How will CK stand out?
#31

Hey Dogz!! Long time no see...you oughta stop by the squadron hq once in a while!
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#32

I don't get any emails from 209 anymore, and since I'm not a WW2 sim fan I've let 209 slip my mind. If I'm still on the rooster I'd be glad to come back anyhow, just can't spare £1000 on a new system to play ROF right now thats all. Perhaps when CK comes out we'll see us....

Walking out of the plane and refueling/re-arming your machine? Confusedhock: Damn...
I thought I was asking crazy questions!!!
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#33

In my view there are several things CK needs to do. It's fairly obvious the trouble model makers are going to so the issue of accurate detailed aeroplanes is not important.

What is important therefore is the enviroment they fly in. I have drawn attention to this before, but Europe is a region with variable conditions and rarely blessed with clear skies. Weather is a complex issue and one that can have direct effects on the conduct of a aerial battle, in that aviators used clouds as cover or places to shake off pursuers. If CK adresses this issue thoroughly and visually accurately, it will score heavily. If we're all fling in californian blue skies and clear air, we've lost a precious opportunity.

Also, the issue of tactics is relevant. One of the great criticisms of IL2 AI is that enemy aeroplanes (or even your own flight) don't really behave in a convincing manner. Would Russian fighter pilots really fly away into the distance before returning for a head-on pass? That's not what the memoirs say.

The same applies to WW1 tactics. Early on of course fights were more usually one on one, and only the need to defeat the opponent and guard yourself against attacks meant that by the end of the war, massive furballs between sixty aeroplanes a side were taking place.

Unlike the supposedly ordered WW2 era of IL2, the battlescape of WW1 aviation was much more reliant on individual initiative. No radios of course, just hand signals (now there's an idea... A little bubble on the edge of the screen showing a little graphic of a senior pilot furiously gesturing at me would be good. Sort of like the Crimson Skies virtual targeter for instance).

There should also ideally be ways of customising your aeroplane, because aviators did that back then. Whereas the technology of WW2 was a specialist subject for aircraft engineers, pilots in WW1 adapted their aeroplanes if they thought it would help them.

There's probably a whole host of things I haven't thought of, but just a few things that I'd like to see.
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#34

We have a very aggressive and very witty AI in CK that know how to work together.

As I have show you before environment can be made what ever you like in off line play
And how ever the one setting up the on line server would like it, just have a look at this
Photo and look at the environment in the background of the SE5A;
viewtopic.php?f=91&t=31239
That was a online server shot and it can even be much more then that.

CK pilots have hand signals that are done by key commands.

As for customizing planes, most customizing was in the way of a prop or instruments
A few and very few did take a motor from a downed opponents plane ( ie ) Voss had
A Bentley motor in his Dr1 for the last week of his life that he got from a Camel he
Brought down, a lot of pilots used their hunting scope for their gun sight, but a pilot
Back then did not live long enough to do much to their planes, there are a few more
Exceptions that we know of.


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#35

I used to play RS but it's not around anymore, lately just sticking to ROF and I will try OFF soon, not to mention all the other sims in the past but with these contemporary sims I can't help but feel there lacking in something.

Don't get me wrong I do enjoy them, but they feel quite mechanical instead of just pure fun and adrenaline at times, I can't really be concise about it, perhaps they're just too serious and focused on accuracy too much.

RB3D has that easy to pick up yet impossible to master feel to it, NFM was great fun for everyone and AFM made us even more, perhaps CK should follow that same route?
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#36

dogz Wrote:I used to play ...
Don't get me wrong I do enjoy them, but they feel quite mechanical instead of just pure fun and adrenaline at times, I can't really be concise about it, perhaps they're just too serious and focused on accuracy too much.


Wile making CK we are not forgetting the overall game fun factor and
Ease of play wile we stay as accurate as we can with the sim.


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#37

I've been playing a lot of ROF lately and things have occurred to me that I would like to raise with CK;

Will you have a pricing policy? I mean is it just a $40 payment and all the future updates/planes and things will come for free?

Will the maps be authentic? It would be nice if we can have a small map just for quick on-line battles just like the island in RB3D!!!!

Forcefeedback support? I don't care for it myself but some guys really like it.

S
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#38

Any software update like bug fixes will be free, expansion packs will be paid and will come
With serval vehicles in each pack and some packs will have new maps as well.

The big maps will be authentic, we also have a small island map for quick game play.

As for force feed back support, not sure yet, but we will try our best to have it in for the first release.


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#39

So Mods as well?

Me - I'll be skinning away :Smile)

Planemad
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#40

Planemad Wrote:So Mods as well?
Planemad


If someone makes a mod for CK they will be making it with VSF, then they will
Turn the mod be it a vehicle or map over to CK devotion and if the mod is
Excepted by CK devotion then it will be coded and put into CK by way of
The next expansion pack and the modder will be paid for his / her work.


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#41

So, hold on... Do we need VSF to play CK?

Planemad
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#42

Planemad Wrote:So, hold on... Do we need VSF to play CK?
Planemad

NO! only if you would like to make a mod for it, be it a vehicle or map.
Skins and missions you will be able to do right in CK it self.

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#43

Ok thats Good :Smile)

Cheers DM Tongue

Planemad
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#44

I've slowly noticed some more things about ROF, well nearly every sim will have it's perks and so but so far this is the only one that deals with prop wash.

You can notice the plane shudder especially on a head on pass with near collision, I've even managed to knock a camel into a spin just through a high speed pass literally inches away. This is a fact pilots knew about, I remember Udet writing about it; he didn't like to get too close behind an enemy at times.

Would be excellent if you could put things like this in CK, it's obviously very hard to model but would really give more dimension to the game physics.

The weight of the planes an important factor; Camel's are quite unstable and a fairly light plane for its time, so I guess a bulky alby could easily knock it about.
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#45

This would be a nice feature but like you said, it will probably be hard to add into CK.

But +1 for the idea :wink:

Planemad
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