Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 07/16/11 in all areas

  1. Да ладно, я уже давно на вампирский график перешел. :) Сейчас вкладываю аудио файлы в миссии и тестирую. Через пару часов будет.
    2 points
  2. в имени папке куда кинули случайно русских буковок или дефиса нет?
    2 points
  3. Hi all, I am from Greece and I am try to complete an A7-E Corsair II for FC2. I have advanced the model so far with out a problem but now I have stuck, you see I’m not a experience modeler, the only program that I am familiar is Blender, where still trying to learn. I manage to learn how to animate with the 3ds Max 7 by seeing some videos in another post but I can make the NAV lights in Max, I don't know how because I don't know even the basics in 3ds MAX. If someone write a step by step for a dummy like me, I would appreciate it tremendously. This is my first 3D model and of course it's not much the standards of the beautiful hi poly models that I have see in the forum, but I want to complete it. Video and pictures:
    1 point
  4. It has been quite a while since I last worked on anything related to Fc. Now I have a couple of weeks of vacation and I've got some ideas. Initially I thought I would implement these in Leavu2, however eventually I realized that Leavu2 was written when I was very green in terms of Java programming. Also even though leavu theoretically could be used with any sim, that was not its initial design idea, so it would be very messy. So I've decided that if I'm going to make any new tools like leavu, it would have to be an entirely new tool written properly from the ground up, with much better ability for extensions, custom new instruments by users and an easier architecture to code. Also a new and cleaner data export would be required. So I'd like to present some of the things I've worked on for the last couple of days, so far what I call GEAR. General External Avionics Renderer, the name should be changed to something less silly. Come on Leavu? Gear? TIACAFAP (This Is A Cool Abbreviation For A Program). GEAR is NOT an mfd. GEAR is an arbitrary instrument loader for any sim. Here below is a picture from early work on the instrument I'm in the process of implementing right now. The idea is that more users/developers will come with ideas and hopefully implement new instruments themselves, so that we could create a nice database. Here's how it works: GEAR has a few parts, some are optional. Some are included, many are not, and that is intentional. The minimum required parts are: * GEAR: the instrument loader (sim independent) * DATA EXPORT: a sim specific data export module for your sim (I am making one for fc2, virtually done) * DATA EXPORT INTERFACE: a data interface inside the GEAR instrument loader which receives and translates the sim specific details from the data export to formats that the GEAR instrument loader can use. (I am making one for fc2) The optional parts so far are: * GEAR: Datalink server (sim and data format independent through Java Serialization interface). This server can handle both sim specific messages or just general GEAR data. Unlike leavu this is not a separate application but is actually launched from inside the GEAR instrument loader itself. * DATALINK INTERFACE/CLIENT: a data interface between the GEAR loader and the datalink server (I have so far made one implementation capable of sending fc2 data) * THE INSTRUMENTS!: Pick an (or a couple of) existing one, make your own or dowload someone else's From the users point of view all the above are just the same program (except the first which is made into something loaded by the sim) Usage: A user starts the instrument loader and loads an instrument profile (which can be made to happen automatically on startup, think like touch buddy), or just adds instruments from a menu. When he started it he also specified which simulator he would like to get data from and what data interpretation layer he wishes to use. Some details on what GEAR is intended to be: - Open Source (written in Java with some custom native JNI additions) - An high performance (low CPU/GPU load) opengl renderer for 2d instruments (or ability to add whatever u like). Instruments run at whatever rate you want them, for example 100 fps. JOGL is used. - A standardized abstracted interface to make it work with any sim, (so you can implement your own data export from other sims, regardless of coordinate systems etc). - A standardized abstracted interface to potential datalinks. (Currently I've only made an implementation for Fc2). - Compared to Leavu? Much cleaner design, code, rendering and data propagation/interfacing. Much easier to make own additions. Significantly better data export from lockon. Much easier installation. (Significantly faster, can run about 50 simultaneous display on 1 core) I know there was a lot of debate on leavu this and leavu that. This time I can frankly say I won't hold back on posibilities. I will make the instruments that I myself implement as useful as they can be on own sensor data. Note on the miserable failures of the LEAVU 2 renderer ;) - The old Leavu rendering setup is completely scrapped. It had an ugly abstraction layer between instrument and renderer, which made absolutely no sense. A new much lighter interface like setup is now made. The only part really remaining in the graphics department is the coordinate system :). Programming API example: Here is a sample on how you could implement your own rendering/instruments. You write a Java Instrument as an AWT window/component or similar, you add an OpenGL Canvas (rendering surface) to it. Then you implement a specific OpenGL callback interface, which has only one function :glPaint, example below. public final class Mfd20 extends Instrument implements GlDisplayCallback { protected DataInterface dataInterface; @Override public final void glPaint(final GLAutoDrawable gLDrawable, final GL gl, final GLU glu, final Object cbd) { gl.glColor4f(1, 1, 1, 1); gl.glBegin(GL.GL_LINES); gl.glVertex2d(0, 0); gl.glVertex2d(1, 1); gl.glEnd(); if (dataInterface instanceof WaypointsInterface) InterfacedWaypoint[] ifwp = ((WaypointsInterface)dataInterface).getWaypoints(); } } The code above produces the following image: Yes it's an mfd but only because it's the onl instrument I got at the moment :P. You could make it look like whatever you want. About overlaying the game graphics themselves I don't think that would be something I could do within a reasonable amount of time. It would require some form of dll injection (replacing the direct3d dlls with your own custom built ones and tricking fc2 to run it - that way you can inject custom draw/paint instructions or export data/textures) like what AISTv is doing. Since I'm working in Java that would be virtually impossible, unless I (as I see my options) made some kind of client-server (for example using windows shared memory or just plain old network sockets) setup where the GEAR part produces a texture which the injected dll running can receive and overlay. Well although I probably COULD figure out the above, I would still need to find out where to place the texture, how do I find somewhere in the cockpit to place it? :P. At this point I have no experience of direct3d dll injections and my attempts att contacting the aistv author have not been successful. Also I will have a lot of work just to get the intended GEAR features finished in the near future. However: If someone supplied the source code or made such a dll for me! (or wanted to co-author the project or similar) That would be a whole different thing, then I would definitely see if I couldnt implement it. Performance and CPU hit With gear comes a lot more efficient code compared to the old Leavu. Here is an example of how much CPU % gear @ 60 fps requires from my i7 @ 3.36 GHz. Ok for everyone that wants to inspect and/or contribute to the source, "Public" SVN account is up! (read-only) It includes everything you need, from fc2 exports to native jogl libs and java code. I recommend you use Netbeans IDE for both checking it out and trying it. 1. Install 32bit Java JDK with Neatbeans 2. Open Netbeans and checkout the SVN repository from: rep: https://www.gigurra.se/svn/GEAR/GEAR user: public password (blank):
    1 point
  5. Producer note number 1: Start up and basic flying into the new Airshow scenario :D Enjoy! Regards!
    1 point
  6. Так проблем у меня нет. Это у тебя какие то проблемы. Про 32 и 64 бита уже все объяснили, как фритрек настроить под 64-бита тоже тема есть рядышком. Может дело не в машине?
    1 point
  7. Странно, но бойцы с РПГ-16, у Грузии и НВФ, на виде F10 (в данных юнита – в строке «Тип») и в игре (в маркерах и внизу – в информационной строке) прописаны как «Бойцы с M4». Хотя, в редакторе миссий, они прописаны правильно – как «Бойцы с РПГ-16»… :renske:
    1 point
  8. Cali, check here: http://forums.eagle.ru/showpost.php?p=1248396&postcount=5
    1 point
  9. By Chizh: Для тех у кого проблемы с установкой 64-битной версии игры на 64-битную операционную систему. Качайте бинарники отсюда http://files.digitalcombatsimulator.com/ru/84728/ Инсталлируйте игру. Удалите все файлы из каталога \\DCS A-10C\bin и распакуйте туда 64-битные бинарники из архива. Что касается второго фото, так просто проводник семерки отображает древо. На самом деле там куча файлов.
    1 point
  10. El video cojonudo amalahama.Un saludo de otro espańol. En mi caso estoy en Inglaterra pero pronto me vuelvo a Espańa. Un saludo
    1 point
  11. Малер, я думаю, что смогу тебе помочь...Жду тебя в ТС РАФ. Сам мучался с этой проблемой :).
    1 point
  12. ---Спасибо! А я блин даже и не подумал в "файлы пользователей" заглянуть.
    1 point
  13. Кажется еще не было разговора о ПВО В Лок Оне очень скудно реализована оборона наземных РЛС от ракет с ПГСН "В-П" Все очень просто - пускаешь ракету, ЗРК пускает ракету по твоей ракете и с точностью 90% её поражает. 1) Есть намного лучшие способы по защите РЛС чем тратить ракету комплекса на уничтожение ПРР. 2) Уничтожить хоть и баллистическую цель для ЗРК очень сложная задача, если она не размером с корабль. Маленькая ЭОП ракеты пассивная голова, РТР бессильна... Про корабль я вообще молчу - поставить два Оливера и 10 Су-25Т с Х-58 и Х-25МПУ - Оливеры собъют все ракеты ,да еще и "двадцатьпятых". Через чур завышена точность у ЗСУ и ЗУ, точность БМП это вообще нечто. Наверно зря строили "тунгуски" и "шилки" - надо было просто БМП-2 побольше строить. Они и как ЗСУ сгодятся=) Мне уже кажется что лучше БМП-2 ЗСУ вообще нету. Теперь на счет защиты ЗРК: У них есть куча способов по самообороне от КР и ПРР (по крайней мере у "наших") Я не ПВОшник но некоторые знаю - дипольные отражатели, уголковые отражатели помехи (в т.ч. и оптические), ложные станции по передаче излучения (представляет из себя коробок размером с системный блок компа) станция РТР самолёта при этом может видеть 5-10 излучений на МФД (вместо одного ромба на ИЛСе, видим до 10) Включение и выключение станции, натягивание железных сетей над РЛС... Кстати наземные станции РТР типа "Кольчуги" не помешают - так же как и ДРЛОиУ может давать ЦУ для самолёта, кстати как и ЗРК.
    1 point
  14. С некоторыми прогами достаточно часто возникают проблеммы из-за длинных путей. Чем короче пути и названия папок тем лучше. Ну ее и особенность - папко програм филес всетаки системная достаточно, и чего в нее все инсталляторы всё пизают уже второй вопрос. Жта папка очень часто бывает закрыта от всякого вмешательсва, иногда в самы неподходящий момет. Вот вам и затыки.
    1 point
  15. I just have to say one more thing.....This is a flight sim....not a computer programming sim.....I can fly in real life...can you.....I don't need a snotty comment about my lack of understanding about lau files...I just can't see the targets out the windscreen of the A-10C as simulated by ED. I can pick off all kinds of small items from miles away in real life from 8000 feet..but not in this sim...I am trying to adapt the program to enhance my real life experience but because I am not a computer programmer I get heat from guys like J. Hiller and Zakatak. Well if thats not right...Maybe ED needs to address this...
    1 point
  16. CH here. They're butt ugly- but indestructible. Had mine for....... 4 years I think.. maybe longer..
    1 point
  17. Venezuelan su-30mk going stratospheric Here is a small documentary of the Venezuelan su-30mks; It is on spanish so I'm going to put some of the info so you guys can understand what is going on. The two funny looking and guys are reporters who got the chance to fly on the back seats. For this flight they went up to 56000 feet at mach 1.7 and at -98 degrees(I think F) to test one of the mks after its scheduled maintenance performed by russian and venezuelan technicians. The pilot talked about the suit used for this flight which is a high altitude version; used to prevent death in the event of a decompression in the cockpit. At the end they talk about all the records the su-30 broke in south america: more than 50000 pounds of thrust engine(in south america) speed record 2500KM/H; altitude record 22000 mts. Hey they didn't do the climb in burners like we do in lomac :megalol:
    1 point
  18. Рабочая версия мануала выложена http://files.digitalcombatsimulator.com/ru/84729/
    1 point
  19. Hi Mr Barns, :) Just wanted to let you know that I upgraded my cockpit with UFC and it is fully functional. I've improvised with key stickers which I needed for programming the Macros. Shortly I will focus on production of key-sticker design which you provided. Have a nice weekend, :thumbup: Hammer
    1 point
  20. Finally, a useful practical label idea!!:megalol:
    1 point
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...