#2996223 - 04/16/10 07:01 PM
Re: Combat Helo - Afghanistan villages and flythrough video
[Re: HawkI]
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Joined: Mar 2010
Posts: 128
Rich_Price
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Member
Joined: Mar 2010
Posts: 128
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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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Joined: Dec 2001
Posts: 4,840
ricnunes
Senior Member
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Senior Member
Joined: Dec 2001
Posts: 4,840
Portugal
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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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Joined: Oct 1999
Posts: 9,947
Dervish
Hotshot
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Hotshot
Joined: Oct 1999
Posts: 9,947
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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?".
FTX Global
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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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Joined: Jul 2009
Posts: 86
Ivonq
Junior Member
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Junior Member
Joined: Jul 2009
Posts: 86
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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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Joined: Oct 2001
Posts: 6,269
AD
Hotshot
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Hotshot
Joined: Oct 2001
Posts: 6,269
South East Asia
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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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Joined: Mar 2010
Posts: 6
Demo
Junior Member
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Junior Member
Joined: Mar 2010
Posts: 6
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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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Joined: Oct 2005
Posts: 4,834
Corsair8X
Dagestan, Dover, DMZ
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Dagestan, Dover, DMZ
Senior Member
Joined: Oct 2005
Posts: 4,834
Oakville, Ontario, Canada
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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
Member
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Member
Joined: Jun 2008
Posts: 209
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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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Joined: Oct 1999
Posts: 1,268
Flexman
Member
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Member
Joined: Oct 1999
Posts: 1,268
Leeds, England
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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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Joined: Nov 2001
Posts: 3,214
Avimimus
Two-speed Five-Blade Fan
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Two-speed Five-Blade Fan
Senior Member
Joined: Nov 2001
Posts: 3,214
Canada
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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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Joined: Jun 2008
Posts: 209
Executioner
Member
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Member
Joined: Jun 2008
Posts: 209
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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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