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Posted
А как там у них с возможностями настройки кривых? Помнится, в рофе дюже мне нравилась их система тюнинга, можно было настроить кривую как угодно под конкретный самолёт, а главное сделать это было просто, удобно и наглядно. Оно так и осталось, или...?

 

euM4q3MeuM4q3M.jpg

 

"Screw you guys, i'm going home."

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Posted
Так в чем же тогда разница между версиями, только в цене?
В "дорогой" коробочке ещё карта бумажная есть. ))

фил фоба не слаще...

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i5-3570K, 24GB DDR3-1600, 6GB GTX1060, Win7x64

Posted
В "дорогой" коробочке ещё карта бумажная есть. ))

 

Вот, хочу такую!

Только без покупки коробки, т.к. и так есть полное электронное издание.

Ничего они не говорили по поводу карты?

DimAss Coljo Yappo

Posted

А кампания на эксперте вполне себе - задачу ставят и вперёд. По ходу задания - часто уже по пути домой бывают "приятные сюрпризы" в виде истребителей противника. Задачи - перехват, штурмовка, сопровождение. Для бомбардировщиков - бомбить. По моему всё чётко :) Я пока в первой главе, но в принципе затягивает выполнить всю задачу от взлёта до посадки.

Posted

Dronas

В коробочке с картой "стандартное" издание. Лавки с Фокой там нет.

 

OverGCat

Ещё немного терпения и главным сюрпризом станет отсутствие сюрпризов в определённых местах. ))

фил фоба не слаще...

________________

i5-3570K, 24GB DDR3-1600, 6GB GTX1060, Win7x64

Posted
Dronas

В коробочке с картой "стандартное" издание. Лавки с Фокой там нет.

 

Я думал он имеет в виду что именно за карту 1.5К в издании за 3К )

DimAss Coljo Yappo

Posted

Скорее таки разницу между "стандартом" за две тыр с картой и "стартом" за пятьсот без.

Но точно знает только Он. ))

фил фоба не слаще...

________________

i5-3570K, 24GB DDR3-1600, 6GB GTX1060, Win7x64

Posted
Я думал он имеет в виду что именно за карту 1.5К в издании за 3К )

 

Ну это был сарказм!:)

 

 

 

 

 

Posted
Ну это был сарказм!:)

 

Карту-то где взять? Не покупать же второй раз )

DimAss Coljo Yappo

Posted
Карту-то где взять? Не покупать же второй раз )

А надо ли?

 

Размером чуть больше А2, но для полётов она не годна. Разглядеть деревни и прочие сравнимые пункты можно либо с "соколиным взглядом", либо с постоянным увеличительным стеклом. Полезна только для получения общего представления о данном ТВД. Большая часть площади вообще чисто белая.

Источник.

фил фоба не слаще...

________________

i5-3570K, 24GB DDR3-1600, 6GB GTX1060, Win7x64

Posted

Я в смятении. Поборол своего внутреннего еврея, купил таки бзс, сел в штуку и... у штуки что, не сделали автомат вывода?:cry: Эх, Петрович, Петрович...

Posted

Ну учитывая то, что многих вещей, ожидаемых в релиз, в релизе не оказалось, считать нынешний релиз релизом наверное нельзя. А вот в релизе уже всё будет. ))

фил фоба не слаще...

________________

i5-3570K, 24GB DDR3-1600, 6GB GTX1060, Win7x64

  • 2 weeks later...
Posted (edited)

Kerbal Space Progam

 

Для любительй KSP, вышла версия 0.90, именуемая нынче beta. В ней появилось развитие звездного городка (теперь можно начать играть с бараков вместо полноценных заводов и стартовой площадки), опыт экипажа, биомы на всех небесных телах, улучшенный конструктор и т.д.

 

jctKjgj.png

 

http://forum.kerbalspaceprogram.com/content/323-The-KSP-Beta-Than-Ever-FAQ

 

Полный список изменений (англ.)

 

 

=================================== v0.90.0 Beta =======================================================

 

New:

 

Editor Overhaul (Gizmos):

* Added Offset and Rotation Gizmos to Editor ([2] and [3] keys)

* Added Re-root tool to Editor ([4] key)

* Gizmo coordinate system can be toggled between Absolute and Local with the [F] key.

* Rotation and Offset gizmos can also snap to angles and to a 3D grid.

* Gizmo snap can be toggled to constrain to an absolute grid or a local one depending on coordinate frame.

* Holding shift during placement or while gizmos are up will decrease angle snap interval to 5° (from 15°) and grid snap interval (for offset gizmo)

* WSADQE keys still work to rotate in 90° or 5° (Shift) increments, and are now more consistent with pitch, yaw and roll rotations.

 

Editor Overhaul (Parts List):

* Fully overhauled Parts List UI.

* Added Filters system to allow new methods to find parts, apart from the existing category tabs.

* Existing categories overhauled into 'By Function' Filter.

* Split Propulsion category into Engines and Fuel Tanks.

* Added 'By Resource' Part Filter: Lists parts based on resources they contain/use

* Added 'By Manufacturer' Filter: Lists parts based on their manufacturers

* Added 'By Module' Filter: Lists parts based on the modules (functionalities) they implement.

* Added 'By Tech Level' Filter: Lists parts based on their corresponding Tier on the Tech Tree.

* Custom Filters (and subcategories) can also be created and edited for user-made collections of parts.

* The Parts list can now be sorted based on several criteria (to organize displayed parts after filtering).

* Added Sorting by Size to parts list

* Added Sorting by Cost to parts list

* Added Sorting by Mass to parts list

* Added Sorting by Name to parts list (default)

* Subassemblies can also be sorted and arranged into custom categories.

 

Editor Overhaul (General):

* The VAB and SPH are now based on a single scene.

* Editor Logic fully overhauled and rewritten using the very reliable KerbalFSM framework used for character animation and many other systems in the game.

* Most editor Keyboard inputs are now remappable.

* All Craft files can now be cross-loaded in the VAB and SPH.

* Crew assignment is now fully persistent during construction, including detached parts.

* Vastly improved placement logic for angle-snapped parts.

* Symmetry methods can be toggled between Radial (VAB) or Mirror (SPH) using the [R] Key

* Radial Symmetry coordinate frame can also be toggled with [F] key.

 

Upgradeable Space Center Facilities:

* All KSC Facilities can now be upgraded through levels (currently 3 levels implemented for all facilities).

* Added new models for KSC facilities at each level.

* KSC Facilities now start at level 1 (in Career Mode), and can be upgraded to top level separately.

* Upgrading Facilities costs Funds, lots of Funds.

* Repair Cost of destroyed structures varies depending on facility level. (Higher-Level Facilities are more expensive to repair)

 

KSC Facility Upgrade Effects:

* Vehicle Assembly Building / Spaceplane Hangar:

- Increase part count limit

- Unlock Basic and Custom Action groups

* Launchpad / Runway:

- Increase Mass Limit for launched vessels

- Increase Size Limit for launched vessels

* Tracking Station:

- Unlock Patched Conics in Map View

- Unlock Unowned Object Tracking

* Astronaut Complex:

- Unlock EVAs off of Kerbin's surface.

- Increase Active Crew Limit

- Unlock Flag-Planting during EVA

* Administration:

- Increase Active Strategy Limit

- Increase Strategy Commitment Limit

* Research And Development:

- Increase Max Science Cost Limit

- Unlock part-to-part Fuel Transfer

- Unlock EVA Surface Sample experiment (requires EVA on Astronaut Complex)

* Mission Control:

- Increase Max Active Contract Limit

- Unlock Flight Planning (Requires Patched Conics in Tracking Station)

 

Space Center (General):

* All KSC Facilities in all levels are destructible (except level 1 runway and level 1 launchpad, which are indestructible).

* Hold Ctrl while Right-Clicking over KSC Facilities to display 'extra' options concerning upgrade levels.

* Expanded Context Menu for KSC Facilities, to allow upgrading and viewing the current (and next) level stats.

* Hovering over the Upgrade button on the Facility Context Menu will display stats for the next level.

* Space Center ground sections and Crawlerway change levels based on level of neighboring facilities.

* The Flag Pole in front of the Astronaut Complex will change levels based on the average level of all KSC Structures.

 

Facility Interiors:

* Editor scenery now loads independently of the editor scene.

* Exterior Scenery (out-the-door view) loads based on current editor Facility (VAB or SPH)

* The KSC as seen from the editor facilities will change to reflect current level and destruction state of visible facilities outside.

* Interior Scenery loads based on current editor Facility and Facility Level.

* Added new 3D interior scenery for Level 1 and 2 VAB

* Added new 3D interior scenery for Level 1 and 2 SPH

* Added new 2D interior backdrops for Level 1 and 2 Astronaut Complex UI

* Added new 2D interior backdrops for Level 1 and 2 R&D UI (Archives Tab)

* Added new 2D interior backdrops for Level 1 and 2 Mission Control UI

* Added new 2D interior backdrops for Level 1 and 2 Administration UI

 

 

Parts (Mk3 Spaceplane Set):

* Added 15 new 'Mk3' parts:

- Mk3 Cockpit (IVA is blank atm)

- 3 Mk3 Rocket Fuel Tanks (2.5m, 5m, 10m versions)

- 3 Mk3 Liquid Fuel Tanks (2.5m, 5m, 10m versions)

- Mk3 MonoProp Tank

- Mk3 Crew Tank (holds 16 Kerbals, IVA is blank)

- Mk3 - Mk2 Adapter

- Mk3 - 1.25m Adapter

- Mk3 - 2.5m Adapter (slanted)

- 1.25m to Mk2 Adapter

- 1.25m to 2.5m Adapter

- 1.25m to 2.5m Adapter (slanted)

- 3.75m to Mk3 Adapter

- Mk3 Cargo Bay Long

- Mk3 Cargo Bay Medium

- Mk3 Cargo Bay Short

* Old Mk3 cockpit, fuselage and adapter removed.

 

Parts (General):

* Struts and Fuel Lines now use a common base system called CompoundPart.

* New CompoundPartModule base class added to provide functionality for parts based on CompoundPart.

* Added CModuleLinkedMesh CompoundPartModule, handles the mesh objects connecting between both ends of a CompoundPart.

* Added CModuleStrut, creates a physical Joint between both ends of a CompoundPart

* Added CModuleFuelLine, creates a fuel re-routing between both ends of a CompoundPart.

* LandingGear and Rover Wheels 'Invert Steering' option now changes to 'Uninvert Steering' when inverted.

* Part-to-Part Resource Transfer now possible between more than 2 parts. (In/Out options will push/pull from all other selected parts evenly)

 

Kerbals:

* Kerbals now have Skills they can develop.

* Kerbals now gain experience after returning from missions.

* Kerbal Experience is needed to level up crew skills.

* Added Scientist Skill. Scientists increase recovery value of collected data, transmission value of uploaded data and the lab boost factor (when manning a lab).

* Added Engineer Skill. Engineers are able to repair broken parts like Rover Wheels and repack parachutes.

* Added Pilot Skill. Pilots provide SAS features at various levels. Basic SAS is available as long as at least one pilot is aboard.

* Crews in the Astronaut Complex can now be Sacked (if available) or given up for dead (if missing).

 

SAS Overhaul:

* SAS is no longer available in any vessel for free. A pilot or an operational SAS-cabable probe core are needed for SAS to be available.

* Level 0 pilots and basic probes provide basic SAS functionality (kill rotation)

* Higher level pilots and more advanced probes provide new Autopilot Functions.

* Added new Autopilot System featuring 8 modes:

- Stability Assist (Basic SAS)

- Prograde/Retrograde Hold (Level 1 Required: Automatically orient and maintain attitude towards prograde or retrograde vectors.

- Radial In/Out, Normal/Antinormal Hold (Level 2 Required): Automatically orient and maintain attitude towards R+, R-, N and AN vectors.

- Target/Anti-Target Hold (Level 3 Required): Automatically orient and maintain attitude towards the selected target.

- Maneuver Hold (Level 3 Required): Automatically orient and maintain attitude towards the first upcoming maneuver's burn vector.

* AP modes respect the current reference frame on the navball (surface, orbit or target).

* Overhauled the existing ModuleSAS part module so it acts as a SAS provider in any level.

* Removed ModuleSAS from all parts except probe cores.

* Tweaked the R&D tech tree progression for all probe cores.

* Tweaked costs and descriptions for all probe cores.

* Probe cores set up with progressing levels of SAS service.

 

New Contracts (Fine Print Mod by Arsonide):

* Added asteroid redirection contracts.

* Added surface outpost construction contracts.

* Added orbital station construction contracts.

* Added satellite deployment contracts.

* Added survey contracts at specified locations on the map.

* Fine Print contracts revised and overhauled with new graphics and to follow Career progression.

* Fine Print contracts unlock based on KSC Facility level when applicable.

* Existing contracts also revised to better follow progression of KSC facilities.

* Existing and new contracts revised to be configurable.

 

New Biomes:

* Added new Biome Maps to all celestial bodies.

* Over a hundred new biomes available in total.

* Added cheat menu option to visualize biomes in map view.

 

Misc:

* Added a one-page 'Welcome Intro' tutorial module to all newly-started games.

* Added new Edge Highlight visual effect when hovering over part icons on the staging UI, or when selecting a new root part or choosing a part to transfer crew to.

* Added new Tooltips for several UI controls in the Editor, R&D, Flight and many other areas.

* Added new ESA flags.

* Improved some of the Loading Screen images.

* Added new Craft Stats app to Editor toolbar, to display ship information like part count, total mass and size.

* Craft Stats app icon will turn orange if any limit is exceeded for the current editor facility level.

* Added new sound fx for gizmos and re-root in editors.

* Added new destruction FX for all new facility models.

* Added EditorBounds system to define part spawn point, construction boundaries, camera starting position and bounds for each editor interior.

 

Bug Fixes and Tweaks:

* KSPScenario 'Remove' creation options now work.

* Added new PreSAS and PostSAS callbacks to vessel API.

* Revised VAB and SPH camera behaviour so they stay within scenery bounds as best they can.

* Overhauled time-of-day system for KSC emissive textures. All facilities light up at night. (except ones without lights, like lvl1 runway)

* Fixed several issues with destructible building persistence.

* KSC grounds grass shader now uses worldspace UV coords for consistent tiling.

* KSC grounds grass shader now enforces vertex normals to smooth out the transition between PQS and KSC terrain.

* Linux version now forces thread locale to 'en'. Solves most issues with installs in foreign locales.

* Fixed several issues with Undo/Redo (ctrl+Z, ctrl+Y) in the editors.

* Tweaked sideslip factor in landing gear (was much too strong).

* Increased Mk55 Engine's ISP and gimbal range.

* Fixed an issue with part rotation and placement using Mirror symmetry.

* Fixed issues with symmetrical 'subgroups' after attaching a parent part using symmetry.

* Re-saved all stock craft so they are fully compatible with this version.

* Existing craft files from previous versions will require re-saving in the editor before they are allowed to launch in Career Mode, to calculate size data.

* Crew auto-hire will respect Astronaut Complex crew limit.

 

Edited by Mode
Posted (edited)

header.jpg?t=1418991113

 

Кстати FSX (да да, тот самый FSX дальнейшую разработку которой Микрософт закрыли уже давно, а потом отдали "симуляторную" лицензию Локхид Мартин, а "игровую" Dovetail Games) вчера переиздали на Steam, кому интересно могут приобрести:

 

http://store.steampowered.com/app/314160/

 

Убрали серверную проверку ключа, починили мультиплеер и кое какие баги, а так все тот же МСФС, никакого нового контента не добавили.

Обещают в будущем продолжать допиливать продукт, поглядим.

Edited by Mnemonic
Posted
header.jpg?t=1418991113

 

Кстати FSX (да да, тот самый FSX дальнейшую разработку которой Микрософт закрыли уже давно, а потом отдали "симуляторную" лицензию Локхид Мартин, а "игровую" Dovetail Games) вчера переиздали на Steam, кому интересно могут приобрести:

 

http://store.steampowered.com/app/314160/

 

Убрали серверную проверку ключа, починили мультиплеер и кое какие баги, а так все тот же МСФС, никакого нового контента не добавили.

Обещают в будущем продолжать допиливать продукт, поглядим.

 

Ну и шикарный ценник в 80 рублей :thumbup:

DimAss Coljo Yappo

  • 2 weeks later...
  • 2 weeks later...
  • 7 months later...
Posted

Apollo 11 VR

сайт http://immersivevreducation.com/

kickstarter

 

MoBo: P9X79 LE [LGA 2011] ♦ CPU: i7-3930K [6-Core. 3.80GHz] ♦ GPU: 1080Ti OC. 11GB ♦ RAM: 32GB [DDR3. Quad Channel. 1600MHz] ♦ SCREEN: 27"1440p.60Hz ♦ SSD: 512GB [DCS + MSFS] OS: W10. 64bit. pro_ SSD ✈ Hardware: Thrustmaster Hotas Warthog ♦ Saitek Pro Flight Rudder Pedals ♦ TracKIR 4 + TrackClip Pro ♦

 

Father of P-47, F-84, F-105 & A-10 www.alexanderkartveli.com

Posted

Крылатые хищники уже старо, War thunder рулит вместо них. :) Хотя миссии местами допиливать. На самолетах 5 эры драка над Новоросийском и Крымском -обнаружил что немецкая наземка идет в бой на ПЗ1 или чем-то таком, из начала войны короче. А я на як-9УТ с 37мм пушкой и ББ снарядами в ней. Вобщем, наступление захлебнулось из-за нехватки танков :)

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