Mod: Using MSFS as rendering engine for Falcon BMS - and enable VR
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Agreeing with most of the comments here with respect to the logistics being impractical if not impossible, were it to even succeed would anyone think it a good idea to put the game into the lap of MSFS where it would have to react to changes, updates, etc. by tying it into another sim? BMS has to stay independent and self reliant and it seems to be in very good, capable hands right now.
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Well, aside I’m not a huge fan of such idea there are few things to consider.
How it is gonna work? Would MSFS be just a renderer and BMS handle inputs, sounds, physics etc … and assuming viper in MSFS would be just pretty but empty shell (otherwise there would have to be Viper modeled system-wise to the level of BMS in the MSFS)
If so then one would have to find a robust way to inject into MSFS- textures for MFDs and DED
- state of all the dials/indicators/switches/buttons/warning-caution lights
- fault display
and that’s that’s the easy part
also find a way to display - radio subtitles
- comms menu
- end/abort mission window (interactive)
That might be more difficult, but I guess it still might be doable.
Have perfectly synced terrain (to avoid floating or sunk into the ground objects, proper collision detection and so on) and to be fair I think that’s ain’t gonna happen just because the way terrain is handled in both sims is vastly different.
On top of that MSFS should be able to spawn/despawn all the deaggregated objects, including all the flying objects, ground units and buildings. That is huge amount of things to process and I’m not sure MSFS can handle such amount of objects.
Assuming somehow it woudn’t collide with terrain in MSFS.And even if by some black magic someone would be able to make sucha feat I’d suspect there would be tons of glitches and bugs due to floats rounding in the conversion of the data exchanged between sims and I’d be worried about performance (which btw isn’t MSFS 2020 strongest side).
I’m pretty sure BMS devs could put some more elaborate insight but I think what mav-jp said is spot on, so I think there’s no need to waste their time.
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@xeno said in Mod: Using MSFS as rendering engine for Falcon BMS - and enable VR:
I’m pretty sure BMS devs could put some more elaborate insight but I think what mav-jp said is spot on, so I think there’s no need to waste their time.
We definitely have other priorities and as said, I don’t think you even have a slight idea how far we went on the new terrain
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From various glimpses here and there I’d bet it’s progressing damn well and it’s gonna be awesome.
I agree on priorities. It’s kinda makes no sense at this point for you guys to waste your precious time to explain why exactly this idea might be not worth pursuing.I just don’t wanna to sound so negative, all in all everybody can do whatever he/she like even if I see no value in their venues.
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To be clear… To interface with BMS, you need an API.
Today, developping such a thing might make sense for tooling but we just don’t have the resources internally to deal with all projects…
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Well I’m both technically ignorant and open- minded. Any ideas are worth discussion. As long as the developers are in no way distracted. Please.
There’s a "Je ne sais quoi " about BMS and literally every time I run it I’m amazed. And I don’t even do the famous dynamic campaigns; there’s something unpredictable in all but the simplest TEs.
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@semlerpdx It doesnt have to, the campaign can be controlled in Falcon. MSFS is only used for rendering.
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@bms-for-msfs said in Mod: Using MSFS as rendering engine for Falcon BMS - and enable VR:
@semlerpdx It doesnt have to, the campaign can be controlled in Falcon. MSFS is only used for rendering.
So far for DCS this is in Stage 2 since the instruments are working but not all the displays? Watching one of the Huey videos shows you over the ocean in DCS but over other terrain in MSFS, so right now it is possible to crash into terrain in MSFS but keep DCS flying, it’s like sim Inception!
But still an interesting idea. I just don’t know how you get even DCS let alone BMS to have all the objects and terrain databases so you see them in MSFS, I get that all the “scoring” is still done in DCS/BMS. Especially when neither have the terrain mesh resolution that MSFS has, how are you going to get the weapons to show hits on ground targets properly if MSFS shows them a even a few 10s of feet different elevation or that the buildings for strike targets don’t align properly to the RL level of MSFS? What is the performance level running the two most demanding flight simulators at the same time, let a lone this API that will have to translate stuff like that?
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Nah… I am quite content waiting to see what the devs come up with in a year or so.
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<blockquote>@Snake122 …it’s like sim Inception!<br /> </blockquote><p><em>Hee hee… </em><img src=“/plugins/nodebb-plugin-emoji/emoji/android/1f60a.png?v=cn1jopfllvk” alt=“” class=“not-responsive emoji emoji-android emoji–blush” /><em> </em></p>
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<p>Why losing time on such things, that will never work<br /><br />I could bring hundreds of reasons on the table<br /><br />Just think about some simple ones : :<br /></p><ul><li><span style=“background-color:#dcdcdc”> Ground intersection : </span>in order to have accurate CCP pipper or CCRP designation (and many many other places in the code as well) radar ray intersection with the terrain must be asbolutly very precisely calculated in BMS code so that the FCC is fed with accurate values. So explain me how to do that with a terrain that is rendered outside the BMS code ? we would need a wrapper to go back and front between bMS code and MSF terrain code ? ouch.<span style=“color:#aaaaaa”>Or you will tell me, do it on BMS terrain, then display in MFSF , but i’m taling PRECISION here, so your pipper displayed will be totally wacko compared with what you will see…</span></li></ul><p><br /></p><ul><li>LOS : All sensors , AA Radar , RWR , SAMS radars , IR sensors have complex calculation about Line of Sight (LOS) , This is in order to compute terrain masking, but also CLoud masking , Signatures / ground cluttering , IR sensors interactions with cloud , rain, sun, ground heat… all those sensors are dependant from terrain , Sun position, Weather …explain me how to feed correctly BMS code from MSFS terrain / weather rendering ? …</li></ul><p><br />Such Idea of using MSFS for rendering i just a fantasy of people who still dont understand that BMS is NOT just a simulator like MFSF or DCS where the environment is not interacting deeply with the core sim . BMS has DEEEP and HUGE interactions with environment , terrain , Weather , Season, Atmosphere as far as Sensors , AI , FM , Campaign engine are concerned.<br /><br />SO you want a pretty sim => fly MFSF or DCS , or wait for a few more years<br /><br /></p>
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<p>@Mav-jp I’ll wait!!<img src=“/plugins/nodebb-plugin-emoji/emoji/android/1f60a.png?v=cn1jopfllvk” alt=“” class=“not-responsive emoji emoji-android emoji–blush” /> </p>
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<p>I’ve just never understood the desire to merge BMS with other products, it makes zero sense. Wasn’t there a poster here a few years ago who obsessed about turning BMS into an all-out war sim with multiple land, sea and air vehicles by merging it with Arma or something?<br /><br />Is it purely a graphics thing? I genuinely don’t get it. </p>
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<p>In BMS We Trust</p>
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<blockquote>I’ve just never understood the desire to merge BMS with other products, it makes zero sense. Wasn’t there a poster here a few years ago who obsessed about turning BMS into an all-out war sim with multiple land, sea and air vehicles by merging it with Arma or something?<br /><br />Is it purely a graphics thing? I genuinely don’t get it. </blockquote><p><br />of course it’s GFX. What else do you want it to be ?<br /><br />this is the only thing with UI and sound engine that is behind other sims <br /><br />it’s always about graphics ……<br /><br /></p>
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<p>@semlerpdx It doesnt have to, the campaign can be controlled in Falcon. MSFS is only used for rendering.<br /><br />So (if even created) this would be only for those with systems capable of running MFSF <strong><em>and</em></strong> BMS at the same time on the same PC? This would entail the quite heavy RAM usage of MSFS and that of another sim, as well as the CPU usage… definitely doable on a good rig, not as many laptop users here as FPS game forums, that much is for sure, but it is still gating off a large segment of the target audience. At the very least, this should be considered before undertaking any project of this size, if even feasible or possible (which seems doubtful given other posts in this thread).</p>
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<p>@SemlerPDX please… <br /><br />Don’t feed the troll… This is just pure fantasy and also a complete disregard for the work we’re doing for 4.37…<br /><br />Stop dreaming, unless we want to push that project internally, there is no way this is going anywhere… </p>
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<blockquote>it would be fairly easy to adapt Falcon to render in MSFS.</blockquote><p><br />Do it first and then discuss?</p>
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<blockquote>@SemlerPDX please… <br /><br />Don’t feed the troll… This is just pure fantasy and also a complete disregard for the work we’re doing for 4.37…<br /><br />Stop dreaming, unless we want to push that project internally, there is no way this is going anywhere… </blockquote><p><br />sorry<br /><img class=“ql-image” src=“https://i.imgur.com/R2nuy50.gif” /></p>
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<p>Why are you wasting so much time with words, when a single screenshot would do better? ;)<br /><br />And BTW, I personally have nothing against M$FS and I think they did an amazing work and I honestly don’t think we (well, of course not we) or anyone else can challenge, not ever… but really I don’t think you can do that, I mean… maybe it’ll somehow half-ass work, but not “for real”, if you understand what I’m sayin’…<br /><br /></p>