Link 16 things you want in the next update
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please correct the heat blur it looks like an ugly square stuck to the back of the jet like a napkin stuck to the tail of a duck. When taking off it’s a combination of heat blur + afterburner.
As long it remains ugly, you can deacitave it in configuration.
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As long it remains ugly, you can deacitave it in configuration.
Ah, I didn’t pay attention to that, thanks.
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Μy wishlist:
1. Make TFR 100% workable. Now its close to 95% as per real life. VLC is off.
2. CCRP needs attention.
3. Implement a random chance of missile failure after pickle. Small chance, but it would be nice if there was such an option. Things fail in real life, especially complicated stuff.
4. Increase CEP of dumb bombs.
5. JTAC.
6. Off boresight missiles (i.e. AIM-9X) mask.
7. Differentiate between TGP pods. Other symbology for Sniper, different one for Lantirn.
8. VHF or UHF must have an impact on IDM sequence.
9. L-16
10. ID# for ARH missiles.
11. SAM missiles with active radar homing.
12. SAM missiles with mid-course radar guidance but with IIR terminal homing.
13. Jammer. I am not saying RGPO, or VGPO per se. But something across those lines.
Regards 4, Id like them to get the same attention that CCRP could use. CEP should be tied to dive angle, airspeed, etc…
Regards 7, it would be even nicer if there was distinction between Litening and Litening G4, as well as the Sniper ATP.
13 I think would need to to be part of an overhaul of the entire radar system. Id love it to be done, but I can only imagine how much work it would be.
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Μy wishlist:
1. Make TFR 100% workable. Now its close to 95% as per real life. VLC is off.
2. CCRP needs attention.
3. Implement a random chance of missile failure after pickle. Small chance, but it would be nice if there was such an option. Things fail in real life, especially complicated stuff.
4. Increase CEP of dumb bombs.
5. JTAC.
6. Off boresight missiles (i.e. AIM-9X) mask.
7. Differentiate between TGP pods. Other symbology for Sniper, different one for Lantirn.
8. VHF or UHF must have an impact on IDM sequence.
9. L-16
10. ID# for ARH missiles.
11. SAM missiles with active radar homing.
12. SAM missiles with mid-course radar guidance but with IIR terminal homing.
13. Jammer. I am not saying RGPO, or VGPO per se. But something across those lines.
11. and 12. is a thing (systems that exist in BMS)?
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New Flankers from Radium. Was hoping to see them in 4.35.
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please correct the heat blur it looks like an ugly square stuck to the back of the jet like a napkin stuck to the tail of a duck. When taking off it’s a combination of heat blur + afterburner.
Or you could use Arty’s config: https://www.benchmarksims.org/forum/showthread.php?10176-Arty-Particle-System-Modifications&p=560641&viewfull=1#post560641
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Μy wishlist:
1. Make TFR 100% workable. Now its close to 95% as per real life. VLC is off.
2. CCRP needs attention.
3. Implement a random chance of missile failure after pickle. Small chance, but it would be nice if there was such an option. Things fail in real life, especially complicated stuff.
4. Increase CEP of dumb bombs.
5. JTAC.
6. Off boresight missiles (i.e. AIM-9X) mask.
7. Differentiate between TGP pods. Other symbology for Sniper, different one for Lantirn.
8. VHF or UHF must have an impact on IDM sequence.
9. L-16
10. ID# for ARH missiles.
11. SAM missiles with active radar homing.
12. SAM missiles with mid-course radar guidance but with IIR terminal homing.
13. Jammer. I am not saying RGPO, or VGPO per se. But something across those lines.
Agreeded in full, here, dear Mystic.
Please let me add consequently one more, BTW:
- getting the Viper cockpit fully implemented and functioning, one day and finally!
Admitted there are no classified information in its instruments, similar to those about the AIM-120s or the AGM-88s, IIRC.
With best regards.
- getting the Viper cockpit fully implemented and functioning, one day and finally!
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in addition from Mystic_J HSD Moving MAP.
L16 Symbols A-A / A-G
JHMCS A-G symbols/ link16 symbols
Deferect strobe lights pattern.
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+1 for moving maps.
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100 procent focus on performance. Make more configurable between Eyecandy and practicality. If this sim is used proporly, noone is going to see the difference between 2048 tex or 1024. There is another sim for the eyejockeys
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Μy wishlist:
6. Off boresight missiles (i.e. AIM-9X) mask.
For the record, this is also on IRIS-T, with the additional feature to automatically change wing side of the missile depending on where the target is.
I would also add a small FLIR update, needs a symbology fix when low, and be available some 5~8 minutes after power-on (now is some ~15, making it impossible to boresight in on ground).
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I guess this wish was named quite few times but still :multiple hitboxes/sub-hitboxes at least for aircrafts and large objects (ships?) with damage visuals (say Il2 1946 level)
Blinding effect for strong/close light sources, i mean gfx effect that calculates difference between brightest object and average brightness for scene and if threshold is met makes bright objects even brighter (and probably larger) while rest of the scene gets even darker. It might be a bit tricky 'tho, because most likely angle between object and centre of point of view would have to be taken into account.In regard to multi-threading, better CPU utilisation, I wonder what causes major fps hit in crowded areas (airbases etc…), maybe there’s something worth parallelisation. For example (pure theoretical) , sim has to process state/ potential collision with player of every object in the player bubble, with using single thread dense populated areas would cause major slowdowns, but if sim would be able to create few thread with pool of objects to calculate those parameters and assign object to the pool with smallest amount of objects to leverage the load, fps hit wouldn’t be that significant (at least in theory).
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Hey
I guess this wish was named quite few times but still :multiple hitboxes/sub-hitboxes at least for aircrafts and large objects (ships?) with damage visuals (say Il2 1946 level)
Visual damage will require I think more work from 3D modeling POV as well as code. I guess this is somewhere in the far planes.
Blinding effect for strong/close light sources, i mean gfx effect that calculates difference between brightest object and average brightness for scene and if threshold is met makes bright objects even brighter (and probably larger) while rest of the scene gets even darker. It might be a bit tricky 'tho, because most likely angle between object and centre of point of view would have to be taken into account.
Entire lighting model need to change in order to be able to transmit all kind of true-life effects related to 3D models, lighting, reflections etc.
In regard to multi-threading, better CPU utilisation, I wonder what causes major fps hit in crowded areas (airbases etc…), maybe there’s something worth parallelisation. For example (pure theoretical) , sim has to process state/ potential collision with player of every object in the player bubble, with using single thread dense populated areas would cause major slowdowns, but if sim would be able to create few thread with pool of objects to calculate those parameters and assign object to the pool with smallest amount of objects to leverage the load, fps hit wouldn’t be that significant (at least in theory).
Surprised as you may be, when in crowded areas it turned that the CPU spends a LOT of time on the “drawing” functionality. Mostly that means preparing draw calls for the GPU.
For sure running multi-threads will help at some situations, but it’s far from the truth that anything can be parallelized. Running threads has some overhead, and if you already create, it should be on something that worth it and in a way that you’ll actually be as close as possible to a “time of execution reduce with the number of threads” state.
But no less important than parallelism is improving the current state because it turns that a lot of stuff isn’t optimized. Profiling and finding bottlenecks areas and then thinking about a solution for each case, that’s the way to go. -
Something good else (explained clearly, most of all!) learned here.
Thanks a lot, I-Hawk!
With best regards.
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I would like to see two things implemented (and they are somewhat related).
Firstly, I would like to see parachutes. Like - in a fraught situation, one can just manually pop the canopy open and jump out with a parachute.
Yes - I KNOW the ACES II ejection seat IS simulated, but - these seats are SO dangerous and cause many spinal injuries.Simply parachuting from the aircraft carries none of the associated G-related risks.
On a tangential note - perhaps spinal fractures and broken collarbones could also be implemented…?
It may not be high on the list of development priorities, but - Falcon has always been about Hi-Fidelity.Obviously, one does not expect these things to be introduced to the sim overnight…!! Though - I think that Update 1 could be a realistic possibility.
Arapr0n
(P.S. Tangential…? Sounds like tan genital. Hee hee…)
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I would like to see two things implemented (and they are somewhat related).
Firstly, I would like to see parachutes. Like - in a fraught situation, one can just manually pop the canopy open and jump out with a parachute.
Yes - I KNOW the ACES II ejection seat IS simulated, but - these seats are SO dangerous and cause many spinal injuries.Simply parachuting from the aircraft carries none of the associated G-related risks.
On a tangential note - perhaps spinal fractures and broken collarbones could also be implemented…?
It may not be high on the list of development priorities, but - Falcon has always been about Hi-Fidelity.Obviously, one does not expect these things to be introduced to the sim overnight…!! Though - I think that Update 1 could be a realistic possibility.
Arapr0n
(P.S. Tangential…? Sounds like tan genital. Hee hee…)
Realistically how often a pilot just jumps out of a jet ?
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Obviously, one does not expect these things to be introduced to the sim overnight…!! Though - I think that Update 1 could be a realistic possibility.
Arapr0n
Hopefully not. U1 is hopefully to be fixing already know issues that affect gameplay. So Highest prio should be fixing issues causing CTD, 2nd prio to changes that might not cause crashes but affect gameplay.
IMHO Anything nice-to-have should always considered to be in a future version but not thrown into an Update that is already been worked on -
I would like to see two things implemented (and they are somewhat related).
Firstly, I would like to see parachutes. Like - in a fraught situation, one can just manually pop the canopy open and jump out with a parachute.
Yes - I KNOW the ACES II ejection seat IS simulated, but - these seats are SO dangerous and cause many spinal injuries.I would like to see a parachute with just the kneeboards hanging from it…
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…as someone that has actually spent some time jumping out of airplanes, I’d REALLY like to see him try that at 400 knots.
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…as someone that has actually spent some time jumping out of airplanes, I’d REALLY like to see him try that at 400 knots.
I don’t think someone would be able to clear the fuselage doing that.