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Phant
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da Phant » 20 luglio 2022, 0:46
Wags ha scritto:
DCS: AH-64D Mini-Updates
In the next Open Beta, we will be adding the new CP/G target identification system. I plan to create a video on this next week, but in the meantime, please find an updated George document that describes the new system beginning on page 17.
AH-64D_George_2.pdf
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Phant
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Phant
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da Phant » 23 luglio 2022, 23:51
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Phant
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Phant
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da Phant » 29 luglio 2022, 17:54
Graphics - ED Team ha scritto:
AH-64D Animations Development Progress
We are improving the Pilot and Co-Pilot/Gunner animations for DCS: AH-64D. Above you can see a preview of the CP/G unboarding. These animations are work-in-progress and we look forward to sharing more soon.
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Phant
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Phant
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da Phant » 31 luglio 2022, 6:28
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Phant
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da Phant » 1 agosto 2022, 6:40
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Phant
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da Phant » 5 agosto 2022, 23:59
Graphics - ED Team ha scritto:
Infantry Animations Development Progress
We are pleased to inform you that work is progressing on a range of infantry animations. In the above animation, you can see a work-in-progress animation of a soldier climbing to a higher surface. The new control system will allow units to behave in a more complex and realistic manner.
It also requires the solution of applied problems, such as overcoming obstacles and improved path finding. In some cases, the unit can overcome a situation just by stepping over an obstacle. There are different types of such surfaces that can be up to 1 meter in difference.
The second animation option is for higher obstacles of 1.5 to 2 meters. In this case, the unit will have to climb up the obstacle and then jump off the other side.
B-1B Lancer Development Progress
As part of our larger effort to improve older AI units, work is underway on texturing the new AI B-1B model. Most of the rivets, screws, and aircraft skin sheets are already drawn. The aircraft is painted in standard USAF colors. Material surfaces have also been created. Next, the chassis, chassis niches, bomb bay, and cockpit will be painted. We will also apply dirt, dust, traces of aircraft wear and identification marks / technical inscriptions.
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Phant
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Phant
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da Phant » 7 agosto 2022, 22:30
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Phant
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da Phant » 12 agosto 2022, 18:20
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Phant
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Phant
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da Phant » 18 agosto 2022, 23:54
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Phant
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da Phant » 19 agosto 2022, 23:48
Graphics - ED Team ha scritto:
Mi-24P Hind Development Progress
The first set of Petrovich AI voice-overs are planned to be included in the next Open Beta. To find the sweet spot, we have made recordings starring two former military pilots with slavic accents to provide authentic and informative voice-overs. This will bring the number of spoken phrases to a similar level as in DCS: AH-64D.
We intend to add new voice-overs for both helicopter crew AIs in future updates, and we will be monitoring your feedback to see how you enjoy them. We also plan to support switching between voice-over languages in the Special Tab settings. When that is done, we plan to add Russian language voice-overs to DCS: Mi-24P Hind.
We are enhancing the ATGM sight after receiving new data. The first change to the ATGM sight and guidance unit is its control axis properties. Control voltage is used to move the gyro-stabilised aiming axis of the 9K113 system. There is a limit to how low it can be and the minimum speed that the motors driving this unit can move. The minimal speed of this system is 0.07 degrees per second. We've implemented this limitation for the Mi-24P Hind, and it will be available in the next Open Beta. Operators will mostly feel the difference in scenarios where the ATGM system is used at maximum range and when the target is small or moving at a speed that matches, or is below, the minimum aiming axis speed.
The Second change is to the sight grid, which is based on new data and references we have received from our subject matter expert and the Monino Central Aviation Museum. With special thanks to them, we have been working on adjusting the missing symbology in x3.3 mode (aiming grid and stadiametric rangefinding cues). Various overall grid size adjustments, along with FOV enhancements for both modes (x3.3 and x10), make it closer to its real counterpart. The diagram above reflects the distance to a target at 2 km.
B-52H Stratofortress Development Report
We are pleased to update you with progress on the AI B-52H 3D model. Aircraft textures are nearly complete. The above screenshot illustrates the attention to detail of the landing gear that is now painted and animated. The aircraft's lighting equipment has been set up, and we are now texturing the bomb bay. We hope you enjoyed this update and look forward to your thoughts.
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Phant
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Phant
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da Phant » 22 agosto 2022, 2:56
Wags ha scritto:
DCS: AH-64D Mini-Updates
Much of the work is focused on fixing bugs and tuning systems to first have a solid foundation to work from. However, IAT/MTT are in active development as is initial FCR/RF Hellfire and LB Net. Given the complexity of such tasks, we have no date estimates at this time.
Once IAT/MTT are available, we plan to offer the -64 in the free trial program.
Outside of those systems, much work is ongoing:
- Performance Level of Detail (LOD) models
- New pilot models and animations (SP and MC)
- Updating the PERF page (quite a deep rabbit hole)
- Continued tuning of the FCS / yaw offset
- Ability to change seats in MC (in internal testing)
- New voice overs for flight members (2, 3, and 4)
- Continued George AI refinements
- Tuning TSE/LMC behavior
There are of course other items in work, but these are the primary focus.
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Phant
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Phant
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da Phant » 26 agosto 2022, 23:37
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Phant
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Phant
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da Phant » 3 settembre 2022, 0:17
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Phant
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da Phant » 9 settembre 2022, 18:01
Graphics - ED Team ha scritto:
AI BFM Development Progress
We are excited to announce the upcoming release of a substantial update to how the AI performs Basic Fighter Maneuvers (BFM) for jet aircraft. This updated AI brings significant changes that we hope will result in a far more capable AI that fights more like a human.
Based on performance characteristics, each aircraft type will favor either one-circle (nose to nose), two-circle (nose to tail) fights or a combination of the two. This will result in dramatically different tactics based on the type. Flying against a Viper will be very different from fighting a Hornet, for instance.
When performing a merge, the AI will aim to dictate turning room based on the opposing aircraft’s type, aspect angle, and energy state. Meaning, a one-circle fighter will try to minimize turning room whereas a two-circle fighter will try to create an offset to allow a lead turn across the tail.
Particularly in a two-circle fight, the AI is much better at maintaining optimal sustained turn rate and will adjust nose position below and above the horizon to maximize turn rate or convert energy into altitude with excess energy. The AI Skill Level setting will determine how much G the AI will generate. At Ace level, the AI is excellent at managing airspeed for optimal performance.
Based on how the fight develops, the AI may switch between one-circle and two-circle according to merge angle and relative airspeed. This provides a much more dynamic opponent.
Please note that World War II aircraft often use a different BFM toolbox, and we will develop a unique set of BFM improvements for these aircraft, in addition to multi-ship Air Combat Maneuvering (ACM) behavior for all aircraft later.
Bye
Phant