DCS WORLD: Moduli di Terze Parti

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Re: DCS WORLD: Moduli di Terze Parti

Messaggio da Phant » 26 novembre 2018, 1:38

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Re: DCS WORLD: Moduli di Terze Parti

Messaggio da Phant » 29 novembre 2018, 17:32

Cobra847 - 3rd Party Developer ha scritto:
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Heatblur Simulations - DCS: AJS37 Viggen - UPDATE: Ground Radar 2.0 & Multiplayer Flight Planning

The Viggen goodness continues! Thank you all for your support and encouraging words.
Every time we see a positive post about the Viggen or someone recommending it, it makes it all worthwhile.

Lets jump straight into two big new Viggen changes and features;

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Introducing Heatblur Ground Radar 2.0!

We’ve been working on a large overhaul and improvement pass of our ground radar technology!

Since the release of the AJS 37- much has changed in DCS World, in particular in the realm of ground rendering and map technology.
This has had unwanted effects on our ground radar - but beyond that, we also saw significant opportunities in improving the detail and performance of the sensor and correct some core deficiencies that have been around since release.

On a tangential note and au contraire to some rumours out there: our ground radar is a true, raycasted realistic implementation of the PS-37 radar.
We use asynchronous computing (multithreading) to achieve excellent performance and realistic levels of radar detail.
The level of complexity of this core in-house feature is very high- but we consider it a foundational feature in the Viggen and many of our aircraft moving forwards, including the F-14 - which includes some ground mapping functionality in the Pulse radar modes.

The initial results of our improvements are now close to complete, and we’re pleased with what we’ve been able to once again achieve. Not only for the Viggen, but for future modules and products. In the Viggen in particular, you will now be able to enjoy a much more detailed image and in general a much more useful one - especially as you’ll be able to identify key tactical or navigational elements with ease.
This now also includes buildings, runways, bridges and other objects that have until now been completely missing.

Our main goals with the Heatblur ground radar 2.0 were to:

  • Enhance detail and performance of the dedicated raycaster.
    Our new and improved raycaster model yields improved detail and accuracy of the radar image.
    The detail captured is now much finer and better accounts for terrain elements, ground types and other factors.
  • Make buildings, cities, objects, bridges and other terrain structures/features reflect the radar and be visible.
    You will now be able to see buildings, cities, towns and much more on the radar!
    Perhaps more importantly for a dedicated strike aircraft; you will be able to see bridges and other key tactical map features such as hangars.
    This can also be super useful for navigational fixes.
  • Make civilian traffic visible.
    Trains, static ships, parked aircraft etc. - will now be visible on the radar.
    Some of these objects are highly reflective owing to their large RCS and materials.

    ImmagineImmagine
  • Sub-grid terrain type raycasting to accurately depict Runways and other smaller terrain features.
    We’ve enhanced our raycaster with subdivided grid based raycasting for areas that are not correctly interpolated due to their small relative size.
    You are now able to accurately detect runways and other small terrain features!
    Load up on those BK90s and get to work.
  • New terrain reflectance model and values for terrain types.
    We’ve overhauled our ground reflectance model and associated terrain type reflectance values. Different terrain types will now reflect radar energy more accurately
  • New slope reflectivity model.
    The slope and angle of the terrain will now accurately impact the reflectivity strength of the radar energy.
    You will now be able to more easily tell the difference between steep and mild slopes through their respective radar return strengths.
    Radar energy now also more realistically falls off with distance and increase in incidence angles.
  • Enhance accuracy of the raycaster & interpolator, especially at long distance.
    We’ve improved our interpolator and corrected some core flaws which will now make the ground radar much more accurate and reliable, especially at long distances.
    You can now more easily plan out your approach using the ground mapping radar from altitude.


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We’re looking forward to launching this new version of our ground mapping radar into the Viggen next month!

Feedback is welcome as always once you get a hands-on!

Multiplayer Flightplan & Strike Planning

Another important new feature that we’ve just added in the latest patch(that has flown under the Radar somewhat) is the ability to load waypoints into your data cartridge more easily in Multiplayer by using the F10 map and user marks system.
This way you can quickly load waypoints into your flight computer, or even auto-generate a flightplan based on a single attack waypoint automatically.

Thanks a ton to Badjoe117 for making this video and explaining how it works!

Check it out below and let us know what you think.

This feature is now available in Open Beta.




For those of you who have missed it, here was the entire latest AJS37 Changelog. Note that some of these changes are not in the live build, and will be available on the next Open Beta patch.

DCS AJS37 Viggen by Heatblur Simulations

  • E on waypoint indicator should not show when aiming ie sidewinder lock.
  • TERNAV should not update when turned off
  • Updated RB-15 for AI definition. AI will now use the missiles properly.
  • Fix to Bk90 not being launchable in NAV-mode.
  • EP13 color inversion selectable by radar mode button (black-on-white/white-on-black).
  • Brightness and contrast control for EP13.
  • Corrected elevation boresight position for Mavericks.
  • Added encyclopedia entries for weapons.
  • New feature: cartridge from putting marks on F10 map (named B1-B9, M1-M9, BX1-BX9, R1-R9, MR1-MR9 = recon-target, or S1-S9) and selectable in kneepad. Also you can just have a marker named “ATTACK” and a quick attack flightplan will be generated.
  • EP13 altitude warning is reset if EP13 is not turned on.
  • The Boundary/GRÄNS lines are now visible again.
  • AB performance at height and speed tweaked.
  • The dumping of the sight for sidewinder carried on wingtips should now be relative to the plane and not the horizon.
  • Fixed AKAN dispersion and accuracy.
  • Fixed Sun Halo effect on canopy
  • Added glass scratches to canopy glass
  • Fixed oval-shaped afterburner flame issue
  • Slight cockpit optimization
  • Fixed afterburner flame clipping into exhaust can
  • Fixed RAT projecting through intake on left side of fuselage
  • Added Encyclopedia entries for weapons
  • Tweaked dispersion for MinGr55 shell for the AKAN m/55 gunpods.
  • Fixed pop-up point not switching to target waypoint on being passed.
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Re: DCS WORLD: Moduli di Terze Parti

Messaggio da Phant » 6 dicembre 2018, 18:34

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Re: DCS WORLD: Moduli di Terze Parti

Messaggio da Phant » 8 dicembre 2018, 18:02





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Re: DCS WORLD: Moduli di Terze Parti

Messaggio da Phant » 10 dicembre 2018, 1:26





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Re: DCS WORLD: Moduli di Terze Parti

Messaggio da Phant » 10 dicembre 2018, 18:36

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Re: DCS WORLD: Moduli di Terze Parti

Messaggio da Phant » 12 dicembre 2018, 15:32

Chizh - ED Producer ha scritto:
DCS 2.5.3.24984 Stable

Added support of new campaign - Combined Arms: Frontlines Georgia.

  • DCS World
    Restored the missing debriefing after instant action mission.
    AI aircraft climb to a very high altitude when attacking armor units with bombs - fixed.
    AI ground. Not-activated truck can rearm the ground forces if it is visible (not hidden in the ME).
    ME. Task 'go to waypoint' will work correctly with the stop condition.
    Fixed issue with DCS freezing on start in some conditions.
    MP. All information about servers with a large number of slots and clients (40+) will now be visible in the list of servers.
    Sound. Improved fade out of sounds with distance.
    AI F-86F. Will not use radar ranger for long range search.
    AI F-86F. Fixed bug that bring to ground collision in the rocket attack.
    A-10C & F/A-18C. AWACS aircraft do not call out enemy locations till the player’s comms menu is opened to AWACS - fixed.
    Radio commands given by the player when a radio message from the AI is playing do not go through - fixed.
    Multimonitor configurations. GUI dropboxes will not break away from their place on the main display to the other displays.
    SA-2 unable to engage high altitude targets - fixed.
    F-4E Iran. Added skin by Sadjad_Vosoul (ISAAC).
    ?-130 Iran. Added 2 skins by Sadjad_Vosoul (ISAAC).
    Added SAM SA-15 Tor to Iran.
    ME. Implemented ship livery selection.
    Ground AI will be reposition itself if the current target exit from his fire angle.
    Radar Mys-M1 (Silkworm HY-2 surveillance radar) is integrated. The ASM battery will be receive targeting from Mys-M1
    surveillance radar. If the radar destroyed the ASM battery will be not functional.
    Stennis carrier. The helicopter in takeoff position will not block all AI operations on the deck.
    AI fighters with TWS and multiple launch capability will not use F-pole maneuver if they decided for multiple launch for several bandits. This was done so that the targets did not leave the radar's field of view.
    MP. Banned user will get message about his ban and reason.
    MP. Fixed the client's serverlist update when shutting down the server.
    TrackIR works always, despite of control settings - fixed.
    Hawk MPQ-55 will be marked as HK on Western RWR systems.
    Fixed crash when a bridge without pillars is destroyed.
    AI fighters will use an AIM-120C first instead of using the shorter ranged AIM-120B.
    AI vehicles. Supplies truck added for all countries.
    AI vehicles. Added M60 MBT to USA.
    China Asset Pack. Completed Navy liveries (054A: 25 skins, 052B: 2 skins, 052C: 6 skins)
    China Asset Pack. Updated KJ-2000 external model shape
    The AI Su-34 will no longer self-destruct when dropping a KAB-500S.
    Fixed an MP issue where static objects with number greater than 501 would not be visible to clients.
    Added coalition management of countries in the Mission Editor via arrows keyboard keys.
    Debriefing. Target for some SAMs and ASM HY-2 were displayed as null (0) or nothing in the debriefing.
    When scripting the Mission Editor function StaticObject.destroy() is run on cargo objects, the cargo was not removed from the perspective of clients.
    Corrected Su-24 level of detail such that it does not disappear.

  • DCS MiG-21bis by Magnitude 3 LLC
    Fixed gauge lights.
    Fixed missing SPS/IAB panel texts.
    Adjusted suspension.
    Improved boundary layer blow system effects.
    Improved engine device code to reduce FPS stutters.
    Added navigation data for Persian Gulf.
    Fixed gauges from blacking out.
    Fixed smoothing groups on HUD glass.

  • DCS M-2000C by RAZBAM
    Fuel flow corrections added based on new data
    Corrected RWR code not showing correctly for J-11A, F/A-18C Lot 20, SA-2, SA-3, Flat Face Search Radar, KJ-2000

  • DCS AV-8B NA by RAZBAM
    Sidearms issues fixed:
    - Sidearm keeps lock when the aircraft is not pointing at the target.
    - Sidearm keeps lock after firing when another missile remains in the aircraft
    - Sidearm does not have volume control (Sidewinder volume control also fixed
    Fixed Magnetic compass not moving when aircraft INS is not aligned is also fixed
    Corrected RWR code not showing correctly for J-11A, F/A-18C Lot 20, SA-2, SA-3, Flat Face Search Radar, KJ-2000
    Corrected Left wing Polygon defects
    Corrected Right wing Polygon defects
    Bomb Interval now working
    KC-130 Fuel amount increased by 50%

  • DCS AJS37 Viggen by Heatblur Simulations
    Exterior mirrors now reflect the environment
    Fixed various clipping and shine-through issues in exterior (esp. Cockpit)
    Sculpted new normal map for exhaust nozzle and area
    Sculpted new normal map for exterior exhaust shell
    Added RoughMet textures for the exhaust shell
    Added turbine texture for better deep engine detail
    Metal elements on wings now have appropriate material definitions
    Animated engine exhaust fan
    Interior engine sounds now loop properly
    New! Improved visual fidelity of afterburner
    Afterburner now cast lights inside engine exhaust pipe
    Afterburner now cast lights on surrounding objects and terrain
    Corrected afterburner z-fighting
    Afterburner planes do not render at high viewing angles.
    Corrected afterburner self-illumination
    Fixed glass in LoD (distant) models turning opaque and bright.
    New! Added significantly better quality uncompressed normal maps for entire exterior
    Light domes are now appropriately shiny
    Fixed wheel/tire animation values so they spin at correct speeds.
    Fix to timeline appearing late in PLAN-bombing mode.
    Fix to time-to-destination display in TID.
    Fix to Rb15 missile-in-target-time.
    Fix to Rb15 missile-in-target-time displayed even though no Rb15 is selected.
    Update Rb15 definitions for AI. AI will now use the missiles properly.
    E on waypoint indicator should not show when aiming ie sidewinder lock.
    TERNAV should not update when turned off
    Updated RB-15 for AI definition. AI will now use the missiles properly.
    Fix to Bk90 not being launchable in NAV-mode.
    EP13 color inversion selectable by radar mode button (black-on-white/white-on-black).
    Brightness and contrast control for EP13.
    Corrected elevation boresight position for Mavericks.
    Added encyclopedia entries for weapons.
    New feature: cartridge from putting marks on F10 map (named B1-B9, M1-M9, BX1-BX9, R1-R9, MR1-MR9 = recon-target, or S1-S9) and selectable in kneepad. Also you can just have a marker named “ATTACK” and a quick attack flightplan will be generated.
    EP13 altitude warning is reset if EP13 is not turned on.
    The Boundary/GRÄNS lines are now visible again.
    AB performance at height and speed tweaked.
    The dumping of the sight for sidewinder carried on wingtips should now be relative to the plane and not the horizon.
    Fixed AKAN dispersion and accuracy.
    Fixed Sun Halo effect on canopy
    Added glass scratches to canopy glass
    Fixed oval-shaped afterburner flame issue
    Slight cockpit optimization
    Fixed afterburner flame clipping into exhaust can
    Fixed RAT projecting through intake on left side of fuselage
    Added Encyclopedia entries for weapons
    Tweaked dispersion for MinGr55 shell for the AKAN m/55 gunpods.
    Fixed pop-up point not switching to target waypoint on being passed.
    Fix to pop-up point not switching over.
    Fixed sun halo on canopy glass.
    Added scratches to canopy glass.
    Fixed oval shaped afterburner.
    Ground Radar 2.0:
    - greatly improved ground mapping radar where more objects are visible and the radar better differentiates between terrain types. Read more
    Auto generated attack missions should now default to a ingress/egress angle 45 degree off instead of straight when no suitable terrain-masked ingress/egress is found.
    Fix to TERRNAV not fixing.

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Re: DCS WORLD: Moduli di Terze Parti

Messaggio da Phant » 14 dicembre 2018, 16:34

Cobra847 - 3rd Party Developer ha scritto:
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** F-14 Development Update: December 2018 **

Welcome to what is likely the final major text-based development update prior to the launch of our F-14!

It’s been a long road; and we’re somewhat relieved that we’re finally here. We’re very excited to launch the F-14, and can’t wait to get it in your hands.
The entire team is working extremely hard on building our first release candidate build.

In this update; I’d like to delve a little bit into where we stand currently, release date expectations, what remains to be done, and what we consider critical items for a releasable F-14.
I’d like to also clarify what we consider Early Access for the F-14 and how that relates to our release planning.

Check out a preview of the Pilot's cockpit Night Lighting! Click to enlarge.
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Release Date & Heatblur Early Access

One of the core tenets that we’re adhering to with the F-14 is to put quality ahead of specific release dates.
I’ve repeated this plenty (ad nauseum for you all, no doubt) - but quality comes first. It’s the main reason why we’ve left the specific date ambiguous thus far. Again, I’d like to reiterate our official guarantee:

DCS: F-14 Tomcat launches into a major feature complete early access this Winter.

We’ve given ourselves a relatively wide release window of this winter, stretching from 21st of December to 20th of March to ensure that we can be somewhat flexible and make sure to achieve the desired level of quality that we strive for. Ultimately, the quality of the module determines when (or, more accurately: if we want to) release.

Our December window has started to rapidly close and currently, release is not immediately imminent. Once we’re satisfied with the quality of our module, we’ll consider that build our first release candidate, and set the wheels in motion with our ED partners to launch. December is now unlikely, but we will keep you updated on a weekly basis from now on and as we steam towards release candidate 1. It’s all hands on deck to get there - we promise.

For the release candidate build to actually happen, we need to achieve a few core goals that serve as the foundational basis for Heatblur early access. While early access has in recent times meant less and less complete products, we’re looking to buck that trend and repeat what we achieved with the Viggen: a rich, mostly complete experience that is generally unhampered in any major way by its Early Access tag. In detail, that means:

  • Completion (or availability) of all core major features of the F-14B aircraft. Major systems include things like FM, weapons, radar, core subsystems, multicrew, JESTER, etc. You will be getting a gigantic, complex and mostly complete product on day one.
  • Stability and (hopefully) a lack of major bugs the F-14 represents a technical challenge in terms of aircraft complexity and the experience has to be pleasant out of the box. Issues will undoubtedly happen, but we will not knowingly launch a broken product. No matter how much revenue we lose by e.g. missing the Christmas release window.
  • Relatively polished and a fun, rich experience. We only get one chance to make a first impression-- and the first time you fire up the F-14- whether it’s alone or with a friend; you should have a fun, engaging and relatively polished experience.


We hope the above makes sense, and more importantly, we hope you’ll consider them worthy reasons for not launching in December.. Or January.. Or February.. If that were to be the case. Set your expectations on receiving a relatively polished, quality, Heatblur product this Winter. That is our guarantee to you, and we will not disappoint. Hold us to it. Jump into pre-ordering at the point you feel most comfortable. We’d rather you be happy and pleased with your support to us than feeling that you’re being left out in the cold. We will launch this winter. Full stop.

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With that said, let’s jump into some details on what are still considered open ticket items to achieve the above.
The team is currently working hard on a number of areas. Primarily:

  • RIO Cockpit: We’re still working finishing integration of the new RIO cockpit into the main branch of the F-14. Art production on this level is unfortunately a time-intensive and arduous task. Of course, we’ve developed all of the functions of the RIO cockpit by using our old Chromecat placeholders, so this is almost entirely a visual and art production item.
  • JESTER Improvements: JESTER is probably one of the most complex and difficult things we’ve ever had to create across all of the industries we’ve been involved in.

    Current focus on JESTER has been to improve edge-cases where things really fall apart and bring you out of the experience, as well as filling out the remaining functionality for, primarily, A2A combat. JESTER will not launch in a complete state with the F-14 - but we want to get it to a level where it’s suitably usable and immersive.
  • Optimization: With the F-14; we’ll be introducing some novel ways to improve DCS performance with many Tomcats on screen. This should help alleviate some of the performance impact of decks full of Tomcats. We’re also introducing new ways to try and reduce performance overhead in a complex dual cockpit through the use of lod proxies. Generally, the F-14 will be heavier in a 1:1 comparison to other aircraft due to its complexity, but it will win in other key areas- which we think will balance the scale.
    We will be doing detailed benchmarks on DCS performance with the Tomcat and presenting our results soon.
  • LANTIRN: We’ve been working hard on fleshing out LANTIRN, all the way from writing new custom display shaders to implementing an incredibly deep and complex simulation of this targeting and observation pod. Information in this area is scarce; but we’re now confident in the fact that our recreation of the LANTIRN will be at the level of the rest of the aircraft. Our initial EA plan included only basic LANTIRN support, but with an increase in staff we’ve managed to flesh this feature out significantly and we’ll be proud to ship a more complete LANTIRN system on day one.



    We’ve created entirely new ways to render the LANTIRN image, including automatic gain adjustment, explosion interference, and much more.
  • “Minor” Features: There are obviously too many items to really list in this category; but we’ve been working on everything from night lighting, exterior lighting, damage modeling - to every other little bit and bob that needs to be wrapped up for release. These types of items tend to be huge timesinks despite their small size.


Early Access

A good rule of thumb for us is that if we don’t get cold clammy hands and break out into a flop sweat upon the thought of releasing, we’re just about there. Yet, still, it’s important to note that the F-14 will absolutely not launch in a perfect state. It will have things missing and it will have bugs. It will still be very much Early Access.

Some of the things that we do not consider blocking issues for release include;

  • Some missing minor features or specific functionality in major systems. Something like circuit breakers are a good example here. Some of these types of features have little core value to the simulation experience itself and we consider these to be releasable omissions.
  • JESTER features: JESTER will be continually developed throughout the F-14’s lifetime. In particular, on launch, much of the LANTIRN capability may be missing.
  • Minor (and hopefully limited to annoying, at worst) bugs. These are absolutely inevitable. Sorry in advance!
    Our QA team is flying the F-14 for hours each and every day. We’re trying to catch as many of the bugs and issues that crop up as possible.
  • Incomplete content - Training missions, quick missions, single missions, manual, etc.
    Most of these items will be work in progress on launch - but we’re doing our utmost to complete as much of the F-14’s content as possible.
  • AI Content: Forrestal Class carriers, A-6, et al.
  • Dynamic cockpit system: this system represents a significant layer of complexity (though it may not seem like it) - and may be disabled on day 1 to avoid any unfortunate issues.


We will be clear with what exactly is missing on release date as we approach the release itself for absolute and full clarity.

We hope that gives you some insight into our process and what currently remains to be done and what to expect on Day 1 of the Tomcat.
We’re working truly hard on building our first release candidate. No one wants the Tomcat to launch more than we do.

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Videos!

In more exciting news; this week we’ll be distributing the first outside PR builds to some of our community’s content creators!
We’re super excited to get a first look into what outsiders think of our F-14 and hope that you’ll enjoy some of the content that will be produced too.
We’re also working on providing detailed, in-depth content on the aircraft and it’s systems.
Unfortunately development pressures make it more difficult than ever to produce our desired level of promotional content, but do expect an uptick on this ASAP.

We also hope to do more livestreams, and in particular in-depth looks with less complex scenarios than last time. Overall-- expect more content.
Even if small snippets of various features. We know that’s what you’ve been waiting for - and it’s coming.




Thank you all, as usual, for your support. We really don’t say this enough; but you all rock.
Our ultimate goal is to reward your support and patience with a product of appropriate quality.

I wish I had put this update together earlier. We do try to keep you as informed as we possibly can; but transparency has its risks and not all of the variables are known to even ourselves.
That’s how you get us promising 2017 before ripping apart the entire aircraft and rebuilding it from scratch.

We don’t knowingly deceive, rather our intentions are pure and are always based around quality rather than a maximization of revenue at the cost of just that quality.
We hope that becomes clear in time.

We hope you’ll stick with us and agree that we managed to do just that once we get there.


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Re: DCS WORLD: Moduli di Terze Parti

Messaggio da Phant » 16 dicembre 2018, 17:48

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Re: DCS WORLD: Moduli di Terze Parti

Messaggio da Phant » 17 dicembre 2018, 1:47

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Re: DCS WORLD: Moduli di Terze Parti

Messaggio da Phant » 17 dicembre 2018, 3:19





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Re: DCS WORLD: Moduli di Terze Parti

Messaggio da Phant » 18 dicembre 2018, 19:36



Heatblur Simulations ha scritto:
Just a quick video response to a forum question on how you can ask Jester AI to mark a position on the map in the F-14. Of note is the realistic time it takes Jester to enter coordinates through the appropriate panels! Ignore the Jester sound itself; it's oddly balanced due to our procedural FX stack not being enabled in the build this was recorded in. Full, in-depth looks at DCS: F-14 coming soon!

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Re: DCS WORLD: Moduli di Terze Parti

Messaggio da Phant » 20 dicembre 2018, 1:25

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