Jump to content
  • entries
    165
  • comments
    199
  • views
    85,489

About this blog

Combat-Helo Dev Blog

Entries in this blog

Did I mention the FCR offset?

Remember the spinny radar thingy in Longbow 2? Scan sectors sizes and off-axis settings for the Longbow FCR (Fire Control Radar)? No?   If you look at the heading tape of the screen-shot you'll see in the heading tape the "butt-cheeks" (two Ds back to back) on a heading of 225, off axis by 45 degrees. This indicates the direction the radar is pointing, as the FCR display is 'always up' in GTM mode. This can be a little disorientating and the radar footprint is mirrored on the TSD, this paints

Flexman

Flexman

US Army showcases AB3 - Apache Block II to Block III in video

US Army released video showcasing the new Block III Apache in a virtual training environment.     The video covers in a nutshell...   Weight reduction Improved software upgrade pipeline Increased engine power 701-D engines and improved drive system Better digital battlefield intergration UAV commanding IFR certified instruments Reliability and servicing improvements RFI range triangulation Maritime classification Awesome new logo Further reading  

Flexman

Flexman

Multi-player address book

Before I code the address book, what do you think of this arrangement?   I'm trying to keep interface items as simple as possible as I hate coding fiddly bits. But these things are mandatory for modern multi-player games.   Source

Flexman

Flexman

GROME 3.1 is out

Quadtree software has released the 3.1 update to Grome.   Grome is a fantastic terrain editor I've been playing with for future enhancements and rolling out a larger terrain systems in the future. If you play flying games and RPGs on consoles chances are you've probably already seen a Grome edited terrain. It's used by nearly every major player in the simulation industry. Incorporating a plug-in system, OpenSceneGraph and now new improved Unity integration.   What's new in 3.1      

Flexman

Flexman

New oak-tree billboards in place

While I'm spending hours pouring over interfacing the flight model, AD has been tinkering with billboards again, finding a blend of shadows. There's still more to do, I want a ground fog layer, multiple layers, realistic light scattering and a more dynamic LOD system which we can't do yet. AD is reducing the tree poly counts from 1,500 to 500 on the LOD1s. This should improve shadow performance a little.   Looking at shadows again, I came across a GameDev.net post that I might look into. It'

Flexman

Flexman

Amazing what you can find on the internet today.

Not a Combat-Helo post. I'm engaged in a spot of design and research but was looking for some old material online and found I had left a digital trail pre-dating commercial internet use.   28 Years ago I drew this. I was in high school. Shocking really. I used Z80 machine code to generate the 'impressive' sound and visual effects in this game. *wince*   A lifetime of programming and tinkering, stacks of hard drives of unpublished projects ranging from Spanish school time-tab

Flexman

Flexman

CH-47D - work commenced

For the record, practical work on the detailed CH-47D interior started yesterday.   The CH-47D is a great machine better suited to the environment in which it will operate in Combat-Helo. The Chinook (prn: shin-uk) is a surprisingly nimble and small helicopter, not the large lumbering giant as is often perceived. What you may find surprising (I did anyway) was that it's about the same size as the Apache. See the comparison image below.   Apache / Chinook size comparisonIn Afghanistan, the CH

Flexman

Flexman

Rain Stops Play - Bangkok Floods

Dave who is the artist on Combat-Helo is currently in the process of evacuating his home in Thailand as the floods in Bangkok have made living difficult. With no fresh drinking water for days, no supplies in the shops and place of work closed, services breaking down it's time to jump ship.   Blue indicates server flooding (clearly) Red=flood defence     BBC carries the story here   Dave's last act before evacuating was uploading the latest Chinook work to our server alas there was

Flexman

Flexman

Improving HUD readability

HUDs often used in simulators adopt a green hue and use an additive or alpha blend. It can be hard to read them in some conditions and this is something I was thinking about so I tried a few experiments, non of which I like fully.   First: To improving readability of heads up displays by down-sampling the HUD buffer to a smaller buffer (I called the hud_fx_buffer) with a texture filter, a poor-mans blur. Using the resulting 'fuzzy' version to reduce the intensity level of the background image.

Flexman

Flexman

TrackIR Pro-Clip, shreded

The 3 active IR-LED head-tracker clip was never made of study stuff, constantly falling apart as soon as you put it down on the desk. Now it's finally disintegrated, I might have to resort to super-gluing the tattered remains.       Microsoft Kinect apparently shoots out hundreds of IR beams in a grid pattern and uses that to build a set of data points from which the software can pull out a skeleton, track body motion. It's a motion capture studio in a box. Brilliant, for indie game producti

Flexman

Flexman

SimHQ Dev Diary update

AD has been finishing more of the villages and green zones around the region. You can read more about it here...   SimHQ Dev Diary update   This is "Dara" in the Northern region (See map below)   Source

Flexman

Flexman

World clocks now in sync

The game world clock is now synced across network clients, time advance and day-night cycles locked. Accuracy is down to round-trip packet times plus a few milliseconds. More than enough to keep entity spawn times and waypoint navigation in close sync.   I'm as yet unsure how often to send clock updates, currently it's every half-second which is quite aggressive, it's easy enough to tweak. Clocks run on client and frame-rate independent so they don't need to be updated often. They just need t

Flexman

Flexman

IHADSS mode cycle and recent work progress.

Most of the IHADSS modes are complete except for a couple of elements in hover and bobup, and the flight-path indicator in TRANS mode.   Also added for Dave's benefit a small map which I'll use later as a background underlay for a tactical situation display (TSD) and easy nav mode.   RichP has supplied an authentic start-up sequence complete with appropriate caution and warning signalling that fits our bird nicely. Once we're done with the arming set-up I'll get back on the cockpit sequencin

Flexman

Flexman

Wipers and material updates

Another "gravy" feature which I wouldn't have spent time on had David (part man, part 3DSMax) hadn't made it so easy. He detached the existing low res wipers from the exterior model and created a single 100 frame animation cycle of both wipers complete with slight wobble. The two blades operate at different speed ratios too.   The cockpit wiper control was set to send it's setting as a key to both the exterior and interior cockpit model. Allowing for dual speed wiper control and a park mode

Flexman

Flexman

YAG - yet another gui

I wasn't going to add a complete gui system, we don't need anything complex. The address book needs to accept input from mouse and keyboard and when I thought about it, the planned map viewer/editor will require it too.   It had to be a simple gui system with input focus and keyboard entry. Since the chat console had functions for filtering keys and the input mapper directed keyboard input into it when active it was simple enough to change it to send to a gui class and whatever control input h

Flexman

Flexman

Mipmaps caution light. Check your drivers, sir!

Periodically I'll create a debug build to see if any OpenGL errors popup and sure enough one did. Tthe MFD buffer mip-maps are created after rendering the contents with a call to buffer.GetColorBuffer().GenMipMaps()   Not much had changed except some additional meshes, animations, all the specular maps, actually quite a lot of material changes to the interior and exterior this past week. But the debug ran fine after building and running it on the laptop. My desktop wasn't having any of it.  

Flexman

Flexman

FSX, MPD menus and Perlin Noise

Quite a scrappy day. Installed Microsoft Flight Simulator X and the SDK, there's an interface I want to try and build as a gauge in FSX. I've used the Simconnect API to interface to my own radio panel, now I need to build a gauge to talk to the Simconnect DLL.   I re-worked the avionics menu page using the new vector glyphs, adding some commands to toggle the chat console, about page for version information. The UTIL page sets the FMS channels (Flight Management System or FLCS FLight Control S

Flexman

Flexman

Camera views askew

Taking a little time-out from debugging to recharge my batteries, something slightly less frustrating, camera views.   Not helped by my original program flow which had camera commands in-line where needed, and I still have to go through and fix up TrackIR to work with the new class but shouldn't take long. TrackIR is really simple to implement in this kind of software.   Crew positions are parented to a pivot and then offset so it was important to retain any camera/parent relationships, add

Flexman

Flexman

Middle East city block

Dexsoft's Middle East City pack has been tweaked by the Dave-9000 supercomputer and has produced a low poly high density city block of 1038 polys. Requiring heavy edits of UV co-ordinates and placing all the textures onto a single surface for blinding performance.   Perfect for iPhone and as a building block of the high-density city of Herat.     Source

Flexman

Flexman

Summer Sim, ups and downs but great fun

I want to thank Komodo Simulations for inviting me down for Summer Sim 2010, even though it didn't go according to plan we all learned a lot, I certainly did and this was really a chance to meet people and forge connections.   Rich was clearly deep in thought and concerned about hardware performance. I was lost in deep thought and concerned about software. Everyone else didn't seem to mind very much. What happened was, early in the day while I was re-compiling the demo to fix a stupid inverted

Flexman

Flexman

Minigame...I mean gun

AD has started some great work on the armaments of the CH47 that will form the first major DLC pack for the full release of Combat-Helo. Each door position will offer a fun interactive activity, usually in the form of throwing out obscene amounts of virtual lead.   For more pictures please see: ADs SimHQ CH-47 blog update thread Mini-gun, I don't get the mini part though.   Source

Flexman

Flexman

Compounding a problem (child object counts)

Compounds, the Herat map contains approx 500 of them. Each one consisted of a number of walls and out buildings. Turns out, these sub objects chewed through a bit of processing time. In effect there were 7500 objects getting worked through. That's a lot and it was reflected in the performance in LE 2.31 on a fully dressed map.   By collapsing the compound models into a single object for the lower LODs we saw a large increase in fps in LE 2.31. Although LE 2.32 shows not much difference (it's a

Flexman

Flexman

Random pics of the Day

Some pics of the day. Battlezoneesque - eerie (debug stuff) Shadow puppet time. Planning terminals awaiting attention This is how I start every day   Source

Flexman

Flexman

Random Pics of the Day

Starting to feel the pressure now. Both the financial and stress factors are weighing in. Doesn't stop me working but it's hard to switch off. On the business side there's a ton of things on the to-do list, it all eats time taken from production.   Spooky, ok so the lip light isn't actually on his mic. If it was you wouldn't see this. Boeing sent me a poster back in 2002, this is a homage to that. This time with the rear seat. Taking out bad guys without damaging the good guys is a challen

Flexman

Flexman

×
×
  • Create New...