Lucasarts hints at Xwing/Tie Fighter redo

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Dicey
Posts: 1
Joined: Wed Aug 05, 2009 7:57 am

Lucasarts hints at Xwing/Tie Fighter redo

Post by Dicey » Wed Aug 05, 2009 8:06 am

http://g4tv.com/thefeed/blog/post/69799 ... ement.html

All of a sudden...some of these great games that got me into gaming years ago are being looked at for a re do. First theres Mechwarror and now this. Needless to say, TIR would be an awesome addition to a new Xwing game. Someone should get in touch with Lucasarts....

Buxaroo
Posts: 1
Joined: Mon May 03, 2010 1:21 pm

Re: Lucasarts hints at Xwing/Tie Fighter redo

Post by Buxaroo » Mon May 03, 2010 1:30 pm

I would trade my left nut if they would remake these games with today's graphics :) Just as long as they don't go the double digit IQ route of making it into a arcade rail game like they did so many other unsuccessful games they did afterwards. LucasArts has this history not having many good games after X-Wing Alliance.

Detritus
Posts: 23
Joined: Sat Aug 11, 2007 8:31 am
Location: Oregon

Re: Lucasarts hints at Xwing/Tie Fighter redo

Post by Detritus » Sun Aug 08, 2010 5:55 pm

I'd love to see new versions too, but until then, I have been playing all the X-wing and TIE games with TrackIR. In fact, original X-wing, and TIE fighter games have both been totally converted to X-Wing Alliance - hence my post becuase this is a top notch addition to Star Wars simulators.

For the older games, use trackmapper to map zones to num pad keypresses. Works suprisingly well.

For Alliance, Use Mouse Emulator included with TrackIR software. I don't fly 100% of the time with TrackIR enabled, but when I want it, its one button press away. (joystick button with SCRL LCK + PAUSE Tir + Center view all in one macro. works perfectly as an on and off button.)

Neither are as perfect as native vector tracking, but it works and that is fun. :)

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