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Page 7

Combat Flight Simulator 2 - Part II
by Jim Tittle

CSIM: What type of time compression will CFS II have besides autopilot? Pilots want to bug out when they are some distance away from the action but many Sims restrict that exit until some arbitrary distance from the enemy is attained.

Tucker: Warp is pretty much identical to CFS1. There are some minor changes, but these mostly affect the way we lay out waypoint paths in the Mission Builder, so that we can add more variability to missions.



On the way down



CSIM: Given the variety of flight controllers that exist, did most of them get addressed in your development?

Tucker: We're still doing a controller testing, so the best answer is "that's our goal."

CSIM: Are any keyboard commands/controls re-programmable by the user, since many of us develop favorite preferences from older Sims?

Tucker: Oh, yes. That's a major grumble I have about CFS1. I've gotten hooked on being able to re-program my keyboard preferences, save the results, and fine-tune it as I play. We are allowing you to save your settings under a file name, and load it, or other choices, from the settings screen.

We are also providing both a FS Standard mapping for the FS enthusiasts who have all of their mappings memorized, and a Combat mapping that will be more familiar to people who play a lot of air combat games.

 

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