Phlerp
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Everything posted by Phlerp
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I don't think this has been posted here, so for those who are interested but haven't seen it elsewhere: FSW or FSWeapons is an add on in early development that will implement all kind of guided weapons in FSX, air to air and air to ground, and hopefully in the future even SAMs and AI-planes shooting back. For the moment there will only be single player mode, but we have ideas how to enable multiplayer. You can read about it here: http://sul37.blogspot.com Or you can see it in action here:
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Yes, we plan to simulate all kinds of weapons eventually, so that include weapons with datalink as the AMRAAM too. However it might be ready with the first release, but we plan to release regular updates. Campaigns would be nice, but lets take it one step at a time. The FSW add-on will only work with licensed add-on aircrafts. At least to start with. This is because the integrity and quality of FSW has to be kept at a high level.
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As you see in the end of the video, the target is going down. You would think that so many sidewinders hitting that airplane would totally obliterate it. And that is just what will happen when FSW is finished. But at the moment targets will just crash and nothing more. So in short the answer to your question is: Yes, there will be a destructible environment.
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I just stumbled on this: http://www.ukar.co.uk/board/ikonboard.cgi?;act=ST;f=9;t=9880 Might not be new to you, but I thought it would be interresting to know how the terrain looks like for real to compare to your simulator.
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Do you have a gripen model in the works or would you like to have some help?
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Are you planning to incorporate AG radar in any planes? If so I have some ideas about how it could be done with a level of realism I don't think any sim has atempted yet. I don't know if it is 100% feasible. But if you're interested give me a private mess and I'll explain what I have in mind.
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Looking forward to see what might come from that I got the impression that making every single tree in a sim collidable would be a piece of cake. But then there aren't that many trees in the Falklands, are there?
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Is this something you might consider implementing into Jet Thunder?
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Exactly. It's like comparing the cogwheels on a bike gearing. The angular velocity of them are the same, but the actual speed of the outer rim of each wheel is different I'm happy to help in any way I can :) How about the stuff about adjusting the contrast of the HUD? Is that something you might consider? Most sims has the option to chose the color of the HUD to solve the problem with bad contrast against the background. My idea would be more realistic if it works.
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Just two suggestions. First, and I guess you know this, the pitch ladder is suffering from the same thing as most HUDs I've seen in MSFS. The picture used for it is too small so the lines in the ladder in't really following their indicated angle. That is, thy indicate the right angle whn you are at that angle but then they don't move according to the world. You can see this best on th line indicating the horizon. It should be "glued" to the horizon, but it's not. Second, it would be very nice if you could make the contrast of the HUD change with the background. I don't know if all fighters use this, but from reading the documentation for the SAAB JA-37, I found out that the HUD is ajusting the contrast according to how bright th background is. I gues it won't be possibl to meassure the brightnes of the background in the sim, but it could change according to angle to the ground and angl to the sun. Other than that, you're doing a great job.
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That's good enough for me ;)
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No updates for some time. Is nothing new happening or have you just got tired of reporting it <_<
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How good is the visor really. Can the pilot look right into the sun as long as the visor is down?
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That is a really good idea. Most sims have some sort of glare that make it hard to see planes when looking directly at the sun. But the flashbang effect from R6 is far better than anything I've seen in any flightim. IRL, when you look at the sun, it really hurts and you for a while after it's hard to see anything in any direction. A feature like this would make looking into the sun higly undesirable and make tactics like attacking from the sun more interesting.
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As I understand it this sim will be very moddable. May I request a little feature for the modding comunity. Many moddable sims gives the oportunity to add new planes, objects and terrain, but you're rarely able to really mod the sim 100%. I'd really like to be able to add my own menu interface, so I could make my own campaign system, carreer system and so on. This would require that the sim is possible to start without going throught the default menus and also to get some sort of feedback (mission results etc). Will it be possible with this sim?
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Now that is something I'd really like to see. IMHO no sim before or after Tornado has been able to get this one right (perhaps with the exception of Falcon 4 that gets close to Tornado but doesn't really get there). Not even DIs later sims that had the same interface for planning missions managed to get close to Tornado. I probably spent more time planning my missions in that sim than actually flying. It's hard to say what really made it so good, but what I think I liked most was that you didn't just plan for your own flight but for the whole package and timing was one of the most important elements. Getting a bit nostalgic whaen thinkning about it *sigh*
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So you want to force this on everyone? <_< As you said it's a matter of personal taste and if historically correct servers are so rare maybe there is a reason for it. Why don't you set up your own server if those available isn't what you wish for? Or at least join a squadron that runs historically correct servers. I did some time ago and I enjoyed it imensly, but I don't want to force it on everyone else because of that. B) I think it would be regretable if this sim would limit it's potential in that way, but after all it's up to the developers. :)
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I don't really see the problem. While I do appreciate the closed system of IL2 that guarantee a high quality, and while I see the compatability problems with CFS and SFP1, I think it can be solved. For instance, OpFlashpoint is very moddable and there is a myriad of mods with varying quality, but I've never really experienced any problems with that. And as someone mentioned before, a closed project doesn't guarantee historical correctness. Most MP server for IL2 mix planes from 1939 to 1945 and from russia, germany and even japan. It's up to who runs the server to asure historical correctness.
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That is certainly good news as I think this is one of the things that really makes F4 enjoyable. :) As a programmer I do understand the problems of this approach rather than doing it missionwise. But it's not rocket science, so I don't really understand why no other sims has it. <_<
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I'm kind of like a sticky thread, you can't get rid of me. :D I'm not really asking for the source code. You could actually manage what I'd like to have through commands passed to the sim when starting it combined with external files (mission files an debriefing files). It's a bit crude but it works and it allows people with very low programming experience to mod the sim extensively. DLLs is an even better solution with the drawback that it requires more from the modder but in the same time it allows more freedom. Th reason I'm asking is because ever since Domark released FST back in 1993 (a program with the sole purpose of making mods. I did a Gripen sim that i supposedly still available to download somewhere out there on the web) I've been dreaming of a sim with a swedish scenario (not far from the idea of this sim, to do a sim around a conflict that has rarely or even never been done in a sim). That is why I'm doing swedish vehicles for SFP1, but it has it's limitations so I was only wondering if this sim might be the answer to my prayers ;)
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About the dynamic campaign, will it be an ongoing war as in F4 or more of a mission based type as in most other sims?
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Ffg Work In Progress
Phlerp replied to Beer's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Ok. then I think I might ask TK for this feature in a future patch. -
Ffg Work In Progress
Phlerp replied to Beer's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Is this a proven fact? And if so, what is that limit 1, 2, 3 or more? -
New SU-25 pics and vid 06/26/03
Phlerp replied to MadJeff's topic in Digital Combat Simulator Series General Discussion
I didn't notice it the when I first saw this movie when it was released, but it's a SAM hit that causes the fuel leak. First you can see a smoke streak missing the aircraft and from the same point a new smoke trail is comming towards the plane a few seconds later. Just as it passes by you see a flash and then the smoke is coming from the wing..... Cool :D I have to second that about the bomb effects. As a matter of fact I can't remember any sim even trying to graphically present a believable cluster bomb effect.