What am I looking at?
It's a little creepy, crew heads now reflect the pilot helmet sight (PHS) and gunner helmet sight (GHS) Vec2 offsets, so using trackIR, mouselook etc will operate the appropriate crewman head position (with suitable organic tweening). These positions are stored in the aircraft state so will work across all aircraft (AI and player) as well as multi-player. How creepy is that?
"Everyone gets everything he wants." |
"All I wanted was a mission," |
"and for my sins they gave me one" |
Shot on my iPhone. This is what TrackIR and mouse movements do to the crew head positions.
*edit*
There's a few pages in the system that are informational only, the FUEL page was one, I fleshed it out a bit tonight, adding a working cross-feed system complete with animation (yes the real one does that too). It's lacking the fuel check and bingo settings (to be added later). Setting the bingo stat is part of your start-up checklist, it would be a shame to leave it out.
You know, it occurred to me, if you had the time to do it, you could record the movements to a file. The set the trackIR to control another joint, such as the wrist (with some simple kinematics for the elbow). Poor mans mo-cap.
ReplyDeleteI did not expect that this can look so good, fantastic.
ReplyDeletejeez you got that working quickly. I find in ARMA2 when my buddy is gunning it helps for me to see his head so I know where he is searching/aiming and can aim the bird accordingly
ReplyDeleteGlad you got that included and it looks very slick. The pilot looks like nick Cage a bit eh? LOL
Hey AD... really, that pit is world class buddy.... Im blown away by how real and virtually perfect it looks. Flex is really lucky to have you doing the modeling.
Lucky? Blessed more like.
ReplyDeleteI'm never going to be able to pay his beer tab in a million years. He does a lot of solid research on nearly every component for painting labels and getting the switchology right.
Sometimes this stuff is trivial, other times it's a freaking nightmare. It can look a bit funny as the model isn't boned so his neck can come apart but the rotations are clamped and damped so it won't happen to any obvious degree.
When we get the pilots 'boned' we might try some arm lifting for flipping switches, operating the flight controls etc. Priorities though.
That is after all why we signed on as a partnership in this insane venture. Shared risks, shared gains. Lets hope we can sell that 6000 copies and then 6000 more.
ReplyDeleteThanks for the words of encouragement Jeff.
Cheers
i dont think nick cage's neck has bones... does it? anyone know this for a fact???
ReplyDeleteHey, I was wondering if there are any plans for forums on your new site so we can help the nOObs learn everything?
Another neat part of the whole puzzle is set! :-)
ReplyDeleteApart from the modeling of the Chinook, it must be a huge task to make all the steam gauges working?
The workload was something Dave and I talked about when flip-flopping between what model of Chinook it was going to be.
ReplyDeleteThe needle gauges should be easier than a glass display (FROM MY POV), Dave got the bulk of the work.
The powerplant class output needs to be linked to the individual needles. It's a twin engined helicopter flown from both seats so many of the gauges are duplicates. Bulk of the work for me is assembling the cockpit database and logic for each gauge type.
We do this in the Apache also.
In the distant future I'm hoping we'll have time to work on a visual tool to use flow-graphs to link simulation input/outputs to cockpit instruments. Maybe for Combat-Helo 2 electric boogaloo. We're still learning how to put this stuff together, it would be a disaster if we made a tool for this now. You end up with situations like having to make changes which means you need to make changes to tools and even ditch content made by them. Then there's a performance leakage problem, when you go from code driven to data driven systems you start to exchange build-time speed for run-time performance (not always).
Dave can answer for how much work it is at his end. I don't envy the task at all but having future DLC in the pipeline spreads out the workload and puts us in a better position strategically to survive as an IP.
Just become aware of this simulator in the making.
ReplyDeleteAnd now I am suddenly filled with joy.
I am a big fan of Jane's Combat Simulations and especially Longbow 2.
Since there have been no Apache Simulator/Games worthwhile since then, this is making me so very very much excited.
It also looks to be coming together nicely. Very good job :)
Anyways I´m off to find out where I can start sending my money your way, I am so gonna support this all the way (please lead me in the right direction).
/Krycek
DCS Black Shark & DCS A-10C Pilot
Well thank you for taking time out to comment John.
ReplyDeleteI need to make a formal announcement condensing our plans for Combat-Helo as I intend to do a 'staged' release much like how Minecraft was released. The amount of work involved has been considerable for such a small two point five man team with no budget to speak of.
Even with a tiny 100k budget (some launch parties for AAA games would blow that amount) I shudder to think of how much better we could do. So we have to stage our game technology and built it up.
We appreciate the longer term view. All the way.
- Rich @ Tricubic