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DCS: Black Shark Update: 09 July 2008 After a longer than expected delay due to some new build problems (accurate track file reproduction), I have a new DCS update for you. As last time, most of the DCS: Black Shark effort is focused on identifying and fixed the many bugs that are still in the code. Given the increased complexity of the Ka-50 over previous aircraft we have modeled, the likelihood of bugs creeping in grows dramatically. Additionally, the new Mission Editor, new campaign system, re-vamped multiplayer, and new GUI interface has certainly brought a new set of testing and debugging challenges. We realize that a few of you are a bit grumpy about the delays, but please understand that we wish to release a quality product and not put it out the door with known, significant bugs. In addition to testing and debugging, a lot work continues on missions. These are sub-divided into the single missions, campaign missions and training missions. While there is still a lot of work to do on this front, some of the missions are already in test and this is proving a valuable tool in identifying bugs in other areas of the code. Here are a few items that have worked there way into the code base since my last update: - Track file reproducibility problems have been resolved - Multi-monitor support has been added. Now you can set, i.e. standard view + Shkval view on 2 monitors - New TrackIR support is added - NATO mission editor icons have been added, in addition to new Russian style military icons - English caution/warning lamps have been added to the Ka-50 cockpit - Mission editor keyboard commands have been added (Del, etc.) - Icing and de-icing of blades and pitot tube has been added - Turbulence has been added - Engines icing has been added - Dust influence on engines has been added - Engines deterioration and failures by exceeding normal operational conditions has been added - Hydro system and brakes have been adjusted - Autopilot sensors are adjusted to be more realistic real - Control system channel failures have been added - Triple-head support has been added - Trigger coalition rule has been added t Mission Editor - Weather presets have been added - New GUI music has been added - Installer has been added - Cloud density has been adjusted - Start and end mission string is added to debriefings - New system of preloading resources has been implemented. This may result in objects not appearing right after changing views to a not previously displayed object. This may also give more FPS on not top-line PCs when terrain preloading is set to 80km, but this will probably not cause any FPS changes with terrain preloading set to 20km. - Flatter effect for blades is added (human FM) - Ceilings are tuned (human FM) - This of course is in addition to a long list of resolved bugs. In addition to the 550+ page Ka-50 flight manual mentioned earlier, we have also now completed the 160+ page DCS manual that covers all the GUI elements to include such pages as the Mission Editor, Campaign Editor, Multiplayer screen, etc. So, in a nut shell, that is where we are with DCS: Black Shark and we are still shooting for a release sometime later in 2008. As for after DCS: Black Shark, work continues on other aircraft modules. Although these are certainly works in progress and hardly complete, I have attached a few development cockpit images of the F-16C and Mi-24. To reiterate what was mentioned before, we have a list of aircraft modules that are currently in development and one stage or another; however, that does not mean that we will not consider other aircraft if we have the proper data and feel the aircraft fits well within our entertainment and military simulation lines. Thanks, Matt ---------------- May 16 DCS Update Since the last update, not much has scientifically changed from a new task point of view. This is primarily because we are in feature freeze and are focused on content iteration and debugging. Most of the work on DCS: Black Shark (now on build 46) has been focusing on the following areas: 1- Campaign generation 2- Training mission generation 3- Bug testing with a focus on multiplayer (lots of work to still do) 4- Editing and tweaking of Ka-50 the flight manual (currently 533 pages) 5- Writing of the DCS GUI manual (will be around 200 pages when complete) 6- FPS and RAM usage testing 7- General bug fixing (yes, there are still quite a few) While we realize that many would just wish for us to release it now (particularly after some of the recent videos), we simply cannot do that given all the items listed above. It's too easy to release a buggy and incomplete product when being pressured by consumers and publishers to "just release it". Please be patient. Given that this will be our first self-published product, we want to do it right. With the creation of larger missions in a near-complete mission environment, we are also now tuning and adjusting the simulation for increased frame rates and minimize RAM usage. Mostly given the 6 DOF cockpit, the higher population density or ground objects (buildings, trees, etc.) and the higher elevation mesh detail, DCS will require more system resources to run smoothly. However, we are taking steps to minimize this as much as possible. When complete, we should have a good idea of minimum and recommended system specs that will be realistic and not low-balled. The GUI is just about done with the integration of the Options screen that allows you to set up separate Input options configurations for multiple types of aircraft. So, as we start to add more aircraft to DCS, each aircraft can have its own unique of input command profiles (keys, axis, etc.). Personally, I do all input controller programming now within the DCS Options GUI and I no longer use external profile programs (although that is still an option). Select members of the Sim-Mod team are still working on some terrain enhancements and we hope to have final versions of the Spring and Fall textures soon. Additionally we hope to be updating additional airbase before release. Once complete we can integrate into the DCS code base. The Mission Editor is just about final and just being debugged now. Two nice additions added near the end was the ability to set rules and actions for not just groups but each individual unit within a group and the ability to assign a mobile area trigger that is attached to a moving unit/group. Also, when creating multiplayer missions, each side will now have their own unique text and image briefings. Also, each side can be assigned unique goals. While this will not be a significant feature for Black Shark, which will likely focus on cooperative missions, this will be a welcome feature as we add additional aircraft to the DCS mix. As for what happens after Black Shark, the team has several aircraft modules currently in development (this could include development of 6 DOF cockpits, avionics or flight dynamics). While the A-10A Suite 2 module will still likely follow the Black Shark, the following aircraft are also now planned for DCS in development at one stage or another: 1- A-10A Suite 2 (latest version of A-10A in active use) 2- A-10C Suite 3 (we now able to develop an entertainment version of the simulation we developed for them. We are very happy and excited about this). 3- AH-64A Blk. 49A 4- Su-27 5- F-15C 6- Mi-24V 7- F-16C 8- MiG-29A Naturally, release of aircraft like the Su-27 and F-15C would coincide with integration of advanced flight model for missiles, advanced seeker logic and advanced air-to-air radar logic and modeling. Attached a few very early images of the 6 DOF cockpits for the Flanker and Eagle. The actual order of release is still up in the air. For all of these aircraft, we now have all the needed data to model them properly to DCS standards (very important a big factor of what does and does not go into DCS as a flyable). It is important to remember that all of these aircraft will be modeled to the same level of detail as the Black Shark in DCS. As I hope many of you realize after reading and seeing more about Black Shark, this will be a daunting task but will provide the most comprehensive and realistic simulation of flying these aircraft within a combat environment on the PC. Thanks, Matt2 points
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I guess its, once again, time for The Hyena's (in)Famous Dartboard of Truth (also known as 'throwing darts at a GSA 12-month calander poster'). Using this amazingly accurate prediction technique, I now have the release dates for the following: A-10 will be released on March 5th. The AH-64 will be released on November 11th. We will see a Hind somewhere around Augest 2nd. And, finally, a new MiG-29 in 'Made by Federal Prison Industries', er, wait, that aint right *checks closest date* June 27th. Everyone happy now? :D2 points
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Dear all, it is my pleasure to share my work on the french Dassault/Dornier Alphajet, the early trainer also used by the "Patrouille de France". :thumbup: The orignal model was designed by Laurent Correia in Gmax for flight simulator, and corrected, animated and integrated in Lockon by me. I do expect a V1 release soon, still some work to do on the model. :smilewink: Here is all the livery available: Tours Old Colors, ASAS de Portugal, Belgian Redwolf, Belgian Air Force, Portuguese Tigermeet, Flying Redbulls, Tours and the nine Patrouille d eFrance Alphajets. Tours is the french fighter pilot school air base for jet transformation. The model is now based on the A-10 slot, and will be added to the French ADA-MOD for future version, after the stand alone version. Here are some screenshots of an late test flight. Apologise for my low config settings...:music_whistling: You can also watch the bird in beta version evoluate in the Alphajet Solo Display on www.virtual-airshows.com Cheers,1 point
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Давненько я не сообщал новостей о DCS: Черная акула. Так вот, восполню пробел. В данный момент тестеры усиленно проверяют бету номер 38 и сосредоточили свое внимание на: системе триггеров редактора, новой системе треков, ИИ вертолетов, проверке 3D моделей, задачах миссий и системе кампаний, расположении городов на карте. Команда показывает хорошие результаты, но довольно занята. Команда официальных мододелов тоже в работе. Мы уже имели возможность испытать деревья от Rocky, новые текстуры земли так же как и новые текстуры и объекты авиа баз от GrandSurf’а. В тоже время Yeniceri поработал над новыми мостами и окрасками для Ка-50. EricJ создал целый набор окрасок для Ка-50. Mizzy тоже создала несколько новых окрасок для некоторый ИИ единиц. Партнерство между ЕД и командой мододелов протекает плодотворно. ЕД сфокусировались на создании нового пользовательского интерфейса и новых заставок для: брифингов, дебрифингов, редактора кампаний, загрузчика кампаний, экрана выбора одиночных миссий, МП диалога, раздела настроек, энциклопедии, учетных записей летчика и основного меню. Вдобавок команда занимается доводкой ИИ, системы триггеров редактора миссий, карты, отладкой и настройкой систем Ка-50 и улучшением звукового движка. На данный момент руководство пользователя Ka-50 составляет порядка 450 страниц и на 95% переведено на английский язык. По завершению этого процесса начнется полная локализация проекта. Как только будут завершены работы по редактору миссий и системе кампаний мы приступим к созданию общей части руководства по системе DCS, что должно составить еще порядка 100 страниц. В конце концов у нас должно получиться около 550-600 страниц на все руководство для DCS: Черная акула. В дополнение к электронной копии руководства, поставляемой вместе с игрой, мы планируем распространять так же и печатные копии руководства. В дополнение к вышеозвученным работам у нас еще остается большая задача - создание миссий и кампаний. На данный момент мы планируем создать две кампании: более реалистичную контртеррористическую и более гипотетическую - NATO против России на территории Грузии. Полный редактор кампаний будет входить в состав выпускаемой игры и пользователи смогут создавать свои миссии и кампании с не меньшим успехом. Также требуется создать учебную базу треков с голосовым сопровождением и с дюжину одиночных миссий. Принимая во внимание все выше озвученное, видно, что работы осталось еще достаточно много, но мы сейчас действительно находимся на финишной прямой и дата выпуска в 2008-ом году выглядит весьма вероятной и подкрепленной фактами. Если только не возникнет форс-мажорных обстоятельств. На данном этапе вы можете ожидать выпуска новых видео роликов на подобие "producer’s notes" и скорее всего весной мы будем готовы предоставить версию игры для обзоров прессы. Так что, спасибо за ваше терпение и веру в нас. (недословный перевод - Laivynas)1 point
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How about this for a screenshot :) :) :) :) When you hit "r" refuel wing opens :pilotfly: I laughed hard while fly'n this.. Cheers1 point
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rep inbound :thumbup::thumbup::thumbup::thumbup::thumbup::thumbup::thumbup:1 point
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So Boberro, if you have asymetric (different type: AO/PTAB) of oposite pylons (ie Pylon 2/10, 3/9 and 5/7) it will let you select Vikhrs? Hmm... strange that it won't work on my end... only if I sellect same KMGU type it works...1 point
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FlyUp Есть зависимость того, как будут вести себя управляющие поверхности ЛА от наклона оси. Это настраиваеться с помощью насторек для каждой оси СДВИГ и МЕР ЗОНА. При точных манёврах (например посадка) желательно, чтобы эта зависимость была точной (сравнительно сильно наклоняешь РУС, самолёт наклоняеться медленно, плавно и чут-чуть), а при быстрых и резких манёврах (уход от ракеты) - грубой (т.е. самолёт резко и мгновено реагирует на сравнительно плавные движения РУС). Однако эти два условия взаимопротиворечущае. Для этого используеться ещё один ползунок - КРИВЫЕ. При его крайнем левом положении управление ЛА будет прямолинейно зависить от движений РУС. Но при других положениях зависимость будет криволинейной, т.е. РУС отклоняеться от центра немного, и самолёт будет самую малость двигаться, а приболее сильных углах отворота самолёт будет уже быстро и резко реагировать на движения РУС. Грфик зависимости для наглядности приведён там же (ЕД даже это продумали - респект, очень удобно). В настройках есть ещё и переключатель ОСЬ/ПОЛЗ. Для РУД следует выбрать ПОЛЗ (ползунок, т.е. только прямолинейная зависимость). Для каналов управления по тангажу, крену, рысканию - ОСЬ. DruiD Неудивительно, что вышли из строя наиболее необходимые кнопки. Очевидно, ты именно их больше всего юзал. В Logitec Extrim 3d Pro (как, впрочем и во многих других устройствах) используються для всех кнопок (кроме гашетки "огонь") кнопки типа "микрик". Их рабочая часть представляет собой выпуклый упругий металлический кружок. Кнопка нажимает на его средину, и он деформируеться, замыкая таким образом контакты. Когда кнопка отпущена, он изгибаеться в штатное положение, размыкая контакты. Скорей всего у тебя износилась именно эта деталь. Если надо срочный ремонт, пожно разобрать джойстик, выпаять необходимые микрики, разобрать их, и согнуть напополам энтую пластину. Это может продлить их срок службы, но этот способ рискован, не факт, что это поможет. Лучше купить новые (они продаються в "радио деталях", или ещё где, незнаю, но продаються) и произвести замену. А вобще, когда я покупал свой, то мне магазин выписал 2 года гарантии. Надо знать как он выглядит (или иметь при себе образец) и его сопротивление (если не ошибаюсь, 1кОм). Мощьность очень мала, ее можна не учитывать.1 point
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Есть планерный симуляторъ «Condor»- тамъ можете попробовать. А планера садятъ нормально, «по-самолётному». Если нужно- выпускамъ «брздичи клэпки», для рѣзкой «просадки» планера, хотя къ самому моменту касанія это не относится. Не будемъ :smilewink:1 point
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The 104th Phoenix VFBS wishes you all a happy and safe holiday season! All the best! Out1 point
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Я делал для моделей ракет примерно так: Выделял участок, где будет шов, размазывал краску темного и светлого цвета, а затем игрался с фильтрами, типа пикселизации, мозаика и т.п.1 point
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I never said that A2A is dead. It always precedes the A2G both in sims and RL. What I meant is that IRL it's pretty 'boring' right now. As for the A2G- I do like using my Su-25 in LO exactly in WWII style :D1 point
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What you said is true but... Most countries still put a lot of emphasis on A/A, both in procuring planes and developing new ones. USA, Russia, and India come to mind right off the bat. I'm sure there are others. If A/A wasn't important, why develope the Raptor? Why have the Su-30MKI, which may be multirole, but also happens to be developed from Russia's arguably best air to air platform? If A/A was dead, then all you would see is Vipers, Hogs, Fulcrums, and Frogs from the big developed and developing powers in the world. But you don't, you still see them put great emphasis on air to air. The place where you find people arguing for less A/A is when you play flight sims, only then do you come across those who want that type of thing. :smartass: Does anyone REALLY want an F-18 for air to air? Nope, they just want it for carrier ops and A/G. Try to suggest an F-15C study sim and you'll be met with screams of people saying it should be the E. They're willing to pass up a study sim of THE definitive air to air platform in favor of its fat, hobbled younger brother who has a bunch of A/G stuff grafted on to him. This is INSANITY I tell you! As for A/G not being boring...ok... Dropping CBUs at 25k on armored columns driving in nice neat rows is way, way, more interesting than A/A, right? Pushing a button and flattening a building with a JDAM from miles away takes way more thought than an A/A battle! :lol: This is what A/G in the modern world amounts too, really. Poorly armed partisans don't exactly have tank divisions either. Even if they did, you wouldn't be strafing them WWII style.1 point
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http://www.dsca.mil/PressReleases/36-b/2007/Morocco_08-20.pdf And 24 T-6B Texan1 point
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That's the spirit! :thumbup: No need showing "whose daddy will beat another daddy". I remember once Zuki said something like that to me and I got really angry. I don't know why... I think I had a bad time (I apologize You Zuki). One thing is sure. Both are equal important. I think this poll is about to show ED again which aircrafts should be developed in a first place. I worry that fighters addons will be available when Poland would get new highways and stadiums (2012?).1 point
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A good choice if you ask me, I always like value for money! http://www.defencetalk.com/news/publish/airforce/Thailand_selects_Gripen_and_Erieye100013828.php Keeping an Erieye on things is not a bad idea. What a bummer that Belgium is to small for such goodies.1 point
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I like both... best combining them into same mission...1 point
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before lockon or IL there was only one aircraft per game.. And that was fine by us.. We were happy..Well I was.. And when a good sim gets old? How old is Lockon.. When longbow get old?. A very detailed sim that adds almost another sim to itself every 9 months.. Guys.. thats a simmers heaven.... At 2010 the BS will be in its golden age... thats my way of seeing things anyway...1 point
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I just created a similar load (KMGU AO-2.5RT*6 Vikhr*2) and was able to select and fire Vikhrs without a problem. Why don't you send me the mission? I'll give it a try on my installation. [richards7(at)earthlink(dot)net] Rich1 point
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trying to get more of my team but our website is down :( and i'm busy this weekend (grandma's 80th birthday :) )1 point
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whoa calm down, no where did i see in Majesco's original post that he claimed it was his. He was just very happy that he got the mod and was playing around with it, So he just posted some screenshots, there's nothing wrong with that.1 point
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Парни, может не стоит так доколупываться к терминологии, ведь, в общем то, понятно, что Climber имел в виду. А по поводу бамп-маппинга, уже когда-то вопрос поднимался, ЕМНИП. Вообще какое-то тягостное впечатление от топика ... И формулировка нормалбамп ну совсем уж непонятна, и такой игры как ЛО уже никто не знает.1 point
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