Re: Movie Dogfights
@KilroyWH78 I agree with you that the xwings speed feels wrong; it’s too slow, and in terms of evading the ships don’t have enough inertia, such that good thrust management could decide a fight but I think it’s a game design to use drift and the environment rather than pure speed and and form of energy management (which only really makes sense in atmospheric flight); remember that the films are REALLY wrong as they are basically ww2 fighters in space.
They exhibit energy bleeding, high inertia and have a common ‘up’. This makes sense for getting pretty and thrilling dogfights which the audience can intuitively understand.
It bares no reality to real space dynamics.
Thus game is somewhere slightly more ‘realistic’ (in yaw and roll rates), and no common or forced up and thusly less like the movie.
This means dogfights are less like ww2 and less like a combat flight sim like dcs.
A Star Wars game that followed what we see in the movies would engender as much push back from the players because they’re would be gravity, drag and a common ‘up’ that would go against the idea of being in space.
It’s very hard to find that balance.
I think if ships were slower and the inertia higher (and pc keyboard players couldn’t cheat with their instant stop button) then it might feel a little more like the movies, but as I hope I’ve explained, it would also feel off because we know space doesn’t work that way.
Personally I’d love a battlestar galactica game that had true 6 degrees of freedom and g-forces, but they too cheated for drama with the whole ‘trapping; a ‘carrier’ style landing, whereas landing a tiny fighter would be rather trivial, and more like how we see Apollo land on a pad every time. ( which would still be a lot of fun and require 6DOF flight controls)
They exhibit energy bleeding, high inertia and have a common ‘up’. This makes sense for getting pretty and thrilling dogfights which the audience can intuitively understand.
It bares no reality to real space dynamics.
Thus game is somewhere slightly more ‘realistic’ (in yaw and roll rates), and no common or forced up and thusly less like the movie.
This means dogfights are less like ww2 and less like a combat flight sim like dcs.
A Star Wars game that followed what we see in the movies would engender as much push back from the players because they’re would be gravity, drag and a common ‘up’ that would go against the idea of being in space.
It’s very hard to find that balance.
I think if ships were slower and the inertia higher (and pc keyboard players couldn’t cheat with their instant stop button) then it might feel a little more like the movies, but as I hope I’ve explained, it would also feel off because we know space doesn’t work that way.
Personally I’d love a battlestar galactica game that had true 6 degrees of freedom and g-forces, but they too cheated for drama with the whole ‘trapping; a ‘carrier’ style landing, whereas landing a tiny fighter would be rather trivial, and more like how we see Apollo land on a pad every time. ( which would still be a lot of fun and require 6DOF flight controls)