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Linux Air Combat: free, lightweight and open-source combat flight simulator

askmisterwizard.com

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Re: Linux Air Combat: free, lightweight and open-source combat flight simulator

#71
post #58

Earlier quoted context omitted.

As is SF itself. Is there anything to recommend it now, aside from inertia of already being on SF?

Slashdot reports that Netcraft confirms that source forge is dead.

Funny and insightful.

Re: Linux Air Combat: free, lightweight and open-source combat flight simulator

#72
post #64
post #38

Earlier quoted context omitted.

Battlebit and Minecraft (which was mentioned in another reply here) won't ever actually be mistaken for a game from the 1990s, there's way too much detail into the far distance, the lighting is too good, and the UI looks relatively modern (especially in Battlebit). Linux Air Combat on the other hand really does look the way games looked 30 years ago, and the UI looks worse. It's fine, we don't need good graphics in e…

I've been playing with minetest a bit and the lighting really is the thing that stands out. The animations are noticable when you really watch something, but the difference in how cubes are shaded jumps out at first sight as the thing the commerical game has that really makes it look polished.

Have you tried MineClone2 which is built with minetest? The minetest guys claim they are only an engine providing tools and are not trying to recreate the minecraft experience. MineClone2 wants to provide an authentic experience and then MineClone5 is the "new features branch" but is unstable. Then there is Mineclonia which aims for stability and performance in neglect of MineCraft parity.

Re: Linux Air Combat: free, lightweight and open-source combat flight simulator

#73

Earlier quoted context omitted.

Great point & example, but I'm curious how well that translates to simulation games, where immersion is a large part of the selling point, as opposed to fun & tight game mechanics full of balanced flow & fiero.

Isn't one of the main aspects of immersion that it feels like the real thing? That's far harder to do right than graphics and it's going to have a bigger impact on how immersive the game is. You can always improve graphics down the line but getting the mechanics and handling right is a lot more important and will be a lot harder to change later on.

I got absolutely immersed in Indianopolis 500 back in the day[0]. The graphics were pathetic by modern standards but the long races felt like you had to manage a variety of things (tire wear etc) and you really had to commit to it. So I would agree graphics are secondary to the immersion experience.

[0] https://en.wikipedia.org/wiki/Indianapolis_500:_The_Simulati...

Re: Linux Air Combat: free, lightweight and open-source combat flight simulator

#74

I've wanted a more accessible combat flight simulator. Something like DCS or Falcon BMS with realistic flight physics, but more arcade controls (the aircraft should handle realistically, but I shouldn't have to spend 20 minutes starting the aircraft and pushing simulated buttons and switches in the cockpit, even though I have a great appreciation for that level of detail). I don't want my aircraft to have 99 missiles…

Flying a low fi model like the F-15 on DCS was pretty realistic but arcadey at the same time. I could easily map most of the controls on my Xbox controller and have the keyboard ready for those rare cases

Re: Linux Air Combat: free, lightweight and open-source combat flight simulator

#75
post #26

Earlier quoted context omitted.

y copy of DCS World (a popular combat flight sim) is around is 426GB. This is positively featherweight for the genre.

You're comparing something that literally looks like a movie to a game that nobody would even dare giving away for free in cereal packs.

Alright, compare to up and coming air combat game Tiny Combat Arena, which requires at least 1GB.

Re: Linux Air Combat: free, lightweight and open-source combat flight simulator

#76

I've wanted a more accessible combat flight simulator. Something like DCS or Falcon BMS with realistic flight physics, but more arcade controls (the aircraft should handle realistically, but I shouldn't have to spend 20 minutes starting the aircraft and pushing simulated buttons and switches in the cockpit, even though I have a great appreciation for that level of detail). I don't want my aircraft to have 99 missiles…

Check out Tiny Combat Arena - https://store.steampowered.com/app/1347550/Tiny_Combat_Arena...

Re: Linux Air Combat: free, lightweight and open-source combat flight simulator

#77

Earlier quoted context omitted.

Great point & example, but I'm curious how well that translates to simulation games, where immersion is a large part of the selling point, as opposed to fun & tight game mechanics full of balanced flow & fiero.

Isn't one of the main aspects of immersion that it feels like the real thing? That's far harder to do right than graphics and it's going to have a bigger impact on how immersive the game is. You can always improve graphics down the line but getting the mechanics and handling right is a lot more important and will be a lot harder to change later on.

Whether it looks like the real thing certainly also plays into whether it feels like the real thing.

Re: Linux Air Combat: free, lightweight and open-source combat flight simulator

#78

Earlier quoted context omitted.

SF has been through like 2 or 3 owners since then, ancient history at this point.

As is SF itself. Is there anything to recommend it now, aside from inertia of already being on SF?

It provides mailing lists, forums and isn't locked to a single type of VCS (in fact it doesn't even need a VCS at all, you can just release files - or you can host the VCS elsewhere and use it only for releases as, e.g., Free Pascal is doing with having the code in GitLab but all releases in SourceForge). Also as a user it has reviews and the project pages are not frontloaded with the source code but instead a summary that tells you what the program is, review/scores about it and even provide options to get notified whenever new versions are released. Hell, it even has screenshots.

Of course it all depends on each project to use them and IMO the SourceForge UX is far from ideal (also the pages load slowly), but at least the functionality is there.

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