Ff you could have one thing in the next update it would be…
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I know it sounds crazy but here goes: features aggregation.
As we have the objective aggregation have it and for massive features.
That way when a city build up on City engine or whatever to be deagregated on the smaller objects - models.
This can be done and on all the models and be used for damage and maybe destroyed models.
So a window is on a building and a blast is capable to brake the window. The window is not attached to the building model but separate. In 3ds max we could assign the hit radius and hitbox as helpers and have blast effect value. So if parameters are met the code sees the subpart of the model must brake and if the model exists it shows it or makes it invisible.
Same can go and on vehicles and other structures.
If no such info use the old way.
That way if the left side of an object must be impacted then only that side will look bad or even destroyed.
This could have like 2-3 levels of deagregation. First to Target the unique object, like a building on a city, the rest would be used for impact and hit box.
hmmm see lots of code lines and models.Second would be to add more areas and the way are created.
Areas like in terrain editor urban , forest, etc.
New could be appartments, skyscraper, highrise, park.
With paths also have many paths, like highway, small road etc.
Bridges the same…
Since with trees we can assign 3d models from the database then we can manipulate and some basic generic stuff.
On the terrain editor side it would need besides circle designation of the area to have polygon designation of the area, and if we could have the ability to curve some polygon points there would be no limits.
Though working tile by tile to designate those areas ain’t efficient this should be done on a larger scale of the terrain, and for sure having the ability to import kml for instance or svg would be just a dream.Στάλθηκε από το MI 5 μου χρησιμοποιώντας Tapatalk
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Why not auto gen tree slider, auto gen building slider, cloud slider, everything slider then every one can adjust to their pc specs, lets have everything slider and adjustable so we can all adjust to our personal needs and complaints will vanish……well thats what I think.
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Why not auto gen tree slider, auto gen building slider, cloud slider, everything slider then every one can adjust to their pc specs, lets have everything slider and adjustable so we can all adjust to our personal needs and complaints will vanish……well thats what I think.
There are sliders already for Object Density, Object Detail, Tree Density and Grass Density. You can also manipulate the clouds and weather!?!!??!!??
C9
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@Cloud:
There are sliders already for Object Density, Object Detail, Tree Density and Grass Density. You can also manipulate the clouds and weather!?!!??!!??
C9
Not enough, make all adjustable, everything, LOD density, distance, radius, spots, pimples, grass, water, everything.
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Not enough, make all adjustable, everything, LOD density, distance, radius, spots, pimples, grass, water, everything.
Not going to happen!!
C9
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@Cloud:
Not going to happen!!
C9
Why not??
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I’ve got the Hornet DCS……don’t feel as good as F16 BMS, BMS is awsome, lets do what we can to keep this baby flying good.
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@Red:
Let BMS team decide whats best, they love this SIM so trust in the result, no complaints here.
this … and the MP stability of 4.32 (or better)
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dx11 version
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It would be interesting to create in the map view a new icon near OOB or ATO for the ACO.
This Airspace Control Order (ACO) could be customised and saved in a TE or modified online.
In the ACO the pilots could create SAMs positions, reference points, corridors, AAR Areas, buffer zones, etc
As this info would be shared online, pilots can: 1) Create its own Lines and Preplanned Threats with the ACO as reference; 2) coordinate with other pilots on briefing; 3) create posible SAM locations during a campaign.Enviado desde mi SM-A510F mediante Tapatalk
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dx11 version
I’d rather see a vulkan based version of BMS for cross platform compatibility.
All the best,
Uwe
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I’d rather see a vulcan based version of BMS for cross platform compatibility.
All the best,
Uwe
As you probably know Valve is beta testing Proton for Steamplay which contains vxdk - didnt try it with BMS yet but it is a DX11/DX12 wrapper for Vulkan - so maybe if BMS ports to DX11 in 3/4 weeks…
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BMS already works very well in Wine on Linux using dx9 (and has done for for a few years), but for the future I’d really like to see a “true” cross-platform API being used. Who knows, one can dream?
https://en.wikipedia.org/wiki/Vulkan_(API)
All the best, Uwe
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BMS already works very well in Wine on Linux using dx9 (and has done for for a few years), but for the future I’d really like to see a “true” cross-platform API being used. Who knows, one can dream?
https://en.wikipedia.org/wiki/Vulkan_(API)
All the best, Uwe
Yeah although i doubt the BMS team would undertake the work unless it has very clear benefits maybe if they deciced to rewrite the graphic engine at some point who knows
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This post is deleted! -
Last I heard this is currently in the works…
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It has been confirmed that 4.34 will not have graphic updates
https://www.benchmarksims.org/forum/showthread.php?21876-DCS&p=476038&viewfull=1#post476038
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It has been confirmed that 4.34 will not have graphic updates
https://www.benchmarksims.org/forum/showthread.php?21876-DCS&p=476038&viewfull=1#post476038
You should be caution about reading carefully what was said !
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You should be caution about reading carefully what was said !
How could it be understood differently ?
If you are hoping for kicking ass GFX, 4.34 won’t be different than the 4.33
Edit : I guess you should be the one to know, actually
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I’ve got the Hornet DCS……don’t feel as good as F16 BMS, BMS is awsome, lets do what we can to keep this baby flying good.
+1
I am waiting for 4.34 not only for its updated features but also for communities to become more active again.