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damson

5
Posts
3
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A member registered Feb 22, 2017

Recent community posts

Forget to thank you for listening to suggestions. HUD is fixed now (SPD on the left and ALT on the right) and the explosions looks really nice now.

Have the flight model been touched? I noticed that the aircrafts turn rate is lower. Or maybe the Flanker's manouvrebility is worse than the Eagle's since that's I usually flew in the older demo.

Game looks amazing! I love all the little details like the vapor cone when you break sound barrier.

The FPS count is high on highest detail settings and 1920x1080 res it looks like this on my PC (i5 6600K 3,5GHz, GTX970 4GB VRAM,16GB DDR4 RAM).


The new cockpit and music and voice-overs are great and adds new quality to your game. The difficulty could be lowered however. I got my ass kicked several times now ☺

One qustion for the dev - are you plan to implement any head tracking ability through Track IR or VR headsets?

You've missed the point with your suggestions. This aims to be Ace Combat-like arcade flight game. And although at first it may seem odd to have "universal" missile for air and ground targets, it's the way it was in Ace Combat games. All the "special weapons" are specialized though.

So you have QAAMs (highly manouvreable missile - like AIM9x or ASRAAM in RL), XMAAs (medium range active missile wchich you can engage multiple targers at the same time - equivalent of AMRAAM), XLAA (similar to XMAA but with longer range although less manouvreable - let's say it's AIM-9 Phoenix in RL), SAAM (semi active missile which you must mantain a lock for it to guide - AIM-7 Sparrow).

For ungided air-to-ground you have UGBS/UGBM/UGBL (ungided bombs, like MK-82/83/84 with CCIP delivery symbology), FAEB (Fuel-Air-Explosive-Bomb) - ungided bomb filled with fuel which when combined with air creates large blast, BDSP (bomblets dispeser), RCL (unguided rockets), SFFS (Self Forging Fragmentation Submunition) - cluster-like bomb with sensor fused bomblets,

Guided air-to-ground are also plenty - XAGM (equivalent of AGM-65 Maverick), LAGM (SLAM), LASM (Harpoon), GPB (guided penetration bomb).

And plenty more, with several unique special weapons like tactical lasers, multi purpouse burst missiles and even ECM pods. So as you can see there is plenty to choose from.

The Sidewinder growl would be cool but in real life it corresponds to IR sensor feedback while in Project Wingman the missile lock is universal to all guided weapons and it would be strange to hear the growl while locking on some bunker with guided bomb. Maybe if it was limited to "standard missile" air targets and QAAMs?

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On my i5 6600K@3.5GHz with GTX970 and 8GB RAM it runs fine on max settings:


Also the new cockpit of the Su-27 looks awesome! Can't wait for the new demo.