AcesHigh wrote:
maybe we should get back on topic
Semi on topic anyway. Gee Aces, WHY DON'T YOU TELL US HOW YOU REALLY FEEL...
AcesHigh wrote:
I noticed some of the "roundish" skyscrapers are not so round... that one that is acqua green... and is tapered all along (gets thinner, gets thicker, gets straight, gets thinner... etc) doesnt has that many polygons. I think the "tube" from which it is made is about 8 faces... of course, all that tapering adds extra 8 faces everytime the thickness changes. It LOOKS more rounded because there is some sort of Gouraud shading at work
On Pioneers scale of doing things, an 8 sided circular skyscraper is MORE than enough really, thats 16 triangles for just the sides alone. better to leave that structure as having non tapering sides, or more futuristic shape would maybe be a truncated cone, a more insteresting shape (still thin and elegant) for no more triangles a structre with 4 tapering sections would have 64 triangles, plus 6 more to cap it at the top (hopefully i don't have to mention that the cap at the bottom can be deleted. IF you apply such a regime to an entire city you can be spending 3 times more than you need you, easily.
AcesHigh wrote:
that other building, which sorry to whoever made it, but its hideous... the one that its twin towers, each one made of several discs not aligned... like if it was a 2 year old kid putting the discs one over the other... that one is really a "triangle" eater... each disct has probably over 20 faces.
That's the "hockey puck" building and its responsible for half my power bill when playing pioneer. if you mean 20 sided cylinders, its probably not far off that. and there's how many in each structure? 20 per tower and 2 towers, i often see pairs of them next to each other also. So to convert a 20 sided 'puck' to triangles, there's 40 on the sides... cap sections add up also and well, i'll save some time, there's 80 triangles in that.. times that by 40 and you have 3200 triangles over 2 towers structure. Which i guess is some sort of a frontier in-joke.
AcesHigh wrote:
Now... I must admit, I am not the biggest Frontier fan so I dont know much about its controls... but I find them to be dreadful... you have to control your ultra advanced ship, on Earth´s atmosphere, as it it was the god damn Lunar Lander Game (which was obviously based on the control methods of the 1969 Apollo 11)???
you have more control in pioneer than in frontier, but only to the extent of being able to blast and manuvering engine at will. problem with that is, you can only use them at full power, so sometimes performing a delicate manuver like attempting to shell a chickens egg with a jcb bucket that you're directing with a NES joypad. its a question of scale, the controls are scaled for getting you around a galaxy, or at least a solar system, they are not scaled for sainsbury's carpark.
AcesHigh wrote:
My point is that you can barely appreciate the cityscape with the present control scheme...
it's awkward but i can get around ok, its easy to lose it and crash though due to the ship being able to pick up so much speed in a short amount of time. Analogue keyboards would be a great help here.
AcesHigh wrote:
I mean... we are in the year 3000... or 4000... something like that. How about some computer STABILIZERS on the ship? So it can mantain altitude? Really... let us fly in the atmosphere of planets as if it was a DESCENT game, (I mean the game called Descent)... I am under the full impression that the ship maintains speed when you turn off the throtle, as if it was flying in a vacuum!
what would be nice would be throttle-able engines, then you can shell that egg with the teeth of the bucket. proportional control. the other thing you're talking about is more like a primative 'flight director' - autopilot basically.. maintains alt, heading etc depending on which bits of the director are enabled. also on similar lines to cracking eggs with giant mechanical implements, a deadzone for joysticks would be great - pioneers implementation seems to assume that all joysticks are perfect (or perhaps i just suck at setting the things up?), and i'm sure lots of functions could be mapped to something like a xbox 360 joypad, which gives 2x analogue sticks, as well as analogue triggers - you could put a lot of thruster control over those twin sticks.