Santa's wishlist for BMS
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VR
PS: shadows still overkill FPS unproportional wild . from 35 to 92 fps in the benchmark TE just by shadows on/off is a bit much difference, lol
Great job the rest
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- Terrain
- Lighting/materials/shaders
- Weather
- Interior lighting controls
Not to be That Guy that just wants eye candy, but that’s it at this point. I’ve watched this community grow since AF and OF/FF days, and the simulation is as deep and accurate as I could ever want at this point. I appreciate added improvements, but it’s not what I really need. I need purdy.
As to terrain: far more detailed heightmaps, with non-tile non-blocky textures and coastlines. Being able to see farther than 5-10nm would be amazing. So much of the field of view right now is just gray/bluish mist that doesn’t look good or accurate to the real world.
As to lighting: it just looks washed out, low contrast, cold. Warming up direct sunlight, increasing contrast, HDR, bringing out highlights, including a modern bloom render, and giving the cockpit eflective materials + improved shadows (SSAO)… There’s a lot to be done here. The cockpits look plasticy, toyish, even the nicer models by the community, because it’s not being rendered as anything other than flat default material.
Dynamic water shaders would be a huge plus, too (waves what move). The current static shader looks fine as a static goes though.
As to weather: fully volumetric clouds for all layers. I’m guessing this is a long shot of long shots. Some day…
As to interior lighting: fine-grained control over lighting levels. HUD could use a little more dimmness at the low end too. There’s a lot of controls in that panel that do nothing, or have a binary function where an analog function would be better.
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AV-8B Harrier Cockpit upgrade perhaps?
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Has to be VR.
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@Kavelenko I haven’t been into the AV-8 pit, yet, but if the hotspots aren’t working, then https://www.mediafire.com/folder/7lmk0vn9ah3ay/AV8(ver.7.4.21-restored+hotspots+and+kneeboards) is a link for repairing the Harrier hotspots and other cockpit issues. It should work in 4.36. However, as I haven’t personally tested it, I recommend you save your original cockpit files.
If you need help with procedures, then this will help https://www.mediafire.com/file/5qjvs9l5y9p9c1y/BMS_Fighters_Manual_%25282%2529.pdf/file -
Same ground track as it is on right now tbh
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@drtbkj Thank you for the files, fixed the taxi/landing lights a treat. Where abouts is the hot spot for the Oxy Supply?
The AV-8B Harrier already had a few switches missing (green arrows) in the cockpit but now there’s another one missing in 4.36. (red arrow)
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If I had a wish for free, I would dare to ask if (- one day -) something could be done about the flat appearance of cities and villages.
Of course I am aware this is not Google Earth or MS FS, and that the realization of whole 3D-cities would be a monster of a technical challenge, not to mention the work connected to it.
But every time I watch ground units unimpressedly crawl over buildings, houses and gardens, it seems to me they are like running over a children’s “street carpet”.Especially when attacking ground units hiding in cities. As long as cities are simply “painted on the ground”, I think in some way it lacks the awareness for collateral damage. Something that intuitively tells the pilot, “No, you CAN’T drop CBU’s here.”
Of course, I am well aware that this is probably a project beyound technical possibilities, otherwise it would have already been done by those brave devs.
Just wanted to mention it because of Lorik’s direct question.
At the moment, I am overwhelmed with what we just got.
Thanks to all who made this gorgeous sim possible with all its details. -
@repvez said in On what grounds would you wish 4.37 to be developped?:
Europe theatre would be nice. And It would be nice also If it wouldn’t have a 128x128 limitation and this way we can use the whole Europe land. Everybody can use it same time . Most of the virtual squadrons would have its own airfield and they could visiting each other also like in the real world. Relocation for missions or trainings support.
ATO have issues even smaller theaters. N+1 times has been explained to you which this is pointless, especially that in a NATO vs WPACT or in most of conflicts the size of the theater would be too large and pointless.
In fact I guess there is an objective qty. limitation which such a large and dense map brings more and more problems…
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@repvez said in On what grounds would you wish 4.37 to be developped?:
If it not related for the terrain then my Wishlist :
- list item new sound engine for the doppler effect echoes, and more source and range
- list itemPBR material support
- list itemMore dynamic light and shadows support (maybe raytracing)
- list itembetter physics for the damage
- list itemmore particle system support (flame, smoke, water, snow)
- list itemmore assets support (buildings , trees, none military traffic)
- list itemmore cities and streets from real area
- list itemopportunity to blow up only one building like a target according the scenario.
- list itemmore visible infantry to see the battle from above and help them
- list itemUp to date SDK for modder or tutorials
- list itemupgrade ejection system
- list itemnew clouds and weather system
- list itemone world map
Combined with your wish for an insanely large theater this is even more “interesting”…
Even just a single point from your list is a monumental task. -
More Realistic… More Noisy Sounds… Smoke from the wing for demonstration teams. Smokewinder… And F-16D… an F-16D with a functional rear cockpit that can be used by 2 people
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Sounds! Not flown 4.36 yet but I find the 4.35 (and earlier) sounds to be lacking for the aircraft I’m flying. I used to have great 3rd party sounds for 4.32 but I’ve lost them and can’t find them now. It makes throttle control harder when you can’t hear the whine of the engine.
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@Tiger-0 said in On what grounds would you wish 4.37 to be developped?:
Sounds! Not flown 4.36 yet but I find the 4.35 (and earlier) sounds to be lacking for the aircraft I’m flying. I used to have great 3rd party sounds for 4.32 but I’ve lost them and can’t find them now. It makes throttle control harder when you can’t hear the whine of the engine.
BMS is trying to be realistic. And the sounds we have now are realistic. The inside of a modern fast jet is more air conditioning noise than any kind of engine noise. Add on to that a good helmet with ANR and it becomes quite a comfortable quiet environment, which is good because modern warfare dictates very long flights. I understand the feeling that it should be loud because that’s what you’ve seen in films etc, but that isn’t reality. Things have moved on a bit from the deafening roar of a Merlin during WW2.
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@Tiger-0 said in On what grounds would you wish 4.37 to be developped?:
Sounds! Not flown 4.36 yet but I find the 4.35 (and earlier) sounds to be lacking for the aircraft I’m flying. I used to have great 3rd party sounds for 4.32 but I’ve lost them and can’t find them now. It makes throttle control harder when you can’t hear the whine of the engine.
As discussed several threads before, it is realistic as done now. That really is all a Viper pilot hears in flight. Now, there is the part that we don’t get the same feel as they do in our seats so more detailed sounds are needed to make up for that, but that’s why people have went for on tactile feedback systems with bass shakers, the JetSeat/JetPad and even the 3rd Space vest. I’d even say one way that the BMS team has added sounds to help is the pilot breathing thing, you can get a lot of G information from listening to that.
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On what grounds would I wish 4.37 to be developped?
1 - Stability, stability, stability!
But 4.35U3 has already been pretty good at this.2 - AI is always important, as well.
But I think 4.36 brings us to a very good level there as well.So next on the list is fancier graphics!
3 - Prettier, smoother landscape, much more objects, better lighting.I might be the outlier here, but I know what I certainly don’t need: More realism.
Fact is, I’m unable to tell where the real jet does things any differently.
So why care?
Things like the 4.36 ext lighting implementation (although impressive) adds zero value for me.
(Some realism features actually reduced value: 4.35 Missing AB sound (I know it’s fixed now!), ACMI knob behavior, …)But of course, happiness is different things for different people.
So kudos for bringing up the subject. -
@Tiger-0 said in On what grounds would you wish 4.37 to be developped?:
Sounds! Not flown 4.36 yet but I find the 4.35 (and earlier) sounds to be lacking for the aircraft I’m flying. I used to have great 3rd party sounds for 4.32 but I’ve lost them and can’t find them now. It makes throttle control harder when you can’t hear the whine of the engine.
This whole channel has excellent content.
That’s what it sounds like roughly without the helmet on. I’ve never flown with the helmet on, but if it’s anything like typical pilot’s headphones, you won’t hear much but a dim hum and your radio. I imagine you hear the engine with your body more than your ears.That said, I don’t need that level of immersion, and F4.0 allows you already to adjust all the sound settings to your liking - you can already deafen yourself with engine noise if you want with the slider.
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@Kavelenko Giving the Harrier some love is on the Mafia To- Do list. Were these switches missing in 4.35?
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@Logic said in On what grounds would you wish 4.37 to be developped?:
Things like the 4.36 ext lighting implementation (although impressive) adds zero value for me.
i think you miss some important gameplay that goes with it
not only you are now able to see who is who based on the number of strobe flashes
but as lights are detectable by Enemy, fying covert gives you a tactical advantage
pos ligthings are also a plus for formation flying