FlyingGuns - realtime, network, 3D, action, simulation, physics

Not a game, but a opensource simulation framework that looks a bit like a game:

http://www.flyingguns.com

FlyingGuns offers its first complete, self-contained binary download for win32:

http://sourceforge.net/projects/drts/

It would be kind if somebody could check it out!

The planes are very cool looking.

I had a hell of a time trying to hit things. We need some kind of targetting reticle. For a 3rd person view, maybe a set of reticles, one at 100m, 200m, and 300m (or some such distance)?

When you go into keyboard control mode (which is what I used exclusively), maybe make the mouse cursor vanish to indicate that the mouse control is now ignored.

Good work!

Cool herk!

Ill have to loo kat the latest version!

Still looks cool! However, still hard to control the plane with keys/mouse…

Kev

I added another download for linux. I did that blind, so please can somebody check wether it works and best tell me why not?

Thx!

Concerning controls:

FG is bast played with joystick of course, second best with mouse. No way to hit something with keyboard.

Think of the mouse controlling a real planes control stick. Having it centered, all rudders neutral. Pulling back steer elevator up, push forward gowns down. Left or right positions hold the ailerons in a certain position. A/D control the rudder (not vitally need). It’s a bit like flying a model RC airplane.

The best way to get used to the controls is holding the mouse in the middle and than only slightly move to one direction and back quite immediately. Remember that quite a lot of inertia is involved. You’ll never succeed by tossing the mouse around wildly. Fly gently!

With that, I achieve a gun ratio of at least 25% when shooting at AI enemies. Take into account the FG is closer to a simulation than to a shooter.

Update: still looking for contributors!

Many fields (network, graphics, game, gui, infrastructure…) available to get active!