On this level I can confirm that the two games are indeed similar. I
clearly cannot give you opinions because they would be biased.

Good play!

2011/12/22 Charles Rivard <wee1s...@fidnet.com>

> What I was getting at in my original post are the similarities between the
> two games.  You have radar to find the enemy.  You have weapons to destroy
> the enemy.  You must complete given missions.  You are navigating left and
> right, up and down, forward and back.  One game is in water while the other
> is in the air, but it's the same idea.  Of course, the sounds are
> different. The idea of both games are similar.
>
> I wasn't thinking of the mechanics or logistics of navigating your vehicle
> through the games.targets
>
>
> ---
> Shepherds are the best beasts, but Labs are a close second.
> ----- Original Message ----- From: "Christopher Bartlett" <
> themusicalbre...@gmail.com>
>
> To: "'Gamers Discussion list'" <gamers@audyssey.org>
> Sent: Thursday, December 22, 2011 9:21 AM
>
> Subject: Re: [Audyssey] a thought on the Shard Workshop project
>
>
>  OK, small dissertation to follow.
>>
>> Flying an aircraft is not at all like driving a car or a boat.  The
>> biggest
>> difference is that many of your controls do not directly affect your
>> position and orientation in three-space, but instead affect the rate of
>> change of that orientation.
>>
>> As a somewhat simplified example: moving the stick to the left initiates a
>> bank to the left, that is, the aircraft rolls along its long axis.  The
>> excursion from the zero-point of the stick controls how rapidly your roll
>> angle changes, rather than setting your absolute roll.  Move the stick
>> only
>> a little, and your roll rate is slow, but you do continue rolling.  The
>> same
>> sort of rate control works for the elevator (stick forward and back), with
>> the addition that gravity is still in effect, so that if you "unload" that
>> is remove all lift from the aircraft, you will eventually describe a
>> parabolic arc downwards (friction effects ignored.)
>>
>> These two effects are combined in actual flying, especially
>> high-performance
>> flying, so that turning is usually accomplished by rolling the aircraft,
>> then pulling back on the stick for a turn that occupies less horizontal
>> space.  Much dogfighting was done in the vertical, where rolling equates
>> to
>> turning.  Typically you had more control authority for pitch then roll and
>> finally yaw, so you would use your pitch controls to aid in turning.
>>
>> Now add engine power into the mix.  Goosing the throttle has more effects
>> than just increasing your speed.  Zero Sight has it right that you
>> accelerate or decelerate when you change throttle settings, but given that
>> lift is, among other things, a function of speed, if you are in level
>> flight
>> and goose the throttle without making any other control changes, you will
>> climb.  Chop the power and you descend.
>>
>> Now finally add in that when you bank, you tend to turn, and when you
>> apply
>> rudder, it has an effect on bank angle, and both affect your pitch angle,
>> and you begin to see how complex flying even a WWII aircraft was.  Dark is
>> right that it was possible to turn someone who had never flown into a
>> combat
>> pilot in relatively short order, though in the U.S. the training time was
>> more like six months and was every day, hours a day.
>>
>> Now, we look at modern combat flying.  In addition to performing all the
>> above tasks, you have a complex cockpit layout that requires memorization.
>> You have radar to monitor in any of several possible modes.  You have
>> weapons packages, both air-to-air and air-to-ground that each have their
>> separate control characteristics.  It isn't like in the movies, just point
>> and shoot, you have to select targets, select weapon system for each
>> target,
>> know your weapon's envelope of effectiveness and deploy it correctly.
>>
>> Now to Dark's point, Lone Wolf does not cover every complexity of conning
>> a
>> submarine in the WWII era, but it gives you enough to do that in the midst
>> of a furious combat sequence, firing on one target say, while evading
>> three
>> incoming destroyers, you have plenty to do.  Also, it enforces the sorts
>> of
>> snap decision-making that a sub commander would have to do.  Ok, my
>> targeting solution is coming into effect, but I have two destroyers
>> bearing
>> down on me.  Do I wait and take the shot?  If so, do I then turn and snap
>> off a shot at a destroyer, or do I crash dive and hope to live through the
>> bombardment?
>>
>> From what I've seen, Zero sight gets some of the feel of the "switchology"
>> right for modern aircraft, but the flight model is simplified to the point
>> where it doesn't impose a burden at all on the pilot.  The amazing thing
>> about modern fighter or attack pilots is that if need be, they can do all
>> this switching while yanking and banking at several gees.
>>
>> Now, it's probably unrealistic of me to expect anyone to create a detailed
>> flight model, though I have some excel models that do a pretty good job,
>> at
>> least for WWII era aircraft.  There are a vanishingly small number of
>> blind
>> people who've actually flown an aircraft, I am one, so the experience
>> isn't
>> missed by most gamers.  I'm unable to comment on other flight sims, as I
>> haven't tried one since the DOS days, but it's my impression that there
>> are
>> simulators out there, available to the commercial gamer, that do model
>> flight more realistically.
>>
>> So in conclusion, I recognize that my requirements are unreasonable for
>> most
>> people.  Do not take my negative view as representative, and I do
>> recommend
>> anyone try it.  But do not believe that you are doing anything like
>> flying.
>> And that's ok, I'm the radical simulationist on this forum and I recognize
>> that.
>>
>> Chris Bartlett
>>
>>
>>
>> ---
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>
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