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Everything posted by Hackeriss.lv
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For terrain masking i could use modified version of one of the current air to air radar systems. As i said i have to get sdk to make anything associated with terrain masking.
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Although my idea consists only of creating life-like sar images i would be willing to make a system that would provide terrain masking but for now i wont even try doing that because i have no sdk and making terrain masking requires 100% of in-game engine tests. There are no applications out there that have DCS game engine like properties!
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i want is to get hands on some kind of sdk to test my ideas out! Otherwise its just logic based speculation.
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As i mentioned using screenshots as actual .jpg pictures will generate huge amount of useless after mission data.. (pictures... lots of them) again loading the recently generated picture in game will create resource usage.. I'm not talking about seconds but miliseconds.. or in other words you sacrifice fps in places where you could gain them! For moving stuff.. well make the fcr display only those 3d objects that velocity is above 0 or above the smallest movenament speed required for certain radar to detect! ;)
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That is what you can see in my first 2 tech demos! The idea behind it is apply one filter to whole world.. wheather it consists of many of just only 1 huge texture. But as i can see Cortex designs are interested in optimized version.
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Hmm.. CPU because to add filters to an snapshot that consists of high or even medium resolution images would just create un-needed use of cpu and keeping that snapshot + keeping those filters on that image would cost useless amounts of ram! Yes it is possible to create images on hard drive so that ram doesnt get all that usage.. but in minute or two you would end up with hundreds of images on your pc.. and from experience huge amounts of game engine generated images interfier with scripts/commands that are creating them.
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Keeping that image as snapshot and applying filters to huge textures in real time would drain the processing power. Actually if you take a look on my first fcr videos its something like it just without that real time filter rendering. EDIT And taking snapshots would break one of the main rules that you shouldnt be able to see through mountains with your fcr. you could script that the camera bounces off from terrain in front but the collision calculation and the angles of camera in relation to mountain would just give you catastrophic results.
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Yes but in case of f18 or anyother aircraft.. if you could have ECM/jamming group escorting you, you could carry more bombs/fuel tanks.
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Thats what i mentioned in my post.
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Air to air radar simulation
Hackeriss.lv replied to Hackeriss.lv's topic in DCS World 1.x (read only)
Air-Air radar simulation concept. I've got idea for simulating the amount of radar being reflected from target. http://postimg.org/image/r35rpwyhv/ The idea is that the game calculates the "Field" (S) from the edges of rendered polygons In picture above you can see 3 planes. Number one is how player sees the plane. Number two is how points are created on the main edges of the Visually rendered polygons. Number three shows from what 2d image the computer/game engine calculates the field S in cm, m, game units.. what ever is better for computing consumption. Which then gives/removes the advantage of defending plane. (by advantage i mean how factor x would involve in determination of what is the possibility of missile hitting the plane) What is factor x? "Factor x" could be % added to already done calculations of possibility of hit (like speed, angle, crosswinds ect..) with maximum value of maybe +20-30%. For example if pilots speed and flight angle gives the attacking pilot a 50% possibility of hit.. but with factor x it would be (in picture above case) 50% + 20%. What do you think about this idea? -
Doesn't work as beautiful eather :D i've tried something like that in 3dmax.. idea is quite nice "on paper" but in reality you don't get as stunning results as you would expect.. + in dcs calculating that light would be much computing requiring than using simple mathematical equations for color grading.
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Hi! Again me.. :D Anyway i think that it would be nice to have the ability in dcs world editor to add strike packages like groups of planes! For example 1 sead package which consists of 2 f18 with harms and 1 escort package which consists of 3 f16.. I know devs are in aloth of work so i'm going to try to make something like this trough the "group units" option in current dcs world editor!
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Hi! i've noticed the lack of electronic warfare in dcs. Would be nice if there would be like F-111 raven or the same EA-6B do be able to do jamming missions.. What do you guys think about it?
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This wasnt created in DCS cause i dont have an access to sdk tools BUT it utilizes very simple things that dcs already has in it. (mostly color grading) For optimized version. First thing to do would be duplicating DCS world texture map (the one that is in editor) Clean it out from any lines stripes and other things that don't show on real SAR image. i'm pretty sure that this map has everything done in layers like edges of mountains, houses,roads,rivers - all have different layer that all can be removed with disable layer option. If not.. well it all can be done with hand manually! After that its easy tweaking by using Contrast Brightness and other mathematical color manipulations that can be easily generated and that don't use aloth of processing resources. About placed 3d objects.. Every object would show up with its own shader that could add color properties to 3d objects to match the real world sar image visuals. The other un-optimized version works very similary as the optimized version.. Only instead of DCS world editor texture map.. it utilizes the texture that is ingame used for terrain. All those physical properties of radar (for example you cant see trough mountains) those can be created by using height maps of mountains/terrain and the line of sight calculations. Using this method its quite hard to acquire one specific target like a tank.. but if there are ten of them moving down the road in column it is quite easy to spot it.
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Air to air radar simulation
Hackeriss.lv replied to Hackeriss.lv's topic in DCS World 1.x (read only)
Thank you for your answer! I've got something in mind for air-air radar simulation! -
I'm interested if air-to-air radar detection is simulated.. Does the positioning of plane changes how calculation of probability of hit is done? (like reflected radar cross section) For example if plane is flying sideways and its position is with canopy upper side towards enemy plane.. will enemy get better chanse of hitting it than if it would be facing straight forwards? (not including the target plane speed) EDIT I've got idea for simulating the amount of radar being reflected from target. http://postimg.org/image/r35rpwyhv/ The idea is that the game calculates the "Field" (S) from the edges of rendered polygons In picture above you can see 3 planes. Number one is how player sees the plane. Number two is how points are created on the main edges of the Visually rendered polygons. Number three shows from what 2d image the computer/game engine calculates the field S in cm, m, game units.. what ever is better for computing consumption. Which then gives/removes the advantage of defending plane. (by advantage i mean how factor x would involve in determination of what is the possibility of missile hitting the plane) What is factor x? "Factor x" could be % added to already done calculations of possibility of hit (like speed, angle, crosswinds ect..) with maximum value of maybe +20-30%. For example if pilots speed and flight angle gives the attacking pilot a 50% possibility of hit.. but with factor x it would be (in picture above case) 50% + 20%. What do you think about this idea?
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This might not be connected with unit management but adding ability to intercept incoming missiles would be nice.. like missile defense system/ciws for ships!
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The thing is that i don't have an access to sdk tools BUT all of this can be implemented in dcs and the trick is that it doesn't utilize advanced programming! And i'm so sure about this compatibility because of the way how they designed FLIR!
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Third demo Very optimized version of fcr.
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Havent seen an thread like this! Here is the original fullsize http://www.freeimagehosting.net/umtut but i made it a bit more "dramatic" :D fullsize http://www.freeimagehosting.net/xw4h9
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I'm ready to help with development in every way i can! ;)
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This demo was made from areal photo so adjusting resolution is just a matter of seconds! And i just made the second demo! Location - Batumi Both planes and tanks seen are 3d objects rendered with custom made shader! I've seen shadows in some SAR images so i added some in this demo.
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I'm new to this forums so i dont know where to start! I think this is the place where i'll most likely to meet devs.. anyway As we know ED is making F18 module and i'm a bit worried about the Air-Ground capabilities of it.. especially A-G radar. I'm sure that devs of ED have got their own idea about implementing A-G radar but i've made a little tech demo of my SAR imagery application which can be easily implemented in DCS World game engine.. (judging by how the FLIR works in it) Here is a small demo. It is quite primitive for now but i want to show just how close to real SAR image i can get with the things i used. Second demo Location - Batumi/Batumi airfield Third demo Very optimized version of fcr Tell me what you think!
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I'm new to this forums so i dont know where to start! I think this is the place where i'll most likely to meet devs.. anyway As we know ED is making F18 module and i'm a bit worried about the Air-Ground capabilities of it.. especially A-G radar. I'm sure that devs of ED have got their own idea about implementing A-G radar but i've made a little tech demo of my SAR imagery application which can be easily implemented in DCS World game engine.. (judging by how the FLIR works in it) Here is a small demo. It is quite primitive for now but i want to show just how close to real SAR image i can get with the things i used. Second demo Batumi Tell me what you think!