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phant

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Everything posted by phant

  1. FONTE https://www.facebook.com/magnitude3llc/posts/873243887932596?ref=embed_post Bye Phant
  2. phant

    DCS: Sinai

    FONTE https://forum.dcs.world/topic/309536-fa ... nt=5373026 Bye Phant
  3. phant

    DCS: PA-200 IDS

    AviaStorm’s Tornado Development Progress The AviaStorm team has been hard at work crafting the highly anticipated DCS: Tornado. We are pleased to share a development report to keep you in the loop. The Tornado is undergoing meticulous attention to detail to ensure an immersive and quality module. Five 3D artists are currently working on the project, which involves significant personnel commitment. This investment will result in a module that meets your expectations. AviaStorm has had the opportunity to examine many small details of this aircraft for the level of detail that DCS demands. Such details may not initially stand out, or even be noticed by most customers, but they are crucial in the context of creating a masterpiece that is the Tornado. An example includes the emergency RAM air flap and two cooling flaps. “We are dedicated to achieving the level of quality we and Eagle Dynamics aspire to and what is expected from DCS customers.” – AviaStorm Bye Phant
  4. DCS MiG-23 MLA 23-12A update Here below is the latest update from our devs working on the mighty MiG 23MLA 23-12A. - The external model is 90% complete. Work on the final elements of the visual damage model and the liveries remains. - The internal model (cockpit) is around 70% complete, with about 95% of the required animations and textures for the coding process already made. The cockpit is currently using simple textures while the more detailed and realistic ones are a work in progress that will be shown once the work is in a more advanced state. - The module manual draft is in an advanced state and will be finished soon. We´ll see if it can be shared with the community eventually once it is more complete to help in the wait. - Aircraft systems modeling and cockpit interactivity is in full swing for some time now. Initial testing of the aircraft in game has already started. Bye Phant
  5. phant

    F-15E by RAZBAM

    FONTE https://twitter.com/Metal2Mesh/status/1 ... 0508902773 Bye Phant
  6. F-100D Super Sabre Development Report “Our dedicated team completed an extensive journey across Texas, Georgia, Ohio, and Indiana, meticulously scanning F-100 aircraft to guarantee the utmost quality and precision. With the infusion of these invaluable resources, our team is channelling creativity and expertise to bring the Super Sabre to life, ensuring every detail captures and preserves the essence of this iconic aircraft.” – Grinnelli Designs An exceptional experience took place in Fort Wayne, Indiana, where an immersive week unfolded due to a fuel valve failure with the last flying F-100. This unforeseen event offered a unique opportunity to engage in detailed aircraft maintenance, capturing essential sounds and aerial footage. These experiences, complemented by insights from veterans, will play a crucial role in shaping this highly realistic module. The project is progressing steadily, focusing on the development of a comprehensive and accurate flight model for the Super Sabre. Through a combination of computational methods, real aerodynamic data, and wind tunnel tests, the team is meticulously refining the model to accurately replicate the intricate dynamics of the actual aircraft. This effort stands as a testament to the team's commitment to delivering a high-quality, authentic experience in the world of DCS. Bye Phant
  7. phant

    F-15E by RAZBAM

    FONTE https://twitter.com/Metal2Mesh/status/1 ... 5980174831 Bye Phant
  8. FONTE https://www.reddit.com/r/hoggit/comments/197ejbu/new_f4_front_cockpit_pictures_posted_on_the/ https://www.facebook.com/eagle.dynamics/posts/pfbid0rWkVmZPbaYgeBL4ey35cCyY72LWQZYK4iHmu427maALX8uCiBJ2TcmnmS4s6uLovl?__cft__[0]=AZXKAv4XqwTVPhecj-w5yP_HFDuDR1ilUAq1vJL1xw4j5y-kgfAyUsQsf0gga-deCSEO_pAQpQsiUysksmWkFHPLJ8i5Kqj-meja8cfZmE4-xSoPhFhwFTesqtx7yPC3Yu9noga7SAshWwjbBM4UfcvGFdkZW8-JYmGhUgQc8jEn6ibvYx81FxjFsqChiqM0zIA&__tn__=%2CO%2CP-R Bye Phant
  9. phant

    Kola Peninsula

    FONTE https://forum.dcs.world/topic/97330-dcs ... nt=5365176 Bye Phant
  10. DCS: MiG-29A Fulcrum We are excited to announce our first full fidelity 4th generation Russian fighter: the MiG-29A Fulcrum! The Fulcrum has been a massively successful, single-seat fighter that was developed to counter the F-15, F/A-18, and F-16 during the height of the Cold War. Today, it serves numerous armed forces, and will fill an important role in DCS. Based on publicly available manuals, the DCS Fulcrum will be a 1980s era MiG-29, but it will still be a potent threat to other DCS aircraft with its array of radar- and infrared-guided missiles, its 30mm cannon, and unguided air-to-ground weapons. In the right hands, the MiG-29 can be a tough opponent with its Helmet Mounted Sight paired with high-off boresight R-73 air-to-air missiles. Bye Phant
  11. DCS: F6F Hellcat Also started in 2023, the Hellcat has made great progress. When creating the external model, internal structural modelling was created to provide a very accurate and realistic structure in order to enhance damage modelling. The flight model development is in full swing, and it is being created to match first-hand knowledge of its handling and performance in cooperation with The Fighter Collection. The Hellcat will not exist in a vacuum though, and Pacific Theater of Operations (PTO) opponent aircraft are already in development, as well PTO specific ground and naval forces. Bye Phant
  12. DCS: CH-47F Much of the 2023 CH-47F work focused on the creation of the external model, cockpit/cargo models as well as systems and FM. The model now accurately reflects a US Army CH-47 from the mid-2000s. Much of the work now involves the finalisation of the flight dynamics and flight control system, along with the many multi-function display pages and sub-pages. As with all DCS aircraft since the Ka-50, the CH-47 will have fully modelled electrical, hydraulic, fuel, and other systems that exist within the simulation as “live” systems to manage voltage, pressure, flow rates, temperatures and all other operational systems. To support advancements in the DCS logistical system, the CH-47F will also be equipped with cargo and sling management capabilities as well as defensive gun positions. Bye Phant
  13. DCS: Marianas World War II To support the DCS: F6F Hellcat and other PTO aircraft and units coming to DCS, we have been adapting the current Marianas for the past year and into 2024. The map is based on painstakingly researched documents, photos, and accounts of the Mariana Islands in the summer of 1944, at the time of the Battle of the Marianas between the United States and Imperial Japan. This will be a free map that leverages our latest TDK for improved performance and realism. Bye Phant
  14. DCS: Afghanistan First hinted at a year ago, we are happy to confirm that an Afghanistan map is coming to DCS. A flash point spanning thousands of years, Afghanistan served as the backdrop to two of the largest conflicts in living memory. More focused on Counterinsurgency (COIN) warfare than large force-on-force battles, the Afghanistan map will bring a new mode of warfare to DCS battles and our most popular aircraft like the AH-64D, Mi-24P, A-10C, Su-25, F-16C, F/A-18C, will be great mission choices. Bye Phant
  15. DCS: Iraq We are excited to announce an Iraq map coming to DCS. From Operation Desert Storm and Iraqi Freedom to the War on Terror, Iraq has been one of the most significant flash points of the late-20th and early 21st centuries. The Iraq map will initially be centred on Baghdad to best provide War-on-Terror and War on Isis scenarios. Later, the map will be expanded south to provide older scenarios like Operations Desert Storm and Iraqi Freedom. Bye Phant
  16. FONTE https://twitter.com/RAZBAM/status/1742195293142045135 Bye Phant
  17. FONTE https://twitter.com/RAZBAM/status/1741489850694488162 Bye Phant
  18. Welcome to this final update of 2023. Now that Christmas has passed, let us reflect on this year and the current status of the MiG-17F module. • Flight dynamics are 95+% complete • Cockpit model and texturing are 95+% complete • External 3D model is complete and undergoing texturing (60% complete) • Systems modeling is in progress (15% complete) In addition to the module status, we’re taking the opportunity to introduce you to the ASP-4N gunsight and SRD-1M radio range finder (gun radar). The MiG-17F is equipped with the ASP-4N in combination with the SRD-1M. The ASP-4N is a gyro-stabilized, optical, semi-automatic gunsight, similar to but an improvement on the ASP-3N gunsight used in the MiG-15. However, unlike the ASP-3N, the ASP-4N has 3 modes: fixed, gyro and gun radar. A mechanical backup sight is available in case of failure. The SRD-1M is a radio range finder works together with the ASP-4N and can only be used against aerial targets. The radio range finder sends out short periodical electro-magnetic pulses and receives them when returning from a target, distance is calculated and sent to the gunsight. Gunsight Modes: Fixed • The reticle is fixed in position, where the wingspan and distance are manually adjustable, as in ASP-3N gunsight. Gyro mode • Reticle moves automatically approximating the flight of the NR-23 cannon rounds; gyro sight is programmed only with the ballistics of the NR-23 cannon. • It is engaged by setting the handle on the left side of gunsight to gyro mode. • Wingspan and distance are manually adjustable. • Gyro mode is only to be used in aerial combat. Gun radar mode: • Set the gunsight to gyro mode. • Turn on the SRD-1 gun radar located on the left wall, aft of the throttle. • Gun radar relay needs to warm up for approximately 90 seconds by turning ON the high AC voltage switch on the console. Turn off High AC voltage switch after 90-120 seconds. • Gun radar tracking is automatic, the radar chooses the most convenient target plane and locks it on. • Two lamps mounted on the left side of the sight head note a gun radar target tracking. Bottom green lamp illuminates when the target is locked at a distance of 300-2000 meters. Top red lamp illuminates when the target is locked at the ideal shooting distance of 400-1200 meters. • Radar determines the distance and shows the ideal shooting solution. • Ballistics of the gun radar can be switched between NR-23 or N-37 mm cannons. Enjoy the pictures and please note that everything is subject to change. All of us at Red Star would like to thank you for your support over the last year. FONTE https://www.facebook.com/permalink.php?story_fbid=704610328438699&id=100066692146603&ref=embed_post Bye Phant
  19. Dynamic Campaign Development Report DCS Dynamic Campaign (DCSDC) is one of the most important tasks for the future of DCS as it will add a new and much-demanded evolution/improvement of gameplay for both single player and multiplayer. Rather than mimic past solutions, we hope to set a new standard, one that provides a high level of interaction, authenticity, immersion, and ease-of-use. Our goal is to deliver a system that allows players to create their own dynamic (non-scripted) campaigns that will evolve based on strategic and tactical AI decisions, indirect player influences on AI actions, and direct player influences on the battlefield. This will all leverage existing DCS features such as Voice Chat, new ATC mechanisms, etc. This has been a tall order, and the effort has been underway since 2018 with a small but dedicated team. Our focus in 2022 was on the creation and testing of General Air Operations tasks. In 2023, we shifted our DCSDC efforts to Ground Operations. This area will break new ground for dynamic campaigns and includes the following tasks: The creation of a realistic road network system that is based on a new road editor system. This allows units to have appropriate road movement conditions that are tied to the logistics and supply network. This also integrates into the movement of ground unit formations. A new ground unit formations editor was created that allows for the accurate assembly of units-based levels of command from platoon up to division, with all command levels in-between. Command structures vary based on the country and era, just like the real world and with correct terminology. Unit formations then operate realistically within their larger force structure based on tasking such as road march, meeting engagement, assault, defense, retreat, route, etc. We addressed ground forces behavior once engaged. This was one of the biggest, most complex tasks. Much of this was dependent upon force tasking, support from neighboring forces, organization of frontline forces, logistics (munitions and fuel), and disposition of enemy forces. To assist with these items, a new and improved path-finding mechanism was developed that considers both the terrain topography and restrictive zones within it. This allows more sensible routing of formations based on the terrain properties. In addition to Ground Operations tasks, we continue to work on Air Operations related tasks. For instance, many airfields currently have too few parking spaces available for a large DC. We don’t want to be limited to such limited numbers for large scenarios. To address this, we have developed a new process to expand spawn points for aircraft. Next, we will finalize ground tasking, increase the level of internal and external testing, and begin work on the important Graphic User Interface (GUI). Bye Phant
  20. FONTE https://twitter.com/Metal2Mesh/status/1 ... 8696609885 Bye Phant
  21. The Polychop Simulations team wishes you a merry Christmas and a happy New Year! With the year coming to an end it seems like a good time to reflect on the past and look at the future. Let’s address the big elephant in the room first. While this year has not been the year of the OH-58D Kiowa Warrior release, we’re thrilled to finally see a light at the end of the tunnel. In fact, we’re approaching the end of the tunnel fast. While the development of the module hasn’t been exactly a smooth ride, the progress made in the past year has been immense. As the new coders took over the project from our parting engineer, they saw the need to either rewrite or refactor most of the code that drives the module to ensure the desired internal quality threshold in systems and the flight model as well as make it more efficient, dynamic and future proof. Artwork has been touched up and finalized. On top of that new features have been added which include but are not limited to Level 2 Manned-Unmanned System (L2MUMS), an overhauled Control Display Subsystem, Optical Display Assembly, Pilot Display Unit and the Improved Data Modem. Last but not least, the module has been sent to Eagle Dynamics and passed the flight model tests. All this would not have been possible without the continued efforts put in by our subject matter experts and testers who have stuck with us for many years now. We’re confident it will soon™ be time to lift the veil and break the radio silence surrounding the development of the OH-58D Kiowa Module. FONTE https://www.facebook.com/PolychopSimulations/posts/991002332393862?ref=embed_post Bye Phant
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