rspicer
This is an awesome hack and I wish I’d thought of it.
Incidentally, this is another reason to be excited about the second coming of Microprose -- I'm unclear on the exact relationship, but I believe I read that some of the same leadership responsible for TitanIM is associated with the new Microprose.
TitanIM is a defense simulation engine, using Outerra, which is a world-scale 3d+terrain engine. Tech demos of Outerra are around, and there's at least a few TitanIM videos floating around. I've been out of the sim/training niche for a couple of years, but I believe Titan is still being marketed as a competitor to Virtual Battle Space (VBS) which is the ArmA engine, but expanded and specialized for training, and sold into government with the associated contract support, etc.
I have no idea if this overlap in leadership means Microprose might have access to/be using the same tech stack as Titan for the new Microprose games, but if they are, it could be pretty darn cool.
House of the Dying Sun (https://store.steampowered.com/app/283160/House_of_the_Dying...) might be the closest thing going I'm aware of on the current market, as an arcade space fighter game in VR. Doesn't have the same theming, but it's at least space fighters doing space fighter things in space!
For me, the question of how you'd do a modern TIE Fighter remake becomes "how do you make assumptions about how space combat works in your game-universe that line up with the Star Wars films, and also lead to fun gameplay?" Since the space combat from Star Wars (at least ANH) was basically "Dambusters, in space!" you can draw lots of inspiration from World War 2-era aviation and combat. However, given an environment where gravity doesn't play and everything has ridiculous thrust-to-mass ratios, you lose some of the interesting bits re: altitude/energy trades and everything just turns into a "Pull as hard as you can" circle fight in the within-visual-range (WVR) / basic fighter maneuvers (BFM) space, which is where most of the iconic Star Wars dogfights-in-space happen. Beyond Visual Range (BVR) combat isn't really a thing in Star Wars, because Rule of Cool indicates that dogfights are cooler than slinging missiles at each other based on sensors. In the films, the writers/VFX people created the scenes they wanted by creative fiat -- in a game you need the mechanics to drive to the experience you want, and that's a challenge given Star Wars' apparent assumptions about how space combat works.
Of course there's all sorts of interesting assumptions you could make instead, but then you're just making a space arcade-sim game, not a Star Wars game.
Nope, I've clearly never thought about this. At all. Clearly.
True story: I almost bought a 3M PAPR last fall because I wanted it for a "The Expanse" prop replica space suit I've been thinking about building. Decided that a few hundred bucks was too much to spend for the look of something alone, though. That would've been the best gratuitous purchase I ever made, in hindsight. Of course I probably still wouldn't be able to get filters for the thing, and properly caring for and disinfecting non-disposable hardware like that is nontrivial...
That said, I've had terrible luck with Razer batteries, and their only warranty replacement option involves a multi-week turnaround. It's a good thing I'm pretty handy and replacements can be had on the usual sources.
NanoDog is something different, apparently! Sorry for any confusion I might've caused there.
The code's a bit of a mess -- James is clearly not a software engineer first. This is totally understandable, given that he does so many other things!
When I first saw the code, I thought about doing a refactoring pass and making a pull request. It would be painful to test correctness without the hardware, and I don't want to make things worse, so I haven't.