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Whole World API


Silver_Dragon

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21 minutes ago, Glide said:

Yep, we're over in this section to dream the future...

You need understand the MBB-339 on DCS has a diferent beast with the MSFS. Not only change the engine, change the module building, codification and funtionality. ED has own engine and simulator and centred on them, with whole world operations on develop to a future. Build modules on MSFS or other simulator require strart all of them from the scratch with dedicated teams and limited funtionality. Civil simulators none suport realistic combat operations, and the big flying servers (IVAO / Vatsim), has banned all combat operations.


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4 hours ago, Silver_Dragon said:

You need understand the MBB-339 on DCS has a diferent beast with the MSFS. Not only change the engine, change the module building, codification and funtionality. ED has own engine and simulator and centred on them, with whole world operations on develop to a future. Build modules on MSFS or other simulator require strart all of them from the scratch with dedicated teams and limited funtionality. Civil simulators none suport realistic combat operations, and the big flying servers (IVAO / Vatsim), has banned all combat operations.

 

Agreed.  They don't have damage modeling, destructive environment, all the combat bells and whistles.  It seems like it's easier to port from the FSX, P3D, and even the XP world.  I see they have a Google maps add-on for it now.  Lots of innovation coming to the flight sim world.

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  • 3 weeks later...
On 10/16/2021 at 12:05 PM, Silver_Dragon said:

Wags has talk about Whole world has incoming officialy to DCS on a last interview on PcPilot Magazine.

https://www.key.aero/article/dcs-world-infinity-and-beyond

 

It could be, why not!

In FS series we have the whole world from near beginning. If the map will workk with vegetation + building autogen + mesh why not! Its possible and I can say - Finally. 

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  • 2 weeks later...

It's POSSIBLE... not a guarantee on the first attempt (to build a global map for combat flight sims, that is). 

Civilian flight simulation has a lot of similarities and things exactly the same. Models are expected to look nice, look real, and have a reasonable amount of detail. The feeling of actually flying ought to approach the real experience of anyone who's actually flown the item represented. The aircraft systems ought to be represented and behave like the POH suggests. The world and terrain ought to be processed such that good framerates enable a successful landing in crosswind gusting winds, say around 30fps or better.

 

Combat flight sims have to do all that and much more: radar behaviors, thermal signatures, threat warning pages, interaction between missile guidance and pilot datalink, calculate the trajectories of 100 20mm shells and then network ALL of those positions with precision accuracy over a network where players might be on different continents with different hardware, simulate combat damage and it's effects with some degree of accuracy, simulate high alpha dogfight maneuvers and possible departures and recoveries, Artificial Intelligence that works well and efficiently at enemy SAM systems and air defense pilot AI without straining resources.  Then after all that, you need to process the entire world's map, render it so it looks good, keep it in memory and accessible at a moment's notice, with all the bandwidth needed for a future high res map.... while keeping the average framerate more like double that of civil sims, so more like 60fps. Not impossible... but it's a tall order.

Eventually it will be possible, certainly. And MAYBE this first attempt will work out well. 

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