MigBuster Posted December 7, 2017 Posted December 7, 2017 We wanted to drop you a round-up of what’s been happening with CAP2 development over the last few months. As you can see from the summary below, update pace is gaining momentum. This is due to continue as we bring you a run of smaller updates, focused on all aspects of aircraft AI. We are excited about December as we finally start to bring the missions to life! Current work is focused on all aspects of aircraft AI. This will improve things such as: Dogfights AI aircraft mission integration (taxiing, AI flight member roles) AI airbase traffic AI aircraft weapon deployment (AA & AG) AI awareness of aircraft state (fuel, weapon state, radar, RWR) A2A refueling. This means for example, in a training mission you might see a tanker takeoff while your flight taxis to the runway. You takeoff, form up and hit training area targets line astern, refuel and return to base. Another example, for the Mach Loop you may be in a flight of four aircraft transiting the loop where you may be lead or following the flight leader. Live now We’ve dropped four patches over the past couple of months and the current version (v810.7) is now live across all branches (including VR). Here’s Ed’s posts from the Steam community hub detailing what these these four patches included: V810.4 Terrain editor - We've completed a lot of background work on the terrain editor which means we can now rapidly improve areas of interest from the base imagery and OSM data. We intend to make the editor available in the future for people to customise and share terrains, together with a mission editor. Training missions - We've used the improved editor to begin building the Yuma training missions. You may discover the newly populated target ranges. Mission planner Improvements - We've fixed some of the issues with the mission planner and it also now shows elevation as well as coast line. You will see that the map now includes most of the UK and the Yuma Map extends up to the Grand Canyon. In the future we will also extend the satellite imagery and OSM data - either through DLC or a future update. Easter Egg - Many players have now found this in the UK map, well done! Richer environment - As you can see from the screenshot below of the Harrier leaving Khasab we have added thousands more buildings and lots of additional vegetation. You may be aware (and have contributed - thank you!) that this is done by adding more OpenStreetMap data. It's been done as an aside and hasn't impacted general development. Abu Musa and Kaneohe Bay are also now more significantly built up. We've also added a host of custom objects including power lines, lighthouses, water tanks, ATC towers, rigs etc. Fuel Tanks - As you can also see from the screen above, the Harrier now has external fuel tanks, including associated fuel flow logic and displays, you’ll be able to mod them soon. Terrain Lighting - We've added lighting to roads, runways, taxiways and buildings, illuminating villages and cities which really adds to immersion. In case you missed it here’s the promo from a few weeks ago showcasing this. You will also see that we’ve improved vegetation, adding different trees and increasing their density. Cockpit illumination - As you can see from these before and after shots, the Harrier cockpit now has night illumination. It's easy to see dials/gauges around sunset. You can separately adjust the lighting intensity for self illuminated instruments and the cockpit floodlights. The full day/night cycle will come in a subsequent update. We've got a sky shader to complete which bounces a lot of rays through the atmosphere and produces great sunsets and sky throughout the 24hr cycle. v810.5 Mostly a bug fix build, notable changes include: Controls: Control and shift on mapped control keys are now saved. Controls: OEM keys are labelled correctly. Controls: Added default mappings for keyboard, gamepad, joystick. HARM: firing crash fixed. HARM Mission: mission starts. Terrain LOD: settings bug fixed. You can select Low, Medium, High, Ultra. Flight model: fix for a drag calculation. Time Of Day controls: added to adjust current time and environment lighting. V810.6 Added fixes for fullscreen monitor selection. When in fullscreen mode, changing the selected output monitor is immediate. Also the monitor label has an index added to distinguish between identically named monitors (generic pnp display...) While working on default controls I realised none of the controller manufacturers seem to use the correct USB usage codes for controller buttons or axes/sliders which have a specific function. There are codes defined for controls such as throttle, chaff, flaps, trim etc. It'd be great if they used them where relevant as auto mapping a controller would be pretty simple. Anyway, I'm adding default settings for common controllers which will be included in coming updates. I've also begun work on the axis response curves UI. The TOD/lighting controls are pretty cool. Give them a try, you'll probably find yourself constantly tweaking the light levels. Once the updated day/night sky shader is complete you'll be able to adjust the full 24hr cycle, plus advancing mission time will be added. The terrain LOD settings fix/update improves the appearance of distant lights popping into view and fixes an issue where extra scenery was being drawn. v810.7 The debug keys for time shifting and cloud regeneration are available in Controls->Misc You can accelerate time from 4x to /32 (decelerating 32x was useful for testing things like gear animations) A crash on starting Hawaii free flight is fixed. You can now add your own cockpit photo. There's a directory 'Mods - Examples' in the game folder which details how to add your photo. Should you buy CAP2 now? If you don’t yet own CAP2 obviously we’d love for you to join the crew. We encourage you to read the store page details carefully first, particularly with reference to what features are currently enabled so that you have the correct expectation from the current build. Reviews If you are enjoying CAP2 we would appreciate a quick Steam review as it greatly increases visibility within the store. 2 Quote
+Geezer Posted April 6, 2018 Posted April 6, 2018 Very impressive. Will your planned mod tools be 32- or 64-bit? Quote
+Crusader Posted September 5, 2018 Posted September 5, 2018 steam url source has screenshots etc. Full Day/Night Cycle Is Here! A Campaign Pre-Requisite 7 August - f.scio v813.0 has been published to the BETA channel. This update has the full day/night sequence implemented. This is needed for the upcoming campaign mode as that runs minute by minute throughout the full 24 hour day. You'll be flying missions at various TOD and through transitions from light to darkness. To model the day/night transition the atmospheric rendering has been massively improved. The pictures below show features such as: Accurate sky rendering due to atmosphere modelling Moon Display Accurate rendering Atmospheric fx during 'moon rise' & 'moon set' (red tinge) Moon phases Accurate orbital motion, speed Stars Accurate rendering through atmosphere Accurate motion Sun Display; Atmospheric attenuation Terrain/Objects Generally improved environmental lighting from Sky rendering Improved aerial perspective (eg distant terrain and objects lighting, Attenuation and in-scatter) You can dynamically change the TOD during free flight & training missions so give that a go to see the update in action. They say a picture is worth a thousand words so here are ~15,000 words!: Quote
+Crusader Posted September 10, 2018 Posted September 10, 2018 (edited) http://devblog.sim155.com/ Sunday, 9 September 2018 v813.3 v813.3 is in the BETA channel now. Main updates in this release are: A/A Radar updates Auto Acquisition modes Radar locks onto first target found, enters STT (Single Target Track) mode GACQ - Gun Acquisition radar scans HUD field of view WACQ - Wide Acquisition radar follows a wide scan pattern VACQ - Vertical Acquisition used in turning dogfights, radar scans forward and up BST - Boresight Radar points straight ahead A/A HUD updates A/A Gun symbology Gun Director Reticle displayed with radar lock AIM9 Symbology improved seeker code lock & launch without radar input SEAM mode ( Sidewinder Expanded Acquisition Mode) AIM9 seeker nutates (wobbles) within an expanded forward view After lock is achieved the tone changes andce lock is NIRD display (Normalised In Range Display) A/A Radar MFD display updates Symbology updated for RWS,TWS,VSS and STT HUD RWR Threats display of current RWR threats on the HUD Improved HUD rendering Clearer display of HUD & HUD glass New controls added TMS FWD/AFT/LFT/RGT renamed to TDC (Target Designator Control) used to move the TDC cursor within the MFD radar display TDC Select added used to select a target under the TDC cursor Cage/UnCage used to command AIM9 seeker caged straight ahead or free Undesignate breaks current lock Sensor Select Switch In A/A master mode FWD Selects radar BST mode AFT Selects radar AACQ mode LFT Selects radar WACQ mode RGT Selects radar VACQ mode A/A Weapon Select Switch FWD Selects AIM9, radar BST mode AFT Select AIM9, SEAM mode LFT Select GUN, radar to GACQ mode RGT Select AIM120 Bug fixes include distant terrain rendering issue AIM9 growl disabled in menus Next update will address A/G HUD & MFD displays and weapon integration. This includes IR Mavericks, HUD symbology for CCIP, CCRP bomb release, ground target lock, A/G guns and rockets. Beyond that the in-game tactical display will be added. This is a real-time extension of the current tactical display used in the mission planner. Then we get into missions and the first of the campaigns. Here are some screenshots from v813.3: GUN Reticle with A/A lock AIM9 SEAM Mode AIM9 NIRD RWR HUD Threats Edited September 11, 2018 by Crusader wrong link for 1st image 1 Quote
+Sundowner Posted September 15, 2018 Posted September 15, 2018 Blimey, I thought this thing was dead. Quote
Stratos Posted September 25, 2018 Posted September 25, 2018 Me too, cool to see being improved! Quote
+Crusader Posted November 13, 2018 Posted November 13, 2018 http://devblog.sim155.com/2018/10/v81345-updates.html v813.4 & 5 were uploaded to the BETA and VR BETA channels recently. Work was focused on A/G weaponry. Updates included: AGM65 IR Maverick IRMAV MFD Display Target Lock Flight routine Launch FX STRS MFD Display HUD Displays IRMAV Cage/Uncage display A/G Guns & Rockets CCIP display Bombs CCIP offscreen indication, reflected cue Graphical 'tweaks' Cockpit mirror improvements Bug fixes included: VR Pilot view black screen when using OpenVR/SteamVR Glitching cockpit shadows Flicker when using MFD containing a 3D Display The next couple couple of minor updates (v813.6/7) will continue with A/G work. These will include: FLIR Heat based rendering rather than the current gray scale (which gets dark at night :) ) HUD FLIR display with the 24hr rendering FLIR display becomes much more useful HARM HARM display of detected emitters/threats updated HARM flight code TDC (Target Designator Control) finalising TDC use and assignment between Radar MFD/ HUD/ IRMAV/ TPOD removal of target pod slew controls uses TDC when it is assigned to TPOD Weapon release tone enabled via TONE option in STRS volume set via rotary control on ACNIP panel Improved cockpit illumination AV8B cockpit updates After the final A/G weapons/Avionics updates are released we'll move on to the v814 series updates which will add the in-mission tactical display. After that we're on to single missions. Here are some screenshots of v813.4/5 Updated STRS (Stores) MFD display: IRMAV FLIR MFD display: IRMAV locked: Cockpit mirror reflection: Cockpit glass reflection: Gratuitous Shot of cockpit glass and helmet visor reflection: Miscellaneous shots from v813.5 build: 3 Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.