#4387760 - 11/01/17 07:40 PM
Re: Retro Flight Simulator: F-19 Game Design Document
[Re: MarkG]
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Joined: Jun 2006
Posts: 1,663
mdwa
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Member
Joined: Jun 2006
Posts: 1,663
Way over in Perth, Western Aus...
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Both look good but top one with smaller text less chance of overlapping image...
mdwa
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#4388336 - 11/05/17 06:42 PM
Re: Retro Flight Simulator: F-19 Game Design Document
[Re: Toumal]
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Joined: Jun 2002
Posts: 450
Toumal
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Posts: 450
Vienna
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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
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#4388358 - 11/05/17 11:53 PM
Re: Retro Flight Simulator: F-19 Game Design Document
[Re: Toumal]
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Joined: Jun 2002
Posts: 450
Toumal
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Posts: 450
Vienna
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#4388835 - 11/08/17 06:30 PM
Re: Retro Flight Simulator: F-19 Game Design Document
[Re: MarkG]
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Joined: Jun 2002
Posts: 450
Toumal
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Vienna
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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
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#4388896 - 11/09/17 02:36 AM
Re: Retro Flight Simulator: F-19 Game Design Document
[Re: MarkG]
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Joined: Jun 2006
Posts: 1,663
mdwa
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Posts: 1,663
Way over in Perth, Western Aus...
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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
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#4388988 - 11/09/17 07:40 PM
Re: Retro Flight Simulator: F-19 Game Design Document
[Re: MarkG]
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Joined: Dec 2003
Posts: 12,488
MarkG
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Posts: 12,488
The Bayou
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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. 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.
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
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#4389296 - 11/12/17 03:38 PM
Re: Retro Flight Simulator: F-19 Game Design Document
[Re: MarkG]
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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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Your project is looking great Toumal! Thanks for sharing the project's progress 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
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#4389351 - 11/12/17 10:35 PM
Re: Retro Flight Simulator: F-19 Game Design Document
[Re: MarkG]
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Joined: Jun 2002
Posts: 450
Toumal
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Posts: 450
Vienna
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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 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.
Last edited by Toumal; 11/12/17 10:36 PM.
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Exodus
by RedOneAlpha. 04/18/24 05:46 PM
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