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MigBuster last won the day on November 1 2018

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  1. It's basically the current production (F-15SA?) version with a few USAF changes - was the only way they could get it any where near cheap enough for anyone to consider buying it.
  2. IIRC Alt+N jumps to the IP waypoint which can be moved before you start a mission.
  3. Not sure you will get much out of that chip set. Can you clarify: That is a low end HD3000 from around 2011? Can you run a dxdiag and post results? Have you attempted to run the game on high settings? Have you attempted to increase anti aliasing or anything like that? Please note the video has 3rd party mods & effects in it that have been downloaded from this site so it is very different to the stock game.
  4. in 67 they were flying different MiGs with different engines if you are referring to the DCS Bis - which according to all the Bis pilots that test flew and verified the DCS FM the engine flames out as soon as there is much in the way of negative G especially at low speeds as soon as the nose goes forward. That doesn't sound like a cobra........the aircraft that have done that (Su-27 etc) still had some directional stability, likely pitched up to a far higher transient AoA and still appear to be in control and flying when the nose came down.
  5. Erm - yes and until somebody gets any kind of reply from TK on that matter then we are all in the dark.
  6. Or what about Tsuyoshi Kawahito is one of the most famous sim designers. We owe him products such as Jane's Longbow II or, more recently, Microprose's European Air War (EAW). Now he has built up his own company, Third Wire production, and presents Project 1, a simulation centered around a forgotten period of the air military history, the Vietnam and Kippour era. Fighters Anthology, Chuck Yeager's air combat and, of course, Israeli Air Force are the only games that ever talked about this dark time, which is now the point of this new simulation. His creator has accepted to answer our questions. Check-Six: First, thanks for answering our questions Mr Kawahito. Tsuyoshi Kawahito: You’re welcome. 1) C6: Im curious about your long way since EAW. Can you tell us more about your way from MPS's 1998 last golden age to this current Third Wire time? TK: I’m afraid there isn’t much to tell... I left MPS at the end of 1998 to join a small technology start-up company. After about 4 months there, I started my own company, Third Wire Productions, to work on my own games. 2) C6: Can you tell us about the process that has lead P1 to such a choice of period and theater? TK: We wanted to do a simulation title that has “built-in” appeal to both casual and hard-core simmers, ie, a game that can appeal to everyone without having to set all the options to “easy”. We felt that a jet sim without complex modern avionics achieves that goal – you can just jump right in and mix it up with the MiGs without having to spend months reading the manual first. 3) C6: Can we have some additionnal informations about the campaign engine? Do you expect it to be closer to LB2 or EAW's one for instance? TK: It’s a lot closer to EAW than LB2 since Project 1 is an aircraft sim and not a helicopter sim. LB2 maps were tactical in size (50km x 50km), and you moved from one map to another as you progressed through your campaign. Project 1 campaign will take place in a single large map (1000km x 1000km), very similar to EAW campaign. And while missions in LB2 were all focused on ground action – the helicopter modelled in that game was basically a dedicated close-support platform, the missions in Project 1 will have player assigned to strategic targets as well as ground targets. 4) C6: And what about the ground war during this campaign? What importance will the ground battlefield take in the curse of war? TK: The ground war is handled at two levels: strategic and tactical. Between the player missions, army units are moved at strategic level based on their strength, supply level, moral conditions, and their overall objectives. Any combat at this level is resolved using an abstract system. Once in the mission, any army units in contact will actually engage in tactical battle – tanks will maneuver to capture their objectives and engage against defending tanks, artillery will lob indirect fire at enemy positions, etc. The player’s action can affect the result of ground war directly and indirectly. The player might be assigned to a close-support mission for any ground battle, in which case his action can have a direct impact on the outcome of the battle. And, at the end of each mission, the player’s mission result will be used as a modifier when resolving strategic combats, so the player can affect indirectly how the other friendly forces are doing. 5) C6: What will be the 3D engine performance? Do you expect it to equal the current benchmarks (with sims such as Il2?). Do you have further details about it and the computer we will need to run P1? TK: Well, it depends on how you’re defining “performance”. Our engine is designed to run well on today’s mid-range machines, and most of the screenshots you see on our website are taken on a PIII-650 with GeForce 2 MX. 6) C6: Many people here are very worried about P1's level of realism. When you declare that "it will match 90% of pilot's needs", it does make some of us even more perplexed... Can you tell us more exactly what is the level you expect to reach? Will it be closer to an USAF/IAF-like than a hardcore flight sim? TK: Project 1 is designed as a relaxed-realism survey sim, so we are not out to create a hyper-realistic simulation that only hard-core flight simmers can get into. But at the same time, we didn’t want to do a simplistic arcade game either, so what we hope to create is a game with good balance between realism and playability, a game that is fun and exciting to play for everyone. 7) C6: Have you any further detail about how the IR missiles will behave in the simulation? How do you expect to simulate the targeting and homing sequences? TK: Targeting sequence for IR missile is the same as in real life – you aim it using your gunsight. You have to manoeuver to bring your target into the gunsight, and if there is enough heat signatures off the target for the IR seeker to see (ie, you have to be aimed at the rear-aspect of the target), then the missile will lock on. The only indication will be the volume of the growl. 8) C6: And what about comms? Will they be, at least, as evolved than EAW, F4 or Il2 ones for instance? TK: The game will feature a basic comm interface to control wingman and other flight members, as well as requesting help and directions from TACC (Tactical Air Control Center). 9) C6: How will you simulate the Radar Intercept Officer aboard two-seated planes such as the F4? Will you let players use the backseat too? Will it be possible for two people to fly in the same Phantom in multiplayer? TK: No, we are not planning to model any back seat in the initial release. 10) C6: Talking about multiplayer, do you get any informations about multiplay modes planned in P1? TK: Our plan is to have two basic multiplayer modes: Dogfight and Co-op missions. Dogfight mode is just a quick head-to-head combat where you just try to shoot anyone else down, whereas Co-op mission mode is where you fly a single mission toward assigned objective. 11) C6: Have you any news to give us about the Lologramme's Mirage III possible integration? TK: His Mirage III is looking great. We've designed the game so it is very easy to add new skin, new aircraft, new map, new campaign, etc. Adding new aircraft, for example, is just matter of creating a new folder in the aircraft subdirectory, drop your data files in there. Next time the game starts up, it'll automatically be recognized and integrated into the gameplay. 12) C6: Finally, in your opinion, can you tell us about THE point that would make P1 more attractive that another jet sim? What do you think is P1's main, special "thing" that other sims do not have? TK: Well, I think this is a very exciting period of aviation history, one that haven’t really been covered by any other sims recently. C6: Thanks! from: www.checksix-fr.com Tuesday 16 July 2002
  7. Of course: Monday, December 25, 2006 Tsuyoshi Kawahito's bookshelf in his small West Lake Hills office tells his story. Books on game design and computer programming sit next to books on aviation history. Military strategy books rest near white binders filled with pilot manuals. And near the bottom sits the telltale yellow of "Small Business for Dummies." Kawahito, 38, runs Third Wire Productions, a one-man game development studio in Austin that makes flight simulator combat games. His latest game, released this month and available online, is called "First Eagles: The Great Air War 1918." Tsuyoshi Kawahito spends months at libraries, in museums and on the Internet researching the planes he uses in his flight simulator games, such as these from his newest creation, 'First Eagles: The Great Air War 1918,' a World War I game. "That is a niche market within a niche market," said Chris Sherman, who used to run the annual Austin Game Conference. "It's very tough." Third Wire typifies the under-the-radar game development businesses that flourish in gaming cities. Kawahito is unusual for surviving this long on his own in an industry that is tough for newcomes to crack. In Austin, there are about 50 computer and video game development companies. It is a shaky industry; game studios frequently shut down because of lack of funding. Given the odds, Third Wire stands out for being able to establish a solid revenue stream. Kawahito's games may sound obscure, but they have a devoted audience. Played by aviation enthusiasts and history buffs, his main clients are 25- to 40-year-old males, older than most computer gamers. He once got an e-mail from a 62-year-old asking to be a beta tester for his game. But he has never had a true hit. His most popular games sold about 100,000 copies worldwide. He's a gamer more than a businessman, and he is shy about promoting himself. He doesn't disclose revenue, but his games sell for about $30. Flight simulation games bring in about $22.3 million each year, according to consumer market researcher NPD Group. Microsoft Corp.'s "Flight Simulator" is by far the most popular, consistently ranking in the top 20 of best-selling computer games. The overall PC games market is a $1 billion market. About $11 billion are spent each year on video and portable games. A FOLLOWING OF FLIGHT FANATICS Kawahito's games are available through online stores and retail outlets such as Gamestop and Best Buy. His latest game is using a new online distribution model, which allows Kawahito to tap into a much larger worldwide market. He is more concerned about making fun games than ones that make him a lot of money. The company recently became profitable after years of being in the red. "If I make a game that is fun to play, then I am happy," Kawahito said. Called TK by his friends, Kawahito has a cadre of devoted fans, including one influential computer gaming guru: Alex Aguila. Aguila is one of the founders of Miami-based Alienware Corp., which manufactures high-end gaming computers that cost $800 to $6,000. Alienware was recently bought by Round Rock-based Dell Inc. for an undisclosed sum. Aguila helped fund "First Eagles" because he wanted to play a flight simulation game based on World War I. It is designed to emulate the air battles over France. He gushes about Kawahito, saying he has revolutionized the flight simulation market. He said Kawahito builds games that allow players to add on to them. Players can create their own planes, maps and missions. "TK is a genius," Aguila said. "He is one of the most important developers in flight sim history." Other gamers say they appreciate the simplicity of Kawahito's games. "There aren't many bells and whistles and everything," said 47-year-old Rusty Casteele, a truck driver from Virginia, "just really good graphics that cater to the Average Joe." Casteele is a huge fan of Kawahito's games. For years he has tracked every game Kawahito has made, buying each one. "I loved 'Wings Over Vietnam.' I grew up in that era," Casteele said. "So when I put in that game, I can fly the F-4 Phantom that I watched on TV growing up. I can fly the F-15 Eagle that I watched on the news shows when Desert Storm was going on. I can fly those missions you saw on TV or heard about." INTERESTS TO INDUSTRY GURU Kawahito was born in Japan and moved to Los Angeles when he was 12. For a long time, he wanted to become a pilot, but his bad vision got in the way of that. "I knew I liked things that moved," Kawahito said. "Trains, cars, spaceships." In college, he planned on being an aircraft designer, so he majored in aerospace engineering and got his master's degree in the same subject from the University of Texas in 1996. Like many college students, he wanted to stay in Austin. His first job out of college was at Origin Systems, a groundbreaking Austin gaming company. "I sent them my résumé and told them I thought I would be good at this," Kawahito said. "I know games; I played them all throughout college. And I know aircraft." At the time, Austin-based Origin was working on several different flight simulator games. After working there a year, he moved to another studio in Baltimore to work on a different flight simulation game. That was when the genre started losing its popularity and many game publishers pulled their projects. "Everyone was getting out of the business, but I saw an opportunity," Kawahito said. "It was a niche market I thought I could capture and cater to." He moved back to Austin and started his own business in 1999. HIGH PRODUCTIVITY, LOW BUDGET It wasn't easy at first. He dug into his savings to start Third Wire, funding his own game, "Strike Fighters," which took him three years to release. After two years, Kawahito's savings dwindled, and he subsisted on ramen noodles and McDonald's 99-cent hamburgers and by skipping oil changes for his 1998 Toyota Celica. "I think that is why my car broke down," Kawahito said. "I didn't have enough money for an oil change, and then it stopped working. I started riding the bus." But that phase didn't last long after his first games found a following. Publishers started funding his next projects, and Kawahito got a cut of the sales of each game. He's not rolling in dough, however. He rents an apartment in town. He replaced his Toyota Celica with a Toyota 4Runner. His office is bare-bones, with three small rooms and a reception area with no receptionist, only a twinkling Christmas tree to greet visitors. This month, his office is empty as he plans his next project. He let all of his temporary workers go because he didn't need them anymore. Kawahito is able to survive by churning out games faster than most developers do. He puts out a new game about every six months. "What he was able to do with such little funding is unbelievable," Aguila said. "Most developers would charge millions of dollars. He did it on a very small budget." Kawahito said his secret is creating a main engine that he uses to program his games. That way, he doesn't have to re-create an engine every time. He does months of research in libraries, museums and online, digging for history books and photos of old aircraft, and tries to re-create them as accurately as possible. Thanks to his degrees in aerospace engineering, he understands how to build an aircraft. He occasionally asks for outside help from pilots but gets most of his data for his games from his research. When he's ready to start creating a game, Kawahito hires a temporary team of three game developers. Six months later, they have a game. He doesn't think much about his business beyond his next project. But he has dreams of expanding beyond flight simulation games, maybe developing a war strategy game. Or perhaps even space combat. "Or if I continue to just do this, that would be great," he said. Source: statesman.com https://www.wingsofhonour.com/firsteagles/articles/html_woh_firsteagles_articles_flying-under-the-radar_statesman.en.html
  8. 1. Several have although seems to be more to do with NVIDIA drivers. The point is if a Win 10 update or GFX driver update gets a significant change and it wont run on Win 10 - then no more Win 10. So yes you can get round this by having an old Win 7 PC (no network required) or even some VMs might work but would expect player base to dwindle right down. 2. See Streakeagles post regarding Fiscal reality. 3. If you look back there must have been a ton of requests for TK to do something like this - TK knows they exist but has no interest in doing it for whatever reason (loss of some control could be one) 4. Not comparable to a DCS module - you get a ton of objects and flyable aircraft, CW era specific AI, Terrain, campaigns for a dynamic campaign engine (some historical) - there currently is no alternative to whole package. Older gfx engine and lack of VR would suggest lower prices - although without Win 7 support as well - remains to be seen. But yes he can charge what he likes.
  9. I'm saying what he is currently doing. Back around 2006 we did get free updates and features but today he is acting under a different (or actual) business model - so I don't expect any feelings of morality towards customers - especially loyal ones!
  10. Baseline offer looks to be to rewrite the game and support it running on Windows 10 - so on the table is leave it at 2013 status or update it. He may have had a lot of requests and yes is clearly not interested in continuing the game otherwise. (Phone games are easier to support) There is no ow nus on the developer to change or fix anything regarding Win 10 because it has never been supported on that. Windows 7 is now also pretty much dead as support ends for most in 2020.
  11. Will see if I can get an answer on the intention of this because some will have pledged thinking they don't lose unless the 25K is raised.
  12. It may run on Win 10 for most but it has never been supported on Win 10 (Wisely) - the code is very old which could cause issues not only with the game not working that TW would have to patch but also potentially security issues that I guess TW could be liable for. If you wanted VR then pretty certain you need to be at least Direct X 11 so yes he would need to rewrite everything to use DX12 or Vulkan (unlikely) It would be nice to see MP however one reason why Multiplayer was dropped was because the numbers that played it could not justify the effort according to TK. DCS is an example of this where their forums have a MP vocal Majority but they are a tiny minority of overall sales apparently.

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