Harh1981: 1) A simple one - lensflare. There are lensflare rings from the sun. To be correct, theese rings exist only for camera view, that means they must not be seen from the cockpit view since we "look ourselves" from there, by can be available from the outer view. Yes, there are some "lensflare" stuff for the eye itself, but it is a bit different - there are no rings at all, you know
Thanks!
I thought I was the only guy in the world that doesn't get why we need to replicate camera defects to make things look good.
Most post processing goodies nowadays are about precisely that. Vignette (dirty lens?), flare (lens defect), grain (film defect), motion blur (eyesight defect), etc. :D But that is what the kids want today.
In any case, rest assured I will make it optional, like every other postproc effect.
2) That newly developed headshake. Please note, that making that shake like in some old space sims you might get a annoying problem - either making some vertigo effect on the gamer, or just make instruments a bit unreadable most of the time, when combat occurs. I'll explain... As far as I remember, in most space sims we have few "decorative" rails of "hardware" cockpit and a lot of "holographic" instruments. As you head shakes, theese rails go all the ways, but the instruments keep stable (at least I remember it this way), so they keeps readable regardless of the maneuvers. Yes, testers will tell does it ruin playability or not and does it make any vertigo effect that would need to make that headshake little to none or not. But just to point out.
Same situation. Some people feel the game to be too stiff when there is no headbobbing.
We added that very recently, but it's totally optional and you can control how strong or weak it is, or disable it totally.
3) Again a small thing. The one considering music. Looking videos, I've noticed that music "lost wingman" played all the time any Alliance ship is destroyed - I suggest to change it to original XWing style when it is played only when the wingman is shot down - too many friendly ships are shot down during the mission, so that might get annoying.
That I changed it myself because it always felt to me a bit weird that there is no dramatic reaction to a friendly ship dying. Okay, they aren't in your flight group, but they were friends nonetheless, you cold hearted psycho! :D
Also, sometimes the player is placed on a flight group but with the same name as ships on another flight group. So when those ships die, the music wouldn't play.
(For example, Y-Wing Historical Mission 6. Red 1 and 2 are a flight group, and the player, Red 3 is in another flightgroup).
4) Glares from the ovebright elements are too fat - too much glow occurs, looks... hmm... cheap.
5) The one big. From what I see from the picture, you work with gamma 1.0 model. At least it looks so from the typical problem with all the scape sims - "everything is black except for some parts of the cockpit, target frame, engine exhausts and some parts of the capital ships". Look all the old space sims made with true 3D and a lighting model without too much ambient. Most of the problem is the gamma 1.0 lighting model. You might be aware, so I won't make this already huge post even larger - if any explanations are needed, I'll make them. I've attached two pictures from Youtube video of XWVM. One is the original one as it is, second one with a simulation of gamma 2.2 lighting. It's only a simulation, so the actual render would look different, but it gives an idea.
Yeah, changing gamma 1.0 to 2.2 in the render - it's a pain, sure it is, but the result worth it. As you can see, TIE Interceptor fades to black no more - there is no additional exposure applied, it is only a gamma curve. As far as I know, it can be made via a shader with a lighing channel output and applying a gamma curve to it and then applying the result on the rendered color picture.
6) Laser beams. They look uniform color with a glow. Looks a bit insufficient compared to XWT for example. Please, make a new beam models.
7) Target frame. It's too bright. Problem is entirely aesthetical. You can see the frame, but the actual target "beneath" dissapears - it's too dark compared to the target frame. I reccomend to try to make it not the white bright, so it would not overwhelm the actual space ship "picture". Or that makes "game of gunsight chasing the white frame" effect. This one is a bit subjective, but I thought I shoud point out.
8) Hey... Who recorded your first videos?! - looking for a A-Wing (or Y-Wing, forgot) that tries to chase a neutral Y-Wing for the 10 or more (!) minutes, it's a horror movie :D)). Though the last one with headshake looks better - shooting looks OK :)
I thank you for your insight with the gamma, but I need to warn you that the videos I think you have been watching (or atleast those that you took screenshots of) weren't recorded by us, but a tester in the tester group.
He famously enabled some extreme external shaders (with a program called ReShader or something) that makes everything look extra bright and extra shiny, with oversaturated colors, and exaggerated blooms). That is not our fault.
Nevertheless, I will pass on your Gamma suggestions.
I'm unsure, maybe I'll be able to provide some actual help with the project (I'm a long time 3dsmax user, though can't name myself a real professional), but for now I'm trying to finnish Dune 2 Harvester model :)
Thanks for offering. Just follow the link on the message that I posted just before yours, if you want to have a look at what we need. :)