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Showing results for tags '3d'.
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Gaussian Splatting is a new breakthrough method for photorealistic rendering of point cloud data. Its using less GPU than conventional rendering, while achieving photo-realism at ease. I'm not very deep into 3D engines so I dont know if the point cloud data means its unusable for a game at the scale of DCS. But neither less, we can expect some great stuff coming from the rapid development of those applications. Browser demos: Hilltop church https://gsplat.tech/hilltop-small-church/ 3D Boat wreck https://poly.cam/capture/35c1c8f4-a904-408f-8b25-90680fc1f143 3D Castle https://poly.cam/capture/be67b0d3-38d1-4e09-b15a-cfe5ef76c2a4 Scout Helicopter https://poly.cam/gaussian-splatting?capture=78c91eeb-f78d-4db2-af72-80fd321030ab More scenes: https://poly.cam/explore Intro to Gaussian Splatting
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Hi friends! I want to know if is there any place to share projects to build in home? I am starting this topic with the intention to share my projet in the future and colaborate with community's projects. I am doing this display with arduino leonardo and a 9,7 hdmi display. The bezel will be backlighted too, so it start from a white material, receive paint and translucent label. I am also working in a force feedback control with 775 dc motors, arduino and optical encoder. you can see a planetary to colect three motors torque in the image above The flight control project will contemplate, ailerons and elevators controls, also rudder.
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First of all, sorry for the translation, my main language is not English. Some time ago I realized that I was losing the "3d depth" that I had when I started with VR, I thought that maybe it was the number of years that I have been with it that my eyes got used to it, presenting itself before my eyes with a 3d with little depth. I have been researching and found information that gave me back what my eyes perceived at first, a deep 3d. Again I have that feeling of distance, relief in things, mainly short and long distance, trees, mountains look deep as it should be in a real 3d view. I really recommend that you try and tell me what you think. It is not risky, you can return the configuration as it was before. I really recommend them, video board nvidia. In the video I'm creating a new profile, you can do it over the default profile (_global_driver_profile) this way it's left by default and you don't have to load the new profile with every reboot. And as always you can return to the default settings just by pressing the corresponding button. I have realized that there is already a profile with these modifications, you only have to select the "VRdirectx" option in the "profiles" tab. A good clarification that this is not a mod, therefore it does not modify anything of DCS, it is more it improves the 3d vr in general, tested with a better depth also in Il2, ACC and AMS2 You must first download the Nvidia Inspector app https://github.com/Orbmu2k/nvidiaProfileInspector/releases Instructions in video Easy method, with built-in profile
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Just peeled my first rough draft/prototype part off of the printer bed. I'm building a rudimentary, universal front panel for DCS. I'm finishing up on designing the MFD housing. The recessed, through hole perf board will hold my tac buttons and hopefully have my small displays centered on them. I'm just getting started on the UFC, not sure what all I want to include on the up front control. Want to keep it fairly simple, fairly portable. And, universal for all the modern aircraft in DCS, especially the Apache Mod. Not a big deal, but I'm pretty excited for my first 3D design and print....and it's for DCS!
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Nothing serious, but lightning rods on the tailerons should NOT be symmetrical. Tailerons are interchangable, therefore lightning rods on the left taileron should be (and they are in game) on the upper side, and on the right they should be on the down side (and they are not).
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Hi Everyone, While trying to learn the Hip, I noticed something a bit peculiar with the tail rotor - it's mounted back to front. Looking top-down, the Hip's rotor spins clockwise; this would mean that the torque from the rotor would act to spin the fuselage of the helicopter counter-clockwise - the tail of the helicopter would move to the right, and the front would move to the left, when viewed from behind the helicopter. This means that the tail rotor would have to act to move the tail to the left, so the thrust needs to act from right to left ('pushing' the air to the right). However, if you look at the direction the tail rotor spins (which is accurate for the blade orientation), and the angle of the blades; it would 'push' the air to the left, which would mean the thrust it would generate would act from left-to-right, pushing the tail to the right, reinforcing the torque, instead of opposing it. It's like the tail-rotor was modelled to be on the right side of the boom, but they put it on the left; if you were to rotate the tail rotor assembly so that it's on the other side (around the z axis/yaw axis) it would be correct. In all 3 images below, the anti-torque pedals were centred. This issue was also reported in this thread, 4 years ago, but this was before the Hip received further animations to the rotor systems.
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Hi everyone, I've noticed some minor model issues with 4.5" Mark 6 naval gun, common to all of the Leander-class ships and the 2 Condell-class ships introduced in the new asset pack. Starting with the gun rounds, the 4.5" Mark 6 naval gun, as the name suggests, has a calibre of 4.5 inches (114.3 mm), at the moment however it's firing 130 mm rounds (presumably copied from the Slava class' AK-130). The real gun should have HE, SAP, AA (not sure if it has a timed or proximity fuse) and possibly, illumination. Secondly, there's the 3D model of the turret itself, which looks a fair bit off; the gunhouse is largely the correct shape (though roof doesn't look as sloped), but the main problem are the barrels, which are way out of proportion and serve to make the turret look more cartoony IMO:
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Hi everyone, I've found numerous errors and anomalies with the terrain mesh. The one's I've encountered the most are triangular/trapezium shaped sections of terrain, typically presenting around coves, bays and inlets. I've also found at least one massive sinkhole as well as a couple of anomalous ridges. Whilst many of the examples shown below are from low-altitude, they are absolutely noticeable from much higher up (here from a little over 29400 ft): -camera 25.994179 8.972572 -111.347769 -cameradir 0.219616 -0.694937 0.684712 For the meantime, I'll focus on the islands themselves as these are supposedly complete or very nearly complete. It should be said that East Falkland fairs better than West Falkland, though note that the examples below aren't by any means exhaustive. East Falkland: West Falkland:
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Hi everyone, I've noticed 2 issues with the weapon storage areas at RAF Mount Pleasant - one is more minor and cosmetic, the other is more major and does have an impact on actual gameplay. Starting with the latter, very few structures are actually configured as ammunition warehouses for the airbase, compared to the number of shelters/warehouses/bunkers actually present. The much smaller eastern site fairs better, which has 4 out of the 6 bunkers configured as ammunition warehouses (there should be a seventh, but it's not present on the map). However, the much larger western site has none of its storage shelters/warehouses configured as ammunition warehouses - instead only 3 small houses are configured: This means that a single aircraft (say an F/A-18C with 4 JSOWS - half the number it can carry in DCS), can destroy 43% of the ammunition supplies, without taking out any of the hardened shelters, or indeed any of the RL storage shelters. Secondly (and while this is more minor it would have more of an impact if the WSAs were correctly configured), the western site features no revetments, whereas the eastern site does (and having the right layout): Camera position: -camera 74.314641 0.330789 44.788055 -cameradir 0.349447 -0.249392 0.903156 Here's a picture of the real place in Google Earth, revetments are clearly visible: Both sites are otherwise pretty much bang on with object placement, object types and layout, with only a few minor errors (eastern site is missing a bunker, textures are a bit off, there are some objects where there shouldn't be any).
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Trying to work out if the ground/area is suitable for a unit/building/base in a top down flat 2d representation of a map in 2022/2023 is beyond lunacy. I get we're dealing with a legacy mission editor, but this needs a significant overhaul and bringing up to date.
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- mission editor
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