sunshine2241991;bt10911 wrote:cool . but why u work on stuff that no one see or need .
in dog fight i can careless if enemys jet wings move .
and as inf i cant see it anyway
While yes, one could argue that having all these moving parts is pretty pointless, but if they where not there, your subconscious would scream something is wrong to you, even thou you may not consciously notice the flaps moving on a jet your pursuing as it turns ingame, if they didn't, you would notice and feel something was totally wrong, even if you couldn't consciously put a finger on it.
As for a gameplay POV, some of these moving parts are pretty critical to seeing what your enemy plane is up to, for example, the air brakes extending signals if tom cruise is trying his "super 1337 top gun tactics" on you and all the moving parts respond to what the player is doing and being able to read them can give you an edge in combat, or just help to see if the jet is coming in to land or w/e.
Making the whole flight animation and video was tbh the biggest waste of time if you are talking about actual productivity but I did that mainly for fun and to learn a bit more about animation in general. Although saying that did help a lot to code all the moving parts as was quicker to animate them in max then take all that data from the animation and port it into the code than doing trial and error coding to get all the moving parts to sync up etc. What would normally take a few days work to code all the landing gear code to sync up, only took a few hrs as a result of this work so overall, I probably didn't spend that much longer than I would have doing the old trial and error method of coding the landing gears etc and also you guys got a little teaser video out of it too so win win I would say
