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FastCargo

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Posts posted by FastCargo


  1. gallery_12105_1_22328.jpg

     

    Who here has a smartphone? Or a tablet device? Or more and more frequently, one of both? Chances are, especially as a member of this forum, where most discussion is about games based on a computer, you have at least one of what are commonly called "Mobile" devices.

     

    More importantly, how many of you use these devices for something other than work? The majority of you do unless the device is company owned (even then that may not stop some of you).

     

    Mobile smart devices have become an increasingly integral part of our daily lives.

     

    And the numbers suggest they are becoming as important or more so than your computer. In fact, in 2011, half of the computing devices sold were mobile.

     

    Even more interesting is the amount of revenue mobile gaming (defined as gaming on a non-dedicated mobile device like a smartphone or tablet) earns, over 8 billion dollars in 2011.

     

    2011 also saw mobile gaming earn more revenue than Sony and Nintendo (PSP and DS) combined.

     

    Does this mean PC gaming is dead, of course not.

     

    But it does mean that mobile gaming represents a significant market to be tapped into. And some traditional PC flying simulation developers have decided to expand their Intellectual Properties (IPs) into this new market.

     

    There is precedent for this move. Major gaming IPs such as Call of Duty: Modern Warfare, or HAWX, already have a presence in PC, Console, Handheld, and Mobile space. Games that were once limited to PC/consoles can now look and play very well on mobile devices. Initially, they were dedicated gaming devices such as the Playstation Portable, but now smartphones can rock out with games like GTA III or Max Payne, not to mention other IPs.

     

    Traditional PC flight simulations have tended to stay within their market (ie there is no Microsoft Flight Simulator console version or a DCS for the Nintendo DS). Usually due to the restrictions mobile devices put onto simulations, they haven't been very practical (lack of screen, keyboard inputs, computing power, etc). This has started to change, due to the increasing power mobile devices have.

     

    Which brings us to today. ThirdWire (TW), makers of the Strike Fighters (SF) series of combat flight simulations, has come out with its first mobile gaming application (or app) called...you guessed it, Strike Fighters Android (or SFA).

     

     

    Overview

     

    Right out of the gate, you are not going to get a desktop simulation experience on a mobile device...period. Those expecting such are in for a major disappointment no matter what you play. But, once you get over that restriction, your experience can be surprisingly enjoyable if the app works well. How did TW do on its freshman app? Read on!

     

    As a mobile app, the requirements are pretty short...in this case, this is only compatible with Android OS Version 2.3.3 (Gingerbread) or newer. The assumption of course is that any device running 2.3.3 or higher has the power to run SFA relatively well. It also requires 42MB of storage, which can be high compared to a lot of apps, but low compared to games like HAWX. The main reason for the size of the program is that all the content is in the program...there is nothing else to download, merely unlocked.

     

    The price is perfect for everyone...free! SFA is based on the Freeimum business model. Basically, you get the game for free, with a basic aircraft (the F-100A). You earn additional aircraft by either playing the game and advancing, or buying individual aircraft at $0.99 each. The game is ad supported, but purchase just one aircraft and all the ads are removed. More on the 'earning' process later.

     

    After the splash screen, this is what greets you:

     

    Screenshot_2012-10-20-02-12-37.jpg

     

    This is the main screen which most other navigation originates from. From top to bottom and left to right:

     

    1. Yellow box - Level number

    2. Green bar - Current points / Points until next level

    3. Yellow key - Number of 'keys' available to unlock aircraft

    4. Upper center box - Press to 'recalibrate' accelerometer

    5. Gear - Settings screen

    6. Campaign box - Campaign and current year progress (year disappears once campaign is complete)

    7. Arrow keys - Used to cycle through available aircraft

    8. Lower left circle - View specifications of current aircraft

    9. Lower right circle -

    • Plane symbol = Go fly
    • Dollar Symbol = Purchase aircraft
    • Key symbol = Unlock aircraft
    • Lock symbol = Aircraft locked, no purchase or unlock key available (usually this is due to lack of internet connection).

    Settings screen:

     

    Setting Screen.jpg

     

    Most settings here are self explanatory, with the globe symbol being a link to the ThirdWire website.

     

     

    Specifications screen:

     

    Plane Info Screen.jpg

     

    Again, pretty self explanatory.

     

     

    Before we go fly, lets expand on how you get new aircraft and progress in the campaign.

     

    In the early game, keys are earned through level upgrades via points (100 points per downed aircraft) and by shooting down 5 bandits in a particular aircraft (does not have to be in the same game session). Every 5 shootdowns results in you advancing in the 'campaign' by one year. Note that as you continue to accumulate points, every level upgrade requires more points to get to the next level. Once you complete the campaign, the only two ways you can get additional aircraft is either purchasing them or earning points...the 5 shootdown accomplishment doesn't earn anything after ending the campaign. Also, even if you have keys available to unlock aircraft, the game will not let you unlock aircraft newer than the current campaign year. The only way to 'skip ahead' is to purchase aircraft. And those purchased aircraft do not unlock any other aircraft early (if you're in 1968 and you buy a F-16, you still can't unlock any other newer aircraft with keys).

     

    As you continue to advance in points, bandits' skills increase and they become more numerous. Their equipment gets better too. You can go back to play earlier aircraft (they are locked into a specific year) and you will encounter bandits appropriate to that year. Their skills and number do remain at the higher levels.

     

    Available player aircraft get better as you advance in years, with more and better missiles, increased performance, RWR and decoys (expendables). One thing that is not so obvious is time to play also increases...you can start out at 1:30 minutes per session and be up to 4:00 minutes by the end...time is dependant on particular version of aircraft, not just general year and basic model.

     

    Here's what it can look like once you'd played a few dozen times:

     

    F-16 Screenshot.jpg

    ZOMG! F-16 in USAF colors!

     

    Enough about getting all the planes...how does it play?

     

    The fastest way to describe it is if you have played any of SF series in Instant Action with most of the 'helpers' on, and in 'Chase View', you'll feel right at home.

     

    Your typical screen:

     

    MiG-17.jpg

    The consequences of 'spray and pray'...

     

     

    Look familiar? As folks who play the SF series of PC games know, TW tends to recycle a lot of stuff. SFA is no different, from the aircraft models and textures, to the terrain, effects, and even voices for 'Red Crown' and your (non-existent) wingman.

     

    The terrain and weather both randomize...it looks like the IsraelME terrain, sometimes with different, green textures from VietnamSEA.

     

    Bandits are shown with red boxes around them, with red triangles around enemy missiles. You'll see small red circles leading when enemies are close...basically they are 'aim dots' if you have a gun. When enemies are off screen, red arrowheads replace the red square, and a solid red triangle replaces the red triangle outline (when RWR is available) for missiles. The red arrowheads 'flash' when you are being shot at by an off screen bandit.

     

    The radar is omnidirectional, showing bandits in green, and if you have RWR, your missiles will show in yellow and enemy missiles will show in red. One thing to note is the scale is not uniform...the closer ring has a higher resolution. In other words, the inner ring is about 2 units, but the middle ring is about 5 and the outer is about 10.

     

    Screenshot_2012-10-19-09-47-30.jpg

    ZOMG! Teh Sexplane!

     

    Time to play is in the upper left, along with the pause button. Incidently, when paused, this is the only time you can change views and focused aircraft using the accelerometer and arrow keys on either side of the screen. When you are unpaused, it will revert right back to Chase View on your aircraft. No other views are available.

     

    Screenshot_2012-10-18-20-12-02.jpg

    I'm the guy in front...

     

    Upper middle is the recalibration button.

     

    Throttle controls, airspeed readout, gun and missile sights, altitude readout (including radar altitude when low) and weapons status/firing buttons are in the middle row of the screen...left to right to lower right corner. The throttle is sort of a blip type device....the aircraft defaults to near corner speed, and the throttle arrows are used to speed up (using AB if available) or slow down (using speed brake if available). However, once you release either, the aircraft will attempt to fly back toward corner speed on its own. The weapon status indicators are the firing buttons...just press them to fire.

     

    The lower left indicator is your RWR/decoy status indicator/deployment button (if you have decoys). Deployment works the same way as weapons.

     

    The accelerometer in your device is for roll and pitch control...there is no on screen joystick control available.

     

    Aircraft tend to be accurate appearing, flight controls moving correctly, and effects like smoke trails, afterburner, and gun smoke looking just like the PC version. Plus, missiles appear to be mounted properly, and will disappear as they are used, on friendly and enemy aircraft. Sounds as already noted come directly from the PC version, including radio calls.

     

     

    Gameplay

     

    Enemy aircraft are like balloons, usually destroyed (with no debris other than an explosion sprite) with a single missile or gun hit. Your aircraft can usually take a few gun hits or 2 missile hits before being destroyed. There is no degradation of capability or visual damage when getting hit other than a 'pop up' red bar showing total damage.

     

    No takeoffs or landings are included...you always start right in the action. The flight model is obviously more toward arcade as in stalls are not modeled (you merely mush down when you get slow with very little nose track). Aircraft appear to have built in G limits in that you can't over-G in either direction, which means your turn radius gets large and your nose track slows down as you get too fast. Notably, induced drag appears to be modeled...so techniques like unloading while accelerating appear to help verses just pitch and power modeling. Aircraft definitely have different FMs for each one...the MiG-17 is a hoot as a gunfighter.

     

    Collision between aircraft do not seem to be modeled, but ground impact is...both you and bandits are vulnerable to cumulus granite.

     

    Bandits start out as slow turning 'ducks' but get increasingly higher aspect and more aggressive as you advance...tending to come at you waves of 2 to 4 aircraft, up to a maximum of about 10 bandits on screen at a time. They seem to employ missiles properly.

     

    Missiles are limited to reflect real world loadouts. Guns are unlimited, with a twist - when you run out, you get auto reloaded...but it can take up to 15 seconds. That doesn't sound like a lot of time...but when you total gameplay time at most is only 4 minutes...it can be an eternity! Especially since you run out just as you get into optimal firing position (see first gameplay screenshot for an example of how NOT to use your ammo).

     

    Decoys are also limited...use wisely. They appear to be 100 percent effective when used. Missiles can also be defeated by maneuver...usually attempting to force a missile overshoot is the best way. Sadly, you won't be that effective against later missiles.

     

    Missile tactics are probably the most interesting part of the game. Infrared (IR) missiles have a round circle that shows up in your HUD...semi active radar homing (SARH) missiles use a diamond cursor. The cursors are auto targeting and will tend to home in on the closet in parameter target in front of you. To simulate the early IR missiles that were not all aspect, they won't try to track a target if the aspect angle isn't met. Both types of missiles have max and min ranges...outside those parameters, the seekers won't track either. Finally, SARH missiles work like the real thing...if you turn away from your target, the missile will break lock, unlike IR missiles which are fire and forget.

     

    IMG_20121009_170011.jpg

    BlueJay 4, do you have the target...?

     

    After all that, there are still more considerations. Once a missile cursor is tracking a bandit, a percentage counter starts winding up, giving you a probability of a hit if the missile was fired at that instant. Once it reaches 99 percent, it and the cursor start flashing. For IR missiles, 99 percent also means the lock 'tone' increases in volume. Most of your shots are guaranteed at this point. The problem is that early missiles have relatively slow cursors that are easy to pull off the target, resulting in the counter resetting. The counter itself is slow in the early missiles. It forces you to be smooth while tracking a bandit...assuming he's agreeable and assuming his friends don't take advantage of the 'rope a dope'. The game also penalizes the launch if you are pulling too hard or if the full up lock is transitory (say if the bandit breaks hard into you just after you fire). Considering some of the aircraft have no guns and not a whole lot of missiles (CF-104), it means every shot needs to count. Later aircraft have all aspect missiles, faster moving cursors and faster countdowns. But all your opponents have the same improvements...and they outnumber you. I have not been able to tell if bandits have expendables.

     

    RWR indications are as noted before but aircraft without RWR will still get a 'Missile Launch!' call and will get the red triangle outline on the missile if it is visible. Aircraft RWR will get the familiar 'lock on' and 'missile launch' tones from the PC version.

     

    Later aircraft have ECM listed, but I have not seen if that makes a difference in gameplay.

     

    Once you are done with your flight, this is the debrief screen.

     

    Screenshot_2012-10-19-09-50-21.jpg

    Guess which aircraft I was in...

     

    Again, very familiar looking. This is also where you will get notified if you have earned new aircraft/progressed in the campaign, etc.

     

    The game uses the Unity 3d engine, and my experience was very stable, no glitches, crashes or force close occurred with all the playing I did. It was smooth, only bogging down sometimes when the number of enemies exceeded 12. This has been fixed in a recent update.

     

     

    Conclusion

     

    Is this game worth getting? Value wise, considering it is free, it is hard to say it isn't worth at least trying. Buying aircraft is a different question. All aircraft can eventually be earned, so you don't have to spend a dime...just a lot of time doing the same kind of mission over and over.

     

    Is this a reasonable simulation? The answer is no...it is more an arcade game, though the missile employment shows some good simulation like aspects. Two excellent examples of flight simulation for mobile are F-Sim Space Shuttle (a shuttle approach and landing sim) and X-Plane. Both are much closer to actual simulators...and X-Plane has multiplayer! But no combat.

     

    Is this a good air combat game? The answer is yes, but with caveats. In some ways, it can be considered more like an 'air Quake' because it's basically you against everyone else, and the type of mission remains the same, with no takeoffs, landings, air to ground missions or cockpit view. But, the variety of aircraft is second to none, with many aircraft you can't find anywhere else on any platform except the PC versions of SF.

     

    Screenshot_2012-10-19-09-36-56.jpg

    ZOMG! Commie planes!

     

    A great example of the features I would like to see in a future mobile version of SFA is Air Navy Fighters for mobile. It has cockpit views, multi cameras, realistic takeoffs and landings, and a terrain/mission creator. The amount of flyables is small (F-18, F-14, and C-2), there are no air to air missions, and the air to ground weapons seem a bit too magic.

     

    In conclusion, for a freshmen attempt to get into the mobile space, SFA is solid offering. Blending arcade action with variety of aircraft that no one else offers, reasonable price to unlock aircraft, and a gaming mechanic that makes you want to earn 'just one more unlock!', you will find SFA a way to have some SF goodness anywhere you have your Android phone.

     

    Now if can just get enough points to unlock that guns only Mystere...

     

    Reviewed on a HP Touchpad running Android 4.0.3 (Ice Cream Sandwich).

    • Like 2
    • Dislike 1

  2. Actually, the distortion is a 'bleed' issue...I thought that was solved when the 'Decal' version of the LOD was exported...I'll have to check.

     

    The 'duplication' of the decal is a whole other issue which is inherent in the way the sim handles decals.

     

    The best way to explain it is this...you notice how a lot of models, the intake interiors are a seperate mesh from the intake exteriors. The reason is because of the decal issue. Basically, in the decal ini, the engine will attempt to place that decal on every polygon in that position, on that mesh that faces that direction listed in the DecalFacing line.

     

    Unfortunately, for complex shapes like the intake area, the only way to resolve it is to break up the mesh (which may result in ugly seam lines) or to paint the decals on the skin. Sometimes, the position can be jiggered a bit to avoid the issue.

     

    The 'bleeding distortion' on the other hand, can only be fixed by reexporting the LOD file.

     

    FC

    • Like 1

  3. I don't know why, but it seems to me a TW KAW sim is tailor made for the SF2 engine. Simple avionics, NOT WW2, and no one else is doing one. Heck, the Exp pack for WOI even includes several models that could be used.

     

    I'm really surprised no sim maker has attempted to seriously (or even casually) address this conflict since Mig Alley. Note, I am not talking 3rd party mods (including our own).

     

    FC

    • Like 1

  4. I very seriously doubt the SF engine will be 'open sourced' unless it is outright abandoned. I'd imagine as long as TK continues to stay 'in the biz' as it were, the core of any future projects on the PC will be SF engine based. Otherwise, it means either building a brand new engine or licensing and learning a different engine. I can't see either of those for the PC...but stranger things have happened.

     

    I've been refraining from commenting on the 'locks' as it were, but some of it makes perfect sense. The LODs are easy...it is to deter reverse engineering directly from the format. This is different than ripping from the DirectX output, in that errors creep in. Note that mlracing is using the easily accessible SF1 models for his reverse engineering videos (which still look like pre-renders) and not SF2 stuff.

     

    And just to be clear, reverse engineering abandoned software to release free upgrades and updates are one thing...doing that to software currently being sold by the developer to make a living is quite another. That is why he is persona non grata here.

     

    Now, as far as some of the terrain locks go, that's easy. They were put in place to minimize or eliminate weaknesses in the rendering engine from mods. It is as simple as that. Think about it...what is easier to do from a coding stand point...try to fix ordering issues in the engine...or simply constrain parameters to prevent those issues in the first place.

     

    It's simple...even a sandbox has borders. Those borders are simply being defined more clearly to keep mods from showing weaknesses in the engine and having a bunch of noobs flood the forums with "This doesn't work" when using a 3rd party mod. Lord knows there's enough issues with the stock stuff...

     

    Now, some of the other stuff that is locked is a bit of a head scratcher because I can't figure out why they would be.

     

    However, before anyone gets their hackles up...how many of you work 'in the business' and code core? Not objects, not textures, not terrains, but core files of ANY combat flight simulator? Those who are...I'd like to hear from you.

     

    FC


  5. I too would love to see a good tutorial. So far I only understand the very simple basics of specular maps ("make the shiny parts brighter, lol") but that's it.

     

    Conceptually, it really is that simple. Download the F-103 to get a good idea of the basics (and I say BASIC) of what a bump map and spec map look like.

     

    In a spec map, the more 'white' a section is, the 'shiner' it will appear in the game. HOWEVER, spec maps are not grayscale. Unlike a heightmap you build to make a normal map, spec maps use color as well. So, in short, the amount of white will determine how 'shiny' it is, but the amount of color will determine what color that section will shine.

     

    For example, when I built the F-103 spec map, initially I used the diffuse texture pretty much straight on without much tuning. But, in game, the aircraft wasn't shiny...except for the squadron insignia on the tail which GLOWED red. So I tuned down the insignia, and made the main color area white. Now the body shines like natural metal, and the insignia gives off a faint red tinge when it shines.

     

    I've uploaded the F-103 MAX file, so you can play with the F-103 download and the F-103 MAX file and get an idea on how it all works.

     

    FC


  6. I assume Revell models were better back then than they are now?

     

    I doubt it...the first F-4E model I built was the 1/32 scale Revell version back in the early 70s, and it was pretty crude back then. Its problems were well known, even then. The later 1/32 Revell model was better, based of their German F-4F model, but still has its own issues (the nose shape and bland cockpit being the worst problems).

     

    FC


  7. It doesn't surprise me really. Unless he were to totally revamp the series, why have an SF3? He certainly doesn't have the money for a total and complete overhaul. Could he do incremental updates on the SF2 series? Sure, but I very seriously doubt the core will change.

     

    My guess (and it's just a guess, mind you), is that the current offerings will soldier on. After all, now they are built and out there, the only thing they need are updates. DLC and EXPs could still be released of course, but again, I doubt the core will change. Additional revenue streams will manifest from the Android and iOS apps, and maybe some other project.

     

    FC


  8. I thought that it wasn't that they were folded, but that they were not LOCKED. As soon as they attempted to generate some lift....whap...new vertical stabs!

     

    FC


  9. First, you can also constrain by DiameterLimit

     

    Second, because there are so few hardpoints, you can 'duplicate' weapon stations, for instance:

     

    [LeftWingStation]

    SystemType=WEAPON_STATION

    StationID=1

    StationGroupID=1

    StationType=EXTERNAL

    AttachmentPosition=-2.032,-0.261,-0.278

    AttachmentAngles=0.0,0.0,0.0

    LoadLimit=900.0

    LengthLimit=4.2

    AllowedWeaponClass=IRM,SAHM

    AttachmentType=WP,Soviet

    ModelNodeName=Pyl_Lmid

    PylonMass=60

    PylondragArea=0.02

    LaunchRailNodeName=Apu_R3C_L

    LaunchRailHeight=0.154

    LaunchRailMass=25

     

    to this:

     

    [LeftWingStationIRM]

    SystemType=WEAPON_STATION

    StationID=1

    StationGroupID=1

    StationType=EXTERNAL

    AttachmentPosition=-2.032,-0.261,-0.278

    AttachmentAngles=0.0,0.0,0.0

    LoadLimit=900.0

    LengthLimit=4.2

    AllowedWeaponClass=IRM

    AttachmentType=WP,Soviet

    ModelNodeName=Pyl_Lmid

    PylonMass=60

    PylondragArea=0.02

    LaunchRailNodeName=Apu_R3C_L

    LaunchRailHeight=0.154

    LaunchRailMass=25

     

    [LeftWingStationSAHM]

    SystemType=WEAPON_STATION

    StationID=2

    StationGroupID=1

    StationType=EXTERNAL

    AttachmentPosition=-2.032,-0.261,-0.278

    AttachmentAngles=0.0,0.0,0.0

    LoadLimit=900.0

    LengthLimit=4.2

    AllowedWeaponClass=SAHM

    AttachmentType=WP,Soviet

    ModelNodeName=Pyl_Lmid

    PylonMass=60

    PylondragArea=0.02

    LaunchRailNodeName=Apu_R3C_L

    LaunchRailHeight=0.154

    LaunchRailMass=25

     

    And use different LoadLimit, LengthLimit, and DiameterLimit for each one.

     

    FC


  10. Well, to be fair, ANF had already been out in a way as the F-18 Landing Sim for several months prior. My son played the hell out of that...but great advertising for ANF. And ANF looks great, plays well, and seems very stable. I haven't bought it yet (no A2A), but thinking about it.

     

    At least SFA has been getting consistently good reviews. Over the last month or so, I've been stuck pretty much only using my tablet and phone...I've spent less than 5 hours on my laptop due to circumstances at home. So, the timing has worked out, getting to see what's out there in the Android world.

     

    One thing I have noticed in all the time I've been playing SFA...I haven't seen one glitch or force close at all. It has been extremely stable. Considering this is a freshman Android programming release, that's pretty good all things considered...there is a lot of crap out there that isn't so stable. About the only thing I've noticed is sometimes it'll bog down if there are too many bandits (10+) and even then, not always consistently.

     

    FC


  11. Super Why! Flying Game Mod (beta) for SFP1/SFG

    View File

    Super Why! Mod authored by FastCargo

     

    ********** Version 0.9 Beta ***********

     

    Be advised, this is a complete modification to Strike Fighters:Project 1 or Strike Fighters Gold (SFP1 or SFG). It has NOT been tested with Wings Over Vietnam, Wings Over Europe or Wings over Israel (WOV,WOE,WOI), but it should work with them. It is meant to be a 'stand alone' mod, and as such is not guaranteed to be compatible with any additional mods or changes. Using anything from this mod, or adding anything to this mod, may 'break' the mod or the mod you are transferring stuff to.

     

    In short, use it as a stand alone mod and don't screw with it!

     

    ************ Credits ***************

     

    Mission concept, 3d Model, texturing and overall mission work - FastCargo

    Terrain - Based on the 'American North West - 4 Seasons Rebuild', with work by Major Lee, Wrench, Doghouse, CA_Stary, and Dueces.

     

    Because I cribbed from a few sources, I'm pretty sure I got everyone properly credited. If I did not, let me know and I will fix it right away.

     

    Acknowledgements:

     

    TK - For the ThirdWire series.

    My wife and kids - For letting my OCD take over to get this mod done.

    Various public domain sources for some of the pictures and artwork.

    PBS and Out of the Blue Enterprises LLC

     

    Likenesses and Super Why! artwork are property of their respective copyright holders. Myself, CombatAce, and ThirdWire are in no way associated with PBS and Out of the Blue Enterprises, LLC. This mod is not to be considered an official product of PBS Kids or Out of the Blue Enterprises and cannot be used for any monetary gain.

     

    *************Notes************

     

    After the startup video, the main screen should be fairly easy to navigate. The center lets you 'fly', the door is to exit, and the computer is the options screen. Basically, the menu simply restricts you to fly Instant Action only...there are no other options available.

     

    The flying itself consists of flying Super Why around the sky, looking for clouds with various words at the top. You can 'shoot' the clouds, which will then fade away. That's pretty much it...there is no 'score' per se.

     

    The Options screen is the stock SFP1 screen, however, I'm pretty sure most of the Gameplay options are disabled. You can try to mess with them, but the effect may be unpredictable.

     

    The genesis of this project was noticing how my young (at the time) autistic son liked Super Why (a kid's show that encourages reading), airplanes, and technology. So I thought how I could adapt a combat sim into a kid's sim. The problem was my son outgrew the speed I was working on the project...by the time I got it to a state of playability...he no longer needed it. So it has been hanging on my hard drive.

     

    It is a pretty good mod at this state, but is kind of boring, since there are no debrief screens, and not much happens other than flying around, reading and 'shooting' clouds. There are things that could be done to make it more complete, but time has erased the need, and the engine has moved on. It's uploaded here for anyone to use or build on for their kids.

     

    Enjoy!

     

    13 Oct 12

     

    FastCargo


     

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