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	<title>Comments on: Thoughts: Project Wingman</title>
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		<title>By: Hentzau</title>
		<link>https://scientificgamer.com/thoughts-project-wingman/#comment-60789</link>
		<dc:creator><![CDATA[Hentzau]]></dc:creator>
		<pubDate>Sun, 06 Jun 2021 21:47:24 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=6423#comment-60789</guid>
		<description><![CDATA[Ah, I understand that it&#039;s trying to simulate a aircraft rudder and it actually made sense in Flight Simulator which is, as the name implies, more of a *simulator* -- I didn&#039;t rebind the controls there. However there&#039;s nothing realistic about Project Wingman&#039;s flight model and I was expecting a more arcadey control scheme. Now that you&#039;ve laid it all out there I&#039;ll concede that it probably does make a bit more sense for Project Wingman to use a more simulator-oriented control scheme since that&#039;s probably the sort of audience it&#039;s hoping to attract, but at the same time when I&#039;m playing a game that expects me to be firing guns I expect the gun controls to be on the triggers. That&#039;s more what I was complaining about here than anything else.

(Also you&#039;re right that the rudder turn effect is tiny in comparison to rolling -- in Project Wingman it&#039;s still very useful for making small adjustments to your aim, though.)]]></description>
		<content:encoded><![CDATA[<p>Ah, I understand that it&#8217;s trying to simulate a aircraft rudder and it actually made sense in Flight Simulator which is, as the name implies, more of a *simulator* &#8212; I didn&#8217;t rebind the controls there. However there&#8217;s nothing realistic about Project Wingman&#8217;s flight model and I was expecting a more arcadey control scheme. Now that you&#8217;ve laid it all out there I&#8217;ll concede that it probably does make a bit more sense for Project Wingman to use a more simulator-oriented control scheme since that&#8217;s probably the sort of audience it&#8217;s hoping to attract, but at the same time when I&#8217;m playing a game that expects me to be firing guns I expect the gun controls to be on the triggers. That&#8217;s more what I was complaining about here than anything else.</p>
<p>(Also you&#8217;re right that the rudder turn effect is tiny in comparison to rolling &#8212; in Project Wingman it&#8217;s still very useful for making small adjustments to your aim, though.)</p>
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		<title>By: zth</title>
		<link>https://scientificgamer.com/thoughts-project-wingman/#comment-60776</link>
		<dc:creator><![CDATA[zth]]></dc:creator>
		<pubDate>Mon, 26 Apr 2021 23:10:05 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=6423#comment-60776</guid>
		<description><![CDATA[&quot;Turning was locked to the trigger buttons&quot; - I havent played the game yet, but I wonder if you mean the rudder controls here, especially after mentioning Flight Simulator. So, with aeroplanes you roll to turn, to oversimplify this, the plane is pulled up by the lift generated by the wings right? So if you roll in a direction then you will be pulled in that direction. The lift generated by the large wings is more powerful than the one created by the tiny vertical control surface, that is called the rudder.

 The flightstick in a plane controls the control surfaces on the wings. That will be your left stick. The rudder on the vertical stabilizer is controlled by legs through 2 pedals. That is a bit similar to how the trigger buttons are used on a controller. I hope it makes sense this way.

 In real life the rudder serves to counteract the torsion that is created by the roll. This is because during the roll the 2 wings have different angle of attack which causes the nose to drop. So in a real life and a proper sim, the rudder is used in the opposite direction of the roll/turn. 

There are some other usecases for the rudder but I would not bother you with that now.]]></description>
		<content:encoded><![CDATA[<p>&#8220;Turning was locked to the trigger buttons&#8221; &#8211; I havent played the game yet, but I wonder if you mean the rudder controls here, especially after mentioning Flight Simulator. So, with aeroplanes you roll to turn, to oversimplify this, the plane is pulled up by the lift generated by the wings right? So if you roll in a direction then you will be pulled in that direction. The lift generated by the large wings is more powerful than the one created by the tiny vertical control surface, that is called the rudder.</p>
<p> The flightstick in a plane controls the control surfaces on the wings. That will be your left stick. The rudder on the vertical stabilizer is controlled by legs through 2 pedals. That is a bit similar to how the trigger buttons are used on a controller. I hope it makes sense this way.</p>
<p> In real life the rudder serves to counteract the torsion that is created by the roll. This is because during the roll the 2 wings have different angle of attack which causes the nose to drop. So in a real life and a proper sim, the rudder is used in the opposite direction of the roll/turn. </p>
<p>There are some other usecases for the rudder but I would not bother you with that now.</p>
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		<title>By: Bobbington</title>
		<link>https://scientificgamer.com/thoughts-project-wingman/#comment-60714</link>
		<dc:creator><![CDATA[Bobbington]]></dc:creator>
		<pubDate>Thu, 04 Feb 2021 23:43:44 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=6423#comment-60714</guid>
		<description><![CDATA[Imagine not wanting to play Ace Combat because of the cutscenes! Ace Combat has just the right amount of pseudo-realistic military mumbo-jumbo and anime hijinks in order to get you hyped for the next dogfight.]]></description>
		<content:encoded><![CDATA[<p>Imagine not wanting to play Ace Combat because of the cutscenes! Ace Combat has just the right amount of pseudo-realistic military mumbo-jumbo and anime hijinks in order to get you hyped for the next dogfight.</p>
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		<title>By: drinkwithskeletons</title>
		<link>https://scientificgamer.com/thoughts-project-wingman/#comment-60701</link>
		<dc:creator><![CDATA[drinkwithskeletons]]></dc:creator>
		<pubDate>Mon, 01 Feb 2021 14:47:51 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=6423#comment-60701</guid>
		<description><![CDATA[This sounds very Ace Combat-y indeed. You are correct that Ace Combat is strangely story-heavy. As a franchise, it has a bizarre, complex backstory that informs byzantine sagas of fighter aces distinguishing themselves in a fictional world filled with real planes and sci-fi accoutrements. I don&#039;t know how widely released the remaster was, but if you ever get the chance to play Ace Combat 5, I recommend it. It presents the series in its best light.]]></description>
		<content:encoded><![CDATA[<p>This sounds very Ace Combat-y indeed. You are correct that Ace Combat is strangely story-heavy. As a franchise, it has a bizarre, complex backstory that informs byzantine sagas of fighter aces distinguishing themselves in a fictional world filled with real planes and sci-fi accoutrements. I don&#8217;t know how widely released the remaster was, but if you ever get the chance to play Ace Combat 5, I recommend it. It presents the series in its best light.</p>
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