I think, in time, that other jets will be highly modeled and added to BMS. Over time, we could see many flyable jets that could actually perform well in BMS. The biggest problem now is avionics. Need to be able to load a “specific” avionics package for the jet your flying. That would be a 'game changer" for BMS. But, as with all things here, adding different modules to the sim would be time consuming (if even possible). We will see in time if that can happen.
Latest posts made by jhook
RE: Do we develop the F-35
RE: Long life Falcon BMS
LOL… and that will be the end of this sim
Yep. If everyone gets their “paws” on the code, everything will break and the community will have bits and pieces of what we have now. NOT something I want to see.
RE: So what with DX11 support?
Good news then it is possible! i can’t wait to see bms in 3d with vr.
Do you think it is possible to build a small full dome? I’ve always imagined a small and narrow dome that doesn’t take up much space and even goes a little under the cockpit. Except that to make it like this maybe it doesn’t have to be completely spherical, I don’t know if it’s possible. The only flaw is that so there is no 3d effect, also the cockpit is not (maybe i’m not sure) as illuminated as inside the sim. Then the performance, we are sure that they would not be the same if not worse than the vr? having to render a scene with a half sphere fov does not seem like a small thing to me.
Very sorry for the late reply to this post (new rig build, testing, work, ect.). Yep, a small half dome would be great for pit builders. I think that you would get some (a little) 3D effect from screen curvature. But this route is expensive. Some great pit frames coming out now a days. Great platforms to build on. Seems the flight sim community is catching fire! I think FS2020 as a lot to do with that.
RE: So what with DX11 support?
U can expect anything and nothing.
To give u a hint and endanger revealing confidential content, but YOLO what the heck:
I would call up on your imagination and the trajectory of BMS from 4.32 till now.
So now you know exactly what with DX11 support to expect in 3-4 weeks.
The only thing for sure is that the whole team is steaming like crazy working and freezing (inside joke :lol: ) their asses off…
I mentioned in the past the steps BMS would work towards. Seems to be spot on so far. I stated that moving from DX9 to DX11 would not take the bulk of the time to complete (this was in a discussion with IHawk). DX11 implementation was pretty quick (estimated 2+ years). Now comes the “bulk” of the time. “Assets” And in this I wish to tell everyone that this part of the evolution of BMS will take time. VR implimentation would require view sampling (in real time) from multiple points compiled to a single FOV to the players reference (FOV, at angle/position/range and weather/environmental conditions). That would require a HUGE amount of GFX interface to compile. If BMS does go VR, and to do it right, will require a monster of a computer. Yes, yes, DSC does it but true VR resolutions would require a very high VR system that would allow (true) 4K imagery to be displayed in real time. That would be realistic for the virtual world. I don’t think that technology has reached that level to the average consumer.
Now, half dome projection is something entirely different. Doable with current technology. Expensive (5 projectors @ 4K). Far more realistic IMO. Once the assets are created and implemented, this option would create the most realistic pit build. VR and pit builds would not be a great (realistic) option IMO.
RE: Does BMS 4.34 use dx9 or dx11?
i, for one, would like to see DX12 implemented some day. More tools to use and take advantage of.
RE: Lead Pursuit
Grass/trees are a separated topic, Buildings also, I guess eventually that for the size of data in a Falcon theater, there will always be compromises between quality/accuracy/performance. Finding the golden path between everything is a key point, but still too early to talk of that, there is still work to do for making things more “alive”.
Yes. Well… not this “this” (This is actually from a separated app) but yes, same.
However, even though all I say and showed, don’t think this will happen tomorrow, it will take time.
Actually my friend, you have the 0 elevation here. Just add the base 0 elevation tiles or procedures (which ever will be used, or even a combination of the two). If this gets included, what makes things more “alive” is the inclusion of terrain/objects. Objects of things very small to the more larger objects. You have my greatest respect! You will need to test as you go. Over time, this should look amazing in sim!
RE: Lead Pursuit
There are AFAIK many different sources from other games/sims that can be used for data organizing (XP, some MS/P3D and I bet there are more).
The main challenge for me currently is to know what I need exactly from what and eventually arrange the stuff as I want it to be. Of course there are other different challenges, but this is a basic one
I’m no expert to ground troops movement but AFAIK they do have some defined areas/paths where they can drive, it’s not a simple “go wherever you want” kind of thing.
The next logical step (IMO) would be the elevations. Since Falcon uses LOD’s (or at least did so from the past) bump maps with extended LOD’s for increased resolution and detail will allow for the finer extent of things like grass to trees. Buildings/structures would be next but would need to have there own data base to draw from. It does depend on the DX version here. If, say DX 11, then a tile built for that area/location would have the better impact on processing (but a lesser detail overall). If DX 12 (Ultimate) is used, then a pre/post process would do much better (as most new GFX cards can use these instructions) as it would open up CPU core processing.
All of this is just at the very early stages everyone. And all of this is just my 2 cents, but the future of BMS will be beautiful and as stunning as any other flight sim out there.
RE: Lead Pursuit
The details yes, but of course the details textures aren’t unique, they just blended and tiled with a high factor, and of course some different type of them show there.
Some normal mapping, sure.
Aaaah, normal maps! I think your cooking up some great stuff here!
RE: Lead Pursuit
Not not just texture, the camera angle is on purpose aimed that way, but even that ground isn’t purely flat, just hard to tell… and I don’t remember exact altitude but I’d estimate very low, maybe 150-200 feet AGL.
Yep, no one see’s it but I do. If you are flying through this at low altitude and going fairly fast, your sense of speed has increased 10 fold! Nice undulation Hawk! I see it! Our chat a while ago must have given you some good ideas!
As I-Hawk stated, the ground is not flat anymore! :bdance:
RE: Better monitor
So for BMS 60Hz likely fine but what of more grafically intensive sims like DCS World or, in future a DX11 version of BMS?
DX version in future BMS is currently unknown. DX12 Ultimate would be the way to go (DX 12 + Ultimate update). The advanced ray tracing would allow for some stunning jet skin models!
As for curved screen and 4K, size does matter. I am running a 40" AOC @ 4K. Had to scale back to 2K for BMS due to a few issues. First, the FPS takes a big hit @ 4K. Only around 20 FPS @ 4K. That is too slow for me. Need at least 40 to 60 FPS for smooth flying. Second, MFD’s are a bit harder to read the status/que info. Just too small of the font to read easily. Other minor GFX issues due to stretching or alignments. BMS is not designed for 4K in mind here. But I will say the GFX (even @ 2K) are fantastic. The MFD’s are tight (but the fonts are very small). With just the right amount of FSAA, very smooth. The wide screen does give a slight wrap around effect. Even bigger curved wide screens will enhance this effect. Noticeable, but not a huge impact.