Archive for June, 2009

Rise of Flight: The First Great Air War

Tuesday, June 23rd, 2009

I’ll be posting a review of this as soon as I can, this will be one of my birthday gifts when they release it. I always like to support developers like this who make this kind of simulation…

If you want to buy it, you can use this link which currently allows you to pre-order from Amazon.com and ship to U.S. and APO/FPO addresses only. You can contact me if you’d like to discuss getting this outside the U.S. via me shipping to you, but you should find out when or if there will be an easier way for you to get it first.

Anyway, here’s some game info (it isn’t often I am looking forward to a game title this much, but I was addicted to ‘Wings’ – a WWI flight game I had on the Amiga – for a while!)

All is not quiet on the Western Front in 1917…. high above the trenches and scarred No Man’s Land the sound of piston engines can be heard, the chatter of machine guns fill the air and the bark of flak bursts echo across the countryside. During the First World War a new breed of warrior emerged, reminiscent of the Knights of old, inspired by chivalry and pushed to their limits by modern technology, they fought a new kind of war… an air war. Welcome to Rise of Flight: The First Great Air War.

Rise of Flight

In flying machines invented just a few years before, young, brave and daring fighter pilots took to the skies to fight for their country’s cause. In airplanes made of mostly wood and canvas they climbed, dived, spiraled and sacrificed their lives. The average pilot lasted just 17 missions and if you were hit there was no parachute to rescue you. Death could come at any time and from any direction, only the best survived. Rise of Flight puts you in the cockpit, in the sky and in the fight. Do you have what it takes to survive? Can you make a difference in the war? Can you become an Ace Fighter Pilot?

Rise of Flight

Rise of Flight from Russian developer neoqb is a state-of-the-art PC flight simulation title that sets a new standard in fidelity, beauty and realism. You can fly either the agile Spad XIII or the deadly Fokker D. VII into aerial combat. Rise of Flightfeatures an advanced flight model that simulates the unique handling characteristics of WWI biplanes. Spins, stalls, loops, takeoffs and landings are all accurately modeled. A complex physics model tracks the trajectory of every bullet and shell fragment. The detailed damage model leaves no room for error. Stay in the line of fire too long and you’ll lose a wing or a tail, land too hard and the spine of your plane will crack.

Rise of Flight

Historical references and modern computer graphics were combined to render 125,000 square kilometers of French countryside that is disfigured by a terribly cratered battlefield. Fluffy clouds fill the sky which you can fly into for cover. Rain and fog are also modeled in realistic detail making flying even more of a challenge as water drops cover your windscreen or goggles. Advanced graphics featuring moving shadows, depth of field, light bloom and reflections make the objects and scenery come to life in a very realistic way.

Rise of Flight

As a new fighter pilot you can fly several helpful Training Missions and once graduated, you can fly several Single-Player combat missions against a computer opponent. If you feel you have mastered the art of aerial combat you can embark on a Pilot Career and fly a historically accurate Campaign for the French, British, German or American air forces. You will be tasked with destroying enemy fighters, bombers and balloons, escorting your own bombers or attacking ground targets such as trains, trucks, tanks and artillery. As you complete your missions successfully you will be promoted and awarded commendations by your military high-command. You can rise through the ranks from a green Lieutenant all the way to full Colonel.

Rise of Flight

If you think you’re good enough, try flying against real human opponents over the Internet. Rise of Flight features a robust Multiplayer option designed to allow players to fly co-operatively as a team against the computer or human opponents. Multiplayer statistics such as aerial kills, targets destroyed and missions completed are tracked by neoqb servers.
Also included is a very powerful Mission Editor that allows players to design custom missions. The Mission Editor is included on the disk and is accompanied by 150 page instruction guide! There will never be a shortage of missions to fly.

So hurry! Grab your goggles and silk scarf. Enemy airplanes are approaching. Who will emerge as the next Baron von Richtoven or Eddie Rickenbacker? Is it you?

I’m not sure if these are required or recommended, but here’s some system information as posted on gogamer.com:

Windows XP (SP2 or Higher)/Vista (SP1)
Intel Dual Core 2.4Ghz
2GB RAM
6GB Hard Drive Space
DirectX 9.0c
512 MB GeForce 8800GTS/Radeon HD3500
1280×960 resolution
Sound Card
256/kps Internet Connection

Panoramic Photos Page Added

Tuesday, June 16th, 2009

I have added a page which features a random eight panoramic photos I have taken. Click the link at the top of the page (the panoramic photos page) to view all the panoramic photos I have tagged as such.

Here is an example panoramic photo, which is a 360 degree panoramic which matches perfectly from right edge to left edge. It shows Soldier Field and Chicago’s skyline.

Soldier Field 360

Marcos Ambrose & iRacing

Tuesday, June 16th, 2009

Another video I put together this morning. A version of it will be going up at RaceSavers.com (Marcos’ regular sponsor), but that version will have a promo code. Expect more from the Ambrose and iRacing partnership in the future. :)

Brands Hatch & Oulton Park Coming to iRacing!

Friday, June 12th, 2009

I’m delighted to post this. I’ve known it was happening for a little while, but it’s great to let you folks know. The thing which I hope you may find interesting is that no – this isn’t a ‘announcement’ we have talked about (except Steve in his blog). There’s still some BIG announcements to come!

U.K.’s Brands Hatch & Oulton Park Set For iRacing – Virtual Versions of Classic British Circuits Join Silverstone as iRacing Opens Tracks Initiative for the UK, Europe, Australia & Asia

BEDFORD, MASSACHUSETTS, USA (June 12, 2009) – Brands Hatch, home for many years to the British Grand Prix and today host to A1 Grand Prix and many other open-wheel and touring-car series, and Oulton Park, a hill-and-dale circuit named by drivers as one of the world’s most challenging, will join Silverstone as the second and third British motorsport facilities to be represented in the iRacing.com motorsport simulation service. The announcement was made jointly today by iRacing and MotorSport Vision, the owner of the two circuits.

“I’m particularly pleased that these two facilities are going to be the leading edge of the expansion of iRacing’s circuit inventory into the UK, Europe, Australia and Asia,” said Divina Galica, iRacing’s director of partner relations. Galica, a four-time member of the British Olympic ski team and former holder of the women’s downhill speed record, had a second successful career as an auto racer. “Oulton Park was the first place I ever drove a race car, and I worked for Brands Hatch for several years. I consider Brands my home track in the UK.”

Data collection at the two tracks will begin in July, utilizing survey-quality laser-scanning and iRacing’s proprietary interpretive software that produces millimeter-accurate virtual renditions of the physical facility. The finished circuits are expected to be available early next year to members of the service for practice and racing.

“Brands Hatch and Oulton Park are cornerstones of Britain’s motorsport heritage and critical to the sport today,” said David Scott, Race Operations Manager for MotorSport Vision Racing. “We’re delighted that virtual versions of Brands Hatch and Oulton Park are among the first British circuits that iRacing is building. We see this as a way to provide added value to long-time supporters of these tracks, both drivers and fans. Now the hundreds of competitors who race on these tracks every year will have the ability to tune up before they get on track. The many thousands of fans, who attend races in person or view them on television, will be able to see for themselves what it’s like to actually drive on these two spectacular race circuits at racing speeds; a unique chance to emulate their heroes.”

Galica noted that iRacing, which has its headquarters in America, outside of Boston, had for logistical reasons initially focused on North American facilities. The company, which opened its doors to the public in August, 2008, recently announced a partnership with NASCAR to organize and host NASCAR-sanctioned virtual racing series.

In addition to providing real-world racers with opportunities to learn new circuits and refreshing their knowledge of familiar ones, iRacing organizes and sanctions virtual series for motorsport enthusiasts of all skill levels. Membership in the service is by subscription, with annual fees as little as US$13.00 per month.

“Most of the major North American road-racing facilities and almost all of the NASCAR Sprint Cup tracks are currently either in inventory or under construction,” Galica said. “But our membership is global in nature – 40% are from outside North America and the England Club is the second most active of our regionally-based clubs – so it has always been our plan to eventually include tracks from all over the world.”

The first race at Brands Hatch pitted runners and bicyclists in a 1928 cross-country competition. An American-style one-mile oval was paved in 1950, and by 1956 the facility boasted a full road-racing circuit and that year organized a Formula 2 race. Between 1964 and 1986 Brands Hatch was host to 12 editions of the British Grand Prix. Both the 2.301-mile Grand Prix and the 1.198-mile Indy layouts will be included in the iRacing model.

Oulton Park in Cheshire is known for its challenging up-and-down terrain and blind corners. Home to the non-championship Gold Cup Formula One race in the 1950s and 1960s, Oulton’s major spectator attractions today include rounds of the British Touring Car, F3 and GT championships as well as club-racing meets. The 4.307-mile International, 3.616-mile Island and 2.656-mile fosters circuits will all be available to iRacing members.

iRacing.com was founded in September of 2004 by Dave Kaemmer and John Henry. Kaemmer was co-founder of Papyrus Design Group, developers of award-winning racing simulations including NASCAR Racing: 2003 Season and Grand Prix Legends. Henry is principal owner of the Boston Red Sox and Fenway Sports Group – the co-owner of Roush Fenway Racing – as well as an avid simracer. The iRacing team combines more than 100 years of real-world racing experience with more than 50 years of successful racing simulation development. The company has developed numerous corporate relationships in the motorsport industry, including agreements to develop track simulations with International Speedway Corporation, Speedway Motorsports, and Panoz Motor Sports Group and vehicles with General Motors, Riley Technologies, Radical Sportscars, and 600 Racing. iRacing is the official simulation partner of the Sports Car Club of America, Volkswagen Jetta TDI Cup, Star Mazda Championship, Skip Barber Racing School and Australia’s V8 Super School. Most recently iRacing and NASCAR have announced a partnership to develop NASCAR-sanctioned online racing series. The iRacing service is open to racers and fans of all skill levels from top-level pros to complete beginners. To join in the fun, go to www.iRacing.com.

Brands Hatch

Oulton Park

X³: Terran Conflict Playing Tips

Monday, June 8th, 2009

X3TC Logo

Starting Out

I think one of the strongest ways to start the game is by selecting the Argon Patriot option. This gives you a fairly well equipped Elite. Do the first few missions in the starting ship. You need the “standing” in order to progress and doing those missions will also give you a little free equipment. Try to take advantage of any pilots who bail out and leave their ship for you to capture.

Abandoned Ships

Once you’ve gotten through the first couple of storyline missions (I skipped them entirely and just did a couple of ‘kill the criminal’ missions), start collecting the various abandoned ships with this relatively safe route that I have found through the galaxy (use the map here to find the specific systems on the route):

Head east from Omicron Lyrae towards Tears of Greed, then south to Menelaus Oasis, then west to Vestibule of Creation. After Vestibule of Creation, head north-west to Ocracoke’s Storm and then up to Argon Prime. While in Argon Prime, dump all the ships there, you can sort them later.

Object Name System Position Coordinates
Buster Sentinel Treasure Chest -32, -5, -33
Elite Gaian Star 66, 0, -10
Skate Prototype Menelaus’ Oasis 38, 10, 32
Blastclaw Prototype Veil of Delusion 47, 3, -41
Advanced Perseus Duke’s Citadel 42, 0, 31
Eclipse Vestibule of Creation -7, -13, 37
Mako Raider Depths Of Silence 2, 0, 40
Enhanced Pericles Savage Spur 44, 9, -28
Advanced Eclipse Ocracoke’s Storm 30, -1, -8

Now head north from Argon Prime to Kingdom End, east to Hila’s Joy and then back to Kingdom End – bringing all the ships you have claimed from the table below with you. Dump them at Argon Prime, too.

Object Name System Position Coordinates
Toucan Hauler Menelaus’ Frontier 43, -7, 35
Iguana Vanguard Family Whi 38, 0, 35
Harrier Sentinel The Vault -18, 0, -51
Buzzard Hauler Tkr’s Deprivation -4, 0, 62
Advanced Barracuda Hila’s Joy -33, 1, 36

Now, from Argon Prime, you can head north-east to Family Whi, then south to Akeela’s Beacon. Strangely enough it is these systems – within 4-5 jumps of Argon Prime, which proved most dangerous for me to navigate because of Xenon or Pirate attacks. (None of these are included in the save game download below).

Object Name System Position Coordinates
Scorpion Raider Xenon Sector 101 20, 0, 61
Buster Sentinel Akeela’s Beacon 100, -10, 77
Mamba LooManckStrat’s Legacy -12, 1, -19

One tactic you might want to use to claim ships is Jump drive and a transporter. You fit one of each to your own ship and fit a Jump drive to a very cheap M5 class ship. Then you tell him to follow you (make sure both ships have enough energy cells) and jump to the system the ship is in (such as Xenon Sector 101). Fly to the abandoned ship, capture it and board your original ship. Use a transporter to send your Jump drive and Energy Cells to the captured ship, then use your transporter to take the Jump drive from the M5. Now tell the captured ship to follow you and jump to safety. If your M5 makes it, great. If not, you only lost a little. I often use this tactic to get slow ships to other locations quicker – don’t be afraid to transport those Jump drives around as needed!

Cheat Much?

I’ve decided to upload a saved game with all the captured ships from the tables that are shown above in bold, you can download it from here. There’s a few extra ships that are captured Pirate ships etc I claimed on my way. The only ship I did not manage to get to Argon Prime was the Buster found in the Treasure Chest system. It may be a good idea when you capture that one to send it to Omicron Lyrae’s shipyard and sell it straight away rather than risking it traveling all that way like I did – it’s shields are quite poor!

The save game shouldn’t really be too much different than a fresh game. The pirates are only just starting to realize you keep killing them, so if you want to turn around and become a pirate’s friend it should still be possible, but you should be aware the Argon really like you – a lot. There’s also well over 1.2M credits in the bank account…

What I’d suggest you do, if you want to use my save game, is keep all of the ship updates and just sell the ships themselves which you do not want. Here is a list of the ships docked in Argon Prime under your control and available in this save game:

Advanced Baracuda
Advanced Eclipse
Advanced Perseus
Blastclaw Prototype
Eclipse
Elite (4 of them)
Enhanced Pericles
Harrier Sentinel
Iguana Vanguard
Mako Raider
Mercury Super Freighter
Nova Raider
Toucan Hauler

Trading in Space Fuel

Space Fuel is an illegal good that can be traded for great profit.

Just like with Reunion, Terran Conflict features a Space Distillery in Herron’s Nebula and although it sells illegal product, you can sell that product to the Free Argon Trading Station within the same system. You can buy Space Fuel for around 700 (do not buy for more than 1200 or you make no profit!) and sell them for 1252 per unit. You may occasionally get caught by the local police, but the rewards are worth it. When the price raises for Space Fuel (this happens when you have taken all their stock quicker than they can produce it), you can probably make money bringing Energy Cells to the station from the Power Circle system.

Once you have around 400,000 credits from trading Space Fuel (or from recovery and sale of the “free objects” listed below), head to Argon Prime and then to the Federal Argon Shipyard where you should buy a Mercury. You should also upgrade the Mercury’s engine and rudder to full capacity and fit it with a Trading System Extension. You should not board the new Mercury.

Now you’re going to be able to fly around the universe in your own ship, doing whatever you want while remotely controlling the Mercury as it continues to trade Space Fuel on your behalf (using the 50,000 credits you didn’t spend to start with). Remotely controlled ships are never scanned by the police, so you’re going to be free of problems. I’d advise you work to try to supply the Space Fuel Distillery with Energy Cells whenever the price of Space Fuel becomes too high. Energy Cells should be bought for no more than 16 credits in Argon space, Power Circle is a good place to start buying. After some time, you may want to consider using manual trade run (which I think becomes available with Trade Mk II) to automate the process – but you will have to accept smaller amounts of profit when the purchase price is high.

You should avoid building a Space Fuel station in patrolled space like Argon Prime, the ships will attack your station eventually and it’s not worth the trouble. You may be better off putting a station in a pirate-controlled system when you can afford one.

Sector Trading

Once you’ve got enough money I’d advise you setup a Sector Trader. It’s best to start off a Trader in a Mercury (with upgraded engine and rudder) and set him/her loose in Argon Prime, Ore Belt or Paranid Prime. Once those Trader’s reach a skill of 8 you can upgrade them to Universe Trader’s and they’ll trade throughout the entire universe instead of those single system’s. They will require some shielding, a jump drive and some energy cells before they trade over long distances.

You can now sit back and watch the money roll in, though I’d advise you still manually smuggle Space Fuel with your remote controlled (manual) Mercury…

Killing Missions

I think in Terran Conflict (unlike Reunion), the most profitable type of mission by a very long way are killing missions. These are mission where you are asked to defend something or attack/kill someone. Always save the game by docking just before you accept the mission because sometimes you are not told what ship the opponent is using until after you accept… Sometimes they are simply too difficult and you cannot complete the mission in your current ship. You can make HUGE money though if you find out the weakness of your opponent…

Capturing Ships

As an extension of the killing missions, you can certainly take advantage of any ships you can get hold of, whether it’s through boarding and taking them by force or attacking pirates and hoping they bail out from fear – it’s extremely profitable. One of the things you need to make sure you do is fly towards the ship, exit yours and use your repair laser (available when you’re in your space suit) to fix the ship you have just captured, this increases the value of the ship and means you do not have to pay for it’s repair if you keep it.

Punching above your weight

You can kill ships that you don’t think you can. Look for a weakness and exploit it. As an example a Khaak Frigate cannot fire directly backwards, so simply sit at between 60-90 metres directly behind and gradually work your way through it’s shields and hull! It cannot fire back at you unless you get out of that ’safety box’. There’s a few ships which have this weakness (or one similar).

Another interesting tip is that in order to be paid the credit bonus or get the reputation for killing something, you have to be the one to fire the final shot. If your target is being shot at by a number of other ships you should make sure your lasers are fully charges (giving them a more rapid rate of fire), wait until the ship is almost destroyed and then get as close as you can to them before opening up and firing as much as you can… The more rapidly you are firing the more likely you are to be the one making that final hit.

Accessible Racing VXP Hands-only Wheel Bar Review

Friday, June 5th, 2009

Accessible Racing VXP

When I first heard of a the equipment that the team at Accessible Racing (AR) were building, it took me back to one of the earliest simracing controllers I owned and a race at Monaco in the Papyrus-produced title Grand Prix Legends.

I had my wrist in a cast and at the time drove with a Thrustmaster steering wheel. There were no pedals with the wheel and I used the analogue (controller not only detects input, but how much input) paddles on the back of the wheel for throttle and brake, using buttons on the front to shift gears. I ran that race in a little pain by the end, but after resting my bad wrist onto of the other and basically racing with my arms crossed the whole time, I felt like I had climbed a mountain simply being able to race at all. It was a challenge and I felt I beat it…

For fans of racing that have Spinal Cord Injuries, almost everything they do is a challenge of copious proportions: Race tracks which I have visited (among them Spa-Francorchamps – Belgium, Lime Rock Park – USA) provide very little accessible fan areas for wheelchairs and it is sad to see because if you go to most oval tracks (Pocono – USA, Talladega – USA) or even any other sporting venue (Soldier Field – Chicago, Fenway Park – Boston) it’s very clear to see that they’ve tried hard to not only make the venue accessible to fans; they’ve set aside some very good areas!

Why is it that racing is one of the least friendly sports to these fans? Why is it that even as Alex Zanardi proved that a hand-controlled car can win, we still see so few avenues for disabled (or rather, upper-body able) drivers to get behind the wheel?

Without people like Accessible Racing (who put people in specially modified real racecars), there’s really no way to do this – until now – because Brian Hanaford (who suffered a brain injury at age 18, forcing him to re-learn basic motor skills) and his team at AR have created a new hands-only steering wheel. The wheel closely replicates methods used in some road cars, meaning that not only can some of these fans get on the real track with AR, they can spend time on the virtual one, too.

VXP

Control Method

The new device attachment is basically a bar which extends out from the base of the wheel to the left side. Because of the G-forces involved in racing, your weight (including your arms) are thrown forward under braking, it makes sense to setup the controller so that you push to brake and pull to accelerate so that you are not made to accelerate when you intend to brake. It is possible that some road cars have this setup the opposite way around (manufacturers make the same error with sequential gear shifters, too), but the G-forces experienced on the road do not match those of the race track.

You have the option to push or pull the lever either way, it depends how you set it up inside the software you’re racing with, but push-to-brake, pull to accelerate is more realistic.

Construction

The controller itself seems to be rigid plastic construction. It feels quite solid and I don’t think I’d be too concerned of breakage. It is attached to the bottom of a Logitech Momo and I am told it will not work with any other wheel (though from the attachment type I saw, it should plug into the pedals port on the base of any recent Logitech wheel’s pedal port). The unit is attached to the wheel by its clamp and comes with its own clamp suitable for desks or at-home racing cockpits beneath.

Precise Control

The movement is analogue and allows a varying degree of throttle/brake input. Pushed fully forward you’re at maximum braking and as you pull it back the braking force reduces to nothing, then as you pull past the center the acceleration increases from nothing until you reach the maximum point you can pull the stick back to. The stick does spring back to the middle (where it does not input either throttle or brake) when released.

I am far more precise with my hands than with my feet on pedals and I actually found myself driving in a way which gave the cars greater stability. I felt forced to get all my braking done before I turned and felt more able to make tiny adjustments to the throttle as I rounded the turns… On certain tracks I actually set my best ever lap time using the controller, but I think it’s greatest benefit was with my overall consistency due to that extra bit of fine adjustment from my hands versus my feet on pedals.

Controller Issues

You are limited to turning only 190 degrees left and 80 degrees (with comfort) to the right. You need to have a hand on the throttle/brake at all times and this means you’re unable to cross arms or turn past the location of the bar. Of course if you are only racing on oval tracks, you don’t need to worry about this because the amount of turning lock available is plenty.

The increased height of the wheel with the controller underneath forced me to reduce the height of my steering mount. Not a big deal, but I normally have my wheel mounted fairly high – almost enough to show over the bottom of my screen (where the cockpit wheel shows).

It is quite difficult to shift gears. I wound up using the paddle on the back of the wheel (right side) to shift up and a button on the front of the wheel (right side) to shift down with my thumb.

Working With…

If the wheel being used (the one shipped was a Logitech Momo), has the ability to do so, you should limit its turning to a total of about 180 degrees within the Logitech Profiler software. This is due to the issue mentioned above where you are unable to physically turn right with one arm past about 80 degrees.

Always short-calibrate the controller (don’t push the bar fully to its boundaries when being asked to show software where its limits are). This will give it a little bit of movement that still gives you 100% throttle/brake so you can have an occasional flinch or loss of grip on the bar without losing any input.

Force feedback should be turned either off or very low. The throttle and brake are now attached to the wheel and if you are on the limit, you don’t really want a shock wave to travel through the wheel and force you to apply more throttle than you intended to. I did find myself getting more used to this though and could eventually drive at my regular strength, but I think gradually building that strength may be a good idea.

Conclusion

I can’t help wondering if it wouldn’t be simpler and cheaper just to buy a joystick and have exactly the same effect. The forwards/backwards axis would be calibrated in exactly the same way, while the left/right axis would be ignored by the software…

At this time, the organization sells the product complete with steering wheel, which I believe is probably good for some, but not for all. I would think allowing people to just purchase the unit without steering wheel would be a more profitable way to do things as it also does not restrict the wheel the device can be used with. I certainly think that based upon conversations I have had with iRacing members, this would be a definite requirement for some of them to buy it. It’s also probably a good idea for them to construct a USB compatible standalone device so that they no longer have to rely on having the exact wheel Accessible Racing choose.

Overall this is a good and solid piece of kit that fulfills its promise and hopefully will do so for quite some time. I am delighted that an organization has chosen to create a controller specifically for this purpose. There are others out there (Thrustmaster still offer wheels with analogue paddles behind the wheel) which could be used as a hands-only controller, but the fact that this one is designed around a recognizable method which matches one seen in road cars means that people who will never get to sit in one of Accessible Racing’s adapted cars will still feel right at home infront of their home computer and the iRacing.com simulation.

[review pros="Matches controllers seen in Accessible Racing's race cars.
Almost forces you to drive with good practices.
Well-enough constructed to last a while...
Perfect for oval racing." cons="Would like more choice on wheels.
Cheaper ways to do this.
No USB option.
Won't work so well on a clockwise roadcourse." score=80]

Price: $350 (with racing software $450). Purchase from: Accessible Racing.