Jump to content

Prowler111

3rd Party Developers
  • Posts

    430
  • Joined

  • Last visited

  • Days Won

    3

Everything posted by Prowler111

  1. Direct pic from 3ds Prowler
  2. This is a direct pic from 3ds (no render) showing some weathering in the cockpit Best regard Prowler
  3. So this is a heads up, as you can see, how the original external model looked and how it does today, FSX release is pretty close, after that we´ll get the mesh into DCS format. Best regards Prowler
  4. We have scheduled to convert the mesh from FSX format to DCS format in 3 weeks, so that´s the time frame for real DCS pics Prowler
  5. LOL funny you mention this, because i tried once, and it´s definitely too much of a hassle for such a small return.. Prowler
  6. ..Sorry, i overlooked your post.. Yes it will (FSX) Best regards Prowler
  7. Let me get something clear here.. We dont use tack pack we are not even looking to use tack pack. We have working ordnance in FSX since 2006, way before VRS, sure it was just on missions, but we had matching visuals with it. We have free flight working ordnance in FSX since 2010, with booms! and blams!, ordnance that affects the flight model and it´s truly independent from the model, hits the ground and leaves a mark there We have a working gun (not effects) since 2011, we even have a Chukar drone being an AI model, with set able flight path,launched from your aircraft in Volume III of the A-7´s. We have working radar, AA/AG, we even have a working terrain avoidance radar,with real imagery on the screen.....all this in FSX... The only (and sole) reason why we don´t add guided weapons in FSX is that there is absolutely no use for them in a "sterile" environment.We create weapons since we like to simulate an aircraft as close as possible, with all the steps necessary prior to launch a weapon, for instance, in our A-7´s, you have all the modes, selections, and options per weapon prior to even launch it. we don´t need Tack Pack we were there before Tack Pack. And while it seems and sounds like a truly remarkable add on, whenever it´s going to be relased (or not) we really don´t care about tack pack, since we simply don´t need it, and never did.Kudos to VRS and Tack Pack, but not our game, we create our stuff in-house, to meet our own demands. Regarding DCS and weapons. We are planning to use DCS´s weapons, no need to reinvent the wheel, and i presume it will be easier for multiplayer engagements. Best regards Prowler
  8. Another pic. sure it´s FSX; but we want to give you an idea of how complex and accurate we are aiming with this project And these are direct from 3ds, not renders: we got a release (not public yet) date for the FSX version, which means work into converting it into something inside DCS World universe will begin. Best regards Prowler
  9. Latest pics in game.. Prowler
  10. Hi..there are no replies since we are not attacking the subject yet, once we get into this, and i mean deep into this development we´ll be able to give some answers.. 1st of all, thanks for the comments, regarding the aircraft of choice, well, our first product will pretty much be a T-2 Buckeye (so far), we decided to move in with the Harrier since it´s (currently) one of our most complex and detailed model.Regarding the complexity, we love the challenges, in fact, it´s pretty much difficult to explain how challenging it was to create VTOL in a sim where there is no vectorial thrust (FSX) and most (if not all) Harrier developments (wont mention names) regard to a trick involving "superflaps" and some more clever coding (kudos to the creator, a very clever way to approach the subject, IMHO), we went another direction entirely and replicated "real"(if it can be called that way) vector thrust within the limitations of the sim.We still have to deal with DCS´s engine, and we have absolutely NO DOUBT it will be a huge challenge, but one way or the other, i really hope (but in reality have no doubt) that we´ll tame the beast. Best regards Prowler
  11. Latest pic.. Prowler
  12. Nope, due to image sharpening.. Just to be clear, i never stated it´s on DCS, hence my comment "imagine how it will look in DCS"..it´s obvious is still FSX.When this cockpit and the exterior hit DCS, you´ll know it because we´ll already have our own forums :-D Best regards Prowler
  13. 1st pic in game, still pretty much a work in progress..imagine how it will look in DCS :D Prowler
  14. Latest on the cockpit: Best regards Prowler
  15. These are base textures not complete yet.. Best regards Prowler
  16. Well..we had this one in mind: BUT: 1.- It´s not our mesh, we have to contact the creator about it 2.-The real plane was disappointing, and i´m not certain if it will not the same in-game, since it´s a very limited aircraft Prowler
  17. In fact..if we try to create a similarity between FSX and DCS, being current version FSX only, it´s a fine equivalent of DCS..in FSX, as it is, it´s extremely complex and accurate, all systems are being replicated as per NATOPS info and beyond (working ordnance in FSX? yeah..that´s us since 2007) now, if you go and take the fact that FSX was not made for many of the stuff in this model (A/G-A/A radar, nav systems, RWR, weapons, VTOL) can you imagine what we can do in a sim where all this stuff is part of the engine? like i said, we go beyond FSX capabilities when we create military stuff in a non military sim.Sure, some will say that they don´t like our stuff, but we have been around almost 10 yrs now, check the release date of our old stuff, we broke the mold in 2007, in 2010 we changed completely the way you can use an add on in FSX (i wont get into discussions about other developer´s creations, so you´re wasting your time here) from the A-7 volumes on, we twisted, bended and squeezed FSX engine, so it can do things it was not supposed to, DCS in the other hand, is a military sim, while we´ll need time to adapt our knowledge into this new frontier we are already in this game of replicating military systems..in a military simulator!.Bottom line, we´ll do this bird as per specs in DCS, just as we are doing it in FSX..where none of this stuff it´s even documented.. Best regards Prowler
  18. This is how it currently looks.. As complex as current available info allows us to do it, but if your concern is if we´ll go after DCS A-10 level, the answer is yes Best regards Prowler
  19. Latest dev pic Prowler
  20. Last one is FSX Best regards Prowler
  21. Not until we get it into DCS.. Prowler
  22. At the engine´s life expense.. The water tank has 500pnds capacity or 90 secs of steady use. the water injection system enables rpm to be increased for a given turbine entry temperature to sustain short lift wet and normal lift wet ratings at temperatures above 15ºC indicated. It´s not a "Turbo" like many believe, it helps the engine when reaching high temperatures to keep operating. When water is introduced in the engine, in fact, it runs less efficiently, so DCES (digitally controled engine system) automatically increases fuel flow in order to compensate, for the power loss and to increase the rpm. When in MFS (Manual Fuel System) fuel flow is defined by the throttle position.If the throttle is steady(full power for example) then thrust will be reduced when water flows compared to the expected dry value.The thrust reduction may be up to 1000lbs.Therefore, if you´re operating in MFS, the use of water is not advisable when more thrust is required. Best regards Prowler
  23. Some development images of the harrier pit: Best regards Prowler
  24. I´m sending you a PM shortly Prowler
×
×
  • Create New...