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Everything posted by Dante-JT
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Testing formation flight A.I. - forming up with the tanker and so on, sunset lighting conditions:
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A couple of new screenshots showing our latest work in atmospherics and weather effects: Afternoon and haze: Sun glare: stratus cloud formations: Meanwhile, some important corrections are being made at the code, specially subobject collision check and its stability.
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This is part of the planned design doc. It´s technically possible, just (production wise) quite tied to resources/project priorities.
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At the moment it´s locked, but I wish to implement some ´rope´ physics (technically possible) so we can have a situation like this: http://www.youtube.com/watch?v=RGMlriUTab4...ature=rec-fresh
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Is this WOI repackaged?
Dante-JT posted a topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Sorry if this has been asked here before, but: http://mtrsoft.com/index.php?option=com_co...8&Itemid=26 -
Marcelo "Marcfighter" Silva did this model of a parachuting ejected pilot for JetThunder, pretty cool although generic at the moment: (by "generic" it means that it doesn't yet follows uniform and equipment of any sides in the conflict).
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Thanks, GADGET! Very interesting post. The faster the plane the worse - indeed, Daggers had less success then slower Skyhawks.
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positive, sir.
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Is this WOI repackaged?
Dante-JT replied to Dante-JT's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
oh dear, if so, what a cheesy attempt to cash on historical scenarios... Is Janes IAF sourcecode/intelectual property/etc on 'the wild' in such a manner? -
Is this WOI repackaged?
Dante-JT replied to Dante-JT's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
The planes are looking spectacular in those screenshots (in that small size) What caught my eye was the 6DOF Track IR support described in the features list - definetly something more suited for a proper flight sim rather than arcade fun game. I'm very curious about this one, no matter if its arcade fun AceCombat game, or a proper flight sim like Janes IAF or WOI. -
What we've been working on lately: The cockpit is full 3D / 6DOF enabled, and through maximum effort it is possible to check the Skyhawk wings despite the very tight cockpit.
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We've posted one here (the SUE in the pic is hires too) but the Skyhawk is receiving a refactoring now - it has parts of the A-4Q modelled by Cesar Turturro (the front and cockpit which looked very good) mixed with parts of our own model (tail and wings which looked good on our model) and a complete trimming/tweaking of all details and the textures, so in the end it will be the best of the Skyhawks model ever released in any simulation ;)
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Muy Bueno! Gracias! Specially important are the ones showing the close-up below the nose of the A-4Q. Working on this part of the hires Skyhawk model right now!
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Thank you very much! :) muchas gracias These will be very important specially for a more accurate texture work in our model.
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Thank you very much!
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Please tell me it will have native widescreen support!
Dante-JT replied to Doug97's topic in Jet Thunder
No matter what happens, we're waaaay less demanding then FSX. We're about at the same machine specs needed to run latest IL2 versions. We also run well with TripleHead2Go even in a lacklustre videocard like the 6600GT. -
Somewhere in 2009, if everything go as planned. ;)
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Please tell me it will have native widescreen support!
Dante-JT replied to Doug97's topic in Jet Thunder
Positive, it has widescreen support - there's even a widescreen JetThunder video on Game Trailers. And we tested support for Matrox TripleHead2go in 3 monitors - pics soon! -
Of course, Namco and Sony know how bad is the market here in South America - only the pirates earn money downloading illegal software and selling them in the "camelôs".... a hopeless situation.
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Thank you all! :) I've just uploaded a slightly enhanced version: The 'orangeness' in the flak bursts are reduced, and the smoke puff increased a bit (they're mostly 40mm shells anyway!) People commented that it looks and feels like a WWII Pacific scene :) due to the amount and volume of flak - but its based on the artistic depictions of the 'Bomb Alley' by argentinean air force captain Exequiel Martinez:
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Thank you guys for the support! :) Gracias por todo lo suporte Below, a teaser video: let the fireworks begin: (2min video showing AI-controlled flak turrets on warships, lots of enhancements to be done, but a teaser of the fire curtain to be faced in the infamous Bomb Alley!) Meanwhile, Ariel is doing a 2008 calendar render, with the new hires A-4Q model (cortesy of Cesar Turturro): And I'm working on adding detail to HMS Ardent, the forgotten frigate of the Falklands war, still needing much detail in the superestructure and stuff, but here is it: Merry Christmas to all and have a great new year!
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Units will have a "sensor array" to check for other units - Type 42 destroyers have their surveillance radar with 360 degree coverage over surface - it makes sense to add also the means to check for underwater units - although we're still pondering how to do it (and we lack sonar data and specs - but this will be reachable and doable)
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Notice in the pic you posted above, how the whole Belgrano's front was ripped off by the torpedo explosion. We plan to have a decent damage modeling for ships too, compartimentalized, more towards the Silent Hunter series than a typical flight sim:
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Pressing "C" (or whatever key bind used to switch between available targets) the player will be able to watch all units in the campaign like you do in other simulations (if this option is turned on, of course). In the cause of the submarine units, of course this camera will be placed underwater. But this is not priority of course (how good the renderer will be underwater or even if such feature will be added at all). And indeed, as Marcelo correctly pointed, the submarine must exist so the argentine ASW operations may have a shot :)