DCS: Updates....

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Re: DCS: Updates....

Parece que hay novedades con la cabina del VEAO Eurofighter

http://forums.eagle.ru/showpost.php?p=1 ... tcount=138
I showed some people at Duxford the 3d model of the Typhoon cockpit. I'll post some pics in the next few days.

Work has started implementing the switch test code and I'll publish a video of that as I go along the process, as below.
Basically I'm currently going through the cockpit adding all the switch and dial helpers including all the animations for each switch and dial, that's pretty time consuming.
Then it's linking the sim to those helpers, again takes time.

At that point I hand it over to Tango to take over on all of the systems code; electrical, hydraulics, etc. as per schematics.
That's just to get all the basic aircraft systems coded. Then it's onto the MFCD (as you would know them as) logic.

You actually start the Typhoon Engines with 4 switches, the rest is all done by computer on the screens.

For now, all the rest of the team are working on getting the Hawk over the line.

I know you guys want Tiffy, as do I but this one's gonna be a while yet.

Cheers,
C.
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Re: DCS: Updates....

Importante update, el Bae Hawk puede pasar a Limited Beta en Septiembre por tiempo limitado y tambien un numero limitado de licencias. Ademas VEAO parece de haber solucionado los problemas con la cabina de la 1.2.5 (Se habla de un Cockpit API). Tambien hay indicios de que podamos ver algo parecido a los updates que ha hecho Beczl en su Mig-21bis en el Bae Hawk.

http://forums.eagle.ru/showpost.php?p=1 ... tcount=754
Dev diary update time.

We had a very successful weekend at Duxford and thanks to all of you out there that popped by to say hi. Sorry if I didn't have time to talk to you all it was rather busy.

Thanks to ED for releasing the 1.2.6 patch on Thursday. Although we did have to unpack the 3 pc's from the 2 cars to patch them it meant we had a working Hawk in 1.2.6.

We had a lot of interest in the Hawk (I think the Red Arrows being there helped that) and I gave a little sneak peak to a select few of the Typhoon 3d model re-work which went down very well.

Thanks again to The Fighter Collection for having us and to ED for flying Yo-Yo over to support us not just with him being there but to bring the banner and brochures they had printed up all the way from Moscow with him. As always a pleasure talking to him.

So, on to development....
Well we had a few months of hair pulling, late night coding, chasing bugs and generally going crazy to get the cockpit working in 1.2.5 but to no avail.
Thanks for all of the help ED gave us to get it working in 1.2.6 ready for the weekend and of course to Tango for surprising me on Saturday morning 1 hour before doors opening to say he had published a new Hawk patch before he left at 6am to drive down to Duxford for the day. Yes I was jumping about the hangar with joy like a little girl!!!

And man does she fly beautifully in 1.2.6, even with wing tip vapour and grunting noises when pulling 6g loops

Coding Update
In terms of the cockpit functions we're about 95% completed and just waiting for the API's from ED to tie some of our systems like radios and full weapons into the sim.

All of the aircraft systems logic like electrical, hydraulic, etc. are completed and currently tied into the SFM model.

Model Update
As you can see from the screenshots in the eye candy forums Crow has done a big update on the cockpit model and skins. They are still WIP but you can see a massive amount has been done and truly amazing work.
You can even see a little sneak peak through a frame cutout of the rear cockpit and switches in there.
Yes we are working on dual cockpit's and although single player seat switching will likely be in release, multiplayer dual control is down to ED to code so we'll have to wait for that. But we'll be ready when they get it implemented.

Short Term Goals
Let's talk about short term goals and the interesting bit for you.
Here is what we are aiming to release at the end of September:

Multiplayer Module Beta
This will allow you to install certain Hawk files onto your PC so that if you join a public server that has a Hawk flying in it, you will see the Hawk external model.
This will be patched as and when we carry out and test updates to our base model and add new skins, AFM, Weapons, etc.

The purpose of the module is to ensure full compatibility with DCS when flying on public servers.
At the moment if you join a server with Hawk flying you will see a default SU-25.

The module will be free of charge.
There will be no cockpit files included, it is just the external model and skin files.
Now I'm sure some clever people out there will make it flyable with another cockpit (for research purposes of course) and that's fine if you want to do that. We will obviously not support those modules if they get released publicly.

We may, in the future, include certain cockpit files so you can enter the Hawk and look at the pretty cockpit but you won't be able to fly it unless you purchase an activation code and licence key. We are still discussing this concept.

Come and fly the Hawk for free
The guys at Virtual Aerobatics will be providing a long weekend session, or maybe a week if it goes well, of Hawk being included in their server mission.
We will be giving away 30 full copies of DCS:Hawk with a time limited licence for you to try out over that weekend.
This is your chance to give us valuable feedback on what you think of our product before you buy it. Also to give the community some feedback on what you think of it rather than us telling you it's awesome.
Details on how to get an activation code will be given out soon and we'll do a little trivia competition next week for that one. Easy answers to find on Google kind of thing.

If any squads out there would like to run a sqaud hosted session trying out the Hawk, please send me a PM for details and we can discuss it further. I know some of you are very interested in it.

Now the licence keys when registered are tied to your machine, so you can't give them out to friends and they will be a limited licence key, probably to 15 or 30 days to give you enough time to play around with the Hawk in SP and MP.
Once that time period is up, you will still be able to sit in the cockpit but the jet won't function.
For the lucky 30 of you, you won't need the Multiplayer module as you will have the full product.

This is kind of an open beta so your feedback at that time will be very valuable as we move into the finishing stages of development and we will create a new forum section for the feedback.

We will probably run another event in October and December along the same lines.

DCS:Hawk Flight Manual
Obviously you will want to know how to fly the Hawk and what better way than to read the flight manual. This will be released along with the multiplayer and test modules and generally posted for all of you.
Again it's a work in progress and any suggestions are gratefully welcomed with a new feedback forum created.

Longer Term Goals
So, with obviously flying the Hawk or seeing it buzzing around the virtual sky in the coming weeks you are going to want to buy it.
We originally set the release date for before Christmas (with a few caveats) however with the few months delays we are currently evaluating when we can release the product.
Until we have the team meeting this week and then consult with TFC/ED on their side of things we can't set a date but as soon as we have it, I'll let you know.

I would love for you to be flying the Hawk ready for Christmas but I simply can't promise it.

And to recap we will be releasing the combat variant first with the aerobatic variant a few months later. They will be released as separate modules, each costed for separately but with an upgrade price if you buy one module later than the other.
We are still working on a suitable pricing structure and details will be announced when this is finalised.

I did previously state that if you bought the combat DCS:Hawk prior to the aerobatic module being released then you would get the aerobatic module free of charge up until release date. This still stands.
So that means if you buy the combat variant when we release it and before we release the aerobatic module you get both for the same total price. After releasing the aerobatic module you will need to buy both separately.

The aerobatic module has a slightly different cockpit and engine performance, smoke system and few other differences hence why the delay in releasing them together in one module.

So, I hope that has put a smile on your face and got you as excited as the team are when we fly the Hawk and I very much look forward to getting your feedback on our product.

Please feel free to ask any questions about the above.

Thanks,
Chris.
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Re: DCS: Updates....

Nuevas imagenes del RAZBAM Mirage 2000C
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Re: DCS: Updates....

Nuevas fotos de Nevada

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Re: DCS: Updates....

Nuevos Tramos de la KickStarter DCS: World WW2 1944

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Re: DCS: Updates....

http://forums.eagle.ru/showpost.php?p=1 ... ostcount=1
Hello everyone,

Many of you have been really waiting for it, so here it is!

We’re showing the new EDGE landscape engine today, and meeting the people working on it.

Please keep in mind that the Normandy terrain is in the very earliest stages of development. The terrain engine itself is very mature, but is missing some features needed for a proper WWII simulation. So that’s where we started our terrain design.

We are using the famous Pointe du Hoc location to test everything we need: bunkers, trenches, and bomb craters. We are doing that with a few simple placeholders and a few low-res textures.

Our Normandy still needs most of the French 1940s buildings, airfield structures, and proper French countryside textures. All of those, while time consuming, are no-brainers at this point. Making and placing objects, or texturing terrain, are the kind of tasks the team has done before while making landscapes for helicopter and pilot training simulators. Once we have our bunkers and craters done and tested, the rest of the project is rather routine.

Unfortunately, as the other landscapes done in EDGE were done as commercial projects, we are unable to show any part of that terrain. Normandy is the only thing we can show, and it is clearly nowhere near finished.

We are also not at the stage where planes can fly over Normandy. We really tried to have a Mustang in a Normandy field today, but ran into some issues, and decided not to delay the video for it. Once we have those tests done, we’ll definitely release those shots.

With that in mind, here’s the video:
http://youtu.be/tylMZPZeozQ
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Re: DCS: Updates....

Traducción del texto aparecido en el video 3 de DCS: World WW2 1994 sobre EDGE (disculpen los fallos de traducción)
Mi nombre es Alexey, Yo soy el director de arte aqui, y tambien soy un modelador 3D. Yo por lo general trato con todo lo que hay que hacer en el desarrollo de terreno.

- Asi que porfavor puedes hablarnos sobre el motor de terreno que vosotros estáis desarrollando.

Ok, Nosotros tenemos nuestro propio motor gráfico casero callado EDGE.

- ¿Y qué diferencias tiene este comparado con el antiguo?

Hay un montón de cambios en el nuevo motor. Nuevos sombreados, nuevos materiales, nueva tecnología. Nuestro nuevo motor esta basicamente escrito completamente desde cero.

Nosotros hemos considerado los errores del pasado, experiencias pasadas, horarios últimos. El nuevo motor es muy fácil de usar tanto por programadores y diseñadores, por testers, por todo el mundo.

Esto es una de las mejores cosas sobre el nuevo motor, su facilidad de uso. Adicionalmente, la calidad gráfica yo diría que es diez veces mejor que antes. Nosotros tenemos nuevas texturas, hierba, los objetos son dibujados a mayores distancias.

- De acuerdo. Y yo se que tu no solo estas usando EDGE para juegos de PC, pero tu tambien estas trabajando en simuladores de vuelo comerciales para pilotos reales.

Correcto. Nuestro motor es usado activamente en simuladores de entrenamiento, aviación civil, y entrenadores de helicópteros. Nosotros estamos creando tres terrenos para esto, por lo que desarrollamos nuestro motor tanto para los pilotos reales y para los requisitos de juegos.

Nosotros tenemos un montón de requerimientos de nuestros usuarios, especialmente la calidad de los aeropuertos y el nivel de detalle. No sola ha ser muy alta calidad, alto nivel de detalle de la imagen, del paisaje, de todos los objetos. los requisitos de distancia de la visión de nuestro terreno, requerimientos para los pequeños detalles, la altura de la hierba, el tamaño correcto de los bloques de hormigón en pista, que es realmente importante para los pilotos en los despegues y aterrizajes, o en tiempo malo. Ellos ponen atención en estas cosas.

- ¿Y cual es estado actual del motor?

Estado de Testeo. Nosotros estamos en este momento desarrollando tres terrenos con éxito, y estamos continuamente moviéndose hacia delantes. Cuando nosotros tomamos un nuevo proyecto y nosotros necesitamos alguna nueva tecnología para esto. nosotros la desarrollamos, la testeamos y la ponemos en el.

- Estupendo, ¿Y que puede decir de las dificultades?, ¿Cuales son las cosas nuevas que se están haciendo pare el terreno de normandía de 1944?

Normandía es muy excitante para nosotros. Nosotros estamos intentando dar el 100%. Nosotros estamos intentando capturar la atmósfera de tiempos de guerra de ese periodo. Ruinas, edificios, ciudades y villas destruidas, fuego y humo. Nosotros queremos sumergir al usuario en ese tiempo, para asegurarle que él se sumerja en el terreno y pase mucho tiempo con el. Vamos a tomar mucho tiempo en recrear áreas importantes, los bordes de los acantilados, chateaus, y campos de batalla importantes. Nosotros vamos a poner todo esto en áreas altamente detalladas. Nosotros estamos recreando la red de carreteras, también, nosotros estamos intentando recrear toda la vegetación de ese momento.

- Así, tiene el encanto de 1940 campo francés, junto con todos los horrores de la guerra.

si, correcto. La versión actual del motor permite hacer todo eso. hay que añadir una serie de características, pero en general creo que todo esto nos instalemos en el camino y nuestro equipo se encargará de ello a su debido tiempo.

- Magnifico, bien, muchas gracias a ti, un verdadero placer.

------------------

- Por favor, háblanos de lo que haces y que es lo que tu estas haciendo específicamente para el proyecto.

Yo diseño y desarrollo el terreno para el motor EDGE. Tengo que ver con todo lo que tiene qer ver con el terreno y con todos los otros componentes. Todo lo que se necesite para el terreno.

- Y tu tienes que cambiar este para Normandia 1944, tu debes ser el diseñador líder del este terreno y de cualquier otro terreno que nosotros podamos añadir después.

Correcto

- Por favor, háblanos algo sobre los detalles de desarrollar un terreno de la segunda guerra mundial.

Una cosa interesante para mi ahora es el desarrolle de una representación realista del terreno. Para mostrar la atmósfera, para ver el terreno tal como lo veríamos basado en algunas fotografías o películas.

Esto sería realmente fácil de ver tal como lo vemos ahora. Nosotros tenemos satélites, vistas de carreteras, pero si nosotros volvemos en el tiempo y creamos algo del pasado, para mi, es realmente excitante.

- Nosotros hemos hablado sobre hacer algo que hasta ahora no se ha hecho realmente en simulación antes. Nosotros vamos a intentar hacer un terreno no sólo realista, sino también excitante de volar sobre el.

Si, esto es correcto, Nosotros vamos a tener varias capacidades como calles lo suficiente anchas para que el avión pueda volar a través de ellas, interiores de túneles en los que podría intentar maniobrar, puentes de ferrocarril en que puedes volar a través de ellos, grandes arcos, básicamente , varios elementos del terrenos que te pueden ayudar a vosotros en la batalla.

- Correcto, Básicamente nosotros podremos intentar dar a los jugadores algo excitante que hacer mientras están a nivel de los árboles, algún tipo adicional de actividad. Muy bien, ahora por favor, hablamos sobre tu aproximación general, sobre el motor EDGE. Que involucra el desarrollo de un buen terreno realista?

Bien, si nosotros estamos hablando sobre EDGE, este esta siendo desarrollado desde hace tiempo. La idea general apareción hace mucho tiempo. Nosotros teníamos unas cuantas opciones, y el motor que tenemos está ya maduro después de muchos cambios. Nosotros estamos en la versión 4. así que la idea general es que el paisaje debe verse bien también ha cambiado desde el punto de vista de un piloto, desde el punto de vista de la aviación. sai, la versión que tenemos en este momento es mas realista, mas buena en este aspecto, ya que permite crear terrenos, edificios y ambientes detallados y bien diseñados.

- Por eso, el motor esta siendo usado para entrenamiento de pilotos. Este es usado in simuladores reales para pilotos reales, esto ya viene con el sentido perfectamente afinado de la altitud, la escala, la noción de los elementos del terreno como la hierba. La sensación de volar está diseñada para ser lo mas cercano a la realidad como sea posible.

Si exactamente, cuando nosotros hemos construido simuladores de entrenamiento, esto lo hacemos exactamente como se debe hacer, la sensación visual de escala, altitud, velocidad. La inmersión que tienen los pilotos reales. la sensación de volar. que fue el primariamente, el requerimiento principal.

- bien

Y nosotros estamos seguros que es este mismo requerimiento sea la piedra angular del juego tambien. esperamos que los gamers tambien sientan esto en realidad. Tan real como sea posible.

- Maravilloso. Entonces, ¿unas últimas palabras?

Si. Yo era muy escéptico cuando ohi sobre esta maravillosas idea. Tan pronto como y ohi sobre normandía, Yo salte dentro, ofreciendo ayudar a tus chicos, yo pienso que nosotros vamos a conseguir trabajar juntos y nosotros vamos a hacer un gran producto. Yo pienso que los fans estarán agradecidos.

Muy bien. Yo espero vernos trabajanado juntos durante mucho tiempo y nosotros podremos venros unos a otros en los cielos.
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Re: DCS: Updates....

Update 7 por Bezcl (se ve que ha podido arreglar su ordenador despues de que se lo quemara una tormenta electrica, agradecimientos al final a quien le han ayudado)

http://forums.eagle.ru/showpost.php?p=1 ... ostcount=1
DCS MiG-21Bis NewsFlash - Issue No.7

External model:

Rudel working on the exterior model UVW and texturing in paralell with new damage effect creation. So very soon you will see how the brand new exterior model looks like with a tons of rivets. :-)

Cockpit:

Razbam-Cobra is nearly finish the new cockpit textures, now he's working on a more realistic cockpit shader, metal shine and other effects. So after that we will have a beautiful cockpit I promise.

AFM:

According Novak report the AFM is in polishing state. Aircraft performances are being tuned according to manuals. Working on extreme flight condition simulation (critical overall and local AoA, stall, spin). Ground operations: big issue is the unique gear breaking/steering system which is implemented from the scratch since original ED system is not applicable for the MiG-21. Successfully implemented drag chute management, animation and AFM connection. Fixed multiple bugs related to several systems (ARK, PRMG, SAU etc.).

Roland successfully ported the weapons systems to C++ side. He implemented stations management, weapons launch & jettison; couple of small things to do, expect to finish it by the end of the week.

RoadMap:

Not significant changes on the roadmap even I was out in the last month. Fortunately during this time the team able to follow the plan and did a great job.

Others:

After one month absence finally today I have a working PC. I say a big THANKS for the following forum members (and other flightsim addict also) who offered a help for me. With their help and effort the development resume with full steam as well.

Many thanks for:
159th_Falcon
Rudel
bumfire
carlos
TeChMastR
spoore
HatM

"One good turn deserves another"
Unas fotos del desarrollo de las texturas en cabina:
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Mientras Cobra nos comenta que esas fotos no tienen efectos, y que veremos una actualización pronto:

http://forums.eagle.ru/showpost.php?p=1 ... ostcount=2
Hey folks,

Just wanted to note that these shots are not at all indicative of the final look
They're a little old, have several un-overhauled objects, and primarily are are without speculars, normals and specularity.

There will be a proper cockpit artwork update soon.
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Re: DCS: Updates....

Otra de "dinamica de fluidos". Esta tarde estaban hablando en el foro ruso de datos precisos sobre ciertos misiles rusos, ahora aparece este video el Kh-25ML [AS-10 Karen] atentos a la esquina superior derecha con todos los parametros de vuelo (hay que poner el Youtube en HD). Parece que este es el comienzo para el AFM de los misiles Aire-Tierra. El bajo nivel de FPS es debido a que se usa insitu el motor del render de DCS:W para las pruebas.

http://youtu.be/ju9nxIwh-nA

Este video es muy similar al de R-27ER de hace unos meses.
http://youtu.be/ybrB6q10990
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Re: DCS: Updates....

Varios videos de productos militares / profesionales basados en EDGE y presentados en la feria militar I/ITSEC 2012 :boing:

http://youtu.be/9kxCpW9lDYA
http://youtu.be/23pwqIniaiA
High range terrain visualization
Cairns-Fort Rucker, Alabama, USA
presented by "AVIA" for I/ITSEC 2012
http://youtu.be/8ZZGOZxM-nc
http://youtu.be/FJLMDfBrEDI
High range terrain visualization
Island Corsica
presented by "AVIA" for I/ITSEC 2012
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Re: DCS: Updates....

Mas fotos de Kinney y su F-35A, esta vez centrados en el sistema EOTS:

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Re: DCS: Updates....

El dia 25 hay anuncio importante referente al F-18E de Coretex Designs

https://www.facebook.com/CoreTexDesigns ... n=timeline
On September 25th we will be letting everyone know what we have been up to lately. We will release photo's and video's of our F/A-18E module in action. We will be also letting everyone know our future goals and our internal updates that involve changes within the Coretex group.
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Re: DCS: Updates....

Update 4 de la KickStarter DCS: World WW2 1944 de RRG Studios

http://www.kickstarter.com/projects/508 ... 1944/posts
Hello everyone,
The update pace has slowed down, as I’m sure you’ve noticed. We’re scrambling to shift gears; we've had a whole campaign written out and put together. As the kickstarter got started we realized it was all wrong, since we were doing something for people new to flight sims, expecting an influx of people who have never flown a plane in their life. Now that we've realized that this project can only succeed if we work with the dedicated flight sim fans, we're redoing and scrapping everything to give you guys what you need. We know the clock is ticking, so it's not a pleasant feeling.

We’re working on a large comprehensive video about aircraft. The part that is taking too long is the aircraft footage. We’re working to have some videos of the FW.190D-9 flying and fighting showing the cockpit, but some of the gauges are not yet working so that’s causing some delays. We really hate releasing stuff that does not look great. We also cannot afford to become a screenshot-taking and video-making project, so this makes juggling priorities rather difficult.

I’ve literally worked around the clock to have it ready today, but now that I’ve slept on it, it just does not look impressive enough. I think I’d rather spend a few more days adding more footage and changing a couple of other things rather than release the most important video of the project that I myself am not happy with it, and go out with a whimper.

In the meantime, here’s what we’ve done with the terrain over the last week.

We did a few more tests, and made a PSP runway and a pseudo-airfield with some parked P-51s. Have an annoying problem where static P-51s have issues with a transparent canopy.

We’re pretty much done with various terrain tests, and we’re ready to move on and start building it properly. General to-do is as follows:

1. High-res textures and terrain "noise"

2. Color correction

3. Go through the list of high-detail areas and recreate terrain from period sources.

4. Create and place proper 3D objects (buildings, hangars, fortifications, etc)

Tasks 3 and 4 will last well into 2014, especially 3D objects, which will keep being created and added all the way up to beta.

The first two tasks are quicker, but they will also not finish by the time the KS campaign does. Color correction is especially important. I find it difficult to release screenshots with it not done, but whatever time we spend doing it now will be wasted. There are a lot of components that need to be corrected and tested together. Terrain textures, tree textures, and vegetation, are all stored in different areas, and the colors are also affected by distance. Just making sure that trees look good at all distances and aren’t all the same shade of green while at the same time not looking like a circus is a long painstaking process.

We won’t do it now because we’re still working in the terrain editor. The terrain editor is simplified not to contain the atmospheric model. That really affects the in-game colors. Atmosphere, obviously, adds hues to everything. With a 24-hour day-night cycle, this makes color correction a huge chore. Think of it as trying to balance 20 spinning plates while riding a unicycle. You get the distant trees all nice and murky at dawn, and some trees become purple when viewed up close at noon. That kind of thing.

So, a few more points about the current terrain:

Textures are low-res placeholders
PSP runway is a quick test to see how a huge number of tiny holes interact with the underlying terrain and grass. Not final!
P-51s are the same P-51s that currently fly in DCS World, but they’re not flying here. They are just parked. You will be strafing these helpless static objects, nothing else.
As you can see, their canopies are opaque. That’s temporary, and only a feature of the terrain editor. Obviously, they will have beautiful transparent canopies in the final game, just as they do in the P-51 currently flying in DCS World.
Thanks everyone! Stay tuned for the killer aircraft video.
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Re: DCS: Updates....

RRG da por conseguido el KickStarter de DCS: World WW2 1944 y cambia otra vez los tramos:

http://www.kickstarter.com/projects/508 ... 1944/posts
Hello everyone,
We're almost there! We've almost reached the goal. That is amazing.

I think the backing pace slowed down a bit because everyone feels that the base goal is pretty much there, but the very next stretch goal is so far it's virtually unreachable.

We need smaller stretch goals, and we need to make them good. I've asked about this in the comments yesterday and received overwhelming support.

The thing is, after the base 100K we are hitting the no-internal-funding zone. Features begin to cost what they really cost. We need to raise a lot more money for individual line items. 150K seems like a very reasonable stretch goal to add, but we can hardly do anything for the extra 50K. Definitely not a map and definitely not a whole new plane. The only thing we can try to squeeze in for the 50K is a cockpit for the 262, and that's only because we are already doing the AI version.

So, the new stretch goals will be as follows:

100K: Base

150K: Flyable Me.262A-1 jet fighter

275K: Normandy map extended North to include Southern England (up to but without London)

425K: Flyable B-17

Moving the 262 up allows us to create an attractive stretch goal at the lowest cost possible of all. This pushes back the flyable B-17 by the same 50K, but I think it's worth it.

Please help us get there! If you've already backed the project, please consider increasing your pledge. If we all put together, everyone who pledged $40 or higher gets the Me.262 for free in the initial release!

And if you have not yet backed, please consider doing so. Even backing at the $1 level helps. That still gets us a little closer to our goals, and most importantly shows the overall level of support. This project is not just about the dollar amount, but about community support. The number of backers shown next to the project is extremely important! We're currently at 1,378 backers and $97,293. If we can get to 2,000 backers by the project's end, even if that means only adding a single dollar from these new backers, that is still going to be an amazing showing.

Please remember that backing at even the $1 level allows you access to backer-only updates, polls, and discussions. We will be interacting with the community a lot in the months between the end of the KS campaign and the initial release. We are currently discussing our 3rd party content development options internally. A decision will be reached next week as to the exact extents, but some level of involvement is virtually guaranteed. We will almost certainly do a backer-only something, perhaps an SDK, perhaps some other tools. So backing at even the $1 level will allow you to either get directly involved in modding and expanding the game, or just to access the internal updates on the progress.

Thank you everyone for your support and for your enthusiasm. Let's keep pushing forward!

PS Some of you noticed that the P-51s in the previous update had no weight with the gear struts fully extended. Everyone responsible has been dealt with. Struts have been compressed. Apologies extended.
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Seekadett
Mensajes: 4
Registrado: 23 Sep 2013 12:29

Re: DCS: Updates....

Muy buenas:

Muchas gracias, de lo mejorcito de esta pagina, sigue asi manteniendonos al dia e informandonos de mejoras y actualizaciones.

Gracias Silver_Dragon.
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