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Supercarrier Development Report

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An important and challenging feature of DCS: Supercarrier has been the development of night operations. Over the past year, we have been working on several aspects that will soon be released to Open Beta. These include new deck crew animations that utilize the new skeletal animation system, new animations that are specific to night operations and the inclusion of light wands. This will make deck operations at night much easier and more realistic.

For the aircraft, deck crew and objects on the “roof” at night, we have improved lighting and shadows based on the deck and tower lights. We continue working on this feature to enhance performance and frame rates. Please note that deck shadows will be an option that you will need to switch on in the graphic options.

On final approach, you’ll now need to contend with the “burble” effect. This disturbed air flow coming off the back of the carrier results in a brief partial loss of lift as you close in. This can make things much more of a challenge if you are unprepared. We continue to tweak this effect and you can expect the first iteration shortly.

 

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Phant

AMVI

  • 4 months later...
Posted

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Supercarrier Development Progress

DCS: Supercarrier is undergoing its next stage of updates, which will include improvements to the textures and lighting of the Air Boss (PRIFLY) station and Briefing Room functionality. In parallel, we are also working on directing aircraft from parking to catapults and from the landing box to parking.

We continue work on the PRIFLY deck and Briefing Room of DCS: Supercarrier. The Briefing Room functionality that will allow mission planning information to be shared across tablets. The briefing officer will also be able to display details, like the F10 map, on the projector prior to mission time. Later, we will expand the Briefing Room art to include multiple squadrons.


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Phant

AMVI

  • 4 months later...
Posted

Immagine

Supercarrier Development Progress

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The Supercarrier has been receiving a lot of work behind the scenes. This can be divided into the following features:

Ready Room and PRIFLY (airboss deck). Both views will provide new functionality never seen before in a DCS product. To complete this, we will first need to release the Vulkan API into DCS.

Both rooms will be a 3D environment that support VR and Voice Chat that allows you to:

  • Ready Room
    • Review your mission brief and set up your aircraft.
    • View various cameras around the deck.
    • Chat with other players.
    • Review the mission map.
    • Live sounds from “the roof”.
  • PRIFLY
    • View the deck below you.
    • Direct the carrier’s heading and speed with wind indications (permission controls available for network play).
    • Control deck lighting.
    • View PLAT CAM.
    • View plotting map.

New Plane Directors and Captains. The next big step is to add plane captains next to the aircraft that pass the pilot to a series of plane directors (yellow shirts) that will route the aircraft from its parking spot to the assigned catapult. Upon landing, yellow shirts will direct the aircraft from the landing box to its assigned parking location or back to a catapult.

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Phant

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AMVI

  • 7 months later...
Posted

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Supercarrier Development Progress

DCS: Supercarrier will soon offer more immersive and realistic flight deck operations with the addition of plane directors and plane captains that direct aircraft from parking locations to catapults and out of the landing area.

We continue to add the logic and animations that govern how aircraft are directed from a parking location to a catapult and how aircraft are directed out of the landing area after recovering.

This includes new yellow shirt plane directors and brown shirt plane captains. Aircraft will be handed off between multiple plane directors to reach their assigned catapults with realistic animations.

Closed Beta Testing of this is on-going. This is a complex and time consuming task to account for a myriad of conditions that could “break” the logic. Thank you for your patience as we strive to complete this new feature soon.


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image.jpeg

 

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Phant

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AMVI

  • 2 months later...
Posted

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Supercarrier Development Report

One of the most anticipated features is the Airboss (PRIFLY deck) functionality, which will add a new layer of realism and functionality to carrier operations.

The Airboss will offer a superb view of the entire flight deck and provide important information such as weather, carrier speed and heading, and more. It will also give direct control of the carrier’s heading and speed for players to manoeuvre the ship, turn the carrier into the wind for launch and set up recovery operations. An ATC display provides an indication of air traffic around the carrier with integrated radios and Voice Chat interoperability. Arrayed around the PRIFLY deck are a number of video displays such as the landing PLAT camera with further functionality planned such as carrier light management and elevator controls.

We are also making good progress with the finalization of the Briefing Room. This will provide a centralized hub for mission planning and coordination. It will feature a fully 3D briefing room that can be customized per squadron. Each pilot will have a multi-function tablet capable of equipping their aircraft and planning their mission route. The goal of the Briefing Room is to allow both single player and multiplayer pilots to have an immersive and realistic mission preparation phase that places them into the action, even before entering the cockpit. Stay tuned for further updates as we continue to refine these long awaited additions to the Supercarrier module.


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Phant

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  • 6 months later...
Posted (edited)

We are excited to share some new features coming to the DCS: Supercarrier very soon starting with the Air Boss station.

This offers fun new features that will allow you to steer your Supercarrier, monitor the flight deck, adjust ship lights, monitor the airspace around you, view Landing Signal Officer information, and have a command view of “the roof”.

Air Boss control can be assigned roles in both single-player and multiplayer missions. This will add a new dimension to online carrier operations.

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FONTE https://www.facebook.com/eagle.dynamics/posts/844184894423717?ref=embed_post


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Phant

Edited by phant
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Posted

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Supercarrier Air Boss Development Progress

We are also delighted to announce that DCS: Supercarrier will receive the first part of the long awaited update, notably an interactive Air Boss view that allows you to directly control the Supercarrier in both single-player and multiplayer. Please stay tuned for the next update.

One of the new features coming soon to DCS: Supercarrier is the Air Boss (Primary Flight) deck. This offers fun new features that will allow you to steer your Supercarrier, monitor the flight deck, adjust ship lights, monitor the airspace around you, view Landing Signal Officer information, and have a command view of “the roof”. Air Boss control can be assigned roles in both single player and multiplayer missions. This will add a new dimension for online carrier operations.

Coming soon are the new plane ‘directors’ that will help direct aircraft from their parking spaces to a catapult and from the landing box to a parking space. This functionality is now complete for single player and we continue to work on the much more complex task of implementing for multiplayer. Stay tuned!


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Phant

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  • 4 weeks later...
  • 4 months later...
Posted (edited)

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New Supercarrier Plane Directors Development Report

When DCS: Supercarrier was originally released, it included a rich set of deck crew and animations that mimicked the process of taxiing on to the catapult and launching. In the next update, we are delighted to announce the added feature of plane ‘directors’ (yellow shirts) who precisely marshall aircraft from their parking space to the catapult. This usually involves multiple plane directors passing control from one key position to the next ensuring precise hazard free taxiing of the aircraft to their designated catapult. After landing, the same new director system will marshall players and AI aircraft back to their designated parking location.

While the process of creating this for single player was a challenging task given the myriads of ways the process can be interrupted, the multiplayer aspect was far more complex than ever contemplated given the numerous ways multiple human players on the carrier deck could “break” the system. This led to more than four times the development initially budgeted for this feature and we apologise for the delay and hope you will enjoy the experience.

Regarding the CVN-74 John C. Stennis, it is available as both a free aircraft carrier and as part of the Supercarrier module. This allows the Stennis to be used by pilots that own and do not own the Supercarrier module. For now and to maintain this compatibility, deck crew will not be supported for this particular aircraft carrier. We are working on a solution to resolve this in the future.

image.jpeg

 

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Phant

Edited by phant
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