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Everything posted by Toumal

  1. You can't, unless you or someone else is willing to contribute.
  2. Just a quick update: I haven't been able to do get much done recently because, well, most of the core systems work but there's a lot of small tasks to do and so far I haven't gotten any contribution from others. So at this point my question is: Is anyone willing to join and help?
  3. Oh I have the data and all that. It's just that unity isn't built for this, and the typical workarounds only work for singleplayer. The reason is simple: Most workarounds involve shifting the world origin, or rather, all the objects in the world, so that whatever you see in the game happens close to the 0/0/0 point. This works fine and dandy, but there's two problems: 1) You need to shift by a round number, because of floating point precision. So that means that each tile has to be a round number. And getting real world data in is trouble enough, but it seems like there's no good way to ensure that each imported terrain tile is sized just right so that shifting things around doesn't leave holes or overlaps or otherwise jitter around. 2) Unity networking knows nothing about the shift offset. So whenever I shift, the result is that position updates from the server are coming in as real coordinates, and are applied to objects directly. I tried hooking into the code to apply the shift afterwards, but that didn't work, and the only solution I can see is to have a set of ghost objects that are invisible which are handled by unity networking, and copy the positions plus offset to the real objects. But that's a can of worms.
  4. I have some bad news. For the time being, I have decided that using real terrain data is out of scope for me. I'm still the only guy working on this and in the past month I've learned that there's definitely a large amount of overpromise and overconfidence in the Unity community. Lots of assets that promise solutions just plain don't work, or only work in a few select cases, with their authors promising the world and being able to deliver very little. To give you an example, I've worked on double precision stuff for quite some time, and Unity doesn't support double precision. So you have to implement workarounds to get this working. I had such a workaround written myself but ran into issues with multiplayer. I found an asset that was quite expensive and the author stated that they have this working in multiplayer too. Lo and behold, turns out they never even thought this through, and not only does it not work, they haven't even considered the problems that I ran into the moment I tried to use it in multiplayer. So as it turns out I'd have to replace most of unity's network code with my own, and frankly I'm not going to do that. So for now, I'm dialing this back to what I had originally planned: A procedurally generated world with a limited mission area. Unless of course someone experienced wants to join and help me tackle this.
  5. What I do know is that GOG comes with dosbox, which basically means they work even for people with no technical skills. Of course you don't get MT-32 emulation or any of that fancy stuff preconfigured, but you can always add that yourself (as well as hunt for those roland firmware files...)
  6. 7 bucks for a DOS game that had DRM added to it? I don't think so. Plus it's just 2 Euros on GOG, without DRM. A no-brainer, if you ask me.
  7. Unfortunately OSM doesn't seem to have much data on Iraq. I hope to get the roads in at some point, but eh. Right now I'm battling with getting a decent terrain texturization. And also the floating point stuff is a bit tricky to get working in multiplayer, so that's holding me up a bit too. You'll get a demo as soon as one can fly a full mission, including placement of ground features, mission success criteria, terrain impact damage, proper death handling, and of course the floating point stuff fixed.
  8. Unity does not support double precision unfortunately. That would make things much easier for me. I have to work around that sadly. EDIT: BTW love TFXplorer, looks amazing!
  9. Oh I am busy working on the game, don't worry! I've started on the OPFOR C3 network simulation, which is just a fancy way of saying that I aim to reproduce the "bomb triggered AAA" phenomenon of the first iraq war, where the first destroyed target caused all the defenses in the vincinity to start firing more or less blindly. I'm extending that to radar detections, however brief, causing your trajectory to be relayed to nearby defenses. In essence, AAA will be very deadly if they get a bead on you, but also worrysome if they just have an approx position. There's two major items that I've been procrastinating until now: Generating ground features / targets, and floating point precision. The first one I'm trying to address now via real life data. I've been asked multiple times for realistic location and terrain data, and well... The textures will be replaced by a splatmap system, so they're just for illustration. But I've got the whole of Iraq: I've also been able to significantly reduce system requirements. But as you can see, real terrain elevation is a lot less interesting than my procedurally generated terrain, especially for the southwest of Iraq which is mostly flat desert. On the plus side I can now draw from real data and derive the positions of airbases, air defenses at the time of the start of the war, as well as roads. For the sake of gameplay, I will not model the actual base location of the F117-A's at that time, because that would involve a trip across the entirety of Saudi Arabia, complete with mid-air refueling. A single mission would take 5-7 hours, which I don't think is what I want to aim for here. Similarly, I am not going to even try to compete with games like DCS when it comes to fidelity of ground features. The second big thing I'm tackling right now is really the bane of simulator game developers all over the world: Floating point precision. Simply put, no traditional game engine is designed for handling game areas that are more than 10 - 20 sq km in size. We're in the hundreds of square kilometers and the result is that airplane physics, collision detection and all kinds of other things start to go horribly wrong once you leave the center area. The reason is simply that float32 values start to lose a lot of precision once you go beyond a certain range. Right now I'm busy on making sure that this limitation is not affecting the game in any way. I've got the basics working for singleplayer, but I still need to put in work to make this compatible with multiplayer.
  10. Didn't have much time today and flying to Rome for the next two days, so the only things I've done today are MFD symbology for AAA as well as dotted circles for pulse radar. Next up will be vehicle death handling, terrain collision damage, and I think I'll do the menu and server browser real soon too.
  11. Yeah don't worry, I'll dial it down a bit. Modding would be nice but realistically I don't see this happening. The effort for making an extendable structure is considerable, since we're not just talking about new meshes but also cockpit integration, MFDs, etc... However there's always room for someone with unity experience to join in and make more planes, or even modding, happen. In fact, I did write things in a way that makes it possible to support human players on the opfor side as well. In particular I am working on a C3 network that shares information about spotted contacts, which would be trivial to display on a fighter MFD. Whether or not that is fun to play I don't know. It'll be a lot of work to balance this for human opfor players. For now my goals are more modest: One flyable plane, one theater, and for the first tests just a single mission with two high value targets and several air defenses. Depending on how many players join the game, there will be fewer or more enemy forces to contend with. One big thing on my list are enemy air forces. That's something that is potentially extremely complex to implement properly, plus it's not really a realistic scenario. But I do want to get to a point where being spotted causes forces to be deployed against you, even if no SAM or AAA manages to get tracking lock on you or launch any missiles. Being spotted should have consequences in this game.
  12. Update for today: I've started work on AAA guns. No MFD symbology yet, explosion and damage radius still missing, but you can see that the aiming works pretty well. I've also added some visual spice to make those tracer rounds really pop.
  13. Update for today: x) fixed multiplayer radar processing x) fixed multiplayer RWR sound handling x) fixed player aircraft bouncing around on spawn x) fixed missile launches activating weapon cam MFDs on all clients x) fixed SAM launcher rotation not being synchronized Known issues: Explosion VFX not synced to clients Explosion SFX not synced to clients Terrain collision does not result in damage/destruction yet Player aircraft is just deleted on destruction, should implement proper death handling (possibly observer mode?) Tactical map does not display fellow coop players SAM launchers still rotate their turret towards a target even though they no longer have tracking lock Still to implement: AAA (guns, ZSU, with tracer projectiles) AAA (heavy flak with airburst) SAM C3 information network (one SAM discovering you should inform nearby air defenses) AAA barrage (untargeted fire near your approx trajectory if you were detected or destroyed something nearby) Main menu NAT Traversal Server List Ground features generation Proper exterior model (with landing gear and movable control surfaces) Proper cockpit model
  14. Don't praise me yet! Turns out I was simply lucky that stuff like FLIR target designation, SAMs, etc worked - they were in fact not synced properly. Took me a few hours to figure out syncing of the currently designated FLIR target and making SAM launchers work consistently across clients. What's still not done is making RWR/launch warning sounds only play for the airplane that is affected by it, and... uh... I broke the weapon camera mfd in multiplayer. Tactical map works but doesn't display any player objects yet. Oh and the SAM radar logic currently runs on all clients and the server, which is not good because the radar pulses hit you at different times from what the server sees. So still quite some work to do before I can even think about sending this to a friend to do some online testing. EDIT: Weapon cam works again now.
  15. Another update: Multiplayer! I was getting to the point where there are so many moving parts that I need to start adding multiplayer, so I don't risk making this too complex in the future. I haven't done much testing yet but so far things seem to be working reasonably well. I'm sure there's plenty of things that are still broken but the basics are there. Why multiplayer? Well I'd like players to be able to cooperate and, for example, provide scenarios that require one or more players to soften up the air defences so that the others can get through and deliver their payload on the high value targets. A full mission would involve coordinating your takeoff and attack runs, and making sure that all your fellow pilots make it back to base. I already have a solid solution for NAT traversal and a multiplayer lobby system that I'll bring over from another project, so you don't have to deal with manual port forwarding and such terrible things. I'll have to do a main menu at some point too...
  16. Update for today:x) Pulse/Doppler radar gameplay implementedx) Improved FLIR renderingWatch me sneaking past that pulse radar SAM by flying straight towards it, while flying perpendicular lights me up like a christmas tree.
  17. Update time! Proper MFD symbology this time, currently supporting static ground targets, SAM, and ships. I've also implemented a targeting cursor that gives the pilot a way to correlate the FLIR target point on the ground with the data on the HSD. I'll have to add a "NOT SOI" text to the MFD to make clear you're not steering the cursor but the laser, but I don't know if the F117A had that text...
  18. I have a revolutionary solution for that: For a small fee you make a random lootbox heat up and appear on your FLIR.
  19. I've gotten the tactical map functional, though of course the symbology is not quite there yet:
  20. Heh it's okay, though at this point I think some experience is required, sorry! And a small update: The RCS meter displays how radar-visible your airplane is, and this comes with consequences! Experimenting with procedural building placement: Video of the RCS meter in action:
  21. More modelers would be nice. The goal is to shoot for a low-poly (but recognizable) look. As for release, haven't decided yet whether or not to make this a commercial one. If it ends up being sold on Steam or something like that, I'll have to compensate any contributors of course. But right now I don't worry about whether or not it's gonna be a paid program. I don't think I'm at a stage where I can charge money for it anyway, and until that changes I don't think about it. Anyway, here's a screenshot of a different lighting/sky scene: I still have some RCS related calculations to finish, then I'll look at procedural placement of houses, lights and enemies, as well as airplane damage. Right now missile hits just make your F117 explode, I want to make it so there's varying chances of damage to systems and control surfaces. I also need to implement crash/land conditions (right now the ground is rather harmless...) as well as the tactical map MFD page, so you know what you're facing. Down the road I want there to be general states of alertness modeled for the ground defences, meaning that the first dropped bomb would result in (blind) AAA fire as they try to deter the invisible foe, like they did in Iraq. And *further* down the road I want to add enemy air foes that converge on your position if you manage to get spotted by a radar.
  22. Don't really see a need for a mascot at this point yet, sorry! Today's status update: x) Implemented stealth meter bar x) added yellow compromised stealth indicator x) added FLIR lock indicator x) added optional minimum turret elevation angle (to prevent missile misfires) I now have the problem that terrain tiles other than my current one are rendered in a slightly darker tone for a reason I have not been able to find out yet. EDIT: Fixed my lighting issue! Phew!
  23. Small update: I've made progress with the RCS calculations, and in the meantime have started upgrading the terrain generation a bit. There's still some work to do for performance optimizations.But I can make this as low or high poly as needed. And before anyone asks: No, the F117A in this game will not fly during the day. It's night missions only.
  24. Well unlike in the real aircraft, in this game you know when a radar illuminates you. So there's plenty more to do in the game than in a real F117 en-route. There was an experimental upgrade that allowed the aircraft to receive updated threat information and the computer would display an alternate route that fit the parameters, and the pilot was then to either accept or disregard that revised plan. That system was never used in combat but it goes to show that it's not completely outlandishly unrealistic for an F117 game to have a tactical map with up to date SAM positions, or a RWR for that matter.
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