- I found that the cockpit of the viper is very detailed and simply looks great.
But when I look outside it appears as if there is no windscreen (cockpitglass)
A small addition may be a few scratches on the cockpit-glass to indicate that the viper is active for some time and you get the idea that you actually have a closed cockpit.
The canopy was there, but ultimately removed due to problems with how the engine handled transparency. However, canopies will probably make a comeback at some point, when we have time to research a good method to do it again.
- As stated in one of the reviews: The DRADIS is hard to read. I found that it is to small to be of great help.
Don't get me wrong, I like the addition of DRADIS but if it were a bit bigger it would be easier to read.
This is again a minor concern as you can do without. I play multiple flight sims so I am used to look at the radar.
The problem is, we can't do anything about this without altering the canon look of the cockpit. Since it's entirely possible to play even without looking at the DRADIS screen, we opted to not modify the canon look of things. Screen readability will depend on what craft you're flying, your set resolution, and fov.
- When I played the game I found that I could not look down in the cockpit or so.
As you developers took the time to model the cockpit in such detail I had hoped to be able to look around and look at the things you put in.
I would love to see this in-game.
Complete viewing freedom is only possible with a head tracking device, such as TrackIR or a freetrack setup. It is also possible to use "padlock view", which locks your view to your current target. It is possible to check out the whole cockpit in this way, if you want to do that.
About missions, remember that we only had 6 main missions to play with this time around. We have no lack of ideas on what to do in the future, and I do think R1 missions are quite diverse. But there's only so much plot you can do with a 6 mission campaign. However, the whole point of episodic release scheme was to not have to do everything at once, but rather have smaller, more realistic goals and improve on what we have with each release.