View Full Version : Terrain/Ground Attack Rrealism Request
mark_ye13
04-28-2004, 11:25
I know computer capability is a big factor here, but is there any way terrain graphics could be enhanced? For example, I know where you can get unclassified terrain maps for any part of the world, including altitude grades and everything else necessary to make a detailed city.
Also, I have heard other people talk about adding civilian vehicles, etc. to add to the challenge and realism. I have to agree. In the past (i.e. F4) you knew that any vehicle on the radar (or the entire game for that matter) was a military vehicle. The only question was "Is it Red or Blue?". How challenging would it be to hit enemy targets in the middle of a city with not only lots of civilian traffic, but your own forces mixed in during an assault? That would bring it back to VID, which is hard as hell (ask the Hog drivers in Iraq that lit up my fellow Marines during the invasion). It is great that America has all this top-notch technology that allows us to hit targets from great distances, but every time we come up with something great, the enemy jumps right into developing a way to counter it.
America developed long range A-A missiles,
Russia developed longer range missiles and relied on sheer numbers, America developed the Fire-and-Forget missile,
Russia developed longer range Fire-and-Forget missiles,
America developed the stealth fighter,
Russia develops the Advanced IR tracking system for their fighters,
Etc, etc, etc...
PS - Starting every bombing campaign from 15,000+ feet until the IADS is weakened to an acceptable level isn't going to work for very much longer, especially since Russia now has SAMs on level with the PAC-3 (Phased array radars that aren't detectable for HARM attack, missiles that are guided until they are near their target, then activate their own radars for terminal interception. The pilot engaged wouldn't even know he is being engaged until the missile's own radar activates. How much action can you take when the missile is only a few miles away and screaming at you at 4M+?). What is going to happen when they develop IR-guided missiles fired from those launchers? No warning whatsoever until you (or hopefully someone else) are blown out of the sky. That will bring pilots back to the NOE flying that brought them in range of every barrel down to the Assault Rifle.
Just some suggestions. I would like to see a "Red Storm Rising" scenario set in the present, with the present technology but the national borders and politics of the 80s. THAT would be a true test of a Falconeer's (or any NATO aircraft's) abilities!
adding civilian traffic is no problem I guess, but the intesity is what counts, take LOMAC for example...you find a truck on the road every now and then. Now imagine 50 trucks! I guess I'm go with the idea :thumbsup:
P.S Hows Bahrain in the summer ? :drink:
Vlerkies
04-29-2004, 03:42
I love the idea bud, here's a couple of brewskies for you and your squad.
:drink: :drink: :drink: :drink: :drink: :drink: :drink:
:military:
~S~
After Lock On and Il-2 v2.0 (Ace Pack) releases, developers, IMHO, should make great efforts on an extremely high level landscape development, namely:
An exact realistic relief (for example using SRTM elevation data) for all A-G operation realism, relief rounding mode implementation etc;
The high resolution space images based textures using for 3D objects arrangement;
Vectorized railways and roads with civil and military AI -traffic support;
To solve the problem of adjustment of roads, rivers and all 3D objects with the elevation relief;
There is no doubt they should make very high detailed terrain and Fighter Ops SIM’s world in general.
In brief – it should be an advanced GIS-like flexible and open source package. Will developers able to give such (or any part of that instrument) to interested community members?
Thanks for any answers!
To mark_ye13: could you tell me what is the source of landscape data you’ve said?
Bladehawk
04-30-2004, 08:59
The Terrain realism, the speed sensation alt low altitudes, the civilian traffic and causualties and the pressure they cause (media) on the goverments are Very important factors in modern wars.
Imagine a miss guided bomb hiting an hospital a civilian shelter or a train full of civilians...
Flying at hi speed in a narrow canyon to avoid the detection of a fierce air defense system .
There are unclassified terrain maps for any part of the world, including altitude grades and everything else necessary to make a detailed city... its all there use it wisely... :thumbsup: :drink:
After Lock On and Il-2 v2.0 (Ace Pack) releases, developers, IMHO, should make great efforts on an extremely high level landscape development, namely:
An exact realistic relief (for example using SRTM elevation data) for all A-G operation realism, relief rounding mode implementation etc;
The high resolution space images based textures using for 3D objects arrangement;
Vectorized railways and roads with civil and military AI -traffic support;
To solve the problem of adjustment of roads, rivers and all 3D objects with the elevation relief;
There is no doubt they should make very high detailed terrain and Fighter Ops SIM’s world in general.
In brief – it should be an advanced GIS-like flexible and open source package. Will developers able to give such (or any part of that instrument) to interested community members?
Thanks for any answers!
To mark_ye13: could you tell me what is the source of landscape data you’ve said?
As much as we would all love to have a super photo-realistic terrain with accurate height maps, civilian traffic (air and ground) and accurately modelled cities, computer capability is a big factor here (as stated by mark_ye13). If I may make a reference to Lock On (without a debate about whether it is a game or a sim, please...), one of the biggest criticisms is that it cannot constantly smoothly run at max detail, even on a 3GHz rig with an ATI Radeon 9800. (Or at least I think I read that somewhere). As nice as Lock On looks, it is a little far from looking truely realistic. It is important to remember what we will be running FO on, and thus to make a few (hopefully small) compromises.
Vlerkies
04-30-2004, 10:39
Well said Bladehawk and Antler
:drink: :drink:
:military:
~S~
Antler wrote,
As much as we would all love to have a super photo-realistic terrain with accurate height maps, civilian traffic (air and ground) and accurately modelled cities, computer capability is a big factor here (as stated by mark_ye13). If I may make a reference to Lock On (without a debate about whether it is a game or a sim, please...), one of the biggest criticisms is that it cannot constantly smoothly run at max detail, even on a 3GHz rig with an ATI Radeon 9800. (Or at least I think I read that somewhere). As nice as Lock On looks, it is a little far from looking truely realistic. It is important to remember what we will be running FO on, and thus to make a few (hopefully small) compromises.
This is certainly the aim here. This is a "High Fidelity sim" in the works and there will be scaleable senery. I've seen photo images from sats that are elevation based that appear quite three dimentional, and yet, they don't require alot of space/memory to render. G2I/Gen Av are using the latest in code development that will insure a very imersive environment for all. And alll of it should bem scaleable!! :thumbsup: :mrgreen:
FlyBoy01
05-04-2004, 04:02
Jhook,
If you are correct my friend things will be good, very good in FO. :D
This means flying and fighting the F15E will be a truly sublime experience. Finally the realization of F15StrikeEagle versions I thru III.
I can hardly wait.... :thumbsup:
Vlerkies
05-04-2004, 04:14
Yeah bud it is truly going to be an sim to be reckoned with
:drink: :drink:
:military:
~S~
FlyBoy01
05-04-2004, 04:19
Vlerkies,
Bud all they have to do is deliver half of their promises and this thing will rock.
:drink: :drink: :drink:
For you bud, and the rest of the team.
Vlerkies
05-04-2004, 08:38
Shot bud
:thumbsup:
:military:
~S~
This is certainly the aim here. This is a "High Fidelity sim" in the works and there will be scaleable senery. I've seen photo images from sats that are elevation based that appear quite three dimentional, and yet, they don't require alot of space/memory to render. G2I/Gen Av are using the latest in code development that will insure a very imersive environment for all. And alll of it should bem scaleable!! :thumbsup: :mrgreen:
What I meant was that it is one thing to have a three-dimensional looking terrain and it is another to have a three-dimensional looking terrain because it actually is three-dimensional. (ok, ideas taken from other threads, but the point is still there).
I'm just guessing here, but the computing power required to make a photo-realistic terrain that you could fly down to and through would be huge. But, if this could be done, that would be brilliant! Here's hoping...
I've just had an idea... Don't know if it would actually be of any use, as I don't really have any experience, but here goes...
The terrain could be done in a similar manner to asteroid fields in Freelancer. I'll explain for those who have either never played Freelancer, of think my analogy is rubbish:
Have a satellite terrain image as the terrain once you are above a certain altitude, 10,000 feet for example. Once you fly lower than that (threshold) altitude, the terrain changes from a simple picture to a three-dimensional terrain that you could actually fly through. That way, you might not have to push so many polygons at once, while still having a good-looking terrain.
Vlerkies
05-06-2004, 11:28
That sounds brilliant bud. And i think that that idea wouldn't need alot of computing power or i may be mistaken, i don't know alot about computer proceessing power vs. games. All i know the faster your computer the better. Give me a Cessna, or SAAB Gripen any day and i'll be happy :thumbsup:
:military:
~S~
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