Some suggestions for improvements for the next versions -4.5 ?
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@oakdesign Amazing, we need a ground crew helping on ramp start.
cheers!
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Yeees, good things are coming to BMS, just be patient, a lil bird told me so
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@gusva donāt forget that we are a small team and we are not a commercial company
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@tgw said in Some suggestions for improvements for the next versions -4.5 ?:
Yeees, good things are coming to BMS, just be patient, a lil bird told me so
would good things include a good ground modeling?
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@alfred said in Some suggestions for improvements for the next versions -4.5 ?:
@tgw said in Some suggestions for improvements for the next versions -4.5 ?:
Yeees, good things are coming to BMS, just be patient, a lil bird told me so
would good things include a good ground modeling?
real sick of slaving my TGP to a āhotā target only to have it be a 2D house on the terrain texture fileā¦:(
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@bad-boy Yeah i know, itās just my wish
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@tgw good! i wait your bird sing more!
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@alfred not before 4.37ā¦
The new terrain engine isnāt ready yet for public release and we have other things youāll be able to play with in 4.36
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@gusva said in Some suggestions for improvements for the next versions -4.5 ?:
Gentlemen,
With the new technologies in graphics cards I see that we have many new graphics effects that should be implemented in the next versions of the BMS, not only that, we should think about improving the graphics beyond the simulators that have no title competitors, but are not even close the degree of maturity of this beautiful project that is the BMS.
Iām going to put below 3 items that, in addition to improving the graphics engine, it would be desirable to have in the BMS, thus we would be far from these pretentious competitors.
1 - Global World
We have many sets or theaters of war, KTO being original is the greatest example of efforts to always be very well done, and it really is a great setting. But we have several scenarios that share partially or totally the same maps, this is very isible in scenarios across the Mediterranean where each scenario has to make another map.
My suggestion would be to make a code core where the base is a global scenario, a globe, without graphics, and each map generated creates the 3D of those conflicts in that region. For example, Balcans takes Italy and part of Greece, so the Greece vs Turkey war scenario shares the same map. It would be visible the sum of efforts of the developers of these two scenarios creating separate theaters of war but improving the same region of the 3D map. This would increase development efforts in the same location without re-mapping the maps and still give you better control over the approval of code to enter the BMS without making errors.
The difference would be the choice of the theater of war, which you choose by geographic coordinates the conflict zone on the map already developed or under development. Gulf War, Israel, Greece x Turkey, show a complete zone that all these developers together would make the same map and would have several separate theaters of war each with its history and its conflict.
2 - Weather system
We have a simple weather system in the BMS, where graphical improvements should be focused here, but reality can also help us. It could implement in the BMS code base the weather forecast based also on real information in NOAA. Below is the topic I wrote about this topic.
Wheater Suggestion3 - NPC crew participating in the simulation
Iāll be clearer here, it would be very interesting to have in the BMS code (in GTA5 itās called NPC) I donāt really know the name, but people controlled by the AI that would be, for example, airport ground crews and/or the Aircraft Carriers that would participate in the RAMP like for example would remove the shocks, the red flags of the landing gear and armament among all the preparations for takeoff. Of course, in the future it could include soldiers in the battlefields as there were in Falcon 4, but in Falcon 4 they were in 2d.
thatās my 5 cents of opinion
For item #2
On The graphics side YES definitively we need to improve clouds massively
But we have a weather model , with temp , pressure , humidity , clouds types , turbulences , wind , wind aloft , convection , clouds elevations , number shape and sizes. , icing conditions , fog , everything evolving in time ,and space
I wouldnāt say our model is so simple ā¦ā¦but thatās my POV.
We need much nicer clouds drawing but our weather modeling is already way ahead some -erm- ācompetitorsā
And for your information we do have real weather modeling in BMS based on GFS forecasts , maybe you donāt know how to use it ?
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@mav-jp Hi mav-jp can you tell if interconnection between weather and terrain was considered?
I mean for example hot sunny day causes come parts of the terrain like rocks, cities or airbases (or any places which warms faster) to heat up and thus being more likely generate thermals and such phenomenas, up/down drifts or wind direction changes related to landscape shape, clouds forming along the sea coasts etcā¦
I know BMS in a weather simulation and dong it on at even basic level might be quite costly in terms of CPU power needed, but with new terrain engine and overall code restructure it could open some possibilities.
Also iirc such thing was attempted by FlightGear guys and it kinda works for them with some nice results.P.S.
+1 on clouds but take your time guys -
@xeno Well the question more what can have an impact on a fighter jet on the weather sideā¦
I have not seen an F-16 pilot looking for thermals unless soaring the new way to drop bombs silently
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the bird strike causing the engine failā¦
FYI: It 's a joke! -
@xeno said in Some suggestions for improvements for the next versions -4.5 ?:
@mav-jp Hi mav-jp can you tell if interconnection between weather and terrain was considered?
I mean for example hot sunny day causes come parts of the terrain like rocks, cities or airbases (or any places which warms faster) to heat up and thus being more likely generate thermals and such phenomenas, up/down drifts or wind direction changes related to landscape shape, clouds forming along the sea coasts etcā¦
I know BMS in a weather simulation and dong it on at even basic level might be quite costly in terms of CPU power needed, but with new terrain engine and overall code restructure it could open some possibilities.
Also iirc such thing was attempted by FlightGear guys and it kinda works for them with some nice results.P.S.
+1 on clouds but take your time guysi am a real glider pilot and what you describe here, while totally relevant for glider simulator like Condo is totally irrelevant for a military combat sim. So we wont take time to code this as it would be a total waste of time. We take weather from GFS forecast and apply clouds where the file says there are clouds
Convective turbulence is however modeled depending on terrain type and sun elevation and sun power of course. So in BMS your convective turbulence force is dependant on those parameters, thatās the only interaction with ground and itās already overkill actually
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@maxwaldorf the what now? Thatās super exciting. Is there a time machine I want to fast forward two years
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@mav-jp @MaxWaldorf
Thanks for clarification. I was mostly concerned about how transition between air masses of different state affects aircraft esp during low level flights or landing approaches, where sudden change of lift available might get scary.
But if you consider what we have already enough thatās good to know. -
@xeno said in Some suggestions for improvements for the next versions -4.5 ?:
@mav-jp @MaxWaldorf
Thanks for clarification. I was mostly concerned about how transition between air masses of different state affects aircraft esp during low level flights or landing approaches, where sudden change of lift available might get scary.
But if you consider what we have already enough thatās good to know.That is simulated with mechanical and convective turbulences
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@gusva said in Some suggestions for improvements for the next versions -4.5 ?]:
3 - NPC crew participating in the simulation
Iāll be clearer here, it would be very interesting to have in the BMS code (in GTA5 itās called NPC) I donāt really know the name, but people controlled by the AI that would be, for example, airport ground crews and/or the Aircraft Carriers that would participate in the RAMP like for example would remove the shocks, the red flags of the landing gear and armament among all the preparations for takeoff. Of course, in the future it could include soldiers in the battlefields as there were in Falcon 4, but in Falcon 4 they were in 2d.
All,
This is one thing I have noticed (flying single player and developing TEs), is that our airbases/flight lines/ramps lack activity. At a busy airbase there is always something going on pretty much around the clock. Bomb carts pulling munitions, maintainers going about their work, refueling trucks, etc. It seems rather ālonelyā when I come back from a mission and taxi back to the ramp to see nothing whatsoever going on. So, I would like to see more activity at our airbases. Agreeing with @gusva also about ground crew interaction at the ramp. I would like to hear verbal feedback from my ground crew, for example when I direct chocks out, I want to hear (and see subtitles for) āChocks are out, Sirā, āEPU Safety pin is out, sirā etc. I want to have to tell them to stand by for engine start on JFS2, and get an acknowledgement, "Testing Control surfaces etc. Put the ladder on my jetā¦And how about when you ask Ground for "Taxi back to the rampƱ they actually respond with which ramp space to go to. Ramps could be numbered from each approach end sequentially so I could develop ground ATC sound frags to say, for example: āSpider 6 1, taxi back to ramp 08 02 you are cleared all the way in.ā where the first number is the approach end of the runway opposite of the active (since you are at that end when you finish your landing roll) and the second is the ramp slot (2nd from the end). Along with ground crew with wands to guide you in! Iāll even volunteer to clone the voice frags!
I think all of this would really help with the immersion and the realism of this already very realistic simulation.
Thanks for making BMS great! On to the next level!
Regards,
Tomcattwo -
If possible (and I understand thatās a big āifā given the modeling involved), it would be great to have some ādefaultā ground/landing-gear handling for the planes that donāt have AFMs. I donāt mind that theyāre not full fidelity, but every once in a while I have the desire to fly, e.g., a Tornado in the sim, and itās a bit of a bummer when it sticks to the runway on takeoff and landing.
Let me stress that this is a very minor complaint/suggestion, as I love BMS (4.35 U3 is incredible) and I understand that it focuses primarily on the F-16, but thought I would bring it up.
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This thread is quite interestingā¦ at first I thought: this is so far from what we have or intend to doā¦ but then, other people came in and gave other ideas.
Why do I think this is interesting? Because it shows that each person loves a different aspect of the sim. Some people want thermals, other want ground crew, other want to fly other planes and so on. And this is something I noticed internally as well, as I have shared some ideas which I though: hey this will be very cool, and reaction was not even close to what I expected!
Anyway, I will share no illusions: as others already mentioned, we are a small team and we do what we can. But since this is like a brainstorming/dreaming list, I will add mine (which I consider not very hard to implement):
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For planes with WSO, have a menu where we can ask for help. For example: WSO, calibrate mavs. WSO, attack target and so on. I know, not totally realistic, but having anything in that sense would already give a different sensation of flying, say, the SUFA.
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In the UI map, have some signaling mechanism. This happens very often, before a MP flight: hey letās attack that battalion? Which one? Where is it and so on.
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Limit the avionics of other plane types (the ideal world would be a truly modular system, but capping avionics so that other planes feel at least different would already be a start).
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Add rear view mirrors so that planes with mirrors have them.
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Civilian casualties: IMHO JSOW like weapons take half of the fun away from the game. If at least we had some collateral damage computed depending on where it is used, would be a nice start.
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I also would love to see improved aspects in the UI: for example, see how many stores are available instead of simply HIGH/LOW. Have squadrons in the UI have a checkbox where it says: human controlled. I know, this can be done with external tools, but Iād love to see this in the game.
See, each person has different perceptions I bet mine are very different from yours!
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@gadfly said in Some suggestions for improvements for the next versions -4.5 ?:
If possible (and I understand thatās a big āifā given the modeling involved), it would be great to have some ādefaultā ground/landing-gear handling for the planes that donāt have AFMs. I donāt mind that theyāre not full fidelity, but every once in a while I have the desire to fly, e.g., a Tornado in the sim, and itās a bit of a bummer when it sticks to the runway on takeoff and landing.
Let me stress that this is a very minor complaint/suggestion, as I love BMS (4.35 U3 is incredible) and I understand that it focuses primarily on the F-16, but thought I would bring it up.
itās already done little patience needed