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Author Topic: Weekly progress report  (Read 127801 times)

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Stainless

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Re: Weekly progress report
« Reply #156 on: May 30, 2016, 02:58:01 PM »

It's modular so, yes I suppose I can add them.
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Pursuivant

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Re: Weekly progress report
« Reply #157 on: June 30, 2016, 10:48:55 PM »

Admittedly, it's early days yet, but please consider more accurate damage models for aircraft.

Currently, IL2's system for figuring damage isn't as realistic as it could be. In particular, the way that IL2 models bullet hits to fuel tanks is somewhat incorrect. (Tanks are assumed to be entirely full of fuel regardless of fuel state. Fuel tank hits are assumed to be at the bottom of the tank. Bullets aren't slowed by punching through liquid fuel. CO2-based fire suppression systems aren't properly modeled. Self-sealing fuel tanks' ability to prevent fires and leaks is underestimated.)

IL2 doesn't model hits to electrical systems, hydraulics, radios/avionics, wheels (no flat tires or explosive blow-outs), fuel transfer systems, oxygen systems, engine boost systems, or turbochargers/superchargers. It doesn't always model hits to oil, hydraulic fluid, and coolant systems adequately. It simplifies hits to guns and ammunition, and to air crew.
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Stainless

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Re: Weekly progress report
« Reply #158 on: August 05, 2016, 03:24:33 AM »

Sorry I haven't been updating this thread, I have been terminally busy with real life.

However I can show you a few things.

I've been working on terrain and have maps mostly working.




Still have some issues with converting the point lists for the roads into splines I can use in game though





I've also done a quick test of unreal to see what it is like. Importing meshes is not trivial but can be done.



Lighting and terrain is a bit disappointing, but at least I have source code so I can improve it myself



So I am still working guys.


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Dreamk

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Re: Weekly progress report
« Reply #159 on: August 05, 2016, 06:12:34 AM »

Stainless this is really great! I know I sound greedy but could you upload an update of the publish_reach.7z that includes the possibility of exporting animations? :)

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Uufflakke

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Re: Weekly progress report
« Reply #160 on: August 05, 2016, 06:14:49 AM »

Sorry for nitpicking  :-[ but:

Terheuzen = Terneuzen
S-Hertogenbosch = 's-Hertogenbosch
Zlerikzee = Zierikzee
Gilze Rijen = Gilze-Rijen (the cities are Gilze en Rijen, the airbase is named Gilze-Rijen)
River Rhein = River Rijn (Rhein is German, Rijn is Dutch spelling)


Maybe I missed it in this thread but I still have no clue what the timeframe is of this sim and what area will be covered?
Northwest Europe, the Channel?
And do you have any idea when it will be about finished for testing?  :)
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Stainless

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Re: Weekly progress report
« Reply #161 on: August 05, 2016, 07:56:46 AM »

The map is the western front 1940 map hosted here, all the data is straight out of the map pack.

This is so you can use all the maps you have created for IL2 in this game as well.

If the spelling etc is wrong, then it's wrong in the map pack here and you should talk to the guys who did all the hard work and put the maps together.

I have no idea when it will get finished enough for even the most basic of testing. It's a hobby project and real life gets in the way.

I will come back to the mod tool soon, at the moment I am in the middle of trying to get some very basic systems in place for the game.
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Ibis

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Re: Weekly progress report
« Reply #162 on: August 05, 2016, 07:53:55 PM »

 Thank you for your efforts Stainless.
  cheers
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Koty

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Re: Weekly progress report
« Reply #163 on: August 18, 2016, 07:14:27 AM »

Admittedly, it's early days yet, but please consider more accurate damage models for aircraft.


not only that, amunition as such is rather simplified - generally, every bullet acts exactly the same. Thus there is no AP or HE round. That would be nice to see.
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Stainless

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Re: Weekly progress report
« Reply #164 on: August 18, 2016, 07:35:28 AM »

Has some progress this week.

I've been looking for a good landscape rendering technique and experimenting with many of them.

This week I tried streaming CDLOD and I'm impressed.

I converted the western front 1940 map into streaming sections and wrote a very basic terrain renderer.

What I wanted was.

1) Speed

   The basic terrain render has to be bloody fast. The sections near to the player have to be pretty, which means I need a fast basis to work on.
   No matter the altitude, and I tested from 0 - 40,000 feet, the frame rate was 300+ fps

2) Size

   The streamed data came to about 35 meg, tiny.

3) Curved earth

   Worked first time



It doesn't look pretty as all I did was paint the map file over the top as a texture, and there is a hell of a lot of work to do to make it pretty, but I have at least found a suitable technique.
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DarkBlueBoy

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Re: Weekly progress report
« Reply #165 on: August 18, 2016, 08:10:30 AM »

Great stuff Stainless!
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Pursuivant

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Re: Weekly progress report
« Reply #166 on: August 29, 2016, 03:41:28 AM »

Admittedly, it's early days yet, but please consider more accurate damage models for aircraft.


not only that, amunition as such is rather simplified - generally, every bullet acts exactly the same. Thus there is no AP or HE round. That would be nice to see.

Actually, ammo does distinguish between different types. But, you're right that .50 caliber HE doesn't have any particular explosive effect. (But, the US didn't use .50 caliber HE because the determined that it wasn't that effective compared to API).

Possibly, 12.7mm HE ammo has too powerful an effect. Certainly, there is a "break on explosion" effect which means that 12.7mm HE ammo will break wings on certain planes while .50 caliber (non-HE) will not. That's unrealistic, but it's more closely related to poor quality damage models than actual bullet performance.
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Stainless

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Re: Weekly progress report
« Reply #167 on: October 12, 2016, 02:47:35 PM »

Sorry I haven't updated for a while.

Been very busy.

Two games I worked on have gone public.

http://www.supermassivegames.com/games/tumble-vr

and

http://www.supermassivegames.com/games/until-dawn-rush-of-blood

Also I have been offered a new job. It's with tobii http://www.tobii.com/ and involves me travelling all over the world helping games companies getting eye tracking into their games.

The salary is about three times what I am currently on, and I'm not cheap already  :)

I'm still working on the flight sim, and I've even done some improvements to the IL2 modtool, but I will talk about all that later.

Cheers guys.


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