DCS 2.9

Shrugs GIF
How would I know?

7 Likes

Yes. Two weeksā„¢

Sure you do! Two weeksā„¢

Sarcastic Comedy GIF by CBS

6 Likes

Sure! It is a huge challenge seeing as the real Earth is flat! :crazy_face:

11 Likes

Slightly de-rail here … but that was also a great film :grinning:

Back on rail … how come there is a section for Iraq but not for Afganistan which was announced earlier :grinning:

5 Likes

I don’t want to bring that vibe here, but I am a bit disappointed that the Iran-Iraq war of the 80s is not even mentioned in the material about the Iraq map. It lasted 8 years, and was full of peer-to-peer air combat with all the aircraft we have right now: F-14A, Mirage F1, F-5E, MiG-29, MiG-21, (plus huge numbers of F-4E Phantom and MiG-23 which we’ll have Soonā„¢), as well as UH-1, Mi-8, Mi-24 and Chinook. Not to mention, the only war in which the F-14 did significant air-to-air combat and produced aces.

And that they’re starting with Northern Iraq. For historical scenarios, that basically only gives us the war on ISIS and some disaster relief.

I’ll probably get this eventually, but it will need to provide some new scenarios, such as Iran-Iraq or Desert Storm. I’m not buying an extension of Syria just for the new terrain tech.

13 Likes

Northern Iraq would work quite beautifully for a fictional Kurdistan scenario.

I’ll buy the things. Of course I will. I love this stuff way too much not to.

4 Likes

Oh STOP, The Phantom will not take nearly as long as the F4U… LoL

All but two are 3rd party though. ED’s maps seem to cater to post 2000 COIN ops.

Don’t get me wrong. I’d love to see more pre 1990 scenarios as well…

3 Likes

tease carrot GIF by ValƩrie Boivin
Oh You Tease You!!!

… In Da Few…Ture…

4 Likes

Hmm. Got me thinking - cus I’ve been too wrapped up in other things but…

Essentially, could this be represented with a semi-static frontline (on/near the border, fluctuating a bit) with entrenched ground units (no major pushes into the others territory - think ā€˜stalemate’); airborne CAPs (BARCAP-like) with the odd deep air-strike by both sides (with a reaction by the other side), all with some number of IADS?

I’m ready. Just need a map (or the Earth) modeled.

2 Likes

SIDEBAR, re the ā€˜round’ Earth model:

@wagmatt (among others I think) mentioned the inability to ā€˜stitch’ existing maps together. I’m not a math-wiz but, yes, in realtime (while the program is running) this would be a chore.

But, each map has an origin with a projection applied to transform into a 2D cartesian system (appears to be, though not 100% positive) a conformal conic projection (except for Nevada; last time I looked [4 years ago] it was a straight-up Mercator transformation though may have changed.)

Seems like you could re-use all that data by plowing through it and applying a spherical projection (of your choosing) into one large database. Yes, there are other management details but I don’t see how all that data would need to be tossed out, as is my impression (which may be wrong).

Unless there’s another plan.

One of my favourites. Exactly my kind of humour :sweat_smile:

2 Likes

So how would you keep position of objects? Right now we have x,y,z. We would need to add a field to know in whoch projection, right?
So: x=-34, y=450, z=2000, ref=ā€œNTTRā€

Then an S-400 missile is fired at you, but the missile has a different ref system (ā€œglobalā€, or ā€œCaliforniaā€). How is the maths done for the guidance? You’d need to either continuously do transformations at runtime, or use an actual 3D position system for position, velocity and guidance, instead of working in these projections.

PS I am talking out of my :horse: here, while you have a lot of experience with DCS. I am by no means saying you are wrong, I just hope to learn from this

Off the top of my head (I’m grinding thru doing a quick-start YT video at the moment)…

And I’m not an expert here. Looked into this a LONG time ago…

They’re already doing this, my thing is…

how the objects are currently stored - relative to a map origin. And these differ for each map. A simplistic solution would be to define them such that the origin is the center of a large sphere (Earth - which isn’t a perfect sphere but…).

Now the issue is precision. While I’ve never had to actually do this there are methods to, in effect, define a ā€˜dynamic’, local origin, if you will, during runtime. Been a while since I read up on those techniques.

If you don’t things get all ā€˜jittery’, especially for 32-bit [faster to process] float’s vs double-precision values. Or even fixed-point [very fast] numbers.

Oh, DCS has API’s to convert from these map coordinates to Lat/Long/MGRS, so they kinda already have it. These API aren’t available outside the sim.

I’ve created objects in my desktop app using nothing but MGRS/Lat/Long that worked fine - except for the ground - I don’t have access to the terrain model. I can get close using my data, but that’s not good enough I’m afraid. I’m sure there’s a way to get at their terrain model but I just punted here; worked around it :slight_smile:

It’s one thing for a single plane, or even a flight, to travel from Map A to Map B by leaving one edge of A and entering a corresponding edge in B. Just a 3D position and velocity along with loadout/callsign/etc.

If you’re talking about a SAM radar on Map B detecting incoming planes on Map A before they even enter the map itself??? And things like ARMs and ECM on top of that?

I cannot possibly imagine how that would ever work.

1 Like

Yes that is the kind of problems I envision. Telling DCS where you want something to be, sure. But add in physics and guidance all built to use vectors in the same reference system. Even just the force of gravity is different in global, NTTR and the hypothetical California map. In our flat maps, it just points ā€œdownā€ (-z I guess). But those maps after being stitched together have different directions for ā€œdownā€.
On the world map, gravity will point inwards all over the globe, and actually has a slightly different direction at every point on the globe.

And that’s just doing vector maths and physics stitching with the complex phenomenon known as ā€œthings fall downā€.
Most things simulated in DCS are a whole lot more complex than gravity on Earth’s surface, and they will certainly suffer from the same problem.

From what Nick said in the virtual air show interview, it seems they have a few bright minds working on smart ways to deal with this, that don’t involve re-writing the whole world. Looking forward to the white paper!

They’re not internally doing the S-300 guidance calculation in MGRS coordinates. It’s just in x y z, with one axis being vertical. Some smart projections too probably. But that is fundamentally incompatible with a globe map.
That’s the hard part, DCS internal code, not the scripting interface for placing units or requesting positions.

They use the Y component (which messes me up sometimes).

Again, not an expert but, everything is ā€˜relative’ to something within a 3D cartesian space; you have ā€˜world space’, model space, etc. The transformation matrices are the fun part.

It was always an issue (late 80’s, early 90’s when I had a simple flight sim engine working) with the precision of the 16-bit system; using fixed-point numbers helped (writing that code suk’d); things near the origin, where ever you defined it, were fine. A 1,000 NM away not so fine.

I would not be surprised if DCS used fix-point number since, being integers, they are really fast - still much faster today I’m sure than any floating-point-like processor [but I don’t really know or have the time to find out]. It’s a small niche where things like that are significant performance-wise.

From a Game-Dev article, here:

Grasp this if you will, all games no matter which engine, are centered around a point in world space (x, y, z) or (0, 0, 0). The problem that arrises if a player was to travel to far away from the (0, 0, 0) and lets say was at (100000.05, 0, 0) the 100000.05 would round because all current PC/consoles can only run through so many digits before it is forced to round. So the 100000.05 becomes 100000.1, this will cause problems such as glitching animations, unwated vertex displacement, and image flickers.

Then there’s the ā€˜deterministic’ issue with floating point number vs integers; a thing with multiplayer stuff. Makes my head hurt.

2 Likes

That post made my head hurt :crazy_face:

5 Likes