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 Vehicle Control 
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Joined: Sun Jul 13, 2008 9:57 am
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Post Re: Vehicle Control
I'm more for CBB but it depends how you're planning on having the GUI work. Nice to see this still chugging along.


Wed Apr 21, 2010 7:22 am
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Location: Yogyakarta, Indonesia. A slice o' paradise.
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Post Re: Vehicle Control
CBA, partially CBB.

So far we have these for aerial controls:
-Darlos' hover code
-Grif's plane code (Alhazred optimized it)
-Alhazred's gunship code
besides the usual rocket and dropship.


Wed Apr 21, 2010 10:45 am
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REAL AMERICAN HERO
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Post Re: Vehicle Control
This mod doesn't quite fit into any of those categories.


Wed Apr 21, 2010 4:30 pm
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DRL Developer
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Post Re: Vehicle Control
CAB sounds best.


Wed Apr 21, 2010 4:32 pm
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Post Re: Vehicle Control
B
A
A

(haha, sheep)


Wed Apr 21, 2010 9:53 pm
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Post Re: Vehicle Control
To me CCB sounds the best.


Wed Apr 21, 2010 11:39 pm
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Post Re: Vehicle Control
Actually a combination of both for number 2 would be good.


Wed Apr 21, 2010 11:53 pm
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Post Re: Vehicle Control
Alright, thanks guys.

For the most part, what I'm thinking is-

Selectable modes, between automatic and manual in terms of weaponry

Make the control scheme overall as intuitive as possible, with a GUI to cover new users, possibly with an out-of-game option to disable it if you dislike it.

And the controls are gonna tend more towards "fun" than "realistic", though I might be persuaded to make versions with both.


Thu Apr 22, 2010 2:19 am
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Data Realms Elite
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Post Re: Vehicle Control
Great grif, now I can quickly use the functions of the craft, worry about whether or not to focus on flight or fight, and I can go from artificial to fun time clunky reality.
Look off of the Gunships by Abdul.

CAA

I like me a machine that you can get a real feel of ( like do some crazy ♥♥♥♥ like acrobatic stunt fliers ) , and has easy access of the controls.
Can't control a stunt plane if you don't have easy access to what you need, YOU'D DIE BECAUSE OF IT!

Abdul's Gunships are a good example, I can "feel" the plane, I can do bull♥♥♥♥ things*, and I can easily gun people down while still being able to quickly touch down for a little fix.
That and the fact that it hovers in place when not controlled, I don't want to worry about the ship while it is idle.

*- Crash landings are fun, not to mention the over-corrections.


Thu Apr 22, 2010 3:01 am
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Post Re: Vehicle Control
CaveCricket48 wrote:
1. C
2. A
3. A



This


Wed Apr 28, 2010 11:20 pm
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Joined: Mon Oct 06, 2008 2:04 am
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Post Re: Vehicle Control
Quote:
The LFoW way, which makes it completely stylistic, awesome and unique, while still functional and easy to handle.


Oh it will be excellent.


Thu Apr 29, 2010 2:54 am
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Joined: Sat Mar 13, 2010 5:52 am
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Post Re: Vehicle Control
C
A
A or B


Thu Apr 29, 2010 2:55 am
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Joined: Thu Mar 04, 2010 9:07 pm
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Location: Turkey
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Post Re: Vehicle Control
Q1: b,
Q2: b,
Q3: a

I like this game for trying to be realistic/predictable but ending up being pretty chaotic/unpredictable, just like life. However, the difficulty to fly said ship and the weapon power/durability of the ship should increase together. If a ship with weak weapon power and little armor was very difficult to fly, why even bother?
KnowhatImsayin'?


Thu Apr 29, 2010 10:26 am
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