So here's the first news post of dogfight mod. I want to reveal some game mechanics and gameplay for the mod.
As you can see the Dogfight is a total conversion in it's full meaning. Pretty much everything has been tweaked/edited/deleted/created. New movetype for mod's needs is coded. Basically this is how airplanes fly and takeoff in-game. Airplanes rotate and roll depending how you turn the airplane. Using mouse you can control your direction and mousewheel to zoom in and out. Agility of your airplane tells how quickly the aircraft turns.
Aircraft properties are loaded from aircraft script files pretty much like weapons so creating new airplanes for player is quick and easy.
Using accurate blueprints modeling historically accurate airplanes is easy. Here's couple examples.
Dogfight will include airplanes from various countries of World War One. Here's british Sopwith Camel and german Albatross DII. Every airplane has it's own properties, strengths and weaknesses.
Mapping is easy and quick for dogfight mod. Maps are scaled down ( think that you were mapping a 3dskybox) so using the whole space available in hammer will make a huge map. Using detailobjectsystem forests and trees are automatically generated by the engine.
Here's the work done so far. As most of the coding is done I will probably focus on mapping and modelling for the next update.