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DCS: Mi-24P Hind by Eagle Dynamics


phant

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Mi-24P Hind Development Progress

The first set of Petrovich AI voice-overs are planned to be included in the next Open Beta. To find the sweet spot, we have made recordings starring two former military pilots with slavic accents to provide authentic and informative voice-overs. This will bring the number of spoken phrases to a similar level as in DCS: AH-64D.

We intend to add new voice-overs for both helicopter crew AIs in future updates, and we will be monitoring your feedback to see how you enjoy them. We also plan to support switching between voice-over languages in the Special Tab settings. When that is done, we plan to add Russian language voice-overs to DCS: Mi-24P Hind.

We are enhancing the ATGM sight after receiving new data. The first change to the ATGM sight and guidance unit is its control axis properties. Control voltage is used to move the gyro-stabilised aiming axis of the 9K113 system. There is a limit to how low it can be and the minimum speed that the motors driving this unit can move. The minimal speed of this system is 0.07 degrees per second. We've implemented this limitation for the Mi-24P Hind, and it will be available in the next Open Beta. Operators will mostly feel the difference in scenarios where the ATGM system is used at maximum range and when the target is small or moving at a speed that matches, or is below, the minimum aiming axis speed.

The Second change is to the sight grid, which is based on new data and references we have received from our subject matter expert and the Monino Central Aviation Museum. With special thanks to them, we have been working on adjusting the missing symbology in x3.3 mode (aiming grid and stadiametric rangefinding cues). Various overall grid size adjustments, along with FOV enhancements for both modes (x3.3 and x10), make it closer to its real counterpart. The diagram above reflects the distance to a target at 2 km.


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Phant

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Mi-24P Hind Development Progress

Work on the Petrovich AI for DCS: Mi-24P Hind continues, and our latest development has focused on Petrovich background behaviors. These determine what Petrovich will do when not busy blowing stuff up with ATGMs or searching for targets through the periscope sight.

One of the activities, which is almost finished, will allow Petrovich to scan for threats and warn you of them. Petrovich AI will move his Field Of View (FOV) in different directions to scan for potential threats like missiles or projectiles fired at you. The FOV is limited, and if Petrovich looks at something on the starboard side, he won't notice gun or missile fire coming from the port side. When detecting threats, Petrovich will only notice missiles from far away when a smoke trail is still present. The projectile detection range is limited to 2.5km. Petrovich will not warn you of everything detected and flood you with messages. Rather, Petrovich will be looking at relative speeds and trajectory to decide if a missile or hail of rounds pose a threat. Just like a real co-pilot, he will make educated guesses and warn about incoming missiles, even if the missile is locked on another target that is close to you.

Messages and voice overs will be in the form of clock direction calls, between 9 o'clock to 3 o'clock. Petrovich will also use countermeasures automatically when he detects incoming missiles. We also have a new video from Wolfpack345 ready that reviews all Petrovich AI functionality. Check out DCS: Mi-24P Hind Petrovich AI.

We will next move this technology to George in the AH-64D.

 

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Phant


Edited by phant

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Mi-24P Hind Development Progress

We are nearing the completion of the Hind’s first person ‘in cockpit 3D pilot model’. As a matter of interest, the work on these models is a relatively sophisticated process. Here are the key steps:

Stage 1 Pilot Figure Modeling:

The basic articulated human body is selected and the desired clothing style and fabric is laid over it. The analysis of original flight suits, parachutes and crew equipment along with photographs, videos is collated. Additional talks with pilots and SMEs are made to iron out any fine nuances. Facial modeling to a suitable character is developed with skin and detail texturing to follow.

Stage 2 Placing pilot model in the cockpit and animation:

In-cockpit animations are selected with a view to delivering natural man-machine interface as well as realistic body, head and eye movement.

More specific animations, such as leaning into the aiming sight and interacting with cockpit control panels are determined and fine tuned for realism. Finally, each crew member is given an animation for simulated incapacitation.

From the VR point of view, our goal is to deliver realism and immersion and make you feel as though it is your own body.

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