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cosmicdoubloon

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Everything posted by cosmicdoubloon

  1. I think this is the photo you're referring to? It's the only one I could find on the TBS site whilst using the Wayback machine. Now, let's play the game of spot the difference compared to the current FA-18 we have!
  2. Absolutely. Something like this as a core feature of the mission editor is essential!
  3. This has been one of the main sticking points for the mod. The aircraft itself is reasonably simple in the grand scheme of things, work is good in this regard, and systems + weapons are also making progress, but there simply isn't the means for us to model the recce element without access to the SDK.
  4. Hello all :) Yes, we are still here and we're still alive. I apologise for the lack of updates, real life has not been too kind to members of the team over the last few months. I am currently in the process of writing up a more 'proper' update for release in the near future but for now I just wanted to assure everyone that we're still around and development is continuing. In the meantime I will continue to monitor this thread and answer questions people may have about the mod. Thanks again to you all for your enthusiasm and passion for the MiG-25, we do not want to disappoint!
  5. It's at Maykop airfield with custom airfield assets by the looks of it
  6. Sirius is helping the team out, primarily with research/translation of documents and being an extra pair of hands for the coding team. I'm not sure what you mean by TL, but if you mean team leader, he's not one. Thanks :thumbup:
  7. Hi all, Apologies for the lack of content, times have been turbulent for us all. Work has slowed over the last couple of months, partially due to impacts from the Coronavirus and partially due to one of our main developers moving house (and country in the process!). However work does continue albeit at a slower pace than we would like. We are currently finalising some content behind the curtains and we hope to be in a position to show something off in the coming few weeks and I'll post a more complete update and project progression report when these few bits and pieces are finalised and we're ready to move to the next stage of the project. Thanks to everyone for your continued interest!
  8. maybe a somewhat usable workaround for now using the editor would be to set up some triggers so that when a ship is hit by a Harm (or 2/3 depending on mission requirements) it disables the radar. My thinking would be something like: if : missile in zone [AGM-88, target ship] (make this a small zone so that it would only be triggered by a missile impacting the ship) - action : Unit emission off for multiple missile impacts it would change to: first trigger if : missile in zone [AGM-88, target ship] (make this a small zone so that it would only be triggered by a missile impacting the ship) - action : flag increase [1, 1] second trigger if : flag equals [3] - action : Unit emission off this would cause every HARM that impacts to increase flag 1 by a value of 1. When flag 1 reaches a value of 3 (3 successful HARM hits) the AI turns the radar off
  9. There is a civilian regional jet in the game already, the Yak-40. Maybe that will suffice if the mod isn't working?
  10. Our MiG-25RBT will be equipped with: FAB-100,250,500 general purpose bombs FAB-500T Special purpose bomb - This variant of the FAB-500 was made to withstand transit and weapon drop from mach 2+. SAB-100 illumination bombs BETAB-500 anti-runway bomb (not sure about the upgraded BETAB-500SHP version, will find out) Recon cameras and pods. As far as the documentation and information we have shows, contrary to popular belief the MiG-25RBT did not carry any air to air missiles, not even R-60s for self defence. Its primary method of defence was speed and altitude, but certain versions were equipped with an RWR. Hope this answers your question :thumbup:
  11. Hi all, We're still here and still alive :) Now that the holiday period is out of the way work is resuming. Not much to show at this point, mostly coding work. Once I have enough to show you I will post another major update post, but will answer any questions people have in the meantime. Thanks for your continued interest and support everyone :)
  12. maybe you could use some triggers in conjunction with some advanced waypoint actions? A potential solution might be something like: trigger for 'Once - Unit damaged - target truck - Flag on (1)' advanced waypoint command 'hold' with start condition of flag 1 after X seconds (I'd suggest 20 to give the first truck enough time to burn out but with practice you could shorten it to the perfect time to sync with truck destruction) turn the waypiont command off using 'stop condition - 20 seconds'. Something like that might work, yes the convoy will stop whilst the lead truck is on fire and until it detonates but its the only workaround that immediately came to mind.
  13. I think there's still something funky going on here and would request another look is taken. I've attached a second track where I am at 55,000ft with a cabin pressure of 20,000ft. I turn off the oxygen again and still do not experience hypoxia without dumping the cabin pressure. I also climb to 60,000ft with a cabin pressure of 22k ft with still no effect. Now I'm not IRL pilot but I'm fairly sure even in a pressurised cockpit if the cabin pressure is 21k+ feet I think you'd need to be on supplemental oxygen at that point. Could you have another look Bignewy? F5 o2 bug test 2.trk
  14. thanks for the investigation and followup Bignewy, and thanks for the informative post tom_19d. It hadn't occurred to me to check if the F-5E has a pressurised cabin and the detail provided by you two absolutely makes sense. Glad it got checked out regardless!
  15. Per the title, the F-5E currently does not require the pilot to turn on his oxygen supply for high altitude work. This bug is present regardless of hot start, cold start and air start. In hot/air start you start with oxygen on but if you turn it off the pilot never blacks out. If a cold start you never need to turn it on. Track attached. F5 o2 bug.trk
  16. All information being used for this project is publicly available online. Due to the nature of this being a free mod with no intent to commercially benefit from it we are not seeking licensing or any sponsorship or similar. We are of course very aware of the troubles faced in the past by other mods and projects (the TU-22M3 mod and the ED full fidelity modern redfor struggles come to mind) and we're being careful to minimise risks posed by doing an aircraft such as the Foxbat. We appreciate the concern though! If we decide in the future to pursue a third party status with the Foxbat then that would of course change everything, however I must reiterate that this is NOT something we are currently interested in and as it stands we are still 100% committed to making this a free mod for everyone to enjoy.
  17. Hi guys, Work is continuing at a steady rate, the current focus is on the landing gear. Progress is being made on both the coding and artwork for the gear, the team is currently deep into the kinematics coding for landing gear behaviour at varying speeds (such as overspeed damage or very fast/heavy touchdowns) and the coding behind the extending/retracting animations. That said, progress continues in the art department though at a slower rate than the coding. See below a rough, early WIP screenshot of the nose gear which is serving as a placeholder to help test the coding mentioned earlier. I hope that the level of detail that's being paid to such an early testing piece of art helps show our commitment to quality on the art front. Other areas being coded at the moment include the flaps, airbrake system and the general control surfaces to help give a basic but accurate functionality which will form the testbed to enable further integration to the rest of the aircraft systems. In other words, once they're working in a basic form, we can then use that to integrate them with their respective controls and indicators within the cockpit. Once that relationship between control, system, and indicator is established the parameters can then be further refined to increase accuracy and realistic behaviour. That's all for now, sorry I haven't got much more to throw your way. Like all DCS projects, the main body of the work lies in the coding, and unfortunately code doesn't make for nice screenshots to show the world! As always if you have questions about the project feel free to post them here or PM me :) Cosmic
  18. @Nineline I think that's already in the game in a very basic form, if a radar-equipped unit has its health go below a certain threshold it becomes 'disabled'. The radar dish stops spinning and it won't engage air targets, but can still move and I think engage ground threats if it has a gun (shilka/gepard etc)
  19. Hi everyone. We are still on track with the MiG-25RBT and the systems modelling. We have noticed a few questions that have been asked across facebook and in this thread which I feel are worth addressing. Q: Does the MiG-25RBT carry any air-to-air missiles? A: Contrary to online sources, the MiG-25RBT does not carry any radar or IR missiles. Q: Is this mod going to have a clickable cockpit? (aka. High Fidelity) A: Yes, the MiG-25RBT will be high fidelity and have a clickable cockpit. Q: Have you considered releasing the MiG-25RBT as freeware to ED? A: Any interaction of having the MiG-25RBT in the base game of DCS, whether as payware or freeware requires a license. We will be posting an update soon on the systems we currently have been focusing on. Stay tuned. :)
  20. DCS: MiG-25RBT Mod Announcement ____________________________________________________________________________________________________________________________________________ On 06 July 2019, we are pleased to make this announcement to the community of Digital Combat Simulator (DCS) World. ____________________________________________________________________________________________________________________________________________ For the past 9 Months, our coders over at Vapour Labs have been working hard to strive for a better experience of flight and combat in DCS World. By working with new methods that emphasize the effort of prioritizing certain areas of progression, we now feel comfortable to make this reveal. Vapour Labs are happy to announce the DCS: MiG-25RBT Foxbat as a free mod to DCS World. The MiG-25, given the NATO codename "Foxbat" took to the skies for its debut flight in 1964 and entered service in 1970 as a high-altitude interceptor for the Soviet Union. The MiG-25 is now under a limited service program using reconnaissance variants of the aircraft. This aircraft was designed with the intent to intercept the cancelled development program of the XB-70 Valkyrie, being led by the United States. It would later be re-purposed for attempting to intercept the infamous SR-71 Blackbird, a high speed reconnaissance aircraft used by NASA and the United States Air Force. (USAF) We at Vapour Labs chose the MiG-25 for its historical significance and personal preference. The RBT is a late generation of the Reconnaissance Bomber (RB) series. Our aircraft variant shares mostly upgraded engines, an ELINT camera, (which is currently not functional in the beta build, but will be later on for when you take a screenshot while flying inside of the cockpit view) and automatic bomb dispersion. We aim for this mod to be the most accurate simulation of the MiG-25RBT variant to ever exist in DCS World as freeware. The main key features of this mod will conclude: Highly accurate 3D models of the outer (external) and cockpit. By using new methods, such as Photogrammetry, (photo/3D scanning) we are able to scan real life objects to the best, down to millimetres in scale allowing for incredible levels of detail. 6 Degrees of Freedom (6DOF) movement within the cockpit. This lets the user experience the true immersion within their cockpit of the aircraft. Photo-realistic Based Rending (PBR) textures within the external and cockpit models. These are absolutely crucial to recreating the classic feel of wear and tear in an old Soviet-era aircraft. Accurately coded systems in the External Systems Model, (ESM) and professionally done External Flight Model (EFM). All members of the Vapour Labs team believe in having the most realistic feel of an aircraft being made, along with the systems so they may be used in a later point in time if one ever decides to fly this for demonstration/educational purposes. A huge part to the mod project of the MiG-25RBT, Vapour Labs wishes to choose the path of re-creating every use of the aircraft in its state. This means to us re-creating the models and not depending on the current state of DCS pre-made armament. As such we have re-done models of the armament, such as the FAB-250 and -500, for the mod. We decided to produce a late generation of the MiG-25RB reconnaissance variant, with the 'T' series of upgrades to cover over some barriers in systems coding and modelling. Some of these effects include, such as, but is not limited to: over-wing/canard vapour effects, engine incineration/flame-out, and more to come! Before we would like to go any further into details about our mod project, we would like to introduce a basic FAQ section. (which will in time be consistently updated for those new to this project) Q: Will this be a freeware or payware product? A: This will be completely free to download and use. Q: Does the mod require any specific module to be installed to work? FC3 etc. A. No, the mod uses DCS base code and does not require any paid module to be installed to work. Q: When will you be releasing this mod? A: We do not have a release date planned yet. We want to get the mod to as advanced a state as we can before releasing it to the public. We currently estimate the project to take about 2 years from now to reach a state of completion, and we will share more information regularly along the way on the mod’s progress! Q: Are you planning on going for 3rd party status in the future? A: At this time, we have no plans as to regards of becoming a 3rd party. Our mission is to give the DCS World community a mod that they will enjoy for free with the quality of any other module. Vapour Labs have decided to use two social media platforms: Facebook and Discord. Our discord server is currently internal to the development team only, but we plan on sharing more about it in the near future. https://www.facebook.com/vapourlabs Below are several renders of the current state of progress in our mod project. Along with our renders, we have decided to create a teaser trailer of our aircraft and what it plans to bring. We would like to place in a reminder that everything that is shown is always subject to change and does not represent our final product. We hope you enjoy the renders, and our trailer! TRAILER HERE => https://vimeo.com/345564164 <=
  21. I looked at the tacview, its 100% the R-33 that's being fired. The only other missile fired was an R-40R but that was at a much closer range. That is a normal engagement as far as I'm concerned
  22. Nothing unusual there, the R-33 is roughly equivalent to the AIM-54 in terms of range. That looked like a pretty typical R-33 engagement to me, what's the issue you think you're having?
  23. Fantastic match this weekend thoroughly enjoyed it, and well fought AIRTACC :)
  24. alternatively lower the fuel of the tacan plane to 0%. That means it won't be started up and looks a little bit more realistic to an airbase than a plane perpetually powered up. Even at 0% it will broadcast tacan :)
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