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Zero Bank Angle on Klingon Pilot Raptors

kurai72kurai72 Member Posts: 41 Arc User
edited June 2015 in Klingon Discussion
Let me first say that I've flown the federation pilot escorts and the romulan pilot warbirds and enjoy them immensely. They are an incredible amount of fun for me because I like dogfighting, speed-tanking, hit-n-run tactics, and strafing maneuvers; perfect for my favorite playstyle.

Today, I leveled one of my klingon delta recruit characters to 50 and immediately went to the shipyard to get the pilot raptor. There's one, somewhat disappointing, difference in flying them compared to flying the fed and rom pilot ships: the zero bank angle. Is there any way we can get the klingon pilot raptors to have the same bank animation as the fed and rom pilot ships?

I know raptors are not birds-of-prey (raiders), they're more like small battle cruisers. However, shouldn't they have comparable movement to the pilot ships in the other factions. In my opinion, the lack of wing tilting on them make them "feel" somewhat slower and more awkward compared to the fed and rom pilot ships.

Update:
In setting the controls, so that afterburners and retrorockets work properly, I found out that the banking animation can be toggled on or off somewhere in the options menu. Unfortunately, I am unable to determine where in the options menu, as a lot of things changed after I saved and loaded the UI from my character that uses the fed escort pilot ship. So now I'm extremely happy that my pilot raptor ship banks and finally feels like a pilot ship. :)
Post edited by Unknown User on

Comments

  • norobladnoroblad Member Posts: 2,624 Arc User
    edited June 2015
    Yea, gotta bank in SPACE where all that AIR makes you need to do so :P
  • edited June 2015
    This content has been removed.
  • kurai72kurai72 Member Posts: 41 Arc User
    edited June 2015
    noroblad wrote: »
    Yea, gotta bank in SPACE where all that AIR makes you need to do so :P

    My post was more about a fun animation and what's enjoyable for me play than realism. Would you still find this game enjoyable if it were a true space flight simulator based on the way a ship really moves in space? How about if there was no audio for weapons fire or explosions? Afterall, there's no AIR in space. :P
  • starswordcstarswordc Member Posts: 10,965 Arc User
    edited June 2015
    kurai72 wrote: »
    My post was more about a fun animation and what's enjoyable for me play than realism. Would you still find this game enjoyable if it were a true space flight simulator based on the way a ship really moves in space? How about if there was no audio for weapons fire or explosions? Afterall, there's no AIR in space. :P

    I always assumed the ship itself was generating the noise for your benefit.
    "Great War! / And I cannot take more! / Great tour! / I keep on marching on / I play the great score / There will be no encore / Great War! / The War to End All Wars"
    — Sabaton, "Great War"
    VZ9ASdg.png

    Check out https://unitedfederationofpla.net/s/
  • kurai72kurai72 Member Posts: 41 Arc User
    edited June 2015
    starswordc wrote: »
    I always assumed the ship itself was generating the noise for your benefit.

    Yes, you are correct. The ships are generating noise (arguably, not really), but the sound still needs a medium to travel through, like air, solids, etc., so, technically, because of the vacuum between our ship and another ship, we shouldn't hear any sounds from them. Perhaps in a really dense gaseous nebula, but most likely not. My point was that non-realistic visual and auditory effects are placed in sci-fi (emphasis on the "fi") movies/shows/games/other media to make them more entertaining and pleasing to the senses.

    All in all, I just found it odd that the fed and rom pilot ships banked, while the kdf one didn't. I assumed that it was probably a setting somewhere, but couldn't find it. I posted here to see if the forum community had an answer. Eventually, I found the answer and edited the original post accordingly.
  • starswordcstarswordc Member Posts: 10,965 Arc User
    edited June 2015
    kurai72 wrote: »
    Yes, you are correct. The ships are generating noise (arguably, not really), but the sound still needs a medium to travel through, like air, solids, etc., so, technically, because of the vacuum between our ship and another ship, we shouldn't hear any sounds from them. Perhaps in a really dense gaseous nebula, but most likely not. My point was that non-realistic visual and auditory effects are placed in sci-fi (emphasis on the "fi") movies/shows/games/other media to make them more entertaining and pleasing to the senses.
    Not what I meant. I was referring to a technique sometimes used in sci-fi called auralization, where the ship's computer simulates the sounds that would be created in atmo to help the crew. (One instance in an Elizabeth Moon novel had the captain replace the default sounds with orchestral music tones.)
    "Great War! / And I cannot take more! / Great tour! / I keep on marching on / I play the great score / There will be no encore / Great War! / The War to End All Wars"
    — Sabaton, "Great War"
    VZ9ASdg.png

    Check out https://unitedfederationofpla.net/s/
  • kurai72kurai72 Member Posts: 41 Arc User
    edited June 2015
    starswordc wrote: »
    Not what I meant. I was referring to a technique sometimes used in sci-fi called auralization, where the ship's computer simulates the sounds that would be created in atmo to help the crew. (One instance in an Elizabeth Moon novel had the captain replace the default sounds with orchestral music tones.)

    My apologies for misinterpreting, but it appears we agree. You mention a technology within a fictional universe that helps explain why things operate that don't necessarily work in real-life mechanics and physics. It's for entertainment purposes to enhance the user experience. Exactly the point I was trying to make about the nature of sci-fi. :)
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