Hard Light Productions Forums

Community Projects => The FreeSpace Campaign Restoration Project => Topic started by: Macfie on May 24, 2014, 11:18:27 am

Title: Coming Soon, The Lightning Marshal restored
Post by: Macfie on May 24, 2014, 11:18:27 am
Currently working on a restoration of the Lightning Marshal using the original Freespace 2 gameplay.  It will incorporate the voice acting from fightermedic's release but the campaigns will be restored closer to the original release.
Title: Re: Coming Soon, The Lightning Marshal restored
Post by: CT27 on June 08, 2014, 08:14:27 pm
So this will basically be the Lightning Marshall campaigns with normal FS2 physics?  Sounds good to me.
Title: Re: Coming Soon, The Lightning Marshal restored
Post by: Fregle on June 11, 2014, 08:32:45 am
will you also be changing the moving aim indicator and revert to a lead indicator?

Why? The easiest way to use vectoring software for ballistics is by having a moving lead indicator and a fixed aim indicator, not a moving aim indicator and a moving target. It's sheer madness to try to connect 2 moving dots in your view (it's hard enough to connect a fixed one to a moving one), I just manoeuvred until I was up close and personal, where the indicator wasn't necessary anymore (or like in IL-2 Sturmovik 1946: through guessing and experience). Even if it's done to make the campaign more difficult, it just breaks the immersion for me, because no military engineer would ever decide to make a device harder to use than before. And I would love to play this campaign because I can see from the first mission that it's a good one, the indicator is the only thing that stops me.
Title: Re: Coming Soon, The Lightning Marshal restored
Post by: General Battuta on June 11, 2014, 09:32:18 am
I don't like that gunsight style either, but you're wrong about military engineers. That design is used on modern fighter HUDs.
Title: Re: Coming Soon, The Lightning Marshal restored
Post by: Fregle on June 11, 2014, 10:50:36 am
It is? Then there must be a good reason for that. Either they can't reliably calculate the lead with the data they're getting from the sensors, or there's a tactical reason that I don't know about.
Title: Re: Coming Soon, The Lightning Marshal restored
Post by: General Battuta on June 11, 2014, 11:22:13 am
The primary advantage is that you can keep your eyes on the target as you aim. It's one of several selectable gunsight modes.
Title: Re: Coming Soon, The Lightning Marshal restored
Post by: Phantom Hoover on June 12, 2014, 02:41:13 am
I'm guessing that in modern fighters the movement of the target and the gunsight isn't as fast as in freespace.
Title: Re: Coming Soon, The Lightning Marshal restored
Post by: NGTM-1R on June 12, 2014, 04:51:11 am
I'm guessing that in modern fighters the movement of the target and the gunsight isn't as fast as in freespace.

Longer ranges but infinitely worse speed. 200m at 450 knots is generally worse than FS.
Title: Re: Coming Soon, The Lightning Marshal restored
Post by: Fregle on June 15, 2014, 10:29:15 am
Phantom Hoover: You can't manoeuvre an atmospheric fighter like a housefly. Aerodynamics, energy management, gravity, ground and ceiling do not promote wild twisting and turning unless you're in a biplane or a triplane (but back in those days there was no vectoring software). So yes, this gunsight and the target won't be moving all over the HUD like in Operation Savior or the Lightning Marshal.

General Battuta: Thank you for explaining, that does make a lot of sense. Due the reasons mentioned above, keeping your eyes on the target is much more important in a jet fighter. You spend most of your time moving into a position where you have an opportunity to line up a shot. In Freespace the conditions are very different though (the proof is in the controls, since you control yaw with the stick axis that is used for banking in atmospheric conditions). Those conditions need a different gunsight. :) I'm glad you agree with me on that one. But you also say it's one of several gunsight modes, might it be possible to support several gunsight modes in the FS2 open engine?
Title: Re: Coming Soon, The Lightning Marshal restored
Post by: Macfie on June 18, 2014, 08:09:04 am
will you also be changing the moving aim indicator and revert to a lead indicator?

Why? The easiest way to use vectoring software for ballistics is by having a moving lead indicator and a fixed aim indicator, not a moving aim indicator and a moving target. It's sheer madness to try to connect 2 moving dots in your view (it's hard enough to connect a fixed one to a moving one), I just manoeuvred until I was up close and personal, where the indicator wasn't necessary anymore (or like in IL-2 Sturmovik 1946: through guessing and experience). Even if it's done to make the campaign more difficult, it just breaks the immersion for me, because no military engineer would ever decide to make a device harder to use than before. And I would love to play this campaign because I can see from the first mission that it's a good one, the indicator is the only thing that stops me.

Everything will be back to the original including the aim/lead indicator
Title: Re: Coming Soon, The Lightning Marshal restored
Post by: Colonol Dekker on June 18, 2014, 09:08:53 am
I like TLM, I like Taskforce Panda, I like the classics.

This remake pleases me.