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#3015336 - 05/20/10 11:34 AM Re: Welcome to Afghanistan - A developers diary [Re: AD]
Focha Offline
Junior Member

Registered: 06/18/04
Posts: 22
Loc: Lisbon, Portugal
40km x 40km is very good! Fits perfectly. DCS has about 330000 square km but half of it is sea and was firstly design for fast movers (in Ka50 series you just use small parts of it, dare to say you use about 25x25 or 30x30 km) and the ArmA II is about 25km x 25km. 1600 square km fits perfectly for helicopters. And as you said it's the same size of LB2.

Best regards.

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#3015377 - 05/20/10 12:30 PM Re: Welcome to Afghanistan - A developers diary [Re: Focha]
Demo Offline
Junior Member

Registered: 03/30/10
Posts: 6
Looking good! Great work.
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#3015686 - 05/20/10 11:36 PM Re: Welcome to Afghanistan - A developers diary [Re: Demo]
Pavel Offline
Junior Member

Registered: 12/09/08
Posts: 6
Im watching Your progress for some time now and its unbelievable how much its improving every week. Amazing work! Will there be a life on the base? I mean other soldiers and pilots walking, chatting and pretending to work on something? :-) And will You include animals? Like donkeys and goats......when I watch videos from Afghanistan, afghan people use animals for many purposes, so I wonder if You plan to put them in the sim too. I know its a little stupid question, but Im just wandering how "alive" is the sim going to be. If I will have to wait for donkey to get out of blast area and then engage. :-)))

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#3015716 - 05/21/10 01:10 AM Re: Welcome to Afghanistan - A developers diary [Re: Pavel]
Spac3Rat Offline
Junior Member

Registered: 05/06/10
Posts: 25
Loc: Lisbon, Portugal
"OMG that guys now has an RPG and he's going to blow up that UN truck filled with food for the villages up North! Engage already!"

"Negative. The donkey didn't move out of the way yet."


Edited by Spac3Rat (05/21/10 01:11 AM)

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#3015719 - 05/21/10 01:26 AM Re: Welcome to Afghanistan - A developers diary [Re: Spac3Rat]
Flexman Offline
Member

Registered: 10/11/99
Posts: 1262
Loc: Leeds, England
LOL rpg should maybe have MMO in front of it in this scenario. Safe to say the game will be free from any pig/wolf killin quests.

We thought about using the vegetation system to add animals but they would be static and not convincing.
Besides it falls under the "gravy" category.

Sometimes less is more.

p.s You just reminded me about the UN truck.
_________________________
Richard - You Have Control
Tricubic Studios Ltd. (dev blog)

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#3015733 - 05/21/10 03:08 AM Re: Welcome to Afghanistan - A developers diary [Re: Flexman]
Spac3Rat Offline
Junior Member

Registered: 05/06/10
Posts: 25
Loc: Lisbon, Portugal
Can we at least have murlocs?

<3 murlocs...

And will the Epic Longbows fly 310% or just 280%? :P

God... I'm a geek...

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#3016361 - 05/21/10 09:39 PM Re: Welcome to Afghanistan - A developers diary [Re: Pavel]
AD Offline
Hotshot

Registered: 10/29/01
Posts: 6248
Loc: South East Asia
Originally Posted By: Pavel
Im watching Your progress for some time now and its unbelievable how much its improving every week. Amazing work! Will there be a life on the base? I mean other soldiers and pilots walking, chatting and pretending to work on something? :-) And will You include animals? Like donkeys and goats......when I watch videos from Afghanistan, afghan people use animals for many purposes, so I wonder if You plan to put them in the sim too. I know its a little stupid question, but Im just wandering how "alive" is the sim going to be. If I will have to wait for donkey to get out of blast area and then engage. :-)))


We've discussed generating noises around the base such as radio chatter from the command tent, hum from the generators, clinking from the fences, chattering from the guard posts, clanking from the workshops etc. However, populating the base with animated characters might be a bridge too far for the first release. Hopefully we can push to some static characters placed at positions around the base.

Cheers
_________________________
Judge, jury and executioner of Tricubic's art department.

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#3040067 - 06/26/10 05:21 AM Re: Welcome to Afghanistan - A developers diary [Re: AD]
AD Offline
Hotshot

Registered: 10/29/01
Posts: 6248
Loc: South East Asia
Note #16

It's been over a month since the update. Various technical reasons combined with a bit of TIBO (Terrain-induced burn-out) have prevented any major progress. We decided to look more closer at how to get what's already there to look better and also how to get it to render more efficiently. We've seen some gains there, unfortunately they're difficult to preview.

What I would like to show is just how effective this terrain engine is at switching seasons. Going from 'Scorchio' to siberia is a matter of selecting a snowy-theme consisting of 5 tailored ground textures. Object and vegetation textures would need further work in order to blend them into the new season but it's possible shaders might offer a one click solution.







Cheers
_________________________
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#3040075 - 06/26/10 05:32 AM Re: Welcome to Afghanistan - A developers diary [Re: AD]
Flexman Offline
Member

Registered: 10/11/99
Posts: 1262
Loc: Leeds, England
That last pic, waaaay off to the right, next to the water tower in the distance...is that...an Imperial Walker?
_________________________
Richard - You Have Control
Tricubic Studios Ltd. (dev blog)

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#3040143 - 06/26/10 08:19 AM Re: Welcome to Afghanistan - A developers diary [Re: Flexman]
hovering Offline
Junior Member

Registered: 06/17/10
Posts: 42
Loc: Aus
I'm seeing that as well..

There sure is a forward deployment!

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