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#4387688 - 11/01/17 01:25 PM Re: Retro Flight Simulator: F-19 Game Design Document ***** [Re: MarkG]  
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Toumal Offline
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FLIR Progress!

[Linked Image]

I was asked what level of realism/depth I'm shooting for. I'd say a tad more realistic than the original game, with manual slew/zoom controls and such. But being able to automatically toggle between targets is definitely something I would not be strongly opposed to as a toggleable realism feature.

Inline advert (2nd and 3rd post)

#4387747 - 11/01/17 06:18 PM Re: Retro Flight Simulator: F-19 Game Design Document [Re: MarkG]  
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Toumal Offline
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Question, which one looks better?

[Linked Image]

[Linked Image]

EDIT: Video of the current MFD in action


Last edited by Toumal; 11/01/17 06:52 PM.
#4387760 - 11/01/17 07:40 PM Re: Retro Flight Simulator: F-19 Game Design Document [Re: MarkG]  
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Way over in Perth, Western Aus...
Both look good but top one with smaller text less chance of overlapping image...


mdwa
#4388136 - 11/03/17 11:38 PM Re: Retro Flight Simulator: F-19 Game Design Document [Re: mdwa]  
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Updates! I implemented manual targeting! This took me a while to work out properly, especially the ability to fine-tune your target after locking.


Last edited by Toumal; 11/03/17 11:47 PM.
#4388336 - 11/05/17 06:42 PM Re: Retro Flight Simulator: F-19 Game Design Document [Re: Toumal]  
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Since today the F117A can shoot back! I'm going for a similar method as in the Microprose game: In realism mode you are restricted to two hardpoints and a selection of GBUs, unguided munitions, and even the nuclear payload that was available. In casual mode you also get access to Hellfires and a LOAL variant of the AGM-65E, as well as two extra AIM-9 hardpoints. Right now only the laser guided missiles are supported, though GBUs are next on the agenda. It'll be quite some time later when I start to think about unguided payloads, since the UI calculations for those is going to be a major effort.

Speaking of UI calculations, I've added an attitude indicator. Well the first version thereof, rather. Turns out it's suprisingly difficult to implement that in Unity, both due to the way the rotations are handled, and because the way the UI renders things. I've got things reasonably well working but it's still technically wrong, so certain orientations don't display correctly. I need to figure this out before I can think about working on the HUD. 

No damage calculations on targets yet.

Oh and the plane will get RWR. We can talk about an option to disable this for realism nuts, but it's my game and I want this in for gameplay reasons smile

#4388358 - 11/05/17 11:53 PM Re: Retro Flight Simulator: F-19 Game Design Document [Re: Toumal]  
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Quick update with working weapon mfd:


#4388769 - 11/08/17 07:45 AM Re: Retro Flight Simulator: F-19 Game Design Document [Re: MarkG]  
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Way over in Perth, Western Aus...
Looking great!


mdwa
#4388835 - 11/08/17 06:30 PM Re: Retro Flight Simulator: F-19 Game Design Document [Re: MarkG]  
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Toumal Offline
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Today I made targets actually destructible, added proximity fuzes to missiles, and compiled most of the literature I was able to get into a set of MFD pages:



Group 1 (top menu)
ATT, STAT, SMS, TEST

ATT: Attitude indicator, general flight information (speed, altiude, autopilot status, etc)
STAT: Status display, stealth and damage status overlaid on airframe outline
SMS: Stores Management System, fuselage outline with payload/pylon status and weapon selection
TEST: Test display


Group 2: (bottom menu)
HSD, FPL, TGT, WPN

HSD: Horizontal Situation Display with tactical map
MMD: Moving Map Display
FPL: Flight Plan / Waypoint List
TGT: Target information / reference image, to help the pilot to pick the right target to attack
WPN: Weapon camera view



I've begun work on the STAT page but it's really just a static page right now. I've also reworked the FLIR cursor because as it turns out some of the commercial F117 flight sim addons out there use incorrect symbology.


The TGT page will be inspired by the experimental IRRCA avionics upgrade which added the capability for the pilot to receive updated threat information as well as revised mission plans and entire new target information including reference images. Which works well for a game because I really don't want to simulate you flipping through a booklet of deadtree-based imagery to find your target wink

#4388896 - 11/09/17 02:36 AM Re: Retro Flight Simulator: F-19 Game Design Document [Re: MarkG]  
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mdwa Offline
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Way over in Perth, Western Aus...
Are you planning to incorporate taking recon imagery? I liked the missions where you had to load up the camera in one bay if your mission was to capture intel images...


mdwa
#4388943 - 11/09/17 01:48 PM Re: Retro Flight Simulator: F-19 Game Design Document [Re: MarkG]  
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I forgot all about this thread (hangs head in shame).

Nice job, Toumal. thumbsup



The rusty wire that holds the cork that keeps the anger in
Gives way and suddenly it’s day again
The sun is in the east
Even though the day is done
Two suns in the sunset, hmph
Could be the human race is run
#4388962 - 11/09/17 03:12 PM Re: Retro Flight Simulator: F-19 Game Design Document [Re: MarkG]  
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Toumal Offline
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MarkG! Are ya still interested in working on something like this?

#4388988 - 11/09/17 07:40 PM Re: Retro Flight Simulator: F-19 Game Design Document [Re: MarkG]  
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Right now, nah.

I had started an F-19 project (this thread is really old and I don't have the heart to look through it right now). I kept running into roadblocks, mainly due to lack of knowledge. Then I became sidetracked with real life, wanting to improve my health and marriage as well as major home construction projects to get my parents moved in (a third and final underway). I lost motivation, especially since I never could seem to spend several consecutive days on it as I had once done with previous programming projects (not games).

Now that I've turned 50 I'm trying to transition from my second adolescence to a productive adult again. biggrin But right now I'm only interested in old-school 3-D games/development, the idea that any DOS game should be very portable due to DOSBox. But that's about the most difficult way to make a game today so it's very slow going. I'm going to make a new thread soon about simple 3D programming in DOS.

Looks like you're doing great though, I'll be paying attention to your progress. thumbsup



The rusty wire that holds the cork that keeps the anger in
Gives way and suddenly it’s day again
The sun is in the east
Even though the day is done
Two suns in the sunset, hmph
Could be the human race is run
#4389117 - 11/10/17 10:00 PM Re: Retro Flight Simulator: F-19 Game Design Document [Re: MarkG]  
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Toumal Offline
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Today I started work on the RCS/RWR system (yes I know, the original plane didn't have that, but it's needed for gameplay reasons and I can always disable things for added realism)

It works similar to the old DOS game: You have bars on the left that show the incoming radar energy, and a bar on the right (not implemented yet) shows your radar signature. If the two bars overlap, your return energy is strong enough to be detected by the enemy radar. As for rules, I've already implemented some basic functions like your signal is lowered by flying below 1000 feet, attenuates slightly with altitude, and your distance also plays a role in the equation. What's coming next is the airplane attitude and dependence on radar type, so you have to play the radar type / flight path game to be able to evade detection.

[Linked Image]

#4389293 - 11/12/17 02:50 PM Re: Retro Flight Simulator: F-19 Game Design Document [Re: MarkG]  
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Hiding in the bushes
Ah yes, the beam doppler, fly to/from impulse radar type was truly ingenious implementation as a gameplay mechanic by Sid Meier to minimize your RCS. But as you said yourself the real F-117 doesn't have RWR and from what I can imagine has to rely on intelligence of previously gathered enemy radar sites position to fly a strict flight route. Pop-up mobile SAM sites might become problematic in this case as proven by the shootdown of F-117 in the Balkans. I don't mind having the same ability as in the original Microprose title despite it being unrealistic.

I'm looking forward to seeing more. Great work Toumal.


Last edited by damson; 11/12/17 03:14 PM. Reason: added RWR part
#4389296 - 11/12/17 03:38 PM Re: Retro Flight Simulator: F-19 Game Design Document [Re: MarkG]  
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Your project is looking great Toumal! Thanks for sharing the project's progress smile

Since you're aiming to create a simulator where radar/stealth is of outmost importance and based on stealth aircraft (this case the F-117) have you ever considered modeling the F-35 (as well or even instead)?
I'm asking this because when I see the F-19 and the "Microprose F-117 variant" in F-117 Stealth Fighter 2.0 (with all the its weapons variety including air-to-air missiles) I cannot stop to think that was expected with such (imaginary) aircraft is actually implemented in the actual F-35.
So the F-35 would allow the modeling of a greater variety of weapons (including air-to-air missiles) and systems such as RWR (actually ESM in the F-35) and at the same time all of this realistically wink

#4389351 - 11/12/17 10:35 PM Re: Retro Flight Simulator: F-19 Game Design Document [Re: MarkG]  
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Toumal Offline
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Simulating the F35 would involve a greater depth of avionics and user interface systems. I'm not sure I'm willing to do that at this stage. You have to keep in mind that nothing I can do will ever rival the work that has been put into DCS or Falcon 4. If it's realism you seek, you should look there.

The systems and weapons of the F117 are plenty of work to implement smile

Also here's a small update, I've made progress with the RCS calculations, and in the meantime have started upgrading the terrain generation a bit. There's still some work to do for performance optimizations, but I can make this as low or high poly as needed.

[Linked Image]

Last edited by Toumal; 11/12/17 10:36 PM.
#4389471 - 11/13/17 04:46 PM Re: Retro Flight Simulator: F-19 Game Design Document [Re: MarkG]  
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Hiding in the bushes
Looking pretty good, I love the retro style approach you are taking.

Since the first version of F-117 I played was on Amiga I did liked the different sky colors depending on the theatre you flew. For instance in North Cape you would have greyish sky tone as opposed to other theatres where it was blue. Of course the PC version had that awesome color grading horizon as you have, but it would be cool if you experimanted with different tones. Anyway here are both versions (DOS and Amiga) compared:




#4389499 - 11/13/17 07:17 PM Re: Retro Flight Simulator: F-19 Game Design Document [Re: MarkG]  
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Toumal Offline
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Different color gradients are definitely an option. Same with dynamic time of day, that's rather easy.

Today's status update:
x) Implemented stealth meter bar
x) added yellow compromised stealth indicator
x) added FLIR lock indicator
x) added optional minimum turret elevation angle (to prevent missile misfires)

I now have the problem that terrain tiles other than my current one are rendered in a slightly darker tone for a reason I have not been able to find out yet.

#4389512 - 11/13/17 08:23 PM Re: Retro Flight Simulator: F-19 Game Design Document [Re: MarkG]  
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Toumal Offline
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Damson you asked for different gradients? smile

[Linked Image]

#4389519 - 11/13/17 09:12 PM Re: Retro Flight Simulator: F-19 Game Design Document [Re: MarkG]  
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Hiding in the bushes
WOW, that really looks atmospheric! It would fit nicely with a Persian Gulf/Libya theatre.

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