evochron isn't nearly as complicated as X3, it's closer to the traditional space-sims. I definitely couldn't give it an unqualified recommendation to someone who likes X3 for the things that X3 does well.

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News Comments > Gold - X: Terran Conflict
6. No subject Sep 11, 2008, 12:44 Aero
I'm probably going to check this out. I thought X3 was a lot better than X2 (in most respects, anyways), and I really, really wanted to like it, but ultimately it was just too tedious. I did probably put a good 40+ hours into it overall though, so I got my money's worth. If all else fails, you can always ignore the business/management elements and just fly around blowing stuff up.

IMO, one of the biggest weaknesses is the sector "boxes," which weren't terribly good for the whole immersion thing. An empty 3D box with a bunch of stuff more or less randomly placed throughout it, though it did get cooler with the complexes and what have you. Still, I prefer Evochron, where you feel like you're actually traveling through space and exploring planets rather than just warping to what is effectively a 'level.'

If you could stick X3's graphics engine on Evochron's physics and its contiguous galaxy, plus a little (but not too much) of X3s building aspect, that would be a pretty impressive game right there.

Agreed about the interface BTW. It was tons better than X2's but that really only goes to illustrate how god-awful X2's was. I understand you need to do complicated things, so it needs a certain amount of complexity, but it needs significantly fewer nested menus, effective context menus, and to be a little more object oriented with a more graphical interface.

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News Comments > id Software Q&A
1. No subject Sep 11, 2008, 07:00 Aero
With all of the Q&A's that the id crew have been doing, it's a wonder they have time to get any actual work done.

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News Comments > More Spore Prototypes
1. No subject Sep 8, 2008, 06:45 Aero
Cell Culture, in particular, looks a lot more like what I had imagined a while ago when I first heard the concept of Spore. I think they should have taken this approach for the cell and creature stages. Being able to directly control your creature from a 3rd person perspective just doesn't seem right.

Who knows though, maybe Spore as we have it now is a better game.

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News Comments > Spore Debuts in North America
1. No subject Sep 7, 2008, 17:37 Aero
Not all that impressed. It's a decent enough game, I got my money's worth, but it's going to be the sort of game that I maybe play through two or three times, probably 30-40ish hours in total, and then put down. Not bad in the grand scheme of things, but it's certainly not the god-knows-how-many hours I spent with each SimCity.

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News Comments > New Death Track: Resurrection Demo
5. No subject Sep 4, 2008, 13:57 Aero
I feel that this new Death Track should really have been closer to a sim than an arcade game. The original was sort of like Mechwarrior but with cars, and it would have made this new one stand out more if they took that route. As it is, it's hard to get excited about it--it's just another arcade combat/racer.

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News Comments > Game Reviews
8. No subject Sep 2, 2008, 22:36 Aero
I take it this doesn't add any of the major features that they cut (or more likely never implemented) in the first one? Eg. Seamless environment, vehicles etc?

Overall, I did like the first one though. It was definitely a mediocre game, but the concept appealed to me, so I enjoyed my time with it for the most part.

I had left it behind before any of the serious mods came out, so I might go back and have another run through.

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News Comments > Euro Truck Simulator Demo
2. No subject Aug 30, 2008, 12:28 Aero
If someone would put some serious effort into doing a quality trucking simulator like this, I might pick up a copy and play it every now and again.

I'd rather it were a slightly cartoony sort of thing though with smokeys and stuff like that though.

This wasn't very good though. It's just drive from A to B, sleep, get gas, repeat. It won't even let you drive around in the cities. Moreover, the controls suck. Even with a wheel/pedals the controls were all jerky and the force feedback was terrible. The graphics were drab, and it was just boring.

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News Comments > GTR: Evolution Preorders get Race '07 Free
12. No subject Aug 27, 2008, 22:40 Aero
I'm telling you this is just the way it is. It's not a mistake, it's just fucked up is all. Steam lists the price in the US as 35.99 for the full package, it's 19.99 in a box.

I bet the Steam price will drop really fast though, and there will probably be a discount/sale/whatever.

Edit: RACE07 itself is still $29.99 on Steam and it was released at $19.99 in the stores.

The crux of the thing is that if you live in the US, don't buy it on Steam.
This comment was edited on Aug 27, 22:44.
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News Comments > GTR: Evolution Preorders get Race '07 Free
10. No subject Aug 27, 2008, 21:30 Aero
No, it's correct. The SimBin games cost a lot more in Europe and Europe is their primary audience. It's just severely discounted in the US because hardly anyone will buy it here.

It's probably also worth pointing out that Renato Simioni created the physics for the cars. He is known for doing the GPC79 physics and is easily one of the best out there.

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News Comments > GTR: Evolution Preorders get Race '07 Free
6. No subject Aug 27, 2008, 20:16 Aero
It's missing the Porsches, Ferraris and Lamborghinis from GTR2, but has a few ones GTR2 didn't have (Audi R8, Keoniggseg (er?) CCX, Gumpert Apollo, and a few others).

The main thing that it has is the Nordeshcleife, which is pretty cool.

Anyways, it's supposed to be okay. Not stellar, but probably worth the price. in the States you can buy the complete boxed RACE07+GTR Evo for $19.99 so I have no idea what Steam is on.

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News Comments > On Rage Multithreading
15. Re: No subject Aug 23, 2008, 22:00 Aero

Bah you already can do it, it's just that programmers in general don't know how to think multithreaded from the start. It's mostly "get the thing running as fast as possible serially". As soon as you start thinking "The AI is its own unique brain that we query when we need something, and that figures out on its own what to think about next", things fall into place.

Unfortunately, it isn't nearly that simple. Just creating a bunch of threads assigned to different sub-systems won't get you very far. If you have an AI loop running on one cpu, and its not being queried, you're just wasting resources, so clearly it can't just be running all the time. Also, what happens when the AI thread needs data from another thread in order to do its thing? Or when another thread needs data from the AI thread? One is going to stall while waiting for the other, and that's no good at all. What happens if they both need to work on and from the same bit of memory at once?

You end up wasting a lot of time because everything is interdependent and the whole thing can stall waiting on one thread, and then we have all but one of the processors effectively doing nothing while one of them crunches some data another needs to do something which yet another needs, and so on.

The difficulty is making sure each processor is doing something useful all the time.

This is something that is ridiculously hard to just do by hand, so we need compilers to do it for us. And they will, hopefully, some day soon. A lot of very smart people are still trying to figure it out.

( No I'm not an expert, I just know what I don't know. )

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News Comments > On Rage Multithreading
7. No subject Aug 23, 2008, 17:12 Aero
Quake3 supported dual CPU's, just not very well at all. I suspect Carmack is good person to have on the case given how long it's been churning around in his brain.

Probably multi-CPU support won't really come into its own until development tools have reached the point where programmers can implement efficient multi-processor programs without having to get into the nitty-gritty.

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News Comments > Nordic Games Formed; Wants to be "IKEA" of Games
17. No subject Aug 22, 2008, 22:26 Aero
"Tremendous" prices?

I do not think that word means what you think it means.

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News Comments > Mirror's Edge Movie, Preview
1. No subject Aug 21, 2008, 17:24 Aero
If there's one thing that's great about first person shooters, it's jumping puzzles. Everybody loves those.

Looks okay though.

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News Comments > GTA4 PC Improvements
25. No subject Aug 20, 2008, 20:16 Aero
It would be nice if they could make it work properly with a force-feedback wheel. None of the previous GTA games worked with a wheel but I understand the driving physics have been updated.

I can imagine driving around using the proper controls and using the mouse to aim my gun out the window to shoot random pedestrians being pretty fun.

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News Comments > ArmA II Next Year
12. No subject Aug 18, 2008, 15:07 Aero
It's difficult to say what was so disappointing about ArmA, but I was very disappointed too. The thing is, it was pretty much exactly the same as OFP, which was great and I played for years, but with modern graphics, so why should it be so disappointing?

Somehow, it just didn't do it for me though. In part, it was probably the near fatally broken single-player campaign. The first time I played it (after a broken, unbeatable tutorial and another one of those painfully long, unskippable drives to the battlefield), the Humvee driver got confused at an intersection, and just stopped, so I had to restart the mission. The second time he went the wrong way, so I had to restart again. The third time it worked, but I was shot in the back from 300-odd meters away the very instant I got out of the Humvee. Each time I had to sit though several minutes of the same terrible dialog as we drove to the battlefield. I gave up on it completely and played with the mission-editor instead.

The infantry controls became too complicated as well. Maneuvering your character around was like driving an extremely complicated, sluggish vehicle. OFP was good, slow but realistic, but ArmA's controls were just frustrating a lot of the time.

The performance also sucked. It did that annoying Crysis thing where you set the graphics up so that it runs smoothly and looks good but suddenly you get to some particular part on the island and you're getting 5 fps, so you have to configure the graphics around that, meaning they look unnecessarily like crap 95% of the time. It wasn't until I upgraded to a system well above the recommended specs that the frame rate was uniform. When I could run it at maximum settings and get 60 fps, it did look pretty good though.

Still, it wasn't terrible, and I play it here and there. It's just not the same. Patches have sorted out a lot of the issues, though not until recently. The new online game mode is nice. Right now it's decent enough, but my initial experience with it left a really bad taste in my mouth.

I've lost a lot of faith in Bohemia, so I hope they can redeem themselves with ArmA 2. I'm pretty sure they can pull it off though, particularly since it doesn't seem all that different from ArmaA 1, so everything fixed in the patches should still apply.

Here's hoping. I'm definitely not going to buy it the day it comes out like I did with ArmA though. Really, I probably just got my hopes up a little too high because I loved OFP so much.

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News Comments > GTR, GTR2, GT Legends Lobbies Return
1. Thank god... Aug 13, 2008, 15:33 Aero
...for that.

That would have largely rendered GTR2 and GTL useless. There are alternatives of course, but they're too obscure and this would have effectively killed them dead for all but league play.

iRacing would then be able to take a bigger bite of the community (because, by and large, RACE sucks) and the GTR2 crowd largely hates rFactor on principle, and it pretty much goes without saying that they wouldn't be interested in LFS.

Not that I don't like iRacing; iRacing is great. It's just going to bleed my wallet dry.

It has to make you reflect a bit. These companies aren't really under any obligation to keep their lobbies running, and that means it could all collapse at any moment.

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910 Comments. 46 pages. Viewing page 37.
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