http://forums.eagle.ru/showpost.php?p=1 ... count=2883
Looks like the BST site is down, so I will re-post their news about the F-15C AFM. Note that BST is developing the F-15C AFM and Yoyo at Eagle is developing the Su-27 AFM.
Moderadores: MODERACION, ESQ24F
Looks like the BST site is down, so I will re-post their news about the F-15C AFM. Note that BST is developing the F-15C AFM and Yoyo at Eagle is developing the Su-27 AFM.
We have been busy. Here is a video of the latest test of the AFM:
http://www.youtube.com/watch?v=CBRFLnTT-tU
at the risk of my head . Picture from the flooded area. As usual WIP. We're working.
to The Carrier - F/A-18E Video
Check out the first video in a series of videos featuring the F/A-18E landing on our very own USS George H.W. Bush (CVN-77) carrier! These videos will be released on a monthly schedule and will be showcasing some of our new (work in progress) features.
The post processing is the style that our video producer enjoys creating. Some may like it and some may not. We plan to release more "raw" videos later on. As for the intro, there isn't really a intro but the first half of the video is showing the Super Hornet taking off from main land and returning to the carrier. If your looking for more technical stuff then this video isn't it. I don't want to give too much away for our next video but it will feature more technical footage from inside the cockpit.
Friday, and 1st November...WOW!!
The past year has really flown by, excuse the pun.
Looking back over the last year we've had some great victories and some major setbacks but we're pushing through those to come out on top.
If you have a dream, follow that dream and work damn hard to achieve it.
The Hawk development is testament to that and what an amazing team we have.
For those that don't know I started this project over 8 years ago after a discussion with the late great Jim Mackonochie and we had a collective vision; to allow members of the public to fly in a Hawk jet in the simulator so they can get one step closer to being in the Red Arrows.
With Jim's enthusiasm and support from himself, Wags, Nick Grey and the guys at ED we have achieved that vision.
But not just achieved it, we're going the next step and allowing you, the DCS community to fly this beautiful bird.
The public feedback we have had over the past month has been amazing and very uplifting.
The team take great pride in our work down to the last rivet on the paintwork to the meticulous 3d model and the last line of code keeping us up till the early hours of the morning and it's great to see you enjoying our product.
To that end, I have extended the public testers licences through to the end of November and am extending an invitation to the first 30 people to email me at ells@veaosimulations.co.uk to receive a limited time alpha licence.
The screenshot competition has now officially closed and we've had some amazing shots taken of the Hawk with other aircraft.
I'll be processing the images over the weekend and early next week into a voting system so you, the community, can pick some winners for the full product when released.
As a little added extra I've been speaking with the Virtual Red Arrows sponsor Thrustmaster and have secured some products to give away for Christmas. Details will be posted soon so keep an eye out here or on our Facebook page.
I also received an email from Tango last night wanting to add one final screenshot to the competition.
For the keen eyed of you out there you'll notice that the Sidewinder weapons panel is active and a distant explosion
Suffice to say I can't wait to get back home to test it out to get it ready for the public testers to start deploying them in the air.
Again I'd like to thank all of you for your amazing support and comments about our product and wish you a happy November.
Chris and the VEAO Team
We have listened to the majority of the community, and have decided to remove this video. Our next update will feature technical information and only "raw" footage of our module. Thank you for your patience, and support. -Chris
Hey folks,
Sorry for a lapse in updates. I am almost comically plagued by internet issues on my trip; could make for a nice story all by itself. Almost considered doing a write-up, but perhaps in a couple of days when there’s no trace of bitterness. Catching a plane home tomorrow afternoon, where a nice PC with a nice Ethernet cable awaits. The things we take for granted.
Anyway, while I was incommunicado, the rest of the team has been hard at work.
We’re going to do a combined update on a bunch of fronts.
The 109 cockpit, shown earlier, is virtually completed. It’s scheduled to be done by the end of next week. Here’s a teaser shot.
We’ll do a full photoshoot once it’s finished and checked.
The 109 external is not nearly as far along. We actually ran into a bit of delay with it, and we’re working double time to catch up. The 109 is still scheduled to be the first new RRG plane to be completed, in time for the closed alpha.
The first step of making an external model for a DCS plane is to make its engine. Even though it’s not something you really see, this is what’s traditionally done first before the rest of the aircraft is built around it. We had an issue with blueprints and references that had us redo a portion of the model, and the engine is generally extremely detailed and elaborate, so we’re about a week behind schedule. The engine is generally modeled and mapped, so we’re ready to proceed with the rest of the aircraft.
I am walking a very fine line here between keeping the fans and the artists happy. This is something I’m sure most of you did not think of at all, but the 3D artists making these models feel very connected to them and have a sense of personal pride, so asking them to show clearly unfinished models is always met with some resistance. I’m not the kind of boss who says “just shut up and give me the model to screenshot.” So, in this case, just like with the 109 pit, we have a modeler who really hates the idea of showing unfinished, “crappy” (in his words) WIP. He really asked to delay showing the engine until it’s shiny and perfect, so this is our compromise.
Please consider this as a general showcase of our attention to detail.
The flight model and the weapons and all the physics stuff for it has been in the works since July, but it's using the P-51 as a stand-in for now. We're rather far along with our physics model of the Bf.109, but obviously that's not something that can be shown with screenshots. We'll probably do some detailed lengthy videos once the 3D model is put in place, in the run-up to the alpha.
Next, we have the current state of the P-47 cockpit. Again, slightly behind schedule there, but really working hard to catch up. No deadline jeopardized, just a bit of an extra crunch in the middle of the project. We expected to just reuse P-51 gauges for the Jug, but ended up having to redo most from scratch. We currently have the canopy framework, the dashboard, and the gunsight, all done from scratch for our brand new P-47D-30. All await the delivery of the last set of factory blueprints for a final accuracy check.
Lastly, here’s where we are with the landscape. Been doing a lot of technical engine-related tasks. Redrew all the roads and crossroads. Redid the canals. Redid the flooded areas once again. Played a whole lot with the trees. Generally the terrain is beginning to look more detailed, but still a long road ahead.
Now, the most important thing I’ve realized over the past two months is that if I was my own employee, I should fire myself as a community manager. I barely have any time to do it, and it creates a very poor impression. Now that we’ve finally received our kickstarter funds (by the way, yay) I really need to hire a more professional community manager. I’ll get busy once I’m back home this weekend. Of course, ideally it would be a member of this community. It would most likely be a salaried part-time position, and the qualifications would include a passion for flight sims, understanding of aviation, and good communication skills. I don’t know if it’s realistic to hope for someone who’s fluent in both Russian and English, but English fluency would definitely be a must, while Russian would be a huge plus.
If you think you might be a good fit based on this preliminary announcement, email me at luthier1@gmail.com
With that, I’m off to pack my suitcase. Hope you like the screenshots!
http://youtu.be/CvW4JUuH7-IUnfortunately, we were not able to incorprate the new mesh, lighting and shadows this week. However, I have included a video I created earlier that you might find interesting.
This video is captured from the terrainviewer of the work in progress Nevada Test and Training Ranger (NTTR) Map being build for DCS. This is not running in DCS at this time though and many elements are not complete and require tuning. Please note that we are creating Las Vegas in a "representational" level and it is not our intent to model it building for building.
DCS MiG-21Bis NewsFlash - Issue No.9
External Model
Rudel is still working on unwrapping the exterior mesh and building the master textures. He has nearly finished the wings. Check out the images below to get a good idea of what to expect detail-wise. These are, of course, without speculars and normals, which will massively benefit exterior texture artwork, once finished.
The aircraft will likely come in a few variations of weathering. Of course we will release a paintkit with the normal compliment of layers once the aircraft has been released.
Internal Model
The Cockpit diffuse texture set is currently at around 95% completion. Only some small details on the main canopy remain.
More importantly, however, the first normal and specular maps are being built. These maps will allow for massively increased fidelity and detail.
We have also begun initial deployment of the new cockpit artwork into the DCS engine. This is a labour-intensive project, as various parts need to be updated to fall in line with new development.
Please enjoy a selection of screenshots from a VERY Work in Progress version of the MiG-21 cockpit below. I've tried to showcase it in a wide variety of conditions to give you a good idea of the current look.
Please keep in mind, that there will most certainly be considerable improvement before the cockpit is considered Final. I cannot stress enough how important specular and normal maps are in our workflow. There are also many various bugs still to be ironed out (rampant fresnel, seams, etc.), so as always-- Work in Progress!
AFM
At the coding side things are progressing rapidly. Dolphin and Roland are working heavily on completing the MiG-21 codebase.
The duo is primarily occupied with implementing the last missing features in various Avionics, including failures simulation.
The Weapons system has been extended with the implementation of the SPO and weapons managment has been further improved. The Radar and ASP optical sight are now operational, and are waiting for final tuning.
The AFM has been optimized, tuned, and is now waiting for finalization of weapons integration for its' final iteration.
Various other improvements, such as panel shaking and ground occlusion for Radar and other Avionics has further advanced the aircraft's fidelity and complexity.
AFM + Coding
The roadmap remains the same. We're all crunching VERY hard at this point for you all to enjoy the Fishbed this year.
Others
As Always-- thank you all for your support, patience and encouragement. We can't wait to share our work with such a great group of people.
http://youtu.be/RCaOuduogSwok heres a small "WIP video" of the harrier jump jet audios.
beautiful Pegasus F402 engine tones ingame.
enjoy all.
Just wanted to give a quick update,
I started testing some methods to aid in building the cockpit, but nothing to really show as I was simply testing the functions in Max.
As for the External Model:
-I'm adjusting some Lighting, and Some Lighting Settings.
--Strobes, (only controlled by AI Right now) Are gone, and replaced with Rotating Red Beacons.
--Re-Positioned the Upper and Lower Red Beacons
--Deleted the NAV Light from the Top of the Vertical Tail (There isnt one there IRL).
--Afterburner is adjusted a lil, but not final.
--Started building the 3D meshes for the Landing Lights
Also, Right now, it's looking like I'll have little time to do massive 3d Construction/Changes,
So if the Team wants to, they can start looking for someone to take over the Cockpit Building,
As I Don't want to continue to delay work on systems and Stuff. ( I have some of the panels mostly done, and none of the TUB or Gauges. )
I can continue to re-vamp and work on the exterior, and hopefully have an AI w/ Damage Model Done this year (hopefully for the MIG-21), but Building A cockpit from scratch, Might take a Long time with available free time.
Our lead developer in charge of the NTTR map has been out of the office this week, so progress was rather slow. However, I've attached a couple images of the new trees being developed for this map.