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Everything posted by DetroitDieseL
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I have been working, just not as much as I would like. Here is what I have been working on...not just this model but the coding behind it...:)
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When Wags gives the green light.........:)
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I have discussed this with Wags, and it isn't time yet.
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Rgr that. Thanks EtherealN,
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I will seriously consider this. I am looking for more information on the process, if anyone has more info please post some links.
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I'm very impressed with this new addition to DCS. I could always do this and AARM.....:smilewink:
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Whats this DCS World I am seeing all of a sudden??
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It would be easier using someones elses world, but I would have to change everything I've done as I am not using 3dMax. I don't have any LUA knowledge either. I am using C# and JS and Maya for the 3D assets.
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I've spent my time doing mods and maps for "other" games, I'm done spending my free time on projects in vain... I would much rather have my own title, or titles and make a living doing it at this point of my life....:)
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I don't have access to the DCS engine. Doing a mod is not an option.
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Don't get me wrong, I love DCS. But as the world is huge, the detail of the world is greatly decreased to handle it as the world in SB is. I would sacrifice world space for world detail to make the immersion of the gameplay better.
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Yes there will be AI controlled aircraft as the world will not be big enough to hold a realistic mission for aircraft. I will not add human controlled aircraft to this sim unless I have a world/engine that can handle taking off from an airbase miles away and flying to the target area or intercept another aircraft realistically without flying in circles constantly to stay in the map area.... EDIT::: When I say AI aircraft, I mean support aircraft for airstrikes or support from gunships. Not Head to head fighters.
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From what I have been reading, the DCS CA is just being able to control the existing ground units...correct? AARM is focused strictly to the ground units. In time if there is an engine that will allow me to stay focused on the ground units and also implement a flight sim I will do so. The big challenge is being able to have detailed 3D models of the ground units and the aircraft with a huge detailed world to do combat in.
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I have released a video that showcases some of the physics and the animation of the gun tube a bit better, using a static camera other than the players 3rd person camera. You can watch it here: http://www.americasarmor.com/OpOrd.html AARM DEV Video 6.5 Or on YouTube: Or if you liked the AARM Facebook page you will get it automatically: http://www.facebook.com/pages/Americas-Armor/261363090578452 ...;)
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Just to let everyone know that is following this, I haven't stopped working. I have been busy with work, as well as building my home. I have been working on the FCS, specifically all the details involving the LRF and all its functions. As well as hit detection and different areas of damage that the tanks can take. I will be testing damage models for individual hits, for near misses. Meaning that if your tank takes a hit and is not destroyed, there will be a mark on the tank where the round hit. There is obviously some development and testing that will need to happen to make this work, so it may be an ongoing project to be tweaked over time. I want to give the Tankers the feeling that I felt while being in the gunner’s seat. As I did when I had the chance to try SB, I actually felt that feeling in my gut when I would be engaging targets all over hell whipping the turret around. That to me is full immersion at its best. I commend SB for that. I have also been testing the graphical limits, meaning the amount of trees and grass and static meshes. This will also be important to the size of the maps. Obviously the worlds will not be as large as other simulators, but I hope to make that up in detail and immersion. If you guys have any questions, you know where to find us: http://www.americasarmor.com
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Thanks Mastiff~
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I have released a new video showing the newest additions to the Abrams and which will be used on all the other tanks. Granted, there will need to be slight changes here and there for each tank, but this is basically the base programming. http://www.americasarmor.com/OpOrd.html Or on youtube:
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Now when the tank moves it will leave tread marks behind it. I still need to fine tune it but it still looks pretty good.
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The above image is the latest TIS work. 3X and 10X reticles are now operational.
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Work so far on the TIS. Still need to add the 3x and 10x reticles. The noise still needs a bit of adjusting.
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What Page are you trying to enter. It may be your IP has been landed on the Ban list because it is linked to spam commenters. Give me your IP and I can check it out. Does it say you are unauthorized?
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I have released a new video of some things that have been under development. There still needs to be some fine tuning of some things, but we're getting there. http://www.americasarmor.com/OpOrd.html : Video AARM Dev 5 YouTube: http://www.youtube.com/watch?v=oFiGx2SH4AQ&feature=youtu.be I have also made some sections of the forums viewable without registering...;) http://www.americasarmor.com/Forum/index.php
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Thanks, we're making progress every day.
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Gunners GPS has the 3X and 10X sight, along with a bit of LRF fine tuning.
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They carry 12,000 7.62 for the COAX and the Loaders M240, and 1000 50.cal. 40 main gun rounds. Crew serve weapon was M-16, crew has m-9 sidearms.