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cakelestia

3
Posts
A member registered Jan 25, 2021

Recent community posts

Fully agree! This game does improve rapidly and devs taking their time to listen to suggestions and actually implementing some of them is just outstanding :)

Thanks! I already updated to 0.9 and can confirm the improvement. There's still a limit, but it only moves the cockpit position when leaning far back - which could happen if I sit upright in a reclined armchair and then lean back in order to see farther up. But definately a lot better now.

As for the adverse yaw - I know about that (having flown the Gotha G.V in RoF which has LOTS of that) and I'm happy you simulate it. What I expect is that when having a bank angle the lift vector tilts with it. When I roll my plane 90° to the left for example, it does adverse yaw a bit to the right correctly, but when leaving the stick untouched with that attitude, the plane still stays on course in a knife edge flight without me having to push the stick forward. The lift that's now vectored towards the horizon should make the plane turn with a centered stick and also drop its nose down unless you apply right rudder.

I absolutely appreciate you guys keep adding more content.

I really enjoy this game, tried it when I first heard of it almost 2 weeks ago and immediately decided to buy it

There's just one thing that I don't like and I guess it somewhat classifies as a bug. Noticed it right from the beginning, but I thought it was something related to the arcade controls before discovering the more in-depth sim modes. When turning and looking up to follow a bandit, I often saw myself racing towards the ground suddenly. That was in the 0.8 demo with the Fokker D.VIII. Now when I bought the game, it was at 0.83 already and I chose to fly for the Entente to try out some other planes and didn't encounter that issue in the D.H. 2 - until now, where I've upgraded to the M.1 (the one with two guns), where it is even more apparent than in the D.VIII. But then, I suddenly noticed what's actually going on there. When you center yourself, you'll easily get the whole room for stick movement right above your lap. But as soon as you tilt your head up to follow a bandit in some BFM, you literally hit some kind of restrictive boundary that moves you further forward the more you look up, which then, of course, results in repositioning of the controls as well which makes it almost impossible to turn at all in the Bristol, but also makes the thing tuck some negative Gs if you're unaware of the position shift. So most probably, increasing the room you can move in without repositioning yourself or even just disabling it altogether. remember, we're supposed to sit in a spot, and it's an arcade game after all. If someone does want to sit on his wings, why not just let him? XD
I don't know if 0.9 might have fixed that already, I'm just about to try it out, but kinda expecting my progress getting a reset by updating...

By the way, and I hope that's OK, while writing this up, I'll drop some suggestions / other things I noticed:
- In "Full Real" flight physics, I expect the planes to turn when you bank - that doesn't happen (as of 0.83), but it should. Having to use the rudder isn't a problem, but actually needing it to turn unless you pull back is weird
- The engine sound should reflect your throttle / power setting. I noticed it depends on your speed instead and you won't hear power changes until the speed does change as  a result.
- I'd love to see some iron gunsight on the D.H.2's Lewis gun. I've been flying Rise of Flight in the past that has it and it would help aiming a lot when leaning forward/down a bit. I mean, other guns like the Vickers and Spandaus do have their iron sights as well.
- I was almost going to suggest take offs and landings, but already read that you're going to add this, which is absolutely awesome! While you're at it, you might consider adding the blip switch (on A button / X for left handed) for rotary engines  as well as it's a vital part for those on rotary-engined planes. Having some kind of on/off switch for the engine should be mandatory as well.
- With take offs and landings in mind, It'd be great to have an option to do a free flight without enemy planes, but maybe some gound targets for practice and familiarization, not counting to the rewards though.
- Please let us quit the missions ourselves, but keep the voice cue telling us that we're done.
- While adding some realism things, having limited gun ammo also comes to mind, and manual reloading the Lewis gun with the spare mags placed in the cockpit similar to the bombs (just take the right side then). The timer on the guns should make them jam instead (by some probability, so it's not always the same) - as I never had to smack my guns yet, even though I like the fact you can.

Thank you for making such a great game! BTW, it kinda reminds me of Wings back in the day on the Amiga... :)