BENVENUTO!

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

Djmitri ha scritto:
Certamente Sco e non fa una piega, ma ad oggi in DCS non c'è niente del genere... E' questo che intendo: il multicrew funzionante, ad oggi non credo ci sia ancora o sbaglio? :???:
Il multicrew del L-39 non credo sia paragonabile a quello che sarà sul F-14, dove appunto c'è il pilota e il RIO, quindi 2 postazioni separate.

Io spero che venga implementato alla grande, anche perchè potrà aprire la strada ad altri biposto interessanti... [:headbang] [:headbang] [:headbang]

Scorpion ha scritto:
Bè... con gli annunci eccellenti che ci sono stati (F15E, F4E, F14A/A+/:cool: si presume che il multicrew COME DIO COMANDA, quindi con due postazioni separate fully operational ci saranno eccome.
Ma anche l'addestratore L39 se non erro ha già due postazioni più o meno funzionanti..

Quoto entrambi voi.
Lo spero anch'io.
Nel frattempo, gli annunci di altri sviluppatori si susseguono nelle aree dedicate del Forum DCS - primo tra tutti, RAZBAM, che ho letto ha annunciato addirittura quattro sorprese nell'immediato (quest'anno, hanno dato ad intendere).
Per non parlare del F-16 CM50, del F-15E e di altri ancora.

Quindi? Per quel che mi riguarda, ma sono l'ultimo del gruppo qui, mi sa che, come al solito, tocca confidare, aspettare e vedere se questi progetti saranno poi portati a termine...
 
Jackal ha scritto:
Djmitri ha scritto:
Certamente Sco e non fa una piega, ma ad oggi in DCS non c'è niente del genere... E' questo che intendo: il multicrew funzionante, ad oggi non credo ci sia ancora o sbaglio? :???:
Il multicrew del L-39 non credo sia paragonabile a quello che sarà sul F-14, dove appunto c'è il pilota e il RIO, quindi 2 postazioni separate.

Io spero che venga implementato alla grande, anche perchè potrà aprire la strada ad altri biposto interessanti... [:headbang] [:headbang] [:headbang]

Scorpion ha scritto:
Bè... con gli annunci eccellenti che ci sono stati (F15E, F4E, F14A/A+/:cool: si presume che il multicrew COME DIO COMANDA, quindi con due postazioni separate fully operational ci saranno eccome.
Ma anche l'addestratore L39 se non erro ha già due postazioni più o meno funzionanti..

Quoto entrambi voi.
Lo spero anch'io.
Nel frattempo, gli annunci di altri sviluppatori si susseguono nelle aree dedicate del Forum DCS - primo tra tutti, RAZBAM, che ho letto ha annunciato addirittura quattro sorprese nell'immediato (quest'anno, hanno dato ad intendere).
Per non parlare del F-16 CM50, del F-15E e di altri ancora.

Quindi? Per quel che mi riguarda, ma sono l'ultimo del gruppo qui, mi sa che, come al solito, tocca confidare, aspettare e vedere se questi progetti saranno poi portati a termine...

Jackal out.
 
https://forums.eagle.ru/showthread.php?t=216428

ICher5H.jpg




Heatblur Simulations
Video Production Specialist

Dear All,

To tackle exciting upcoming PR cycles for upcoming and future products, we’re looking to add one or several talented video directors and editors to the Heatblur team.
This is a part time, paid position.

At Heatblur Simulations, we greatly appreciate the value of a strong marketing campaign that showcases our hard work and what our modules are capable of.
Moreso, we consider each and every trailer or promotional production to be a product in itself, and strive to always attain the best quality in everything that we show.

If you’d like to work in an exciting, cutting edge team, on productions that shall be intended to stand as excellent pieces of art on their own, then we’d love to hear from you!


Requirements




  • [*]Excellent videography skills: shot composition, shot selection, lighting and other integral DoP-oriented visual skill sets.


    [*]DCS (or other game/sim) video editing experience.


    [*]Strong knowledge, passion or experience in editing short to medium length productions, videos and/or other moving visual material, especially trailers and other promotional material.


    [*]Experience with Digital Combat Simulator: able to design missions for recording sessions, utilization of the DCS camera system.


    [*]Team-oriented, fast and hard worker. Visionary. Strong individual initiative.


    [*]Appreciated: Knowledge of 2D motion graphics, e.g. title screens, or basic animations.  Knowledge of rudimentary Visual FX: masking, effects, advanced transitions.


    [*]Strongly appreciated: Sound editing and creation skills. Mixing and creating sound-design elements.


If you think you’d be a good fit for us - please don’t hesitate to send your CV and portfolio to: nicholas.dackard@gmail.com
Send us any videos you’ve made and that you’re proud of! We’d love to see them.


We're looking forward to hearing from you

Thanks,

Nicholas Dackard
Heatblur Simulations
 
                  • **DCS: F-14 Development Update - September!! **

                    Cockpit_Banner.jpg



                    F-14 Development Update!
                    Stick with it.

                    Dear All,

                    4 years, 5000+ commits and tens of thousands of manhours later we’re finally there, on to the final leg of the final stretch of what will hopefully be a new foundation for all things Heatblur.

                    As many hours as we’ve put in, you’ve probably spent quite a few yourself mired in frustration about not climbing into your own GRU-7 just yet.
                    We understand this and sincerely hope that the quality of the finished Tomcat will weigh heavily in our favour and put us in your good graces.

                    That said; we have plenty to talk about for now!

                    Lets jump right in:

                    [YOUTUBE]Sho9IlmtHfA[/YOUTUBE]

                    Heatblur Simulations is proud to announce the addition of the AI A-6E & KA-6 to DCS World as Free AI units!

                    Furthering our commitment to providing full and rich experiences to the community, and in line with our module development priorities, we’ve decided to introduce the A-6E and KA-6 as free AI units into DCS World shortly following the release of the F-14 Tomcat!

                    The Intruder is an aircraft that has been under active development at Heatblur Simulations for some time, and subject to a license agreement, we hope to eventually introduce it into DCS world as a full, playable module - and we are developing it with this intent in mind.

                    In the meantime, the AI Intruders will serve a critical role in the F-14 campaigns and provide an additional level of authenticity to the game and simulation battlespace environment. The A-6’s are built to our extremely exacting standards, with laser scanning forming the basis of our core workflow and ensuring complete accuracy in shape and dimensions.
                    In-game, the KA-6 will provide the player with texaco services while the A-6E will serve as a venerable strike partner with an unmatched payload - good friends to have in the cockpit of an F-14.

                    The A-6’s will also play a crucial part in one of the two free included campaigns with the F-14; as the particular cruise being depicted is the famous all Grumman cruise.
                    Dirty, greasy Tomcats and Intruders playing with each other on deck? Sign us up.

                    A-6E_1_Thumb.jpg
                    A-6E_2_Thumb.jpg


                    To summarize, current planned free content for the F-14 includes:
                    • Forrestal class carriers (compatible with all carrier aircraft)
                    • A-6E
                    • KA-6
                    • 1x F-14B Caucasus Campaign
                    • 1x Persian Gulf F-14A Campaign


                    ---------------------------------------------------------------------------------------------
                    ******************************************************************




                    The F-14

                    Ongoing work on the aircraft itself has been distributed across a broad range of development areas.

                    Primarily, and non-exhaustively, these include:


                    Flight Model
                    We’re now getting close to completing the final pre-release tweaks of the flight model. The aircraft (still) flies closely to our available performance data and parameters; but we’ve been continuing our heavy back and forth with SMEs, again, repeating ad nauseum: to truly capture the spirit and behaviour of the Tomcat. Some highlights of areas that have been touched upon lately include:
                    • Roll behaviour/performance & wing position: We’ve been correcting various inconsistencies between our simulation and the real jet in roll handling, inertia and lateral responsiveness, especially with the wings swept aft.
                    • Elevon drag in ground effect: We’ve been looking at and tweaking behaviour and the influence of the elevons on the aircraft in ground roll or ground effect situations.
                      This has been important in order to more accurately simulate the immense drag and utility that the elevons presented during landing or other ground operations.
                      Differential stabilizer inputs will now turn the aircraft in the direction of stick movement, and the elevons are now more effective at acting like massive airbrakes during your ground rollout.
                    • Turn performance: We’ve been spending considerable time fine-nudging and tuning turn performance and related parameters.
                      This is delicate work and has required a steady balance between changing too much and causing cascading effects. Like most of the FM in this stage of development, these changes are truly minute and will continue until launch day (and beyond!).

                    wut_thumb.jpg
                                     
                    wut?


                    Engine
                    Our engine model is now reaching advanced maturity and we’re reaching the stage where we’re adding features not deemed integral to the operation or simulation in the Early Access stage. However, because a deep and robust engine simulation is even more important for the F-14A; we want to make sure to have a head start on this area of development.


                    Some of the changes and items added to the engine modeling lately include:
                    • Connected various missing interconnectivity between integral aircraft systems, e.g. correct data flows between CADC and AICS/AFTC.
                    • Added several new failures; including supersonic inlet buzz and pop stalls due to lost CADC Mach signals.
                    • Engine compartment failures due to sustained extreme temperatures, either from engine malfunctions causing extreme EGT or battle damage. We’ve done our best estimate guesswork on how quickly the structural compartments would fail based on the temperatures we’re simulating inside the engine compartment.
                    • Multitudes of tweaks and corrections; changes to thrust penalties from AICS errors, turbine overtemp time/severity before turbine begins to degrade and much more. As our engine simulation becomes more deep, we will begin to spend more time fine tuning inconsistencies across the entire simulation gamut.
                    • Overhauled compressor stall chance and variability - and began to account for more variables impacting the correct operation of the engine: e.g. spin direction in a flat spin.

                    Once we consider the F110 to be fully complete; we will turn all of our attention on the P&W TF-30.
                    LANTIRN_Thumb.jpg

                    Our new and improved LANTIRN visual shader

                    Other areas of the simulation that are being worked on become more broad. In no particular order or priority:
                    • Jester AI: This is a massive topic and we’ve been focusing a lot of our attention on this area. In particular, we’ve been working on:
                    • Re-recording all older, or non-fitting voice lines (especially those that were recorded prior to us having a solid understanding of how the system would look). This has resulted in re-recording a few thousand lines in the past month and a half.
                    • Adding code support for making JESTER appear more lifelike. Mistakes, uh’s and ah’s, conjoining multiple separate statements into one where possible. I think we’re all familiar with ArmA-ness in speech and it’s difficult to avoid this entirely, but we’ve been trying to alleviate this as much as possible.
                    • Complete redesign of the User Interface from a visual standpoint. While we’ve been pleased with the usability of the JESTER Rose UI; it was in dire need of a visual overhaul. We focused on a few key areas during this process, namely: Quick readability at a glance, strong identifiable category colours and iconography, pleasing and responsive interaction animation (opening, closing, item selection) and enhancement of text space. We’re currently implementing this new redesign fully and it may not be entirely complete at launch, but we consider it a high priority.
                    • Teaching Jester a lot of tasks pertaining to navigation, radios, radar and fleshing out his capability as much as we can prior to release. Make no mistake; Jester will be at its most rudimentary form on launch, but our ultimate goal is to provide ourselves with a solid foundation to build upon.

                    JESTER_Rose_Thumb.jpg

                    JESTER UI mockup. Categories are purposefully generic in this mockup. In-Game appearance may differ.
                    Click to enlarge


                    Art! ART!

                    The big elephant in the room. This has been the cause of a lot of hurt and pain (financially, life-wise, PR, etc.)
                    It really is the cause for the biggest chunk of our delay and the additional cost overhead has been massive.
                    Quality has to always take precedence, no matter how frustrating for everyone involved (and that includes you guys  )

                    Again, in no particular order, priorities for the art team have been:
                    • Full completion of exterior textures. This has been an immense task. We’ve hand laid thousands of screws and rivets (yes, manually, each one. ) according to laser and photogrammetric scans. There have been no shortcuts, and no cut corners. This is probably the first and only time we go into this much detail on such an “inconsequential” thing whether screws are in such extremely precise locations.
                    • Completion of the Pilot’s cockpit textures and functionality. This area is now for the most part complete and will wrap up in the coming days. We can’t wait to fully unveil the novel and unique features that will elevate our artwork to the next level. That’s coming on the 7th!
                    • Completion of the RIOs cockpit textures and functionality. This area is scheduled for completion in the coming weeks of September and will be one of the final major items left for us to conclude.

                    Cockpit_02.jpg

                    Cockpit_04.jpg



                    Other major items that we’ve been improving, changing or implementing include, in shorthand:
                    • Full completion of the ALR-67 RWR
                    • LAU-138 CMs
                    • Main fuselage CMs
                    • Connecting various subsystems missing their various dependencies.
                    • Improvements to the kneeboard.
                    • Addition of many avionics failures in various different systems and subsystems.
                    • Overhaul of weapons stations numbering and connections to fit new exterior model.
                    • Several additions to datalink, carrier-aircraft, aircraft-aircraft and behaviour between navigation and datalink type systems.
                    • Improvement of LANTIRN Pod: Improved visual shaders, more accurate fonts, masking lines and other symbology.
                    • Continued work on the Forrestal class and associated assets; including deck cranes and other vehicles. We’ve begun with the very basics; by trying to perfect the look of our carrier deck. See screenshot below!
                    • ...and much much more.

                    carrierdeck_Thumb.jpg


                    That just about sums up most of what we’ve been working on over the past 1,5 month(s). Obviously we’ve somewhat slipped from the 90 day estimate we made 4 months ago; but not dramatically so, and while we easily expect to be ground down mentally over the next period of time, it’s just about time for us to get our ducks (turkeys) in a row and close what will essentially be a long chapter in each of our lives.

                    We hope it will have been worth it.

                    Tune in at heatblur.com on October 7th for our special unveiling. We won’t let you down.

                    Sincerely,
                    The Heatblur F-14 Team

                    phx_thumb.jpg


                    cockpit_03.jpg


                    Fonte: https://forums.eagle.ru/showpost.php?p=3612905&postcount=1
 
Graficamente è mostruoso... [:sca[527655] [:sca[527655] [:sca[527655]

PS.
Ieri sera c'era Top Gun :cool: :cool: :cool:
 
@Skycaptain: come minimo.

@Djmitri: ancora? Sicuro che ieri recitava il nonno di Tom Cruise  [:panach11]

Jackal out.
 
https://forums.eagle.ru/showthread.php?t=219829

As the title says, Heatblur will be on tomorrow to both update us on the Tomcat and to give a module away to a viewer. This module can be any module that Heatblur offers including the Tomcat. The giveaway will be taking place tomorrow, September 8th following the SATAL match between TAW and CNF at 1300z. If you are unfamiliar with Zulu time click here to see what time it is locally.

The giveaway will use the following format. Participants will be notified of a keyword needed to enter the giveaway at some point during the live broadcast. This could happen at any time. You MUST have this keyword in order to enter.

For those that don't know, SATAL is a squadron league that pits the very best pilots in DCS World against one another. This league has run from February to October with 1 match a week. This weekends matchup is between TAW and CNF. If this is not something you have watched before I would highly recommend you check it out. If you want to see rules and what SATAL is, take a look at the ED forums thread. If you want to see stats for individuals and teams as well as schedules for past and upcoming matches check out Splash One Gaming's The Merge.

ED Forums

Splash One Gaming's The Merge

This weekends, as well as all past and future streams, will be taking place on both Twitch. There will also be a live Tacview that you will be able to view on the DCSWorldEvents sister stream, DCSWorldEvents2.

Twitch Main

Twitch Tacview
 
https://www.facebook.com/heatblur/photos/a.683607905160164/996617780525840/?type=3

42713195_996617783859173_3844550390586540032_o.jpg
 
ma esce il 7 ottobre?????
 
Skycaptain ha scritto:
Tournament ha scritto:
ma esce il 7 ottobre?????

Per il 99,99% no, quasi sicuramente annunceranno l'Early Access per fine anno.
Secondo me, eh.

Anchio la penso proprio così. Annunceranno l'uscita in EA, che non dovrebbe essere poi tanto lontana... ;)
 
Secondo me lo usciranno bello e pronto!!  :cool:
 
Commovente.
Il Tomcat è stato il mio primo amore; ero poco più di un bambino quando lo vidi per la prima volta in edicola, sulla copertina lucida del mio primo numero della rivista Volare: una coppia di F-14 ripresi da dietro con i postbruciatori accesi. Sembravano due astronavi, ed io continuavo a guardare sognante quell'immagine. Poi c'è stato il film Top Gun, che vidi due volte di fila (nel senso che non uscii dal cinema dopo la fine del film e lo rividi una secoinda volta).
Questi stanno facendo un lavoro incredibile.
 
Gladius ha scritto:
Secondo me lo usciranno bello e pronto!!  :cool:

Intanto è sicuro che usciranno 65 cocuzze!  ;)  :D
 
Jackal ha scritto:
Gladius ha scritto:
Secondo me lo usciranno bello e pronto!!  :cool:

Intanto è sicuro che usciranno 65 cocuzze!  ;)  :D

Onestamente pensavo molto peggio.  [fisc]

E' il mio primo modulo che prendo a "prezzo pieno" (anche se comunque scontato perché è un preordine), ma in ogni caso il prezzo "ci sta", visto il lavoro dietro.

Ho bypassato praticamente quasi tutti gli altri moduli, ma all'F-14 non si può dir di no.
Questo aereo ha lasciato il segno durante gli anni '80... e ancora è rimasto.  :D
 
Certo, sono più che d'accordo con te sull'importanza del Tomcat, la cui importanza strategica è tornata drammaticamente attuale per l'U.S. Navy in questi mesi (ho postato un topic al riguardo qualche tempo fa).
Ma quanto al prezzo... come si dice dalle mie parti, "Chi paga poi pretende".
Lo sviluppatore è certamente serio, speriamo soltanto che abbiano il tempo di rifinire il prodotto e presentarlo come merita.
 
Indietro
Alto Basso