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vicx

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Everything posted by vicx

  1. A next generation VR headset will change the game. Where you look when you turn your head is exactly where you look. When you move your head closer to things they get closer by the exact same amount ... it is quite precise. This is why I might prefer a physical pit that is 1:1 exact match to the pit as it is in DCS. As you say Deadman, I can make a new thread for people who want to talk about physical pits for VR users.
  2. Beautiful Even more beautiful Just my opinion.
  3. Deadman, of course I ask ALL people who are active in making designs for pits. Are your plans for a Physical DCS Pit (EDM source) or for a Physical Replica Pit (data comes from other source).
  4. When will multi-crew be enabled? *I am now an owner - even though I thought I would be make the L-39 my only trainer, there is just something about the cockpit of this jet. It looks inviting * Being in the flash sale helped too.
  5. I'm finding this thread really interesting but what I am wondering is how far your pit designs depart from the pit dimensions of Eagle's DCS A-10C pit. Having all the DCS pits exported/converted to a solid modelling format like STEP would I guess guarantee this kind of 1:1 virtual/physical match.
  6. SD, whatever is going on, hang in there. To get work with modelling I can't comment much. All I know is that your skills in modelling are always improving and these things take a long time to master. I am not a modeller, I pursue other areas and it is the same. And always true is that being "ready" at the right place and at the right time is the main thing. I always was impressed by how many models you make and now I think you make a name for yourself around here with your generosity. But personally I don't think you should share your work without reserving some rights. I don't know your circumstances but this would be my advice to most artists. Creative Commons have good licenses to use for artists who want to share. The work you have put out I would like to continue, (perhaps inexpertly). Anyone who feels the same please PM me or reply in this thread.
  7. I think that the naval aspect of the sim has more potential for growth than infantry and armour side at this point. It comes down to timing. The release of the F-14 and F-18 is going to move a lot of attention towards warships and boats with planes on them.
  8. We already have autonomous self replicating machines that kill humans by the millions. What is a biological virus? They are kind of horrible but we live with them. *crosses fingers*
  9. OMG!!! :eek:
  10. Threat analysis is a curious business. AI that is well developed enough to be used for an autonomous weapon platform is going to be so disruptive to our everyday way of life that AI weapon platforms might turn out to be one of the more benign potentials. Jobs is what keeps people busy ... or they start thinkin.
  11. vicx

    Syrian Su-25A

    Nice one but the paint job is actually too good to be realistic. :) From images I have seen online, Mig-21s, Mig-29s, Mi-8s and L-39s of the SyAAF are in dire need of your painting skills. No disrespect to the SyAAF, I'm guessing aircraft paintjobs are way down the list of concerns. *update - You made skins weathered which is much more real. Good work.
  12. Everything is subject to change.
  13. That Tacview has a lot of randomness in it. Is that what comes off a server recording?
  14. I'm gonna buy one trainer. Should this be the one.
  15. Thanks Skatezilla but I think I am asking a different question. I read some stuff in an old thread and now I need to do some testing.
  16. It is an interesting idea but I am wondering if there is lower hanging fruit than using AI. In the air you will need AI but on the ground it might be enough to have simple scripted sequences. I do wonder what ED has in store for the bone system they are implementing for human models. It might lend itself to other applications. EXAMPLE 1: Being able to control animation sequences from mission script. EXAMPLE 2: Being able to control bones from mission script.
  17. Love those shots. The texturing on the L-39 is really nice. Just a question for people who might know. How hot do missiles and rockets fly off the hardpoints IRL? Would a HDR effect be appropriate in DCS. I always imagined that if you looked at weapons launching you would get a flare effect in your vision or is it not as strong as this?
  18. I found this on the unity forums. Does anyone know if this is true for DCS 1.xxx. I notice that all the aircraft models I have seen use the same co-ordinates for Diffuse, Specular, and Normal. Is this just a habit or is this a requirement for DCS? From a presentation perspective there would be some benefits for being able to use unique co-ordinates for diffuse, normal and specular maps on a single object. With a Diffuse map you could aggregate many UV regions by base color and save the map space for clean paint edges and stuff like that. With Normal map you could have scale up certain UV regions that need the map space for surface detail and scale down UV regions that can't benefit from having more map space. Specular (level) and Specular (gloss) could also benefit from unique UV co-ordinate map of their own. This also makes me if DCS 2.0 will have this kind of capability. A playlist on Wags DCS Youtube channel shows that NTTR buildings being made in 3dMax are made with different UV maps for Diffuse, Normals and Illuminate. I realise this could just be a content creation feature before the Terrain SDK does it's magic.
  19. Well I have tried a few approaches to using the declare_weapon() function inside the TECH environment and I haven't found a way that doesn't lead to errors that crash DCS. I think getting this working is outside my skill level and might require a LUA debugging tool. I will try next an approach that uses the AIRCRAFT mode environment instead but I think it might be the same story.
  20. Ah I see. Do you have the MM-40 EDM ready that you can share via PM. Also will need a P-15M.EDM and a Torp5339.EDM. I think this can be done.
  21. I only have time to read these definitions and give limited advice. I don't have time to test things in DCS until later. I am not an expert just a guy who plays but I question the values I have highlighted. P_15 attribute = {4, 4, 11, 500, "Anti-Ship missiles"}, torp5339 attribute = {4, 4, 11, 501, "Anti-Ship missiles"}, MM_40 attribute = {4,4, 11, 502, "Anti-Ship missiles"}, I am pretty sure in this line you are meant to reference an existing object. You can't just make up new numbers here. Try using a value referenced by similar weapon already in DCS. Also after making such a definition you will need to declare_loadout("name") but I can't give too much advice on declare_loadout() because it is not an area I have played with. === Some of what you are trying to do is dependent on definitions in other places. For missiles there are definitions here. "C:\Program Files\DCSWorld\Config\Weapons\missiles_table.lua" "C:\Program Files\DCSWorld\Config\Weapons\missiles_data.lua" but don't assume that you can just add a new entry and everything will just work. I don't play with this stuff yet because it takes a lot of time to get familiar with these undocumented things.
  22. Hahaha one of the first things I did in the Rift in DCS. Knees almost went a bit wobbly when my head went through the roof of the Su-25 and I could see the aircraft from the outside. Then I put my arms out ... look ma I'm flyin.
  23. No it doesn't. Not even close.
  24. High polycount models are an essential part of producing modern 3D game assets. You use the high poly models to help produce normal maps and textures for lower poly models. In addition to this I think that having really detailed LOD0 models available is a really nice idea for future proofing. In future there might be some interesting new ways use a sim like DCS. You could use DCS for "Very High Quality" machinima. This isn't a totally new idea. Valve Software have a version of their Source Engine called SFM (Source Film Maker) that uses high poly versions of models lifted from their game titles to produce movies. I also think VR also offers up an interesting possibility for game engines and game assets. Room scale VR is definitely going to be an application where models have to have very high fidelity. Maybe there will be a roomscale experience in DCS where ammunition is seen close at hand, it would be nice to have high quality LOD0 models for this type of thing. Sorry to derail thread - but I do love high poly models.
  25. Well I am one of those sickos who goes into exterior view sometimes and repeatedly hits the flyby button. The detail in the models is just too good not to enjoy. Of course I am never ever around any aviation of any kind in my day to day so I guess I'm not jaded the way some people might be. The machines still have bit of magic to them and I don't have any scale models so maybe the exterior views are a way to enjoy that aspect. I'm happy for any improvements to LOD0, the more detail the better. Just my opinion.
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