Jump to content

Leatherneck Q1 Development Update - Part I


Cobra847

Recommended Posts

MarchBanner.jpg

Dear All,

 

Welcome to Part 1 of our Q1 2016 update!

 

In both parts of this update; we're going to be focusing on development progress of DCS: F-14A & B.

These two updates will also be the last before we announce or other new projects. Woo!

 

MiG-21 Fixlist

 

Before we jump into the Kittykat; let's briefly return to the Fishbed.

We've been splitting our focus between new projects as well as continuously updating the MiG-21.

 

Below is the major item fixlist from the last couple of months-- including a few that are still pending to be released to a public build;

 

  • Corrected ASO-2 Randomly not working

  • R-55 & R-3S tone slave correction

  • Engine relight system lamp now lights up properly when launching missiles

  • Corrected various ASP issues (A2G range indicator, Aiming solutions) – WIP

  • Corrected BLC Gate RPM level

  • BLC now disengages at 400-420 km/h

  • Added joystick bindings for radio channel, radio on/off & radio volume

  • Added joystick bindings for NPP Course Set

  • Corrected initial position of the KPP

  • Corrected keyboard mappings for Afterburner (fix for afterburner not working unless assigned to axis)

  • Flight controls now affect hydraulic pressure

  • Added CAF/HRZ NATO livery (Thanks Matija Huzjak!)

  • Fixed mirrored stencils on wings

  • Fixed SPRD activation with button cover closed

  • Corrected moving pipper size limits

  • Corrected landing gear emergency extension

  • Corrected Oil Pressure indications

  • Corrected ADI/HSI test discreprancies

  • Added Nose cone extension with PO-750A Failure

  • Corrected Lock Target getting stuck with Target Lock On button

  • Adjusted maximum G Firing limits for R-3S

  • Corrected canopy ventilation handle functionality

  • Corrected various issues with the Fuel Indicator

  • SPS-141 Jammer Pod now works (again! Yay!)

  • S-5 Rockets now fire in appropriate order (If 4 launchers installed, only 2 fire at once)

  • Corrected brake pressure indicator

  • Fixed R55 & R3S tone slaved to radar

  • Head Ready and Lauch Authorized lights corrected

  • Corrected more instances of inverted radar symbols

  • Corrected KPP and NPP knob dependancies

  • Added joystick binding to Altimeter Pressure Set

  • Corrected animation of Emergency Transmitter Button

We'll have more information on various open MiG-21 issues, such as backer rewards, in pilot cockpit and other items ASAP.

 

MiG-21 Paintkit

 

The MiG-21 Paint kit is now available and can be found at the link below.

 

Apologies for the long time it's taken to get this to you all; but we wanted to

make sure the aircraft was final before torpedoing all of your hard work (and for those of you who made it without a kit, sorry anyways!)

 

The .PSDs are backwards compatible up to Photoshop CS6 (possibly lower, untested!)

Feel free to ask for assistance should you need it.

 

 

F-14 Development Update Part I

 

We've just come off the first hard and fast development sprint and crunch on this project-- which are (unfortunately for our sanity and health) to become more frequent as we move towards the end of the year and the (drum roll) inevitable release.

 

The main focus of the art team still lies with projects other than the F-14; thus comparatively little demonstrable progress is found visually.

However, all components of the aircraft simulation itself are beginning to come together and form a more cohesive package.

 

F-14_External_01_thumb.jpg
F-14_External_02_thumb.jpg

 

Primary focuses for the team currently remain with the flight model, associated systems (fuel, engines, controls and more) – but we've now also begun building some of the

visual systems for the aircraft. These include the Heads up Display (HUD), Vertical Display Indicator (VDI) and HSD (Horizontal Situation Display).

 

We're of course maintaining the same refresh rates and accuracy which the real devices possess. You may find it a bit jarring at first to use the basic F-14 HUD; which updates rather infrequently.

Of course, we'll be making sure all of these devices also look much closer to their counterparts, both in functionality, size as well as projection characteristics.

 

They're still very much work in progress, so don't mind any misaligned, mis-scaled or in other ways incorrect elements. We are very likely aware of it already.

 

Worth pointing out is that the cockpit on these images is nothing but a placeholder used to enable our programming staff to execute their work.

Once the cockpit is textured; we then do a full merge together with our codebase.

 

Cockpit_01_thumb.jpgCockpit_02_thumb.jpg
Cockpit_03_THUMB.jpg

 

While these systems are still quite basic; they will begin to shape up in the next couple of months and be expanded to include all of their relevant modes (lots of inter connectivity here!)

We generally keep all of these types of visual systems, even gauges, and implement them at the very end.

The systems and flight modeling functionality that lies beneath it all, are far more complex and time consuming.

 

Flight Model

 

Since the last update, we have implemented all of the aerodynamics tables we had previously digitized. We currently use around 60 000 data points in a total of about 80 tables for e.g. aerodynamics and control schedules. This gives us a very dynamic feel to the flight model. The Flight Model is already able to accurately replicate well known characteristics of the F-14 such as wing rock, dutch roll, and flat spins.

 

Another focus lately has been the advanced implementation of flight control logic like trimming, spoiler control and the AFCS. We currently model the pitch, yaw, and roll SAS systems of the AFCS, with the automatic carrier landing system and other auto pilot modes coming later. The SAS system not only stabilizes the airplane, but also augments, for example, the roll rate, allowing for faster maneuvering.

 

Last but not least, we have continued the work on the guts behind the simulation; like for instance our dynamics simulation system. Put simply, we've basically implemented a simulator within the simulator (inception.wav) that allows us to simulate physics and control logic in real time (for you control theory interested people we use state space systems and transfer functions for a lot of the autopilot and control modes).

 

We're glossing over a lot of smaller things that we’ve been working on-- (did someone say wing flex? Hello mass-spring-damper systems!) but suffice to say we’re all really excited about now having a flyable, high fidelity flight model in the simulator.

 

The next major focus area will be further improving the engine model, and we’re currently developing the underlying modeling strategy and data (e.g. various engine maps and logic)

 

F-14_External_03_thum.jpgF-14_External_04_thumb.jpgF-14_External_05_thumb.jpg

 

 

Model Iteration Pass

 

Our development process is built upon iteration upon iteration; as we consider this to be the best and easiest way to attain accurate and high quality results.

 

Earlier this year; we began the final revision pass on the F-14 interior and exterior models. Most of the focus ended up on the exterior; which was plagued with various inaccuracies and inconsistencies which needed to be solved.

Some of these still remain; but we're now much closer to a final model, that can be unwrapped and textured.

 

One of the biggest items on our list, was rebuilding the entire wing from the ground up; re-doing all of the linkages, hydraulics and control surfaces inside of the wing as well.

 

Wing_01_thumb.jpgWing_02_thumb.jpg
Wing_03_thumb.jpg

 

All of the animations have also been redone and appropriately linked with their assigned hydraulic systems.

In the future, we'll also use bones to appropriately bend the sealant panels on the top and undersides of the wing root, as well as dynamically inflate and deflate the wing sealant bag.

 

Wing_Anim.gif

 

Most of the fuselage and various other parts have been adjusted, the biggest changes have happened in the front fuselage section, including the entire canopy and crew compartment, as well as the vertical stabilizers.

The aircraft is now far more accurate – but there are several issues that need to be cleaned up (you can see the skewed fuselage hatches, for example)

 

ModelAccuracy_01_thumb.jpgModelAccuracy_02_thumb.jpg

 

We've also begun rigging and animating our pilot models for the F-14.

Of course we try to maintain parity in our rigs to be able to quickly transpose animations between all the pilots we create, be it for the Viggen, F-14 or Pacific aircraft in development.

 

The images below show the low polygon pilot without applied normalmaps, thus the flat look.

 

Tomcat_Pilot_Rig_thumb.jpgTomcat_Pilot_Rig2_thumb.jpg
Tomcat_Pilot_Rig3_thumb.jpg

Edited by Cobra847
  • Like 1

Nicholas Dackard

 

Founder & Lead Artist

Heatblur Simulations

 

https://www.facebook.com/heatblur/

Link to comment
Share on other sites

  • Replies 401
  • Created
  • Last Reply

Top Posters In This Topic

...cont due to image limit

 

Forrestal Class Carrier

 

A couple of weeks ago we began development of a Forrestal Class carrier to go with the F-14. We don't have any plans for this to be a payware module; and thus hope to include it either in the base simulator or bundled with the F-14 package itself.

 

We're aiming for a roughly mid 80s Forrestal Class carrier.

We don't currently plan on going into too much detail below deck, including the hangar deck; but that is subject to change.

Minimum carrier functionality and integration into the carrier operations of DCS itself is of course, a given!

 

It's still early days (a few weeks in, after all), but enjoy some renders below.

We have a number of techniques in mind to maximize texture and model fidelity while ensuring excellent performance; but as always-- we build our artwork to be downsized, rather than the other way around.

 

Forrestal_02_thumb.jpg
Forrestal_03_thumb.jpg
Forrestal_04b_thumb.jpg

Forrestal_05_thumb.jpgForrestal_06_thumb.jpg

 

We've also begun in creating all the required props, crew and other assets required for a full carrier complement.

The deck crew will of course wear appropriate equipment and colours for their assigned role.

 

We hope to add a library of animations to our deck crew as well; to keep the flight deck lively and interesting.

 

PilotBust_thumb.jpg

 

We'd like to thank all of you who contributed photos and research to help us build this storied class of carriers. Many thanks!

 

That's all for this part of the update!

Thanks for reading, and stay tuned for the second part coming up sometime during next week.

 

 

And as always, thanks for your support, patience and excitement!

 

Best Regards,

Leatherneck Simulations Team


Edited by Cobra847
  • Like 2

Nicholas Dackard

 

Founder & Lead Artist

Heatblur Simulations

 

https://www.facebook.com/heatblur/

Link to comment
Share on other sites

Pictures look awesome and thank you for the outstanding news.

 

I hope you have a good night (well...day) sleep.

 

The Tomcat exterior model is beautiful and the Forrestal renders looks remarkable.

 

Thank you!

 

-Nick

 

PS - That deck crewman looks unbelievably good! Very impressive!


Edited by BlackLion213
Link to comment
Share on other sites

Thanks for the Update =) and now we are just waiting for a Viggen Annoncement <3.

 

xD i stayed up late waiting for you to release it before midnight and now i see it was not released untill i had to get up in the morning anyway... xD

 

Thanks for only getting 5 hours of sleep Cobra xD.

Link to comment
Share on other sites

Thanks! OMFG!!

Mission: "To intercept and destroy aircraft and airborne missiles in all weather conditions in order to establish and maintain air superiority in a designated area. To deliver air-to-ground ordnance on time in any weather condition. And to provide tactical reconaissance imagery" - F-14 Tomcat Roll Call

[sIGPIC][/sIGPIC]

Link to comment
Share on other sites

MarchBanner.jpg

We've also begun rigging and animating our pilot models for the F-14.

Of course we try to maintain parity in our rigs to be able to quickly transpose animations between all the pilots we create, be it for the Viggen, F-14 or Pacific aircraft in development.

 

The images below show the low polygon pilot without applied normalmaps, thus the flat look.

 

Tomcat_Pilot_Rig_thumb.jpgTomcat_Pilot_Rig2_thumb.jpg
Tomcat_Pilot_Rig3_thumb.jpg

 

Two things (Most likely hints left in)

 

First He said Pacific Aircraft in development.

 

Not just F4U Corsair.

 

So that leads me to think that the Zero is indeed in Development

(Atleast a ww2 Pasific Theatre aircraft but most likely the Zero)

 

And Second.

 

The Banner on top is from a Viggen Splinter Camo Paintscheme =P.

 

STOP TEASING GOD DAMMNIT!!! :cry:

 

xD.

 

I hope a Viggen annoncement with pics etc is comming soon =P.

Link to comment
Share on other sites

Wow thank you for the wonderful update! This module is by far my most anticipated ever! And it looks like your already exceeding my expectations!

AMD Ryzen 9 7950X3D | ASUS Crosshair Hero X670E | 64GB G Skill Trident Z DDR5 6000 | Nvidia RTX 4090 FE| Samsung EVO Plus 6 TB M.2 PCIe SSDs | TM Hornet Stick/WinWing Hornet Throttle and MIP | VPC T-50 Stick Base | TM TPR Rudder Pedals W/Damper | Varjo Aero/Pimax Crystal

VFA-25 Fist of the Fleet

Carrier Strike Group One(CSG-1) Discord
 

Link to comment
Share on other sites

Between your F-14, ED's F-18 Legacy, the talk of an A-6 and A-7, it looks like my carrier wing is finally going to happen, and on the Forrestal no less. I wonder if we can get an AI C-130 to land on her?

A-10C - FC3 - CA - L-39 - UH1 - P-51 - Hawk - BS2 - F-86 - Gazelle - F-5E - AV8B - F/A-18C

i5-4590 - GTX 1060 - Oculus CV1 - TM:Warthog

[sIGPIC]http://forums.eagle.ru/signaturepics/sigpic9979_1.gif[/sIGPIC]

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...