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Author Topic:   Crimson Skies
Aaron_G_Turner
Cadet
posted 03-13- 10:51 AM     Click Here to See the Profile for Aaron_G_Turner   Click Here to Email Aaron_G_Turner     Edit/Delete Message   Reply w/Quote
I notice that Microsoft (via the acquisition of FASA) is planning a computer game version of Crimson Skies, although I am sure I remember an ancient computer version of this from about 6 years ago. Anyway, the M$ version is going to be an 'action adventure' type game - i.e. arcade flight models. How easy would it to be to create Crimson Skies style aircraft in OPS, etc., and how much do you have to tweak the flight models to be 'realistic' or does that come for free?

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Whirlwind
Pilot
posted 03-13- 03:00 PM     Click Here to See the Profile for Whirlwind   Click Here to Email Whirlwind     Edit/Delete Message   Reply w/Quote
Short Answer:

It would be the same as adding any other plane to SDOE.

Long Answer:

You'd need to do a high detail model (>2000 faces), a mid level model (>1000 faces), a low level model (>500 faces), and a cardboard cutout model (>12 faces). You'd need to do the interior, including the cockpit. You'd need to texture the first two level, and interior models. You then have to port it all to SDOE, and then tweak, adjust, and massage the FM to be 'realistic'.
You'd have to arm the plane and add hardpoints. Then you'd need to beta release the plane and listen to a possibly hostile/usually helpful croud critique it. One day, it might be considered 'mainstream'. Of course, once you get one plane 'right' you could base the rest of the planes off of it.

If you are like me, I like the short answer, sounds so much easier .

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Aaron_G_Turner
Cadet
posted 03-13- 03:42 PM     Click Here to See the Profile for Aaron_G_Turner   Click Here to Email Aaron_G_Turner     Edit/Delete Message   Reply w/Quote
Ah - I was hoping I could avoid the FM
tweaking - i.e. design something along
the lines of the crazy Crimson Skies
designs and let the design fly the way
the design would, relying on the physics
modelling in the game, but maybe I was
hoping for too much.

Ok - I admit it - what I really want is
to play around designing planes without
needing a wind tunnel!

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Whirlwind
Pilot
posted 03-13- 04:02 PM     Click Here to See the Profile for Whirlwind   Click Here to Email Whirlwind     Edit/Delete Message   Reply w/Quote
It's not that harsh. You can just use a pre-existing airfoil, figure out each wing piece's surface area plus some other numbers, and tweak as needed. Just load up OPS and have a look at one of the exiting planes. Make sure you have the OpenPlane documentation (available somewhere from fightersqaudron.com) on hand to look things up with, then pester everybody in the Tech Talk section with a bunch of questions. No question is too dumb.

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Spanky the Mad Dog
Pilot
posted 03-13- 07:26 PM     Click Here to See the Profile for Spanky the Mad Dog   Click Here to Email Spanky the Mad Dog     Edit/Delete Message   Reply w/Quote
Spanky here...

I think that game is going to be great fun. Not realistic but fun.

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roadtoad
Pilot
posted 03-15- 10:04 AM     Click Here to See the Profile for roadtoad     Edit/Delete Message   Reply w/Quote
I agree with you Spanky. If this alternate universe thing is done right it'll be sorta the Interstate 76 of air games - if done wrong, it'll be the Interstate 82 of air games. Meaning if it has no depth it'll be just another airquake twitcher.

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Whirlwind
Pilot
posted 03-15- 10:32 AM     Click Here to See the Profile for Whirlwind   Click Here to Email Whirlwind     Edit/Delete Message   Reply w/Quote
I liked Air Power, but they never made an upgraded Air Power II. That was from Rowan and also a Zeppelin carrier game. It wasn't as detailed as what MS is going for, though.

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