To be honest, I’ve not felt much like writing the last month or so. I took a much needed break over Xmas – the first real break I’ve had in … uhm, 3 years? And that’s counting AGC as a break. It was really nice to spend almost 10 days in near oblivion – outside walking the cat or going to the store. I’ve started the year as a near-human once again and so far I’m holding on to it :)
The old passion for an online WWII game is back, although my ego is still smarting from my personal failures last year: the setbacks with TOEs, a growing personal suspicion that TOEs may have been an alley best walked 2 years ago and that now it is as much a fly in the ointment as it was a solution to so many past problems. And, of course, the unforseen obstacles I let myself get mired on trying to get over to NetCode2 and the dynamic mission stuff.
Still, playing and flying the 1.28 beta this year has been reinvigorating. This is still a great game, and it still has great potential. I’m going to be working up to seeing if I can’t schmooze some of my old contacts into some investment. If I had now the funds I’d had when I first moved out here, this is when I would invest them in CRS. The team is small, agile and seasoned, but it is also best suited to putting in place the sorts of tools and practices that were omitted at day one. We also have a fairly excellent pitch for a “WWII 2.0” concept ;)
AWS on Beta: Pinpoint? At 16km x 16km x how-high-you-fly and anywhere from 60 to 120 seconds of age on the data you see … the volume of space covered by each square makes it anything but pinpoint. I’m sorry, but anyone who throws that moniker at it needs their diaper changing.
Infact, when persuing bombers, the old Bomber EWS system is infinitely more since it has a far smaller range and you generally get a sense of which way the bomber is travelling between announcements.
When we tried to co-ordinate fighter battles, we still wound up having to tell one another where we were over the map. If we’re to meet the goal of air-combat aggregator, I suspect we may need to go to 12×12. Time will tell.
The new plane sounds are generally astounding; the 109 is pretty weak. John has been using in-cockpit sounds recorded with pizoelectric microphones. This produces a truly dramatic spitfire cockspit sound. And the 109 is pretty awesome if you hear it, but unfortunately the sound is filled with wind noise which adds up with the game-engines wind noise sounds to drown out the engine.
If you’re curious enough, tinkering with your sound setup will finally draw the underlying engine sounds out and your jaw will drop at the exquisite detail. But outside of that, its kind of dissapointing. It sounds like you’re in the latrine on a commercial jet liner; or standing outside a closed hangar housing a Cessna 152. In short: flat and throatless with no bite.
I’m hoping Killer will get it replaced before or shortly after release.
Overall, the new engine sounds are just phenomenal. The immersion factor is really reminiscent of the early days when sound was what dragged you into WWIIOL and kept you pinned in a ditch for hours on end going “WOW, OMG, WOW, OMG”. (Well, that and the fact no bugger would stop to give you a lift the 15km to the nearest infantry fight).
1.28 looks promising, and I’m looking forward to playing it. I wanted to spend some time in the live game this weekend – we’re running a prize give away as a sort of thank you to our players who’ve let a patchless xmas/new year slide by fairly quietly. Several of the Rats are putting in game time. I’m reading the copy of World War Z that Rickb loaned me, which I’ve been quite taken with, and my cat has become quite appreciative of my being around for her to slob out on.