The original game intended that an after burning craft would be able to escape missiles. We already made them alot faster I think we shouldn't make them even faster.
However, I just checked and dreyman is set to 2X, I made alot of those decisions several months ago. I think I was trying to give them more chance so that it wasn't too hard. so good call there. I will slow them down. Lets start with 30% from current speed. You can join the discord to offer testing and feedback as well if you like! thanks!
WingComReloaded
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Thanks for the feedback and that's an astute observation. This is actually a result of converting from tick time of the original to physics time of unity. It's a pretty wild side effect but basically it causes all distances to actually increase by 10x even though kps is THE SAME. it's a little mind bending. Relative speeds are indeed the same, but it causes a ripple effect of interesting things like you are describing, this is why missiles also felt really slow to begin with. we have now sped them up considerably beyond their original ratios. We've also given players alot more afterburner fuel to compensate.
All we can really do is playtest and tweak if something doesn't work. At the end of the day though this isn't supposed to be a 1:1 copy, just to be fun to play. Others haven't reported feeling like Drayman seems to fast so far though.
ah... can you just extract the ISO and place the KS files in a more modern version of windows? Then you just run Reloaded and choose the KS folder. I have no idea what the win98 VM is adding to the equation. Or is that what you are saying, the KS files are just sitting in the folder and it's still seeing them as DOS?
