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IronMike

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Everything posted by IronMike

  1. Heh, Maxsin, I also wrote earlier today that we postponed the update to tomorrow due to the huge and predominant interest in the MT update, which is normal. We don't need to take first stage all the time, this is ED's moment, they did such an amazing job with it. Just enjoy it for a moment be patient a couple days and the indepth FM/Performance update and discussion thread will be up. And seriously, you need to stop picking fights with everyone, they don't mean ill, they mean well. And I know, you will now say, they are picking fights with you, but, from an outside view: it is how you take it, not necessarily how they give it, and the way you keep coming back at everyone, just always invites even more dispute. This, too, btw, is not an attack on you or personal, it is well meant advice.
  2. 100% sure, I see the difference on my end, and we tested it and confirmed with testers, it was in several weeks before the upload already. Difficult to say why you in particular see no gain at all, though at the same time, if you saw a gain, it would be very little indeed. PS: it is also the cone of the light, which is in parts why just turning it up doesn work. in your screenshots the light is below the basket, which I think is why you dont see anything there in particular. try moving up a tad.
  3. Guys, let us stay civil with each other, all of us please. I cannot reprimand one for saying something and then not reprimand the other. We're all peanuts fwiw.
  4. It's a limitation of the light currently, as in you cannot just turn it up indefinitely. We need to change how it works, and will do so. Hence this was the maximum increase we could deliver for now. We agree, it needs to deliver more to be really useful.
  5. We will have an indepth update and feedback thread up in the next few days for you guys. Please be a bit patient, so we dont have numerous threads on the topic going around. Thank you!
  6. Small PSA/FYI for everyone, we will publish the major update likely tomorrow, we decided to give a bit room for the MT update, as the majority of pilots is concentrated on that atm. Thank you for your kind patience.
  7. Small PSA/FYI for everyone, we will publish the major update and performance update likely tomorrow, we decided to give a bit room for the MT update, as the majority of pilots is concentrated on that atm. Thank you for your kind patience.
  8. Thank you for the reports guys, we will take a look into it.
  9. I suggest you change your attitude a bit on our forums, please, especially towards other forum members. It's not fun at all to read along anymore, and honestly, the more you display this kind of attitude, the less we care about what you would like to get. There will be no tactical or gameplay stuff in our manuals in principle, for reasons folks explained above quite well, no need to add anything there on my part. And yes, documentation was more extensive in the 70s and 80s about pretty much everything. There also was no internet with tons of knowledge openly available to everyone to augment the basics. You had to write thick books to collect every bit of whatever information. I had 3 full encyclopedias filling almost an entire room at that time, Brockhouse, Britannica and Encyclopédie Francaise, and boy am I happy that they are gone and I can just clickly click to whatever I need to know online... It's not our job to teach you how to play the game, by the fact alone that there are a plethora of ways how to play the game. Why do you think we support guys like Karon, and others and provide a place where to look for their tremendously helpful work to give you a headstart with that kind of stuff? You decide how you want to play and where you want to look. Not us. At this point, honestly, since you know everything so much better than everyone else, I suggest you go and create your own module and show us all how it is done proper...
  10. Thank you, we will double check.
  11. Thank you for the reports, guys. MT sure has some flaws still, we will iron them out - if our side, and work with ED to fix what is DCS side. I agree, the refuel probe light needs more boost, but that is more involved than just "turning it up", unfortunately we were not able to go beyond this increase for this patch. Shadows, shader related issues (like TCS), etc is likely DCS side, but we will investigate it all, ofc. How is the performance for everyone? I hope you see some significant improvements there. Forgot to mention: FORGE elements are dynamic/random for now - once we are done with FORGE, you will be able to put together "your jet" fully.
  12. Dear all, for future bug reports, It is paramount that you add if you are running on ST (singlethread) or MT (multithreading) to your report please. Thank you!
  13. Dear all, for future bug reports, It is paramount that you add if you are running on ST (singlethread) or MT (multithreading) to your report please. Thank you!
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  14. MT or ST? It is paramount that you add if you are running on ST (singlethread) or MT (multithreading) to your report please, everyone. Thank you!
  15. Dear all, we are happy to bring you some further significant improvements for the Viggen bringing us closer to full release, apart from multithreading compatibility, including some new additions, such as a new and highly detailed turbine model to the aircraft exhaust and much more. We will publish more detailed updates about the general state of development progress across Heatblur modules later today. As always thank you for your kind support and feedback, and we hope you enjoy the update! It is paramount that you add if you are running on ST (singlethread) or MT (multithreading) to your report please, everyone. Thank you! DCS AJS-37 Viggen by Heatblur Simulations NEW: Added new, highly detailed turbine model to aircraft exhaust. NEW: Added new boarding ladder to static aircraft. NEW: Added intake covers to static aircraft. NEW: Added dynamic gear door numbers. Updated AJS-37 codebase for multi thread compatibility. Added tertiary air hatch model and associated animations. Resized tail dynamic tactical numbers for better accuracy to standard placement. Dynamic tactical numbers now show when the argument is set to 1 rather than 0 - fixing doubled tactical numbers on static liveries. Fixed formation lights (slime lights) not appearing. Fixed canopy not being replaced during repairs. Corrected animations of tires for both AI and human aircraft. Corrected AI aircraft rudder moving in the wrong direction. Fixed some clipping faces on the right wing-root. Made LoD transition more aggressive for better performance at distance. Added “SE-DXN” bare metal livery by Mach3DS. Added “The Show Must Go On” livery by Mach3DS.
  16. We will have a new performance guided discussion thread up later today, and are closing this in the meantime, as it already has so many pages and makes looking through and overview cumbersome. Stay tuned for a more detailed FM update thread later today. Thank you!
  17. Dear all, we're happy to bring you this update with a few novelties and some significant steps bringing us closer to the full release of the Tomcat. Apart from multithred compatibility, the first iteration (or preview) of FORGE, adjustable mirrors and removable fuel pylons, a significant improvement most of you have been waiting for is the F-14A FM performance improvement and overhaul. We will publish more detailed updates about the general state of development progress across Heatblur modules and in particular for the FM and performance later today. As always thank you for your feedback and kind support and we hope you enjoy the update. It is paramount that you add if you are running on ST (singlethread) or MT (multithreading) to your report please, everyone. Thank you! DCS: F-14 Tomcat by Heatblur Simulations NEW: Added ability to remove fuel pylons. NEW: Cockpit mirrors can now be adjusted. NEW: Began adding dynamic cockpit (FORGE) elements. Major improvement and overhaul of F-14A FM performance characteristics: Tuned F-14A level flight acceleration. Tuned F-14A turn performance. Tuned F-14A top speed and excess power across the flight envelope. Restored wing rock behaviour at high AOA (F-14A and B). Adjusted dead engine spin down rate (TF30 and F110). Updated entire F-14A/B codebase for multithread compatibility. Improved strength of formation lighting, especially at a distance. Corrected notch and default position of RIO ARC-182 radio knob. Corrected direction of refuelling probe illumination. Increased power of refuelling probe light. Adjusted default RoughMet textures to remove permanent fuel pylon shadow. Updated RWR threat library to version RD21: added Mirage F1, Ropucha and Fire Can. AIM-7 hot trigger now also depends on WCS transmit enabled. Fixed IMU sync error on own altitude entry during alignment. Fixed bomb fall line being inaccurate due to NAV error. Fixed RADALT not pegged at 5000 feet during RADALT warmup. Fixed Clock getting inaccurate after a certain amount of time. Fixed both glove vane and wingtip position lights illuminating with wing sweep aft of 25 degrees while nose gear down and locked. Airspeed indicator needle now comes alive earlier, below 80 kts. Fixed canopy not being repaired after canopy was jettisoned manually or by crew ejection. Fixed Warthog profile for keybinds (fixes duplicate multiplayer chat keybind). Fixed several typos in the keybind menu. Fixed fuel quantity indicator showing fuel quantity in the F-14A on cold spawn. Removed Op. Reforger I Supercarrier version. Fixed Chinese Localization (thank you Alphabet_Ghost). Fixed Chinese Localization for Op. Reforger I, The Final Hour and Training Day Quickstart missions (thank you Alphabet_Ghost). Updated Top Gun 114 livery by LanceCriminal86. Updated VF-1 Wolfpack liveries by Yae Sakura. Added (F-14A) 4x VF-301 Devil's Disciples liveries by Mach3DS. Added (F-14B) livery VX-4 XF-51 1988 by LanceCriminal86. Added (F-14B) livery VX-9 Vandy 41 (1995) by ben_der.
  18. You still do not get remotely what I meant, and I shall just leave it at that. Besides over-reading twice that I told you that yes, everything is written down and documented... And if you had a bit humility, you would at least have a hunch that what may be a nightmare in your world, can be a key to success in another, particularly in a world you do not seem to fully understand.
  19. I am sorry, but not only is this wrong, it is also misplaced. And shows that you have little idea of the matter at hand. We know exactly what, where and how long. And we are talking precisely about game audio recordings, not the Jester code. But hey, feel free to create your own Jester-language that has thousands of voice call snippets that are not only compatible with each other, but also deliver a diverse range of emotions, personality/character, cultural background, distinct humor, mood and provide functionality at the same time, without jarring each other. Move fast and break things? You have no idea how long it took to create this and how many decates of acting and directing experience went into creating it. Even if you gave your best, you wouldn't get anywhere close this result, not even remotely, I can tell you that. And apologies if that sounds harsh, but with comments like that I have to facepalm myself really hard. Neither do you seem to understand the underlying endeavor and what I was precisely talking about, nor do you seem to appreciate what you actually got with it. That's fine, but please don't tell me how to do my job, if you don't even understand it fully in the first place.
  20. Unfortunately it is more than that.
  21. May drop only shortly after the patch still, my apologies, but the AI is giving us some serious trouble currently by not playing along.
  22. In the 70s... It just wasn't a thing after the very early phase anymore, especially during deployment, and if, then only during demos and testing.
  23. What do you mean by list? Like a script? That's not how that works. During my theatre time I developed a special technique that creates a play in only a few days through improvisation. With this technique I was able to bring a play to the stage in only 3 days, from nothing. You know the direction, but you write it together with the actors, as well as stage it at the same time. In a way, you let the actors live out the story while it is written. This technique has been applied to Jester, which is what makes him so lively, moody, etc. I have ofc everything written down, too, because one of the rules of this technique is "write everything down" - but in Jester's case (and contrary to a theatre play) you cannot just use that as transcriptions, because when you do the variations, you also need to divert from what is written down. This is what helps to keep his language alive. What you cannot do in Jester's case is write out a script that has all combinations either, because I had to focus on the single parts beeing peeled out to a level that they are all compatible with each other, while still delivering a diversity in mood and emotion. This is the most difficult part and takes all the focus. Curating a script for that is just a horrible distraction, which isn't needed, because I keep that all in my head, more readily available and with a far better overview than any script could ever give me. So in the end, you have a result coming from thousands of notes, dozens of word documents, the freedom to improvise and the organic combination of thousands of voice calls. Hence it is easier to transcribe it from the end result, which is best taken from a combination of the single calls and the sdefs (which basically are a script, just broken down in 11k parts). Art may be a form of engineering, and engineering is a form of art, but they also work vastly different at times. You can't just engineer Jester's language and write up a script beforehand - you have to live it out.
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