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ALDEGA

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Everything posted by ALDEGA

  1. Try installing through the module manager (see main menu screen).
  2. Does the OpenBeta installer verify the integrity of these local files, in case they were changed? Just asking.
  3. The statement clearly says the open beta will have "separate configuration files". 1.2.6 and the open beta of 1.2.7 will be completely separated.
  4. No matter what OS you're using, making frequent backups is a best practice.
  5. A spring-loaded force feedback joystick ...
  6. It doesn't. I just pointed out that EDGE was being developed by Belsimtek (also called "ED's Minsk studio"), which some people questioned.
  7. I'm waiting for at least one good argument from the moderators team :D
  8. Developing the engine is discussed earlier in the video. Moreover, as you can see in the screencap, he says "we need some new tech for it, we develop it, test it".
  9. The terrain is showcased with the BST logo at the beginning of the video. In the video which Ilya posted, one of the developers mentions that three terrains have already been created for this engine (EDGE).
  10. Exactly, the one in Minsk is called Belsimtek. It seems BST have both developed the engine, and several terrains.
  11. It seems that BST developed it for AVIA.
  12. One of several videos posted by Dmitry Robustov (Dima?) http://www.youtube.com/channel/UCTDlThn-IaB6srKKoenL19w
  13. So 3D programmer is just his hobby? ;) *cough* Belsimtek
  14. Quote from the video (at 2:24): We're here in the beautiful city of Minsk where for the past year and a half a top secret new landscape engine has been in development for the DCS series Why is it so hard for some people to accept that ED is not developing EDGE themselves? As we know from the announcement which was since removed, BST are also developing the F-15 AFM. Moreover, they have already developed several private simulation products which use EDGE.
  15. For those with an attention span less than three minutes:
  16. It's pretty clear EDGE is being developed by BST. They even discuss it with some of the BST developers in one of Ilya's Youtube videos ... tylMZPZeozQ
  17. As far as we know, things like AI, AAR, ATC, etc. are being handled by ED, as part of the core platform (with EDGE being an exception, as it's being developed by BST). Development of modules by third parties doesn't hold back ED in improving the core platform.
  18. Why not? Just don't process the code that checks the collision. Just like the camera's terrain restriction can be disabled.
  19. In addition to collision detection, line of sight occlusion for AI is also required. Currently, AI units can see through trees and fire their weapons accordingly. For large forests, which are rendered in blocks in DCS (IIRC), a simple bounding box could be used for each forest section, for both collision detection and vision occlusion. This should limit the performance impact, and still improve gameplay significantly.
  20. ALDEGA

    ATC????

    Taxi to parking area? I wish. Next plane to land (AI) is cleared for landing and is able to stop in time, using superglue. :D Being able to brake and balance on one (broken) tire is nice too ... The next two AI to land didn't stop in time ... ATC needs fixes and fixed wing AI need improved FM like the AI helicopters so that damage actually affects them, during flight and landing.
  21. You're right, the AI is not managing their fuel properly ... using afterburner when not needed, not (successfully) refueling or returning to base when low on fuel ... Seen plenty of AI run out of fuel and crash ... This really should be fixed.
  22. Helicopter AI units already use a simplified AFM. Doesn't seem to affect performance too much, and the landings are much more realistic than landings of the fixed wing AI.
  23. What about the resolution of the terrain mesh? Uniform or variable? How detailed? Is DX11 tessellation used? Etc. ...
  24. After more than a decade it's time to move out of the Black Sea area ...
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