

jwflowersii
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Everything posted by jwflowersii
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It could be done, and it doesn't have to use the same engine, just needs to share data.
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F/A-18D: The perfect trainer for DCS
jwflowersii replied to gruntygame's topic in DCS Core Wish List
I dislike answers like this. A multiplayer trainer would make getting new people more interested in the full simulations. I have so many friends who would rather fly in multiplayer with me in the back coaching them and able to take over and show them while in the same aircraft. A two seat trainer would change how easy it is for people to learn how to fly deep simulations. -
I don't think you're understanding. The FPS can still load only the portion it needs, but the data is sent back to central server than is sent to the flight sim using a different engine. They're separate games using shared data sharing system. You can restrict the areas if needed for the FPS side
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Again, it's a large environment and many units not under attack. The same can happen with artillery or even jets in Battlefield games or ARMA. Shit happens. And you can respawn. What's the issue?
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See above - it's entirely possible and this lays out a path forward. It's data that needs to be shared, not assets.
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I've thought a lot more on this topic and if you build the back end "data system" this is completely doable and it wouldn't have to be within the same game engine. Here is an example of how the system would work. Overview - Once a dynamic campaign is completed, all of the below becomes possible. First Person Shooter - This is not necessarily what you would consider today's FPS. At any point you can select an infantry unit within the campaign and control a squad or have friends all join the same squad. You are inserted into the mission at a certain point in time (in battle or in preparation) and fight AI. If other users choose to join opposing force, you could end up fighting other users. This mode is completely different from Hell Let Loose and most current FPS as it doesn't require 100 players to enjoy. It could combine the ARMA AI and Hell Let Loose mechanics for both systems. Flight Sim - What we have today Vehicle Sim - DCS but with vehicles Real Time Strategy - This would be a cool, but could negatively impact overall server play, but if restricted to a smaller scale environment could also work. Shared World / Different Engines - Virtual Battleground Server The current multiplayer is just sharing events within a world and the system would require a cloud server system that could scale with the number of users. The initial communication of events is sent to multiple ingest listeners which send messages to main central processing unit that determines geographic location. The geographic locations can be scaled up or down according to how many players are within the unit. A fast access database is used to determine which node is processing that geographic location a player is located in. Any player within a certain distance based on game parameters would be sent to a messaging system that would relay it to those clients registered within the geographic location. For an FPS, it may be a small region whereas a flight module would need updates from a greater distance. It is essentially a publisher/subscriber model that takes place in a massive cloud environment. The game engines only care about the events and position updates and receive this information from the virtual battleground server and updates their associated assets to represent movement between games. By decoupling the battlespace movements from the game engine you can create specific engines for specific types of use cases. You don't necessarily need as highly detailed assets in a flight sim vs ground sim. In the future if Unreal Engine 5 proves out and storage streaming allows GPU to not require expensive VRAM, this system may become obsolete as the game engine could handle any level of detail automatically.
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From what I can tell, the replay system is tied to every frame drawn. It stores input based on frames per second, so if you have even the slightest stutter in frames, it'll miss an input and this is why replays are not accurate of players. Server replay is accurate 100% of the time however.
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I created a multiplayer mission with a ton of AAA and SAMs sites. On the replay of our flight, it doesn't show AAA at all. Is this by design or a bug?
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ED Team, Will the initial release of the dynamic campaign beta include multiplayer support? Thanks!
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ED Team, With the speeds of the new NVME SSD drives, is there any work to look at using data streaming in the future EDGE engine? I'm really excited about this technology in the next gen consoles and the massive worlds this will enable. Also, please take a look at virtualized micropolygon rendering techniques. It will also allow high level of details and eliminate the need for LOD for all objects and increase the fidelity of world models. After further research, it appears the Unreal Engine 5 really is just implementing Mesh Shaders and I'm curious if you're implementing Mesh Shaders in the new Vulkan engine? That is all.
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Would it be possible for ED to partner with a third party to support infantry units with Combined Arms 2.0? A Digital Combat Simulator would be fantastic if we could incorporate all aspects of warfare. A full on FPS would be great addition. Not many games have the scope and size of DCS. - Helicopters could transport troops to an battle area and have more missions - Troops would require cover and assistance from air assets - Heightens the need for effective air defenses which makes manning SAMs and AAA more interesting - JTAC and FAC functionality - nothing better than being able to call in airstrikes for you friendly troops Maybe someday we'll be able to have a full combat simulator.
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2021 (and earlier) DCS Newsletter Discussion Thread
jwflowersii replied to NineLine's topic in DCS 2.9
Are the in game voice communications still being worked on, or has that been put on the backburner. I know SRS does well with it, just curious. -
So I discovered the issue with replays is that the input file is generated per frame. The best way to get reliable tracks is to lower you graphics settings to have high framerates. It is more likely to record correctly the higher the frame rates. If you have any stutter, this is when it tends to get "unreliable".
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Record AVI Click Fly Button not being recorded
jwflowersii replied to jwflowersii's topic in General Bugs
Figured it out, you have to wait to click it when Record AVI starts. That's after an hour and half waiting. Kinda sucks. -
Record AVI Click Fly Button not being recorded
jwflowersii replied to jwflowersii's topic in General Bugs
Yeah, I was hosting the server. -
Record AVI Click Fly Button not being recorded
jwflowersii replied to jwflowersii's topic in General Bugs
I could, but the FPS isn't as good. OBS is okay, but Record AVI is excellent and really want this at full glory and 90FPS. -
I'm trying to record a video with Record AVI, but when I run this multiplayer track it shows the Briefing screen the whole track. Is there anyway to disable the briefing?
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Is it possible to use Record AVI on multiplayer tracks. I've downloaded the server track file, but it appears to not allow me to start recording the track.
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ED, Any timeline on implementing the bearing for waypoint offset? Thanks.
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The problem with this attitude is that it will never be fixed. It's been broken for years. Why can't they simply use the same logic that they use to capture every other aircraft. This is getting ridiculous. I'm normally on ED side, but with this I've been waiting forever. They need to fix these bugs. It's been since the beginning.
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How old are you, I don't think you're fully understanding the issue. Watch this video and see how the replay shows me diving away from the tanker and dying? Yeah, this mission was really cool and would love to have show the two of us dropping rockeyes on airfield. This part shows my plane diving into the ground. This part shows my wingman destroying the airfield without me.
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This is the issue. I use OBS to record the videos, but I can't ever get any of my multiplayer sessions to replay back. I'm flying with 12 to 14 guys regularly on missions and leading flights. We just finished a low level bombing run on an airfield and drop MK-20 Rockeyes after low level flight through mountains. I mean these are really cool experiences when flying, but external videos after VR flight would make it so much better.
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ED, I love this game so much, but I'm really frustrated that I can never show off the game. Everytime I run a multiplayer mission, I can never put together any videos of the excellent in game action due to the horrible replay system. The track file system is so broken, that within 2 minutes of my flight, my plane simply dives into the ground. With today's social media, you're really doing a disservice in your fanbase's ability to showcase what this game can be. Please fix the replay system and update it. I've never once jumped back into a flight within the replay. Add the functionality to just record position information. TacView is able to replay entire multiplayer missions and we should be able to. Again, I've had some many awesome experiences in WWII, modern aircraft online and I can't share the excitement and explosiveness of this game.
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Glad it's still planned. Thanks for the update.
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ED Team, Is there any update on the data cartridge for aircraft? For multiplayer, it would be great for mission designers to only need to worry about creating the environment and scripting instead of managing multiple flight plans. A tool such as CombatFlite makes flight planning much easier and distributes the workload. Thanks.