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Author Topic: Weekly progress report  (Read 127931 times)

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Stainless

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Re: Weekly progress report
« Reply #492 on: September 06, 2020, 11:36:53 AM »

Night mode aint too bad as well



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SAS~Storebror

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Re: Weekly progress report
« Reply #493 on: September 06, 2020, 10:20:06 PM »

Looks cool.
The night mode could almost have been an IL-2 screenshot ;)

]cheers[
Mike
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DarkBlueBoy

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Re: Weekly progress report
« Reply #494 on: September 07, 2020, 02:05:35 AM »

Really looking good Stainless!
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Stainless

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Re: Weekly progress report
« Reply #495 on: September 19, 2020, 03:29:35 AM »


Added hypoxia

This test run at 30000 feet with no oxygen

Needs some cleaning up, don't like the blur and the fade is too fast


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Stainless

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Re: Weekly progress report
« Reply #496 on: September 19, 2020, 10:13:08 AM »

New version



Also added red out and black out due to high G over time, still need to work out tunnel vision

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DarkBlueBoy

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Re: Weekly progress report
« Reply #497 on: September 21, 2020, 02:53:24 AM »

Very believable Stainless. Looks good.
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Pursuivant

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Re: Weekly progress report
« Reply #498 on: September 21, 2020, 03:39:28 AM »

Also added red out and black out due to high G over time, still need to work out tunnel vision

Thank you! These are much needed additions to any flight sim. Most flight sims assume that airplanes are flown and crewed by robots, not humans. Hypoxia and similar human factors problems are much needed additions.

Don't forget relative loss of distance and night vision as hypoxia creeps up on aircrew. The human eyes are energy-hungry organs, so they begin to lose acuity as O2 starvation sets in ca.10k feet. (FWIW, smoking or other forms of mild oxyegen starvation make this problem worse.)

As for tunnel vision, it not only shows up as an early symptom of GLOC but also hypoxia and, effectively, combat stress (although the latter is actually reasonably well-modeled by inexperienced players getting target fixation and failing to check 6 or otherwise maintain SA).
 
There's also the related issue that it's far more difficult for even well-trained pilots to quickly do "shoulder checks" while pulling G because of the physical demands of turning the head and neck. That is, realistically, it should be harder to pan your POV around while pulling any serious Gs.

Stock IL2 actually does a good job of modeling tunnel vision due to GLOC. I think that it's just a simple function which applies an overlay texture to the screen which describes the area of the screen outside the bounds of a circle. The closer you get to GLOC, the smaller the radius of the circle and the more intense the red or black screen overlay is at its periphery.

It might be two algorithms, one to define the radius of the circle based on the player's POV and GLOC state, the other to fill in a progressively darker red/black screen overlay which has its origin at player POV and gets darker towards the screen perimeter as GLOC gets more severe. Both functions are actually conic/circular, but they normally appear to just affect the sides of the screen due to typical screen geometry.
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Stainless

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Re: Weekly progress report
« Reply #499 on: September 21, 2020, 06:01:54 AM »

I know a lot about the function of the eye as I have spent the last few years working on eye tracking and foveated rendering, but I don't have the science of g-loc et al down yet.

If anyone has more data on this I would be very grateful

I like the idea of limiting head movement due to G forces
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Pursuivant

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Re: Weekly progress report
« Reply #500 on: September 21, 2020, 10:43:36 PM »

NASA and the USAF have done a ridiculous amount of research on human factors in aviation. To a lesser extent the same can be said for the US Army and Navy and other countries' military researchers. Once you find the information the main problem is trying to sort through it all to find exactly what you want.

The following handbook is a good starting place for general human factors information:

  https://apps.dtic.mil/docs/citations/AD1020889

It should have just enough technical detail to give you an idea of what factors you need to take into account and to begin to model them. Since it's designed for non-specialists it doesn't get too bogged down with jargon.

If you have trouble downloading it from a non-US IP, PM me and I can send you a copy.
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Stainless

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Re: Weekly progress report
« Reply #501 on: September 24, 2020, 01:52:48 PM »

More view modifiers added

And the fuselage

Kinda nice to look out the window and see the ailerons move


 
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Stainless

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Re: Weekly progress report
« Reply #502 on: October 11, 2020, 05:03:39 AM »

I have been working on indoor scenes for the last week or so.

The scene file format allows you to put rooms together from tiles, but I am having problems with the lighting.

I am trying to bake the lightmap so I can have nice lighting even on lower end machines.

still a lot of issues to solve. :(


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Stainless

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Re: Weekly progress report
« Reply #503 on: October 22, 2020, 12:36:41 AM »

Getting better, next is shadows


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