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Showing content with the highest reputation on 04/26/12 in Posts

  1. Thats so nice of these guys making those cools mods for internal use only.
    1 point
  2. Here's an update of that plot using over 2 years of data. Bit insane that some missiles were fired almost 30000 times over that period of time. Here is the updated table: +-----------------+------+-------+-------+ | weapon | hits | kills | ratio | +-----------------+------+-------+-------+ | AIM-120B | 2292 | 1387 | 60.5 | | AIM-120C | 8663 | 5321 | 61.4 | | AIM-7M | 1983 | 1451 | 73.2 | | AIM-9M | 1609 | 1072 | 66.6 | | R-27EM (AA-10C) | 1106 | 629 | 56.9 | | R-27ER (AA-10C) | 5113 | 3068 | 60.0 | | R-27ET (AA-10D) | 4473 | 3014 | 67.4 | | R-27R (AA-10A) | 4168 | 2286 | 54.8 | | R-27T (AA-10B) | 2237 | 1360 | 60.8 | | R-60M (AA-8) | 298 | 190 | 63.8 | | R-73 (AA-11) | 4972 | 2975 | 59.8 | | R-77 (AA-12) | 4420 | 2837 | 64.2 | +-----------------+------+-------+-------+ For more interesting statistics; check the 51st stats page
    1 point
  3. If I fly 1000 km/h,and can make turn in 180 degrese inside 1-2 km and 3 seconds,keeping that speed,thats not good flight simulation.
    1 point
  4. 1 point
  5. That's got the be the strangest OT I've run into since coolT left :P
    1 point
  6. "A Day In The Nest": Behind the Scenes with the 2010 F-22 Raptor Demonstration Team m5Z_Eg5QFbM
    1 point
  7. Several years old, riiight - http://www.readwriteweb.com/hack/2011/06/cpp-go-java-scala-performance-benchmark.php You cannot use hotspot JVM on a game, because you don't have the time to gather statistics on what part should be compiled/optimized and what parts are fine left interpreted. You have to compile all executed code, because interpretation is much slower and would lead to stutters and performance issues. And I have no reason to believe that static compiled code is more effective in Java then in C++. +JVM adds overhead no question about that. +Native <-> managed code execution is another overhead. You have another layer in which you have to convert everything from unmanaged low lvl to managed objects + transfer all function calls, are you really going to convice me that this doesn't decrease performance. C++ allows you to do low lvl stuff Java will not. No, it doesn't outweights. It's easier, faster, more effective to develop for java, but a skilled C++ developer will have no problem with multithreading. The main difficulties in C++ lies somewhere else then multithreading. Multithreading using libaries is a 2 line matter in C++, synchronization is a little more complicated then in Java, but still managable without problems. The main problem of C++ is that a programmer has to know its ins and outs before he can effective with it on a high level. Blowing your foot of in C++ is stupidly easy. And memory managament is a mess. If you put another layer between you and GPU, then you're going to use it less effectively. My believe that C++ is faster is based on my personal experience from working as developer for several years. Let's assume that my previous experience is all rubbish and let me ask one simple question - If Java (and managed languages in general) are so great for game development, why is nobody using them? In the end, it's much much much more effective to code in java then in C++, and developers would be stupid to not to use it if it would be really an option.
    1 point
  8. Negative. Case did it ;)
    1 point
  9. I didn't read the whole thread but some post got me wondering if there is anyone here who has done some cross platform development and still thinks it is easy. First of all, I am an Linux developer and have used it almost elusively for the last 13 years. But I still use Windows for gaming. When porting a program to Linux you face a lot of challenges: * Linux is far from stable. I am able to start a 5 year old game on Windows. Running a binary on Linux that 5 years old is a pretty interesting challenge (try a Loki game for example). Xorg is to be replaced by Wayland, for example. Which one would you choose when developing your application? The current API that everyone uses and that will be in use for at least 2 more years, or the next API? Btw: this is the reason why Android is simply a Java (which doesn't change so often) running on Linux. * Graphic drivers for Linux are a mess. They are significantly slower than their Windows pendants. If you want to get 10 more frames, switch to Windows * When you develop software, you normally avoid reinventing the wheel all the time. You therefore use a lot of libraries that provide the functionality you need. When you want to use the same code for Windows and Linux you have to port these libraries too. There are a lot more reasons because of which writing an application that runs in the Windows and POSIX (Linux, MacOS, *BSD, Sun, ...) world is very hard and which make it almost impossible to port a already written program. So if anyone wants to say "its easy", please provide solutions in to at least the problems I mentioned in the very same post. After speaking of problems, I also have to write about Steams decision to support the Linux environment. First of all, if you want to run your program on multiple platforms, you have to make this decision beforehand or else you have to redesign most of your code. Steam did this when they added support for MacOS so the step to add support for Linux could already use the loose coupling and was therefore significantly easier. There isn't any (real) browser out there that doesn't run on Linux. Libreoffice runs on multiple platforms too. But all these programs where designed with support for multiple platforms in mind and games typically aren't. The reason is simple: There are no games on Linux because there are no gamers on Linux because there are no games on Linux. When we, the Linux users who want games become a large enough market, there will be games that are developed for multiple platforms and there will be more solutions to the upper problems like, for example, some stable abstraction layers, better drivers from nVidia and ATI, cross-platform APIs and so on. But again, for that to happen we need a need for this solution, meaning that there have to be gamers on Linux and therefore we need a company like Valve to clear the way and take the initial hard and bold step. so long Mathias
    1 point
  10. I don't know what to say. We have people registering without problems. I, unfortunately can not do much to help due to being really busy with my professional life. I am forwarding this link to =4c= forum moderators, hopefully, somebody will do something about it.
    1 point
  11. Page 587: Hydraulic Failure The aircraft has both left and right hydraulic systems and the failure of one still allows adequate flight control response. Failure of either the systems can be indicated by the L and R HYD RES (hydraulic fluid reservoir low) caution light or the L and R HYD PRESS (hydraulic pressure low) caution light. However, the loss of one hydraulic system will reduce rudder authority. If the left hydraulic system fails, you will lose the following systems:  Flaps  Nosewheel steering  Normal landing gear operation    Wheel brakes  Anti-skid  Hydraulic control of the left elevator and rudder actuators  Lose of dual channel pitch and yaw SAS If the right hydraulic system fails, you will lose the following systems:  Slats (will extend with loss of hydraulic power)  Air refueling slipway and nozzle hatch rollers  Speed brakes  Right elevator and rudder actuators  Lose of dual channel pitch and yaw SAS
    1 point
  12. Really? Got a link? :music_whistling:
    1 point
  13. Well, it's an honer to make such a thread, but the main reason would be the place to share ideas about Eagle Dynamics Game Engine (EDGE)! I hope we can get a good SDK like CryENGINE: Technologies: http://mycryengine.com/index.php?conid=2 Performance: http://mycryengine.com/index.php?conid=50
    1 point
  14. Представь себе Триггер-Граничное условие как некую лампочку. условие выполняется-Лампочка горит, условие не выполняется-лампочка не горит. при этом действие будет выполнятся только в момент когда лампочка загорается. никакие дополнительные флаги не нужны.
    1 point
  15. MGRS = Military Grid Reference System Format used by the IA JTAC
    1 point
  16. :worthy: дай бог вам здоровья ребята!!! Жду с нетерпением :thumbup:
    1 point
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