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Повідомити про проблему з перекладом
I could see a full configuration like this with the pedals and all along with an occulus rift making a cool virtual mech experience.
Thank you for reading my comments and for responding.
I expect that allowing multiple input devices will be low priority. However, the Occulus Rift is a definite reason to allow this, being that its motion sensing can be used for pilot POV . If the game will support joystick and Occulus Rift, enabling rudder pedals should be a snap. Just keep in mind that Saitek's pedals work backward, so an invert toggle is needed..lol. I am not sure how difficult the programming will be, but a relative and absolute checkbox would be great for every analog axis, along with an invert option.
I have to say that I have no idea why through all of this time no one has emulated Activision's MechWarrior 2 engine. While MW4 allowed glancing in various directions, MW2 allowed pilot perspective to be fixed completely independent of aiming (If you never discovered this, it is because it was undocumented. You had to use CTRL + Arrow keys). Also, the external camera could be floated all around the mech. The only innovation since then has been to allow a targeting reticule for the arms to be aimed independently of the torso.
Since you read my first comments in a positive light, here is my breakdown of what I think a proper mech engine should be able to do using H.O.T.A.S./S.T.A.R. with an optional HMD. The closest I have seen is MW2, and it has baffled me for many years why later programmers did not keep everything that was wonderful about MW2, while adding a couple of features to make it more immersive. While graphics have improved, mech gaming has gone backward since then.
1. Analog throttle configured either with forward and reverse all on one axis or with a reverse toggle. (User's option)
2. Turret pitch and yaw. (already done) Depending on user preference and the type of controller used, these should each be independently configurable as either relative or absolute.
3. Turn left or right. (already done) This should be analog. Twisting the pedals a little turns the mech slowly, while twisting them a lot turns the mech quickly, just like a steering wheel.
4. Crouch.
5. Tilt left or right a little. (I see that the joystick controls allow the mech to shuffle slowly left or right. I find this unnatural, but I will eventually learn to abuse it in combat...lol.)
6. Pitch, yaw, and roll for the pilot's head in the cockpit, not mere glancing. Without an HMD, pitch and yaw here are appropriate for a stick POV switch, using it as an absolute analog device so that if I hold the switch midway to its left, I should have my view fixed midway to the extent the program allows the pilot's head to turn.
7. Pitch and yaw aiming for arm-mounted weapons.
8. Aim-able jump jets. (Ala MW4)
An ideal mech VR gaming rig would have four peripherals: stick, throttle, pedals, and HMD. The stick would control pitch and yaw of the turret. Throttle would be throttle. The mini-stick or mouse stick on the throttle would aim the arms. Any four-way switch on the stick or throttle could steer the jump-jets. Pedal rotation would steer. Depress both to crouch. Left pedal tilts left. Right pedal tilts right. Pilot view is best controlled by motion of an HMD. The POV switch could be used for glancing.
Also, I really do not like the three levels of zoom. MW2 had graduated zoom in and zoom out. It rocked! Also, it was more realistic and immersive than the simple toggle which has been used since. MW2's zoom had a really cool sound effect to go with it. A throttle dial would work really well for such a zoom function. It also had scale-able radar, which was a total bonus. The other throttle dial would likewise be great for scale-able radar.
Dark Horizons has a lot of potential to be a great game. I waited years and years for MechWarrior 5 only to be more or less told to go flog myself when MWO came out. Making money is all well and good. I would have paid a hundred bucks for a complete game, and I would subscribe to quarterly expansions, but I am not going to pay to win. I am in for $10.04 on this alpha, and I will patiently await further developments while convincing as many of my friends as possible to buy the alpha as well. The only computer game I actually want to play is MechWarrior 5, but since the Powers That be have decided that there is not going to be a MechWarrior 5, I will take Dark Horizons.
Being that you are on Steam and that this project continues actively, you can parley that into clout for getting peripheral companies to loan/give you free stuff. Contact Saitek for a loan of some rudder pedals. The combat pedals are great. Ask for an X-65f while you are at it. See if ThrustMaster will let you borrow a HOTAS Warthog. Also do not forget CH Products and their superb line of sticks, throttles, and pedals. They might all decline. on the other hand, they might all shower you with swag. It never hurts to ask. This is exactly the kind of game which generates demand for quality high-end peripherals. The pitch is easy. you want to make sure that your product works properly with the best products on the market, and you would like to borrow whatever they will let you borrow for evaluation.
https://www.facebook.com/alanwescoat/media_set?set=a.10151569000302811.1073741826.583907810&type=3