DCS: Updates....

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Re: DCS: Updates....

SA342 Update
http://forums.eagle.ru/showpost.php?p=2 ... tcount=549
Hi everyone,
Here are some shots of the external textures WIP during different flight conditions
EDIT : The pilots are currently beeing textured too, as soon as I have something to show I will.
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Re: DCS: Updates....

VEAO P-40F Cockpit update

http://forums.eagle.ru/showpost.php?p=2 ... tcount=242
Couple of renders showing the work that Rock is doing on the P-40F cockpit.

Bear in mind these are max raw renders so they do look a little different in sim

Pman
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Re: DCS: Updates....

Leatherneck F-14 Update
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Dear All,

It's been another busy period for the team entire team at Leatherneck. Not only in terms of development and progressing on our current stable of projects – but also with unfolding personal events.
Family deaths, day-job commitments and more have yielded a rather muted visible public presence.
Progress has not been impaired in any way; and we're very excited to move into the latter half of 2015.

A considerable amount of the teams' focus has been on projects other than the F-14, including the MiG-21bis.
While that may sound disappointing; it must be noted that several technologies developed for one of our other aircraft can directly be drawn upon to shorten the development time of the F-14.
Elements include e.g. HUD elements or Navigational implementations.
We've also spent an additional chunk of time on refinement of our internal tools, in particular a Flight Modeling Visualizer.

We will go into deeper depth on our other projects in an upcoming all- Leatherneck-encompassing newsletter, so for now; lets focus on the F-14.

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The Art team's primary focus has been on assuring proper integration with the F-14 codebase and DCS engine.
This is a particularly boring aspect of art asset development; albeit very necessary so as to allow the programming team to boundlessly progress.
Examples include defining clickable areas, animations and creating 2D bitmaps that will be drawn on various indicators and screens.
We've almost completely finished this process and thus the main focus will again shift to traditional artistry.

The biggest task ahead is texturing both the interior and exterior elements of the aircraft.
We're currently evaluating a few new sculpting-based techniques that we hope will yield incredible fidelity and texture depth.

[url=http://"http://www.leatherneck-sim.com/ClosedCat_03.png"]Imagen[/url] [url=http://"http://www.leatherneck-sim.com/ClosedCat_04.jpg"]Imagen[/url]

Our working version of the aircraft is still currently based around a -B model exterior and -A model interior.
However, work progresses on the -A exterior, starting with completion of the TF-30 engines and exhausts for the -A model tomcat.

More notable adjustments of the shape and equipment to fall in line with an -A are forthcoming.

[url=http://"http://www.leatherneck-sim.com/TF30_1.png"]Imagen[/url][url=http://"http://www.leatherneck-sim.com/TF30_3.png"]Imagen[/url]

Some of our sharp-eyed community members (you know who you are!) noticed various flaws in the initial renders we posted.
Sincere gratitude for your sharp eyes, and we've already rolled in some of these corrections.
Examples include widening the main engine intakes and canting the main gear.

As with all of our development, we adhere to a very iterative process and you should always consider anything shown to be Work in Progress.

Additionally, we've gone ahead and continued on sculpting our pilot and RIO models.
We're certainly paying very close attention to ensure a high level of detailing and accuracy.

We have plans for these models beyond the standard in-cockpit / external pilots you are currently used to; features that will hopefully significantly improve immersion.
You should expect this particular model to look practically identical in-game, as most of the detail will be baked down into normal and diffuse maps.

[url=http://"http://www.leatherneck-sim.com/Pilot_HP_Render.png"]Imagen[/url]


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After completion of the Hydraulic and some Electrical systems, the programming team has shifted focus to the development of the TF-30 and F-110 engines.
This particular task will require a significant amount of time to develop, as both engines have unique properties and a lot of interconnected dependencies that need to be recreated and tested.

Thus, elements of the AICS, Fuel System, Pilot Controls must all be in place before all elements of our new engine simulation can be recreated.
We are of course fully committed to ensuring that we model as many of the various characteristics and quirks of both engines.

Some of these quirks have massive impact on how you fly and fight in the aircraft, thus we must be certain that we get it completely right.
We hope that both reliance on documentation and SMEs will allow us to achieve this level of fidelity.

[url=http://"http://www.leatherneck-sim.com/ClosedCat_02.png"]Imagen[/url][url=http://"http://www.leatherneck-sim.com/ClosedCat_01.png"]Imagen[/url]

Our FM simulation is highly dependent on all of the Engine and Flight Controls being completely in place, so as to ensure that all base parameters are correct before attempting to simulate the movement of the aircraft.
Of course, it goes without saying that every facet of the F-14's flight envelope will be modeled to the fullest extent possible.
Unlike what some of you fear, we are not limited in any way in what we can model or simulate, including more complex factors, such as variable geometry wing surfaces.

Once the engine and flight controls are in place, the team will move on to creating all auxiliary control system functionality.
This includes elements such as brakes, hooks, refueling probes, canopy jettison, and much more.

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The F-14 Product Page is about to go live and is undergoing final tweaks.
It will contain a considerable amount of depth on various subjects, most of it however has already been covered in the forums.

The F-14 page is part of a wider website update which includes a new News section that will host our more frequent, unscheduled updates.


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During and after our initial announcement, many of you had questions about various aspects of development and the planned module roadmap in general.
I've tried to gather as many of these as possible, but feel free to write more below and I will add as many as I possibly can.

Q: Which particular Airframe era will you be simulating?
We're still ironing out some specifics here; but we're aiming for a mid-to late 80s' airframe for the -A, and mid 90s' for the -B. Thus, some features such as the glove vanes will be disabled, while some advancements and improvements in the aircraft will be included.

Q: Are you sure about those Glove Vanes?
A: We'll be, at the very least, adding a visual option. It is possible that we will simulate the aerodynamic impact of the glove vanes further down the line.

Q: Will you be separating the -A and -B model Tomcats in the sim?
A: Indeed! It is also possible that one model will be released some time before the other.

Q: How much will it cost, and will both versions be sold together?
A: Details to be disclosed at a later time; but do not expect any kind of exorbitant or non-standard pricing.

Q: Where can I pre-order?
A: There is currently no pre-order or pledge package available.
It is likely that we'll be running a pre-order program at some point prior to release, however.

Q: Will Air-to-Ground Capability be included?
A: Yes; however the specific A2G and sensor capability that will be modeled is yet to be decided. You can note in the renders posted, that the BRU-32 bomb rack is mounted to the Phoenix pylons on the underside of the fuselage.

Q: Which Chin Sensor Pod will the Aircraft utilize?
A: TCS & ALQ-100 Antenna. The bullet fairing visual option will be included.

Q: Will Carrier Operations be included at Release?
A: We are networking together with our partners to ensure a complete package upon release, however the complex nature of the task at hand lends itself to a cautious approach in saying anything definitive.

Q: Will Multiplayer Multi-Crew be available at Release?
A: We hope to include this feature on release. We consider it an essential selling point of this module, and a personal dream of our own.

Q: What do you mean by the AIM-54 being based on a 'CFD' Simulation?
A: We will be using Computer Fluid Dynamics simulations to the fullest extent possible in order to ensure proper accuracy and fidelity of the AIM-54 Phoenix missile flight dynamics. While this particular missile is very difficult to sufficient documentation on; we are investing heavily into ensuring that our recreation of it is true to life.

Q: Will Night Vision be available?
A: Yes.

Q: What is JESTER AI, exactly?
A: It is a proprietary system that primarily simulates the RIO crew member. It will allow you to quickly and efficiently fly and fight in the F-14, while minimizing your workload. JESTER AI will be fully voiced and highly streamlined. The system will be designed to be moduler, and can thus be quickly adapted to other multi-seat aircraft in development.

Q: Will Multi-Seat licensing be a thing? (RIO Only License, etc.)
A: Possibly. We do like some of the ideas brought forward; but nothing definitive as of yet. It's more likely we'll stick to just a single license.

Q: Will Iranian Tomcats be included?
A: Yes! We have several Iranian liveries planned. We also plan to model the older MBU-5/P mask in use by the Iranian Air Force.

Q: Will you include a HGU-55 helmet option?
A: Not planned at this time.

Q: That looks like it has way too many polygons!
A: We learned our lesson with the rocky performance of the MiG-21 on release, and are taking care to keep performance at a significantly better level. Much of the detail you see is simply normal maps baked down from high-poly sculpts; thus, they already perform very well!

Q: Which theatre will be included with the F-14?
A: Very oceany. Very cold.
The F-14 Campaign will take place in this theatre.

Q: Why not GOOSE AI?
A: Goose is dead, man.

Q: Any possibility of an MP / COOP Campaign?
A: Not planned at this time; however, we do intend to support the F-14 with significant after-market content, especially taking into consideration the Straights of Hormuz theatre. It can be noted that the SP campaign can likely be easily edited to allow for more players.

Q: What should I do during my inevitable divorce?
A: More Fleet BARCAP.

Q: Will random failures and issues be modeled?
A: Yes! We have a slew of unique and new features planned here that should introduce some RPG-esque elements into your gameplay experience, should you wish it.

Q: Will JESTER AI be able to handle Piloting duties as well?
A: Likely to some very limited extent.


[url=http://"http://www.leatherneck-sim.com/TF30_2.png"]Imagen[/url]


That is all for F-14 development at this point.
During the next month you should expect to see some strong visual progress on both exterior and interior textures.

We're very excited to move forward and to start seeing our vision come to life.

Sincerely,

Leatherneck Simulations
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Re: DCS: Updates....

AVIA Ltd (y Concord XXI segun la publicidad) han puesto un video mostrando el Stand de su simulador profesional del Mi171 en la feria de Simulación militar y Profesional del ITSEC 2015 en Praga. Usan la versión profesional de DCS: World

https://youtu.be/CEF7K-RYb_k
Scientific and Production Association "AVIA» takes part in ITEC 201...
Avia TS
ITEC 2015
Scientific and Production Association "AVIA" attends the exhibition with its new Mi-171 helicopter Full Flight Simulator.

ITEC is an annual forum for representatives from the military, industry and academia to connect and share knowledge with the international training, education and simulation sectors. Presenting a unique overview of the industry’s latest innovations, the event provides visitors with a platform to discuss developments in this evolving market and exchange ideas about future requirements for military training and simulation.
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Re: DCS: Updates....

VEAO vuelve a buscar personal, ahora programadores para crear modelos de vuelo avanzados (AFM) y texturizadores para crear las texturas internas y externas y para la creación de HUDs/MFD/MHDD/Radios, etcs

http://forums.eagle.ru/showthread.php?t=132342
Dear DCS Community,

Following on from our last round of recruiting we have a couple of roles that remain vacant.

Preference would be for candidates to have a working knowledge of DCS integration at a developer level but it is not necessary as guides and tutorials will be given by existing development team members.
Knowledge in the given position is a must and proof of concept work may be required if proof of past work cannot be given.

All works carried out are under full contract terms and conditions with agreed invoicing and payment terms between VEAO and the individual / company.
Full terms will be discussed during the interview process.

A signed Non-Disclosure-Agreement will be required prior to stage 2 interviews.

There will be a 3 stage interview.
Stage 1 - Initial discussion with candidate regarding their current/past/future works and general VEAO development process.
Stage 2 - With NDA signed; discussion on VEAO current and future projects, development process structure and detailed examples of past/current works by the candidate demonstrated.
Stage 3 - In-depth interview by existing development team members. Proof of concept projects may be required.

Candidates going forward past stage 3 will be given a template full contract to review prior to signing.

All works will be sub-contracted to contractual milestones and we are not currently taking full time positions as employees within the company.

VEAO Simulations Ltd is an equal opportunities employer.

All applications must be emailed to recruitment@veaosimulations.co.uk

A CV / Resume is required detailing past and current works related to the position applying for.
Any applications received without a CV / Resume will not be considered.
Candidates will receive a response within 30 days of submitting their application.

Positions available:
Advanced Systems Modelling (ASM) programmer
Internal cockpit and external liveries texture artist
Digital display (HUD/MFD/MHDD/Radios) texture artist / programmer

If you have any general questions please post them here or for specific questions email recruitment@veaosimulations.co.uk

We look forward to working with you in the future.

All the best

Pete

Consumer Products Manager
VEAO Simulations Limited.
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Re: DCS: Updates....

VEAO ha presentado en Duxford un demostrador tecnologico para el modelo de vuelo avanzado en DCS: World con el aparato Zivko Edge 540. Por ahora solo ha mostrado un modelo externo y no sabemos si será un modulo o simplemente un modelo de testeo.

https://www.facebook.com/pages/VEAO-Sim ... 2376992838
Our first reveal of the weekend....
Our Edge 540 technical demonstrator including our fully functional realistic flight model seems to be going down very well.. More to come later
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Re: DCS: Updates....

Fotos de la cabina del Meteor F3 de VEAO

https://www.facebook.com/pages/VEAO-Sim ... 2376992838
Our next reveal for the weekend is the Meteor cockpit. This is rendered straight from 3D Studio Max. We hope you like the level of detail in the model.
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Re: DCS: Updates....

Nuevas imagenes del F8F-2

https://www.facebook.com/pages/VEAO-Sim ... 2376992838
And here are some updated Bearcat pics to finish off a great day at Duxford. See you tomorrow for more reveals. Chris and the team.
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Re: DCS: Updates....

VEAO presenta su primer aparato de ala rotativa en patrocinio con MisteryFX, el NH-90

http://forums.eagle.ru/showthread.php?t=143559
As our first reveal for day 2 at Duxford; VEAO Simulations in partnership with MysteryFX are pleased to announce our first rotary wing aircraft, the NH Industries NH-90 helicopter.

Further details of its ongoing development will follow in due course!

Chris

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Re: DCS: Updates....

VEAO presenta en Duxford las primeras imagenes del Sea Fury para DCS: World

https://www.facebook.com/pages/VEAO-Sim ... 2376992838
And for our second reveal for the Duxford show today is an update on our Sea Fury. I love the detail our modellers are including...
Chris
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Re: DCS: Updates....

El equipo de Tester de ED pone novedades que vendrán en el Mil Mi-8, en este caso, cuestiones que atañen al piloto automatico:

http://forums.eagle.ru/showthread.php?t=143573
News MI8MTV2.
In this subject, I will spread the realized changes and additions to the Mi-8MTV2 Magnificent Eight.

News No. 1.
Imitation of work of the flight mechanic, regarding fine tuning of the autopilot is realized.
Normal work of the autopilot is characterized by fluctuations of arrows "K", "T", on the (IN-4) trim indicator of the automatic flight control system, about neutral situation.

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In case arrows "T" or "K" are near an emphasis, Imagen the crew chief station, at the command of the first pilot, is obliged to put them neutrally, handles of centering of channels of a list or pitch on the (AP-34B) autopilot control panel.

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Fine tuning of the autopilot in game had to be done by means of teams or by means of a computer mouse manually, and also method of shutdown and the subsequent inclusion of the autopilot that distracted the user from flight process as the piloting user in game one for all. And in real, fine tuning of the autopilot, the crew member, free from piloting, carries out.
Now in game an additional option - the autopilot's auto-adjust. At activation by the user of an option - "AUTOPILOT ADJUSTMENT", fine tuning of indexes on the (IN-4) trim indicator of the automatic flight control system, to neutral situation, will be automatically carried out, without intervention of the user.

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The team which can be adjusted on buttons of the keyboard or the pilot's handle is also entered into game. When pressing by the player, on the button on a pilot's cyclic control stick or a key - "Adjust Autopilot", fine tuning of indexes on (IN-4) trim indicator of the automatic flight control system, from any situation, before achievement on IN-4, neutral situation will begin indexes.

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Thus, the first pilot MI8MTV2 , can not distract from the fundamental professional obligations now, and pay a maximum of attention to flight.
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Re: DCS: Updates....

Segunda noticia del Mi-8, el sistema de grabadora de datos de vuelo está animado (no funcional por supuesto):

http://forums.eagle.ru/showpost.php?p=2 ... stcount=10
News No.2.
SARPP-12 system (System of Automatic Registration of Flight Data) now has animated panel. (System itself is NOT modeled)

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Designation.
System of Automatic Registration of Flight Data SARPP-12 enables registration and storage of flight data in normal and emergency flight conditions.
SARPP-12 is turned on by putting switch to "РУЧН" position. Alternatively with switch being in "АВТ" position SARPP-12 turns on only having pressure in main or auxiliary hydraulic systems, or upon activation of one of ajar switches located on shock struts of main gear after helicopter gets in the air.
The function of magnetic tape transport mechanism can be checked by presence of blinking green annunciator "САРПП РАБОТАЕТ" which together with "САРПП-12" switch is located on a left side panel in cockpit.
System to be powered on manually before engines start and powered off also manually after complete engines stop.
In simulator (game) only animation of SARPP-12 is implemented. No data registration or recording is present. :)
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Re: DCS: Updates....

9 nuevas fotos de NTTR

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Re: DCS: Updates....

Skylark vuelve a poner alguna imagen del Mig-29, mucho me temo que sea un proyecto de bajo nivel y esté metido en otros cometidos mas urgentes.

http://forums.eagle.ru/showpost.php?p=2 ... tcount=690
Here is some new parts...
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Re: DCS: Updates....

Del Facebook de RAZBAM, Mirage 2000C en DCS: W 2 (o eso pienso por las imagenes):

https://www.facebook.com/RazbamSims
After an unexpected hiatus, I am becoming acquainted again with the DCS M2000C. Just took this bird for a spin right now.
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