Yesterday I was bored and tired of working on massive stuff like the Cannon or abstract stuff like indicators(and not really feeling like doing trucks for Sapo), so I decided to start doing the large versions of the weapons for the HUD indicator, which will remain roughly similar to Angels 20, but hopefully more user-friendly. And Cooler.
I'll probably end up redrawing all the weapons from Angels 20, as my skills have progressed since a year ago(man, a year?), but I started with brand new stuff for this game, the air-to-air missiles.
Here they be:
Here's a bigger version, so you can see it more easily:
The top one is a long range missile, that while powerful, requires you to costantly 'paint' the target with your radar(which will be much easier if you choose to equip yourself with a extra radar extension pod)
The bottom on is like a sidewinder, short range and fire-and-and forget, so you just need a lock at it'll track until it's through.
Ok, let's have a little interaction(I really need to start responding to comments, I really do appreciate them, they're practically what I run on for this stuff. I do it for you, man)
My question is this:
Which weapon would you have me draw next?
-Armour-Piercing Rockets
-Light Rockets
-Gunpod cannon
-Vulcan Gunpod
-Airplane's Vulcan
-Napalm Bomb
-Commie Raper II (Air-to-Ground missile)
-Retarded Bomb
-Cluster Bomb
-Laser(replaces airplane's gun)
Don't even ask me to do the Lucifer's Hammer, cause you don't even know what that is.
Have a night!
Mark the Artist
The AIM-120 AMRAAM is a self-guided missile with an active radar tracking mechanism - that is, it does its own target painting. It receives initial targetting data from the host craft's computer, and once the target is in range of its own radar, it will lock and home entirely on its own (fire and forget). In fact, one of the big reasons for the development of the AIM-120 was to replace the aging AIM-7 Sparrow, which was passive radar (it required the target to be painted by an external radar source).
Since a lot of the rest of your stuff is sort-of-kind-of based on real parallel technology, I thought it'd be a bit of a bummer to eliminate one of the biggest trademark strengths of the AMRAAM over older missile technology. But then again, I was an obsessive Strike Eagle III player back in the day (still play it as a matter of fact) so I may be unusually geeked out about that kind of stuff.