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Sounds like "pottie talk", eh Mogster. Now this ole WWI trooper had more to worry about than just stinkin' bricks and floods!  Looks like he needs a lesson in "how not to be seen"!!! (GT makes it as real as it gets)
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I was impressed with the effects shown in the video but a couple of things I noted:
1. There were no aircraft shadows on the ground, but I realise this was promoting the torque effect on the aircraft so presume they were not too bothered about the eye candy aspect for this demonstration scene.
2. In the external view of the aircraft starting up, when the aircraft rocked from side to side as the engine was revved, so did the camera as though the outside view was locked to the aircraft. Obviously the camera view should remain static and only the aircraft should rock. It sounds incredibly picky of me to pick up on a potential negative but I'm a huge fan of eye candy in sims and merely wondered if this means all external views will be hardwired to the aircraft rather than having the more floating view as if seen from an accompanying plane.
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Chox...it may not have been an external view but the view from the pilot leaning to the left.
edit.. I watched the video again and see what you mean about the camera moving with the torque of the engine with the external view. Like you say its no big deal in an alpha shot.
" I used to care but things have changed" Bob Dylan
Intel core I7 4790K @ 4.4 Asus Maximus Hero VII Motherboard 16 gigs DDR3 2133 EVGA GTX980Ti Oculus Rift LG 37" LCD BLack Mamba III Joystick Cougar Throttle/X55 Throttle/Saitek Levers Saitek Pro Rudder pedals Voice Activation Controls
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Rockin vid  everythin seems to be moving along nicely! 
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Just watched the vid. Only problem is that I want this now Great physics, nice sounds as well. I said nice sounds, Oleg are you listening?
WAS C2D 8500 3.16ghz, 285gtx 1gb, 4gig ram, XP NOW Win7 64, I5 2500K, SSD, 8Gig ram, GTX 570
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That video is just awesome - and the interview too. Can't think of ANY sim that has me as excited as this one - love the period for it's color and history. And I love flying the a/c as it is pure flying - no missles, no cannon, no radios, no radar - you don't even have to worry about retracting your gear. Sorry for rambling but it seems like the GT guys share my views regarding what a WWI sim should be and that has got me sooo stoked!! Barkhorn.
"It is useless for the sheep to pass resolutions in favor of vegetarianism, while the wolf remains of a different opinion."--- William Ralph Inge
"The ORIGINAL Barkhorn"
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There is a tremendous sense of being there from the in cockpit part of the vid.
I like the shifted to the left view, good for takeoff and landing.
WAS C2D 8500 3.16ghz, 285gtx 1gb, 4gig ram, XP NOW Win7 64, I5 2500K, SSD, 8Gig ram, GTX 570
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Hey guys here is a small video I made of the Camel at Omaka NZ taxiing and taking off, to compare. http://www.youtube.com/watch?v=wH3apEdU3Oc Hope you enjoy it. PC
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Originally posted by choxaway: I was impressed with the effects shown in the video but a couple of things I noted:
1. There were no aircraft shadows on the ground, but I realise this was promoting the torque effect on the aircraft so presume they were not too bothered about the eye candy aspect for this demonstration scene.
2. In the external view of the aircraft starting up, when the aircraft rocked from side to side as the engine was revved, so did the camera as though the outside view was locked to the aircraft. Obviously the camera view should remain static and only the aircraft should rock. It sounds incredibly picky of me to pick up on a potential negative but I'm a huge fan of eye candy in sims and merely wondered if this means all external views will be hardwired to the aircraft rather than having the more floating view as if seen from an accompanying plane. This particular camera is bound to target's geometrical center (F2 view, pretty standard actually) which, in its turn, is bound to the center of mass. As the center of mass moves, so does the camera. Most of the parameters that affect the behavior of each camera are user adjustable, and we are also planning on individual camera profiles for each flyable a/c, similar to Aces High (that was Aces High, right? As for the shadows.. There will be shadows, bit later. It's just pre-alpha, man. Tim Ivanov KoS DevTeam
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I figured there would be shadows in the final production as everything else is obviously receiving such tremendous attention to detail. Really excited about this sim and looking forward to further updates.
I understood the first part of your paragraph concerning the camera views but not sure what you meant by " . . individual camera profiles for each flyable a/c". Could you explain in simple terms?
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disillusioned Member
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Really good interview!....that torque, and the engine sound are 
Post composed with speech to text, it woks grape!
Clod OEM screenshots & videos of Eu release..So I fly the original game because I am a off-liner and the game's AI was broken after the last good patch, game version 1.0.13954 GigaByteBoard...64bit...FX 4300 3.8, G. Skill sniper 1866 32GB, EVGA GTX 660 ti 3gb, Raptor 64mb cache, Planar 120Hz 2ms, CH controls, Tir5
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I understood the first part of your paragraph concerning the camera views but not sure what you meant by " . . individual camera profiles for each flyable a/c". Could you explain in simple terms? [/QB] lets say, youd be able to abjust such things as: -POV x-y-z positions -FOV ssettings for each POV etc. etc. personally for each flyable aircraft
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CSG_Rummy
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Originally posted by killdevil: Like Lomac? negative, as i know, lomac have lua files which work only offline/with specific missions, and you aint able to use these hud settings online/everywhere where you fly.
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Originally posted by choxaway: not sure what you meant by " . . individual camera profiles for each flyable a/c". Could you explain in simple terms? Say, you fine-tune (in 6DOF) your head position when looking forward, then assign this position to, say, POV-neutral. Then fine-tune looking backward over right shoulder, put it on POV-right-down, then left shoulder - POV-left-down, and so on. And these finely tuned positions of your head will be perfect as long as you fly, say, a Camel. But if you decide to drive a FokkerDR1, you'll find out these head positions are absolutely wrong due to different cockpit layout. You re-adjust for Fokker, but when you return to Camel, everything is wrong again. Get what I mean?..
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Much appreciated, thanks a lot!
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Salute
I just had a chance to look at the video of the Camel. Outstanding stuff, and hopefully we will see that implemented.
One comment though: The image looked very odd and empty without humans in it. The Sim definitely needs humans for it to have the 'real' feel. I hope the developers consider this. It's going to look like 'botworld' if we have empty cockpits and abandoned fields.
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99% real Member
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99% real Member
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have you guys seen this vid yet? http://www.gennadich.com/ its a beauty...KoS physics core @ 66mb
"you know...in the whole, vast configuration of things you're nothing but a scurvy little spider...and that goes for you!...and that goes for you, too!!" George Bailey
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That is sooo Page 54. 
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99% real Member
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99% real Member
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woopsidoodle....I'm such a flat tire.
"you know...in the whole, vast configuration of things you're nothing but a scurvy little spider...and that goes for you!...and that goes for you, too!!" George Bailey
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HOA's
by Terl9999 - 09/18/26 04:12 AM
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Football
by Terl9999 - 09/18/26 02:42 AM
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