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Author Topic: Weekly progress report  (Read 127822 times)

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DarkBlueBoy

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Re: Weekly progress report
« Reply #192 on: September 28, 2017, 02:46:10 AM »

Your project, your rules! :D

Love the idea of using a Pi!!
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Pursuivant

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Re: Weekly progress report
« Reply #193 on: October 02, 2017, 11:44:29 AM »

I'm trying to avoid "percentage chances".

So in the case you mentioned about flares, I would model how the seeker head is designed to work and let the physics define what happens rather than random numbers.

I agree that for things that the player can detect, or which directly affect mission success, random functions suck.

In some cases, just using the proper physics equations might be simpler and less of a performance hit than look-up tables, random number generators, hit point calculators, etc. In any case, it's more elegant.

The only reason why I suggested random numbers for some systems is that full data might not be available for all systems, it might not be possible to model certain systems with sufficient precision to allow physics models to fully apply (for example, rather than figuring out rate of fuel loss based on tank geometry, bullet size and tumble, tank material, G-forces, aircraft attitude, etc. you could just "hand wave" and assume that a fuel tank will lose rnd * x% of its fuel capacity per second until it slows and stops after rnd * y seconds OR loses rnd x z% of maximum fuel tank volume).

Most importantly, a heck of a lot of what happens in combat is random. Good combat pilots can take full advantage of their plane, environment, and tactical situation, but the law of averages is always waiting to get them. E.g., Bullet tumbles and shatters and it sends fragments of itself and the surrounding material into the engine intake causing progressive engine performance loss due to cascading FOD. Pilot punches out and becomes POW. Bullet doesn't tumble, stays intact, and punches through aluminum/titanium/graphite composite just outside the engine intake with minimal damage. Pilot returns to base blissfully unaware of the angels on his shoulders until his crew chief chews him out for putting a hole in HIS airplane. As Reichsmarschall Manfred Von Richtoften said in an alternate universe, "I'd rather be lucky than good."
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Stainless

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Re: Weekly progress report
« Reply #194 on: October 11, 2017, 02:18:33 AM »

Yes there will be randomness where randomness is needed, just not everywhere.

I play a cricket game to relax and they have a problem with randomness. When batting you get user feedback in the form of three variables. Shot selection, footwork, and timing. These range from poor to ideal.

The problem is that you can get ideal on all three variables and still get out. You might not even make contact with the ball. This is because they have a skill system and the shot resolution takes bowler skill, batter skill, player input and a random number and combines them into a result. However they used really crap coding. So batting is crap. User input is secondary to randomness.

Anyway, I have had a full day to work on the game. I know. Miracle or what!

I have modified my IL2Modder to output in my own format and added most of the game components I need to display the mesh.

The work flow is ....

1) Load HIM in mod tool
2) Save HIM as GameObject
3) Copy directory produced to new game assets path.

You now have a stationary plane you can use in the world editor.

4) Edit the new game object in the editor and add animation, stores, weapons, physics....

You now have a plane you can fly

The tool creates all the GameComponents for you. So you have a MultiMeshComponent which you can think of as a HIM.

Connected to this is a LODGroupComponent with a load of LOD's, a HookGroupComponent with a bunch of hooks, and a CollisionMeshComponent.

In the directory you will have a bunch of binary files with all the real data, but you don't need to worry about those.

Any way. Good progress.




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SAS~Storebror

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Re: Weekly progress report
« Reply #195 on: October 11, 2017, 05:53:03 AM »

Cheers Stainless!

I have had a full day to work on the game. I know. Miracle or what!
Happens to me from time to time.
As long as my boss thinks I'd be working for him, everything's fine 8)
Joking aside, one day the coffee break is 5 minutes, the other day 5 hours.
That's the good thing of being a programmer, you look the same whatever you do.

Best regards - Mike
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Don't split your mentality without thinking twice.

Stainless

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Re: Weekly progress report
« Reply #196 on: October 12, 2017, 07:50:08 AM »

When I am not in some game studio in some remote part of the world, I work from home.

Comms is done by Slack and Skype or email, so as long as I respond to those in a timely manner, and the work gets done, no one needs to know how long the work takes  ;D

The trouble is I spend most of my time in foreign places, and the work I do at home (foveated rendering in VR with eye tracking) is very time consuming.

So the theory is fine even if the implementation is a bit ropey.

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carsmaster

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Re: Weekly progress report
« Reply #197 on: October 12, 2017, 08:09:03 AM »

Some of you may be wondering why I am working on esoteric's like the avionics.
It is very good.
Thank you.
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Pursuivant

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Re: Weekly progress report
« Reply #198 on: October 13, 2017, 10:39:05 AM »

The problem is that you can get ideal on all three variables and still get out. You might not even make contact with the ball. This is because they have a skill system and the shot resolution takes bowler skill, batter skill, player input and a random number and combines them into a result. However they used really crap coding. So batting is crap. User input is secondary to randomness.

Or the coders just imported an algorithm for batting/bowling from a baseball program where even the best hitters only hit the ball once out of every 3 times! :) In any case lazy coding which never got reality checked or playtested before it went out the door. Far too many otherwise great games have died unloved because of crap like that.
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Stainless

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Re: Weekly progress report
« Reply #199 on: October 18, 2017, 04:56:32 AM »

Need some help.

Had some time to work on the radar again and added some more functionality.

I set up a test environment with a very tight formation of Mig27's in front of me and one straggler off to the side.

The radar actually manages to pick up all the aircraft, but at this range the formation looks like a single target. Nasty suprise for later.




I then use the thumbstick on my X56 to bug the trailing target.



The radar swaps to situational awareness mode. You can see the radar azimuth bars appear and the bugged target changes from a solid box to a target designator.

At the top of the screen you can see target aspect angle (7 degrees right), target heading (000) and target airspeed (400 knots). I think they are all correct.

My problem is my reference image is this.



I have no idea what the last number is (-237)

I also don't know how the target altitude is displayed, which I am pretty sure must be.

Anybody able to shine some light on my problems?


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Stainless

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Re: Weekly progress report
« Reply #200 on: October 19, 2017, 07:27:28 AM »

Found it, it's closure speed
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ildifa

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Re: Weekly progress report
« Reply #201 on: October 22, 2017, 04:40:51 PM »

I also don't know how the target altitude is displayed, which I am pretty sure must be.

Hi! First of all, compliments on all the fantastic work you've done so far!

The target altitude is displayed just below the the bugged target, in thousands of feet

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Stainless

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Re: Weekly progress report
« Reply #202 on: October 23, 2017, 05:41:00 AM »

Ahh thanks, the document I am using as a reference sticks numbers on the images and then refers to them in the notes.

Thought it was another of those.
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Stainless

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Re: Weekly progress report
« Reply #203 on: October 30, 2017, 08:40:09 AM »

Got the HUD started, not too bad.

And my code design made sure it was easy to do the repeaters.


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