For the sake of keeping that thread on topic, i'll continue here.
Wouldn't turn time be more dependent on pitch rather than roll? Roll would allow you to enter and exit the turn quicker, but pitch is what actually allows the plane to change direction, so pitch parts should help a good deal. Well, that's just with expert controls, but I don't see why it would be much different with standard.
Not with the standard controls. I'm not ashamed of saying that I can't fly anything with the expert controls, so I use the simplified ones; in that mode, the Roll module defines the horizontal turning speed, while the Pitch module defines the vertical one. Also, the most agile planes in the game (Tomcats, for instance), when upgraded enough SURPASS the 90° when turning horizontally in simplified controls (defying physics), making them faster than what you'll ever fly in the expert controls.
My measurements are done by flying, in the simplified controls, with the plane in a perfectly horizontal trajectory without changing altitude, doing 360° degree turns (using the test flight ground targets to see when I completed the turn). I measured the time necessary to do 3 full turns while accelerating, and use the middle value to confront them.
I don't see what's wrong with using standard controls, to be honest. People should use whatever they feel works best for them. I was actually a standard control user until Naval Fleet started too.
Yeah, i've seen my Tomcat and Fulcrum (which is currently still in use) go >90 degrees during standard turns. Both are agile and just good to fly all around.
If standard tuns are solely dependant on roll speed, then this is probably why we find the Typhoon to be so different in terms of agility. I took it out for a spin in standard at lvl 3, and I agree, it's meh roll ability really makes it slow there. However, since turns with expert controls rely much more heavily on pitch than roll, the Typhoon, which has strong pitch ability, it feels much better and can blow enemies away as it has done for many years.
So, in the end, the agility of an aircraft changes depending on the control scheme one uses. Maybe that's why planes like the Typhoon and Gripen are incredibly slow while turning in standard controls, while others are so fast the Butterfly Master looks like a helicopter. One of the main differences is that with the simplified controls, the aircraft's level makes the plane roll more more while turning (some start with a pathetic 45° and are incredibly slow), while with the expert controls agility is a set value and depends solely on the pilot's skills.
It seems that way. Thing is, what determines how well a plane turns in standard? Even of they are the same level, have similar stats and aircraft type, and have the same parts, one could outperform the other, and it seems that the difference in performance can be rather noticeable despite it looking like an even fight. There isn't much of a reason for this, outside the fact that most planes are supposed to feel different from each other, but they could accomplish that without making one plane noticeably inferior.
Another thing is, this means that there are aircraft that are severely weakened in standard compared to expert, due the differences in how turn speed is calculated. Many aircraft have superior pitch compared to roll, so this effect could be even more noticeable for them, too. I guess that's supposed to be mitigated a bit by the easier to use controls, though. Regardless, this is some pretty valuable information, I would say.
In fact I still don't understand the "mobility" stat of the planes in Infinity. Technically, higher tiers planes have generally better mobility than their predecessor, but many of them just become less and less agile in standard controls (easiest example: MiG-21 -> MiG-29 -> SU-35). As I mentioned in the previous thread, I bought the T-50 because it has the highest mobility in the game, but it's in fact slower than the F-22A in every sense.
If I manage to get both the Tekken SU-35 I'll measure them to see if they have some clear difference in mobility; if not, Kazuya will just be less powerful than Jin because of its top speed.
Beh, se dobbiamo parlare tra di noi possiamo anche scrivere in italiano.
Sentiti libero di mandarmi la richiesta di amicizia sul PSN (il mio nickname è Alessio_Omega), ma giocare tra di noi insieme sarà difficile, data la connessione italiana rispetto ai server di Infinity.
Se hai voglia dimmi qualcosina su di te, magari da quanto giochi, che aereo usi, giusto per avere un'idea del tuo stile di gioco.
Sono stati mostrati nel trailer Future Prospects, e l'aggiornamento 2.0 ha messo apparentemente troppi pochi contenuti; è possibile che siano già implementati nel gioco, ma ancora non accessibili agli utenti.
Generale wareagle wrote: Inviata la richiesta (Uagna_Cloudark)
Phoenix melody 93 wrote: Io dico che all' aggiornamento di novembre metteranno il resto che è stato mostrato nel trailer. PS: quanto son belli i Delphinus! :D
Mi chiedo se il Delphinus sarà un aereo standard o un aereo speciale. Se consideriamo che gli aerei di Ace Combat 3 sono quasi tutti versioni potenziate di quelli che sono già in gioco (come l'F-22C Raptor II), potremmo anche assistere a una completa evoluzione dell'albero tecnologico, superando l'attuale limite del Costo 750.
già! ma a questo punto si dovrebbero mettere più aerei di AC3, solo uno non ha senso. Comunque anche io voglio richiedere l'amicizia su psn, mi chiamo gombat_4 e uso un F-35 (con tanto di emblema di Sophitia di Soulcalibur).