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Page 4

Combat Flight Simulator 2 - Part II
by Jim Tittle

CSIM: Will paint and camouflage schemes be changeable to match the user/pilot preference?

Tucker: There isn't going to be a specific "paint shop" as in some other games, but like CFS1 and FS 2000, users can modify aircraft to their hearts content. This involves using some tools we'll provide in the SDK, but modifying the textures for cammo, etc. isn't really that difficult if you have a good art program. I expect to see tons of variants available on the internet shortly after we ship.



Furball!



CSIM: Being a left hand mouse user, it is very comfortable to use mouse-activated cockpit controls as in the original CFS. Will CFS II expand on this?

Tucker: Almost all controls in the cockpit will be clickable. Controls and gauges will all have tooltips, windows and views will have right-click menus. All of this is pretty much the FS/CFS standard.

CSIM: Will the A.I. enemy pilot have cheats or will it be subjected to the same rules and limitations as the human pilots? We acknowledge the Zero is a nimble fighter, but when the player is in the Zero against the F4F or P-38 will they pull off unbelievable, non-human feats as some Sims have done?

Tucker: The AI are constrained by the same rules you are. They fly using the same sort of control model you use. Poorer AI units won't be able to push the aircraft to it's limits, but the best AI pilots won't be able to push it beyond the aircraft limits.

While AI pilots "understand" the limits better than most human players can, and may be able to nurse a bit more performance out of their aircraft than all but the best human pilots, they won't be cheating.

 

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