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View Full Version : Guided weapons in FS .... comming soon to a simulator close to you!



phlerp
June 5th, 2009, 13:03
I posted this in the newshawk but was told that I better post it here too.

FSW or FSWeapons is an add on in early development that will implement all kind of guided weapons in FSX, air to air and air to ground, and perhaps in the future even SAMs and AI-planes shooting back. For the moment there will only be single player mode, but we have ideas how to enable multiplayer. You can read about it here: http://sul37.blogspot.com (http://sul37.blogspot.com/)

Or you can see it in action here:
nqPPEEqLEDo

Anneke
June 5th, 2009, 13:08
Finally, great stuff.

Mithrin
June 5th, 2009, 13:20
Impact, then sound. Ah I'm too critical. Cool effects anyway. ;)

Roger
June 5th, 2009, 13:44
Impact, then sound. Ah I'm too critical. Cool effects anyway. ;)

Depends where you are as the listener. Speed of sound/Speed of light:kilroy:

Gdavis101
June 5th, 2009, 15:12
Wow! I think I like the set up too!

b52bob
June 5th, 2009, 15:42
OH NO....not the Buff!!!

VCN-1
June 5th, 2009, 15:46
Impressive!

VCN-1

MudMarine
June 5th, 2009, 16:06
You would see impact before you heard the sound. I'm going to be all over this when it comes out!! Hopefully someone will do it for WWII planes!:applause:

EgoR64
June 5th, 2009, 16:40
:wavey:

Very Cool !!

Free flight ??

Did the Big Bird actually crash after being hit by the Missle ?? :icon29:

Cheers !!

Ian Warren
June 5th, 2009, 17:30
I said to other this would happen , go beyond the FSX base pack ! I think we are all in for a totally different Flight Sim :kilroy:

VFR Reviews
June 5th, 2009, 17:44
That is AWESOME :D

Can't wait to take my VRS F-18 up against some stuff like that :ernae:

RyanJames170
June 5th, 2009, 18:19
cool but would rather have WWII aircraft my self
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crashaz
June 5th, 2009, 18:30
Great innovation! Keep going and thanks for the work!:applause::applause::applause:

Lazerbrainz2k3
June 5th, 2009, 18:43
what beef does sweden have with a B-52? :icon_lol:

Very cool, though I hope some code will exist to not make each missile launched always reach it's target. That could make for some very brief engagements, without some chance of probability being on your side, if not evade the missile outright.

If there was an electronic warfare/stealth module to further put the odds on your side, that would be pretty awesome, too! Flip a switch, turn your jammers on, and the probability of intercept goes down xx%. Nice idea - though probably hopelessly complex.

Is that the full-FSX version of the (name forgotten but not Alphasim) Draken? I didn't know it was done.

AckAck
June 5th, 2009, 18:47
Well, the video does show 1 miss...

Brian

Piglet
June 5th, 2009, 19:03
Pretty neat! Now comes damage modelling...
Did the fighter pilot leave on his left turn blinker on during start?:icon_lol:

Daube
June 6th, 2009, 00:35
Fantastic !
What technique did you use ? Is the missile a part of the plane, or is it an AI plane that you pop in front of your plane with a flight plan headed at the other aircraft ?

BananaBob
June 6th, 2009, 01:02
I'm definitely getting this, especially if it comes wit that cockpit setup, lol :ernae:

Stickshaker
June 6th, 2009, 02:20
Fantastic! I'll be waiting eagerly for it. Ehh... can you represent cannon shells (as unguided weapons perhaps)? Would be great for WWII aircraft.

blazefox2
June 6th, 2009, 02:31
all i can say is since i have been in numerous virtual militaries on fsx this will REVOLUTIONIZE the way we fight online thank you and i will pay whatever the cost to purchase it great job guys :applause::icon29::applause:

phlerp
June 6th, 2009, 03:38
:wavey:

Very Cool !!

Free flight ??

Did the Big Bird actually crash after being hit by the Missle ?? :icon29:

Cheers !!

The target will go down when hit, but so far it will not explode on ground impact. I plan to change that though. However that is a later issue as it is more a question of cosmetics.

At the moment all aircrafts will do the same maneuver when hit, but next step in the development is to calculate the apropriate behaviour base on where it is hit. If severly dammage I will also implement the function of the plane breaking up in peaces. Not that you will see individual parts of the plane, like shooting a wing off, but that the aircraft will explode and small fragments wil fly in different direction. I've studied a lot of photos from missile impacts and think it will look good. Then again, these things are cosmetics and will not be done until later. At the moment I'm concentrating on simulating things like missile behaviour and communication between weapon and systems like radar and such.

jetstreamsky
June 6th, 2009, 04:14
Does this work by actually detecting hits or is more of a scripted thing?

If the former and you find a way to enable multiplayer, something along the lines of combat simulation where a hit causes the opponents smoke to come on, would be great fun and quite challenging.

Real world example http://www.incredible-adventures.com/air-combat.html

VFR Reviews
June 6th, 2009, 07:22
This is some really cool developing... :ernae:

phlerp
June 6th, 2009, 08:22
You would see impact before you heard the sound. I'm going to be all over this when it comes out!! Hopefully someone will do it for WWII planes!:applause:
Yeah, but FSX has no support for this. The explosion at impact is a simple FSX effect, and unfortunately sound in FSX is not delayed due to distance. It's a minor annoyance I think we can live with for a while. Rome wasn't built in one day.


what beef does sweden have with a B-52? :icon_lol:
Well, if they fly over our air space they'll have to expect this :P



Very cool, though I hope some code will exist to not make each missile launched always reach it's target. That could make for some very brief engagements, without some chance of probability being on your side, if not evade the missile outright.

Actually I've done my research on the seeker and guidance system of the sidewinder, so it should behave very close to the real thing. There is still a few tweaks, but as you can see in the film not all missiles hits the target. The third missile starts to track but when it gets fairly close can't keep up with the target from that aspect and looses track.



Is that the full-FSX version of the (name forgotten but not Alphasim) Draken? I didn't know it was done.
We're working closely with the author of that Draken and have some minor changes that is not yet released. However we only use the visual model and the aerodynamic model. The other stuff we've replaced with our own system that interacts with the hardware.


Fantastic !
What technique did you use ? Is the missile a part of the plane, or is it an AI plane that you pop in front of your plane with a flight plan headed at the other aircraft ?
I hope that you understand that I'm not really willing to discuss exactly how it is done. But I can say as much as the weapon is NOT a part of the plane, it is a free object.


Does this work by actually detecting hits or is more of a scripted thing?

If the former and you find a way to enable multiplayer, something along the lines of combat simulation where a hit causes the opponents smoke to come on, would be great fun and quite challenging.

It is not scripted at all. The missile detects hits and forces the aircraft to go down. However at the moment it only works in single player. I want to do multiplayer eventually, and have ideas how to do it. But it will have to way until a later version. I have a long list of stuff that has do be done first.

When I have a stable product with a fairly large number of different weapons I will start looking at multiplayer. One of the most important things I'm working on right now is integration with other systems like radars and weapon control systems. There will be a simple SimConnect interface for all third party aircraft developers to implement to control the weapons. This will ensure that the weapons works correctly with the planes that will use them.

Daube
June 6th, 2009, 08:55
No problems Phlerp, I understand ;)
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centuryseries
June 6th, 2009, 09:45
A great development for FSX (even if you are using my B-52 model as a target lol) :icon_lol: I knew I should've modelled some jamming equipment :pop4: :jump:

phlerp
June 6th, 2009, 09:50
A great development for FSX (even if you are using my B-52 model as a target lol) :icon_lol: I knew I should've modelled some jamming equipment :pop4: :jump:He he... We wanted to use a tu-95 Bear, but couldn't find one that wouldn't intefer with the smoke effect we use for the destroyed aircraft. I will fix it soon so it will work with any aircraft though.

Skywolf
June 6th, 2009, 20:40
This is one addon i am definitely going to get.

Dave(Dangerous)Boynton
June 7th, 2009, 01:31
This is an awesome development and will have a lot of simmers going to FSX once there is some kind of combat ability. I look forward to scrammbling my F6 Lightening to intercept some TU-95 Bears in the near future i hope.

Keep up the great work phlerp.

Stickshaker
June 7th, 2009, 01:54
Dave, do you have an FSX Lightening??? Can you tell me where you got it?

Capt.Vaughn
June 7th, 2009, 05:14
Looks great! But what would be really cool would be droping bombs from my WOP B17 that will work in multiplayer!Now that would be cool :)

Warrant
June 7th, 2009, 07:52
Awsome development. Cant wait till released.
Will other missile-types be included as well (like rdr guided, active and semi-active homing BVR missiles)?

Great work, and i love the cockpit! :medals:

Dave(Dangerous)Boynton
June 7th, 2009, 09:02
Dave, do you have an FSX Lightening??? Can you tell me where you got it?


its one of the aircraft that im developing but its going to be sometime till its anywhere near testing due to other modeling commitments.

havent found any for fsx as of yet hence building my own.

phlerp
June 8th, 2009, 02:46
Will other missile-types be included as well (like rdr guided, active and semi-active homing BVR missiles)?
'

Yes, this addon is made with that in mind from the start. It will be very easy for me to add new weapons of any kind. Though I need to do some performance test to see if I need to use a different approach for guns since it means a lot of individual projectiles in the air at the same time. I have ideas about how to solve it if it turns out to be too heavy on the simulator with the way I do it for all other weapons. So eventually there will be guns too.

MCDesigns
June 8th, 2009, 04:41
This is awesome, looking forward to implementing this effect from my combat helis!:bump:

Please keep us informed on the progress of this addon.

Stickshaker
June 8th, 2009, 11:48
Thanks, Dave. Hope to see your Lightening in the air some day!

phlerp
June 10th, 2009, 01:06
Please keep us informed on the progress of this addon.

The best way to keep up with the progress is to take a peek at my blog from time to time. However I will keep checking this thread and post here when I have any major news.

http://sul37.blogspot.com

Capt.Vaughn
July 19th, 2009, 05:07
This is exactly what we need for our B17 bomber squadron to be able to drop bombs on targets in multiplayer!Good luck and keep us informed!

peter12213
July 20th, 2009, 07:45
I soo want one of those WOOOOW!:ernae:

Cag40Navy
July 20th, 2009, 09:48
all i can say is since i have been in numerous virtual militaries on fsx this will REVOLUTIONIZE the way we fight online thank you and i will pay whatever the cost to purchase it great job guys :applause::icon29::applause:

you are gone blaze, you shoudnt to be here..... lol:wavey:

This is going to be awsome with the IRIS F-16D!

Rezabrya
July 20th, 2009, 10:08
Just wondering if this is still in developement and if it will be released soon.It has been about a month and a half since the first post so Im just wondering. This will be an amazing addon for FSX once its released.

Skywolf
July 20th, 2009, 14:21
I'm waiting patiently.......Not!

noshadez
July 20th, 2009, 15:45
I was wondering if this was made with the missions tool? I had done this a bit back with a WW2 pack http://www.fspilotshop.com/product_info.php?products_id=1961 which includes multiplayer combat.. you can shoot each other down but only the person shot down will see the effects of their plane on fire..I had tried using attached effects in the planes but only objects like boats or ground vehicles would light up..I heard that FS Host lets you see the effects in MP

phlerp
July 21st, 2009, 00:20
No, it's not made with the mission tool. It's a plugin DLL that simulates weapons. So far it does not support multi player, however it is planned to do that eventually.

Yes, it is still in development and at the moment there is no release date set.

noshadez
July 21st, 2009, 17:23
Ok.. extra cool..If its made with a DLL then this is great..Good luck:guinness:

emorris
July 22nd, 2009, 17:41
This looks great! Can't wait to see it released.

X_eidos2
July 27th, 2009, 13:40
To Phlerp

Is there any chance that you can release some guidelines for developers so that we can take advantage of your dll ? I am currently making the FSX version of the FT-6G FAC Texan for the next SkyUnlimited release. This version carried 12 smoke rockets for marking targets. In the FS9 version I just attached a visibility switch to the salvo switches in the cockpit and the rockets would disappear four at a time as each switch was flipped. But there was no visual of the rockets (unguided) leaving the plane or hitting the ground. For the FSX version I'd like to give the player/pilot the chance to see the rockets really work. From what I've read in your posts, your add-on will give folks just that ability.

Right now the smoke rockets are modeled individually. Is there anything else I need to do to get the model ready to be used by your add-on?

Thanks

Prowler1111
July 27th, 2009, 13:41
X_eidos2:
You can currently do that, only problem is that it will work in missions
Prowler

X_eidos2
July 27th, 2009, 16:19
Did you mean will or did you mean won't work in missions ? :isadizzy:

I'm hoping to provide a model that's mission independent for it's features.

I've seen other FSX models that launch rockets, but I didn't want to contract a programmer to help me set things up. (Resources are limited at the moment) If this plugin works as demonstrated then there might not be a need to re-invent the wheel so to speak.

It's similar to building 3d landing lights. It's already been done by another company and the simple solution seems to be provide customers co-ordinates for the lights instead of trying to build a custom version of my own.

Prowler1111
July 27th, 2009, 16:32
It will work with missions only
Prowler

PS:sorry for me being not much help right now, i´m just passing by, throw me a pm

phlerp
July 28th, 2009, 00:41
What Prowler is saying is that there is a way to make unguided rockets visually fly from your aircraft and have visual effects on impact with the ground in missions. However that has nothing to do with FSW. My weapons module will work independently of modes in the simulator.

About guidelines of how you can interact with the weapons module, I will at least to start with, only make it work with licensed add-ons, which practically means only payware. If you are interested in licensing my module, then contact me. However, at the moment I don't know when it will be ready for release, so if you want to release your aircraft with weapons tomorrow, FSW might not be your solution.

X_eidos2
July 28th, 2009, 14:58
Thank you gentlemen. I think I'll take a wait and listen position on the matter of animating the smoke rockets on the T-6. I currently have a full plate with other projects so I've got plenty to do at the moment.

Skywolf
September 26th, 2009, 12:50
bump

JamesChams
September 26th, 2009, 13:26
Mr. "phlerp,"

Please go ahead with your plans, I'm anticipating good results at the end. I hope to use it with many payware aircraft in my inventory, including my Aerosoft F-16, Iris Pro F-14, AlphaSim A-6 & EA-6's and FSDT/CaptainSim's F/A-18A (FSX Acceleration) & F/A-18D's (XLoad), etc.

My only question, at this time, is will these payware models need to be modified again by their developers, in some/any way, to use your FSW module? I would imagine that doing so may restrict the number of payware products that could use it. However, I await your conclusions on the matter.

Praise God for nice little "Toys" like this and Thank you for making another FSX dream of mine come true.:applause:

Good Luck! :wavey:

atf300
September 26th, 2009, 16:20
this would kick ass on the albatross !

phlerp
September 27th, 2009, 02:05
Mr. "phlerp,"
My only question, at this time, is will these payware models need to be modified again by their developers, in some/any way, to use your FSW module? I would imagine that doing so may restrict the number of payware products that could use it. However, I await your conclusions on the matter.


Yes, they will have to be modified, but the modifications to the 3D model is just a few small modifications. Most of the stuff that needs to be done is in the weapon systems (targeting, launching, arm switch, etc) and those things are done with gauges. I also hope to be able to offer some standardized gauges to those payware producers that don't want/can fix their own.

daisan
September 27th, 2009, 10:55
How is going the multiplayer development? any improvement?

JamesChams
September 28th, 2009, 19:23
Yes, they will have to be modified, but the modifications to the 3D model is just a few small modifications. Most of the stuff that needs to be done is in the weapon systems (targeting, launching, arm switch, etc) and those things are done with gauges. I also hope to be able to offer some standardized gauges to those payware producers that don't want/can fix their own.Mr. "phlerp,"
Thank you; it sounds promising... I await your release and have already suggested it to a couple of developers.

:wavey: