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  1. Перевод Информация о DCS от 16 мая Со времени крайнего обновления информации, с точки зрения новых задач изменилось немногое. В основном это из-за того, что мы находимся в состоянии "заморозки фич" и сфокусированы на обкатке и отладке. Наибольшая часть работы по DCS (в текущий момент это билд №46) была сфокусирована на следующих областях: 1. Производство кампаний 2. Производство тренировочных миссий 3. Поиск и исправление багов с акцентом на мультиплейер (тут еще много работы) 4. Редактирование РЛЭ Ка-50 (533 страницы) 5. Написание инструкции по интерфейсам DCS (будет около 200 страниц) 6. Тестирование загрузки проца и памяти 7. Общее исправление багов (есть еще немного) Мы понимаем (особенно после недавних роликов), что многие хотели бы, чтоб игра вышла уже сейчас, но пока не можем - по причинам, перечисленным выше. Глючный и неполный продукт выпустить легко, особенно под давлением потребителей и издателей. Но пожалуйста, будьте терпеливы. Поскольку это будет наш первый самостоятельно изданный продукт, мы хотим всё сделать правильно. Создавая миссии повышенного объема мы сейчас отлаживаем сим в плане повышения фпс и понижения загрузки памяти. Для плавной игры DCS потребует больше системных ресурсов [чем для ЛО], в основном из-за кабины с 6 степенями свободы, повышенного количества наземных объектов и карты уровней земной поверхности. И мы принимаем меры для того, чтобы минимизировать потребности игры. Когда закончим, у нас будет реалистичное представление о минимальных и рекомендуемых системных требованиях. Мы почти закончили интерфейсы, доделав экран настроек, в котором можно настроить конфигурации управления для разных ЛА. Когда мы начнем добавлять в DCS новые ЛА, для каждого из них можно будет иметь индивидуальный профиль ввода (кнопок, осей и т.д.). Я лично сейчас выполняю программирование контроллеров полностью в окне настроек DCS и внешними программами не пользуюсь. Отдельные члены команды моддеров продолжают работу над улучшениями ландшафта, и мы надеемся получить законченные версии осенних и весенних текстур. А также мы надеемся заняться обновлением еще одной авиабазы до релиза. Когда оно будет завершено, ее можно будет обновить в "коде баз" DCS [we can integrate into the DCS code base]. Редактор миссий практически закончен и сейчас отлаживается. Двумя приятными дополнениями, появившимися в конце работы стали возможность устанавливать правила и действия не только группам, но и и индивидуальным юнитам в группе, а также возможность назначить подвижный триггер на пространство, привязанное к движущемуся юниту/группе. Вдобавок, каждой стороне можно ставить собственные цели. В ЧА это будет не очень существенной фичей, поскольку эта игра вероятней всего сконцентрируется на кооперативных миссиях, но с появлением дополнительных ЛА данная возможность будет востребована. Насчет того, что будет после ЧА. У команды сейчас в разработке есть несколько модулей ЛА (это может быть разработка 6СС-кабин, БРЭО, ФМ). Модуль A-10A Suite 2 скорее всего будет следующим за ЧА, но на разных стадиях разработки находятся и другие ЛА для DCS: 1- A-10A Suite 2 (крайняя версия A-10A на вооружении) 2- A-10C Suite 3 (мы получили разрешение от ВВС США на разработку развлекательной версии сима, сделанного для них. Мы очень рады и воодушевлены этим). 3- AH-64A Blk. 49A 4- Су-27 5- F-15C 6- Ми-24В 7- F-16C 8- МиГ-29А Конечно появление в игре таких самолетов как Су-27 и F-15C должно совпасть с появлением АФМ для ракет, продвинутых моделей работы ГСН и БРЛС. Порядок выпуска ЛА обсуждается. Для всех них у нас имеются все данные для их правильного моделирования по стандартам DCS (это очень важный фактор в вопросе, что пойдет в DCS в качестве летаба, и что нет). Важно отметить, что все эти ЛА будут смоделированы на том же уровне детализации, что и ЧА. Надеюсь, многие из вас теперь понимают, что это пугающая задача, но она обеспечит наиболее полное и реалистичное моделирование полета этих ЛА в боевых условиях на персональном компьютере. Спасибо, Мэтт.
    4 points
  2. Interesting video on US Air Supremacy. http://www.ausairpower.net/APA-NOTAM-160508-1.html
    2 points
  3. 666th_Birdy - LockOn Train Schedule
    2 points
  4. 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, Matt
    1 point
  5. Ok guys here is my job on runway painting and it's ready for download! But i have a little problems whit CDDS files making, sorry about that :( The files is simply BMP and TGA. Just drop them in Bazar/TempTextures . Hope you enjoy it :) P.S This is my first work on runway..:blush: (31.6 mb) http://www.fileden.com/files/2008/5/19/1919936/runway.rar
    1 point
  6. 1 point
  7. You should really make that your sig :D
    1 point
  8. Not sure if this was posted. The bomb tumble is quite a bit different than in Lomac ;) There's also some neat footage of salvos of high diameter rockets (S-24?) at one point. http://youtube.com/watch?v=Hhrn0scK0gI S!
    1 point
  9. O Noes! The plasma stealth PESA equipped Su-35's are going to shoot down all of our non maneuvering F-15's because they aren't F-22's!! And then they are going to make a bunch of uber fighters that are light years more advanced than anything the US has! Sounds more like a USAF made vid asking for more Raptors than something an Aussie think tank came up with.
    1 point
  10. ewe! ewe!! get it? "ewe"? :megalol: black sheep deep penetration, eh? trying that with a shark, eh? might catch something like small cox if you're not careful.!:D
    1 point
  11. :cry:Guys, guys. I beg you, can we take it easy on negative feed back please. I just think this is one of the best developers updates I have ever seen from a game developer, ever. ED has not made any promises, like some companies do. They just told us, we are thinking about this. I don't want ED member to stop updates because we give them to much negative feed back. I very sorry if this makes anyone mad, not my intension. IMO, we got told great news that maybe, maybe we might get very detail F-15!, SU-27, A-10s. We should be grateful to ED team for saying:" Hey we are thinking maybe we will create this models, maybe" and we should not say:" Aww man, they don't have this aircraft or that one". We should say: "Awesome, hope you guys have the chance to developed those models." Just my two cents guys and again very sorry if this make anyone mad.
    1 point
  12. ...наверно очень интересно делить шкуру неубитого медведя... есть анекдот на тему: -Ты как?... -Да нормально ...20 раз -А она как?... -А она не пришла... Акула на сегодня состоит из скриншотов,роликов и высказываний ...какая она(он)акула... Вот дождемся, оценим ...и уровень реализма ,и все остальное ,о чем так подробно нам рассказывают. ...И надеюсь ,получим удовольствие...а сейчас ...одни говорят...и мы в восторге от разговоров... ...Планы радуют(от души)...но пока на уровне слов... Кроме скриншотов и немножко видео - сочинение на тему :-Акула... какая "Она". А "народ вирпильский" годами ждет хотя бы мануала...
    1 point
  13. Remember that every flyable plane will take ~9 month , so if we want take part in the Su27 - F15 confrontation we'll have to wait for n+45 month. (where "n" is BS's out)
    1 point
  14. I am afraid alex that open falcon flight model is far from perfect. It really does not even come close to the complexeties of the modelling on the su25t. The flight model and not the graphics is what stops me from investing more time on OF So lets have a look at what DCS is offering 6DOF Advanced flight model as good as SU25t (hopefully) Full switch technology advanced damage and system modelling Much better graphics. All of which will be (hopefully from what i have seen by dev reports and movies posted) above that of Open Falcon. So, if you enjoy Open falcon, you should be blown away by this (bar a dynamic campaign of course). If you enjoy flying just for flying as well as active combat, then how can you go wrong ? Falcon will soon be where it belongs, on a shelf being admired for what it has achieved. Also remember that it was stated that the list IS IN NO PARTICULAR ORDER. There are a few things we know for sure. Only flyables without radar will be modelled first. That would leave the following as candidates for the following release 1- A-10A Suite 2 2- A-10C Suite 3 3- AH-64A Blk. 49A 4- Mi-24V So lets look at this logically. Black shark will cater for rotor heads. Excellent. So DCS has two options. Model the opposing sides helicopter to enable online Faction against Faction playability. Or they can release a fix wing to stop the jocks crying and bring in a whole host of revenue by catering to the fixed wing market. For me the options is clear and simple. Release in the following order 1- A-10A Suite 2 - get the fixed wing peeps out of the tissues and into a cockpit. 2- AH-64A Blk. 49A to then have competition for the black shark 3 - A-10C Suite 3 - as they have already done most of the work on this (by the sounds of it) all they have to do is adapt it into the new engine Then i would say (if radar and Air 2 Air wepons modelling has not been completed) 4- Mi-24V - this is because i don't think they have started or done much with this (my opinion only) I wouldn't be worried, we know the AH64 has already been well into construction. So this is my prediction and if i am right (my wife never thinks so) it will be out as one of the earlier releases.
    1 point
  15. And i want a Tu-160 sim. You will get your Ah-64, will i get my Tu-160 sim? To be honest im more than happy to see a bright future for sim fans. I will fly anything what ED and others will throw on the market.
    1 point
  16. By the way, if the Ka-50 module is called 'DCS: Black Shark', then the Mi-24 module will have to be called 'DCS: Crocodile'.:D
    1 point
  17. Хорошо, но! Да список ЛА впечатляет, огорчают лишь некоторые моменты, а именно: 1) Есть опасность, что это очередной PR ход ED направленный на раскручивание ЧА. 2) Малые размеры карт никак не будут способстовать полетам истребителей. То, что эти эддоны будут платными - наоборот радует. У разработчиков будет хоть какой-то материальный стимул для работы над проектом. Купить один раз в 9 месяцев эддон я думаю все могут, главное, чтобы надежды на AFM себя оправдали и чтобы эти эддоны выходили в срок.
    1 point
  18. Вот вот, хотелось бы к выходу ЧА , быть подкованным по мат части, чтоб сразу теорию закрепить практикой и в бой :)
    1 point
  19. Respect и спасибо. Все еще ждем. Выход где-то в сентябре буит, я так понимаю. Все в отпуск ))))
    1 point
  20. Вышел апдэйт по состоянию проекта DCS на данный момент. Дабы не переводить все (извините, спать хочу) главная для меня новость - это публикация вероятного списка последуюших модулей для проекта: 1- A-10A Suite 2 (новейшая из А версий на вооружении) 2- A-10C Suite 3 (ВВС США дали согласие на разработку развлекательное версии сима, который разрабатывался для них). 3- AH-64A Blk. 49A 4- Su-27 5- F-15C 6- Mi-24V 7- F-16C 8- MiG-29A Этот список не утвержден, но у ЕД есть вся нужная инфа по этим крафтам для их симуляции на уровне Ка-50. на закуску http://forums.eagle.ru/attachment.php?attachmentid=16957&d=1211224375 http://forums.eagle.ru/attachment.php?attachmentid=16958&d=1211224386 http://forums.eagle.ru/attachment.php?attachmentid=16959&d=1211224398 http://forums.eagle.ru/attachment.php?attachmentid=16960&d=1211224409 http://forums.eagle.ru/attachment.php?attachmentid=16961&d=1211224418
    1 point
  21. :wallbash: Black Shark will never EVER be released because ED are ARTISTS, man, and we all know that true artists will NEVER be satisfied with their work... :cry:
    1 point
  22. Can't not love You for this part!!! Huuge thanx! :D
    1 point
  23. May 16, 2008 Update 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 have permission from the USAF 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 at the beginning of this thread are a few very early images of the 6 DOF cockpits for the Flanker and Eagle. http://forums.eagle.ru/showpost.php?p=422862&postcount=1 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, Matt
    1 point
  24. It's indeed anoying. That's actuly partialy modeled radar-EOS interaction where IRL you can slave the radar to the EOS- beyong 10km EOS provide azimuth data while radar provides range with very short micropulses, claimed to be undetectable by mid 80's RWR. Within 10km the radar emition is fully off and the range is provided by the laser rangefinder- fully passive mode. In case the EOS loses track (for example target goes into a cloud) the WCS automatically turns on the radar in emition mode you should not loose the lock. Once the EOS has clean IR signature in sight the radar goes off again automaticaly. Unfortunately in LO this is messed up. As you have noticed sometimes, in good range the bandits starts beaming or goes cold then the radar is off and it's trakced by the EOS. This looks more like EOS slaved to radar but I think this is incorrect- since the radar can't track then what gives range data beyond 10km? And moreover- like you post- when the EOS looses lock(lets say bandit is turning hot) the radar doesn't come back, at least in RWS. So you have to do it manualy which is a huge crap. What you can try to compensate that bug a lil bit is to switch at the right time the radar from "HI" to "MED" at the moment the bandits is beaming. You'll havebigger chance to keep the radar lock.
    1 point
  25. Thanks, looks worth testing out... downloading now...
    1 point
  26. Конкретно я сменил место работы из-за удаленности места жительства от оного и усугублением автомобильных пробок. Проводить по пять часов в пробках сверх рабочего дня в моем возрасте считаю неразумным.
    1 point
  27. В качестве развлекательного бонуса мы поставили рядом с городом Майкоп передатчик радиостанции Маяк. Транслирует он аудиофайлы WAV или OGG из соответствующей папки в игре. Можно будет на него настроиться и послушать музыку.
    1 point
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