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Posted

Did Ricardo not make a Russian version and English version of the pit in the day?

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Posted
which Su-25T cockpit mod do you use? I really like that russian HD version, definietly not ricardo's.

 

Thats Richardo's pit, just redrawn a bit and translated signs myself.

Posted

What about the fundamental flaw, namely the puffs. Is it even possible to finally ditch the puffs-based smokes in contemporary games? Smoke is continuous and every game I ever saw* makes smoke of puffs. Rather shameful.

 

* well, almost every game. EECH did some continuous effects and it did it well. Also the underrated wingtip vortices from Flanker 2 series...

Posted
Thats Richardo's pit, just redrawn a bit and translated signs myself.

 

Noticed some matches, but the color and the signs are different. Private use only, or will be released sometime?

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Posted

You can use more smaller puffs, but as always computational complexity increases as well.

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Posted
Noticed some matches, but the color and the signs are different. Private use only, or will be released sometime?

 

I mailed Ricardo few monthes ago, but didnt get any response. I'm not greedy, but as far as it is mostly his great work, i won't release anything without his permission.

Plus, su-25 pit uses some Arma 2 textures. :D

Posted
I've just watched an ArmA 3 video and it seems the smoke there is not 90's
If those puff-loving bustards (if you cnow ArmA series, you'll know what I mean) could do it puffless, anyone can ;)
It seems they use more puffs and better looking textures :D

 

Mafia2 puffs are interesting

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Posted
You can use more smaller puffs, but as always computational complexity increases as well.

So there isn't any "shaders" that do that yet? :) I get it that there aren't any. What about that volumetric stuff that is being used to visualize clouds?

 

@ZMEY-HS-

As you can see we can't even get proper visualization. You can bet making the physics part (smoke interacting with other objects etc.) is whole another story.

Posted

all that comes from engine modernization. i'm not sure who's responsible for that, but generally russian developers do no focus on such things. the last company i convinced to do multicore (graviteam for steel armor) is still reluctant to admit that it was a good thing. they generally consider it a waste of time that should have gone into other areas.

Posted
all that comes from engine modernization. i'm not sure who's responsible for that, but generally russian developers do no focus on such things. the last company i convinced to do multicore (graviteam for steel armor) is still reluctant to admit that it was a good thing. they generally consider it a waste of time that should have gone into other areas.

 

So it could be end up being a lot of work for little gain, FPS wise? I would suspect that retro fitting Multi-core support would be far more difficult that designing for it, when starting from scratch.

 

Nate

Posted (edited)
all that comes from engine modernization. i'm not sure who's responsible for that, but generally russian developers do no focus on such things. the last company i convinced to do multicore (graviteam for steel armor) is still reluctant to admit that it was a good thing. they generally consider it a waste of time that should have gone into other areas.

 

No sane game company, russian or otherwise will update their engine to a multithreaded one just like that. We are probably talking about an investment that might easily cost a hundred thousand dollars in man hours, and that is for something that will not generate a immediate return.

 

Also, your graphics card handle billboards using shaders, your processor shouldn't be taxed at all.

 

Also, I made my own mod:

 

fire1.jpg

fire2.jpg

fire3.jpg

fire4.jpg

fire5.jpg

fire6.jpg

fire7.jpg

 

I am not 100% happy with it but it's better than before.

Edited by Irregular programming
Posted

I'd also like to see 100+ rounds of 30mm D.U. to cause instant damage/explosion to some targets, rather than the current everything-takes-five-seconds-to-explode. Would be much more gratifying from the cockpit during a gun run to see some soft targets being ripped apart/exploding on impact.

Posted
Awesome smoke mod! By the way which Su-25T cockpit mod do you use? I really like that russian HD version, definietly not ricardo's.

 

attachment.php?attachmentid=65869&d=1336849082

 

 

I would also love to have russian HD version of Ricardo's pit.

Posted
No sane game company, russian or otherwise will update their engine to a multithreaded one just like that. We are probably talking about an investment that might easily cost a hundred thousand dollars in man hours, and that is for something that will not generate a immediate return.

 

Also, your graphics card handle billboards using shaders, your processor shouldn't be taxed at all.

 

Also, I made my own mod:

 

fire1.jpg

fire2.jpg

fire3.jpg

fire4.jpg

fire5.jpg

fire6.jpg

fire7.jpg

 

I am not 100% happy with it but it's better than before.

 

That looks awesome ^^^ please share!

 

Here we go, I've not noticed any negative performance on my machine but yeah it's probably a lot more demanding than the default smoke.

FireVehicle.lua

  • Like 1
  • ED Team
Posted
I mailed Ricardo few monthes ago, but didnt get any response. I'm not greedy, but as far as it is mostly his great work, i won't release anything without his permission.

Plus, su-25 pit uses some Arma 2 textures. :D

 

We have tried to contact Ricardo as well, but without success. If any of you are in contact with him, please PM me with a means of reaching him.

 

Thanks

Posted
I'd also like to see 100+ rounds of 30mm D.U. to cause instant damage/explosion to some targets, rather than the current everything-takes-five-seconds-to-explode. Would be much more gratifying from the cockpit during a gun run to see some soft targets being ripped apart/exploding on impact.

 

+1

 

To add to that, some vehicles (mainly armored I suppose) should never get past that initial burning stage... They should just cook for a while :devil_2:

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