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vsim

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Everything posted by vsim

  1. What about pinpoint barriers, so we can all go out and buy trackballs I'd love to help out with a SDF-1 model, but right now I'm pretty overoccupied with the VF-1 model, hehe. And I'd be no help at all with graphics, but I'd be glad to share notes/thoughts with ya, cause I do want to do a SDF-1 model later, but like you, I want it to be realistic
  2. I hadn't heard of that one before, but the main reason everyone pretty much makes their own is because none of them support everything that everyone wants to do, or implements it badly. The game engine and equations of motion that all of them are based on are pretty easy and can be implemented in a matter of hours. I'll still look into it though simply cause I've never seen it before , so thanks for the suggestion. Most of the current flight sim engines are really designed for atmospheric flight only, and make assumptions about the size of the world you want to fly around in. i.e. if they decide that coordinates in the simulation are in meters, or feet, there is no way that you are going to be able to have a large scale sim (can't fit much of the solar system at all in meter precision at double precision values). I've had many people ask why aren't you using Flight Gear, or X-planes, or this new one that I haven't heard of , and it just always turns out that it's not worth the headache. Especially when doing a space/atmosphere type simulation where you might not know until you've invested hundreds of hours integrating with someone elses flight sim that..oh...it has an inherent design feature that totally prevents me from doing xxx. Really, the biggest obstruction to me getting done is my own insistence on it being as realistic as possible, hehe. That and getting graphics. The multiplayer code is easy to implement a first cut at, but when you want to start worrying about passing model ownership around, so that, for instance, if you are the radar officer in the backseat of a Elintseeker, and the pilot goes link dead...someones gotta keep doing calculations for that aircraft, it can't just stop in mid air, so control has to be handed to either the other person in the craft, or to the main host. Now that'll be pretty hard, lol. Anyway, back to recoding my FF2001 engines
  3. Well, what I'm doing is too complicated to a degrees. It's more complicated than it needs to be for a game, but ...I like a challenge . And once I figure out one of the vehicles, the other will reuse a lot of the same algorihms, so they will go a lot faster. And in space, all of those control surfaces are useless except the thrust vectoring.
  4. Nice picts! I've done all my work on the dynamics side of the house, so I'm working the realism side, but that means I've got no pretty graphics, lol. I calculate positions for all of the control surfaces on the VF1 (thrust vectoring, spoilers, slats, rudder, flaps, speed brake), but have no pretty graphics to drive yet, hehe. And yes, most game engines are designed with "Quake" type stuff in mind, i.e. lots of detail close in, but no real long distance field of view. Currently, I'm using OpenSceneGraph, which works well at the moment. I at least managed to figure out how to draw a checkerboard for the ground, lol.
  5. Already been working on it for a few years now in my spare time: http://valkyrie.sourceforge.net Go to Source code on the left, then follow download. The current download is a raw VF-1 with a control system that still needs work (new version coming in the next few months I hope!). So if ya fly it, it's not hard to flip yourself around entirely. It's not much yet, but orbital will eventually happen. Orbital is actually a lot easier than atmospheric flight, lol. And sorry, no it doesn't transform yet, have to get fighter working, then come Gerwalk, then the one that'll cause real problems, battloid . BTW, if there are any pilots out there who wanna play test pilot, email me on the site. I work on flight simulators for a living, but I only have but so much time to practicing flying there, hehe. 383815[/snapback] Holy crap, thats still alive? 383831[/snapback] lol, yes, it'll never die. I started the project, and I will never let it die, even if I'm the only one working on it ....which is pretty much the case right now, lol.
  6. Already been working on it for a few years now in my spare time: http://valkyrie.sourceforge.net Go to Source code on the left, then follow download. The current download is a raw VF-1 with a control system that still needs work (new version coming in the next few months I hope!). So if ya fly it, it's not hard to flip yourself around entirely. It's not much yet, but orbital will eventually happen. Orbital is actually a lot easier than atmospheric flight, lol. And sorry, no it doesn't transform yet, have to get fighter working, then come Gerwalk, then the one that'll cause real problems, battloid . BTW, if there are any pilots out there who wanna play test pilot, email me on the site. I work on flight simulators for a living, but I only have but so much time to practicing flying there, hehe.
  7. This pretty much sums it up. I love the music, love the mecha, love the chars, and, yes, I liked Gubaba. Story was good, although a bit confusing at times.
  8. I like it all! Although I'd have to say Macross 2 was my least favorite, but still fine with me. And I liked 7! I like the series, I like the whole idea of the series, I like the music, games, toys, models.
  9. How about a 1/48 VF-4 toy! It's missing from my fleet, hehe. Did anyone ever make one? Oh and yeah, new series would be nice, but doubtful. Any rumors on WHEN they might release a new one? I still like Macross 7, but it's getting a little dated. Heck, might even have to go start watching it again right now.
  10. Sorry to see ya close up shop! But enjoy the family life Kevin!
  11. lol, if you haven't gotten enough responses yet: Animeigo DVDs! Absolutely love em.
  12. 361149[/snapback] lol, yeah, okay, a bit . But I watch cartoons, so that helps...right? BTW, they don't listen to me when I suggest we build a fighter that can fly in space and turn into a robot, dunno why, hehe.
  13. I work at NASA as an aerospace engineer (no joke). Macross was yet another cool show that made me interested in aircraft/spacecraft . Hence why I have my little game simulation of a VF-1 I'm working on the side (Valkyrie Simulation Project). Was just working on the VF-1 control laws again actually, hehe. Anyone a bridge bunny?
  14. woot, I'm third one to add in the Hampton Roads area of VA, lol.
  15. And you would have thought a bill a piece was pushing it. MISB, case fresh ---> HG Tactical Battle Pod 360499[/snapback] OMG! and I thought I spent too much on my habbit!
  16. Getting into the guitar thing now, so that's sucking down some cash . Oh, and don't forget home repairs!
  17. I guess it depends on how much you are paying for em. I think Ihave em both somehwere, I started putting one of them together, I believe they are kinda a snap fit if I recall? (anyone remember for sure).
  18. vsim

    Ages

    Out of curiousity, I'm wondering what kinda age range we have for Macross folks out there. Is it just a bunch of us who saw Robotech as kids? Or do we have some younger folks joining the ranks . I'm just curious because Macross hasn't been mainstream since Robotech was out a long time ago except for Cartoon Network reshowing it some years back. I'm 31 and watched it on TV when I was a kid, then I learned about all the rest of the Macross stuff and got hooked again. BTW, whens the next Macross anything coming out? I want a new TV series! Bout time to watch it all again. I even got my wife to watch Macross and Macross 7 with me, was great . Jason
  19. I got my wife to watch my Animeigo set and she liked it . Even got her to watch Macross 7.
  20. Trust me, I have tons of ideas, just no time to work on them. I try to squeak in a few hours every weekend, but it's tough. Although now that the framework has solidified some I'm not spending all my time re-writing the main architecture. Also, the others who are on the development team have like no time to work on it, so pretty much right now it's just me.
  21. lol, just doing it cause I'm a Macross nut like everyone else here
  22. Hmmm could be interesting.. 348058[/snapback] Working on it. I try to do a little bit of work on the weekends. I need to display what the surfaces are doing, the thrust vectoring kicks all over the place trying to maintain the command. Gonna try and get keyboard working too so I can add more commands . (flaps, etc.) And of course, I want to get to gerwalk mode..Battroid...will be hard, lol, but fun!
  23. Okay, for those of you who don't know about us (probably most, we are pretty quiet), there is a project to simulate various Macross vehicles, starting with a VF-1. The Valkryie Simulation Project ( http://valkyrie.sourceforge.net ). The QUICK run down. You can fly around in fighter mode a bit, it needs work. This is an attempt to actually simulate the aircraft, which means I'm still working on the control laws for the vehicle, but it's flyable now, just touchy at times. - fighter mode only - requires OpenGL - no weapons (Sorry, no multiplayer yet! lol) - has a simple HUD - will use up to 4 joystick axes for roll, pitch, throttle and rudder. - button 2 exits, or it will exit after 5 minutes. - buttons 3/4 are wheel brakes - it has flaps, but there is currently no way to deploy them - speedbrakes auto-eploy when throttle is < 20% - it does use thrust vectoring for pitch control +/- 60 degrees - roll control is via spoilers Oh, and by popular request, it now runs under Windows! Fortunately, this was relatively painless thanks to MinGW! So go download and try it out and tell us what you think, just remember, we do this in our spare time, and development is slow! So go easy on us . Download the vsim-0.1.0-win32.zip file if you want to run under windows, the -source file contains the full source code as of the 0.1.0 release. You can download them here: http://sourceforge.net/projects/valkyrie/ Just click the big "Download Valkyrie Simulation Project" box, can't miss it. Enjoy! Jason BTW, I'm terrible about keeping up with forums, so please excuse me if I forget to reply here, my email addy is on our website if you need to bug someone
  24. vsim

    Macross MMO

    No, actually, it's even easier than that..what I meant is that the rendering program itself can convert the model into a "cartoony" looking model. There is a demo with Open Scene Graph that does this. Basically, it just does solid shading and emphasises the edges. The "cartoon" renderer uses the exact same model, it just changes the way it is drawn. I'm not sure exactly how this works, I just know that the renderer itself on the client side is responsible and that it works with the same model that the normal rendering routines use.
  25. vsim

    Macross MMO

    But, but... I LIKE cartoony graphics. That was one of Robotech: Battlecry's best features, IMO. lol, yeah for cartoony graphics! Actually, it could probably be setup so that each player can decide if they want cartoony or "regular" renderings. I believe the renderer can actually be changed so that it "converts" regular into cartoon, although I'm not sure how well it works.
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