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DCS-NEWS DCS: F-14A/B Tomcat by Heatblur Simulations

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In tutto questo io devo dire che apprezzo molto la strategia di comunicazione della Belsimtek, se non erro il Mig-15 è stato annunciato con la newsletter di settembre ed è uscito e febbraio.
Ora, lasciando perdere tutte le considerazioni sulla diversità dei moduli, quello che traspare dal post di Mago (e anche da altri precedenti) è che il rilascio del F-14 è vincolato a tante altre cose non controllabili dalla LN, quindi o questi sono dei kamikaze e non hanno imparato nulla dalla magra figura fatta con il Mig-21 (parlo unicamente dei tempi di sviluppo, non del modulo in se), oppure hanno un grande asso nella manica (ma ne dubito fortemente).
Detto questo io tifo per loro, spero che facciamo un gran bel
Modulo che possa impreziosire il nostro ambiente simulativo, ma non credo ce nel 2015 vedremo molto di più di un Cockpit e qualche video somigliante ai video attuali del Mirage con il radar che sembra una Gif animata... XD


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Ma avete notato che non hanno dato una ETA?
(o me la sono persa io)
 
Spero davvero di sbagliarmi, ma mi sembra tanto di annuncio come quello, se non ricordo male, della VEAO che urlò al mondo la realizzazione a breve dell'Eurofighter... poi, sempre se non ricordo male ancora la VEAO, dell'F-35 (immane stronzata)...
Come dicevo spero di sbagliarmi. Concordo con Mago, l'unica vera speranza è che per l'L-39 Albatros sia già stato sviluppato interamente la soluzione dei doppi comandi e quant'altro, e che quindi la LM possa prendere tale soluzione e poi implementarla sul 14...  [fisc]
 
hanno dato un eta per la versione beta verso fine 2015

occhio a non confondere la versione beta con un beta pre acquistabile..

 
colgo l'occasione per scusarmi in anticipo se sul forum ED moderero' ahime' in maniera rigida, portate pazienza :)
 
Caspita certo che sul forum ED hai avuto un bel da fare...

E' sicuramente un impresa molto ardua da portare a termine l'F14... ma se lo hanno annunciato vuol dire che in mano hanno già qualcosa e visto come hanno implementato il Mig21 posso essere fiducioso, anche se non sono paragonabili i due moduli per difficoltà.

Invece proprio per come hanno fatto il Mig21, ora tutti si aspetteranno un F14 con i contro e se faranno un aereo con un basso standard, si tireranno da soli la mazza in mezzo alle gambe!

Io spero che centrino l'obbiettivo... e che oltre al 14 mi facciano un bel Mig29... magari nella versione K! Sarebbe forte volare contro il micione pilotato da altri client!

Stiamo a vedere cosa faranno! magari ci sorprendono, ma fino a quando non tocco, cerco di nonn giudicare!
 
Io rimango molto dubbioso. La LN "vive" con i soli introiti del Mig-21, che ormai è venduto a prezzo ridicolo. Hanno quindi necessità di fare cassa per portare avanti qualcosa di nuovo, e non c'è pubblicità migliore di un annuncio del genere.

Penso quindi che, come dice Mago, finchè non avremo un modello doppi comandi fatto dalla ED, non avremo nemmeno il 14.
 
http://forums.eagle.ru/showthread.php?p=2356192#post2356192

Dear All,

First off, thank you all for your kind words of support and positive attitude to our announcement.
It is a great motivator to put in those long hours when you know you've got such a great community behind you.
Sincere gratitude from the entire team. Also a big thank you to those of you who have gone above and beyond to spread the news of our announcement.
While it's still relatively early in the development process, it's good to get some awareness out there right off the bat.

We've been kind of quiet lately, but not to worry; it is simply an effect of the large workload placed on each and every member of the team.
Ambitious plans require hard work and much of our focus lies on attaining planned development sprints.

Unfortunately, a byproduct of this is that many of your questions about the F-14 have gone unanswered. I've been gathering many of these and they will be answered in the FAQ section of our new F-14 site section coming next week.
Therein you will also find a lot of information on various features of the aircraft and our design goals for e.g. JESTER AI.

We're due for a monthly update, which will have some information about other developments and the MiG-21.
Thus, I'll be keeping this F-14 specific update fairly short.

Art Development

We're now essentially feature complete on both exterior and interior models for the F-14, including the majority of integration work and animations.
Thus, preparatory work for diffuse, specular and normal map texture creation has begun.

With the F-14, we're pioneering several new techniques based on the tried-and-tested industry standard sculpting and baking workflow.
We've already put this to good use for our other unreleased, in development aircraft, but we're hoping to take it that one step further for the F-14.
We hope we can further enhance the realism of both our exterior and interior textures and the initial results are very promising.

It's very exciting for us as artists to have the opportunity to apply years of accumulated knowledge to a project such as the F-14. We hope to capture every minutiae detail, down to the touched up lumps of paint.

Something many of you have concerns about is performance. We're taking a very pro-active stance on ensuring that performance is optimal at release this time around.
We very much wish to ensure that the F-14 will perfectly on the vast majority of systems, and approaching things more carefully from the beginning will make it easier for us to make adjustments in the future.

Attached below you can see some Work in Progress renders of the cockpit.
Do note that these images have flaws, so take them with a few pinches of salt.


Codebase Development

Not counting the Radar and HUD (two big systems in themselves), the Tomcat contains, by our count, roughly 67 Major systems, of which 37 are related to Flight and Flight Controls.
In addition to this, one must take into account the size and difficulty of both the JESTER AI system and the External Flight Model. Noting that the F-14 is a massively difficult undertaking is putting it mildly.

Currently, heavy focus lies on creation of the AICS (Inlet Control System), Hydraulic System and Electrical System.
These systems, together with the Engine and grouped control systems lay the basis for the construction of the swing-wing EFM that will capture the spirit and real performance of the F-14.

There is yet a long road ahead, and many difficult tasks to complete, but we have absolutely no reservations about our capabilities nor our choice of aircraft.


We look forward to sharing more progress with you soon.
Thank you for your support,


Sincerely,
Leatherneck Simulations

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Molto belli gli screeshot che hanno inserito, ma leggendo la dichiarazione sembra che hanno già messo le mani avanti.... :uhhuhh:
 
Su quelli ci lavora la ED, rispettivamente con l'F18 e con l'L39... ;)
Belle immagini..chissá quando lo vedremo..
 
Una cosa è certa: sono molto bravi con Photoshop.
 
Main.jpg

Dear All,

It's been a very eventful year for Leatherneck Simulations-- even though, despite our best efforts, we did not manage to launch any new products this year.
Not only has it been eventful year, it has undoubtedly been probably one of the most challenging times that we've experienced as a developer.

Not only have we been developing three DCS modules with associated theaters and period units concurrently; but we've also significantly expanded, developed new technology
and tools, restructured our teams and even begun preparatory planning for products beyond the 'sequel trilogy'.

Perhaps the biggest change for us has been in transitioning from a small, tight-knit and concise 4-man unit, into a 'real' business-- one that currently comprises of 9 full time individuals and many more on temporary or outsourced basis.
This kind of growth would not have been possible without the success of the MiG-21; and for that you all have our sincere gratitude.

We'd also like to apologize for not adhering to our previous statements in that we expect a new LN module to appear this year.
Unfortunately, delays in developing some of our critical new technologies as well as a larger than expected workload with the MiG-21 precluded this from being achievable.
Likewise, these delays have led us to postpone our planned product reveals.

Website News Section

A long overdue update to our website in the form of a new News section is now available.
If you find it difficult or time consuming to follow the forums or hunt down updates from us; we'll be cross posting anything relevant to this page.
This includes smaller announcements such as notices and warnings.

We've been fairly quiet over the course of 2015; with a mere half a dozen major updates scattered across the year, but this is of course has only been a temporary period that is soon coming to a close.
Thus, heavy use and far denser updates on this page are to be expected.

www.leatherneck-sim.com/news

EDIT: Will go live on the 1st. I broke it.



New Public Bugtracker

As you may have noticed by the stickied posts; in order to better
accommodate both current and future project update needs; we have decided to open a public bugtracker.

This will allow us to more effectively receive bugreports from you, convey what is received and already fixed, as well as offer an insight into our post release support process.
We also hope that the added transparency will better indicate how many changes are made that previously were not noted in changelogs.

https://leatherneck-sim.mantishub.com/

We'd like to urge all of you to cease reporting bugs on the Bugs sub forums (unless significant discussion is indicated) and instead help us out
by registering a new account and reporting a bug on the bugtracker.​


New Team Members

One of the most important developments within LN this year has been the continued expansion of the team with some of the most talented individuals we can possibly find.
We pride ourselves on being a team built upon steadfast pillars of professionalism and excellence in our chosen profession; be it in the field of programming or art.

Thus, it's with great joy and pride that we welcome Stirling Rank and Daniel Malmquist to the Leatherneck team. You're already familiar with parts of Stirling's work; in the form of the F-14 Pilot we presented earlier this year.
We've actually already introduced Stirling in the previous mini-update, but it was fairly unceremonious.
Daniel has also been with us for a while now; as he takes charge on the creation of the F-14's flight and physical models.


DanielTeam.png


Hailing from Ystad, in the south of Sweden, Daniel now lives in Stockholm.
Complementing his huge interests in engineering and aviation is a Ph.D. in the fields of modeling and optimization of electromechanical systems, from the Royal Institute of Technology, arguably the leading engineering university in Sweden.

Daniels' keen interest in aviation has expressed itself in many ways; including being a licensed private pilot and the designing and developing several small unmanned
drones during his extensive research experience. Daniel’s strong theoretical background, combined with his programming experience makes him an excellent addition to the LNS team, and for spearheading the creation of the F-14 Flight and physical models.

Besides, look at those dreamy eyes and perfect complexion. How could we have said no?​

StirlingTeam.png


Hailing from Melbourne, Australia-- Stirling has skillfully avoided Scorpions, Exploding Cacti, Sharks, Crocodiles, Snakes, Arachnids, Jellyfish and other Australians to go on and become a brilliant young character and hard surface artist.

Despite his relatively young age, Stirling has built an impressive portfolio of hard and soft surface modeling, deeply rooted in strong sculpting talents.
While Character modeling may not be the first thing you think of when compiling your flight simulation wishlist; we couldn't be happier with the human element that Stirling brings to the table.

I think we've all seen the impressive results that well crafted, animated and engaging characters can do for immersion in titles such as Star Citizen.
We look forward to applying Stirlings' artwork in new and innovative ways, especially with the widespread adoption of VR just around the corner!​

MiG-21bis

Changes between 1.2.16 and 1.5/2.0

The MiG-21 saw many overt and covert changes in the 1.5 and 2.0 updates.
Some of these changes, coupled with the large changes in the DCS engine have resulted in a high number of new bugs and issues.
We're working very hard to fix all of these, and you can see most of them in the public bugtracker linked above.

We've also been very sloppy with maintaining a public change log.
Most of the items changed or fixed are listed below, but I'd estimate that there are at least a dozen or two more items not listed.
Here is a more comprehensive list, including the previously listed changes. Keep an eye on the bugtracker in the future for a better understanding on open or resolved issues.


  • Replaced multiple existing inputs with toggle inputs.
  • Re-Added several requested replaced inputs.
  • Added 9 New Keyboard Inputs: ASP Target Size, KPP Pitch Set, RSBN/PRGM Channel Select, Radio On/Off, Radio Volume & Channel Selection
  • Fixed various instances of the Radio not working.
  • Fixed the Radar operating without electrical power
  • Increased missile smoke visibility
  • Fixed the “SPRD Appears on F6 View after use” bug
  • Introduced special option for ASP pipper gameplay features.
  • Improved drag chute physics, including chute use in stall/spin recovery (Animation is however still limited)
  • Corrected Rudder Authority (“Rudder overpowering ailerons”)
  • Added UUA Sensor animation
  • Improved Over-G weapon jettison (Dynamic Weight Calculation, per-pylon/weapon limit)
  • Improved regulated Afterburner throttle control
  • Partially fixed visible weapons remaining on destroyed/missing wings
  • Fixed A-A missile lock tone bug
  • Corrected wing thickness & angle
  • Various corrections on all weapon pylons
  • Rebuilt frontal canopy for smooth fuselage transition
  • Re-Drew rivet and panel lines on rear fuselage
  • Dozens of minor 3D/2D issues
  • Fixed various Cockpit graphics issues
  • Corrected various ASP calculation issues (Incorrect lead, “CCIP”)
  • Added 8-10 new default liveries
  • New specular maps
  • Sculpted rear fuselage into a new normal map
  • Added new SPRD Rocket booster model and texture
  • Corrected placement of SPRD Rocket booster on aircraft
  • Further optimized external model and textures
  • Revised gear door textures
  • Corrected AoA vane animation
  • Temporarily removed 'Canopy Icing' checkbox pending visual implementation
  • LOD models optimized.
  • Incorrect ASO texture replaced.
  • Radome axis of movement fixed.
  • Double cockpit in low graphic settings fixed.
  • Tactical number slot holes fixed.
  • Added more variations of Russian tactical numbers.
  • Added Arabic tactical numbers.
  • Changed material setting from mirror to aluminum.
  • Landing gear’s external lights now come on only at full extension.
  • Remodeled external pilot’s visor and is now transparent with specular.
  • Navigation lights during the day are now bigger in “Bright” mode.
  • Missing panel lines and sealant on external canopy/windscreen added.
  • Missing rivets on right-side drag chute tube added.
  • Missing screws on top-side wing fuel tank panels added.
  • UVs for middle fuselage flipped 180 degrees to fix NMp errors.
  • Liveries adjusted for UV flip.
  • New normal and specular textures.
  • Fixed Radar crashing in 2.0
  • Corrected broken Normalmaps due to UV Flip
  • Corrected broken Specular maps due to UV Flip
  • Added support for NTTR map in RSBN Navigation System
  • Added additional Kneeboard panels
  • Fixed Kneeboard not showing map
  • Increased tracer visibility
  • Changed UPK pod CLSID to avoid CLSID conflict
  • Fixed crashing when selecting RSBN Channel above 18
  • Joystick double throttle input bug fixed
  • Changed MiG-21Bis → MiG-21bis
  • Fixed Training missions appearing in list
  • Updated StarForce protection system to avoid future issues
  • Fixed Aircraft shaking erroneously after broken tires
  • Fixed wheelbrake axis causing unstoppable air leak
  • Fixed booster aileron inconsistencies.

MiG-21bis Backer Rewards

As mentioned in the previous update; we've now made this issue a priority, especially considering how long it's now been since release. After considering several options; we'd like to propose the following changes to the backer tiers. While we are incredibly grateful for the support shown to the MiG-21bis project in its' infancy; we're unfortunately producing these items at a complete loss.

We're hoping to produce the following items:

  • MiG-21bis DVD: Jewel case with MiG-21bis installation disc & assorted development Screenshots, high resolution artwork and more.
    Your backer key will be printed on the back.
  • Printed Hardcover Manual: Printed, hardcover A5 manual, black and white print of the flight manual.
  • MiG-21 T-shirt: Stylish, low-key MiG-21bis shirt.

We'd thus propose the following changes in the backer tier rewards.
Please feel free to share your input on these changes and whether you would feel comfortable with the new replacements.

Big
Previous Rewards: MiG-21bis DVD
New Reward: MiG-21bis DVD

High Value
Previous Rewards: MiG-21bis DVD + Bonus DVD
New Rewards: Printed physical manual

Bonus
Previous Rewards: MiG-21bis DVD + Bonus DVD + Shirt
New Rewards: MiG-21bis DVD + Printed physical manual

Extra
Previous Rewards: MiG-21bis DVD + Bonus DVD + T-Shirt, Stickers, Poster and autographed manual.
New Rewards: MiG-21bis DVD + Printed Physical Manual + T-Shirt

Special
Previous Rewards: 2x MiG-21bis DVD + Bonus DVD + 2x T-shirt, Stickers, 2x Posters and autographed manual.
New Rewards: 2x MiG-21bis DVD + Printed Physical Manual + 2x T-Shirts + 1x Free Leatherneck product.


We're presently waiting on samples of the listed production items.
Once we have are satisfied with the items, we will order a proper production run and begin sending you your items.
Sincere apologies for the delay on this front.​

Delicious Leeks – AJS-37 & F4U-1D

Whoops!

No, it's not a red herring. (We're bigger fans of cod and salmon, actually).
Obviously we screwed up a little here, but hopefully you'll forgive us.
We might as well talk briefly about these two, while we're at it.

As mentioned previously; difficulties in some of the new technology: in particular components required for an accurate simulation of these modules, unexpectedly high MiG-21 workload, as well as various illnesses have both delayed the aircraft themselves, as well as their respective announcements. 

Both of these aircraft have afforded us an opportunity to develop critical technology for the future, and also serve as a stepping stone to a larger theater of war (F4U-1D).
Likewise, they have provided an easier path to unlock other aircraft making use of similar technology (AJS-37). It's also very important to remember that you may only catch a glimpse of the big picture with just the module names.
We have spent considerable time and resources into making sure that the products we create have an appropriate environment, opponents and other content.

In particular, some of the advancements we have made with these two modules are as follows:

  • Various FM improvements and extensions, including e.g. thrust reversers, carrier trap simulation.
  • Ground Mapping and Targeting Radar
  • Terrain Avoidance Radar
  • Advanced RWR including recording and recon features
  • Advanced ASSM sea-skimming missiles (RB-15F & RB-04)
  • Moderately advanced HUD
  • Moderately advanced aircraft computer and navigation systems
  • Displaced VID Display
  • New Memory-Screen Radar Shader(s)
  • ...and quite a lot more

With an average development time of several years; every module we have built or will build will be very special to us.
Thus we want to make sure that your first look, but more importantly- your first impression of our work is exactly as good as you expect of us.

The simple but honest truth is: they're just not quite there yet. At least visually.
If a cockpit is 95% done and but there is a big white blob instead of a HUD– we'd rather ensure that we get that done before disappointing you.
It will be a few more weeks until we are ready.

Having learned from the mistakes we made with the MiG-21; we are committed to ensuring only the smoothest of launches. This means a feature complete aircraft, all included content (missions, campaigns, documentation) and as much internal QA as we can possibly squeeze in.
We'd prefer to avoid extended and prolonged BETA periods, especially with our planned 2016 & 2017 roadmap; thus it is imperative that we can minimize the intense post-release update period.

F-14 A & B Tomcat Update

Systems & FM

The Tomcat has seen considerable progress in the last few months; and even though we are behind our initial projected schedule (H2 2015) – we have very little regret as to how this flagship module is progressing.
The majority of the year has been spent recreating the entire framework and systems base of the aircraft.

Items such as Hydraulic, electrical, fuel and control systems are complex components of the aircraft and these items being complete, functional and relatively bug-free is a prerequisite before moving on to some of the more overt features and components.
We've also spent considerable time implementing various supporting functionality, such as for instance numerical solvers (e.g. 4th order Range-Kutta)  for second and higher order dynamics which can be used for components like e.g. actuators.

We have now also begun making progress on the VSI, HSDI and HUD components, which are some of the most visual features of the systems modeling.
These systems directly tie into most of the other Aircraft systems, so they will not be fully complete until the very end of development.

VectorAssets1.jpg


The Flight Model has seen the most rapid progress over the last couple of months; and we've now begun assembling the physical model.
Primary focus is currently on Primary Handling of the aircraft: in essence, we are now working to perfect the overall body and wing aerodynamics, wing sweep dynamics & logic, and primary/secondary control surfaces and their influence.

Wing sweep logic, a core component of the F-14, is also complete and implements the four modes (Auto, Manual, Bomb, and Emergency) - making use of multiple underlying sweep schedules for both primary and secondary control channels.
The current implementation will of course allow us to calculate the effects of asymmetric wing sweep due to damage/malfunction.

In association with that, we have now also begun separating the visual animations into their respective hydraulic systems.
We are looking for a high level of granularity in failure simulation; and wherever there is a possibility of separate failure (e.g. separate hydraulic systems) – this will be simulated on our rendition of the Aircraft.
Electrical fuses, something frequently mentioned by the community, will be simulated to their fullest extent.


F-14_Hyd.jpg


The aerodynamic speed brakes are a fairly good example of our targeted fidelity.
Each of the three control surfaces are individually modeled, allowing us to take into account asymmetric effects from damaged/malfunctioning actuators and surfaces.

Just the speed brakes alone use 11 (that's a lot!) different lookup tables to determine aerodynamic coefficients in the current implementation.
This will give yield very realistic and dynamic feel.

Overall, we feel very confident in our implementation of the F-14 flight model at this stage. We will not stop short of anything but perfection.​

Art

The majority of the art teams' focus still lies with projects other than the F-14.
The reason for this is that the aircraft is (still) at a level where the artwork does not in any way impair the development of systems or functionality.
This is an important distinction to make; because it allows for the art team to focus on areas where they are most needed.

That said; we've invested a significant amount of time in the last few months into unwrapping the Cockpit. This sounds boring and terribly unsexy – and that's because it is. Thousands of objects had to be individually unwrapped and correctly placed; eventually comprising 37 cockpit textures split across the two cockpits.
An artists' personal hell. We're glad it's over!

F-14_UV.jpg


The next step is to begin sculpting various cockpit parts.
Bulging and peeling paint, metal imperfections, dings, scratches, fresh and old paint blotches, cloth parts, bent glareshields, and much more need to be accurately recreated to fully immerse the player.
Once we unveil the AJS-37 Cockpit; you will have a good indication of the quality level that we aim to achieve with all of our cockpits.

Not much has been done on the exterior in the last few months, apart from some significant accuracy improvements.
Referencing various new drawings caused us to adjust, in particular, the vertical tail planes and the entire front fuselage and canopy areas.
These were both very inaccurate, and required a lot of adjustments. It's an iterative process; so we expect there to be more changes as we go along.

We're quite optimistic about an F-14 materializing somewhere in the second half of 2016 – however this is, as usual, subject to change.
We'll keep you updated, and in particular start producing more material once the more overt visual features become more prominent!

VectorAssets2.jpg

Theatre Development

During most of 2015; we've focused on the creation of primary map content
for our planned theatres. This includes not only things like actual map objects (hangars, trenches, bunkers, destroyed aircraft, buildings, vegetation, and much more) but
also various vector assets such as roads, coastlines, elevation models, bodies of water and similar items.

Learning the production pipeline for the creation of maps for DCS has taken us close to the entire year; but we are now confident in our ability to create any terrain we set our mind to for the platform.
Perhaps most exciting, is that we've already carried out several in-game tests of already produced sections of land. It's a small, but very exciting step forwards!

In the beginning of 2016; we will be investing additional resources into the expansion of our theatre construction team. This will be in the form of more permanent employees at our offices in Swinoujscie.
We feel that only a large investment package will be enough to maintain our project goals, especially for products slated in 2017 and beyond.​

Goodbye 2015!

We'd like to take some time to wish you all a Happy New Year! 

As always, you have our sincere gratitude for your patience and support – can't
wait to finally repay you all by delivering what we've been promising.

See you in 2016!


Sincerely,
Leatherneck Simulations Team​
 
Link alla pagina originale:http://forums.eagle.ru/showthread.php?t=163752

F-14 Development Update Part I
We've just come off the first hard and fast development sprint and crunch on this project-- which are (unfortunately for our sanity and health) to become more frequent as we move towards the end of the year and the (drum roll) inevitable release.

The main focus of the art team still lies with projects other than the F-14; thus comparatively little demonstrable progress is found visually.
However, all components of the aircraft simulation itself are beginning to come together and form a more cohesive package.

F-14_External_01_thumb.jpg
F-14_External_02_thumb.jpg


Primary focuses for the team currently remain with the flight model, associated systems (fuel, engines, controls and more) – but we've now also begun building some of the
visual systems for the aircraft. These include the Heads up Display (HUD), Vertical Display Indicator (VDI) and HSD (Horizontal Situation Display).

We're of course maintaining the same refresh rates and accuracy which the real devices possess. You may find it a bit jarring at first to use the basic F-14 HUD; which updates rather infrequently.
Of course, we'll be making sure all of these devices also look much closer to their counterparts, both in functionality, size as well as projection characteristics.

They're still very much work in progress, so don't mind any misaligned, mis-scaled or in other ways incorrect elements. We are very likely aware of it already.

Worth pointing out is that the cockpit on these images is nothing but a placeholder used to enable our programming staff to execute their work.
Once the cockpit is textured; we then do a full merge together with our codebase.

Cockpit_01_thumb.jpg
Cockpit_02_thumb.jpg
Cockpit_03_THUMB.jpg


While these systems are still quite basic; they will begin to shape up in the next couple of months and be expanded to include all of their relevant modes (lots of inter connectivity here!)
We generally keep all of these types of visual systems, even gauges, and implement them at the very end.
The systems and flight modeling functionality that lies beneath it all, are far more complex and time consuming.

Flight Model

Since the last update, we have implemented all of the aerodynamics tables we had previously digitized. We currently use around 60 000 data points in a total of about 80 tables for e.g. aerodynamics and control schedules. This gives us a very dynamic feel to the flight model. The Flight Model is already able to accurately replicate well known characteristics of the F-14 such as wing rock, dutch roll, and flat spins.

Another focus lately has been the advanced implementation of flight control logic like trimming, spoiler control and the AFCS. We currently model the pitch, yaw, and roll SAS systems of the AFCS, with the automatic carrier landing system and other auto pilot modes coming later. The SAS system not only stabilizes the airplane, but also augments, for example, the roll rate, allowing for faster maneuvering.

Last but not least, we have continued the work on the guts behind the simulation; like for instance our dynamics simulation system. Put simply, we've basically implemented a simulator within the simulator (inception.wav) that allows us to simulate physics and control logic in real time (for you control theory interested people we use state space systems and transfer functions for a lot of the autopilot and control modes).

We're glossing over a lot of smaller things that we’ve been working on-- (did someone say wing flex? Hello mass-spring-damper systems!) but suffice to say we’re all really excited about now having a flyable, high fidelity flight model in the simulator.

The next major focus area will be further improving the engine model, and we’re currently developing the underlying modeling strategy and data (e.g. various engine maps and logic)

F-14_External_03_thum.jpg
F-14_External_04_thumb.jpg
F-14_External_05_thumb.jpg


Model Iteration Pass
Our development process is built upon iteration upon iteration; as we consider this to be the best and easiest way to attain accurate and high quality results.

Earlier this year; we began the final revision pass on the F-14 interior and exterior models. Most of the focus ended up on the exterior; which was plagued with various inaccuracies and inconsistencies which needed to be solved.
Some of these still remain; but we're now much closer to a final model, that can be unwrapped and textured.

One of the biggest items on our list, was rebuilding the entire wing from the ground up; re-doing all of the linkages, hydraulics and control surfaces inside of the wing as well.

Wing_01_thumb.jpg
Wing_02_thumb.jpg
Wing_03_thumb.jpg


All of the animations have also been redone and appropriately linked with their assigned hydraulic systems.
In the future, we'll also use bones to appropriately bend the sealant panels on the top and undersides of the wing root, as well as dynamically inflate and deflate the wing sealant bag.

Wing_Anim.gif


Most of the fuselage and various other parts have been adjusted, the biggest changes have happened in the front fuselage section, including the entire canopy and crew compartment, as well as the vertical stabilizers.
The aircraft is now far more accurate – but there are several issues that need to be cleaned up (you can see the skewed fuselage hatches, for example)

ModelAccuracy_01_thumb.jpg
ModelAccuracy_02_thumb.jpg


We've also begun rigging and animating our pilot models for the F-14.
Of course we try to maintain parity in our rigs to be able to quickly transpose animations between all the pilots we create, be it for the Viggen, F-14 or Pacific aircraft in development.

The images below show the low polygon pilot without applied normalmaps, thus the flat look.

Tomcat_Pilot_Rig_thumb.jpg
Tomcat_Pilot_Rig2_thumb.jpg
Tomcat_Pilot_Rig3_thumb.jpg

 
 
...cont due to image limit
Forrestal Class Carrier
A couple of weeks ago we began development of a Forrestal Class carrier to go with the F-14. We don't have any plans for this to be a payware module; and thus hope to include it either in the base simulator or bundled with the F-14 package itself.

We're aiming for a roughly mid 80s Forrestal Class carrier.
We don't currently plan on going into too much detail below deck, including the hangar deck; but that is subject to change.
Minimum carrier functionality and integration into the carrier operations of DCS itself is of course, a given!

It's still early days (a few weeks in, after all), but enjoy some renders below.
We have a number of techniques in mind to maximize texture and model fidelity while ensuring excellent performance; but as always-- we build our artwork to be downsized, rather than the other way around.

Forrestal_02.jpg


Forrestal_03.jpg


Forrestal_04b.jpg


Forrestal_05.jpg


Forrestal_06.jpg

We've also begun in creating all the required props, crew and other assets required for a full carrier complement.
The deck crew will of course wear appropriate equipment and colours for their assigned role.

We hope to add a library of animations to our deck crew as well; to keep the flight deck lively and interesting.

PilotBust.jpg


We'd like to thank all of you who contributed photos and research to help us build this storied class of carriers. Many thanks!
That's all for this part of the update!
Thanks for reading, and stay tuned for the second part coming up sometime during next week.


And as always, thanks for your support, patience and excitement!

Best Regards,
Leatherneck Simulations Team
 
é davvero goloso! Magari uscirá prima del tanto agognato F-18 (che sto giá scaricando). [:pilota]
 
Indietro
Alto