Re: [Audyssey] a thought on the Shard Workshop project

2011-12-27 Thread Dallas O'Brien
yeah, ... but wouldn't it be cool to have one .. and to have it 
accessible  lol.

dreams, i know. but good ones!
dallas


On 12/23/2011 5:20, Trouble wrote:
You can disagree with the sim flying all you want. However, the facts 
are that air force and navy pilots have more sim time than actual 
flight time. They want them to know the controls before they give them 
a million dollar aircraft. That is also why most military pilots can 
fly anything, because of that sim training.
True, the sims we can use is basic. But, Who has the room for a full 
force sim capsule?


At 12:41 PM 12/22/2011, you wrote:

My comments interleaved with yours:


-Original Message-
From: gamers-boun...@audyssey.org 
[mailto:gamers-boun...@audyssey.org] On

Behalf Of Trouble
Sent: Thursday, December 22, 2011 11:47 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] a thought on the Shard Workshop project

You got some of the principles, but way off on others.
The ailerons on the ends of the wings are what lets the plane turn
left or right. You get this motion by moving the yoke left or right.
By pushing forward or pulling back on the yoke causes the Elevators
on the tail wings to raise or lower the planes level of flight. By
giving the plane more or less power. Gives more or less wind on the
wings surface to assist in these movements. Speed only makes you go
faster or slower. Depending on wait of plane determines how much
speed it takes to keep it in the air. Not all planes have rudders,
and those that do move along with the ailerons.

Um Trouble, I have hours logged in an actual cockpit, have helped 
rebuild
aircraft and have an aeronautical engineer/pilot for a stepfather.  
Trust

me, when you increase power, you climb, unless you trim the aircraft to
prevent it, just as when you decrease power, you descend, unless you 
trim
the aircraft or deploy flaps to increase the wing surface area.  here 
are

some very basic aerodynamics.

Lift is proportional to wing area and increases with angle of 
attack.  it
also increases with increasing velocity of airflow over the wing, 
(possibly

with the square of that velocity, I don't remember for sure.)  Increase
engine power in level flight, increase aircraft speed.  increase 
aircraft
speed, increase speed of air over the wing surface, thus increasing 
lift.



The ailerons increase the angle of attack for their wing.  Move the 
stick
left, increase the AoA on the right wing, producing more lift.  This 
rolls
the aircraft left, and does produce a small turning moment as well.  
But if
you want to turn sharply, you quarter roll the aircraft and pull up 
on the

stick.  This pulls the aircraft through your turn more quickly than any
rudder-and-aileron alone turn can.  You can also roll and push the stick
forward for a negative-gee maneuver, but aircraft will typically turn 
more

tightly in a positive-gee regime.

There are aircraft where the rudder and ailerons are automatically
coordinated, but given the need to cross-control (to perform a 
side-slip for

instance, I'm guessing there are overrides even for the most modern,
fly-by-wire jets.  Obviously, I haven't flown an F16, though I have 
spoken

to people who have.

Anyone that has flown and had time at the stick would of ben told
this info after all its basic flying. You want hard flying try a 
helicopter.

I have flown just about all types of RC models from airplanes to
hover craft. Now working on helicopters indoor type and out. Ben
playing with these big boy toys for past 30 years and most of it being
blind.

I have never flown a helicopter, but based on what I've been told and 
read,
I'd agree that it's probably much harder than fixed-wing aircraft.  
As for
the rest of this paragraph, I'm trying to see how you aren't accusing 
me of
lying, because that would be rude and disrespectful.  I have flown 
various
Sesna aircraft, as well as a Fairchild PT23, which is an open-cockpit 
WWII
era primary trainer with aerobatic capabilities.  I have survived and 
walked
away from a plane crash.  (Piper cub got flipped over by a freak 
crosswind

gust on landing, everyone but the plane was ok.)

I don't know what feedback you get flying an RC aircraft, not knowing 
your
vision level, but in order to comment disagree with my statements 
based on
your experience, you're going to have to convince me that you are in 
full
knowledge of exactly what your aircraft is doing at every moment in 
response
to your control commands.  You are also going to have to convince me 
that,
having actual sensory feedback in a cockpit, I don't know what I'm 
talking

about.  Good luck with that.

So with It's your plane and zero sight sims. You do get a good idea
of flying by sim.

I must respectfully but completely disagree.

Christopher Bartlett



At 10:21 AM 12/22/2011, you wrote:
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

Re: [Audyssey] a thought on the Shard Workshop project

2011-12-23 Thread Shard Workshop
Guys you should really read the official website from time to time.
From the official Zero Sight page:  if you have the demo and want to try
the new version, just uninstall your demo and download it again: the new
demo file is yet at version 1.01

2011/12/22 william lomas will.d.lo...@gmail.com

 i think it applies to the demo, to

 On Dec 22, 2011, at 7:29 PM, Charles Rivard wrote:

  If the patch is only for the full version, what about those of us who
 want to try the demo, with the changes having been made, to determine
 whether or not we want to buy?  I do want the heading of 0 degrees to be
 north, rather than 90 degrees being north.  I would not buy a game based on
 a buggy demo. Thanks.
 
  ---
  Shepherds are the best beasts, but Labs are a close second.
  - Original Message - From: Shard Workshop 
 shardworks...@gmail.com
  To: Gamers Discussion list gamers@audyssey.org
  Sent: Thursday, December 22, 2011 11:56 AM
  Subject: Re: [Audyssey] a thought on the Shard Workshop project
 
 
  Hi Thomas, if you are still interested, with patch 1.01 we have
 introduced
  the possibility of changing the default (Cartesian) heading with the
 Clock
  heading, with 0 degrees to the North, just by pressing A in the main
 menu.
  Just redownload the patch to try it out in case you want.
 
  http://www.shardworkshop.com/zero-sight
 
  2011/12/22 Thomas Ward thomasward1...@gmail.com
 
  Hi Chris,
 
  I agree. I tried the Zero Sight demo myself and it doesn't really grab
  my attention the way Lone Wolf does. Yeah, Lone Wolf doesn't
  necessarily stick to true physics either, but as you pointed out the
  experience does feel more realistic as a simulation than Zero Sight
  when we come down to a one on one comparison between the two.
 
  I honestly think Lone Wolf sets a president for any kind of combat
  simulation because it offers several starter missions, the ability to
  create custom missions, and the user interface is fairly straight
  forward. The keyboard commands are easy to remember because they make
  sense. A for area, f for fuel, d for depth, s for speed, etc are
  logical assignments.
 
  With Zero Sight I felt as though some keyboard assignments didn't make
  sense, and having 0 oriented to east instead of north just made the
  game too confusing for me.I'm willing to keep an an open mind about
  the game, but unless some of the things I don't particularly like get
  changed in the future I probably won't buy Zero Sight. I guess it
  doesn't really live up to my expectations for a flight simulator.
 
  Cheers!
 
 
  On 12/22/11, Christopher Bartlett themusicalbre...@gmail.com wrote:
   I don't think so, though others may disagree.  While Zero Sight
 seems  to
   provide an in-depth flying experience, I was actually quite 
 disappointed
  in
   the modeling of how one actually flies an aircraft.  I understand
 that
  those
   physics are difficult to make playable, so don't hold it against the
   developer, but it was sufficient to have me uninstalling the current
  demo.
  
   Lone Wolf's sub controls aren't exhaustively realistic, but they come
  much
   closer to providing the flavor of managing a submarine than do the 
 flight
   controls and avionics of Zero Sight.  I'm not saying don't enjoy the
  game if
   you do, but no, it's not yet in the class of Lone Wolf for this
 gamer.
  
 Chris Bartlett
  
 
  ---
  Gamers mailing list __ Gamers@audyssey.org
  If you want to leave the list, send E-mail to
  gamers-unsubscr...@audyssey.org.
  You can make changes or update your subscription via the web, at
  http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
  All messages are archived and can be searched and read at
  http://www.mail-archive.com/gamers@audyssey.org.
  If you have any questions or concerns regarding the management of the
 list,
  please send E-mail to gamers-ow...@audyssey.org.
 
  ---
  Gamers mailing list __ Gamers@audyssey.org
  If you want to leave the list, send E-mail to
 gamers-unsubscr...@audyssey.org.
  You can make changes or update your subscription via the web, at
  http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
  All messages are archived and can be searched and read at
  http://www.mail-archive.com/gamers@audyssey.org.
  If you have any questions or concerns regarding the management of the
 list,
  please send E-mail to gamers-ow...@audyssey.org.
 
 
  ---
  Gamers mailing list __ Gamers@audyssey.org
  If you want to leave the list, send E-mail to
 gamers-unsubscr...@audyssey.org.
  You can make changes or update your subscription via the web, at
  http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
  All messages are archived and can be searched and read at
  http://www.mail-archive.com/gamers@audyssey.org.
  If you have any questions or concerns regarding the management of the
 list,
  please send E-mail to gamers-ow...@audyssey.org.


 ---
 Gamers mailing list __ Gamers@audyssey.org
 If you want to leave the list

Re: [Audyssey] a thought on the Shard Workshop project

2011-12-23 Thread Shard Workshop
Yep, but one line below it says that if you have the demo you just have to
download and reinstall it to have the changes.

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

 It's a bit confusing, because it says, on the web page, that the patch is
 for the full version.  Yet, I think, the developer said, to this list, that
 the changes were made to the patch, no mention of the demo.  I went ahead
 and redownloaded the demo again, just in case.


 ---
 Shepherds are the best beasts, but Labs are a close second.
 - Original Message - From: william lomas will.d.lo...@gmail.com
 

 To: Gamers Discussion list gamers@audyssey.org
 Sent: Thursday, December 22, 2011 4:46 PM

 Subject: Re: [Audyssey] a thought on the Shard Workshop project


  i think it applies to the demo, to

 On Dec 22, 2011, at 7:29 PM, Charles Rivard wrote:

  If the patch is only for the full version, what about those of us who
 want to try the demo, with the changes having been made, to determine
 whether or not we want to buy?  I do want the heading of 0 degrees to be
 north, rather than 90 degrees being north.  I would not buy a game based on
 a buggy demo. Thanks.

 ---
 Shepherds are the best beasts, but Labs are a close second.
 - Original Message - From: Shard Workshop 
 shardworks...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Thursday, December 22, 2011 11:56 AM
 Subject: Re: [Audyssey] a thought on the Shard Workshop project


  Hi Thomas, if you are still interested, with patch 1.01 we have
 introduced
 the possibility of changing the default (Cartesian) heading with the
 Clock
 heading, with 0 degrees to the North, just by pressing A in the main
 menu.
 Just redownload the patch to try it out in case you want.

 http://www.shardworkshop.com/**zero-sighthttp://www.shardworkshop.com/zero-sight

 2011/12/22 Thomas Ward thomasward1...@gmail.com

  Hi Chris,

 I agree. I tried the Zero Sight demo myself and it doesn't really grab
 my attention the way Lone Wolf does. Yeah, Lone Wolf doesn't
 necessarily stick to true physics either, but as you pointed out the
 experience does feel more realistic as a simulation than Zero Sight
 when we come down to a one on one comparison between the two.

 I honestly think Lone Wolf sets a president for any kind of combat
 simulation because it offers several starter missions, the ability to
 create custom missions, and the user interface is fairly straight
 forward. The keyboard commands are easy to remember because they make
 sense. A for area, f for fuel, d for depth, s for speed, etc are
 logical assignments.

 With Zero Sight I felt as though some keyboard assignments didn't make
 sense, and having 0 oriented to east instead of north just made the
 game too confusing for me.I'm willing to keep an an open mind about
 the game, but unless some of the things I don't particularly like get
 changed in the future I probably won't buy Zero Sight. I guess it
 doesn't really live up to my expectations for a flight simulator.

 Cheers!


 On 12/22/11, Christopher Bartlett themusicalbre...@gmail.com wrote:
  I don't think so, though others may disagree.  While Zero Sight
 seemsto
  provide an in-depth flying experience, I was actually quite  
 disappointed
 in
  the modeling of how one actually flies an aircraft.  I understand 
 that
 those
  physics are difficult to make playable, so don't hold it against the
  developer, but it was sufficient to have me uninstalling the current
 demo.
 
  Lone Wolf's sub controls aren't exhaustively realistic, but they come
 much
  closer to providing the flavor of managing a submarine than do the 
  flight
  controls and avionics of Zero Sight.  I'm not saying don't enjoy the
 game if
  you do, but no, it's not yet in the class of Lone Wolf for this 
 gamer.
 
Chris Bartlett
 

 ---
 Gamers mailing list __ Gamers@audyssey.org
 If you want to leave the list, send E-mail to
 Gamers-unsubscribe@audyssey.**org gamers-unsubscr...@audyssey.org.
 You can make changes or update your subscription via the web, at
 http://mail.audyssey.org/**mailman/listinfo/gamers_**audyssey.orghttp://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org
 .
 All messages are archived and can be searched and read at
 http://www.mail-archive.com/**gamers@audyssey.orghttp://www.mail-archive.com/gamers@audyssey.org
 .
 If you have any questions or concerns regarding the management of the
 list,
 please send E-mail to gamers-ow...@audyssey.org.

  ---
 Gamers mailing list __ Gamers@audyssey.org
 If you want to leave the list, send E-mail to
 Gamers-unsubscribe@audyssey.**org gamers-unsubscr...@audyssey.org.
 You can make changes or update your subscription via the web, at
 http://mail.audyssey.org/**mailman/listinfo/gamers_**audyssey.orghttp://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org
 .
 All messages are archived and can be searched and read at
 http://www.mail-archive.com/**gamers@audyssey.orghttp://www.mail-archive.com/gamers@audyssey.org

[Audyssey] a thought on the Shard Workshop project

2011-12-22 Thread Charles Rivard
I recall that some time ago, there was a discussion on Lone Wolf.  Some people 
were thinking, Wouldn't it be cool if we had a game sort of like Lone Wolf, 
but we were flying a plane?  In regards to the game from the Shard Workshop, 
in a sense, do we now have such an animal?

---
Shepherds are the best beasts, but Labs are a close second.
---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] a thought on the Shard Workshop project

2011-12-22 Thread Christopher Bartlett
I don't think so, though others may disagree.  While Zero Sight seems to
provide an in-depth flying experience, I was actually quite disappointed in
the modeling of how one actually flies an aircraft.  I understand that those
physics are difficult to make playable, so don't hold it against the
developer, but it was sufficient to have me uninstalling the current demo.

Lone Wolf's sub controls aren't exhaustively realistic, but they come much
closer to providing the flavor of managing a submarine than do the flight
controls and avionics of Zero Sight.  I'm not saying don't enjoy the game if
you do, but no, it's not yet in the class of Lone Wolf for this gamer.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Charles Rivard
Sent: Thursday, December 22, 2011 7:09 AM
To: audyssey gamers list
Subject: [Audyssey] a thought on the Shard Workshop project

I recall that some time ago, there was a discussion on Lone Wolf.  Some
people were thinking, Wouldn't it be cool if we had a game sort of like
Lone Wolf, but we were flying a plane?  In regards to the game from the
Shard Workshop, in a sense, do we now have such an animal?

---
Shepherds are the best beasts, but Labs are a close second.
---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to
gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] a thought on the Shard Workshop project

2011-12-22 Thread Mario

Hi,

personally I've played Lone Wolf and Zero Sight, and I believe that the 
second is better. I haven't ever tryed the sensation of taking down an 
aircraft while thinking to another, giving orders to the squad member 
while shutting to a veicle ecc. Zero Sight recuires more concentration, 
but reserves more fun.


Why have you uninstalled the demo? why this is not so realistic for you?

I've played also flight simulators with sighted people, and it seems 
very similar to me to these.


---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] a thought on the Shard Workshop project

2011-12-22 Thread Christopher Bartlett
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



---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management 

Re: [Audyssey] a thought on the Shard Workshop project

2011-12-22 Thread dark

Hi Chris.

Well Zero site might be missing the friction physics and some of the more 
complex controls, but actually the angle as you describe is already in the 
game, it just involves setting angles with arrow keys.


As It says in the manual, Zero site isn't intended as a perfect simulation 
of every realistic aspect of flying a plane, just to give a general 
experience and a fun game in the process, which it does.


if your less keen on that, fair enough.

Btw, my two months figure was just a number pulled out of the air. 
Everything I know about training of volunteer pilots in wwii is based on 
rohald Dahl's auto biography, and he doesn't give a figure on his time, 
rather concentrating on how hard the training was and hwat it involved.


I must confess, while I'd say know a litle about military weapons, training 
and tactics up to the first world war, more modern military history is not 
really my subject and beyond what I've picked up from a variety of books set 
around that time or concerning other matters such as the Shoa (holocaust), I 
don't know too much.


Beware the grue!

Dark.
-  



---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] a thought on the Shard Workshop project

2011-12-22 Thread Charles Rivard
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

Re: [Audyssey] a thought on the Shard Workshop project

2011-12-22 Thread Trouble

You got some of the principles, but way off on others.
The ailerons on the ends of the wings are what lets the plane turn 
left or right. You get this motion by moving the yoke left or right. 
By pushing forward or pulling back on the yoke causes the Elevators 
on the tail wings to raise or lower the planes level of flight. By 
giving the plane more or less power. Gives more or less wind on the 
wings surface to assist in these movements. Speed only makes you go 
faster or slower. Depending on wait of plane determines how much 
speed it takes to keep it in the air. Not all planes have rudders, 
and those that do move along with the ailerons.
Anyone that has flown and had time at the stick would of ben told 
this info after all its basic flying. You want hard flying try a helicopter.
i have flown just about all types of RC models from airplanes to 
hover craft. Now working on helicopters indoor type and out. Ben 
playing with these big boy toys for past 30 years and most of it being blind.


So with It's your plane and zero sight sims. You do get a good idea 
of flying by sim.





At 10:21 AM 12/22/2011, you wrote:

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. 

Re: [Audyssey] a thought on the Shard Workshop project

2011-12-22 Thread Mario
About Zero sight: I've checked the site, and the dev has released the 
1.01 patch that solves bugs and adds the clock orientation system.


---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] a thought on the Shard Workshop project

2011-12-22 Thread Thomas Ward
Hi Chris,

I agree. I tried the Zero Sight demo myself and it doesn't really grab
my attention the way Lone Wolf does. Yeah, Lone Wolf doesn't
necessarily stick to true physics either, but as you pointed out the
experience does feel more realistic as a simulation than Zero Sight
when we come down to a one on one comparison between the two.

I honestly think Lone Wolf sets a president for any kind of combat
simulation because it offers several starter missions, the ability to
create custom missions, and the user interface is fairly straight
forward. The keyboard commands are easy to remember because they make
sense. A for area, f for fuel, d for depth, s for speed, etc are
logical assignments.

With Zero Sight I felt as though some keyboard assignments didn't make
sense, and having 0 oriented to east instead of north just made the
game too confusing for me.I'm willing to keep an an open mind about
the game, but unless some of the things I don't particularly like get
changed in the future I probably won't buy Zero Sight. I guess it
doesn't really live up to my expectations for a flight simulator.

Cheers!


On 12/22/11, Christopher Bartlett themusicalbre...@gmail.com wrote:
 I don't think so, though others may disagree.  While Zero Sight seems to
 provide an in-depth flying experience, I was actually quite disappointed in
 the modeling of how one actually flies an aircraft.  I understand that those
 physics are difficult to make playable, so don't hold it against the
 developer, but it was sufficient to have me uninstalling the current demo.

 Lone Wolf's sub controls aren't exhaustively realistic, but they come much
 closer to providing the flavor of managing a submarine than do the flight
 controls and avionics of Zero Sight.  I'm not saying don't enjoy the game if
 you do, but no, it's not yet in the class of Lone Wolf for this gamer.

   Chris Bartlett


---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] a thought on the Shard Workshop project

2011-12-22 Thread Christopher Bartlett
Fair enough in turn Dark.  It is true that toward the end of the war, both
Germany and Japan were trying to force pilots through their training program
faster and faster.  In the case of the Japanese, it didn't require as much
skill to be a kamikaze pilot, just enough to get the aircraft over a target
and dive it in.  Allied pilots remarked the drastic loss in pilot quality
for later-trained German pilots.  If I recall correctly, the Germans were
experimenting with the use of electric shock as part of their training
regime towards the end.

And as I've said, my tastes in this matter are quite extreme, and I
recognize that.

Chris Bartlett



---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] a thought on the Shard Workshop project

2011-12-22 Thread Christopher Bartlett
Ok, with those qualifications, I can agree that this game approaches Lone
Wolf, or for that matter, GMA Tank Commander.


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Charles Rivard
Sent: Thursday, December 22, 2011 11:32 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] a thought on the Shard Workshop project

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
Chris Bartlett



---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] a thought on the Shard Workshop project

2011-12-22 Thread Dallas O'Brien
yeah, but then, give it time. i mean, come on. its only had what, a few 
months at most, of coding? and as we give feedback, it can be updated, 
and will become better. its only a new game, most games that come out 
for the first time need some work done, when only a short time has been 
spent on building them.

also, don't compare them. they are two totally seperate kinds of games.
i personally have found this to be quite realistic in most regards. yes, 
there are some things that aren't quite right. but, its a game.

dallas


On 23/12/2011 03:24, Thomas Ward wrote:

Hi Chris,

I agree. I tried the Zero Sight demo myself and it doesn't really grab
my attention the way Lone Wolf does. Yeah, Lone Wolf doesn't
necessarily stick to true physics either, but as you pointed out the
experience does feel more realistic as a simulation than Zero Sight
when we come down to a one on one comparison between the two.

I honestly think Lone Wolf sets a president for any kind of combat
simulation because it offers several starter missions, the ability to
create custom missions, and the user interface is fairly straight
forward. The keyboard commands are easy to remember because they make
sense. A for area, f for fuel, d for depth, s for speed, etc are
logical assignments.

With Zero Sight I felt as though some keyboard assignments didn't make
sense, and having 0 oriented to east instead of north just made the
game too confusing for me.I'm willing to keep an an open mind about
the game, but unless some of the things I don't particularly like get
changed in the future I probably won't buy Zero Sight. I guess it
doesn't really live up to my expectations for a flight simulator.

Cheers!


On 12/22/11, Christopher Bartlettthemusicalbre...@gmail.com  wrote:

I don't think so, though others may disagree.  While Zero Sight seems to
provide an in-depth flying experience, I was actually quite disappointed in
the modeling of how one actually flies an aircraft.  I understand that those
physics are difficult to make playable, so don't hold it against the
developer, but it was sufficient to have me uninstalling the current demo.

Lone Wolf's sub controls aren't exhaustively realistic, but they come much
closer to providing the flavor of managing a submarine than do the flight
controls and avionics of Zero Sight.  I'm not saying don't enjoy the game if
you do, but no, it's not yet in the class of Lone Wolf for this gamer.

Chris Bartlett


---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.



---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] a thought on the Shard Workshop project

2011-12-22 Thread william lomas
does lone wolf have system access support?
played it years ago i may buy it you know but haven't played that game in a few 
years
has it had updates in the last few years?
tried it when first released

On Dec 22, 2011, at 6:27 PM, Dallas O'Brien wrote:

 yeah, but then, give it time. i mean, come on. its only had what, a few 
 months at most, of coding? and as we give feedback, it can be updated, and 
 will become better. its only a new game, most games that come out for the 
 first time need some work done, when only a short time has been spent on 
 building them.
 also, don't compare them. they are two totally seperate kinds of games.
 i personally have found this to be quite realistic in most regards. yes, 
 there are some things that aren't quite right. but, its a game.
 dallas
 
 
 On 23/12/2011 03:24, Thomas Ward wrote:
 Hi Chris,
 
 I agree. I tried the Zero Sight demo myself and it doesn't really grab
 my attention the way Lone Wolf does. Yeah, Lone Wolf doesn't
 necessarily stick to true physics either, but as you pointed out the
 experience does feel more realistic as a simulation than Zero Sight
 when we come down to a one on one comparison between the two.
 
 I honestly think Lone Wolf sets a president for any kind of combat
 simulation because it offers several starter missions, the ability to
 create custom missions, and the user interface is fairly straight
 forward. The keyboard commands are easy to remember because they make
 sense. A for area, f for fuel, d for depth, s for speed, etc are
 logical assignments.
 
 With Zero Sight I felt as though some keyboard assignments didn't make
 sense, and having 0 oriented to east instead of north just made the
 game too confusing for me.I'm willing to keep an an open mind about
 the game, but unless some of the things I don't particularly like get
 changed in the future I probably won't buy Zero Sight. I guess it
 doesn't really live up to my expectations for a flight simulator.
 
 Cheers!
 
 
 On 12/22/11, Christopher Bartlettthemusicalbre...@gmail.com  wrote:
 I don't think so, though others may disagree.  While Zero Sight seems to
 provide an in-depth flying experience, I was actually quite disappointed in
 the modeling of how one actually flies an aircraft.  I understand that those
 physics are difficult to make playable, so don't hold it against the
 developer, but it was sufficient to have me uninstalling the current demo.
 
 Lone Wolf's sub controls aren't exhaustively realistic, but they come much
 closer to providing the flavor of managing a submarine than do the flight
 controls and avionics of Zero Sight.  I'm not saying don't enjoy the game if
 you do, but no, it's not yet in the class of Lone Wolf for this gamer.
 
 Chris Bartlett
 
 ---
 Gamers mailing list __ Gamers@audyssey.org
 If you want to leave the list, send E-mail to 
 gamers-unsubscr...@audyssey.org.
 You can make changes or update your subscription via the web, at
 http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
 All messages are archived and can be searched and read at
 http://www.mail-archive.com/gamers@audyssey.org.
 If you have any questions or concerns regarding the management of the list,
 please send E-mail to gamers-ow...@audyssey.org.
 
 
 ---
 Gamers mailing list __ Gamers@audyssey.org
 If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
 You can make changes or update your subscription via the web, at
 http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
 All messages are archived and can be searched and read at
 http://www.mail-archive.com/gamers@audyssey.org.
 If you have any questions or concerns regarding the management of the list,
 please send E-mail to gamers-ow...@audyssey.org.


---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] a thought on the Shard Workshop project

2011-12-22 Thread Thomas Ward
Hi Will,

Not that I know of. the last version of Lone Wolf, v3.5, supports
Jaws, Window-eyes, or SAPI. I guess version 4.0 will have additional
screen reader support, but we'll have to wait and see when that
version is released.

Cheers!

On 12/22/11, william lomas will.d.lo...@gmail.com wrote:
 does lone wolf have system access support?
 played it years ago i may buy it you know but haven't played that game in a
 few years
 has it had updates in the last few years?
 tried it when first released

---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] a thought on the Shard Workshop project

2011-12-22 Thread Charles Rivard
If the patch is only for the full version, what about those of us who want 
to try the demo, with the changes having been made, to determine whether or 
not we want to buy?  I do want the heading of 0 degrees to be north, rather 
than 90 degrees being north.  I would not buy a game based on a buggy demo. 
Thanks.


---
Shepherds are the best beasts, but Labs are a close second.
- Original Message - 
From: Shard Workshop shardworks...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, December 22, 2011 11:56 AM
Subject: Re: [Audyssey] a thought on the Shard Workshop project



Hi Thomas, if you are still interested, with patch 1.01 we have introduced
the possibility of changing the default (Cartesian) heading with the Clock
heading, with 0 degrees to the North, just by pressing A in the main menu.
Just redownload the patch to try it out in case you want.

http://www.shardworkshop.com/zero-sight

2011/12/22 Thomas Ward thomasward1...@gmail.com


Hi Chris,

I agree. I tried the Zero Sight demo myself and it doesn't really grab
my attention the way Lone Wolf does. Yeah, Lone Wolf doesn't
necessarily stick to true physics either, but as you pointed out the
experience does feel more realistic as a simulation than Zero Sight
when we come down to a one on one comparison between the two.

I honestly think Lone Wolf sets a president for any kind of combat
simulation because it offers several starter missions, the ability to
create custom missions, and the user interface is fairly straight
forward. The keyboard commands are easy to remember because they make
sense. A for area, f for fuel, d for depth, s for speed, etc are
logical assignments.

With Zero Sight I felt as though some keyboard assignments didn't make
sense, and having 0 oriented to east instead of north just made the
game too confusing for me.I'm willing to keep an an open mind about
the game, but unless some of the things I don't particularly like get
changed in the future I probably won't buy Zero Sight. I guess it
doesn't really live up to my expectations for a flight simulator.

Cheers!


On 12/22/11, Christopher Bartlett themusicalbre...@gmail.com wrote:
 I don't think so, though others may disagree.  While Zero Sight seems 
 to
 provide an in-depth flying experience, I was actually quite 
 disappointed

in
 the modeling of how one actually flies an aircraft.  I understand that
those
 physics are difficult to make playable, so don't hold it against the
 developer, but it was sufficient to have me uninstalling the current
demo.

 Lone Wolf's sub controls aren't exhaustively realistic, but they come
much
 closer to providing the flavor of managing a submarine than do the 
 flight

 controls and avionics of Zero Sight.  I'm not saying don't enjoy the
game if
 you do, but no, it's not yet in the class of Lone Wolf for this gamer.

   Chris Bartlett


---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to
gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the 
list,

please send E-mail to gamers-ow...@audyssey.org.


---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to 
gamers-unsubscr...@audyssey.org.

You can make changes or update your subscription via the web, at
http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the 
list,
please send E-mail to gamers-ow...@audyssey.org. 



---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] a thought on the Shard Workshop project

2011-12-22 Thread Shard Workshop
Hah, great! But don't worry, everybody can be our kind of customer, we
surely don't think of making only flight simulator, we've got a lot a
interesting things for you in the future :D

2011/12/22 Christopher Bartlett themusicalbre...@gmail.com

 I'll echo Thomas' good wishes and praise for you.  I am not your typical
 consumer, so don't take my critique too much to heart.  One of these days,
 I'll get around to converting that excel data into the flight sim I want to
 play, which will likely interest only me.  *smile*

Chris Bartlett


 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Shard Workshop
 Sent: Thursday, December 22, 2011 1:22 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] a thought on the Shard Workshop project

 Thank you! We're really doing our best!

 2011/12/22 Thomas Ward thomasward1...@gmail.com

  Hi,
 
  thanks. I'll check the new demo out. As I said in my post I'm willing
  to keep an open mind on this game as there aren't too many good
  fighter sims out there for the blind and this one has potential. Just
  thought some of the bugs and features needed to be fixed before I was
  willing to spend money on it. However, if I haven't said so before you
  guys are off to a good start into the audio games community.
 
  Cheers!
 
  On 12/22/11, Shard Workshop shardworks...@gmail.com wrote:
   Hi Thomas, if you are still interested, with patch 1.01 we have
  introduced
   the possibility of changing the default (Cartesian) heading with the
  Clock
   heading, with 0 degrees to the North, just by pressing A in the main
  menu.
   Just redownload the patch to try it out in case you want.
  
   http://www.shardworkshop.com/zero-sight
 
  ---
  Gamers mailing list __ Gamers@audyssey.org
  If you want to leave the list, send E-mail to
  gamers-unsubscr...@audyssey.org.
  You can make changes or update your subscription via the web, at
  http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
  All messages are archived and can be searched and read at
  http://www.mail-archive.com/gamers@audyssey.org.
  If you have any questions or concerns regarding the management of the
 list,
  please send E-mail to gamers-ow...@audyssey.org.
 
 ---
 Gamers mailing list __ Gamers@audyssey.org
 If you want to leave the list, send E-mail to
 gamers-unsubscr...@audyssey.org.
 You can make changes or update your subscription via the web, at
 http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
 All messages are archived and can be searched and read at
 http://www.mail-archive.com/gamers@audyssey.org.
 If you have any questions or concerns regarding the management of the list,
 please send E-mail to gamers-ow...@audyssey.org.


 ---
 Gamers mailing list __ Gamers@audyssey.org
 If you want to leave the list, send E-mail to
 gamers-unsubscr...@audyssey.org.
 You can make changes or update your subscription via the web, at
 http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
 All messages are archived and can be searched and read at
 http://www.mail-archive.com/gamers@audyssey.org.
 If you have any questions or concerns regarding the management of the list,
 please send E-mail to gamers-ow...@audyssey.org.

---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] a thought on the Shard Workshop project

2011-12-22 Thread Dallas O'Brien
oh yes, i know what your saying, and i agree, the more real it is, the 
better. go true flight sims!
i mean, just look at why FSX is so dam popular. its cause even real 
pilots love it.
but yes, there is also the point about coding a game, and sometimes, 
playability comes first before realism. i am a person who loves realism 
in a game, but sometimes i have to let it be. lol.

dallas


On 23/12/2011 06:50, Che wrote:
  I am with Chris on the hard core simulation aspect, and I think 
there are many others out there as well that would appreciate as much 
realism as possible in their simulations.
  As a diabetic, I could not get a pilot's license, though I wished 
badly to be able to fly.  So back when I had sight, I bought an ultra 
light aircraft, which at the time did not require a license.  Aftr 
taking lessons for several weeks, I was out flying the countryside, 
and other than some wild ladies in Los Angeles, its about as much fun 
as I've ever had.
  I was also a hard core simulation player, from Falcon, to Apache A 
H64, to Grand Prix Legends, including all the flight controls, force 
feedback steering wheels, etc.
  Point being, I know how an aircraft responds to input, and so far, 
nobody has gotten close to the realism a hard core simulation fan 
would be seeking.
  Frankly, as far as selling a game went, a developer would be better 
off making a shoot em up that was much more fun than realistic, 
especially given the difficulty of producing an accurate physics model 
for something so complicated.
  chris may have a spreadsheet of data, but having done a physics 
model for a racing game, with engine RPM transferred to transmission, 
transferred to the road, its not a task for the uninitiated, and 
something that will take hundreds and hundreds of hours of learning 
time behind a coding package to even begin to scratch at success.
  These games seem so simple when we play them, just push the 
throttle, then this or that happens, but under the hood, a lot is 
going on, and its not as simple as plugging A into B.


It can be done however, no doubt in that, but ideas and wishful 
thinking are cheap, hard work and dedication to a project are not.
  Kudos to those out there taking a stab at flight simulation.  I plan 
on doing some more sculpting of my Apache Helicopter Simulation as 
time permits over the next few years, and if I end up making a full 
product, it will be as realistic as I can make it, including two 
person cockpits, with one pilot, and one weapons engineer playing 
together over the internet and a voice comm, against other players in 
what should be some hard core action.

.  even for those not into hard core simulation, that outta be fun, eh?
 Later
che

---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to 
gamers-unsubscr...@audyssey.org.

You can make changes or update your subscription via the web, at
http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the 
list,

please send E-mail to gamers-ow...@audyssey.org.



---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] a thought on the Shard Workshop project

2011-12-22 Thread Christopher Bartlett
I don't doubt it and am very happy to have another developer working in our
market, as it can only bring good to us.  Looking forward, both to new
offerings and to changes in this one.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Shard Workshop
Sent: Thursday, December 22, 2011 3:04 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] a thought on the Shard Workshop project

Hah, great! But don't worry, everybody can be our kind of customer, we
surely don't think of making only flight simulator, we've got a lot a
interesting things for you in the future :D

2011/12/22 Christopher Bartlett themusicalbre...@gmail.com

 I'll echo Thomas' good wishes and praise for you.  I am not your typical
 consumer, so don't take my critique too much to heart.  One of these days,
 I'll get around to converting that excel data into the flight sim I want
to
 play, which will likely interest only me.  *smile*

Chris Bartlett


 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Shard Workshop
 Sent: Thursday, December 22, 2011 1:22 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] a thought on the Shard Workshop project

 Thank you! We're really doing our best!

 2011/12/22 Thomas Ward thomasward1...@gmail.com

  Hi,
 
  thanks. I'll check the new demo out. As I said in my post I'm willing
  to keep an open mind on this game as there aren't too many good
  fighter sims out there for the blind and this one has potential. Just
  thought some of the bugs and features needed to be fixed before I was
  willing to spend money on it. However, if I haven't said so before you
  guys are off to a good start into the audio games community.
 
  Cheers!
 
  On 12/22/11, Shard Workshop shardworks...@gmail.com wrote:
   Hi Thomas, if you are still interested, with patch 1.01 we have
  introduced
   the possibility of changing the default (Cartesian) heading with the
  Clock
   heading, with 0 degrees to the North, just by pressing A in the main
  menu.
   Just redownload the patch to try it out in case you want.
  
   http://www.shardworkshop.com/zero-sight
 
  ---
  Gamers mailing list __ Gamers@audyssey.org
  If you want to leave the list, send E-mail to
  gamers-unsubscr...@audyssey.org.
  You can make changes or update your subscription via the web, at
  http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
  All messages are archived and can be searched and read at
  http://www.mail-archive.com/gamers@audyssey.org.
  If you have any questions or concerns regarding the management of the
 list,
  please send E-mail to gamers-ow...@audyssey.org.
 
 ---
 Gamers mailing list __ Gamers@audyssey.org
 If you want to leave the list, send E-mail to
 gamers-unsubscr...@audyssey.org.
 You can make changes or update your subscription via the web, at
 http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
 All messages are archived and can be searched and read at
 http://www.mail-archive.com/gamers@audyssey.org.
 If you have any questions or concerns regarding the management of the
list,
 please send E-mail to gamers-ow...@audyssey.org.


 ---
 Gamers mailing list __ Gamers@audyssey.org
 If you want to leave the list, send E-mail to
 gamers-unsubscr...@audyssey.org.
 You can make changes or update your subscription via the web, at
 http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
 All messages are archived and can be searched and read at
 http://www.mail-archive.com/gamers@audyssey.org.
 If you have any questions or concerns regarding the management of the
list,
 please send E-mail to gamers-ow...@audyssey.org.

---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to
gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] a thought on the Shard Workshop project

2011-12-22 Thread Dallas O'Brien

thats good to hear, and i can't wait to see what you bring out next!
dallas


On 23/12/2011 06:03, Shard Workshop wrote:

Hah, great! But don't worry, everybody can be our kind of customer, we
surely don't think of making only flight simulator, we've got a lot a
interesting things for you in the future :D

2011/12/22 Christopher Bartlettthemusicalbre...@gmail.com


I'll echo Thomas' good wishes and praise for you.  I am not your typical
consumer, so don't take my critique too much to heart.  One of these days,
I'll get around to converting that excel data into the flight sim I want to
play, which will likely interest only me.  *smile*

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Shard Workshop
Sent: Thursday, December 22, 2011 1:22 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] a thought on the Shard Workshop project

Thank you! We're really doing our best!

2011/12/22 Thomas Wardthomasward1...@gmail.com


Hi,

thanks. I'll check the new demo out. As I said in my post I'm willing
to keep an open mind on this game as there aren't too many good
fighter sims out there for the blind and this one has potential. Just
thought some of the bugs and features needed to be fixed before I was
willing to spend money on it. However, if I haven't said so before you
guys are off to a good start into the audio games community.

Cheers!

On 12/22/11, Shard Workshopshardworks...@gmail.com  wrote:

Hi Thomas, if you are still interested, with patch 1.01 we have

introduced

the possibility of changing the default (Cartesian) heading with the

Clock

heading, with 0 degrees to the North, just by pressing A in the main

menu.

Just redownload the patch to try it out in case you want.

http://www.shardworkshop.com/zero-sight

---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to
gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the

list,

please send E-mail to gamers-ow...@audyssey.org.


---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to
gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to
gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.



---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] a thought on the Shard Workshop project

2011-12-22 Thread Charles Rivard
How about this new game the thread deals with, though?  Do you find it 
boring?  Thanks.


---
Shepherds are the best beasts, but Labs are a close second.
- Original Message - 
From: Mike Maslo mmaslo1...@swbell.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, December 22, 2011 1:13 PM
Subject: Re: [Audyssey] a thought on the Shard Workshop project



I personally think lone Wolf is boring but that's me

Sent from my iPhone

On Dec 22, 2011, at 11:24 AM, Thomas Ward thomasward1...@gmail.com 
wrote:



Hi Chris,

I agree. I tried the Zero Sight demo myself and it doesn't really grab
my attention the way Lone Wolf does. Yeah, Lone Wolf doesn't
necessarily stick to true physics either, but as you pointed out the
experience does feel more realistic as a simulation than Zero Sight
when we come down to a one on one comparison between the two.

I honestly think Lone Wolf sets a president for any kind of combat
simulation because it offers several starter missions, the ability to
create custom missions, and the user interface is fairly straight
forward. The keyboard commands are easy to remember because they make
sense. A for area, f for fuel, d for depth, s for speed, etc are
logical assignments.

With Zero Sight I felt as though some keyboard assignments didn't make
sense, and having 0 oriented to east instead of north just made the
game too confusing for me.I'm willing to keep an an open mind about
the game, but unless some of the things I don't particularly like get
changed in the future I probably won't buy Zero Sight. I guess it
doesn't really live up to my expectations for a flight simulator.

Cheers!


On 12/22/11, Christopher Bartlett themusicalbre...@gmail.com wrote:

I don't think so, though others may disagree.  While Zero Sight seems to
provide an in-depth flying experience, I was actually quite disappointed 
in
the modeling of how one actually flies an aircraft.  I understand that 
those

physics are difficult to make playable, so don't hold it against the
developer, but it was sufficient to have me uninstalling the current 
demo.


Lone Wolf's sub controls aren't exhaustively realistic, but they come 
much
closer to providing the flavor of managing a submarine than do the 
flight
controls and avionics of Zero Sight.  I'm not saying don't enjoy the 
game if

you do, but no, it's not yet in the class of Lone Wolf for this gamer.

   Chris Bartlett



---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to 
gamers-unsubscr...@audyssey.org.

You can make changes or update your subscription via the web, at
http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the 
list,

please send E-mail to gamers-ow...@audyssey.org.


---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to 
gamers-unsubscr...@audyssey.org.

You can make changes or update your subscription via the web, at
http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the 
list,
please send E-mail to gamers-ow...@audyssey.org. 



---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] a thought on the Shard Workshop project

2011-12-22 Thread Dallas O'Brien
yes, and on the site, he does say along with the fact that the patch is 
for the full version, that you will need to re download the demo to 
update that.

dallas


On 23/12/2011 08:56, Charles Rivard wrote:
It's a bit confusing, because it says, on the web page, that the patch 
is for the full version.  Yet, I think, the developer said, to this 
list, that the changes were made to the patch, no mention of the 
demo.  I went ahead and redownloaded the demo again, just in case.


---
Shepherds are the best beasts, but Labs are a close second.
- Original Message - From: william lomas 
will.d.lo...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, December 22, 2011 4:46 PM
Subject: Re: [Audyssey] a thought on the Shard Workshop project



i think it applies to the demo, to

On Dec 22, 2011, at 7:29 PM, Charles Rivard wrote:

If the patch is only for the full version, what about those of us 
who want to try the demo, with the changes having been made, to 
determine whether or not we want to buy?  I do want the heading of 0 
degrees to be north, rather than 90 degrees being north.  I would 
not buy a game based on a buggy demo. Thanks.


---
Shepherds are the best beasts, but Labs are a close second.
- Original Message - From: Shard Workshop 
shardworks...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, December 22, 2011 11:56 AM
Subject: Re: [Audyssey] a thought on the Shard Workshop project


Hi Thomas, if you are still interested, with patch 1.01 we have 
introduced
the possibility of changing the default (Cartesian) heading with 
the Clock
heading, with 0 degrees to the North, just by pressing A in the 
main menu.

Just redownload the patch to try it out in case you want.

http://www.shardworkshop.com/zero-sight

2011/12/22 Thomas Ward thomasward1...@gmail.com


Hi Chris,

I agree. I tried the Zero Sight demo myself and it doesn't really 
grab

my attention the way Lone Wolf does. Yeah, Lone Wolf doesn't
necessarily stick to true physics either, but as you pointed out the
experience does feel more realistic as a simulation than Zero Sight
when we come down to a one on one comparison between the two.

I honestly think Lone Wolf sets a president for any kind of combat
simulation because it offers several starter missions, the ability to
create custom missions, and the user interface is fairly straight
forward. The keyboard commands are easy to remember because they make
sense. A for area, f for fuel, d for depth, s for speed, etc are
logical assignments.

With Zero Sight I felt as though some keyboard assignments didn't 
make

sense, and having 0 oriented to east instead of north just made the
game too confusing for me.I'm willing to keep an an open mind about
the game, but unless some of the things I don't particularly like get
changed in the future I probably won't buy Zero Sight. I guess it
doesn't really live up to my expectations for a flight simulator.

Cheers!


On 12/22/11, Christopher Bartlett themusicalbre...@gmail.com wrote:
 I don't think so, though others may disagree.  While Zero Sight 
seems   to
 provide an in-depth flying experience, I was actually quite   
disappointed

in
 the modeling of how one actually flies an aircraft.  I 
understand  that

those
 physics are difficult to make playable, so don't hold it against 
the
 developer, but it was sufficient to have me uninstalling the 
current

demo.

 Lone Wolf's sub controls aren't exhaustively realistic, but they 
come

much
 closer to providing the flavor of managing a submarine than do 
the   flight
 controls and avionics of Zero Sight.  I'm not saying don't enjoy 
the

game if
 you do, but no, it's not yet in the class of Lone Wolf for this 
 gamer.


   Chris Bartlett


---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to
gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of 
the list,

please send E-mail to gamers-ow...@audyssey.org.


---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to 
gamers-unsubscr...@audyssey.org.

You can make changes or update your subscription via the web, at
http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of 
the list,

please send E-mail to gamers-ow...@audyssey.org.



---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to 
gamers-unsubscr...@audyssey.org.

You can make changes or update your subscription via the web, at
http://mail.audyssey.org/mailman/listinfo

Re: [Audyssey] a thought on the Shard Workshop project

2011-12-22 Thread Charles Rivard

Me thinks I missed something?  (sheepish grin)

---
Shepherds are the best beasts, but Labs are a close second.
- Original Message - 
From: Dallas O'Brien dallas-obr...@bigpond.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, December 22, 2011 5:13 PM
Subject: Re: [Audyssey] a thought on the Shard Workshop project


yes, and on the site, he does say along with the fact that the patch is 
for the full version, that you will need to re download the demo to update 
that.

dallas


On 23/12/2011 08:56, Charles Rivard wrote:
It's a bit confusing, because it says, on the web page, that the patch is 
for the full version.  Yet, I think, the developer said, to this list, 
that the changes were made to the patch, no mention of the demo.  I went 
ahead and redownloaded the demo again, just in case.


---
Shepherds are the best beasts, but Labs are a close second.
- Original Message - From: william lomas 
will.d.lo...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, December 22, 2011 4:46 PM
Subject: Re: [Audyssey] a thought on the Shard Workshop project



i think it applies to the demo, to

On Dec 22, 2011, at 7:29 PM, Charles Rivard wrote:

If the patch is only for the full version, what about those of us who 
want to try the demo, with the changes having been made, to determine 
whether or not we want to buy?  I do want the heading of 0 degrees to 
be north, rather than 90 degrees being north.  I would not buy a game 
based on a buggy demo. Thanks.


---
Shepherds are the best beasts, but Labs are a close second.
- Original Message - From: Shard Workshop 
shardworks...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, December 22, 2011 11:56 AM
Subject: Re: [Audyssey] a thought on the Shard Workshop project


Hi Thomas, if you are still interested, with patch 1.01 we have 
introduced
the possibility of changing the default (Cartesian) heading with the 
Clock
heading, with 0 degrees to the North, just by pressing A in the main 
menu.

Just redownload the patch to try it out in case you want.

http://www.shardworkshop.com/zero-sight

2011/12/22 Thomas Ward thomasward1...@gmail.com


Hi Chris,

I agree. I tried the Zero Sight demo myself and it doesn't really 
grab

my attention the way Lone Wolf does. Yeah, Lone Wolf doesn't
necessarily stick to true physics either, but as you pointed out the
experience does feel more realistic as a simulation than Zero Sight
when we come down to a one on one comparison between the two.

I honestly think Lone Wolf sets a president for any kind of combat
simulation because it offers several starter missions, the ability to
create custom missions, and the user interface is fairly straight
forward. The keyboard commands are easy to remember because they make
sense. A for area, f for fuel, d for depth, s for speed, etc are
logical assignments.

With Zero Sight I felt as though some keyboard assignments didn't 
make

sense, and having 0 oriented to east instead of north just made the
game too confusing for me.I'm willing to keep an an open mind about
the game, but unless some of the things I don't particularly like get
changed in the future I probably won't buy Zero Sight. I guess it
doesn't really live up to my expectations for a flight simulator.

Cheers!


On 12/22/11, Christopher Bartlett themusicalbre...@gmail.com wrote:
 I don't think so, though others may disagree.  While Zero Sight
seems   to
 provide an in-depth flying experience, I was actually quite  
disappointed
in
 the modeling of how one actually flies an aircraft.  I
understand  that
those
 physics are difficult to make playable, so don't hold it against
the
 developer, but it was sufficient to have me uninstalling the
current
demo.

 Lone Wolf's sub controls aren't exhaustively realistic, but they
come
much
 closer to providing the flavor of managing a submarine than do
the   flight
 controls and avionics of Zero Sight.  I'm not saying don't enjoy
the
game if
 you do, but no, it's not yet in the class of Lone Wolf for this 
 gamer.


   Chris Bartlett


---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to
gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the 
list,

please send E-mail to gamers-ow...@audyssey.org.


---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to 
gamers-unsubscr...@audyssey.org.

You can make changes or update your subscription via the web, at
http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions