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DCS World 2.0 and New Maps Discussion Thread


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Posted

A very big improvement would be to just block radar and AI vision through trees as that alone would enable realistic low altitude tactics for helicopters and aircraft.

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Posted
I cant imagine they would be something you could turn on and off like a graphic option, but I could be wrong.
Why not? Just don't process the code that checks the collision. Just like the camera's terrain restriction can be disabled.
Posted

Another sim, that I won't name, has tree collisions without the ability to turn them off.

 

A feature the would have been useful when I was starting out. :D

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Posted

IF.....Tree collisions become a reality,I'm going to need a "ChainSaw" Attachment for my Mi-8 and Huey:D

 

***Thanks very much for the update and Team Progress Report,Hope to see a video/pictures Friday if possible***

Patrick

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Posted
"The biggest challenge has been finding the right balance of ground textures between visual detail and map file size."

 

Bring on the full 26gb, DCS is the only game I need :)

 

If it's 26GB for Nevada, how much do you think a global map would be, lol.

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Posted

For large forests, which are rendered in blocks in DCS (IIRC), a simple bounding box could be used for each forest section, for both collision detection and vision occlusion. This should limit the performance impact, and still improve gameplay significantly.

 

I was thinking exactly the same thing, although you may have the problem that even slightly less dense forests wouldn´t produce very convincing results with this method. Still, it´s most likely better than having none at all if it turns out that individual tree collision is not feasible. Or a box in the center of a tree patch/forest area where only the trees at the edges are checked individually. This is something that would also depend strongly on the kind of vegetation encountered on each specific map.

Just as an example, applying this to what is known from the Corsica videos I can´t help but think that with the thin vegetation on those mountain sides would feel even less convincing if it kills you or damages your rotor blades as soon as you come within 30 feet of the ground.

 

Anyway, can´t wait to move to Nevada as soon as a beta version is available. :)

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Posted

for dense growth area's a single large bounding box would work, for sparse growth area's, you'd have to do individual trees or groups other wise, you'd have Radar/Laser/AI Vision/TGP being unrealistically blocked.

 

Another bonus of modelling the southern pacific ocean, no land, no vegetation, just ships and planes. :) and Looooots of water.

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Posted

only problem is it shouldn't stop a T-90 tank.... :D

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Posted (edited)
"The biggest challenge has been finding the right balance of ground textures between visual detail and map file size."

 

Bring on the full 26gb, DCS is the only game I need :)

 

Now to celebrate with some Nevada A-10C footage :

 

+1 !!!

 

Other modern games have a Steam-Download over 40 GB or are shipped with up to 10 DVD's (X-Plane)... so please don't compress the data too much! I want hi-res-textures and would buy any hardware for it. And a 50GB-download is no problem, 150 MBit/s over cable here ;-)

Edited by tarracta
Posted

I have nearly 400GB of FSX/P3D scenery so DCS Nevada won't be an issue. :D

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Posted
Seems like I will soon have to get an SSD with min. 256GB just for my DCS installation. Befitting...

 

Yep agreed. It is on my list now.

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Posted

Wouldn't be simple to calculate tree collisions only on aircrafts little area?

 

I mean:

 

- very lazy update on tree groups (not the single bounding box), just saying, once per second in respect to the aircraft until 500 or less feet from them;

- increase updates progressively as distance reduces;

- when very near ( < 10 feets), start to calculate distance of the tree bounding box;

 

I don't think that should be so hard on CPU an algorithm like this :D

Posted
Or a box in the center of a tree patch/forest area where only the trees at the edges are checked individually.

 

Hmm, let me think: what if the top of each tree trunk in a forest block is a vertex, and the top side of the hitbox is comprised solely of these vertices? Then you'd only need additional vertices for the bottom edge of the hitbox, which vertices would be the base of the trunks of the trees that are at the edge of the forest block. Hmm, I think I see the problem: too many polygons on the hitbox, right? But if it were feasible in terms of our frame rates, I think that this system would work reasonable well--you'd only take damage if intersecting a tree trunk, which isn't entirely realistic, but still much more so than not taking damage at all, or taking damage when you're only near to a tree.

Posted

I watch your chainsaw helicopter, and I raise you mine :D

 

Nevada map contributer

EDM Modeling tools FAQ:

http://forums.eagle.ru/showpost.php?p=1418067&postcount=1

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Posted

Ka-50 attached chainsaw ? efficient ? LOL

 

THIS is efficient, and performed with style.

 

 

there is still a major issue with current DCS in current state : level of detail.

 

If buildings and forests (line of sight + hitbox) presence is dependant of graphics details, how can we make propers solo and multi missions ?

 

the i7 guy will see an enemy right above him (or be popped)

the Core2 guy will pop it 15km away.

i don't get it atm.

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Posted (edited)
Ka-50 attached chainsaw ? efficient ? LOL

 

THIS is efficient, and performed with style.

For that we have the Huey with it's miniguns ;o)

 

edit: btw I love that movie. talking about style - best scene ever:

Edited by Flagrum
Posted

when will people stop with the whole physx shenanigans, it isnt going to happen, and besides look at arma3, a lot of good that did there, absolutely nothing that couldnt have been done with a different API or an in-house physics engine.

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