dawgie79 Posted December 11, 2019 Posted December 11, 2019 (edited) I was just curious, and I hope a representative from ED (Wags, or NineLine for example) could answer this: - How was it as a military aircraft simulator developer to develop a ship, no less a carrier, in such detail, compared to fighterjets? I mean this in terms of the information gathering process, or for example a different simulator model for boats in stead of jets. Was it harder, or not, or just different? What was the hardest thing to develop? - How was it to develop moving people and gestures, and to make it so it looks natural? I'm guessing this was the first time for you as ED? And did this experience you've now gathered from developing this, make you consider more of this in the future, for example on airfields, or the pilots or groundtroops and such? - How did you test all the aspects of the module? Did, or do, you also have SME's like the ones assisting in the development of aircraft? Many thanks in advance for answering, which I hope you indeed will, am really curious! :smartass: Edited December 11, 2019 by dawgie79
Sonoda Umi Posted December 12, 2019 Posted December 12, 2019 As a addict of modern naval combat, I believe that is a appropriate option for developing a real-time naval combat module(like Jane's Fleet Command)
draconus Posted December 12, 2019 Posted December 12, 2019 @dawgie79: ED used motion capture sw/hw so that real people made the moves and those were captured by the software/cameras/sensors. I'd make educated guess that carrier is easier (difficulty wise) to make since the aircraft FM is the hardest part and what takes most of the dev time for aircraft. Another big challenge is the whole 3d model and textures but it's kinda similar to aircraft - just in a bigger scale. I'd say AI path coding and behavior is one of the harder parts too. Surely ED uses the help of many SMEs, in part the same as for Navy aircraft. Win10 i7-10700KF 32GB RTX4070S Quest 3 T16000M VPC CDT-VMAX TFRP FC3 F-14A/B F-15E CA SC NTTR PG Syria
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