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Dante-JT

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Everything posted by Dante-JT

  1. IAI Mirage 5 "Dagger" FAA - Fuerza Aerea Argentina

    AMAZING! Thanks for sharing these and also the other topic about the MIII!
  2. Sea Harrier Model

    This is due to the fiddly way the engine does the landing gear animation at the moment - I do it manually with a txt and some vague parameters, trial and error :) With a lot of patience I can make it look good enough and properly animated, the problem is that the engine also doesn't support suspension modeling at the moment, I know this s*cks and so the landing gear will never look right with current system but the integration of a proper physics SDK (ongoing as we speak) will change that. ;) I appreciate any support or references, and I'm a big fan of MS FS addons, where can I get your Harrier?
  3. what am I doing now?

    Our internal colision physics system isn't reliable enough to provide a solid gameplay, so, now we're in the proccess of integrating a third party SDK system to handle it, so far the results are encouraging. More news to come soon. :)
  4. Short Jet Thunder 'promo'

    We did a 30secs promo video: and here the spanish language version (y acá la versión en español) : http://www.youtube.com/watch?v=JBJ0Psk9s_Y We're accepting suggestions for the texts in the spot. :) P.S.: some shots are 'anim' and some are in-game, but all use original Jet Thunder flight sim models and its textures - it's just a matter of time for our 3d engine do all this for real even the Exocet shot with lighting and all. ;)
  5. This weeks quick update, I've placed the AML90 armored car in the flightsim engine so we can test soon with moving ground objects - these armored vehicles driving around Port Stanley - still some collision/physics issues happening but they will be fixed or perfected for sure: In the programming front, the code is passing thru a major overhauling, with port from VisualStudio6 to Visual studio8 and in a more object-oriented manner, enabling quicker and better integration of new features.
  6. what am I doing now?

    Thanks! It is not a dumb question, you'll be also 2048x768 kind of resolutions for projection screens too!
  7. Building a model in JT

    The LCU Mk9 landing craft, built by Marcelo Silva:
  8. In the TV News program, Ariel Cancio is the Thunder-works member interviewed, they show some clips of the promo movie and other JT movies, the video/Spanish only: http://www.thunder-works.com/JET-THUNDERC8-070402.zip (uncompress to watch, Quicktime mov format) In Noticiero de Televisión Argentina, Ariel Cancio de Córdoba es el miembro entrevistado, el periodista habla que va a estar disponible en pocos dias(!) pero es incorrecto, no sabemos todavía cuánto tiempo tomará: http://www.thunder-works.com/JET-THUNDERC8-070402.zip (descarregue para mirar en Quicktime)
  9. what am I doing now?

    Not sure. As we're an independent team without funding, I can't force team members into precise schedules right now. But we have many things to do until we're OK for public demo. Specially LODs (level of detail) and other very important features that all games have.
  10. what am I doing now?

    Yup :) We're working hard in the important combat parts such as shipborne AAA systems (Oerlikons) and the Sea Dart SAM - they're working! Next step is to have radar covering and sweept cycles for the warships - Type 959 radars and its constraints. And radar masking and such important stuff we still don't have.
  11. can my pc play this sim

    Yes, we didn't released system specs yet because we need all parts in place (UI, campaign system generating missions and stats in background during flights etc) But I can say that a PC that runs IL2 '46 will run JT equally as well. At the moment the recommended RAM for smooth play is 1GB but this requirement will be quite low by the standards of our (vaguely) expected release date.
  12. replay

    Yes, it will have replay mode for sure.
  13. Cloud particle updates

    I've been improving current cloud particle texture for one with better resolution based in a photo of a cumulus that I've took with my digicam :)
  14. Cloud particle updates

    The system will run weather scripts (lua scripts with cloud formations' density, position and lighting conditions) probably updated at each campaign day, or perhaps each campaign realtime hour for a better dynamic feel.
  15. Few quick questions...

    It is good isn't? Maddox Games have so many approved modders that we can call them open for modding nowadays. :) I consider an approved third party to do the Vulcan and MB-339 flyable addons later when it'll be fit. heh. What are these Bouncers? Indeed I'd like them protecting our customers from a minority of angry bitter old timers. Yes, the StrikeFighters/Wings Over product series are fantastic achievements for the one man development team. One man, tight schedules and VERY small budget, to add to the difficulties. All this should be put in perspective too. You got a point in this case in favour of modding, there are kinds of situations and planes that would probably never be created and included in a stock flight sim and would be possible only through modding - for example, would a established dev studio attempt to raise funding for an A-26 Bay of Pigs Invasion flight sim? Only through modding (there's one for TK series here for download in Combatace!)
  16. Cloud particle updates

    Was in autumm entering winter, the cloud cover is pretty much all time like this, large cumulus formations with holes here and there where you can spot the sea below. If you read Hostile Skies, or Sea Harrier Over The Falklands, the accounting of the air combats always mention "I saw a canopy glimpsy through a hole in the clouds below" or "the Turbo Mentor dived trying to reach the protection of the dense cumulus below" (Ward, describing an encounter with T-34C Turbo Mentors armed trainers). Summing up, clouds are essential part of the air combat arena here, much like corridors are essential part of gameplay in a Doom-type fps game. :)
  17. Few quick questions...

    I see it's a 50/50 divided community, half wanting modding, the other half against it. One good argument from the against-modding crowd is that it disrupts online play. It's a polemical chapter. As I said in previous post in this thread, textures and alpha values in canopy transparencies are easily moddable in JT now, just need Photoshop and a basic knowledge of how it works - they're TGA.
  18. What Do You Want More??

    Hola Yuri! :D Nice scenario you thought, indeed Venezuela is quite powerful now with Su-30, Hind gunships and other things they recently bought. Some people think they will be involved in some real action in the near future (nasty thought, but thats how things are).
  19. BlackBuck raids trial video

    Still very rough, but the mighty Avro Vulcan dropping destructive bombs in a flight sim isn't something we see everyday: For these trials, we spawned in mid-air over ocean a few miles northeast of Port Stanley. Victor tankers and Ascension island aren't ready yet but for final product the mission profile will probably be historical (in-flight refuellings).
  20. Ground crews?

    Yes, they are indeed ingame 3D models. Quite low poly (1100 polys), relying a lot on good textures - not really over the top models for a flight sim because during taxi and take-off from argentinean airbases, specially in the occupied isles (BAM Malvinas, BAM Condor), we'll see many soldiers around very close range, guarding the AAA near the runways. The overcast sky at low alt will be skydome texture, then for high alt flight over the cover we'll use the layered cloud effect seem in other sims. This is quite important despite we keep pushing them towards end of project as sometimes we consider them just "eyecandy", but I know it is not entirely true - playing other flight sim recently I noticed how great was the depth perception looking over its shader waters, improves gameplay indeed. We did trials with the Torque Shader Engine/Atlas Terrain last year, water effects were great, as well as the overall lighting, the problem that arrived was the z-buffer control, for a flight sim we must have strict z-buffer control or else we have extremely annoying z-buffer artifacts when flying at high alt (edges of z-buffer far plane), in other words, it looked great at low alt, but at high alt we just get an annoying flicking effect in the coastlines, runways and other sensitive parts of the enviroment.Our homebrew 3D engine handles this very well, no z-buffer flicker anymore in any altitude, it just needs us to slot in some advanced shaders, should not be a problem as any game nowadays have them. :) Thanks! :)
  21. Ground crews?

    Indeed, all this is currently being developed. Check the small test video below, it uses the current models from the flight sim, including the terrain and troops: http://www.thunder-works.com/troops.zip (download, uncompress .zip file to watch in Media Player, WM9 codec) Convincing infantry representation is essential in this 1982 campaign. Since it's character modelling and animation, over the same code-base, we'll add also ground crew and carrier deck crews too. This is all depending on time and budget (if/when raised), if all planned features are implemented JT will be a remarkably flight sim. It's all subject to time and budget as said before, because tecnical skills of our team members are more than capable of delivering all that, as proven so far. ;) They will be, at least the flyable. Skyhawk being next.
  22. BlackBuck raids trial video

    Yes it is too powerful now, but we're a bit far from the specially important part of development: balancing stats. I look forward to entering this phase, means we have a solid damage and weapons system architecture ready below. Depends on fuse timing, this bomb was 'fused' to detonate on impact with hull. But I'm reading "Halcones de Malvinas", most bombs were fused to penetrate deep inside the hull and detonate only many seconds later, to avoid hitting with the blast the other "numerales" (planes in the flight) that are coming behind. But as we know, many bombs never detonated at all, and many penetrated the hull in one side to come out in the other hitting harmlessly the sea.
  23. BlackBuck raids trial video

    This is something I also want to see but we have a damage modelling bug that refuses to go away :) maybe this post speed things up :P Anyway, there's a quick workaround as I said, where the exploded compartment simply disappear - looks very rough but gives you a good idea of what we plan at least, check this video: http://www.thunder-works.com/sinking1.rar (uncompress the .rar archive to watch in Media Player) The A-4Q has the HUD "borrowed" fom SHAR to help us calibrate the data and launching parameters :) don't worry, it'll go away as A-4Q had no HUD in Malvinas. Of course the whole front section of the Type 42 warship disappear without debris or fire, very exaggerated for sure, and the sinking is too fast to test if it really will sink and be removed of 3D world. But you can check that the warship sinks correctly sinking first through the destroyed compartment (front section). (edited for video link and stuff)
  24. Few quick questions...

    Yup, there'll be radio chatter of course, although no AWACs in this war, instead we have several warships providing radar duties for the Task Force, or FAA radar Malvinas for the argentinean side which provided radar duties for argentine aircrafts until the last day of the war. Indeed, the pilot breathing, specially in high-G maneuvers, is a nice touch in any combat flight sim and we'll try to include it.
  25. Probably we'll feature the Sea Wolf version as well (HMS Andromeda is listed to have this) while HMS Argonaut, Minerva etc had the Exocet modernization.
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