High Altitude Stalling - Page 2 - PlanetSide Universe
PSU Social Facebook Twitter Twitter YouTube Steam TwitchTV
PlanetSide Universe
PSU: Tell 'em why Earl!
Home Forum Chat Wiki Social AGN PS2 Stats
Notices
Go Back   PlanetSide Universe > PlanetSide Discussions > PlanetSide 2 Discussion

Reply
Click here to go to the first VIP post in this thread.  
Thread Tools Search this Thread Display Modes
Old 2011-07-20, 02:48 AM   [Ignore Me] #16
CutterJohn
Colonel
 
Re: High Altitude Stalling


Yes, i'm aware that realistically they would be able to, but I just don't think it would be a good idea to let them drop from so high AA on the ground can't respond.
CutterJohn is offline  
Reply With Quote
Old 2011-07-20, 03:39 AM   [Ignore Me] #17
headcrab13
Second Lieutenant
 
headcrab13's Avatar
 
Re: High Altitude Stalling


Originally Posted by Miir View Post
I know the dev team has mentioned that the flight model on air vehicles will be more realistic in Planetside 2. I'm really excited to see just how real it feels.
Great idea about the varying stall heights -- I think that would add a lot to the strategy of certain attacks.

I can't wait to see a gameplay video of 1st or 3rd person flight that shows off the flight model and view distance. View distance was already incredible in PS, but I have a feeling we're in for a treat this time.

-HC13
headcrab13 is offline  
Reply With Quote
Old 2011-07-20, 04:44 AM   [Ignore Me] #18
Traak
Colonel
 
Re: High Altitude Stalling


At a certain altitude, you get a warning. At a higher altitude, you simply blow to bits.

Just like moving outside the boundaries of the continent. Simple.
Traak is offline  
Reply With Quote
Old 2011-07-20, 08:21 AM   [Ignore Me] #19
Zulthus
Colonel
 
Zulthus's Avatar
 
Re: High Altitude Stalling


Along with this, I'd welcome a detailed cockpit view instead of an altitude meter and crosshair.
Zulthus is offline  
Reply With Quote
Old 2011-07-20, 08:59 AM   [Ignore Me] #20
Logit
Second Lieutenant
 
Logit's Avatar
 
Re: High Altitude Stalling


Originally Posted by CutterJohn View Post
I've no issues with aircraft flying really high, and well beyond the range of AA. Air superiority fighters would have to keep the skies clear up there.

The only real limitation should be that air can't, or can't reliably, attack from up there. Like dropping bombs and soldiers from a galaxy(no oxygen!). To do those things you should be within the range of ground based AA.
I'd say if you can't see a bomb coming from that far away, you deserve to be pwnt by it.

I'd love to be able to hot drop at extreme heights, sounds super fun to me.
Logit is offline  
Reply With Quote
Old 2011-07-20, 09:43 AM   [Ignore Me] #21
Baneblade
Contributor
Lieutenant General
 
Baneblade's Avatar
 
Re: High Altitude Stalling


Originally Posted by CutterJohn View Post
Yes, i'm aware that realistically they would be able to, but I just don't think it would be a good idea to let them drop from so high AA on the ground can't respond.
Properly flown Galaxies should be able to skirt AA, AA shouldn't be supreme. If you want stuff flying around out of AA range shot down... get pilots on your side.
__________________
Post at me bro.

Baneblade is offline  
Reply With Quote
Old 2011-07-20, 10:19 AM   [Ignore Me] #22
Infektion
Sergeant Major
 
Infektion's Avatar
 
Re: High Altitude Stalling


Originally Posted by Desoxy View Post
I agree, they could do some real nifty things with the new PhysX system, as long as we do NOT end up with this:

DCS: Black Shark -Clean Start up Procedure
If they maybe cut the complexity 3/4's, I honestly wouldnt mind having this. But if you think about it, this is a "cold start", obviously they could implement a "warm" start once it's been already flown and landed, so that next lift would just be you getting in and turning on the HUD. But that's my idea.
__________________
I remember when my PC was awesome...
N C Infektion
I'm a REAL VET, not a green horn who bought his beta ticket.
Infektion is offline  
Reply With Quote
Old 2011-07-20, 12:10 PM   [Ignore Me] #23
Traak
Colonel
 
Re: High Altitude Stalling


Regarding your signature:
I remember when my PC was aweseome...

PC's, like LTR's or anything, are completely replaceable.
Traak is offline  
Reply With Quote
Old 2011-07-20, 12:26 PM   [Ignore Me] #24
Infektion
Sergeant Major
 
Infektion's Avatar
 
Re: High Altitude Stalling


Originally Posted by Traak View Post
Regarding your signature:
I remember when my PC was aweseome...

PC's, like LTR's or anything, are completely replaceable.
you're replaceable too, did you know? lol
__________________
I remember when my PC was awesome...
N C Infektion
I'm a REAL VET, not a green horn who bought his beta ticket.
Infektion is offline  
Reply With Quote
Old 2011-07-20, 12:27 PM   [Ignore Me] #25
Raymac
Brigadier General
 
Raymac's Avatar
 
Re: High Altitude Stalling


Yeah, this stalling idea is only a million times cooler than the invisible ceiling thats in PS1 now. I freakin love it! Falling back to earth hoping your engines will kick back on again and you can pull out of the dive in time. Classic action movie moment. (I live for those moments in Planetside) Maybe it could even be part of the pilots' skill tree, "improved chances of stall recovery" or something like that.
Raymac is offline  
Reply With Quote
Old 2011-07-20, 12:51 PM   [Ignore Me] #26
Lartnev
Contributor
Brigadier General
 
Lartnev's Avatar
 
Re: High Altitude Stalling


Originally Posted by kaffis View Post
Such a system would create a "soft cap" by offering your diminishing performance returns. Eventually, you'd hit the hard cap by virtue of just not being able to generate enough upward thrust to go higher, and trying would, yes, stall you out.
I prefer this idea to an instant stall since it's realistic. <science>The higher you are the lower the atmospheric pressure, and the less lift you can produce, so you fall back towards the planet until you regain enough lift</science>. Therefore I would propose a maximum cruising altitude (you start floating back down) and a maximum altitude (hard stall). That allows the warning at the ceiling cap in a more intuitive and recognisable way.

Different maximum altitudes is a cool idea too: faster aircraft should be able to fly higher. If such a thing as a SkyGuard exists it should be able to hit heavy aircraft (AA MAXs can climb towers to do the same). Using pilots for air supremacy will still be necessary because enemy aircraft will be able to attack the heavier planes from above.
Lartnev is offline  
Reply With Quote
Old 2011-07-20, 12:57 PM   [Ignore Me] #27
Infektion
Sergeant Major
 
Infektion's Avatar
 
Re: High Altitude Stalling


Originally Posted by Lartnev View Post
I prefer this idea to an instant stall since it's realistic. <science>The higher you are the lower the atmospheric pressure, and the less lift you can produce, so you fall back towards the planet until you regain enough lift</science>. Therefore I would propose a maximum cruising altitude (you start floating back down) and a maximum altitude (hard stall). That allows the warning at the ceiling cap in a more intuitive and recognisable way.

Different maximum altitudes is a cool idea too: faster aircraft should be able to fly higher. If such a thing as a SkyGuard exists it should be able to hit heavy aircraft (AA MAXs can climb towers to do the same). Using pilots for air supremacy will still be necessary because enemy aircraft will be able to attack the heavier planes from above.
No, what I think they should do, is that the closer to the stall point you get, the more your alarms go off(which would mean the air density has gone below recommended and stall is imminent), Which is another thing they should add. When you're going down due to heavy damage, have the alarms go off! That'd be awesome. But yea, once you go get up to the stall point, have the craft react violently due to turbulence and then once you get passed the soft point of stall, have the power cut to 20% and drop the nose till it's at 90% of stall point.


is it wrong for me to get an erection during post? :P
__________________
I remember when my PC was awesome...
N C Infektion
I'm a REAL VET, not a green horn who bought his beta ticket.
Infektion is offline  
Reply With Quote
This is the last VIP post in this thread.   Old 2011-07-20, 01:03 PM   [Ignore Me] #28
Malorn
Contributor
PlanetSide 2
Game Designer
 
Re: High Altitude Stalling


As long as it gave you a little warning prior to the stall... Hate to see bombers or gal pilots accidentally stall while trying to maximize altitude.
__________________
Malorn is offline  
Reply With Quote
Old 2011-07-20, 02:05 PM   [Ignore Me] #29
Raymac
Brigadier General
 
Raymac's Avatar
 
Re: High Altitude Stalling


Originally Posted by Malorn View Post
As long as it gave you a little warning prior to the stall... Hate to see bombers or gal pilots accidentally stall while trying to maximize altitude.
Definitely. They already give us a warning that we are approaching the flight ceiling, so I'd assume they're doing the same for PS2 in some form.
Raymac is offline  
Reply With Quote
Old 2011-07-20, 03:26 PM   [Ignore Me] #30
Lartnev
Contributor
Brigadier General
 
Lartnev's Avatar
 
Re: High Altitude Stalling


Originally Posted by Infektion View Post
No, what I think they should do, is that the closer to the stall point you get, the more your alarms go off(which would mean the air density has gone below recommended and stall is imminent), Which is another thing they should add. When you're going down due to heavy damage, have the alarms go off! That'd be awesome.
Agreed, a "Stall warning!" voice prompt and alarm would be good near the hard cap so new players know why their aircraft just became a flying rock but not all the time. And yes to some sort of shrill alarm telling you to bail out when you're heavily damaged (because health and safety is a concern on Auraxis )*.

Originally Posted by Malorn View Post
As long as it gave you a little warning prior to the stall... Hate to see bombers or gal pilots accidentally stall while trying to maximize altitude.
The beauty of a soft and hard cap is you can't get to the hard cap by just flying normally, you can go above the soft cap a bit but will then find it hard to climb any further. The only way to hit the hard ceiling (and stall the aircraft) is by gunning it vertically with full throttle and afterburners. Then you're just asking for it

*Assuming you get xp for destroying the aircraft and/or a kill from the resulting explosion.
Lartnev is offline  
Reply With Quote
Reply
  PlanetSide Universe > PlanetSide Discussions > PlanetSide 2 Discussion

Bookmarks

Discord

Thread Tools Search this Thread
Search this Thread:

Advanced Search
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 09:38 AM.

Content © 2002-2013, PlanetSide-Universe.com, All rights reserved.
PlanetSide and the SOE logo are registered trademarks of Sony Online Entertainment Inc. © 2004 Sony Online Entertainment Inc. All rights reserved.
All other trademarks or tradenames are properties of their respective owners.
Powered by vBulletin
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.