Announcing Tu-22M3 Troika by Black Cat Simulations

Hell, I have the remaining steps! :smiley:

Gentlemen, me might fail - but what a majestic failure we will be! :sunglasses:

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Maybe old stuff not working anymore, just dropping this here so I don’t lose it:
http://en.wiki.eagle.ru/wiki/All_about_land

Also: Mods, can you split this discussion off into a new topic? “DCSW Map creation shenanigans” or something like that?

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Reading it now


Ok, doesn’t sounds impossible- I take that most time will be wasted by the trial-and-error generation phases that inevitably will occurr.

All in all, why not?
I love repetitive jobs. :slight_smile:

Proposal
Should we start with a very small map, a single grid of 20x20 km?
Not to fly it of course (while it could still be theoretically possible- easier would be to just drive around with tanks and such
) but simply to reach a “production flow” that we can feel comfortable with and then we introduce the whole nine yards of a bigger map.

Sounds reasonable?

The workflow and tools for map creation as changed greatly, they old methods wont work, atleast once we have moved completely to 2.X.

@SiThSpAwN

Well ok then. :slight_smile:
So- what you suggest is to wait for the release of 2.0?

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Yeah, I know. And those new methods won’t be made public so it will be pointless to wait. Kinda discouraging. :frowning:

I’d still like to continue doing something with maps, even if it only serves the purpose to have something to show to Wags when applying for an NDA/license.

@SiThSpAwN can you post those requirements again? (I think it was you who posted them somewhere but I can’t find the thread anymore. Maybe got deleted
)

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In order to be granted a 3rd party map developer license, you will first need to demonstrate the following:

1- Proficiency in 3DS Max with examples of work.
2- Ability to create quality terrain textures with examples of work. Textures need to range from 1 meter per pixel to 64 meters per pixel.
3- Access to high resolution elevation mesh and satellite textures. Elevation mesh needs to be between 4 to 8 meters per pixel minimum.
4- Ability to create high quality 3D objects with examples of work.
5- A development plan of what you have in mind.

All this can be submitted to Wags

The tools are quite a bit different than how the old ones worked, they are more advanced and more complex, I would imagine the development time that went into them is considerable. And because they are not only for supplying DCS World with maps, you can see why they might not want to just through them out there for free for everyone to use. Controlling how the tools are used and using the 3rd Party route just makes sense at this time.

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Short answer: If you decided to organize it that way, yes.

Long answer:

Simulink is a piece of software that bundles with MATLAB which was originally created for systems modeling and controls design. Frequently both of those disciplines involve the creation of a “BLOCK DIAGRAM”, a figure that double as a means of thinking about a problem/system/cycle. Each block has inputs and outputs; likewise, each block represents a mathematical operation which manipulates the inputs such that they become the outputs.

For example, you might see the first input line (known sometimes as the “COMMAND”) entering the “PLANT”, which, from an engineering perspective, is the actual thing. I.E., if I poke a toy car from behind with half a pound of force, the plant would be the mathematical function transforming that input force into the output you are interested in, perhaps distance traveled, based on the physics governing said event.

However, a block can be more than just that. If I were to slap a controller block in front of the plant in our toy car example, I could come up with a mathematical function relating input force to distance traveled- therefore, the command signal could now be desired distance of travel for the car. The controller block would translate that from desired distance to an impulse, and then that impulse becomes the input to the car.

Now, the above is just an example- you would need some mechanism between the control block and the car block to actually provide force to the car, which itself would be governed by a controller and a plant (perhaps some piston attached to an electric motor), such that you can have a viable translation between all inputs and outputs. I.E., distance desired signal, set by an operator, translates to a voltage by a chip or circuit, which translates to a power output by an electric motor, translating (by mechanical means) to a piston pushing against the back of the toy car, which translates to the toy car rolling some distance.

BRINGING IT ALL BACK FULL CIRCLE NOW:

With some imagination, I bet you’d think the above process could be abstracted to any number of applications, and you’d be absolutely right. This is exactly how everything from autopilots to your car’s cruise control, to the robotic arms on assembly lines are designed. With even more abstraction, the same logical tool can be used beyond engineering related to things and can be used for organizational structures or processes. At the end of the day, it’s just a mathematical model.

So, in summary: YEAH, you totally could use something like Simulink for logistics and campaigns
 if you’re willing to do the research or legwork to come up with the fundamental models that would be involved in designing them!

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Interesting. Seems like it would be a lot of work
but once you had the “rules” in place they would probably be usable for many projects.

Thanks!

A lot of the benefit of something like Simulink is the functions you get, as in a library of well tested and known things that are applicable in mechanical/fluid dynamics. Great for systems and flight modelling. Not really that helpful for something like a campaign which is more ‘discrete’ rather than fluid.

The blocks and inputs and the diagram ladder logic stuff is (and I’m admittedly a snob here) just a really verbose way to show simple code and feels inefficient if you can code. It is a great way to document, validate and share logic though, which in proper engineering is important (rather than computer engineer which is mainly just cowboys) :slight_smile:

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Depending how absurdly detailed you’d want to go, I could easily see Simulink being used to prototype and mess around with AI decision logic in a campaign, or determining nth-order effects of the players on the war effort.

For the most part though
 yeah, forcing yourself to use Simulink for campaign development could get pretty cumbersome!

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i just love how the announcement sound so easy to make > Module Released 1st april 2031, Lol :smile:

But still good news, crossing them fingers for them to give us a great module.

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12 May 2016:

Firm details:

  • It won’t be ready by July 2017. See? Now you know we’re a real developer. No word yet on when it will be.
  • ‘We’ is now three, alieneye has joined us in our quest to climb Mount Backfire.
  • As far as speculation about weapon systems, sensors, etc, it is going
    to be a period correct, late 80’s to maybe early 90’s Tu-22M3. There
    was some variation between construction batches; we will eventually fix
    on a particular serial number, and whatever it has is what it has.
    ‘Period correct’ means Kh-22’s, Kh-15’s, various FAB’s, and no laser
    designator. It’s a bomb truck though, so that doesn’t mean somebody
    can’t make a Mega-Backfire mod

  • We watch this thread, and lurk


Brian

Black Cat Simulations

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Me and Brian will be going to Ukrain to gather all needed information on this mighty bird!

Can`t wait

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I have so wanted these areas to be mapped in DCS. Please oh please someone create these and take my money!

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Looks like we got some updates on this front!

The team is traveling to the Ukraine and Russia in July. They’re going to sell some sort of merchandise in order to fund the development of their first module. You can donate to them as well. They’re hinting at the fact that if you donate enough you will get the module, but since they have no 3rd party license they cannot officially state that. Part of your donations will go to the Ukranian museum wich seem to be hard at work finding and scanning documentation and drilling up real backfire pilots.

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Black Cat Simulations return from ukrania with the Tu-22M3 digitalized cockpits.

http://forums.eagle.ru/showpost.php?p=2874475&postcount=264

[quote]We`ve got the first good photogrammetry 3D model:

Brian and Oleg took 1634 photos of the aft cockpit in museum,
then Oleg used special software to generate 3D mesh. The process took around 100 hrs.

19783831 polygons in the 3D model,
3ds max scene file is around 1 gigabyte, texture is about 800 megs.

3d model screenshots:

I just quickly rendered it for fun:

This is a really great reference for 3d modeling, since all the dimensions are real we can start modeling the in-game cockpit!

Dmitry.[/quote]

Awaits new news.

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That render looks like it came from a model kit. Very impressive technology.

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