Link 16 things you want in the next update
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Yup…and I’ll amend my previous - you don’t have to model how it works, just how it behaves.
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FYI I once saw an operating AESA FCR page at the Youtube(deleted vid).
The azimuth scan symbol moves from left to right… then appears at the left edge again and goes to the right, where mech scan radar reverses scanning right to left. -
We’ve seen that on the V demonstrator.
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Not always the case…I’ve seen other ones mech’d at least two different ways. Including with no scan indication at all…I fully imagine that how the display is mechanized is purely a product of design and so you need some info on what a specific display looks like, just like for any other display. In which case it might not even matter to just make something up…
…I bet if you looked at the radar display in Prepar3D for it’s F-35 you could get some goodly ideas. In fact, I wouldn’t be entirely shocked if there’s an available F-16V in or for Prepar3D…
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Can we assign TE AI fighters BVR tactics like as we can do in the DOGFIGHT module?
I also would like to have several new tactics (group formation):40nm WIDE AZIMUTH (WALL)
20nm WIDE AZIMUTH (WALL)
BOX
CHAMPAGNE
VIC
(If picture wide/deep and swept angle can be set as a value it would be great)Refers to the AFTTP3-2.8
https://armypubs.army.mil/epubs/DR_pubs/DR_a/pdf/web/ARN20904_ATP_3-52x4_FINAL_WEB.pdf -
Better graphics and vr support.
Enviado desde mi ONEPLUS A6013 mediante Tapatalk
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Full F-16 D training model …online shared cockpit.
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Full F-16 D training model …online shared cockpit.
I don’t need a full cockpit share but if HUD/HSI and flight control could be shared it’s enough for training IMO.
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If it were for me, it would be a Viper full implemented cockpit leverages, buttons and al.
A happiest New Year to all the friends here, keep yourselves safe always.
With best regards.
(To update my previous post I couldn’t find anything better than quoting myself :D)
I wonder if BMS engine uses current CPUs multi-core performances yet, and if it doesn’t, if would it be possible implementing that…
With best regards.
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(To update my previous post I couldn’t find anything better than quoting myself :D)
I wonder if BMS engine uses current CPUs multi-core performances yet, and if it doesn’t, if would it be possible implementing that…
With best regards.
We are running our MP Server on an AWS EC2 instance while testing 4.35 we switched from a single core with higher clock (running 4.34 since it came out) speed to a multi core with lower clock speed. On the multicore we got a FPS boost of 200%
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(To update my previous post I couldn’t find anything better than quoting myself :D)
I wonder if BMS engine uses current CPUs multi-core performances yet, and if it doesn’t, if would it be possible implementing that…
With best regards.
BMS has been multithreaded since day 1. It has been explained several times that much of what is simulated, is not very parallelisable.
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Thanks a lot for your answers, dear oak and Blu3wolf.
Please le me specify, though, that mine previous was absolutely not intended to criticize (or something like) a possible lack, or a bug.
It was a personal doubt of mine own, please note that I was dubitative in writing - if I was speaking, I would have been more clear, instead.With best regards to all.
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Some airports in KTO have trees very close to the glideslope path, Kangnung has a tree almost in it. Would be nice if they can be removed in a future release.
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Fully integrated Centre Pedestal Display or block70 type pit
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Some airports in KTO have trees very close to the glideslope path, Kangnung has a tree almost in it. Would be nice if they can be removed in a future release.
Yeah, that’s true. But I think you can’t collide with them.
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Some airports in KTO have trees very close to the glideslope path, Kangnung has a tree almost in it. Would be nice if they can be removed in a future release.
In bug-tracker?
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BMS has been multithreaded since day 1. It has been explained several times that much of what is simulated, is not very parallelisable.
…“parallelisable”…I like that word!
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…“parallelisable”…I like that word!
Agree, dear Stevie…
If I only can realize what is it for, JFK
With best regards.
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Some airports in KTO have trees very close to the glideslope path, Kangnung has a tree almost in it. Would be nice if they can be removed in a future release.
I would encourage you to note the locations of the trees, and report a bug here: https://bmsbugs.blu3wolf.com/bug_report_page.php
Agree, dear Stevie…
If I only can realize what is it for, JFK
With best regards.
To clarify: In order to get a benefit from multiple cores of a processor, a program can be divided up into threads. Each thread is executed independently (mostly) of the other threads. One a 4 core processor, 4 threads can be worked on simultaneously. With hyperthreading, that processor could keep track of 8 separate threads, and work on 4 at a time.
Dividing the work a program must do into threads which can be executed simultaneously is a form of parallel computing. The process of taking a problem which is single threaded, sequential programming, and turning it into a parallel program using multiple threads, is parallelising that program. A problem which can be so parallelised, is parallelisable. A program for which it is easy to do so, is ‘perfectly parallelisable’.
All of this to say, much of BMS does not lend itself well to parallel computing. Or at least, so I recall reading someone say on these fora.
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This post is deleted!