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Showing content with the highest reputation on 01/07/23 in all areas

  1. Posting on behalf of reddit user https://www.reddit.com/user/NotKalashnikov/ since he needs to wait 24 hours to post it as a new DCS forum user. Original post here: Feature concept: transparent pilot model around cursor. I don't use pilot body because it prevents me from seeing switches I want to press. It could be also applied to stick and throttle if it's in the way of buttons.
    21 points
  2. Нет. Единый шарик. Когда будет что показать - покажем.
    8 points
  3. The Mod Project will now Focus in the Development of the Su-57M Variant which is an upgraded variant of the base Su-57 under the program name Megapolis, and incorporates improved mission systems, reliability and maintenance enhancements, new flight control actuators, and the Saturn izdeliye 30 engines. The real SU-57M is currently being tested finally with the new engines, also more batches of SU-57 have been delivered to the Russian air force.
    6 points
  4. @Elphaba You can pause the animation with a trigger: @AvgeekJoe@Svelerdijk Sorry but I have already way too much on my plate with the civilian vehicles, the ships and some other projects I'm collaborating on. I do have a "Generation Kill" Humvee pack in the pipes but there's still a lot of work to be done. ------------------ The first wave of civilian vehicles is nearing completion. Still some polishing and cleaning up to do but it should be ready soon.
    6 points
  5. As of now, my priorities in order of importance are: Complete the Mi-24P update Add Black Shark III features and give the Ka-50 guide some much needed love Perform the Viper update
    6 points
  6. Only thing I can say on the release date is I'm hoping Q1, but mid Q2 would be alright. Passing Q2 I'll admittedly be kind of ticked. Had mixed messages of "Almost here guys, don't give up 2022 hopes :)" but now hearing their more recent reddit post of "we'll be nearing completion and showing details before the halfway point of the year :)" gives me bad vibes. I fully understand that they had some serious issues come up given the war in Ukraine, but this is a noticeable twist in direction. Now I will say, the most recent post wasn't from Cobra or Mike, so might not be the actual team's policy/opinion, for all I know that guy is in very, very hot water for the way he worded that message, or they were just being extremely casual in their presentation. Was reddit after all.
    6 points
  7. I think DLSS being a better technology and nVidia holding more than 80% of shared market are both good starting points and if i remember correctly, if you want to implement DLSS on your engine nVidia helps with their people. In any case, having the basis requeriments on core engine should be easy to implement both of them
    5 points
  8. If I'm not using high drag bombs, I generally consult a shaman and sacrifice the correct number of goats prior to pickle.
    5 points
  9. Both from today newsletter, cmon guys...
    5 points
  10. Thanks RWC! I'm quietly working another project as I write this message. Once the Warship mod is close to being complete. I will post it here. Although I don't post here always I'm always working on something. OzCougar i sent you a PM regarding V2 of the Irainian Patrol Boat refurbished by CurrentHill. He posted it on his Forum! Stay tuned guys. Many more AI Ship mods to come in 2023!!! Thanks for your patience!!
    5 points
  11. Misc Military Assets by Currenthill I have reorganized - see this thread for information:
    4 points
  12. There is a lot missing on the battlefield logistics side of DCS. I would like to see this more fleshed out. Currently we have CTLD to fill this hole and I have been grateful for the efforts of ciribob for CTLD and Grimes for mist. Those two scripts alone have kept helos like the Huey and Mi-8 relevant in MP. That being said, this sort of gameplay should be native to DCS, not third-party scripting. Casmo did a video about using the CH-47 as a mobile forward FARP recently. That is just one way it can be used. It would be good to have the option to be able to recover damaged/crashed airframes from around the map. This would require the damaged aircraft to either be persistent for a time period and/or a separate object generated that will be compatible for the helicopter to lift. Asset recovery is a role airframes like the CH-47 are uniquely suited for. Troop insertion/extraction with corresponding onload and offload time, weight and CG changes to the airframe. This should include staple air assault ground units like towed howitzers and various versions of the HMMWV that the CH-47 would be moving in an actual air assault. The incorporation of more types of cargos that will have an actual battlefield impact for delivery to forces in the field that need them would flesh out helo logistics for not just the CH-47 but the other transport helos as well. SAR and CSAR should also be built into the game.
    4 points
  13. DCS Newsletter discussion 6th January 2023 - 2023 and beyond | DCS core DCS Core Improvements Multithreading Multithreading has been one of our primary efforts to improve DCS performance, and it is currently in closed beta testing. Initially two threads (graphical and logical) will be implemented, and once the technology is stable and mature, we plan to expand this number. Large and complex missions, both single player and server based as well as the upcoming dynamic campaigns, will see the most significant performance enhancements. Our render graph was written from scratch along with many other subsystems. We now benefit from parallel rendering that schedules inter-dependent rendering tasks in a correct and optimal order (e.g., mirror reflections first, then mirrors while running other independent draw calls in parallel), frame graph, graphic scenes, scene renderer, and scene manager. We unified all other graphic subsystems that permit node embedding in the render graph. This allows us to rapidly experiment with new graphic pipelines and enhance efficiency. The introduction of our render graph will improve DCS efficiency and deliver optimal performance with modern graphics APIs such as Vulkan. Vulkan API Implementation of the Vulkan API continues in parallel with the multithreading effort. Our Vulkan renderer is integrated with the new render graph, and it benefits from multithreading by using render graph mechanics of background loading of textures and geometry, rendering objects in parallel, terrain streaming, etc. As a result, many rendering tasks submitted to the graphics card will no longer need to wait for each other and hence be processed simultaneously. In our endeavor to unify DirectX and Vulkan renderers, we have developed a mod state where both backends produce identical results. We now have two fully compatible implementations that run under the same API. This means that all our applied graphics modules (the code that renders our skies, clouds, models, effects, etc.) will work the same way on both renderers. To achieve this, we ensured that all our shaders could be converted into Vulkan format in addition to implementing a shader converter available from within DCS permitting to compile any shader on the fly. It is interesting to note that the shader conversion has taken an inordinately large amount of time. The main achievement in 2022 is that DCS now works under Vulkan producing the same visuals as under DirectX. This result is fully ‘transparent’ for our graphics programmers, allowing them to write the same code for both platforms without the need to have separate code paths for Vulkan and DirectX11 and beyond. The next step is to provide our graphics programmers with the new Vulkan features compared to DirectX 11. These include new types of shaders (as per Shader Model 6 and further), ray tracing, some advanced rendering techniques, such as GPU driven rendering, and similar. DLSS Deep Learning Super Sampling (DLSS) 2.0 is coming to DCS this year. DLSS is a family of real-time deep learning image enhancement and upscaling technologies for RTX 20, 30 and 40 series Nvidia graphics cards. The goal of this technology is to allow most of the graphics pipeline to run at a lower resolution for increased performance, and then infer a higher resolution image from this that contains the same level of detail as if the image had been rendered at this higher resolution. This allows for higher graphical settings and/or frame rates for a given output resolution, depending on user preference. In addition to DLSS, Nvidia Image Scaling (NIS) will also be available. NIS is a scaling and sharpening tool with an algorithm that uses a 6-tap filter with 4 directional scaling and adaptive sharpening filters to boost performance. This is best used for non-RTX Nvidia graphics cards that do not support DLSS. Following the completion of DLSS/NIS, we will investigate Fidelity FX Super Resolution (FSR) for AMD GPUs. Spherical Earth Map 2022 saw great progress creating the tools and technologies to support a precise spherical Earth map for DCS. Because this map will be based on current day, it will operate independently of the current and future regional maps that allow historic maps such as World War II, Korea, Vietnam, and other scenarios. Spherical Earth efforts will continue in 2023. Weather Building upon the weather enhancements that were introduced with DCS 2.7, we have been further developing weather to include moving clouds and towering cumulus clouds and more sophisticated atmospheric phenomena. New fog and dust storms are being developed that are integral parts of the volumetric cloud system. The old DCS fog is a separate system that is calculated for a flat earth. It does not consider shadows from the terrain and clouds, so it has limitations. The new fog will be computed for a spherical earth and takes shadows into account. We also plan to optimize the volumetric clouds and increase their basic quality. A separate and complex project currently in development is the dynamic cloud generator which will then need to be integrated with the dynamic weather systems of low/high pressure systems and new/evolving cloud types. A later task, once the foundation is complete, will be to provide AI line of sight blocking in addition to light direction/scattering visibility limitations for AI. FLIR 2022 saw significant improvements to how Forward Looking Infrared (FLIR) is modeled in DCS World. In addition to writing the technology needed to create the characteristics of the camera, a great deal of work is being invested into the enhanced thermal signatures of mobile units, map objects, environmental heating, and cooling, as well as specific visual effects and artifacts. We will also be adding initial thermal signature conditions for ground units in the Mission Editor. Eagle Dynamics Dynamic Campaigns Engine (EDDCE) 2022 saw the completion of all major engineering components of the EDDCE. In 2023 we continue development and testing and making improvements to these components as well as adding new features where needed. We are also enhancing the mechanics in the campaign editor to avoid issues that may arise when the EDDCE is used for different maps. The next big tasks include transferring mission data between player and AI pilots and creating a specific graphic user interface. Please see our previous Newsletter for greater detail on the subject. Air Traffic Control (ATC) 2022 has focused on the continued development of the Supercarrier ATC system. Following its completion, the next focus will be to bring those advancements to airfields. This is certainly no simple task and will require three unique ATC systems for: western modern day, eastern modern day, and World War II. A complete redesign of the modern day, western ATC system is underway. In parallel, modern day western radio communications for Flight, Other Flights, AWACS, and Tanker are also being revised. Human Animations Starting with new AH-64D pilots in 2022, this work will continue into 2023 to include new infantry and more pilots with more life-like models and animations. Priority pilot models first include the F/A-18C and F-16C pilots. Deck Crew and Ground Crew Starting with the Supercarrier deck crew, we continued to develop this feature in 2023. We are now continuing this effort to include startup and taxi to catapult deck crew logic and animations. Following the completion of deck crew, we then plan to use this technology to create airfield ground crew and interactions. Multiple Light Sources DCS 2.8 saw great advancements in world lighting, but our efforts continue. The next big lighting advancement will be the introduction of multiple, global light sources, and no longer only the sun and moon. This will allow more realistic night scenes that account for airfield flood lights, city lights, and more. You can see these initial efforts on the Persian Gulf map. Voice Chat First introduced in 2019, the free Voice Chat integrated into DCS allows Voice Over IP communications based on chat rooms and how you have your aircraft radios configured. 2022 was focused on improving radio communications and stable connections, even over a VPN. In 2023 we continue to develop this feature with realistic radio sounds, effects and plug-and-play audio device compatibility. Visual Special Effects Some of the more notable visual effect tasks include munitions with airburst fuzes, napalm, and Mach shock cone based on airspeed and weather around the aircraft. Virtual Reality VR is very important for all and we have heard your concerns regarding performance and we continue to optimize VR performance for DCS. The primary areas of VR performance improvement are multithreading and the Vulkan API, particularly for larger missions. We are also reviewing all world Level of Details (LODs). Unit AI Improvements In 2022 we saw great improvements to the Beyond Visual Range (BVR) and Basic Fighter Maneuvers (BFM) AI for our jet aircraft. Moving forward, we now intend to improve multi-ship BVR and Air Combat Maneuvering (ACM) tactics and appropriate AI tactics for World War II aircraft. For ground units, our primary AI tasks include improved pathing and implementing suppression effects for more than just infantry units. General Flight Model (GFM) for AI Aircraft Whilst the updated BFM AI can make a significant difference in how the AI flies, the General Flight Model (GFM) will provide improved flight dynamics for AI aircraft that better constrain the aircraft to true-to-life performance. GFM is a significant improvement to the Standard Flight Model (SFM) that is based on drag and thrust characteristic trajectories. The SFM can provide a good Center of Gravity trajectory model, but it relies on reliable source data to tune the overall performance that includes the entire flight envelope, sustained and instantaneous turn rate, energy gain, etc. GFM adds additional short-period aircraft movement by adding our base solid body, contact models and aerodynamic moments. This results in more realistic control displacements during maneuvers that provide more human-like appearances. With GFM, the AI will also encounter wake turbulence. Thank you again for your passion and support, we look forward to serving you in the exciting year of 2023. Happy New Year to you and your family! Yours sincerely, Eagle Dynamics
    4 points
  14. Every time some dev team gives a hard date, or even a rough estimate, for a simulation's ETA... there's at LEAST 2 major delays. Even one delay could take months, or even MIGHT add 2 YEARS. Or longer. This is not limited to DCS modules either, but flight combat simulations in general. Dev teams can only estimate that there will be delays at some point, but can't guess when or why they will occur or how long it'll set them back. They are the ones that get the grief for it, and have to suffer through solving the delay problem, whatever that may be... all we have to do is be patient, it will arrive when it's truly ready for us, and not a moment earlier.
    4 points
  15. One ARC-210 will be added, RT1, with UHF and VHF functions and related HUD, UFC, STAT page, and COMM changes. This will replace one of the VHF radios. We still need to add the STAT page and UFC function. Once those are done after the team return from holiday, it will enter internal testing. Later, after initial release, we'll add the SATCOM functions. Kind regards, Wags
    4 points
  16. Для шарика теперь нужен ssd на 5 Тб и чемодан денег...
    4 points
  17. I do agree that an official word on the new expected timeframe would help. After letting the end of 2022 come and go without ever telling people they wouldn't make the timeframe, some unmistakably official word (as opposed to a FB comment by a team member who doesn't often speak on behalf of HB) is probably warranted, even if it is just to say they're not able to make another prediction - at least then, people could adjust expectations accordingly. I figured that many people won't know or remember the history of HB's last release, the F-14, I hope I'm helping to better inform those who might wish to know what HB's track record is, but it's not an attempt to boss the discussion - just an explanation of how I arrive at my guesses. Re preorders, they do vary a lot. Again, I'd be surprised if HB wound up doing things dramatically differently to last time, but that could happen, who knows
    4 points
  18. As far as I can tell, 2 things are happening here. Once it is the CEP from the bomb itself. which in some cases goes slightly beyond 5m. and I got similar results in the A10C 2 with the GBU38 when the aiming points were placed perfectly in the ME. Whether it is really due to the height must be tested again more precisely. @TobiasA hint here under 10.000 feet it could rather come to inaccuracies and everything beyond that leads to better CEP The second thing is the F16 TGP offset, If you use it, you get an additional offset, and the bomb can hit far off target (+10m)because of this this 2 things must be tested and assessed independently of each other, even if both are related to each other.
    4 points
  19. No doubt FlyingIron did a great job with their Hellcat, but Nick has owned a Hellcat and it is one of his favorites to fly. Due to this, we want to do the Hellcat ourselves. Thanks all.
    4 points
  20. Update: Module is now public so anyone can try it: https://github.com/tnnovak/Bachem-Ba349-Natter-DCS-Module Have fun! I have been working on this for some time now. Mainly is an experiment on physics modeling, autopilot theory, aerodynamics etc . Also I learned a lot about DCS development: What you people think about? Let me know if anyone is interested in trying. https://tnnvk.com/bachem-ba-349-natter-dcs-module/ Cheers, Toni Novak
    3 points
  21. Happy New Year! I have released a HANABI mod to celebrate the new year. Enjoy. May the world be a better place this year. DOWNLOAD http://virtualcockpits.web.fc2.com/
    3 points
  22. Better explained here:
    3 points
  23. I was working on a mission, which has Time-Over-Steerpoint as a intergrated element in the mission when i realised the in-game TOS was off. I made another mission file and the issue persisted, and below are pictures from the times in the new example mission file: Time of the mission is set at, 01:30:00 LOCAL Dubai (GMT+4) ↓ ETA of the flights 1st waypoint 01:42:35 LOCAL Dubai (GMT+4) ↓ Now, jumping in the cockpit is were the issue appears, video below ↓ I hope the video is clear enough. Attached below is the .miz file. I did not get a track file for this but if you need itt let me know and ill make on replicating the bug. TIME TEST F-16.miz
    3 points
  24. I realy wish these VR companies would just wait until headsets are ready for production and orders before making these announcements. They drag this stuff out - think Pimax Crystal that was announced same time as Varjo Aero. Got my Aero in Jan, Crystal is yet to hit the streets. I mean seriously they want to talk all about this stuff and do not even know a price yet.
    3 points
  25. Two days ago, the F-4 Phantom E probably went to the museum in Poland in Krakow. Is Heatblur preparing a promotional campaign?
    3 points
  26. with all the fuel you lose when getting hit with even the smallest caliber arms got me thinking. dont all modern day fighter aircraft have self sealing fuel tanks? self sealing tanks have been around since ww2. i dont have any documentation of this but i though i would post this and see what the community can come up with. i did notice that i got hit the other day and only lost fuel in only one side of the fuel system, that is more better than losing it all with in a blink of an eye. so thank you ed for that much appreciated!
    3 points
  27. The gist of it is, you can't please everybody. They implement DLSS and people ask "Why not FSR?". Had they chosen FSR first then people would ask "Why not DLSS?" Bring on the DLSS implementation, collate feedback and master the craft. Then come the other versions. I, for one, am looking forward to seeing what kind of an impact it has and it's great to see ED getting with the times in terms of technological advancement. The EDGE Engine is going to be is going to be smoking hot once all of these improvements are released.
    3 points
  28. I'm Dave in San Diego. Retired from 25 years in IT, now working part-time (hopefully fully retired soon) and doing news photography part time. (I did this full time for about 10 years a long time ago.) I was in the Navy for four years, based at NAS North Island, flying as a sensor operator (SENSO) in S-3A Vikings, two deployments aboard USS Carl Vinson. My call sign was, and is now, Slo-Mo. (Anxiously awaiting nicer a Viking 3D model, and hopeful that the CVN-70 carrier will be fully functional). I'm a volunteer docent at the USS Midway Museum, so if you're ever in San Diego let me know. I can bring up to three guests for free. (davidabarak@gmail.com) I should be getting Thrustmaster pedals and a Winwing throttle and stick for the Hornet, which is pretty much the only thing I fly. (I did buy the F-16 and F-86 planes.) And for the record, I absolutely suck at carrier landings and any mission involving SAM sites. Dave
    3 points
  29. Would it be possible you think to order a Mirage F1 resin stick and convert it to a functional one? Functionality is not very different form the B8 one.
    3 points
  30. Affirmative, It will be implemented and procedure will be described in the manual. Enviado desde mi 21051182G mediante Tapatalk
    3 points
  31. And also not strictly relevant to the thread either. Game, simulator, sandbox, procedures trainer. Semantics, that's all. Whatever you call it, it is a piece of software, and not reality.
    3 points
  32. Ha ha! I know EXACTLY when the F-4E will go on sale in the ED store!!! Take a look if you dare:
    3 points
  33. Given the extensive work ED has in sound on the R-2800, I suspect the Hellcat will have a smoother start. Flying the Hellcat in the civilian sim was a real revelation for me. It is an easy and comfortable warbird to fly. My first love will be the P-47, but I understand why nearly every pilot who flew the Hellcat loved it so much. That is a plane that wants to fly and fly well. The Corsair seems like a much more temperamental thorough bred. Faster, and in some ways more manuverable, but with some vicious characteristics that will bite an inexperienced or distracted pilot. I suspect the Hellcat's biggest advantage was that it did not drain its pilot to the same degree that contemporaries could, so when the pilots hit combat they were able to function at a much higher level of effectiveness. And if the plane does take a few years? We've got a really solid version in the civilian sim to play around with while we wait Why yes, it can bush.
    3 points
  34. Thanks ED for the CH-47! I‘m very exited about to this and curious about more informations on the variant we will get and progress of development.
    3 points
  35. Once again, this is simply not true...it's an often repeated falsehood. Time for it to die. Aside from documents there are a number of flying examples of Zeros and Oscars around. I attended an airshow some years back with several Zeroes and Oscars in the air, and there are other things. Here's a shot of the Oscar up near me.
    3 points
  36. Amen! I think one of the things I am most looking forward to is the mix of high performance with older systems to manage. I enjoy the digital jets as much as the next fellow, but I firmly believe that the Phantom is the type of aircraft in which the person in the cockpit really truly makes or breaks a fight. Yes there are BVR missiles, but they are FOX-1's Yes there are all aspect heaters, but they're not the 9X Yes there is a radar, but it requires collaboration with another human or Jester to be effective Yes there are hydraulic dampers on the stick etc, but it's not a digital flight control system where the computer is flying the plane I feel the same way about the MiG 21 and the F-5, but I am so excited for F-4 - it feels like a keystone that has been missing in DCS. I wonder if anyone is working on a campaign for the F-4? Has that been mentioned or hinted at anywhere? I've mostly played on Alpenwolf and Enigma's cold war servers so single player content is new to me, but for the F-4 I feel like I want to jump in both feet first!
    3 points
  37. imo they're already there. I 100% understand the delay behind the module, but to KNOW you're still 6 months out in 2023, and still be radio silent and not talking or telling people that it's being delayed, and even going as far as keeping the hype for a 2022 release up in November, while ALSO not having a statement put out about it after you miss the date completely...just leaves a bad taste. I'm not frustrated about the delay. I'm frustrated they knew it was going to be delayed and STILL have not said anything about it. Just tell us!
    3 points
  38. 6 января 2023 года Дорогие друзья, Мы надеемся, что вы хорошо встретили Новый 23й год. Мы с удовольствием постараемся помочь вам сделать этот год незабываемым, в самом хорошем смысле. Зимняя распродажа DCS 2022 все ещё продолжается. Вас ждёт 50%-я скидка на многие летательные аппараты, карты и кампании. Не упустите шанс приобрести популярные DCS: F-16C Viper и DCS: F/A-18C Hornet за полцены! Торопитесь, предложение заканчивается 8 января в 23:59 GMT. В этом году вы увидите результаты нашей большой работы по улучшению ядра DCS, которое будет доступно в ближайшем будущем. В дополнение к повышению производительности мы надеемся сделать DCS ещё более реалистичным и интересным миром для полётов. Из самых заметных нововведений можно назвать DLSS/NIS, многопоточность, Vulkan API, карту Земли, новые эффекты моделирования погоды, улучшенные карты FLIR, динамическую кампанию, улучшенную модель системы управления воздушным движением, новые анимации персонажей, обработка множественных источников света, улучшенный голосовой чат, новые визуальные спецэффекты, новые взрыватели бомб, воздушные эффекты преодоления звукового барьера, обновлённый ИИ воздушных и наземных средств, а также новая GFM – общая лётная модель для ИИ. Подробности ниже. Обратите внимание, что перечисленное есть то, над чем мы будем работать в 2023 году, но, возможно не всё окажется доступным именно в этом году. Обязательно посмотрите видеоролик "DCS World 2023 и дальше". Наслаждайтесь! Спасибо за Ваш энтузиазм и поддержку! Команда Игл Дайнемикс 2023 and Beyond Смотрите! Мы надеемся, что сможем неоднократно порадовать вас в наступившем году. В частности будут представлены так давно ожидаемые модули: DCS: F-4E от Heatblur, DCS: F-15E от RAZBAM, DCS: OH-58D Kiowa Warrior от Polychop, DCS: F4U-1D Corsair от Magnitude 3, DCS: C-130J от The Airplane Simulation Company, обновлённый Mirage F1 от Aerges, карта DCS: Normandy 2.0 от Югра-Медиа, карта DCS: Синай от OnReTech! Смотрите наш традиционный новогодний видео-трейлер 2023 AND BEYOND VIDEO! Не забудьте, что текущая скидочная акция впервые предлагает популярные модули с 50% дисконтом. Среди них: DCS: Mosquito FB IV, DCS: Ми-24П, DCS: F-16C Viper, DCS: F/A-18C Hornet, и DCS: Supercarrier. Предложение заканчивается в 23:59 8-го января 2023 по Гринвичу. Спасибо! DCS Core Улучшенное игровое ядро Многопоточность Поддержка многопоточности является основой для всей дальнейшей оптимизации ядра DCS. На первом этапе все вычисления были разнесены по двум основным направлениям (потокам) - графическому и логическому. После того, как мы убедимся в стабильности достигнутых результатов, мы сможем постепенно увеличивать количество одновременно обрабатываемых потоков данных. Уже сейчас улучшение производительности замечено в больших и сложных миссиях, в движке динамических кампаний. Графическая часть движка была значительно переписана. Мы уже сейчас получаем заметный прирост производительности от параллельного рендеринга основанного на правильном выборе взаимозависимости задач отрисовки (например, сначала отражения в зеркалах, затем сами зеркала и параллельные запросы на отрисовку). Были переработаны графический буфер, формирователь, менеджер и рендер сцены. Мы унифицировали графические подсистемы так, что стало возможным встраивать необходимые узлы в рендер-граф. Это позволяет нам оперативно экспериментировать с новыми графическими конвейерами и повышать их эффективность. Внедрение нашего нового рендер-графа повысит эффективность DCS и обеспечит оптимальную производительность при использовании современных графических API, таких как Vulkan. Vulkan API Работы над API Vulkan идут параллельно с развитием поддержки многопоточности. Vulkan рендер встраивается в наш новый общий рендер-граф и получает заметный выигрыш от многопоточности за счет фоновой параллельной подкачки текстур, геометрии и объектов отрисовки при подгрузке террейнов. Как результат – большое количество задач отрисовки направляемых на графический адаптер более не будут ждать друг друга, а выполнятся одновременно. Мы провели значительную работу по унификации наших базовых рендеров Vulkan и DirectX так, чтобы картинка на экране была идентичной в обоих рендерах. Это означает, что все объекты рендеринга (модули, облака, эффекты) будут отображаться идентично, вне зависимости от API. Чтобы достичь такого результата нам пришлось доработать встроенный механизм конвертации шейдеров в формат Vulkan так, чтобы любой шейдер мог быть сконвертирован “на лету”. К слову сказать, что до настоящего времени конвертация шейдеров занимала значительное время. То, что сейчас Vulkan даёт в точности идентичную картинку как и DirectX, является нашим достижением прошлого года. Это значительно упрощает и делает работу графических программистов “прозрачной”, так как им не надо прописывать отдельные блоки кода под Vulkan и под DirectX. Следующим шагом станет создание механизмов для работы программистов с новыми возможностями Vulkan (Shader Model 6 и др.), трассировкой лучей, и т.п., в том числе с технологией GPU driven rendering. DLSS Deep Learning Super Sampling (DLSS) 2.0 появится в DCS в этом году. DLSS - это семейство технологий глубокого анализа сцены в реальном времени с целью улучшения и повышения разрешения изображений для видеокарт Nvidia серий RTX 20, 30 и 40. Конёк этой технологии в том, чтобы позволить большей части графического конвейера работать в более низком разрешении для повышения производительности, а затем вывести изображение содержащее такой же уровень детализации, как если бы изображение было отрисовано в более высоком разрешении. Это позволяет использовать более высокие графические настройки и/или получить более высокую частоту кадров. В дополнение к DLSS также будет доступна функция Nvidia Image Scaling (NIS). NIS - это инструмент масштабирования и повышения резкости с алгоритмом, который использует 6-ступенчатый фильтр с 4-мя направленными фильтрами масштабирования и адаптивного повышения резкости для подъема производительности. Он пригоден для не-RTX видеокарт Nvidia и других, которые не поддерживают DLSS. После завершения работы над DLSS/NIS мы будем исследовать Fidelity FX Super Resolution (FSR) для графических процессоров AMD. Сферическая карта планеты В 2022 году мы создали основные инструменты и технологии для поддержки сферической карты планеты движком DCS World. Сферическая карта планеты формируется на современном виде земли и будет использоваться независимо от имеющихся исторических региональных карт (ВМВ2, Корея, Вьетнам и т.д.). Работы по внедрению поддержки сферической карты будут продолжены в 2023 году. Погода Базируясь на достижениях DCS 2.7, мы продолжили работу над погодными эффектами добавив движущиеся облака, высокие кучевые облака и более сложные атмосферные явления. Разрабатываются новые туманные и пыльные бури, являющиеся составными частями объемной облачной системы. Старый туман DCS — это отдельная система, рассчитанная на плоскую землю. Он не учитывает тени от местности и облаков, поэтому имеет ограничения. Новый туман будет рассчитан для сферической земли с учетом теней. Мы также планируем оптимизировать объемные облака и повысить их качество. Отдельный и сложный проект, находящийся в разработке, это генератор динамических облаков, который затем необходимо будет интегрировать с динамическими погодными системами низкого/высокого давлений и новыми типами облаков. На последнем этапе будет добавлен расчёт “зрения” ИИ с учётом облачности и ограничениями видимости на основе рассеивания света и прозрачности атмосферных явлений. FLIR В 2022 году были внесены значительные улучшения в моделирование тепловых обзорных систем и формирование теплоконтрастных изображений (FLIR) в DCS World. Помимо создания самой технологии, большая работа ведётся над улучшенными тепловыми сигнатурами ЛА, наземной техники и объектов, схемой нагрева и охлаждения окружающей среды, а также над специфическими визуальными эффектами. Дополнительно, мы добавим возможность задавать в редакторе миссий исходное состояние техники по степени нагрева на начало миссии. Движок Динамических Кампаний (ДДК) В 2022 году мы завершили все основные инженерные задачи по созданию Eagle Dynamics Dynamic Campaigns Engine (EDDCE). В 2023 году мы продолжим тестирование и развитие движка. Решается задача по использованию движка в кампаниях использующих разные карты. Следующим этапом будет механизм обмена данными между игроком и ИИ пилотами, с созданием соответствующего визуального интерфейса. Читайте одну из наших предыдущих новостей, где были изложены основные подробности. Управление воздушным движением В 2022 году мы очень значительно продвинулись в модернизации ATC - службы управления воздушным движением модуля Supercarrier. Как только эта работа будет завершена, мы переключимся на наземные аэродромы. Это не простая задача, ибо нам потребуется воссоздать работу службы управления воздушным движением по мировым стандартам; для стран традиционно использующих советскую школу УВД, а также для эпохи Второй мировой. Полная переработка УВД мирового стандарта уже начата. Параллельно идет переработка элементов радиообмена на уровне пар, звена, ДРЛО и дозаправки в воздухе. Анимация персонажей Начавшись с расширения анимации пилотов AH-64D в 2022, эта работа будет продолжена в 2023 и затронет как пилотов других ЛА, так и пехотные юниты, что сделает их более натуралистичными. Текущий приоритет – пилоты F/A-18C и F-16C. Наземный и палубный перснал Starting with the Supercarrier deck crew, we continued to develop this feature in 2023. We are now continuing this effort to include startup and taxi to catapult deck crew logic and animations. Following the completion of deck crew, we then plan to use this technology to create airfield ground crew and interactions. Множественные источники света Наши работы по расчёту освещенности от множественных источников света, ставшие доступными с выходом DCS 2.8 продолжаются. Следующим шагом станет обработка теней от света исходящего не только от солнца и луны, но и от окружения. Первые результаты этой работы доступны уже сейчас, на карте Персидского залива. Голосовой чат Впервые представленный в 2019 году, бесплатный голосовой чат, интегрированный в DCS, позволяет осуществлять голосовую связь по IP на основе того, как настроены ваши самолетные радиостанции. В 2022 году основное внимание было уделено улучшению радиосвязи и стабильному соединению, даже через VPN. В 2023 году мы продолжаем развивать эту функцию с реалистичным радио, эффектами и совместимостью с подключенными аудиоустройствами. Визуальные эффекты Наиболее значимыми из них будут эффекты от боеприпасов с воздушным подрывом, с зажигательными смесями типа напалма, а также визуальный паровой конус возникающий в момент преодоления звукового барьера летательным аппаратом. Устройства VR Мы реагируем на ваши замечания и продолжаем оптимизировать производительность VR для DCS. Основными источниками улучшения производительности VR являются многопоточность и API Vulkan, особенно для больших миссий. Мы также пересматриваем все уровни детализации объектов (LOD). Улучшения ИИ В 2022 году получили заметны улучшения возможности и вариативность ИИ при ведении ДВБ и БВБ на реактивных самолётах. Теперь мы улучшаем логику группового взаимодействия ботов, и работаем над ИИ периода Второй Мировой. Наземные юниты получили улучшенные алгоритмы поиска пути, а также эффекты “снижения морали”, что станет заметным не только на пехотных юнитах. Общая летная модель (GFM) для ИИ В то время как переработанная базовая летная модель (BFM) улучшила поведение ИИ в воздухе, общая летная модель GFM (General Flight Model) позволит ИИ использовать улучшенные расчёты аэродинамики. GFM является во многом более передовой по сравнение с SFM (стандартной летной моделью), так как использует в расчётах расширенный набор данных. SFM в состоянии обеспечить хорошую траекторную модель физической точки, однако требует тонкой ручной работы по настройке коэффициентов для получения индивидуальных характеристики ЛА, точных соответствий по угловым скоростям, сохранению энергии и т.д. GFM обеспечивает ЛА расчетами моментов сил в воздушном потоке, обеспечивает корректное отклонение поверхностей управления, а значит делает траектории движения более реалистичными. Боты с GFM подвержены воздействию воздушной турбулентности. --- Ещё раз спасибо за ваши отзывы и поддержку! Мы с нетерпением ждём возможности дать то, что вы ждете в наступившем 2023 году. С Новым годом! Искренне с Вами,
    3 points
  39. In the spirit of generating some more enthusiasm for this upcoming module, I think we need some material of real world SLUFs to get hyped on. I have a very personal love for this aircraft as it was one of the first fighter bomber's I'd ever seen up close as a kid. My current unit flew these from 1974-1992 when they converted to Block 30 F-16C's and I still know a few of the older guys around the base that crewed them before they went out of service. Currently, we have several of our former A-7's still parked around the state on display. It left a pretty major impact on our unit's history based on the significant achievements attained while operating them. My one wish to the devs is that our squadron colors get to live on in this module for DCS on release. That all being said, I'll kick things off. Lets see what everyone else can gather up to share here. More modern day land/takeoff footage: https://youtu.be/g74aUwELbNw Some old footage of our squadron during an airshow I managed to dig up: https://youtu.be/i1ot9cs0JVo
    2 points
  40. Currently R530, mainly EM have many problems in case of capabilities. It was thought to be extremely bad against maneuvering targets, especially fighters. It scored one AA kill in its history AFAIK and currently in DCS, its like slow R73. There are obvious limitations what DCS can do and cant do which have to be taken in count. Most glaring issues currently are its "snap" capabilities right off rail with full pull and its look down shoot down capabilites (iam quite confident it cant be really solved in dcs as long as radar keeps lock in that scenario so i wont get into this). Manual for Australian AF states that After leaving rail, it takes 2.5 seconds before missile gets its full potential in controls, takes atleast 4 secs of flight time to arm and has to achieve certain acceleration to arm. R530EM on Mirage III and F1 is essentialy exactly the same thing and that 2,5 secs unlocking is perfectly fitting for boost stage of that missile which takes 2,5 seconds aswell. None of these things are currently present ingame. To the hell with arming, iam not aware of single missile doing it in DCS but the main culprit here, is its maneuverbility right off rail. Its guidance is unlocked only 0.5 seconds after leaving rail which often leads to missile pulling absurd maneuvers and crossing nose of the plane by only few inches. Iam not aware of missiles API supporting gradual unlocking of "G limits" so some middle ground has to be achieved between unguided and guided flight to simply eliminate those huge issues creating absurdly unrealistic behavior. What i propose is time somewhere between 1.25-2 seconds so its not literally dogfight missile. (cases of it below in clips) https://streamable.com/7korhu https://streamable.com/kqocmy Another visible problem in these clips is, shadowed missile by airframe is leaving rail, it shouldnt be able to see targets returns to be guided. Not to mention target might be even out of missiles gimbal limits while being launched. I dont know if Alignment and lockon time of seeker head can be simulated as described below. Whole R/S530 family is LOBL - Lock on before launch weapon system which means its necessary for seeker to see returns of target. In case of F1, radar produces specific freq to guide R/S530 right during lockon so it shouldnt give launch warning due to LOBL. From F1ED manual
    2 points
  41. This misapprehension and false dichotomy seemingly crops up regularly. Please remember that one does not preclude the other "A simulation is model that mimics the operation of an existing or imagined process/system over time" (to quote my late systems engineering professor). That's all. Nowhere does 'realism' enter the picture. Here is a simulation of flat earth - not that realistic. You can even buy such a sim (note it's claiming to NOT be a game ). The mark of quality for a simulation isn't realism, but how well it suits the simulation creators' pre-defined goals. In his context people often infer that playing a sim requires higher skills than other games. It does not. It may require different skills or styles, though. All playing styles are equally valid And yes, DCS is definitely a game, there in no doubt about that, and everyone who has played DCS has seen this: Let's put this one to rest, it's tired.
    2 points
  42. Updated 1/6/23 for new additions to database.
    2 points
  43. ...and a seriously lightened wallet.
    2 points
  44. 2 points
  45. 2 points
  46. These are the type of newsletter we ( most of us) like! Progress update on the things we want the most. A little bit of description of why or why not or at least an approximation of where things stand. It all sounds great. Hoping for an amazing year for ED, DCS and all of us who thrive on what you bring us. Can’t wait for things on this list to come into fruition!
    2 points
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