#2996223 - 04/16/10 07:01 PM
Re: Combat Helo - Afghanistan villages and flythrough video
[Re: HawkI]
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Rich_Price
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#2996381 - 04/16/10 11:18 PM
Re: Combat Helo - Afghanistan villages and flythrough video
[Re: Rich_Price]
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ricnunes
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#2996436 - 04/17/10 01:04 AM
Re: Combat Helo - Afghanistan villages and flythrough video
[Re: Clydewinder]
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Dervish
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My wife said "How many joysticks have you bought since we got married?"
I said "What do you want to last longer, the joystick or the marriage?".
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#2996587 - 04/17/10 09:06 AM
Re: Combat Helo - Afghanistan villages and flythrough video
[Re: Flexman]
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Ivonq
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Looks okay for an early flight, few things which I noticed that bugged me:
- extreme pop up/lod switching of trees at an extremely short range
- the blade speed (I guess it is because you're demoing?) is awfully slow and irritating as hell. Please make sure to put an option in there which makes it optional to show the blades. Bit the way as it is shown in the video is really disturbing.
Last edited by Ivonq; 04/17/10 09:07 AM.
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#2996596 - 04/17/10 09:27 AM
Re: Combat Helo - Afghanistan villages and flythrough video
[Re: Ivonq]
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AD
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Looks okay for an early flight, few things which I noticed that bugged me:
- extreme pop up/lod switching of trees at an extremely short range The vegetation system in the engine we're using has recently been re-written. Once the update is available to us, vegetation draw distances will be adjusted. We also plan on allowing users to set aspects like draw distance to their own preferences. - the blade speed (I guess it is because you're demoing?) is awfully slow and irritating as hell. Please make sure to put an option in there which makes it optional to show the blades. Bit the way as it is shown in the video is really disturbing. We haven't added rotor blur or high RPM rotor blade models yet so what you're seeing is the static/low RPM rotor blades spinning at high RPM. Fraps worsens the effect considerably. Cheers
Last edited by AD; 04/17/10 10:03 AM.
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#2996907 - 04/17/10 09:42 PM
Re: Combat Helo - Afghanistan villages and flythrough video
[Re: AD]
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Demo
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#2997327 - 04/18/10 08:13 PM
Re: Combat Helo - Afghanistan villages and flythrough video
[Re: Demo]
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Corsair8X
Dagestan, Dover, DMZ
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Dagestan, Dover, DMZ
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It's really awesome looking.
I know that this is very much a WIP, but I would like to point out some things that struck me about the villiages. My apologies if this will be handled in the future. I guess I'm just pointing this out in case it doesn't dawn on anyone in the future. I noticed the lack of "things" in the courtyards and stuff. Often the dwellings feature a lot of stuff lying around outside. A big thing that is missing to me, mopeds and other bikes - especially in more "urban" areas. Just leaning against buildings and such. Carts and stuff as well. In village compounds there are usually lots of small items lying around the periphery. Pans, crates, piles of rocks, wheels - things like that.
I hope this is taken as constructive and not critical because I am simply blown away by the work you've done.
Last edited by Corsair8X; 04/18/10 08:17 PM.
Corsair8X
virtually making history 30mm at a time
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#2997921 - 04/19/10 10:20 PM
Re: Combat Helo - Afghanistan villages and flythrough video
[Re: Flexman]
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Joined: Jun 2008
Posts: 209
Executioner
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Oh I had great fun in VS 2008 (dev environment running in Win7 x64 - x32 target) with floating point shenanigans - turned out to be a compiler problem at the MS end. I had EECH helo's flying backwards, sideways and with a strange jiggle until I pinned that down! Hopefully yours is something else, but just in case... Martin...
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#2997966 - 04/19/10 11:30 PM
Re: Combat Helo - Afghanistan villages and flythrough video
[Re: Executioner]
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Flexman
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That's interesting. But it's not that. I took time out a few weeks ago to nail it down. I know what it is and how to fix it, it's just a lengthy fix and there's a bunch of things on my list that are urgent and depend on me not breaking anything. So it has to wait, but I have to go back and re-work the pit rendering anyway to prevent environmental effects from intruding into the cockpit space. Cool vibration effect though, "more animation" You got me wondering about VS2008 though. Was it just because you were compiling on that platform?
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#2998060 - 04/20/10 03:32 AM
Re: Combat Helo - Afghanistan villages and flythrough video
[Re: Flexman]
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Avimimus
Two-speed Five-Blade Fan
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Two-speed Five-Blade Fan
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Oohh... a new helosim to complain about Needs: weapons dispersion (especially for rockets) support for door gunners & insertions support for SACLOS missiles support for weapons jams ...
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#2998291 - 04/20/10 03:55 PM
Re: Combat Helo - Afghanistan villages and flythrough video
[Re: Flexman]
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Executioner
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You got me wondering about VS2008 though. Was it just because you were compiling on that platform?
It is definitely specific to a small portion of the FPU control registers - the Precision Control bits to be exact - and VS 2008 under Win7 x64 (yes indeed - it was fun to find, as all strange compiler limitations are!) You're fine if you write to the register directly, using some inline FPU assembly, but if you try and use the _controlfp/_control87 calls to do so then the compiler filters out those bits. The history of it appears to be that these register bits were likely to be shielded in x64 modes, but that was changed just before the processor/x64mode specs were finalised and the compilers have never caught up (it might even be the case in Intel's compiler too, but I'm too busy to find out ) Martin...
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#2998419 - 04/20/10 06:27 PM
Re: Combat Helo - Afghanistan villages and flythrough video
[Re: Executioner]
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SimFan
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This flythru give me the LB2 creeps again (a very good feeling). Nice work guys ! It's so nice to see Flexman still being 'at it' (as always, like in his EEAH/EECH days). incredible. I'm eager to fly this so much too (next to my beloved EECH (modded) install I've been having for 10 years).
Last edited by SimFan; 04/20/10 06:28 PM.
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#2998445 - 04/20/10 07:13 PM
Re: Combat Helo - Afghanistan villages and flythrough video
[Re: AD]
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2GvSAP_Mohawk
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This is just awesome. A lot of years ago when things were actually a bit civil, I visited western Pakistan (bordering Afghanistan & Iran..the areas shares the same look & topography)and I can totally vouch that the terrain in Longbow Helo looks totally realistic.
Well done guys and looking forward to the release.
My PC Specs: Traitorous transistorized toad....Blithering blatherskite....Hopeless heap of tainted tin
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#2998823 - 04/21/10 12:33 PM
Re: Combat Helo - Afghanistan villages and flythrough video
[Re: Corsair8X]
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AD
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It's really awesome looking.
I know that this is very much a WIP, but I would like to point out some things that struck me about the villiages. My apologies if this will be handled in the future. I guess I'm just pointing this out in case it doesn't dawn on anyone in the future. I noticed the lack of "things" in the courtyards and stuff. Often the dwellings feature a lot of stuff lying around outside. The compounds we've seen pictures and documentary footage of certainly don't appear cluttered. Yards look dusty and barren, most of the cooking utensils are stowed in holes carved into the compound/building walls. Valuable goods such as motorbikes (which are worth upwards of a years wages) are normally locked in-doors to prevent thievery. The terrain development thread has some good photos of compounds. A big thing that is missing to me, mopeds and other bikes - especially in more "urban" areas. Just leaning against buildings and such. Carts and stuff as well. In village compounds there are usually lots of small items lying around the periphery. Pans, crates, piles of rocks, wheels - things like that. Pans, crates, wheels,and carts = Objects, polys, additional load time, and less time/resources we can spend on other more important tasks. Their small size also means they occupy a tiny amount of screenspace, this results in a poor ROI. Unfortunately, frequently recurring objects like rocks, rubble and trash piles need to occupy a slot in the vegetation system, which at this point is a highly contested list. Cars (pickup trucks) we've already built, but they'll be distributed via the campaign engine not statically placed. I do have plans to make motorbikes, they're a cornerstone of Iranian military hit and run doctrine, but they're low priority right now. I hope this is taken as constructive and not critical because I am simply blown away by the work you've done. It's certainly taken constructively. I wish we could do everything we want, but unfortunately we have to work within our means, and that means making sacrifices. Cheers
Last edited by AD; 04/21/10 12:53 PM.
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#2999349 - 04/22/10 07:56 AM
Re: Combat Helo - Afghanistan villages and flythrough video
[Re: Executioner]
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FokkerDVIII
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OMG Jane's has been resurrected.I can't wait to get this.I have missed LB/LB2 since Jane's passed away.I recognize the cockpit voices in this from LB2 too.Not many heli sim's have come close except EECH but the good thing about LB2 it also included the non-gunships to fly(OH-58/UH-60).
Last edited by akwar; 04/22/10 07:58 AM.
AMD Phenom II X4 955 3.2GHZ,MSI K9A2 CF V2 MB,6GB Corsair DDR2 Ram,EVGA Geforce GTX560 1GB,500GB Seagate drive,200GB WD drive.
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#2999357 - 04/22/10 08:10 AM
Re: Combat Helo - Afghanistan villages and flythrough video
[Re: AD]
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Staniol
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Pans, crates, wheels,and carts = Objects, polys, additional load time, and less time/resources we can spend on other more important tasks. Their small size also means they occupy a tiny amount of screenspace, this results in a poor ROI. Unfortunately, frequently recurring objects like rocks, rubble and trash piles need to occupy a slot in the vegetation system, which at this point is a highly contested list. Hi, I see your point, but can you achieve the same feeling just with some kind of "dusty yard texture"? As you mentioned, these are small objects, painting them on a flat texture wouldn't heart too much, if you are not walking on them (which usually you wont in a heli sim). However, I do not think that the villages are steril, or artifical, so from my point of view, this shouldn't be your n1 prio. Really nice job so far, looking forward to fly!
Freedom of speech is our birth right, but the privilege of being heard needs to be gained.
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#2999363 - 04/22/10 08:46 AM
Re: Combat Helo - Afghanistan villages and flythrough video
[Re: Staniol]
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AD
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Hi,
I see your point, but can you achieve the same feeling just with some kind of "dusty yard texture"? As you mentioned, these are small objects, painting them on a flat texture wouldn't heart too much, if you are not walking on them (which usually you wont in a heli sim). However, I do not think that the villages are steril, or artifical, so from my point of view, this shouldn't be your n1 prio. Really nice job so far, looking forward to fly!
This was something I considered. It would be a zero-overhead solution to the issue. Unfortunately the terrain engine can only blend 5 different terrain texture layers and those layer slots are all occupied. So for the moment it's impossible. Cheers
Last edited by AD; 04/22/10 09:07 AM.
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#2999365 - 04/22/10 09:02 AM
Re: Combat Helo - Afghanistan villages and flythrough video
[Re: FokkerDVIII]
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Flexman
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OMG Jane's has been resurrected.I can't wait to get this.I have missed LB/LB2 since Jane's passed away.I recognize the cockpit voices in this from LB2 too.Not many heli sim's have come close except EECH but the good thing about LB2 it also included the non-gunships to fly(OH-58/UH-60).
The Betty voice you hear is a nice lady from Texas, recorded for Combat-Helo by a retired sound-engineer. Many of the Betty phrases are the same, "left engine..." becomes "engine one..." etc.
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#3001753 - 04/27/10 12:10 AM
Re: Combat Helo - Afghanistan villages and flythrough video
[Re: AD]
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Joined: Oct 2005
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Corsair8X
Dagestan, Dover, DMZ
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Dagestan, Dover, DMZ
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Pans, crates, wheels,and carts = Objects, polys, additional load time, and less time/resources we can spend on other more important tasks. Their small size also means they occupy a tiny amount of screenspace, this results in a poor ROI. Unfortunately, frequently recurring objects like rocks, rubble and trash piles need to occupy a slot in the vegetation system, which at this point is a highly contested list. Totally understand your points. Thank you for your answers.
Corsair8X
virtually making history 30mm at a time
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#3016368 - 05/22/10 05:06 AM
Re: Combat Helo - Afghanistan villages and flythrough video
[Re: Corsair8X]
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Joined: Oct 2001
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AD
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South East Asia
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Pans, crates, wheels,and carts = Objects, polys, additional load time, and less time/resources we can spend on other more important tasks. Their small size also means they occupy a tiny amount of screenspace, this results in a poor ROI. Unfortunately, frequently recurring objects like rocks, rubble and trash piles need to occupy a slot in the vegetation system, which at this point is a highly contested list. Totally understand your points. Thank you for your answers. The good news is that the latest development tool allows for a greater number of 'vegetation layers' which means it should be possible to add in more variation at little cost to load or render times. Cheers
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