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Cobra847

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Everything posted by Cobra847

  1. As an addendum to the above; there are a few areas we've recently seen that could be causing this, but we are focusing on other areas for now.
  2. This is fixed internally on the DCS side; but it has not been merged into the core sim yet. Hopefully next patch!
  3. Next patch is seeing a number of hydraulic system fixes - I will check if this one was included.
  4. The issue here is that this is not really a bug in the way it is being presented. You are using an exceptionally low gamma setting. We master at 2.2. 2.2 is the appropriate gamma level for the DCS renderer and tone-mapper. It's possible the TID appears slightly dimmer in cloudy conditions now as the eye adjustment post processing considers clouds to be brighter than clear skies so we may tweak it a bit for the next patch. Nothing was (intentionally) changed about the way we render fonts, lines or anything else on the TID or otherwise. Are you certain of this and not a change in settings?
  5. Deep breath, everyone. Creason and Victory are here to give honest takes on a very very complex area of development. There's no mincing of words, so enter the fray at your own risk As creason mentioned; ground friction is on the list. Hoping we can get to it soonest but suspension modeling is very difficult and it gets even more complex when carriers are involved. This is not a harp on DCS, ED nor is it an excuse; simply a statement of fact as pertains to engineering difficulty. It hasn't been a high priority as there have been other uglies and some core functionality missing still (like the hook!)
  6. Hey everyone, We've essentially skipped this patch as we're working on a major update to the F-14 that will add a pretty significant chunk of new features and changes- including entirely new hook physics, Iceman additions for SP RIOs (Orbit, fly to WP, etc.), and other smaller new features such as catapult signaling using lights at night. We're just springboarding into that instead of trying to ship these piecemeal and without a proper test cycle. Thus we've not yet merged all of these changes in, so we've only shipped a few mission tweaks and the Chinese localization effort. The changelog; albeit short is rather impactful at least for one area of the world. Added Chinese Localization for Manual, Campaign and all Missions - thank you Alphabet_Ghost! Fixed OP Reforger Campaign Mission 5 for all 3 versions
  7. This is the first I'm hearing of the blisters ahead of the glove vanes being incorrect. I'm not sure I agree- I modeled these, very strictly, off of available reference for -A and -B Tomcats. Can you elaborate please? Additionally, we are in disagreement with the GPS Dome. This was linked to either having the LANTIRN or CDNU and is thus in our opinion correct. We may make it toggle-able for livery reasons.
  8. Unfortunately we can't do anything about this- it's a core rendering issue
  9. Can you throw up a screenshot? Would be much appreciated. Thanks!
  10. The short answer to this is that we want to - but until we know more, we can't commit just yet. It's possible we might do some kind of "pseudo" implementation; where it's really an A-6 except in exterior shape alone, as a stop-gap. We'll keep you in the loop!
  11. Yes- they will. Sorry, we've missed a few things on this roadmap, such as improved trap physics and TARPS. We will add those elements as we gather more feedback.
  12. just FWIW; this indicates a VRAM issue of some kind (usually). What GPU are you running?
  13. Dear All, As we collectively head through the great release of 2.7 and beyond, it’s far past due to give you some proper, candid insight into Heatblur. Outside of the A-6 announcement, we’ve remained rather quiet, fairly reserved and the level of activity and development pace has been ostensibly low. While certainly not overtly visible, big things are happening in Heatblur, and more importantly: great things - that will evolve our company, how well and quickly we do things, and the quality that we can achieve across all stages of development. Hopefully this small update, while not offering much new in terms of technical development progress, will help explain. We’ve now entered a growth and expansion phase unlike any previous, and it’s one that is long overdue to meet our continuing obligations in product development, maintenance and to fulfill our lofty dreams and ambitions. We’ve been consistent in noting that we are as committed as ever to consumer flight simulation, and even if cagey to commit to specifics, our nascent professional industry endeavors have not impeded these intentions. We’re aiming for a level of development and investment that is now far beyond any previous long term planning, and this level of growth will lay the very foundation of the next decade of our company, in skills, expertise and technology. By June, we expect to have doubled the size of our full time development team alone, and this is really just the beginning as we embark on a broad and ambitious roadmap, which includes three high fidelity DCS modules currently in development. We couldn’t be happier about the opportunities afforded to us as part of this community, and we are very excited about our vision for our future. This wouldn't be possible without all of your support! To give better insight into what we’re working on and to hopefully better involve you into giving us input on what you’d like to see improved or changed, we are today publishing a roadmap that we will continually curate and update as we move forward. We believe this will be especially important once we start launching new modules and as DCS continues to evolve. The main caveat of this roadmap is that it’s not entirely exhaustive (we’ll probably miss plenty of stuff, especially smaller items!) - and it is also not really meant to list bugs or issues. Instead, it focuses on major additions, changes or corrections - and only those that are confirmed, public, and planned. That said; we hope it will offer you all a good high level overview of the present and future! Click to view our public roadmap! This evolution of Heatblur has ultimately and significantly impacted where we’ve focused our attention and resources through the entire first quarter. We have had to sacrifice many of our short term goals in order to position ourselves for future sustainability and most importantly: reliability. Planning, structure, financing, hiring and onboarding have occupied much of our time, and these don’t tend to yield an outwardly visible level of progress for some time. While these are just good things in the end, the short term impact is that our roadmap for the previous quarter suffered and narrowed in scope. We’re going to continue growing and finding our feet, training new additions to the team and gearing up for the challenges ahead through most of this quarter, but while constantly burning the midnight oil as best we can to keep up with our already delayed and previously announced roadmap. The team’s main priorities right now are to bring the Viggen out of Early Access through another major update, and to launch the first Forrestal class carrier. We’ll continue to push hard to finally get some of these major items complete. The last remaining major feature/content parts for the F-14 will then be the early -A’s, the A-6 AI, and one more campaign. In parallel, we will be working on JESTER improvements (LANTIRN!), various other additions and some long overdue fixes (floating bombs, anyone?) and shipping these with a focus to clean our slate before we focus on the future roadmap. There are some moments that have really stuck with us: from first starting work on the MiG-21, building the Viggen team, to conceptualizing and starting work on the F-14 - just to name a few. All of those were pivotal to Heatblur and to many of our lives today. I can see that these last few months will carry a similar kind of sentiment in the next decade of Heatblur as we build and head into a new and exciting future. Thank you as always for your support and trust, and above all - your very kind patience: we promise that you won’t regret it. Sincerely, Team Heatblur
  14. Speaking of the roadmap specifically; we will be publishing it later today CET. Sorry for the wait! I am the bottleneck currently, unfortunately, as I had a tough drive across Europe to get through.
  15. There's also plenty of big, major items that were developed and released in the meantime- if we're being fair. Just JESTER awareness calls alone in this previous patch is a pretty significant investment of development time and effort- one that was not promised, road mapped or announced. Management in the engineering world is not quite applicable to this kind of process with a living design document, one that is often and in large part driven by passion and feature creep rather than strict, calculated execution. It does frustrate us too, FWIW: it means you end up breaking a lot of promises as we tend to go where the heart desires, but without this kind of liberal style, we'd end up with a fraction of what most consider to be great in our modules (attention to detail, feeling, immersiveness, etc.). That's without even mentioning the financial strain and risk this puts on us. It's the artistic part of game development, and I can't count the amounts of times we've added something spur of the moment that is now a much loved aspect of our modules. That said, we can and will do better, and much of our first quarter activity has been rather muted with this long term goal in mind as we are growing rapidly, expanding and investing greatly into Heatblur for the next decade to come.
  16. This is planned as we've noticed the same when building our missions
  17. Sorry - the intent was not to make the publishing of our roadmap to be a big event nor pin it to a specific timeline. Hence the moving of the goalpasts, my apologies. It was our mistake to brush off some of your very valid questions by pointing to the imminent publishing of our roadmap- it was not our intent to deflect some very poignant concerns about progress. On a general note, publishing a dynamic roadmap is a step for us to (hopefully) offer much more transparency into planned features, changes and improvements. As we increase the size of our product portfolio - we need to improve our communication and visibility; that's part of our contract to you. My hope is also that it will make waiting for said improvements slightly more palatable between major patches. Our focus has been on the 2.7 patch in the last weeks - thus the delay. It's been an oddly stressful patchcycle with everything else that has been happening behind the scenes, and I look forward to sharing much more on where we are headed. It's only great things, but it means that we are as busy as ever and have to work very aggressively to hit our already delayed goals.
  18. Hey guys, We are all hands on deck on 2.7 hotfixes and fixing critical stuff currently. No real ETA; however sometime towards the end of next week is the target.
  19. Sounds like a priority fix - thanks for the feedback!
  20. Some of the cockpit will indeed be upgraded to use PBR rendering - yes.
  21. We're working on a final art pass/overhaul on the Forrestal. We're just not happy with the level of detail and accuracy as it was in the state about a month ago. I'll quote myself from hoggit on this topic;
  22. We're just waiting on confirmation of a few things before we publish this. We may strip it before we do instead if that does not come soon enough though! Sorry for the delay
  23. Keep in mind that the Viggen was released before DCS had a PBR renderer. That's why this has not been a high priority; it's outside of scope and takes significant amounts of time.
  24. Thanks a bunch for the feedback, much appreciated! We are in the progress of creating and publishing a public roadmap that will include all of our aircraft. This will help a lot with this issue - even though it will focus on major components and features for the most part. We will try to do better to acknowledge bugs and feedback; but we rarely miss adding anything to our internal trackers.
  25. Hey guys, We're burning the midnight oil here at HB currently on many different fronts. There will be a longer update on this quite soon. However, right now- the cutoffs for the March patch are quite wide and we are unlikely to manage to bring the Viggen out of EA before the April update. The Viggen is the top priority at present. Specifically, there are a lot of big changes being added to the Viggen: A complete PBR overhaul, complete overhaul of the paint kit for usability, various fixes, corrections, exterior sound overhaul and just a boatload of random stuff across the entire module. (Tertiary air hatch, anyone?). It's unlikely to be everything you want it to be, and we may split it into parts, but out of EA doesn't mean we stop. It just means we consider it feature complete and that we can focus on fixing bugs and polishing down any remaining uglies. Keep the faith; we're working as hard as we can and the team is pushing hard on this!
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