Whats the Best Hornet?
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I think that it is clear that people that don’t share the same approach of a combat simulator can not understand each other.
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Wow 200x200 is REALLY small… I wonder why they did it that small, heightmap don’t cut it (I don’t think their terrain goes much higher res than say 60/90 meters), and it must be related to the scenery, as different theaters have different size… Is it the OSM data size? Although I don’t think it should be that large if held in proper binary format… Interesting.
Answer to that question is obvious
The smaller you do the quicker you go to market
The smaller you do the more money you can do given a limited earth size
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Answer to that question is obvious
The smaller you do the quicker you go to market
The smaller you do the more money you can do given a limited earth size
I REALLY didn’t thought about that aspect
That’s being damn greedy…
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Wow 200x200 is REALLY small… I wonder why they did it that small…
… Yet it requires a minimum of 16Go RAM (recommended is 32Go).
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… Yet it requires a minimum of 16Go RAM (recommended is 32Go).
WTF??? For what??? Even if they hold 30m resolution heightmap data (Which I doubt they do, according to the terrain resolution in their vids), still for a 200x200 NM that will be less than 1GB. Where goes another 10-15GB ? Art textures are mostly loaded to GPU VRAM and don’t duplicate in RAM unless you really have a small memory card (Which is probably not the case for most DCS flyers).
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Not only terrain, but every objects and of course aircrafts has high resolution textures. It looks good, but has a real cost. High poly 3D models has certainly also a cost here.
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DCS F-18 is currently very nice for Dog-Fighters who likes the blue sky and for whom an AIM-9 and a cannon is enough
even with 200x200Nm, that makes a pretty long range sidewinder?
and i’m not even talking about the canon -
@Red:
…. and i’m not even talking about the canon
I don’t think we should be talking about your cannon Red Dog. Some of the other vPilots may begin to feel …. inadequate.
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@Red:
even with 200x200Nm, that makes a pretty long range sidewinder?
and i’m not even talking about the canonYep … way enough for AIM-9 indeed … And way enought for my taste with the UH-1 and the Gazelle. For helicopters those maps are quite alright.
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I saw a DCS video of the devs and looked like the objects on the terrain were being dragged and dropped onto it one at a time which if so must take forever. (wonder if that is a reason for the smaller Maps)
Once you have spent a few years modding terrains no terrain looks realistic anymore……best to stay in the pit and squint your eyes.
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Thank you Mower, this was an incredibly informative and polite answer. I wish more people were so articulate and convincing, able to explain,selflessly, in their own words the great many pleasures of this wonderful game. After all, what is a gamer without such passion?
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One thing to I need to mention is that in Somalia I have 64 segment map, a dynamic campaign running with over a hundred tanks along the FLOT battling it out along with an equal number of jets in the skies. Yet we are able to achieve Sky high FPS and smooth campaign play. If we were to do the same think in DCS using the Persian Map, the sim would be a slideshow. Simming is always about compromises.
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I think that it is clear that people that don’t share the same approach of a combat simulator can not understand each other.
Let me fix that for you….
I think that it is clear that people that don’t share the same approach of a combat simulator do not want to understand each other.
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I saw a DCS video of the devs and looked like the objects on the terrain were being dragged and dropped onto it one at a time which if so must take forever. (wonder if that is a reason for the smaller Maps)
Sounds weird… I’d expect all those generic buildings to be automatically placed by data from OSM and 3D models and textures from some pre defined pool.
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Tazz I don’t think ppl do not want to understand each other.
There are aspects in the coding process that we can’t imagine.
Those aspects some times either drive hw to their limits or coders to their limits.
Being on the outside and with no knowledge on coding makes things harder to understand.
In many posts coders had some arguments and things where ending up like this doesn’t work out, to do this many other things must be done or change and the overkill is that much that makes it a 6-8 weeks to do it also all theaters and 3d models must be done from scratch. This will be a big step back for users and coders doing stuff on the long run without being able to provide actual usable features to the community.
Maybe the long talk about terrain engine rings a bell… We talk about it like it’s a process similar to changing a tire to a car or a truck, but it’s just not like that at all.
A wanted change for the 3d db surfaced not very long time ago.
No one was touching it for that time.
Mortesil came up and picked up the glove.
It’s been some time now and the app is not ready yet. In my experience, and my way on falcon, he is super fast.
This gives a very very good example to the community that things are not easy at all.
First you must have available the human - humans to perform those actions. You can’t have them on deadlines cause they do it on their free time.What we ask here is from some to kill their free time for some others to enjoy their free time.
I know devs and betas do it cause they like it but mostly I believe they are driven by the think of,having to pay some debt, ok some before me gave me this pleasure, I must contribute also to kind of pay my debt.So we are actually paying for it… But do we all pay?
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Sounds weird… I’d expect all those generic buildings to be automatically placed by data from OSM and 3D models and textures from some pre defined pool.
You mean autogenerated? I think DCS maps are static.
Just like Arma maps. -
You mean autogenerated? I think DCS maps are static.
Just like Arma maps.No, I didn’t mean that the maps are auto generating stuff at real time from some web source, it’s OK that the data is static, but I assume that they do pull the placement data from OSM (or some similar source).
The structures in DCS (Judging by the numbers) must use HW Instancing (It’s a feature of DX11), means that you create e.g 1 model and render it many times (Possible with different textures) all over the place using a single draw call, that’s the classic way to create a city/village full of buildings, efficiently. And assuming they are indeed using OSM, it would be classic to create a tool that will use the OSM data and match it to 3D models in the sim in order to prepare the mass data needed for such mass and efficient rendering. Of course easier to talk than actually do, but that’s how it should be working.
If they do place each building by hand, then I can’t see the reason to that, when so accurate OSM data exists freely on the web. OSM amazingly include for each mapped building it’s actual “ways” to create the walls, means that if you are crazy enough, you can render the buildings exactly as they are in reality, but for a flight sim, having something similar or generic is way more than enough.
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wow wow wow Hey hey hey hold your horses…
were can we get those OSM data for the buildings you mention? I’ve been looking for those for years to easily create those 3d cities but couldn’t find those.
Is there something changed on the OSM data? -
Well, I’m not familiar with the data, but I know there is such data, otherwise how this kind of stuff is generated?
Also AFAIK that’s e.g how P3D are doing their autogen (With some “cutting” of the buildings to be rectangulars):
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from OSM you get only the position and maybe the kind of building like apartments church public offices etc you don’t get the dimensions.
If u look the buildings on the first video you posted they are most flat on the same level like most are 5 floor buildings.
This is the current way you get the buildings positions and you create rules to auto generate the dimensions and floors. which is the pain to make them look as close to the real ones. Needs to create and declare zones and variations.Even worst on that video the buildings are like clued together.
On the airplane video they are not clued and seems a nice library of textures is created and a fine rule created to generate the buildings which look much better than the first video.
The info for buildings in many areas is there but needs access to payware servers to get those data, like ARCGIS. then it’s only texturing.
So… Nope… still the same thing. going back to sleep… :lol:
Edit: so they place them one by one or they have implemented the procedural way and they run the rule to recreate them based on the rule and library. Still specific buildings like Empire state building or landmarks are placed by hand on the procedural thing.