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In the beginning - Wings Of Honor

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In the beginning


12 replies to this topic

#1 AspectSim-JP4

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Posted 23 May 2003 - 02:59 PM

A big thanks goes out to Wings of Honor for making a little home for us here. Just a few weeks ago we here at Aspect Simulations announced the development of "Knights Over Europe" and the feedback we've received from the on-line community has been overwhelmingly positive. It has been our goal from the start to make a painstakingly detailed WWI combat flight simulator that a hard core audience will really appreciate and that is accessible to new players as well. It is our hope to re-energize interest in the roots of combat flight simulation and flight simulation in general. I?m sure most of you would agree that there has been a painful lack of offerings over the last few years. We hope our contribution will begin to change that.

To that end we are hoping to get feed back from you on what you would like to see in "Knights Over Europe". We know that every player has their own ideas on what makes a great flight sim. While we can't guarantee that every suggestion will be implemented, each will receive due consideration. We?ll be releasing more information about the game as time goes on.

Stay tuned,

Mathew ?JP4? Herman
Producer
Aspect Simulations, LLC

#2 An Unarmed Man

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Posted 23 May 2003 - 05:44 PM

I bet we could throw together a nice list of pro's and con's, however you might be reading for awhile lol :)
Salute!
Capt. Unarmed AAM***, BS
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Royal Air Corps

#3 FlyXwire

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Posted 24 May 2003 - 12:47 PM

Thanks JP4 for giving the WWI sim community the chance to contribute our ideas to the on-going development of KOE, and I'm sure we're all looking forward to learning more about this new sim project!

I'm curious as to what format you might envision for community "feedback" to be offered about KOE, and how active the designers will participate in these forum discussions?

To the point, I'm wondering to what degree have the fundamental features of the sim already been determined, and how essential will fan-based input be to KOE's future development?

I see in another thread here that there's further information to be had about a dynamic campaign, mission editor, and the game's system spec requirements, etc.........

It might be a good thing to consider official notification of the sim's features here and on your company website before any misinterpretations crop up. ;)

Thank you again for the opportunity to allow us all to put in our 2 cents worth.............might get a little expensive for some of us as time goes on! :) :D
Real aviators are very sharp and not so timorous. That did not help their good relations with the bureaucrats. -Willy Coppens-

#4 Dantes

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Posted 24 May 2003 - 06:33 PM

Ah, good to see a KOE forum is available. Not sure where to start on WW1 sim suggestions since there are so many things to talk about.

JP4, perhaps there is a specific aspect your team is currently working on that you would lke to topically discuss with potential players and get feedback on?

I really like the fact planes have an internal structure to them. Looks great so far.

S!
"Between the minds that plan and the
hands that build there must be a mediator"

#5 Pentallion

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Posted 27 May 2003 - 10:33 PM

Okay, well I will dive right in.

First off: the view system is critical. With the advent of TrackIR, flight simming has taken a quantum leap in immersion. The mouse panning feature and its integration with TrackIR is considered by many hardcore flight simmers as the current state-of-the-art.
Many people posted on the CFS3 boards that without this feature integrated into their flight sim, they would not be buying their product.
In addition to TrackIR, there is also the idea of how padlocking will work. Those without a TrackIR system have no way to compete with those who do unless padlock is available. But a padlock that acts like 360 degree radar finder is NOT what anyone, especially us padlockers want. IL-2 uses a system where you have to actually mouse pan to be looking at the planes on your monitor before padlock will lock onto them.
I really hope KOE utilizes padlock in much the same way.

Next:
Online playability: More is better. flying 4 vs 4 gets pretty boring fast. If the graphics can be toned down as an online option so that the game can hold more people then I am sure many would happily scale back the graphics to get better fps and have larger multiplayer games. 32 players online pretty much does the trick. Plus, of course, if it can also handle AI planes online, that's even better. Then up to 50 planes online would be fine, IMO.

Single player campaign. If you've played Red Baron, I needn't say anymore.

Good luck to you all. I can't wait to buy your sim.

#6 An Unarmed Man

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Posted 28 May 2003 - 01:49 PM

flyable 2 seaters. That's what I want to see the most. I mean for Single Player have the ability to be an observer and get promoted up to a fighter squadron or something. In Multiplayer have the pilot/bomber and another person who will be the rear gunner.

Many of the Red Baron players have been harping on one major thing, and that is immersion into the game. They want to feel like they are sitting in the cockpit of the plane, the way the real WWI pilots felt it, but I doubt they want the prop wash and the "Regular" bathroom visits due to the castor oil lol. The view system in other words will have to be essential. I'm liking the idea of a padlock view only if your "head" is looking in that direction, possibly make your line of sight better as you get more flight time in. Also i'd like to see the padlock views disable if your trying to find a plane in a cloud or in the sun. Most of the kills in WWI were by surprise, something that is not encountered in RB3d.

Ground forces would be nice, tank vs tank battles, massive infantry charges, small arms fire coming up at you if your too close to enemy trenches.

It's a hard task, many of the people in Red Baron want a Flight sim/game. They want mechnical failures, irreparable gun jams, they want as close to the real thing as possible, however at the same time they want a game. One where they can just jump into and have fun and not spend 5 days non stop learning to fly.

I have a feeling you have your work cut out for you Mathew :)
Salute!
Capt. Unarmed AAM***, BS
Fighter Pilot
Royal Air Corps

#7 Dantes

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Posted 30 May 2003 - 10:52 PM

Actually I would love to have an FM model so precise and intricate that needed 5 days to learn to take off successfully. I'm all for training school. :)

Ah well. As simmers all know flying is the easy part. Not getting your pilot killed is the hard part.

S!
"Between the minds that plan and the
hands that build there must be a mediator"

#8 An Unarmed Man

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Posted 01 June 2003 - 02:03 AM

Dantes, on May 30 2003, 05:52 PM, said:

Actually I would love to have an FM model so precise and intricate that needed 5 days to learn to take off successfully.
See but the problem with that is the game wouldn't attract many people, only the die hards and when making a game the goal is to make money lol

If you had the FM's set up like you do in Red Baron I guess it could work though.
Salute!
Capt. Unarmed AAM***, BS
Fighter Pilot
Royal Air Corps

#9 AspectSim-JP4

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Posted 02 June 2003 - 06:06 AM

Right now we'd like to get a feel for some of the high level stuff you would like to see in the game. Like some of the ideas already mentioned i.e. multi-crew play. While we have a pretty good idea of what KOE will feature, letting us know what you would like to see (or not see) can help us dial things in. We are a ways off from shipping (2004) so getting in ideas early can be a powerful thing.

Cheers,

Mathew 'JP4' Herman
Producer
Aspect Simulations, LLC

#10 An Unarmed Man

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Posted 03 June 2003 - 02:02 PM

Probably the biggest thing would be an extremely accurate damage model. I mean you can actually aim for certain parts of the plane. Aim for the gas tank, radiator, engine, control cables, or the pilot. In Red Baron the only thing you can really aim for is the engine or the pilot, everything else is guess work. Also an accurate Flight Model that reacted realistically to the damage. If you suffer structural failure in red baron, as long as you still have wings on both sides you can pretty much fly, don't think there were many WWI planes that could do that lol.
Salute!
Capt. Unarmed AAM***, BS
Fighter Pilot
Royal Air Corps

#11 zippo

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Posted 29 June 2003 - 07:17 AM

I would'nt ask for perfect scenery or historical accuracy,but if I followed the baron west along the Somme,down the main street and over the church of Vaux-sur-Somme,at Bray-Corbie road would I see the smokestack of the brickworks where the baron crashed?I'm just asking for KoE to highlight historical locations with detail.That would be cool.

#12 Grumpy

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Posted 13 July 2003 - 10:38 AM

While having a MMOFS with ground troops, etc. would be ideal, the reality of it is that simply having a top-notch flight sim with accurate modeling (incl. damage modeling) and leaving out the extraneous stuff would be great and it seems you're well on your way.

However, for single-player the story would prolly need to include the other elements to make it interesting.

Terrain (trees, hills, buildings, etc.) should be included as much as possible and, of course, weather!

Yes, please no auto-snap-to-enemy finders unless handled in such a way that it's not a crutch (ie. flying along hitting the "nearest-enemy" key until you "find" something).

The gallery and models look great! Anything on gameplay yet?

>G

#13 zippo

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Posted 21 July 2003 - 01:50 AM

How about optional telescopes for flight leaders?





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