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Raven68

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Posts posted by Raven68

  1. 55 minutes ago, MVS-Viper said:

    Which is awesome and I wish them nothing but success.   However, it wouldn’t hurt to talk to the guy who set the standard. From his comments in the video it seems like he would be willing to share some of his expertise 👍

    ED will be setting their own standard. When you look at the complexity of the sim already it will require a new standard.

  2. I think the title says it all. I have seen many questions regarding this in searches outside of this forum, but I am surprised that this has not been mentioned as a feature to come or already in DCS. Is this possible to achieve? Have developers responded to such a request that I am not aware of why it's been rejected or not planned? I see this feature as a good promotional upgrade to DCS as I have had some interested people wondering what things look like on the outside from another vantage point while I am flying. Can anyone on the team respond to this?

    Thanks

  3. On 5/6/2023 at 10:57 AM, shastasm said:

    While we wait....Liberation and Retribution Campaign managers are getting pretty good.  With the new multi-threading for DCS, these are becoming more enjoyable.  

     

    Agreed! I have been enjoying Liberation campaign manager as well. It can definitely curb the appetite while waiting for ED.

    • Like 1
  4. 8 hours ago, sirrah said:

    Forgive my ignorance, but what exactly is there to discuss?

    There isn't any news. So setting up a DC sub-forum now, can only result in:

    • Wild speculations (rumors at best)
    • Fiery (yet pointless) discussions
    • All sort of individual wishes (which can also be posted here)
    • And (most importantly) it'll lead to people expecting a soon-ish release and those same people will get very upset when they find out it might still take (a) year(s)
    Quote

     

    Dynamic Campaign 

    Development Progress

    Hero2.png

    The EDDCE Dynamic Campaign Engine will be a part of the DCS Core, allowing the creation of special campaigns where air, sea and land units do not have pre-created tasks, but are rather controlled by the strategic AI. Each side initiates the campaign on the basis of start conditions of the conflict, this includes offensive or defensive position, asset resource list (including HQs, factories, warehouses etc), and specific objectives which are created from the onset for each individual campaign design. When a campaign starts, the strategic AI initiates the tasking process (ATO Air Tasking Orders, Ground tasking and Naval Tasking etc) for each unit in the side’s asset list and order of battle. This process of tasking and decision making is ongoing for the duration of the campaign and is a function of assets remaining and reinforcement and resupply cycles. It is important to remember that the player can take control of any AI unit and participate in its mission task and/or take indirect control over the strategic AI decisions, in addition to direct control over specific tasking orders.

    After having completed the global structure of the Dynamic Campaign Engine in 2021, 2022 saw substantial fine-tuning of the system’s individual components. For example, our general scheme of ATOs was built starting from defensive combat air patrol operations along borders, through all subsequent stages, including SEAD suppression of enemy air defenses, air superiority, CAS close air support, interdiction and deep strike. Ground equipment and operations also received a lot of attention. In addition to the actual movement of units to perform their assigned mission, a mechanism was created for correctly tasking vehicles in a group based fashion depending on their tactical situation: attack, defense, or transit. 

    Hero3.png

    To increase the number of units in the campaign without over-tasking the CPU, only units that are ‘visible’ to the player or that ‘see’ the player (eyesight and sensor range based) are fully calculated. For the remaining units, lighter algorithms are used which are based on pre-calculated data sets. It is good to note that when preparing such data, separate mechanisms are used in EDDCE to easily process all upcoming equipment and weapons which will be added to DCS. To ensure that unit calculations do not negatively affect gameplay, seamless transitions between the lighter and the fully-fledged calculation models have been implemented. This will allow the player to see all the units in their correct place, performing their tasks while moving across the entire map. When interacting with the player, all units use the normal DCS algorithms. 

    Another important task that received attention this year is the ‘front-line’ system. A new model of multiple front-lines has been implemented that allows for a more illustrative picture of breakthrough and encircling maneuvers. During 2022, the main engine elements were tuned, allowing campaign management to be more automated, based on the dynamic situations as they evolve in the campaign. Please do follow our news for more information on this exciting core element of DCS.

     

    I would say there is plenty from that post to discuss in a dedicated forum.

    • Like 1
  5. 2 hours ago, Silver_Dragon said:

    Dynamic campaing. Continue on develop (has a huge task), that will by online (maybe no on first interaction). The players will joint to them on any time.

     

    Not trying to discuss, but offering a little cleanup to what SD posted above.

    Quote

     

    The development of a dynamic campaign is underway. But this is a huge job that takes time.

    Yes, the campaign is planned online too (maybe not in the first implementation) and will allow players to join at any time.

     

     

     

     

    • Like 3
    • Thanks 10
  6. ED doesn't owe us anything. We're lucky to get the updates we do get these days. I'm sure there are so many details with this technology and it's complexity is probably too much to  breakdown and sum up to where most in this community can mentally digest it. It will come in time and I hope we can appreciate what is involved to bring it to us.

    • Like 3
  7. 22 minutes ago, schurem said:

    I bet tomorrow's patch is going to be mainly bug fixes in a push to get 2.7 to stable. But I wouldn't mind being wrong at all. No sir I wouldn't.

    I'm thinking the same also, but if they get the shake and rattle out of the clouds for VR with a better look I will see that as a major fix.

    • Like 3
  8. 2 minutes ago, BIGNEWY said:

    Planned patch today is focused on some crash fixes, some third party updates. No VR jitter fix currently, the team are still working on it. 

     

    thanks

    Thanks for the quick transparency BIGNEWY. This VR thing seems to lend a little more complexity for the developers.

  9. 18 minutes ago, Hoirtel said:

    Ooh. Exciting! Does it include a fix for the cloud movement?? 

    9 minutes ago, Gryzor said:

    Let´s pray... contrast and cloud movement to be fixed! and the cockpit reflections corrupted in the 2nd loading of the same plane.

     

    If they get it nailed in this version I will be surprised. I do, however, expect some improvements and it will be an ongoing process in making the clouds better.

    • Like 1
  10. 1 hour ago, DD_Fenrir said:

    Having just run a comparison between 1080p and Oculus Rift-S I can unfortunately attest to the same issue with new clouds being very indistinct in VR when compared to their 2D bretheren.

     

    That said, they are still a vast improvement in terms of:

    • non-rotating with head roll
    • synchronisation over multiplayer
    • there is now a landscape in the sky and that this drives tactical and piloting decisions like never before in DCS
    • flying into/out of and within cloud looks far more realistic than ever before 

     

    Remember chaps, that:

     

    1. this is a Beta - ergo it is not final and subject to tweaking, optimisation and improvement

     

    2. as VR users you have already accepted a slight degradation in crisp resolution imagery in exchange for a more immersive 3D environment; for the moment at least it seems that the crenulations and detail that excited us, hitherto had been displayed to us in 2D format only, (there was no demonstration of it in VR - we only inferred it) and that this maybe the price of VR - for now (refer to point 1).

     

    Good points DD_Fenrir.  I guess my biggest question is can or will it get on par in VR in comparison to the 2D format in the near future? IF the jumping clouds gets resolved soon I will feel they are stepping in much better direction and I can hope down the road the eye candy will come. 

    • Like 1
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