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»  COMBATSIM.COM ARCHIVE FORUM   » Archives   » Falcon 4.0 Archive 4   » Thing people like about sims that should be apart of OpenSim (Page 1)

 
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Author Topic: Thing people like about sims that should be apart of OpenSim
ChopstickQ
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posted 09-17-2000 08:25 AM     Profile for ChopstickQ   Author's Homepage     Send New Private Message   Edit/Delete Post
Please give a list of all the features you like from F4 and other sims that should be apart of OpenSim. Please state the feature and the game in which it came from. (Please, no flaming.)

[This message has been edited by ChopstickQ (edited 09-17-2000).]


Posts: 78 | From: Washington DC | Registered: Jun 2000  |  IP: Logged
Clevy911
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posted 09-17-2000 09:23 AM     Profile for Clevy911   Author's Homepage     Send New Private Message   Edit/Delete Post
I too can only donate time and money since I am not a programmer. I'm sure we all want a dynamic campaign. The decision to make is if we want a real-time campaign like F4 or a campaign like Mig Alley which also falls under the definition dynamic. I personal love the F4 campaign because it's like a tiny world working on it's own and that obviously adds to immersion. I just think this type of project would be alot more difficult to produce than a Mig alley type campaign. It's something the actual programmers need to discuss since we all love the F4 campaign. It seems to me it would be a far more difficult task that is open to more bugs. Just a non-programmers thought.
If non programmers like me are to help, the bases of this project needs to be like the Flight-Sim toolkit that was available a few years ago. Where everybody could work on terrain tiles, simple 3-d models, etc.,etc, and submit them to the respective coordinator
for evaluations. Try to take the load off the programmers somewhat and give those of use that now feel useless that want to help
a task in the project.
I am very gratefull to all that has contributed to F4 and will take part in this project.Thank you

Posts: 91 | From: Indiana, U.S.A. | Registered: Dec 1999  |  IP: Logged
PStewart
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posted 09-17-2000 09:24 AM     Profile for PStewart   Author's Homepage     Send New Private Message   Edit/Delete Post

The options for highly realsistic, and well-researched flight models, missile aerodynamics & kinematics, seeker properties, radar paramters (including look-donw penalty, doppler notch, RCS sensitivity, etc). Basically the sort of things that are researched and implemented in the Realism Patch series. This should be avalilable as an option, but not be forced upon all players.

Posts: 105 | From: | Registered: May 2000  |  IP: Logged
Hellfire12
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posted 09-17-2000 12:26 PM     Profile for Hellfire12   Author's Homepage     Send New Private Message   Edit/Delete Post
quote:
Originally posted by Clevy911:
If non programmers like me are to help, the bases of this project needs to be like the Flight-Sim toolkit that was available a few years ago. Where everybody could work on terrain tiles, simple 3-d models, etc.,etc, and submit them to the respective coordinator
for evaluations. Try to take the load off the programmers somewhat and give those of use that now feel useless that want to help
a task in the project.
I am very gratefull to all that has contributed to F4 and will take part in this project.Thank you


BRILLIANT!

An absolute must.

Cornerstone for OpenSim.

Give us the rules, the tools and WE will build it.


Posts: 143 | From: Lewisville, TX. | Registered: Jun 2000  |  IP: Logged
sstethen
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posted 09-17-2000 01:07 PM     Profile for sstethen   Author's Homepage     Send New Private Message   Edit/Delete Post
Provide full compatibility with voice activation software (e.g. Game Commander).

Sstethen


Posts: 43 | From: Knoxville, Tennessee USA | Registered: Jun 2000  |  IP: Logged
Gallium 16th
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posted 09-17-2000 01:09 PM     Profile for Gallium 16th   Author's Homepage     Send New Private Message   Edit/Delete Post
check my post under the thread "Things Never done in OpenSim" I would love to help. That thread will list what I can do.
Posts: 2 | From: Phoenix Arizona | Registered: Sep 2000  |  IP: Logged
loadtoad
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posted 09-17-2000 01:11 PM     Profile for loadtoad   Author's Homepage     Send New Private Message   Edit/Delete Post
Well not in most flight sims but some kind of dedicated server setup. I think the key to longevity of any flight sim is the ability to fly with your buddies and I have loads of bandwith that I could put to use.

John


Posts: 134 | From: | Registered: Jan 2000  |  IP: Logged
loadtoad
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posted 09-17-2000 01:14 PM     Profile for loadtoad   Author's Homepage     Send New Private Message   Edit/Delete Post
Place to host this open source project would be www.sourceforge.com. These guys are hosting thousands of open source projects and they offer some very good features for free i.e messages boards, bug tracking, backups, file downloads etc. Look into it whoever will be managing this project and count me in for whatever needs to be done. My specialties web site management, networking.

John


Posts: 134 | From: | Registered: Jan 2000  |  IP: Logged
Dino
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posted 09-17-2000 01:22 PM     Profile for Dino   Author's Homepage     Send New Private Message   Edit/Delete Post
1. The ability to create new objects such as planes, trains and automobiles. This would give users the chance to add to the game, as long as they followed the standards set by the Opensim organization.

2. The ability to have ground or AWACS controllers similar to TAW. The AWACS feature combined with the ability to do it while playine an on-line game, ala Flanker 1x, would give this game an extra demension.

3. The ability to add all parts of the globe (eg MSFS).

4. The ability to have multiple layers of "ACURATE" ATC, which does not step all over each other. The ability to tune in the proper channels on the NAV radio as well as the comm. Enough of the chatter that doesn't matter (eg Jane's F/A-18).

5. The ability to have some sort of dynamic war going on. I personnaly like the way Falcon has deployed it, but others in the same vain could work. The key is the ability to see a continuous flow of action when you are not flying and just looking at the ATO. The ATO's in real life are planned day's in advance. Once the initial war begins, their should be at least 12 hours worth of missions ready to go. As those missions are flown, the "Checkmate" would plan more missions. (I kinda like that name for a dynamic mission planner, "CHECKMATE". It sings!

6. The ability/need for true refueling in the game. This means that the multiplayer code must be solid in order to ensure no warping or position errors exist.

That is all for now...I am sure I will be adding more.

By the way, Dominator, are you going to collect all of this information and put it into a requirements doc?


Posts: 206 | From: Millbrae, CA USA | Registered: Sep 1999  |  IP: Logged
JeffB
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posted 09-17-2000 01:43 PM     Profile for JeffB   Author's Homepage     Send New Private Message   Edit/Delete Post
I have a slightly different vision from the norm. The name "OpenSim" easily lends itself to much, much more. I think it is easy to get locked into the idea that this is only a "flight" sim. I think to make this only a "flight sim" is inherently flawed and will ultimately result in failure.

The original Falcon4.0 intended to be the first in the "Electronic Battlefield". Unfortunately Hasbro effectively pulled the plug on this idea. I have seen this written about before, by others (Chopstick in particular) but this is what I would like to see (I am not a programmer, so these are only my thoughts).

1. Essentially, this would be a hub type architecture. At the center would be a core program which contains the graphics module, terrain, mission, campaign, single/multiplayer support, and probably some other stuff that I have forgotten. Essential to this concept is "code for today, but build for tomorrow."

2. Into this root program would plug a module. You want to fly an F-16? Select that module from the GUI and off you go. Feel like a little tank battle. Select the M1A1 module and have a ball. Want to go snoopin' and poopin'? Select the Spec Ops module and bring extra ammo.

3. These modules would have the "extra" graphics necessary to make them immersive and realistic. At 20K in an F-16 you can't don't really need a tree to hide behind. At 6 feet with an M16A2 trees sure to help keep you from getting your butt shot off.

4. You like things a little more challenging and difficult? Plug in the ultra, super hardcore upgrade module for the fixed wing module. The real beauty of this is that you don't have to have a tank/helo/fighter sim all at once. Start with the core program and work build from there. Want weather? You got it in the "weather" module.

5. A must (IMHO) is a dynamic campaign. It is the thing that keeps me coming back to Falcon 4.0. The same dynamic campaign should be compatible with all other modules. For instance, fly a little BAI in your A-10 to weaken the bad guys, then hop into your M2A3 to finish the job.

6. Intelligent AI and commands are crucial. This, however, will vary and should be a function of the selected module.

7. Finally, multiplayer should have the capability to run any module simultaneously which would allow for total integration of the battlefield. Getting shot at by enemy artillery and need an airstike? No, problem, your buddy flying his F-16 on call CAS will more than happy to hook you up.

8. Almost forgot the ability to add different theaters and time periods via the theater module. This could easily be done similar to FS2K which allows the use of USGS survey data.

It's quite a list but it has the possibility to appeal to everyone, not just the flight sim community. The beauty is that different communities can work in their own special niche to develop that module to its full potential.

[This message has been edited by JeffB (edited 09-17-2000).]


Posts: 193 | From: Charleston, SC | Registered: Feb 2000  |  IP: Logged
xis
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posted 09-17-2000 02:28 PM     Profile for xis   Author's Homepage     Send New Private Message   Edit/Delete Post
Just trying to keep in on topic:

In regards to graphics.

Flanker2/EECH/WW2F 3D models

Wheather/Clouds - JFA18 and WW2F

Cockpit Quality - 2D WW2F, 3D EECH

Ground War Eyecandy - WW2F and EECH

AC battledamage - WW2F and probably CCFS2

Xis


Posts: 312 | From: Australia | Registered: Jan 2000  |  IP: Logged
Glide_FH
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posted 09-17-2000 02:40 PM     Profile for Glide_FH   Author's Homepage     Send New Private Message   Edit/Delete Post
Wow! It's hard to keep up with all this excitement! Is anyone taking notes???

What I like best is accurate damage modeling. Getting in to make a clean kill is fun, but nursing a wounded bird home is when the real drama begins!


Posts: 31 | From: Winnipeg, Manitoba, Canada | Registered: Jul 2000  |  IP: Logged
Drstop
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posted 09-17-2000 02:41 PM     Profile for Drstop   Author's Homepage     Send New Private Message   Edit/Delete Post
Well, guys, let me weigh in with one of my "must-haves"...

This is a conceptual GUI for controlling the skins of every aircraft available to you in OpenSim. (All the aircraft, like the current Falcon 4.0, will be flyable, with varying degrees of fidelity)

This Customizing "Skin" User Interface will feature the following functions, designed for ease of use.

*Drop Down Selection List for Specific Aircraft Type (Fighter/Bomber/Attack/EW,etc.)

*Squadron Selection(Airbase at which this custom Skin will appear)

*Tail Code (drop down list)

*Squadron Code (drop down list; code as it appears on the tail)

*Nose/Fuselage Art Window (Clicking on this window scrolls through available nose arts)

*Fin Flash/Tail Art (Clicking on the Window previews available Fin Flash and Crest types)

*Helmet Scheme (Clicking on the Window previews available helmet "schemes"--custom designs)

*Aircraft Paint Scheme (Bottommost Row of Windows; Scroll to right or left for additional paint schemes, unique to each aircraft: I.E. Vietnam Camo 01, Nellis Aggressor 01, etc.)

*Preview Window (Shows what your design will look like)

*Not Shown: Roundel Selection window, Click to select available roundels for each Nationality (U.S., German, North Vietnamese)etc...

*All potential texture/skin selections will be stored in an UNCODED format in clearly marked folders (Skins/Tail Art/Nose Art, etc.) Any user who wants to add or modify the textures in these folders may do so using a simple third party paint program...

As was already stated above, it is *critical* that this OpenSim implement an additional program, much like Microsoft Flight Simulator, which allows the end-user to design his own 3-D models/textures for additional aircraft. Further utilities would allow design of additional cockpits, etc.

This is not a survey sim!! That said, the cockpit design/ HUD etc. should be flexible enough that Joe User can create an F-111 cockpit, if he desires, with the appropriate, realistic targeting systems/interface. If Charlie, on the other hand, wants a B-52 cockpit, those systems will be "under the hood", for this user.




Posts: 44 | From: Nashville, TN, USA | Registered: Apr 2000  |  IP: Logged
Weasel
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posted 09-17-2000 02:45 PM     Profile for Weasel   Author's Homepage     Send New Private Message   Edit/Delete Post
Ok, here is a list again.

Remember to copy and add to your post so we can keep track of everyones idea.

Again, in no special order:

01. Dynamic campaigns
02. Ultras realistic avionics/airodynamics
03. Voice activation or compability
04. Dedicated server setup
05. Be able to create new objects
06. Player AWACS feature
07. Smart COMM channeling
08. Mid air refuling
09. Multi platform simulation (FPS/ground/Air)
10. Accurate damege modelling
11. Paint scheme interface

A lot of theese post have the same contents as a previous post, so Please read this list and see if your thoughts has not been posted already!

Now, copy/paste the list and add for your life

Wow, the posts are coming fast here...

[This message has been edited by Weasel (edited 09-17-2000).]


Posts: 531 | From: Sweden | Registered: Sep 1999  |  IP: Logged
Habu 163rd
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posted 09-17-2000 04:01 PM     Profile for Habu 163rd     Send New Private Message   Edit/Delete Post
Concepts similar to OpenSim have been discussed in the recent past and have apparently fallen by the wayside. Maybe this venture will achieve concrete results. Personally I have no programming abilities, but do have organizational skills and would contribute financially. Following are my initial thoughts on the subject:

General Concept. A software developer recently proposed the Sofware Angels or Flight Sim Angels or some such. They approached the community and got a lot of input on this whole issue. Perhaps that data could be obtained from Combatsim. A market survey may be needed to determine the types vehicles to model. For example, questions such as whether or not enough interest in sea battle sims exists to justify the programming effort to include human operable submarines, Aegis cruisers and the like. The same questions for first person ground combat, army combat vehicles and which aircraft to model for human pilots. Is the true electronic battlefield a reasonable and achievable concept, given hardware capabilities expected at the time of program release? I assume OpenSim implies open source, friendly to third-party add-ons, enhancements, expansion, improvements. Standards board is a good idea or no 2 pilots will be able to fly online.

Target Simmer. In my opinion the world has plenty of flightsim-lites. Target the program to the hard-core, high realism, online pilots portion of the community. Design the program to run at a minimum of 12 FPS on a "mid-range" computer with scalable graphics at minimum settings. Provide an "easy avionics" mode for nuggets.

Simulation General. The program must have rock-solid internet multi-player stability and be capable of accomodating up to 20 players at a time. Design a large theater, say 1,000 miles square with varied and interesting terrain, perhaps larger to accomodate naval operations. Avoid the stereotypical and bias-provoking US/Allies vs Commies. Instead, design a more neutral and fictional set of adversaries such as orange vs. green. This will promote the concept of having online squads assigned to the orange team and green team for direct head to head competition or missions against AI. Have one or more online servers with continuous campaigns in which individuals or groups can fly missions. Include naval air ops, of course. Provide voice comms or allow for integration of one of the 3rd party voice programs. A built-in art manager would be nice.

Campaign/Mission Design. Conditions could be devised for competition between the green and orange teams for campaign victory. Provide a function to test compatibility of individuals' aircraft characteristics to a variable standard (anti-cheat). Provide a highly functional campaign and mission planner (among present sims, JF-18 has one of the best). Provide the capability to get all of a team's human players in the mission planning screen together. Provide an "AWACS" type feature, similar to F4, but perhaps with improved resolution and functionality. Provide a fully functional ACMI. Include detailed training missions, similar to F4. Mission modeling/design should reflect realistic threat levels, objectives, levels of combat activity. Missions should have author-controlled, built-in random events - ie. interceptors, SA threats, weather events, target/area surprises.

Graphics and Modeling. Shoot for photo-realistic terrain modeling. Shoot for dead-on accurate flight, weapons characteristics, avionics and damage modeling. Include all modern weps systems. The more realistic the graphics, the better, of course. Program all cockpit functions so they can be assigned to HOTAS. How about separate video feeds of MFD's and views to separate monitor(s)? Include full environmental effects - wind, precipitation, ice, cloud types, storms. Mission scoring should place a premium on individual and team survival. Provide a robust set of AI commands and competent AI modeling.

This would be my concept of the perfect combat flight sim. ALL of this is probably not feasible, but compromise is the essence of life. Go, Baby!

Habu Out


Posts: 514 | From: Virginia Beach, VA, USA | Registered: Sep 1999  |  IP: Logged
Tyler McFly
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posted 09-17-2000 04:36 PM     Profile for Tyler McFly   Author's Homepage     Send New Private Message   Edit/Delete Post
ATC Coms like in Fly 2. Where you have to 'Roger' every contact from the tower among many other things. As my mind spins at the possibilities. Is this OpenSim intended to be Falcon 5? I don't think the scope should be on 1 plane with a 'fly any plane' patch. This is a great oppotunity to build "The" flight sim.

The Microsoft crowd have been building planes, panels and terrain for years but with all their efforts the planes still look terrible in terms of graphics. Their panels, usually 2D only are pretty darn good.

This could be the start of something big.

-McFly


Posts: 241 | From: North Hills, CA | Registered: Jan 2000  |  IP: Logged
Drstop
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posted 09-17-2000 05:41 PM     Profile for Drstop   Author's Homepage     Send New Private Message   Edit/Delete Post
Don't think the following has been mentioned yet.

How about having a Dynamic Campaign Design feature that would allow you to "decide" which forces will make up each country's OOB?

For example, say that the user wants to create a highly unbalanced scenario (somewhat like Operation Allied Force, or Desert Storm) in which the OPFOR has very few aircraft at their disposal to fly BARCAPS. By the same token, the IADS for that enemy force can be made extremely robust and dangerous. The user would select the enemy Air Defense divisions and place them around the map...

He can then select from a list whichever countries he wants to participate on the NATO Alliance (U.S., U.K., France, etc.) and the number and type of squadrons that shall participate, placing them at designated air bases.

Then upon starting the new campaign, OpenSim will array all the ground forces to appropriate positions on their respective sides, and begin to generate an ATO, appropriate to the conditions. (I.e. more SEAD and mud-moving would be assigned in the Mission Schedule, b/c those forces are the current priority...) Dynamic elements (weather/supply shortages/political events)could come into play at random.

Sort of an advanced TE system, but specifically designed for generating full-scale campaigns.

[This message has been edited by Drstop (edited 09-17-2000).]


Posts: 44 | From: Nashville, TN, USA | Registered: Apr 2000  |  IP: Logged
boddman
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posted 09-17-2000 07:54 PM     Profile for boddman   Author's Homepage     Send New Private Message   Edit/Delete Post
____________________________________________
[QUOTE]Originally posted by JeffB:
[B]
1. Essentially, this would be a hub type architecture. At the center would be a core program which contains the graphics module, terrain, mission, campaign, single/multiplayer support, and probably some other stuff that I have forgotten. Essential to this concept is "code for today, but build for tomorrow."

2. Into this root program would plug a module. You want to fly an F-16? Select that module from the GUI and off you go. Feel like a little tank battle. Select the M1A1 module and have a ball. Want to go snoopin' and poopin'? Select the Spec Ops module and bring extra ammo.

3. These modules would have the "extra" graphics necessary to make them immersive and realistic. At 20K in an F-16 you can't don't really need a tree to hide behind. At 6 feet with an M16A2 trees sure to help keep you from getting your butt shot off.
____________________________________________

I was thinking along the same lines as you with the modules and the core engine. I think if we could develope a standard core engine with how all units in virutual world interact, you could create the battlefields in differant time periods with the weapons and vehicles of the time. With the same engine it could run a WWII prop plane simulation, or historic Vietnam battle. Third party's could then create differant aircraft modules for these differant era's. It would be similar to how some third parties create excellent detailed addon's or Fly! and FS. The third parties could then sell their addon for profit, but the standard core engine would be opensource.

One differance between your core idea and mine is that I picture the core as being more or less a large database containing all the data about every object in the battlefield and its location and also controlling non-player units. Module makers would then create programs to control these objects and would update the core when user input is made.

Standard graphics engine modules and weather modules could be created to be shared with all the differant aircraft, ground units, etc, but would be seperate from the core. Reason is so that the core could exist as a stand alone campaign server on the internet. Its main purpose, just to keep track of all objects, calculate damage from other objects such as AAA and whatever else it would have to track.

Sorry guys for the long post.

Boddman Out!



Posts: 76 | From: United States | Registered: Sep 2000  |  IP: Logged
km
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posted 09-17-2000 08:04 PM     Profile for km   Author's Homepage     Send New Private Message   Edit/Delete Post
quote:
Originally posted by ChopstickQ:
Please give a list of all the features you like from F4 and other sims that should be apart of OpenSim. Please state the feature and the game in which it came from. (Please, no flaming.)

[This message has been edited by ChopstickQ (edited 09-17-2000).]


I would like to see a better resource manager than what is currently in F4. A database must be maintained for all objects that can hold other objects. For example, A hanger holds so many aircraft, ammo, parts, personnel, fuel and so on. If that hanger is destroyed than everything in it is destroyed. So depending on what aircraft was in the hanger at the time...they are gone. All aircraft need to be accounted for at all times. High priority aircraft would get first shot at harden aircraft shelters, then hangers, and then uncovered parking areas for C-5's and such. If an aircraft diverts to an alternate it needs to leave from that field on its next flight. Either it needto be rearmed and refueled to fight or to ferry back to home plate. I can go on and on with examples. Maybe one more. There is so much fuel on the airbase, fuel trucks and fuel tanks make up that fuel. If one 50,000 gal tank is destroyed then the fuel level for that base is dropped by 50,000 gals.
Anyway that is what I would like to see. This in my opinion would make any sim more realistic.


Posts: 130 | From: San Antonio, TX | Registered: Apr 2000  |  IP: Logged
ChopstickQ
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posted 09-17-2000 09:04 PM     Profile for ChopstickQ   Author's Homepage     Send New Private Message   Edit/Delete Post
Great posts so far. Keep them coming. I'll check back here tomorrow to see if we can start to pull together common thoughts.

Chopstick


Posts: 78 | From: Washington DC | Registered: Jun 2000  |  IP: Logged
JeffB
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posted 09-17-2000 09:12 PM     Profile for JeffB   Author's Homepage     Send New Private Message   Edit/Delete Post
quote:
Originally posted by boddman:
____________________________________________

I was thinking along the same lines as you with the modules and the core engine. I think if we could develope a standard core engine with how all units in virutual world interact, you could create the battlefields in differant time periods with the weapons and vehicles of the time. With the same engine it could run a WWII prop plane simulation, or historic Vietnam battle. Third party's could then create differant aircraft modules for these differant era's. It would be similar to how some third parties create excellent detailed addon's or Fly! and FS. The third parties could then sell their addon for profit, but the standard core engine would be opensource.

One differance between your core idea and mine is that I picture the core as being more or less a large database containing all the data about every object in the battlefield and its location and also controlling non-player units. Module makers would then create programs to control these objects and would update the core when user input is made.

Standard graphics engine modules and weather modules could be created to be shared with all the differant aircraft, ground units, etc, but would be seperate from the core. Reason is so that the core could exist as a stand alone campaign server on the internet. Its main purpose, just to keep track of all objects, calculate damage from other objects such as AAA and whatever else it would have to track.

Sorry guys for the long post.

Boddman Out!


Not a bad idea. The only potential problem I can see is that you would have to figure out all of the units that you wanted to include with the core program when you first started development. A project like this will most likely be a long time in developement.

The only way around this would be, possibly, some way to add, or update unit data to the core, perhaps via patching process, or core program recompiles. I suppose it also might be possible to make addon unit modules for the core program. I really don't know the best answer.

It sure would be nice if the core program had the capability to manage system resources (memory, cpu, video especially), perhaps similar to an independent operating system, therefore eliminating the reliance on windows. There are obviously a ton of problems with this concept (i.e. graphics APIs and componet drivers, to mention a few), but reduction in system requirements, while building a better, more stable multiplayer connection is always a good thing.


Posts: 193 | From: Charleston, SC | Registered: Feb 2000  |  IP: Logged
Chameleon257th
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posted 09-17-2000 09:32 PM     Profile for Chameleon257th   Author's Homepage     Send New Private Message   Edit/Delete Post
I would like to see a front seat back seat sim with the ability to have both front and back occupied. With the complexity of sims and I'm hoping the same with this one you need trainers. Also this will lessen the workload on pilots alike. We will also be able to model the jets that have them the F18D, F16B, F16D, F15E etc..
Posts: 39 | From: | Registered: Feb 2000  |  IP: Logged
boddman
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posted 09-17-2000 09:48 PM     Profile for boddman   Author's Homepage     Send New Private Message   Edit/Delete Post
---------------------------------------------
Originally posted by JeffB:
Not a bad idea. The only potential problem I can see is that you would have to figure out all of the units that you wanted to include with the core program when you first started development. A project like this will most likely be a long time in developement.

The only way around this would be, possibly, some way to add, or update unit data to the core, perhaps via patching process, or core program recompiles. I suppose it also might be possible to make addon unit modules for the core program. I really don't know the best answer.
---------------------------------------------

I would say it would be possible to create editable data files with all the differant units data. I believe a lot of the reasearch for various data values has already been done for the RP updates.

As for the core program it would probably be continually in progress, with periodic major releases. It would be similar to how Linux is updated. There is always serveral differant beta versions floating around, then once they get a stable version, it is packaged and released as a major update. There would have to be a team responsible for the official released core. Anybody could get the source and modify it, and when somebody comes up with something good, they would submit it to the team for approval and possible inclusion into the next release.

If we can keep the graphics and other OS dependent stuff out of the core it may be possible to run the core campaigne engine on Linux, NT, or other OS's that may operate faster and more stable

Boddman Out!.


Posts: 76 | From: United States | Registered: Sep 2000  |  IP: Logged
Voddka
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posted 09-17-2000 10:10 PM     Profile for Voddka   Author's Homepage     Send New Private Message   Edit/Delete Post
Just want a playable (bugfree) (hyper)realistik F16 sim.

quote:
Originally posted by ChopstickQ:
Please give a list of all the features you like from F4 and other sims that should be apart of OpenSim. Please state the feature and the game in which it came from. (Please, no flaming.)

[This message has been edited by ChopstickQ (edited 09-17-2000).]



Posts: 1 | From: | Registered: Jul 2000  |  IP: Logged
Zardoz
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posted 09-17-2000 10:44 PM     Profile for Zardoz   Author's Homepage     Send New Private Message   Edit/Delete Post
Summary/reiterated:
*Hub type architecture/Plug in modules: TAW/Tornado style - e.g., AWACS, Ground Forces Command, ADA Command, Air Forces (Small/Individual Unit thru Theater Level Command). Whoa! (I know this would be a tall order).
*Mission Planner: Tornado style (bar none).
*ACMI: F4 style (smoother running though).
*Damage Modelling (for individual aircraft): EF2000/JFA-18 style.
*Simplified/efficient Multiplayer Interface: Hmmm, no specific example; but review eRAZORs' concept.
*Conceptual GUI for "Skin Art": review Drstop s' detailed concept.
*Realistic Wingman AI/Voice Comm's: Comms' choices a'la JFA-18, but improved Wingmen AI.
*Dynamic Campaign: F4 style.
*Flight Modelling: Incorporate realistic likelihood/possibilies for pilot errors/effects (spins, stalls, vertigo!, etc.).
*RogerWilco/etc compatibility.

Posts: 37 | From: Georgetown, Ky, USA | Registered: Dec 1999  |  IP: Logged
666 Moose
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posted 09-17-2000 11:21 PM     Profile for 666 Moose   Author's Homepage     Send New Private Message   Edit/Delete Post
Greetings ChopstickQ,
Great idea you have floating around but before you take it too much further it would be great if you could make contact with me. We have some interesting news for you. A similar project to which you are all conversing was started around 3 months ago now and is well underway although for various reasons we have been lying a little low thus far. We would like to speak with you about your thoughts on potential project direction, etc. Afterall we don't want to re-invent the wheel and have multiple "open source" projects running when we are all aiming for the same goal

regards,

Moose.

ICQ #: 33989047
email: hellskitchen@hotmail.com

------------------
Bite Off More Than You Can Chew - Then Chew Hard

[This message has been edited by 666 Moose (edited 09-18-2000).]


Posts: 50 | From: Australia | Registered: Jul 2000  |  IP: Logged
Angel
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posted 09-17-2000 11:40 PM     Profile for Angel     Send New Private Message   Edit/Delete Post
IMO we are not up to the point whgere we can talk about this type of graphic feature or moddling of this system like in that game.

Right now we have to define what this product is going to be. Is it a flight sim? A war-sim? A new pokemon?

Anyway, here is my take on the matter.

The product should definately follow an open architecture approach. (as said above)

It should also be "multiplayer-centric" or multiplayer-geared. What I mean by that, is that it either it will be based and run on the Internet, or it will be heavily geared toward internet, lan or Internet/LAN use.

The way I envision this is...

...An armed forces simulation. IT may not start with accurate physics moddeling of the way a soldiers legs would be affected by added weight in his backpack. It may well be more flight-sim associated BUT with the possibility for other parties to join the party, and take control over their area of interest.

For example we, the Falcon crowd have gained very valuable experience by taking Falcon to where it is now. We, for example, along with Flanker and JF-18 enthusiasts, create and be involved with everything that defines a COMBAT sim. Terrain for example could be handled by FS2K/Fly enthusiasts who 1. are A LOT of people 2. have quite a lot of experience and cool ideas to bring along to the project.

Same thing would go for ATC/Comms modelling for example. The Civil Sim people could jump in.

One thing that's very important for this group is structure. I disagree that this group should have a pyramid structure with managers reporting to Managers etc etc. Instead a "round-table" approach would work much better in this scenario. It is more effective and swift, plus "creativity" and "inviduality" are much better supported inthis way. Ideas would be just thrown "at the table" instead of people being overlooked by other people. It will also be less "stress-inducing" since no one will have the idea that he has 20 bosses over his head. He can always throw out his ideas, and talk with everyone in the group.

That is for the producing party.


I also envision a "SATCO-like" body or board which would organise and maintain "order" (gamewise) once this product would be available. If for example we were to have the whole globe in this simulation, we could have organisations of national or regional interests who would be responsible for their "country". Something like "Virtaul Armed Forces".


There are many flaws with my ideas and I can spot each and every one of the, But I can't start correcting myself jumping to 50 different conclusions at a time. it is both "time eating" and won't be as effective as "outside" critique.


So be sure to critisize all the above so we can get this discussions and al of the ideas put out here moving

Could talk for ages about something like this...

Cheers,


------------------
Angel
C/O 347 "Perseus" Lantrin sq
I/O 111 Fighter Wing


Posts: 251 | From: | Registered: Jan 2000  |  IP: Logged
SlackerPilot
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posted 09-18-2000 06:11 AM     Profile for SlackerPilot   Author's Homepage     Send New Private Message   Edit/Delete Post
Two features (out of many) I'd like to see...

- A range of viewing options. One of my favourite F4 features is the way I can combine labels with the virtual cockpit. This gives me a viewing system that feels very natural. (I know many people dislike labels but I really dislike padlock!) The ability to vary the range, colour and information content of labels would also be nice (we can do most of this in F4 today).

- Good AI. I think a reasonable goal is that the AI should be able to do everything the player can. No more, no less. For example, if in an early version of OpenSim the AI can fight well WVR but not BVR then at that stage BVR weapons should not be in the game. Equally, shortfalls in AI should not be made up for by "cheats" such as higher G limits or 360-degree vision.

SlackerPilot


Posts: 10 | From: UK | Registered: Jul 2000  |  IP: Logged
Panther
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posted 09-18-2000 06:36 AM     Profile for Panther   Author's Homepage     Send New Private Message   Edit/Delete Post
Photo realistic graphics, perfect flight model and AI, and clickable cockpits both 2D and 3D must look the same. Just like the $25,000 EF2000 sim that was posted here a few months ago.

And graphics etc must be updatable for personal preferences.


Posts: 261 | From: Australia | Registered: Jul 2000  |  IP: Logged
hektik
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posted 09-18-2000 09:26 AM     Profile for hektik   Author's Homepage     Send New Private Message   Edit/Delete Post
I liked the AWACS feature in TAW.

Maybe the new sim could have that.

And if we're going to "wish" for things, how about a JSTARS?

If you can build an AWACS module for A-A engagements, why not a JSTARS for A-G?


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bastion
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posted 09-18-2000 09:28 AM     Profile for bastion   Author's Homepage     Send New Private Message   Edit/Delete Post
I'd like to see nuclear weapons.

B2B was the last sim I know of to have nukes (not counting 3rd party addition in jf15).

I know its controversial, but I want to put it out there.


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bastion
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posted 09-18-2000 09:41 AM     Profile for bastion   Author's Homepage     Send New Private Message   Edit/Delete Post
Its gotta have good cockpit reflections.

The limitations of the computer screen *require* that a good flight sim have some kind of mechanism to help the player keep an idea of where his nose is pointed as well as keep a visual on the enemy.


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jaydee
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posted 09-18-2000 09:43 AM     Profile for jaydee   Author's Homepage     Send New Private Message   Edit/Delete Post
Realistic physics for ordnance.

The way it is now, bombs just fall "perfectly" without any wobble or turbulence. Just watch bombs falling in real life - they spin.

Also, when they hit, they don't all land in a perfect line and spaced exactly like they were dropped - they are grouped together and spread out, and they fall left and right a little bit from the flight path.


Posts: 55 | From: louisiana | Registered: Nov 1999  |  IP: Logged
Tazzman
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posted 09-18-2000 09:44 AM     Profile for Tazzman   Author's Homepage     Send New Private Message   Edit/Delete Post
The 'crowded' flightlines on enemy airbases in EF2000 where planes would actually taxi from and to the flightline, take off ..land and taxi back to the flightline.

And not disappear like in Falcon 4.0.

------------------

Tazz
87th Stray Dogs
"As good as it gets"

www.87th.org


Posts: 1647 | From: The Netherlands | Registered: Feb 2000  |  IP: Logged
veracity
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posted 09-18-2000 09:56 AM     Profile for veracity   Author's Homepage     Send New Private Message   Edit/Delete Post
Good one, Tazz!

I like good accurate HUDs and other cockpit symbology.

Plus, I like the weapons to behave as much as possible as they do in real life. (HARMS, AIMs, cruise missiles, etc).


Posts: 50 | From: | Registered: Aug 2000  |  IP: Logged
SWOdaddy
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posted 09-18-2000 10:06 AM     Profile for SWOdaddy   Author's Homepage     Send New Private Message   Edit/Delete Post
Something I like alot in jf18 and F2 is the data link feature.

Its out there in the real world, we ought to have it in flight sims.


Posts: 142 | From: | Registered: Oct 1999  |  IP: Logged
SWOdaddy
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posted 09-18-2000 10:07 AM     Profile for SWOdaddy   Author's Homepage     Send New Private Message   Edit/Delete Post
double post somehow!!!

sorry

[This message has been edited by SWOdaddy (edited 09-18-2000).]


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Spiff
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posted 09-18-2000 11:14 AM     Profile for Spiff   Author's Homepage     Send New Private Message   Edit/Delete Post
The "best of" from current sims:

Falcon 4.0


  • Dynamic Campaign - Falcon models the "living world around you" thing better than anything else out there.
  • Comprehensive mission/package planner - The ability to put together complex packages with push points, ip's and set time on target is incredible. Combine this with the ability to assign specific targets a la Janes F/A-18 and it becomes unbeatable.
  • ATC!! - ATC has to be near the top of the list for immersion factors in falcon.
  • Tanker ops - despite some bugs, the way Falcon models tanker ops is the way to go (as opposed to Janes "cutscene" version).

Janes F/A-18


  • High fidelity Weapons/Avionics - in the avionics department, F/A-18 is king of the hill. Realistic avionics make such a big difference that they are the reason I tend to play F/A-18 more than Falcon despite Falcon's other advantages.
  • Dynamic Lighting - its more than eye candy: some incredible experiences are to be had in F/A-18 as barrage flak bursts ligt up the cockpit, nightime afterburner useage has tactical implementations, and the sun glare really can prove to be a tactical consideration in a dogfight.
  • AWACS and wingman control - Janes does this better than anyone else out there. AI is very good.

Flanker 2.0


  • High fidelity flight model - the feeling of inertia and just "flight" in general is incomparable in Flanker.
  • Gorgeous 3D models
  • Weather effects including volumetric clouds - nobody else has the type of environment fidelity that Flanker has.
  • ZOOMABLE COCKPIT - why doesn't anyone else do this? No pilot flies with their nose plastered up against the console which is what most other sims present. Flanker solves this problem by giving everyone the best of both worlds.

For contrast, here are some of the "worst of" in each of those sims:

Falcon
*"dumb" AI wingmen/AWACS - this is the single biggest issue with Falcon IMO
*unrealistic sensor/weapon behavior
*hyperactive campaign activity

F/A-18
*lack of dynamic campaign
*environmet lacks some of the details that make falcon's environment so much better
*3D models of nonplayer aircraft are really poor
*terrain graphics could be improved

Flanker
*sterile, lifeless environment - i.e. no communications/atc, everything has scripted behavior etc.
*really poor sensor modeling
*some AI problems

[This message has been edited by Spiff (edited 09-18-2000).]


Posts: 313 | From: Texas | Registered: Sep 1999  |  IP: Logged
Hinge
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posted 09-18-2000 11:24 AM     Profile for Hinge   Author's Homepage     Send New Private Message   Edit/Delete Post

I'd like to see an on-line spectator option where I can select an on-line dogfight or bombing run to watch if I don't have much time to fly or if there's nothing on TV.

Sort of a FALCON TV mode ! CH01 - A10s attacking tanks, CH02 - MIGs jumping F15s, CH03 - B1Bs on final approach, etc.

Hinge out


Posts: 105 | From: Texas, USA | Registered: Apr 2000  |  IP: Logged
vip
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posted 09-18-2000 11:47 AM     Profile for vip   Author's Homepage     Send New Private Message   Edit/Delete Post
The ability to choose different netwoking protocols instead of just having TCP/IP. IPX/SPX would do, but NetBEUI wouls also be nice. It's easier to configure and if you have two computers allready in a network with one on the net you don't have the hazzle configuring it...


Posts: 160 | From: Denmark | Registered: Feb 2000  |  IP: Logged

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