Forum Jump :

Author Message

VIPER[CWW]  

I'm a stable whore


Posts: 2126
Rank:


Level: Member

Country: en
Location:
Occupation:
Age: 30
In-game name: VIPER [RR]

 
#31 Posted at 2012-10-10 18:28        
     
Good to hear its still rolling, can't wait to try it out™


Author Message


Posts: 187
Rank:


Level: Member

Country: dk
Location: copenhagen
Occupation: music production
Age: 37
In-game name: Beowulf

 
#32 Posted at 2012-10-10 22:23        
     
looking good it's gonna add new possibilities to mission making


Advertisement


Author Message


Posts: 74
Rank:


Level: Member

Country: us
Location:
Occupation:
Age:
In-game name:

 
#33 Posted at 2012-10-11 06:36        
     
We sure hope so, one of the big emphasis is definately on digital communications and information, with the tactical situation display we can set and track waypoints in realtime with a zoom toggle or at a fixed ratio with a 2x2 map.

WARNING Huge post ahead, read only if you are VERY curious or interested to read what we are working on and how to make use of that in future! If you want to just watch videos then scroll all the way down.
_________________________________________________________________________________________________
We can use either TADS or the radar to sight and locate vehicles as well as classify them by their type (tracked, wheele, etc) set filters to one type of unit, hand the information off to other delta's or set a priority firezone and send that to another helicopter with a max limit of 8 PFZ's.

Furthermore we can lase a target, broadcast the laser code then use that code from another helicopter to attack distant and different targets (this goes for A and D) (we hope to have an icon indicating a code source or laser target for the D)

For all of this we also want to limit the radar to be more like the real thing and less of a "windar" (god that was awful..) So even though it has a range of full eight kilometers it will be unable to see behind landforms, so you could be hovering over a hill and a tank could be right under your nose, the radar wouldn't see him (but hey you have TADS).

If you're interested in more then we also wanted to make evident the difference between analogue and digital by removing the HUD, giving the A an edge in easy to understand instruments that are always there versus the D's more precise and clean page design. This also gives Delta the edge in waypoint placing, tracking, sharing, precise instrument readings, navigation and siutational awareness.

This includes a more precise Fuel page with fuel quantity in aft and fwd reserves, as well as any extra you may trade for ammunition or fuel tanks on the pylons, WPN page to display loaded munitions, active weapon, ammunition count, ammunition type, sighting system and firemode. TSD for waypoint, target tracking, calssification, and map navigation as well as firezones. ASE for threat detection, distance, countermeasures as well as infared and radar jammers.

You're still reading this? You must be genuinely interested..very well here is a bit more for you to snack on. Every aspect of weapons are changed, for example the M230 has more power than the default BI apache BUT requires cool downs (wouldn't want to melt that barrel) burst mode varies from 10-100 with a longer wait time in between each starting with 3 seconds and doubling from there with a maximum wait time of 30 seconds! The gun can be controlled by either CPG or the pilot in freelook (yes it does work with trackIR).
Tracking mode can also be set from manual to automatic, where the computer identifies a silloheutte be it vehicle or building, if the crosshair is places relatively close to the object then the computer will slave the gun to that object and calculate a firing solution induced with auto ranging to better hit it.

Rocket pods can be loaded with up to 3 different rocket types per pod, IHADSS will track this information, as will the Pilots Rocket Management panel in the A, and the WPN page in the D. The pylons can pivot 30 degree's, allowing safer strafing runs. Missiles comes in various types with Laser and Radar type, targets can be set by GPS, Laser, Radar (if R), separate laser and include LOAL-hi, lo and direct as well as LOBL with varying trajectories and seeking modes. This means that you can fire with LOAL and the missile may not choose the target you intended, including friendly!

How does an advanced damage system sound? We plan to incorporate oil, hydraulics, engine fires, gun jams, gun damage and more. If you smash the nose you can actually damage the TADS/PNVS and render them to useless. You can lose your capability to fire all weapons or other mission critical equipment so charging in guns blazing is not the smartest thing.

We may not be able to simulate to the level of DCS or perhaps Janes Longbow 2, but we want to bring the experience as close, and as authentic as we can.

If any of this interests you then these videos may do the same.
http://www.youtube.com/watch?v=yOxS7qnkcZY&feature=plcp
http://www.youtube.com/watch?v=vM0IsUn837c&feature=plcp
http://www.youtube.com/watch?v=1TMPt7KavE4&feature=plcp
http://www.youtube.com/watch?v=eFOz6IxqECQ&feature=plcp


Author Message

VIPER[CWW]  

I'm a stable whore


Posts: 2126
Rank:


Level: Member

Country: en
Location:
Occupation:
Age: 30
In-game name: VIPER [RR]

 
#34 Posted at 2012-10-11 17:32        
     
Sounds like a lot is going on with this development, will you be holding off on release until ArmA 3 releases? I have one more reason to look forward to now having recently purchased trackir 5. :-)


Author Message


Posts: 74
Rank:


Level: Member

Country: us
Location:
Occupation:
Age:
In-game name:

 
#35 Posted at 2012-10-11 19:36        
     
We're hoping to make an A2 release, and likely will even if A3 is in early release as no doubt many will still be using A2 until A3 is 'up to snuff'.


Author Message

VIPER[CWW]  

I'm a stable whore


Posts: 2126
Rank:


Level: Member

Country: en
Location:
Occupation:
Age: 30
In-game name: VIPER [RR]

 
#36 Posted at 2012-10-12 18:42        
     
Awesome, so we could soon see this monster in action? seriously can't wait, it must be the biggest single project for ArmA 2 to date.


Author Message


Posts: 74
Rank:


Level: Member

Country: us
Location:
Occupation:
Age:
In-game name:

 
#37 Posted at 2012-10-12 19:46        
     
I don't know about largest to date, by only two or three people perhaps.

I'd love nothing more than to give a date, but with Franze as the only coder on the team and the extent of things he's working on is vast to say the least. Nothing is simple really, those ticking numbers you see on the page are all textures changing within a single square, the FLT page's climb ladder/attitude indicator is being redone so that it loses the sphere qualities and instead remains perfectly situated with the bank indicator as well as not being efffected by verticle traverse.

TSD is being redone to what extent I know not, further we'll be working on the damage system with 3 levels of damage, light bullet holes, peppered and damaged to the point that parts of the helicopter are actually torn off! Which needs to be linked to hydraics, separate the engines and oil as well as fuel lines then add black boxes on the EFABS for system loss varying between displays, optics or some other system.

We want to reintroduce the Franze apache with the same "wow" it had from OFP, to enhance capabilities to a level not previously done, to go beyond that and show when you ride on the idea of theory and think outside the box, that you can achieve some amazing things. All that talk of Arma not being more helo sim-like, or multiple pages being useless made null and finally an introduction to digital communications on a digital battlefield all in one package.

This post was edited by NodUnit (2012-10-12 19:57, ago)


Author Message


Posts: 7
Rank:


Level: Member

Country: dk
Location: Slagelse
Occupation:
Age: 44
In-game name: [BDL]EvilHomer

 
#38 Posted at 2012-10-15 14:41        
     
wauw ...... have been an ofp a1 a2 a2oa helo pilot, and this is the first time i see something like this =-O =-O =-O ......WAUW can't wait!!! tie franze to a chair and make him start working :-D

keep up the good work guys

"Maybe for once, somebody will call me sir, without adding, your making a scene"-H.J.Simpson.

Author Message


Posts: 74
Rank:


Level: Member

Country: us
Location:
Occupation:
Age:
In-game name:

 
#39 Posted at 2012-10-17 08:45        
     
# EVILHOMER :

Oh? Well if you still have OFP including Resistance and would like to have a look at some older releases there were AH-64, OH-58D and F/A-18 (OFP and Arma 1) also a Su-17 for Arma 2 (which had a test damage system where parts of the aircraft actually break off, steerpoint navigation and diverse munitions) though this was released more due to time constraints.

The addons generally included multiple pages, majority of instruments functioning, damage system (separate engines, hydraulics, tail rotor, systems), dynamic arming, firemodes and electronic warfare.

Here are the manuals if you would like look more into them and possibly give them a shot.
http://www.mechmodels.com/mas/downloads/manual/frames.htm
http://www.mechmodels.com/mas/projects/oh58d/58_frame.htm
http://www.mechmodels.com/mas/downloads/superhornet/manual/fa18ef_manual.htm
http://www.mechmodels.com/mas/downloads/fitterk/su17_alpha_manual.html

________________________________________________________________________________________________
This next part is for addon makers who are working on something with a digital screen, a short and quick tutorial that some of you may find helpful.

If you use standard materials then your page will be effected by sunlight, causing this http://i229.photobucket.com/albums/e...ps46878b6d.png

The first step is to use the "Always in Shadow" rvmat function found here http://community.bistudio.com/wiki/ArmA:_RVMAT.

http://i229.photobucket.com/albums/e...ps0e5c4752.png Believe it or not, half of the right page is in shadow and the other half in sunlight, with "always in shadow" sunlight no longer has effect. However this also makes the color dim, the left page is actually using the brightest green in the color palette!

To get the illumination you need to go into the rvmat again and raise your ambient settings to 2.50 each including Link A, this raises the overall intensity of the texture and results in the following.
http://i229.photobucket.com/albums/e...ps1854e7c7.png (DO NOT TOUCH DIFFUSE! You will null the always in shadow.)

Each page is half in the dark half in the light, and again there is no difference between the two but now the display is illuminated and a result MUCH easier to read, even in the darker weather http://i229.photobucket.com/albums/e...ps92e5f4b3.png

Use Emissive to set your displays to glow at night, but note that Ambient also effects this, so you will want a low number such as 0.07 to 0.10, if you use 1.00 you're going to nuke your eyes (aka upset the HDR) http://i229.photobucket.com/albums/e...ps7ed5620e.png
And finally here is my rvmat http://i229.photobucket.com/albums/e...psff2e5da6.png

Sorry for the wall of text guys, seems I can't make a simple short post @.@

This post was edited by NodUnit (2012-10-21 08:42, ago)


Author Message


Posts: 74
Rank:


Level: Member

Country: us
Location:
Occupation:
Age:
In-game name:

 
#40 Posted at 2012-10-21 06:52        
     
Some more progress has been made, we decided to ditch the basic map idea previously used, Franze wanted to go for a fully rotating map with the inclusion of scaling. This means you can scale the map from 50 kilometers to 0.1, getting a closer look at the terrain as you go further down.

This video also explains a bit more about TSD and how it's used with waypoint tracking, target identification and filtering and engagement. http://www.youtube.com/watch?v=J2kovAaemTM


Author Message


Posts: 187
Rank:


Level: Member

Country: dk
Location: copenhagen
Occupation: music production
Age: 37
In-game name: Beowulf

 
#41 Posted at 2012-10-26 14:08        
     
this is so awsome good work guys


Author Message

mokum  



Posts: 24
Rank:


Level: Member

Country: nl
Location:
Occupation:
Age: 41
In-game name: *URC* mokum

 
#42 Posted at 2013-01-03 16:04        
     
Hello
Thump`s up for your great work.
I have see the last link for youtube and have see u controll alot off extra`s whit the scroll menu (system idea what you have made).
Can it be done , we use f1 till f10 to controll AI but make at scroll menu "system on/off" to switch between the bind keys`s of controlle AI and the apache ah-64 controlle , or disable the AI controll by enter the apache that the f1 till f10 key`s be apche controll(the system idea).

Take the time to read a topic , many info are already on the forum.

Author Message


Posts: 8
Rank:


Level: Member

Country: uk
Location:
Occupation:
Age:
In-game name:

 
#43 Posted at 2013-01-19 13:10        
     
hi
just want to say how impressive your stuff looks and can't wait for the release. you guys are very talented and committed.

i have a few questions though in regards to the 3d model. what is the tri count of the current view lod 0 lod? also you mention you are using 3 texture sheets for the AH...how is this split? and are they 2048s?

keep up the good work

regards

Whisky


Author Message


Posts: 74
Rank:


Level: Member

Country: us
Location:
Occupation:
Age:
In-game name:

 
#44 Posted at 2013-01-26 02:26        
     
# mokum :

You can do that if you wish, the bird will be using Custom User Action bound keys for certain functions.

Currently there are three control schemes, action menu, custom user action key binds and interactive cockpit shown here.
http://www.youtube.com/watch?v=euo566iW6kU (Special thanks to NouberNou
This way all user types be it strictly keyboard, joystick, keyboard and joystick have a method they can feel comfortable with.

# WhiskyDelta :

Thank you for the kind words, the project originally began with 3 textures but is now collapsed into one single 4096x4096 so that we may use a skin system that will allow the user to texture the bird as they see fit and view it ingame alongside other retextures.

The polycount in tri's you don't want to know, I'm cheating and going by O2's counting of quads and to that effect with the mix, according to O2 we're around almost 17K for the delta model, but we've run extensive testing to make sure our choices don't slow things down to a crawl.


Author Message


Posts: 8
Rank:


Level: Member

Country: uk
Location:
Occupation:
Age:
In-game name:

 
#45 Posted at 2013-01-26 09:26        
     
thanks for the replynod...thought thisthread was dead so was going to post on the BI forums :-) thats interesting, about the 4k map. i didnt think 4k was supported in arma/ o2. does thos therefore inclide all the cockpit textures as well? muat me one packed atlas. :-)

i have been talking to the vbs2 uk technical director and apprently, like most games engines, polycount is not the most influential factor to performance so 17k should be no prob. im currently doing a landing craft for vbs2 and it is apprachingjust shy of 20k in 3d max, less in o2.

what i find most amazing about this project is not just the attention to detail of the techinical model and systems but the way in which you are making it approachable for all types of gamers accross the arma community. re: the comment aboutbeing able to use a joystick and/pr keyboard and mouse. its great to see that level of "care" and attention flgoing into the mod.

Whisky

ps sorry about rubbish typing...phone is rubbish on forums!





This topic is locked, new posts are not allowed.