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Soviet MiG 29


Coolrock

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On 8/19/2018 at 2:45 PM, Pushwall said:

I guess you are out of the loop if you never reacted like this to the Yak. :v

Not really, I just do the balance and ask the scripts team to make me something that works, I wouldn't know how it works :v A little history though?

Around mid 2016, we received the assets for the Yak and Airfield (I think Generalcamo found them for us?), and I just lamented that we probably would never have the means to properly implement them anyway and so just left them on the sidelines, only reaching for the Yak again when Lunar Paradox was underway so that people could use a unit that was effectively the Gamma Hind but with an asset unused in the base game.

But around the time I released Lunar Paradox (April 2017), I also saw Jerad adding some scripts (most likely intended for ECW) to the scripts project to trigger events if a unit's speed/velocity crosses a certain threshold. That got me thinking, and so 2 months later, you all got the lame duck Yak that was just a VTOL that died if you didn't try to fly it like a plane, and was a fantastic unit in the hands of someone who knew what they were doing, but was a complete turnoff for newbies.

It wasn't until a year later - this June - that Romanov stepped up amidst my occasional lamentations about "what if we could have cruise control" and, out of nowhere, delivered us cruise control :biggrin: With a bit of brainstorming the cruise control concept evolved to also prevent planes from ascending like a VTOL while on the runway, prevent planes strafing sideways like a VTOL, and ensure a smooth transition in control schemes between taxi mode and cruise mode - all combining to give us planes that are forced to fly (somewhat) like a plane. With the removal of all the methods of killing yourself that shouldn't really exist, they are now significantly newbie-proofed, even more so now that the Yak has been shrunk down to its real-world size, making it harder to crash.

A few weeks ago, Coolrock hooked me up with Sir Phoenix's MiG model, and here we are. Of course, ever since the Yak first made it in, the MiG had always been on my radar - we just didn't have the proper assets for it. And until Siege was cleared for planes, we didn't have a map for it either (Guard Duty isn't the appropriate tech level). There was a placeholder model sitting around in case I ever had the spare time to properly prototype out the unit behaviour (which I never did) - and some astute people may have seen that placeholder in certain videos posted by modders - but a placeholder just wouldn't cut it for a public release of course. The MiG is a little bigger than the Yak, but you can still fit two side by side on the Airfield, so runway traffic is still significantly reduced compared to the days of jumbo Yaks.

About the only future refinement to planes I could hope for is having them pitch appropriately when climbing and diving, instead of staying completely level at all times, but they work well enough without that - it'd be more of an aesthetic refinement than anything.

Very interesting. Does any this work in the game/mod bare any evolution from The Scripts that Renegade used on community servers and earlier versions of APB back when Bloom was a new thing? Suppose if you've tinkered around with a engine for as long as this one you'll find stuff it's capable of. Still i bet back in the Development of the game itself (renegade) Westwood never thought the engine nor the game itself would have been able to achieve so much. The giant ants made me lol, even if the animations are a bit stiff at times.

Edited by Bayonetta
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