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#136 |
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OBSP developer
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It's not finished. Not by a long shot. But we've made good progress in the past weeks and we'll release a new version soon. Don't ask when, not even I know
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#137 |
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O-F Administrator
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#138 |
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Fish Dreamer
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now will this have any larger than xr-5 sized ships for (kind-of) capital ship combat?
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#139 |
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OBSP Developer
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In the last year, Orbiter Battle Simulation Project (OBSP) has seen a number of changes. First of all, the project underwent a complete code rewrite, the result of which is now modular ("component" based) and much more stable than previous versions. From these stable foundations, we have continued work on an addon for Orbiter that will encompass not only everything required for combat in Orbiter, but a generic (and vastly improved) autopilot/AI system, an expandable damage model and an entire vessel superstructure for developers.
RisingFury has been hard at work creating combat autopilots. These autopilots are able to destroy a specified target using several different weapons - Air-to-air missiles, air-to-ground missiles and freefall bombs have all been implemented and are available to OBSP's autopilots. Eventually these autopilots will be controlled by an AI system (which is currently in the works) - but for now, OBSP's lua interface is used, which integrates seamlessly into Orbiter's own scripting system. Although progress on OBSP is swift, we are need of help. We are in need of C++ developers to create an open source and generic aircraft platform for OBSP. This will require a "magic" DLL which would read parameters from a CFG file, so future OBSP developers can create planes with little or no knowledge of C++ - only the knowledge of aerodynamics and mechanics would be required. We already have this kind of system for weapons... developers only need to create a config file and a mesh for their missile/bomb, and OBSP's DLLs do the rest. We believe having a separate developer creating the DLLs for the aircraft would allow for a more feature packed platform, and an earlier release! Some videos of the new OBSP: RisingFury's new combat autopilots: RisingFury explaining the need for and role of future developers: Many thanks to RisingFury, TNeo and Loru. Last edited by escapetomsfate; 08-05-2011 at 11:06 PM. |
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#140 |
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Orbinaut
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I'm not a programmer, but I can make models, and IIRC Orbiter models can be made with Gmax...
Hmm. I think you should question whether or not tanks and such would be necessary. Honestly, I find it a bit odd focus so far has been on aerial combat. There are plenty of flight sims, tank games, etc. out there, but what would be extremely unique is a space combat sim that's realistic, like orbiter. At least IMO, that would make the most sense, I mean, after all, Orbiter is a space sim, not really a flight sim... IMO the concern should be ASAT's, not SAM's. And IMO explosion effects should always have at least two particles: The fire, since it must have additive rendering, and the smoke, which would use alpha. But Additive is VERY important to get the fire to look good... That sounded kinda cynical. I do like the idea and what's being done, though, those are just some comments. It is exciting. Since there's air to air missiles, have you considered incorporating some of the aircraft addons? It would be really interesting to see a Delta-Glider go up against a Mig-31, or an F-15 launch an ASAT at a DG that's in orbit. But the funnest thing, IMO, would be orbiting above a battle site where F-22's are engaging Su-27's and advanced Chinese jets, and popping jets like balloons with an IR laser from orbit. The challenge would be to get the most kills and turn the tide of the battle with what little time you have before you pass the target, while shooting down ASAT salvos before they hit you. Then you'd have to do a burn to change your LAN or INC to pass over the battle site again, and do it again, if there's any targets left. I'll Echo Eli here, will there be any capital ships? Will the team take advice from the Space Combat Techniques Discussion, and implement realistic space-to-space combat? That's the biggie I'm excited about . I guess the hard part would be getting missiles to work by orbital dynamics. I've done a good amount of work on that, if I can find the old notes...
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#141 |
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Orbinaut
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Seriously, this needs ASATs. Atmospheric flight is a small fraction of the Orbiter experience, I want to plot a high-energy rendezvous with a target in orbit over Io and nail it with an ASAT as I fly by with a relative velocity of about 30 km/s.
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#142 |
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Soviet-Electric Space Stapler
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Hell, to take real advantage of orbiter: Where are the Nukes?
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#143 |
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OBSP developer
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I think the other units shooting back at you gives real depth to this addon. There have been attempts to implement various parts of combat in Orbiter (AA missile, UCGO nuke, Bomb MFD and failed attempts at an ASAT), but none of these addons has managed to combine everything and add an AI to the the other units. We have! The next step from here are missile countermeasures. Flares and chaff. That way every missile fired won't result in a hit on enemy target and we can start dogfighting. I also have to write some tactics for the aerial combat autopilot too, other then just trying to follow the target. The ultimate goal of this addon is to span everything from ground combat to interplanetary combat. It's still a long way off, but we're persistent. We're looking for developers that have enough patience to see this through to the end and not just jump at the quick result like "I WANT SOME ASATS!!!!" Quote:
The configuration for the weapon allows you to choose both fire and smoke, fire only, smoke only or none. As time goes on, I'll program more types of explosion effects, so we can simulate effects made by cluster bombs, for example and to have some variety. But for now I think we're ok. Quote:
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Kev33 graciously allowed us the use of his aircraft models. That is why we're calling for help! I'm busy with the atuopilots and escapetomsfate is busy with the OBSP core. We'd really need someone to take this work off our hands and start building planes. Ultimate goal of this addon would be to contain both current technology aircraft, as well as future fictional ones. We probably can't mix technologies if they're so different, but it does allow for current era warfare, or future. Quote:
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The community needs to have patience. I joined OBSP two years ago, offering my assistance with the project. Since then the development of this addon has been really focused and structured, but still we're only now at the position to offer some interesting content to the user. OBSP is a large project and right from the start we knew it will take a lot of time to make. We're both students and do this in our spare time, but we'll get it done eventually. |
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#144 |
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Orbinaut
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![]() In the "Test Launches" section it has a neat little bit on launch procedure: Quote:
Flares and chaffs apply to aerial combat, but for space, I think countermeasures could go in the Space Combat Techniques Discussion, which I'll kind of urge people to join in on to sort of "peer-review" my ideas, add their own, etc. Quote:
And seeing as so far there's no multiplayer in Orbiter that I know of, is quiet necessary... Quote:
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Last edited by Eagle1Division; 08-06-2011 at 04:17 PM. |
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#145 |
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OBSP Developer
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It seems most people are wondering why we haven't been developing any kind of space warfare yet.
I think really there's two main reasons: Firstly, we needed the core functions in place first before we even thought about which type of weapons to create. Once these functions were done, it seemed a lot easier to test them out with simple freefall bombs (no guidance needed) over ASATs or anything of the sort (which would undoubtedly need a lot of time to create the guidance system just to hit the target). The other reason is how undefined space warfare is once you get past the level of ASATs. There are many, many ideas floating around on what form(s) it could take (as proven by the 15 page threads on here that spawn surprisingly quickly as soon as someone mentions "space combat"). We could spend time developing a certain idea or "technique", but whatever we choose would only be scratching the surface (apologies for the cliché) of a vast array of ideas... OBSP hopefully will be able to simulate some of these ideas, but first it needs to start with Earth bound aerial combat - because we know exactly what happens in it... |
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#146 |
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Orbinaut
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Hi everyone. Great to see people pushing the boundaries of Orbiter's possibilities! The core sim has so much potential it's almost scary. OBSP could end up being the most outstanding 'game' ever, especially with MP support. Anything I can do to help? I haven't learned how to code (yet), but can do some modeling/texturing/uv mapping/testing.
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#147 |
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OBSP developer
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Sure. If you can mesh and texture your own models and if you can do low poly modeling, then you can help out
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#148 |
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Moderator
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I suggest fidling with this explosion.
3 or 4 particle emiters placed around mesh (within 5 or 6 meters from center) with growrate of 300 (speed of sound for fireball) But as usuall that's my opinion. |
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#149 |
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OBSP developer
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We value your opinion and constructive criticism and thanks for the texture
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#150 |
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Orbinaut
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Hi, I would like to contribute if all your slots are not closed. I can do meshes and beta testing, but I don't know progamming.
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| Tags |
| battle, beta, combat, simulation, test |
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