Special Aircraft Service

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 35 36 37 [38] 39 40 41 ... 51   Go Down

Author Topic: Weekly progress report  (Read 127932 times)

0 Members and 3 Guests are viewing this topic.

Mission_bug

  • Modder
  • member
  • Offline Offline
  • Posts: 6062
Re: Weekly progress report
« Reply #444 on: March 26, 2020, 05:17:58 AM »

Like many, I have watched this since you began. It is an incredible technical effort and to start to see elements coming together in such manner is very impressive Stainless. Not that you need me to tell you that! :)

Likewise, the technical aspects are way over my head so unfortunately like many here not able to contribute to the thread in any meaningful way, however, to say what you have done so far is very impressive Stainless is I think a understatement, good luck with the rest of it. 8)

Take care and be safe.


Wishing you all the very best, Pete. ;D
Logged

sniperton

  • member
  • Offline Offline
  • Posts: 1228
Re: Weekly progress report
« Reply #445 on: March 26, 2020, 05:53:06 AM »

The friction is not enough to stop the plane ????

Do you mean that the plane never comes to a full stop? That there's always a minimal movement left, even if it's smaller and smaller?

If yes, and if you don't want to create a complex mechanical model, the quick and dirty solution would be to specify a small threshold value below which momentum ceases to drive forth the plane.

BTW, what about gear break and break forces?

Logged

Stainless

  • moderator
  • member
  • Offline Offline
  • Posts: 1534
Re: Weekly progress report
« Reply #446 on: March 26, 2020, 09:54:46 AM »

Oh no, it's much worse than that  :)

The aircraft ACCELERATES backwards.....  :P

I know what the problem is , just need to find the time to fix it.

Then I can move onto the more interesting stuff, like lift.

Interestingly though I looked at JSBSim and YaSim and neither of them factors in additional drag when the landing gear is lowered.

Both just go "the wheels are not on the ground, early out"

I have factored in a drag force proportional to the landing gears extension.
Logged

sniperton

  • member
  • Offline Offline
  • Posts: 1228
Re: Weekly progress report
« Reply #447 on: March 26, 2020, 10:40:50 AM »

Sounds great. Forgive me if I'm trying to point out trivial things, it's only because sometimes I'm unclear about what your code is supposed to do in the given situation.  ;)
Logged

Stainless

  • moderator
  • member
  • Offline Offline
  • Posts: 1534
Re: Weekly progress report
« Reply #448 on: March 27, 2020, 03:50:46 AM »

No worries.

The game is based on an entity component system.

So you add a GearComponent to the game object. This gear component has a bunch of parameters like location, up vector, spring and damping , etc.

As well as that it has a list of mapped command strings like BrakeCommand String "LeftBrake". In the update loop the component looks at the state component for the variable "LeftBrake" and applies it.

That way we can do everything in the game object editor

So the spitfire I am working on has three gear components as you would expect. Two are identical apart from the location.

One of the good things about this structure is that you have damage values per component. So your left main undercarriage may not function but the right main works fine just as in real life.

When you map input devices, I have a input control system that is per aircraft. So some aircraft will have separate commands for each brake and some only one.

I am trying to make the code as flexible as possible and have most of the simulation stuff done in the game object editor so you can create new aircraft et al much easier than you can in IL2
 
Logged

Stainless

  • moderator
  • member
  • Offline Offline
  • Posts: 1534
Re: Weekly progress report
« Reply #449 on: March 27, 2020, 12:10:12 PM »

Still not there



Logged

Stainless

  • moderator
  • member
  • Offline Offline
  • Posts: 1534
Re: Weekly progress report
« Reply #450 on: March 29, 2020, 01:03:10 PM »

Taking a break from physics.

I have decided I need to change to a physically based material system, so I want to have a second texture per object.

This texture will store 4 values

RedAmbient occlusion value
GreenRoughness value
BlueReflectance value
AlphaEmission value

As a first stage of this, the object editor can now generate an ambient occlusion map

The result is subtler than I expected, and at the moment I am only calculating ambient occlusion values per vertex, which is obviously wrong. Look at the steps to see what I mean. The centre of the step should not be occluded.







Logged

Stainless

  • moderator
  • member
  • Offline Offline
  • Posts: 1534
Re: Weekly progress report
« Reply #451 on: April 02, 2020, 02:23:01 PM »

Started physically based rendering

Bugs to fix, but getting there


Logged

andoodle

  • member
  • Offline Offline
  • Posts: 56
Re: Weekly progress report
« Reply #452 on: April 03, 2020, 05:46:05 AM »

I apologize for getting on anyone’s nerve, Mr. Stainless, but about that building in your latest video, I need to know. Did you create the model of that building by using a model-making software, and if not, did you import that model from either the original IL-2 Sturmovik game, IL-2 Sturmovik: Forgotten Battles (and/or its “Aces Expansion Pack”), Pacific Fighters (which can be used as an add-on for IL-2 Sturmovik: Forgotten Battles), IL-2 Sturmovik: 1946 or its B.A.T. super-mod/expansion-pack?

I apologize for making a long post, but I felt that I needed to get it off my chest. With that in mind, I wish to know. Thanks.
Logged

Stainless

  • moderator
  • member
  • Offline Offline
  • Posts: 1534
Re: Weekly progress report
« Reply #453 on: April 03, 2020, 11:29:26 AM »

I have a pack of freeware buildings designed and released for FSX many years ago.

My tool can convert them to modern formats and then add game specific stuff.

I generally have to completely re-texture them as ambient occlusion requires a very good texture map.

And I often tweak them in a 3D package

They are good as a base mesh though
Logged

Stainless

  • moderator
  • member
  • Offline Offline
  • Posts: 1534
Re: Weekly progress report
« Reply #454 on: April 03, 2020, 12:06:58 PM »

well I think PBR is worth it

Original (re-textured )






With PBR





The PBR texture





Red = roughness, Green = occlusion, Blue is metalness   

Alpha will be emissive

Logged

Stainless

  • moderator
  • member
  • Offline Offline
  • Posts: 1534
Re: Weekly progress report
« Reply #455 on: April 05, 2020, 07:12:17 AM »

So I have played with the lighting equation ,,,,,, a lot! ,,,,, but I think it's okay now.



You have to generate the PBR texture by hand , so do you guys think it is worthwhile?

Logged
Pages: 1 ... 35 36 37 [38] 39 40 41 ... 51   Go Up
 

Page created in 0.046 seconds with 25 queries.