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Next future upgrade suggestion


JOKERACTS

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Add new sound API function, add "velocity_filter_offset" (similar to those distant_filter_offset) that function to control the sound playback at certain aircraft velocity, example: at 0-700km/h, the sound was muted or played at certain volume ; at 700km/h+, the sound was un-muted play at normal volume or user adjustable volume or frequency gain.

 

Split the sound for each aircraft, especially the fly-by sound. Many sound was shared for now. Especially the Turbofan, Turbo-props, piston planes, sound for sub-sonic aircraft, supersonic aircraft. The A-10 need to be split out from FC3 sound and individualized. The Su-25s (A, T, TM) need to fix to get it to work like FC3 Su-27, Su-33, MiG-29 sound, where they got the sound properly attached.

 

All MiG-29s got the Turbine engine fuel cut sequence sound now, great work.

overall sound was improved, with F/A-18C lot 20 and all MiG-29s. Still need to add engine Fuel cut / turbine shut down sound for J-11A, Ka-50, Ka-27, Su-25s, Su-27, Su-30, Su-33, F-15s, F-16s, F-14s, F-4s, F-5s, Mig-25s, Mig-31s, Su-24s, Mi-24s, Mi-28s, UH-1s, UH-60s, MH-60, AH-1s, AH-64s,...

 

add front engine sound, back engine sound for Ka-50,

 

Add "Su25frontengine2" sound for all Su-25s,

 

Split the Afterburner texture for each aircraft, and add variable afterburner texture that was related to time (day, night, morning, evening), weather as well for cold or hot day. Noticed some aircraft emit blue afterburner flame or some with blue flame at outskirt.

 

All MiG-29s, Mirage 2000C and F/A-18C got vapor, add the vapor for all other aircrafts, add new supersonic vapor cone too, Mach cone when entering sound barrier plus water ripple effect when flying high speed close to a water body.

 

Add new free map that was only filled with Ocean and no land or island or just add small island. this kind of map should be easy to crate, its good for carrier task force vs carrier task force. Since, F-14A/B is coming out soon, with those naval aircraft, Av-8, F/A-18C, A-4E, Su-33, should be fun to play. The map should be able to set for any geo position (weather and sun & moon position), either at Indian Ocean, Atlantic Ocean, Pacific Ocean, Artic or Antarctic...., South China Sea? (since release of China asset?), This map should be good for those with performance problem.

 

Add under sea map for Submarine/ASW future gameplay?

 

add P-8A, P-3C for anti-submarine and anti-ship, MiG-29K for Russian Carrier,

 

Turn the Su-25TM to be flyable, since it should be similar with Su-25T with just added radar pod support, for free or low cost just to introducing the radar system for newbies and those Su-25T player/fan.

 

Many AI models was look great and good for turning into playable planes with just cockpit,

Su-25TM, Su-24M, Su-24MR, Su-34, Ka-27, Mi-24V, MiG-31, F-16A, F-16C, F-117A, AH-64A, AH-64D, AH-1, UH-60,

 

Improve the 3D model for Su-30, Mirage 2000-5 (Mirage 2000C was there and should be easy?), F-4E (add F-4E back into USA aircraft list), SH-60B/MH-60R,..

 

Add tail gunner position for player control in Mi-8TV2 since door gunner was available, add open cockpit door function, open the door behind the flight engineer. Add Mi-8MTV3 with 4x hardpoints and nose gunner position for flight engineer, I remember the Mi-8MTV3 in ArmA 2 free got a nose gunner position.

 

arma2_vehicles_rotary_Mi17_rockets_RU.jpg

 

Add function to allow the soldier to disembark with ropes gliding from hovering helicopter to ground without need helicopter to land.

 

add infantry equipped with Anti-Material Rifle, US Barrett rifle, RU KSVK/OSV, China M99, German DSR, UK Accuracy International, Georgia PDShP, . The helicopter operation was high risk and the whole thing was not easy even not the manpad.

 

add airport and carrier deck crew AI, that tow the aircraft/helicopter, refuel and reloading with animation, realistic repair...

 

add automatic AI dispatch AI Helicopter transport search and recue mission from nearby airport, heliport, carrier, destroyer, frigate or cruiser to search for downed/ejected pilot. For single player; either the Player or AI downed (vehicle crashed to ground but survived) or ejected at sea or land, SAR should be on the way to retrieve the pilot and transport the pilot back to base and allow to respawn with new vehicle to continue the mission/campaign mission/campaign progress for better realism and cinematic gameplay.

This is good to add into multiplayer as well, auto assign SAR mission for those transport helicopter player to retrieve downed/ejected player before the player allow to be respawn. Or add choice for player direct respawn, add point for succeed SAR mission, add live/death number for player if recued from SAR mission by other player. Thus it reduce the death number, more fun for transport helicopter player for co-ops within each other. Assign nearby friendly ground vehicle APC, truck or jeep to retrieve pilot too.

 

Split the game simulation environment with Track replay environment to repair all the faulty track replay. Use different game environment for track replay that only read the track path and perform only sound and 3D rendering. Don't simulate the physics and unlock for AI taking over until the player take over the vehicle control.

 

fix the navigation light, anti collision light, taxi spot light, model argument light that visible in cockpit. the Sun and moon light no problem, because it was registered in DLL, get all those light register in the DLL the same way as the sun and moon light.

 

Fix the Helipad radio

 

Add dual mode support for Vulcan and DirectX, since developer said adding vulcan?

i suggest to use DirectX, retain the DirectX engine. + Upgrade to DirectX 12 support. :thumbup:

Add dual rendering configuration support to allow user to switch between Vulcan or DirectX.

 

Add DLSS, Ray Tracing, after updated to DirectX 12.

 

Add FPS style for infantry like ArmA, allow pilot to move around, drive vehicle jeep, motorcycle, bicycle, invite ArmA developer to participate for FPS module in DCS?

 

:D :book: :joystick: :pilotfly:

 

current mission editor only allow one pair of node to be activated, updated it to allow multiple node to be activate in the same time, to create a very long frontline. Add timeline adjustment for which vehicle should be exist at that periods.

 

almost all vehicle was clickable cockpit, its time to upgrade those Su-25TM, Su-25A, A-10A, F-15C, Su-33, Su-27, J-11A, MiG-29G, MiG-29A and MiG-29S into clickable cockpit.

 

Its time to get the F2/F4 external view graphics quality to F1 cockpit view and F3 fly by view. Noticed the F3 fly by view was with same F1 cockpit graphics quality, the building roof was jazzy. Time to fix it, turn the F1 cockpit view and F3 fly-by view graphics renderer quality to F2 external view / F4 view graphics quality.


Edited by JOKERACTS
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I would go so far as to say to slightly vary the sound of EACH engine on a multi-engine jet. Separate the sound channels a bit more to emphasize left/right more.

 

Currently when you start up any jet, each engine start-up sound is just a replay of the same file. It's obvious and slightly distracting. (F-5E)

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@Joker

''Add super sonic shock wave air moisture steam condensing effect on plane when reached beyond speed of sound.''

 

By this I assume you mean the condensation cones sometimes seen around an aircraft? Yeah, that ain't steam and it doesn't have anything to do with breaking the sound barrier. It's the pressure wave ahead of the aircraft compressing moisture in the air into a visible vapor. It is most visible when in high humidity areas, like over the ocean at low altitude for photo ops. They do it more when the aircraft is moving quickly, because higher pressure of course, but I've seen airliners with ''glow'' around them right after takeoff because it was cool and humid.

 

It's already possible for aircraft to have different afterburner effects.

 

I believe most sounds are already split, theoretically. They do reuse some of the wav files though. It's more an issue of adding addition sounds, rather than 'splitting' anything. There are already many audio mods for engines, check some of them out.


Edited by zhukov032186

Де вороги, знайдуться козаки їх перемогти.

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Split the sound for each aircraft, especially the fly-by sound. Many sound was shared for now.

 

Split the Afterburner texture for each aircraft, and add variable afterburner texture that was related to time (day, night, morning, evening), weather as well for cold or hot day. Noticed some aircraft emit blue afterburner flame or some with blue flame at outskirt.

 

Add super sonic shock wave air moisture steam condensing effect on plane when reached beyond speed of sound.

 

Add new free map that was only filled with Ocean and no land or island or just add small island. this kind of map should be easy to crate, its good for carrier task force vs carrier task force. Since, F/A-18C is coming out soon, with those naval aircraft, Av-8, Su-33, should be fun to play. The map should be able to set for any geo position (weather and sun & moon position), either at Indian Ocean, Atlantic Ocean, Pacific Ocean, Artic or Antarctic...., South China Sea? (since release of China asset?)

 

DCS World 3.0 ? prepare for realtime ray tracing?

 

:thumbup::pilotfly::joystick::book::director::lookaround:

 

 

-This is part of the Hornet IIRC New Flyby sounds etc

 

-Each Aircraft can Already have it's own Afterburner texture

 

-Pressure Waves/Condensation are WIP Now w/ Hornet

 

-Doubt that would happen, at least no plans for it.

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  • 3 months later...

I could never understand the ocean with no land. If you wanted that just put the Friendly and Enemy Carriers with aircraft in the middle of the ocean in the maps provided.

 

The Black Sea and Persian Gulf both have a nice size amount of water. Whatever can be done in a vast ocean can be done in both the maps listed above

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I could never understand the ocean with no land. If you wanted that just put the Friendly and Enemy Carriers with aircraft in the middle of the ocean in the maps provided.

 

The Black Sea and Persian Gulf both have a nice size amount of water. Whatever can be done in a vast ocean can be done in both the maps listed above

 

no, those ocean from those map is not big enough, cannot simulate pure naval battle.

hide and seek naval warfare, merchant escort, anti piracy, ASW,

for Naval game play which don't need the land to be in map.

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add automatic AI dispatch AI Helicopter transport search and recue mission from nearby airport, heliport, carrier, destroyer, frigate or cruiser to search for downed/ejected pilot. For single player; either the Player or AI downed (vehicle crashed to ground but survived) or ejected at sea or land, SAR should be on the way to retrieve the pilot and transport the pilot back to base and allow to respawn with new vehicle to continue the mission/campaign mission/campaign progress for better realism and cinematic gameplay.

This is good to add into multiplayer as well, auto assign SAR mission for those transport helicopter player to retrieve downed/ejected player before the player allow to be respawn. Or add choice for player direct respawn, add point for succeed SAR mission, add live/death number for player if recued from SAR mission by other player. Thus it reduce the death number, more fun for transport helicopter player for co-ops within each other. Assign nearby friendly ground vehicle APC, truck or jeep to retrieve pilot too.

 

I think I wrote something about that somewhere, no idea if I left it in a draft or posted it but +1 there !!! I'll try to find it next time.

Modules: A-10C I/II, F/A-18C, Mig-21Bis, M-2000C, AJS-37, Spitfire LF Mk. IX, P-47, FC3, SC, CA, WW2AP, CE2. Terrains: NTTR, Normandy, Persian Gulf, Syria

 

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  • 5 months later...

Maybe with MAC they'll separate MAC servers (with easier non clickable airplanes and smaller dedicated maps) from servers with clickable modules and bigger full maps. In this setting we can have 70s theaters with f-5 vs mig-21, we can have 4th gen USA vs iranian Tomcats, but the only thing we really miss now is a full clickable eastern 4th gen module.

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add [...] nose gunner position for flight engineer, I remember the Mi-8MTV3 in ArmA 2 free got a nose gunner position.

 

This suggestion came up on the Russian side of the forums.

 

https://forums.eagle.ru/showpost.php?p=3717176&postcount=2388

 

TLDR - the request was denied due to the work it would take in order to introduce the nose gunner, with dev time taken out to make the 3D model, animations, textures, testing etc to make it would not be worth it, with little value gained from doing so.

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What DCS needs is Vulkan to be finished and drop this single core, trough the cpu to get to the gpu shit

 

with adding Vulcan support, I suggest to retain the DirectX 11 and upgrade it to DirectX 12. Add dual rendering configuration support to allow user to switch between Vulcan or DirectX.

 

Vulcan vs DirectX 12:

 

Vulcan with deferred rendering:

 

my gameplay video on current release version: https://www.youtube.com/user/jokeracts

I will put up 2.5.4 release version gameplay video later...

 

from what I understand, the CPU do very less work (the current CPU was over powered and used plenty percentage, that cause it to look like the CPU does not used at all), most of work was on GPU graphics rendering processing.

 

CPU processed sound, vehicle, model vector, mathematic calculation, AI, waypoints, base structure... all load on RAM, and all take plenty percentage on current level of CPU processing level.

+ Sound Card with Sound processor like Sound Blaster will process sound.


Edited by JOKERACTS
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On my little own, I'd be particularly satisfied if any tanker refueling lights could run in their full functionality, no matter of which plane is flying (giving proper signals depending from the phase of the AAR procedure, I mean), just like in other flight sims do.

 

With best regards.

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