Link 16 things you want in the next update
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Thanks a lot for your kind appreciation, white_fang and Blu3wolf.
I was afraid to be criticized for this last proposal of mine - I have well in mind that Falcon is not an all-aspect warfare simulation, neither ever had such ambitions. So I’m glad to see that things didn’t end that way I feared.@white_fang: cruise attacks? Hhmmm… there are pros and cons about, as always.
But I was thinking to a more stealth action, to be honest… so a torpedo attack would be more preferable, to me.
But all depends also from the kind (there are several, copy me here ) of that torpedo warhead used for, I guess. So, I prefer the Kilo for this job, with more than adequate intelligence support, of course. :gossip:Oopsss. My apologies for the OT to all.
With best regards.
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The TGP for DCS JF-17 has a focus/refocus function which is pretty interesting. In the video the TGP view will blur out before refocusing again.
Does the TGP of the F-16 has a similar function as well?
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Focus functions in BMS aren’t implemented. Every TGP AFAIK has focus functions (because eventually TGP has a camera and camera must have focus changing mechanism). There are IIRC manual and auto focus modes.
Main reason why it wasn’t implemented was that back at the time when I worked on Sniper for 4.33, I had almost 0 GFX knowledge, and since focus relates directly to blur GFX algorithms, I simply left it alone.
I think that today I can implement blur effect in order to simulate out of focus state, but honestly this is low priority and will have to wait until there is time. We have WAY bigger things in the pipeline to finish first.Cheers!
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Focus functions in BMS aren’t implemented. Every TGP AFAIK has focus functions (because eventually TGP has a camera and camera must have focus changing mechanism). There are IIRC manual and auto focus modes.
Main reason why it wasn’t implemented was that back at the time when I worked on Sniper for 4.33, I had almost 0 GFX knowledge, and since focus relates directly to blur GFX algorithms, I simply left it alone.
I think that today I can implement blur effect in order to simulate out of focus state, but honestly this is low priority and will have to wait until there is time. We have WAY bigger things in the pipeline to finish first.Cheers!
Well no disrespect cuz the TGP is pretty good in BMS but you also didnt understand about alpha transparency or perhaps you forgot to turn on backface culling because the TGP in A-A mode doesnt render objects properly.
Not disrespecting your work I am very grateful for what you have done but if you want some help in the GFX dept you can always look me up.
Anyways I am sure its a simple fix it does confuse sometimes tho. -
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Well no disrespect cuz the TGP is pretty good in BMS but you also didnt understand about alpha transparency or perhaps you forgot to turn on backface culling because the TGP in A-A mode doesnt render objects properly.
Not disrespecting your work I am very grateful for what you have done but if you want some help in the GFX dept you can always look me up.
Anyways I am sure its a simple fix it does confuse sometimes tho.Well I actually never really touched the stuff related to the “picture rendering” of the TGP for 4.33, so I didn’t caused any problem which wasn’t there already.
When we will come to improve GFX related TGP stuff will check that as well.TGP’s BIT too…
Possibly sometime, but really there are higher priorities to finish first, I didn’t touched avionics since 4.33 was released
Cheers!
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Focus functions in BMS aren’t implemented. Every TGP AFAIK has focus functions (because eventually TGP has a camera and camera must have focus changing mechanism). There are IIRC manual and auto focus modes.
Main reason why it wasn’t implemented was that back at the time when I worked on Sniper for 4.33, I had almost 0 GFX knowledge, and since focus relates directly to blur GFX algorithms, I simply left it alone.
I think that today I can implement blur effect in order to simulate out of focus state, but honestly this is low priority and will have to wait until there is time. We have WAY bigger things in the pipeline to finish first.Cheers!
Where was that…
Ah, found it!
You should say:
“Of course, we are working on it - once we are happy we will share the progress with you all.” :mrgreen:
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While we’re on topic of graphics, I’d love to be able to dim the caution/warning lights. There’s a (nonfunctional) switch for that already, and most other things can be dimmed, which makes for a much better experience while flying at night.
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I would like to have the “\falcon_bms_4.34\User\Config\falcon bms.cfg” setting
set g_bLocalEnvironmentalDate 0 // Makes the TimeManager use the local system date for environmental lighting calculations
to be overridden by the multiplayer server. That way all the clients would have the same setting regardless of the value each client has on their computer. Currently, this setting is client-specific, and it may differ between clients if not briefed. This may result in totally different sim lighting experiences especially in winter.
Another option could be to have the setting on by default. Currently, it’s off by default. Changing the default install setting doesn’t sound that appealing to me though.
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I would like to have the “\falcon_bms_4.34\User\Config\falcon bms.cfg” setting
set g_bLocalEnvironmentalDate 0 // Makes the TimeManager use the local system date for environmental lighting calculations
This will be no longer an issue in the future (next version … don’t know about 4.34 updates? Possible. Not guaranteed.) … “local” time should become irrelevant. The “Date” will be tied to Weather Map.
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Probability of inclusion for TE missions would be cool, each time you play the mission it’s a bit different.
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Probability of inclusion for TE missions would be cool, each time you play the mission it’s a bit different.
what do you mean ?
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Basically, an asset which will be there or not depending on a random roll. The designer sets a probability of presence (for instance, 20%), and then one time in five runs, on average, the asset is there. Used correctly, this could allow making TEs able to surprise their own designer when actually flown.
Something tells me that the way TEs are handled in Falcon doesn’t lend itself to that sort of thing, but I could be wrong.
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Honestly, randomness and non-repeatability are already in campaigns. Of course, one can see an interest in having that in a more controlled environment, like a TE.
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While we’re on topic of graphics, I’d love to be able to dim the caution/warning lights. There’s a (nonfunctional) switch for that already, and most other things can be dimmed, which makes for a much better experience while flying at night.
This is in fact a serious flaw. I agree.
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Warning and Caution lights are supposed to be “annoying” by design…
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Warning and Caution lights are supposed to be “annoying” by design…
Basically you are right, but not to the point of blinding the pilot under NGVs at low altitude.
I am mainly speaking about back light, flood lights and all other cockpit lights.
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Warning and Caution lights are supposed to be “annoying” by design…
On this note, half of the side panels are blocked by the pilot legs, including the warning light panel, so it doesn’t even matter how bright it is, as you can’t see it from the default POV anyway.
Can that be fixed somehow, either by moving the legs more towards the center, or (harder option) changing its position based on where you look, like you would IRL pull in your leg temporarily to check beside it?
Also, +1 on getting some more AI control in the mission editor. Something along the lines of ArmA3’s mission editor, where you can set probability of presence, triggers, combat mode (incl. one where they completely ignore whatever happens around them) etc. would be a tremendously daunting task to implement, but also a godsend to all mission makers out there.
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Honestly, randomness and non-repeatability are already in campaigns. Of course, one can see an interest in having that in a more controlled environment, like a TE.
It’s very rare to see even a TE play out exactly the same twice.
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I’ve noticed that the TE in FAF seem to be smart…the more you fly them and the better you get, they change up…add things. Until you get good at that, then they show you something else.