hello,
couldn' decide if making the topic here or in the technology part of the forum
Following outerra in the shadows for several years, i enjoy every little advancement in every possible field of the soft.
Anyway, i dream for outerra to become the future WWII Combat Flight simulator as it's the only one engine (Combat Flight spoken )capable
of simulating the long range flights or even the medium ranged-ones, thing that actual combat sims doesn't allow (the il2-46 or the new il-BoS)
even if the old il2-46 accept maps upto 900km lenght, but question ground details...yaeh it's not up to actual standards now, beeing coded
at the end of the 90', but still stays a reference for the multiplayer combat sims genre (coding spoken).
Now, what should it take for outerra to become the futur CFS-il2?
the following assumptions/questions/ideas are mostly things i'm questionning myself soo please do not point the rheinmetal 20mm directly :-)
Maybe some answers are in some posts on the forum, but can't read all the post neither...sorry.
1°aero physics:
-OT works with JSBsim, what actually seems to be a very capable flight engine but doesn't it require too much CPU?
-isn't the jSBsim too hard to code to get a plane bahave like it should?
-How will OT react when having something like 128 players and 500 Ai's on the same area (simple exemple:B-17 raid interception above
germany),hundreds 0.50 cal shooting from the bombers, 128 human pilots flying between bombers...a real furball.
Is there a way to supress (bypass) the JSBsim and use an easier FlightModel physics (like the one in il2 for those who knows)or is it not needed and JSBsim
can be handled by one player's cpu acting like host for other players?
2°Ballistics physics:
-Does the actual ballistic stuff in OT can handle any kind of projectile?
3°Netcode
- i saw the first tries for the network coding (third party), looks promising (maybe the 100ms are much too low).What are the developer's expectations for
the "multiplayer" capability?
4°3d stuff:
- Does OT need different LoD's or does it compute it by itself? (i saw different Lod's in the object importer but not used it till now...)
- How should an airplane 3model be made to get a Dammage Model? is this made simply the old way?: bullet-X hits
Dammagebox-Y with kinetic energy-Z =>gives dammage on function-W and disable Function-V(for example).(Java type coding used in il2)
5°Dammaging the "objects": OT use BULLEt, but how if we want to to destroy a building, working with Different states for the building(Alive and dead)?
or is there something special to add when creating the 3d model of the building if we want it be crushed by a bomb?
5°The world:
-OT uses actual elevation data what gives a certain terrain. but in 70 years, things have changed question height and terrain shape. will there be a way to modify the Actual
"ground-terrain"using old WW2 maps, like putting an overlay to a certain zone of the terrain that the guy correcting can follow to modify the ground?
-OT (will) use actual OSM data, would there be the need to create the whole WW2 OSM data from scratch? or is there another way to create the roads maps?
-WW2 roads weren't like the one we have today, OT seems to use Seamless texturing for the roads. how could the cobblestone roads, the
concrete-plate roads, the concrete-plate tarmacs beeing done?
-Trees: right now, trees have no DM, is there something in the planning to get the trees having an affect on object flying through them?
Others questions will come...
Thank you
And sorry for my english...