Thanks i really enjoyed that! Combathelo is very promissing and cant wait to get some action at the range. Thanks and feel free to make some more if you guys have time for it!!
Wow, that looks excellent! What was the round-cornered box of light that sort looked through the cockpit? Was it an image projected onto the eye-piece?
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Maceuk33 - I'm not sure, but I think it's the night vision system. I seem to remember one of the many screenshots in the past showing something like that (only not as good....)
Wow, that looks excellent! What was the round-cornered box of light that sort looked through the cockpit? Was it an image projected onto the eye-piece?
Registered: 10/11/99
Posts: 1262
Loc: Leeds, England
Originally Posted By: MaceUK33
So because it's projected from the nose is why it appears to be looking through the cockpit frame?
That's correct. The quality of the image (level / contrast) is adjustable on the Video panel so appearance in screen-shots and videos will vary according to whatever settings are in use at the time.
It blends visible light, a contrast enhanced image and texture channel 3 (we use for infra-red emission maps).
The system as described to me was like having x-ray vision. Since you only get the PNVS through one eye, your brain blends images from both eyes however we have to mix it on a video display system for the same effect. I still get comments about the fit of the symbology in relation to the projected video image and it's one of those compromise areas where if you go for 100% accuracy it doesn't look good at all (the physical arrangement is too different). I think we decided to allow the mask to be customised so you can struggle in your own time to make it look how you like and the HUD scale is a user setting. I personally liked the slightly off-centre circle from the earlier video. It's really cool for landing, can see where you're going.
Only had time for a short video, they do take me an afternoon to record and assemble. There's lots to cover and still lots of small changes to make to the IHADSS (missing a lot of the symbology changes made on the MPDs).
Looks great! I really like how the helicopter moves, looks very real, like it has some good inertia. I assume this is with the new flight model? And also the night vision looks awesome!
I have two complaints: The cow has a missing "rivet" in each of it's nipples. And besides compared to the real life, the nipples of the cow in that "screenshot" should be separated by 0,000001 milimeters more from what they are now. I demand that these issues be immediatly fixed!
Wow. Just WOW. Excellent work. Coupled with the dynamic campaign later, it'll certainly give DCS something to think about!!! Keeping a VERY close eye on this sim, and for the record ... yes I want to pre-purchase ASAP, even just to help you guys out.
Now to business..... The gunner FLIR screen's looking good. Will there be a full-screen toggle option? I'm sure there's an answer elsewhere in the forum.... Mr R.
Registered: 10/11/99
Posts: 1262
Loc: Leeds, England
@MrReynolds Full screen FLIR...that's a hard one as most displays don't have a square aspect ratio.
Presently the 'full-screen' FLIR is a closeup of the TEDAC unit (1:19 in the video) however all the glass screens have a pop-up overlay (MPD contents are drawn to a 2D screen location). For every popup you can edit the size and position in an XML config file. That should do the trick if you want to splat it centre screen or off to one side.
@ric I'm so glad you spotted that one as soon as you did. And thanks for the chuckle.
Flight model is still in two halves and will be one of those things tweaked until it's done.
Registered: 10/11/99
Posts: 1262
Loc: Leeds, England
A quick one I uploaded to my blog via my phone. Connected crew heads to aircraft PHS and GHS outputs (in English; head movement follows yours or the AIs). This is me wearing TrackIR looking back at myself through the open cockpit door. Also works with mouselook.
Registered: 10/11/99
Posts: 1262
Loc: Leeds, England
Please don't, I almost cried when I played that demo. It's HORRIBLE to watch someone take something you love and piss all over it, and get paid a gob load of money for doing it.
If they wanted spectacular visuals for avoiding missiles they they could have added a totally OTT flare dispersal. It would have looked awesome and wouldn't have shat all over the Apache, which they did.
I know Flexman, just joking. I've tried that demo too. I've played whole campaign in Ace Combat 3: Electrosphere and it was a decent arcade shooter, but that new game is terrible.
Registered: 10/11/99
Posts: 1262
Loc: Leeds, England
Oh my, Christopher Walken, forever associated with "Needs more cowbell". He was an actor in one of the early FMV CDROM games, one of the Chris Roberts games? Privateer or something?
The textures in the game are fantastic, love the lighting and dust effects. What's the best tool for mip-mapping these days I wonder.
I know Flexman, just joking. I've tried that demo too. I've played whole campaign in Ace Combat 3: Electrosphere and it was a decent arcade shooter, but that new game is terrible.
Is there something like a Decent arcade shooter? Its an arcade game whatever way you look at it ..
Of course there is something like decent arcade game. I've enjoyed Ace Combat 3 on PS One just like I've enjoyed Blue Max on C-64, Desert Strike and Wings of Fury on Amiga and Crimson Skies on the PC. I like to play many different games, not flight simulators only. Right now I play Dark Souls on my PS3. It's a very good, hard as hell Action RPG/Dungeon Crawler. Great game.
Simulator developers makes in-depth studies of an aircraft, but forgets about gameplay. I like DCS very much, own them both, but gameplay is more like Excel spreadsheet than game. That's why I follow Combat Helo development so closely, it's the only flight sim in development 'in the spirit' of old school simulators, when flight sims were fun.
Registered: 10/11/99
Posts: 1262
Loc: Leeds, England
It's kinda straying a little OT but don't have much else to chit chat about atm.
I played the last Ace Combat game on the 360 over and over. The story mode made attempts to show the consequences of war which was quite unusual, although it did it in a way it could get away with, nothing graphic. I admired that design decision, it was brave and set the tone for the whole game.
If only we could do that.
At the weekend I played (mostly watched) the most amazingly cleaver and manipulative game I'd seen in ages. Fable III was new to me, I watched my eldest daughter agonise over a decision she was forced to make; to have her friend executed or a group of bitter towns folk who had angered your brother/Regent. This was in the first five minutes of play but the game was crafted so you form an emotional bond with a character very early on making the decision all the harder. And this simple event echoes right at the end (which isn't the end but you think it is). Your character goes on quite a journey.
All the speech was recorded which made a huge difference in presentation.
Games done right, smartly, regardless of genre can be engrossing experiences. I don't know if we can pull that off, we just don't have the resources to deliver everything I want. Isn't that always the way?