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Combat Helo


Zaz0

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Buenas, creia haber visto algun post de este simulador en WIP del Apache... supongo que se lo trago el apocaleches (hay que estar de un atento para no comer chorizo...) bueno, que lo llevo siguiendo desde hace mucho tiempo y ahora les ha dado por actualizar mas amenudo su blog y su pagina de FB, ir hechandole un ojo por que este comentario:

 

"More progress to report this week (will update weekly till we release)"

 

que han hecho en su blog me ha dado que pensar...

 

su blog http://combathelo.blogspot.com.es/2013/11/more-bug-fixes.html#comment-form

 

su FB https://www.facebook.com/CombatHelo

 

Saludos

 

 

Editado 06/02/2104 pagina web http://www.combat-helo.com/

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Uff! Me a encantado lo que he visto en los videos de su blog! Y eso que son del 2011!

 

Por lo que he leido, no va a ser un modulo para DCS por ahora cierto?

 

En fin, se ve chulisimo y trae de vuelta la gloria del Apache Longbow II de Jane´s aun que no sea de Jane´s.

 

Espera a que vea esto Falcon :icon_mrgreen:

 

Saludos

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hombre nose, pero creo que de arcade no tiene mucho, creo que esta enfocado a sim pero que puede ser "bajado de nivel a arcade" como los DCS, el tio se esta currando toda la avionica y las fisicas va a implementar las HTR que por lo visto son ya conocidas y tienen fama de ser validas para FSX o FSUIP o algo asi he leido.. aun asi, esta claro que hasta que tengamos algo tangible, sigue siendo humo... solo queria actualizar como esta el tema y que estemos atentos por si nos da alguna sorpresa dentro de poco ;)

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madremia es un chorizo, pero doble ademas, por que el link que has puesto ya era chorizo de otro xD jajajaja

 

es lo que tienen estos sims en desarrollo que actualizan de pascuas a ramos... espero que sea la ultima vez y en esta ocasion nos den una release...

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Actualizacion de esta semana..

 

http://combathelo.blogspot.com.es/

 

New FocusWaaaaaaaaaaaay back at the start of this project we promised a kind of game that was Longbow 2 with trees. Between then and now that goal mutated to the point where it almost forgotten. Word of advice, nail your mission statements to the wall. If you ever loose focus it's there in front of you.

I'm still trying to figure out how to make a gunnery range fun and failing. I can create a set-piece, and ultimately that's all it feels like it is. Other than learning how to operate sensors and weapon systems, as a game it's not thrilling me yet. It's educational to a point but on the whole Farming Simulators have more grab value. We can do interesting things, it's just finding that right approach using what resources we have. A comment was made about how LB2 had real "pucker factor" as you never knew what was on the other-side of a hill. And that pretty much nails where we need to go with Gunnery. As if I'd forgotten. Well....I had. To this end we will add point to point exercises to our existing range map then later we will offer our Herat map populated with static enemy armor and SAMs.

New GuysThe team has expanded thanks to the contributions of Sérgio and Mack. Sérgio takes on the role of webméister and social media guru due to his experience and infectious enthusiasm (not to mention blunt honesty which is welcome reality-check).

Mack is better known for being one of the more awesome contributors in the classic Leadwerks dev scene. He's been reviewing some of my code and offering a shoulder to cry on every-time I hit another engine related brick-wall. Welcome aboard chaps.

Together with Fred, Dave and myself we've got a good crew with drive, honesty and commitment to help get us where we want to be. And even beyond that.

New Stuff WantedI've identified a couple of additional model assets we need:

  • SA-10 launch vehicle and clam shell antenna.
  • Hospital Tent

Range script amendments are in progress. More fixes this week.

I've partially re-built the range map using GROME just so I can bake experimental color maps for the Leadwerks terrain base layer. This is an attempt to add variation and color tone. Dave pretty much did an awesome job with the tools at hand and seriously hard to improve upon. Roads have been a major PITA since Leadwerks road objects are a very simple implementation that only work on tiny maps. They rebuild at run-time during a Leadwerks Update() using a script which results in a 90% drop in performance until they are complete. Ideally we want to save these out as meshes instead of re-building them, this is how we currently implement roads, as exported meshes. Very fast and performance friendly. It's a trade-off between speed and aesthetics. The goal is to keep the FPS between 30 and 60 on a middle of the range gaming PC.

Fred is lending his flight dynamics skills to re-factor the flight model code. Hellfires are getting a wep page make-over.

 

screenshot_454.jpg

 

screenshot_448.jpg

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Parece que queda poco para empezar a catar al menos una parte de ello..

 

http://combathelo.blogspot.pt/

 

 

 

 

Another down to earth post about the Combat-Helo road-map and release schedule (minus an actual date). We're going to adopt a rolling release schedule, as such we feel it's necessary to tell you what to expect and roughly in what order.

What is a rolling release?
A rolling release is a continuous development model. We release the so called 'early access' version of the software to respond to feedback and fix issues that inevitably crop up on a wide hardware footprint. Also it means you get some hands-on time before we roll out more features.

First, welcome aboard this FlexAir blog post. When we release the first version, this won't be the complete version as we're skipping traditionally important things like; infernal (sic) beta testing, quality control, pre-flight checks, maintenance, radar. All the things you'd expect even from the tightest of budget airlines. So it's important to understand that crashing before you reach your destination is a real possibility. Should cabin suffer a sudden exception, a bug report form will deploy from the overhead compartment. Thank you for flying FlexAir.

I'll add that exceptions in the code are actually pretty rare and when they do happen it's typically some configuration or engine/driver issue. If there's anything that's a game stopper we will move heaven and earth to identify, fix and roll out into another release ASAP.

"Gunnery" Roadmap - 2014
Gunnery is a discrete game. It is considered a single title that is a prequel to future releases under the same IP. Gunnery will be release with a free-flight mode, limited number of pre-set missions and the Gunnery range map. When you buy Combat-Helo during the "Early Release" this is what you can expect.


  • Release 1 (Early Wingnut Release)
    - Gunnery Range Map
    - Free Flight Mode
    - 30mm Cannon Enabled
    - FFAR Rockets
    - Radar Hellfires (laser to come)
    - Static Targets
    - Player stats/score-board
    - Active SAMs
  • Release 2 (The Apologetic Release)
    - Laser Guided Hellfires
    - Autopilot enhancements
    - Bug fixes and Enhancements
    - Mission Files
    - ATC and AI traffic
  • Release 3 (Milestone Release)
    - Multiplayer enabled
    - Training Mode (Instructor Pilot audio and training missions)
    - Bug fixes and Enhancements
    - Additional "NTC" desert map
    - Radio stack, battlefield "modem" and TSD upgrade
  • Release 4 (Now We're Cooking Release)
    - Scramble (Dynamic mission type)
    - Bug fixes and Enhancements
    - Mission builder enhancement
    - New Map (tbd)
  • Release 5 and beyond (Are We There Yet Release)
    - Additional upgrades and new maps


Some of these items may get re-prioritized, items like AI traffic depend on availability of resources for coding and testing.

A new official website and forum will be launched early Feb and will be the defacto stop-off for solid information. This blog will remain for unofficial musings, ramblings. Eventually winding down.

Beyond "Gunnery"?
The engine we started with, Leadwerks 2.x has been discontinued, support is now limited. We don't anticipate creating a major follow up using this engine. We will however release our original North West Afghan map featuring armor in a hypothetical crisis situation under the banner "Combat Helo - Deployment" (or "Crisis" for want of a better title) and we will look at adding the COIN simulation as an update to this.

We have been evaluating new engine technology and found at least two that are both amazing in their own way and both totally suited to the larger theater scale we want to bring to Combat Helo. We'll jump those fences when we reach them.

If you have queries about any of this, post a comment below or send us a message on Facebook. We'll compile a Q&A sheet.
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Sacado de la nueva pagina:

 

I see more and more requests for us to create the Apache Longbow for DCS World. For sake of clarity we thought we’d put out an official response.

For now, the answer is simply no. We talked about it, thought about it and started to look at what might be involved. In the end we had to draw a line and decide what we wanted to do.

It is not for lack of interest on my part. And I don’t want to fully stamp on it as a future possibility (if we’re here in 3 years time and someone still hasn’t stepped up to build one).

If someone with experience will take it on I’m sure it would be a superior study aircraft given the pedigree and changes in the Edge engine. We don’t yet have the man-power or experience needed to create a quality aircraft for that series. With the unfortunate delays in production of Combat-Helo, taking on yet another project would be near impossible without skilled individuals with suitable experience. Even with crowd-funding it’s hard to justify it as a spin-off project as it doesn’t fit in with what we set out to do. Dave and I set out to create the kind of game nobody was making anymore which is the stand-alone combat-sim. And for all my talk, I’ve discovered that it’s not as easy as it sounds.

 

Scott Elson (former EA and Microprose senior developer) reminded me way back that creating a flight simulation was not simply a matter of making an aircraft and flying it around. There’s a lot more work involved, weapons, audio, UI, animation, events, triggers, file systems. All the glue that holds a stand-alone game together which would stretch a five man team, never mind two.

 

David and I began work on this in 2009. This started out as a full-time project and when the money ran out we had a choice, carry on as best we could working in our free time or abandon it. It was never going to be ideal but we carried on regardless, I had to trim features as time went by to pick up the slack to keep the end in sight. Eventually my output was struggling to keep pace with David’s output and problems with our choice of game engine threw a spanner into the works. You don’t find some problems in a technology until you really stress it, our issues were not apparent until much later in the project. Hindsight is awesome.

 

Recently, volunteers have allowed us to push past some of the older problems we had with Leadwerks 2.x. which has been fantastic (again props to Macklebee, Klepto and Shadmar who contributed). Technology has moved on and our ambition while humbled, stubbornly remains. It was clear we couldn’t deliver the game we set out to make, the dynamic Afghan campaign will for now remain incomplete on our hard-drives, but from a future development point of view we now have more options available to us. The game development landscape has changed substantially thanks to crowd-funding. This is something we’re currently preparing for. But more on that later.

 

We’re still committed to a long road-map for Combat-Helo starting with the release of “Gunnery” in the near future (we’re working really hard to release this quarter). Our focus is still creating an echo of the combat simulation scene that existed on the PC during the mid-90s. Building on foundations we’ve laid down. While frameworks like DCS World are an ideal platform for pure simulation, it’s still a very different kind of experience which is well catered for.

 

Combat-Helo will rely on dynamically generated missions intermixed with narrative and maybe some comment. It has never just been about the aircraft. We are creating foundations for a worthy successor to legendary games like Janes Longbow. It may take a few iterations to perfect and we mail fail but it won’t be for lack of trying. To carry us on beyond “Gunnery” we’ll be looking to you, the community to help us take it further. What direction that takes depends on what happens in the next few months. Whatever happens, 2014 will be an exciting year for us and I hope you’ll keep the faith and join us for the ride.

- Signed Richard Hawley, Director Tricubic Studios Ltd

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