XeNoise Posted December 2, 2015 Posted December 2, 2015 (edited) It would add a lot of realism if the canopy would be more influenced by external conditions. I just saw this: [ame] [/ame] I guess it's a series of prerendered animations which react on the g force. Looks amazing and its on a ps4 (low-mid rage desktop pc) Edited December 2, 2015 by XeNoise
Aarnoman Posted December 2, 2015 Posted December 2, 2015 Agreed. I think even Falcon BMS has implemented this to some degree.
the_soupdragon Posted December 3, 2015 Posted December 3, 2015 wow that looks fantastic SD [sIGPIC][/sIGPIC]
XeNoise Posted December 4, 2015 Author Posted December 4, 2015 After watching the video i realize that it is an actual real time fluid simulation, so i need to reformulate the question: is it technically possible to implement something like that in dcs's engine?
OnlyforDCS Posted December 4, 2015 Posted December 4, 2015 After watching the video i realize that it is an actual real time fluid simulation, so i need to reformulate the question: is it technically possible to implement something like that in dcs's engine? Probably not, the size and complexity of the scenarios and the background calculations needed for a sim like DCS is probably an order of magnitude bigger than any racing sim. No reason it couldn't be scripted in as some kind of post processing effect though. It wouldn't be real time, and probably wouldn't look as good but how many would notice the difference or care? As long as the immersion factor goes up Im all for it. Current specs: Windows 10 Home 64bit, i5-9600K @ 3.7 Ghz, 32GB DDR4 RAM, 1TB Samsung EVO 860 M.2 SSD, GAINWARD RTX2060 6GB, Oculus Rift S, MS FFB2 Sidewinder + Warthog Throttle Quadrant, Saitek Pro rudder pedals.
Aginor Posted December 4, 2015 Posted December 4, 2015 I agree. That's one of the few graphics things that are not in yet but I'd like to see. DCSW weapons cheat sheet speed cheat sheet
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