Some suggestions for improvements for the next versions -4.5 ?
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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.
I’m 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
I’ll be clearer here, it would be very interesting to have in the BMS code (in GTA5 it’s called NPC) I don’t 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.
that’s 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 wouldn’t say our model is so simple ……but that’s my POV.
We need much nicer clouds drawing but our weather modeling is already way ahead some -erm- “competitors”
And for your information we do have real weather modeling in BMS based on GFS forecasts , maybe you don’t 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 etc…
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 side…
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 fail…
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 etc…
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, that’s the only interaction with ground and it’s already overkill actually
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@maxwaldorf the what now? That’s 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 that’s 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 that’s 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
I’ll be clearer here, it would be very interesting to have in the BMS code (in GTA5 it’s called NPC) I don’t 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 “lonely” 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) “Chocks are out, Sir”, “EPU Safety pin is out, sir” 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 jet…And how about when you ask Ground for "Taxi back to the rampñ 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: “Spider 6 1, taxi back to ramp 08 02 you are cleared all the way in.” 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! I’ll 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 that’s a big ‘if’ given the modeling involved), it would be great to have some “default” ground/landing-gear handling for the planes that don’t have AFMs. I don’t mind that they’re not full fidelity, but every once in a while I have the desire to fly, e.g., a Tornado in the sim, and it’s 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 interesting… at first I thought: this is so far from what we have or intend to do… 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 let’s 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 I’d 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 that’s a big ‘if’ given the modeling involved), it would be great to have some “default” ground/landing-gear handling for the planes that don’t have AFMs. I don’t mind that they’re not full fidelity, but every once in a while I have the desire to fly, e.g., a Tornado in the sim, and it’s 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.
it’s already done little patience needed
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@seifer Hi Seifer, we just wanna BMS to be the best in every aspect, mav-js response is good enough for me wrt weather-terrain interaction I wasn’t sure how much could be done with old terrain engine.
Having avionics packs for different frames would be sweet, with my top wish would be F-16A (imho it’s almost waste of great sim engine to simulate just Viper in BMS, its potential is soo great)Civil casaulties would take dynamic campaign to next level esp when we’d get proper cities. With high level of collateral damage, some western allies could withdraw their support, captured cities revolting and producing basic infantry units as guerilla/insurgents due to hostile attitude of local population and so on.
Such thing would make player take some tactical considerations more carefully.Another thing would be too high relative brightness of light sources ( hud/displays, external lights) blooming and blinding player.
Maybe some postprocessing effect that could simulate eyes light accommodation where light source much brighter than overall scene brightness makes everything else much darker and difficult to see. An opposite, when the sun is in position close behind HUD make it symbols feint and harder to read.
I always loved how sun works in IL2 1946. sometimes it was worth to deviate slightly from course just to place the sun behind canopy frame, because it would make your eyes hurt when you stared on the screen with virtual sun directly in front of your face.There’s thousands of cool things we can dream of being implemented in BMS but be sure we’re all very gratefull for what we got already
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@mav-jp the first point would not be how to use it, but where to get the world weather forecast data source in GFS. I have a way to do this. I was trying to upload from a weather server that gets these sources from NOAA it consults the sources at this link below
the best way to use this data in the BMS is to generate weather forecasts every 4 hours (I think it’s the GFS standard) and generate via geographic coordinates the conditions in the chosen theater of war, this would generate a weather map. There is already a way to manually include the weather conditions but not all the effects. It would be interesting to choose via GFS or manual, in GFS it would be automatic by real conditions including ground temperature and temperature/height with skew-t to generate the icing problems on the aircraft. In addition to high, medium and low clouds. Winds is basic, but orographic winds would be desirable for thrilling landing approaches.
If it’s useful I’ll leave the link here the server
RASP -
@mav-jp I am also a glider pilot here in Brazil and I also participate in condor championships, my idea was not to have thermals for the F-16 to look for, but rather turbulent effects at low altitude with hot days or more favorable places for that, everything logical based on GFS sources. Winds that cause convective effects are more interesting for landings/takeoffs and low altitude flights.
As it’s a brainstorm, it’s a wish list and your idea of going around implementing clouds without too much detail based on GFS data sources is a start. The case of improving or refining the weather comes with the maturity of implementing winds that generate orography, turbulent by thermals, storms and all the wonderful cloud formations caused by the various effects of the weather.
In the past I had seen that there is a study that jets with larger wing area have a lower incidence of turbulence at low height with transsonic or supersonic aircraft. This being implemented is a very good reality leap.
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@seifer 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.
**I love you ideia, i go ahead look this topic below**
In the UI map, have some signaling mechanism. This happens very often, before the MP flight: hey let’s attack that battalion? Which one? Where is it and so on. Limit the avionics of other plane types (the ideal world would be a truly modular system, but capping avionics only that other planes feel at least different would already be a start). Add rear view mirrors so that planes with mirrors have them. **Nice Idea!** 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. **The Falcon 3.0 have collateral damage, and i suggest with bomb drop everybody run after explode!**
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@gusva said in Some suggestions for improvements for the next versions -4.5 ?:
@mav-jp the first point would not be how to use it, but where to get the world weather forecast data source in GFS. I have a way to do this. I was trying to upload from a weather server that gets these sources from NOAA it consults the sources at this link below
the best way to use this data in the BMS is to generate weather forecasts every 4 hours (I think it’s the GFS standard) and generate via geographic coordinates the conditions in the chosen theater of war, this would generate a weather map. There is already a way to manually include the weather conditions but not all the effects. It would be interesting to choose via GFS or manual, in GFS it would be automatic by real conditions including ground temperature and temperature/height with skew-t to generate the icing problems on the aircraft. In addition to high, medium and low clouds. Winds is basic, but orographic winds would be desirable for thrilling landing approaches.
If it’s useful I’ll leave the link here the server
RASPI don’t understand what you mean sorry
We already have the tool to import all data from GFS servers into BMS every hour
It already includes wind aloft
Wind gusts in force and direction are also modeled
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@gusva said in Some suggestions for improvements for the next versions -4.5 ?:
@mav-jp I am also a glider pilot here in Brazil and I also participate in condor championships, my idea was not to have thermals for the F-16 to look for, but rather turbulent effects at low altitude with hot days or more favorable places for that, everything logical based on GFS sources. Winds that cause convective effects are more interesting for landings/takeoffs and low altitude flights.
As said
Convective turbulences are already in bms weather model , based on ground type and sun power
In fair you will find those turbulences under clouds , but not all of them
In sunny they are here as well but blue conditions
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BTW as it happen to be next “Links16 things nice to have” list can we get rid of those squared taxiway corners ang have nice rounded ones
I know very minor thing, but still
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@mav-jp I will concentrate the two answers here
It’s good to know that there is already a tool that does this GFS data import, I didn’t know it was already implemented. The Item (Season) that is in the graphics configuration could be in the Weather part of the BMS following the local date time, it’s another idea that also came up.
If all these data effects are already implemented, I haven’t seen them, forgive me. I hope the graphical improvements of the weather effects get more mature with the next versions.
it would be nice in the next trailer or promo video, when it’s implemented, to say clearly
“new climate generator with real data sources via GFS”
or something like that, for us who fly it has a bigger creditThanls