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More TruSky Screenshots from W.I.P. Visual Update


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  • Team Fusion
ATAG_Snapper
Posted

Some screenshots of the Work-in-Progress Truesky clouds from the Steam VR Visual Update Beta. Contributed by Gunfreak.

Beta Clod1.jpg

Beta Clod2.jpg

Beta Clod3.jpg

Beta Clod4.jpg

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Posted (edited)

The clouds look very realistic - awesome !

 

However, since e.g. in DCS there is a significant difference of the cloud's graphical details and quality between 2D and VR I wonder whether the screenshots show the 2D appearance of the clouds or they were made in VR ?

Edited by Geleitzug
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Posted
2 hours ago, Riley said:

Some screenshots of the Work-in-Progress Truesky clouds from the Steam VR Visual Update Beta. Contributed by Gunfreak.

Beta Clod1.jpg

Beta Clod2.jpg

Beta Clod3.jpg

Beta Clod4.jpg

It's great to.get screenshots, but can I suggest they get posted in your "Announcements/Updates sub heading?

Thanks for sharing, cheers,  MP

 

Posted
39 minutes ago, Geleitzug said:

The clouds look very realistic - awesome !

 

However, since e.g. in DCS there is a significant difference of the cloud's graphical details and quality between 2D and VR I wonder whether the screenshots show the 2D appearance of the clouds or they were made in VR ?

I've made a video that the pictures  are from. Hopefully the video will be posted later. What I can say is that the clouds look fantastic. And out of IL2, DCS  and clod. Clod actually gives me the most 3d effect. I can't explain why. It's just a sense of 3d.

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No.54_Reddog
Posted

Gunfreak, do the clouds stop AI sight? How easy are they to set up using the mission editor, do they use presets like DCS or are they more customisable? How quickly do the meteorological conditions change and transition, can you set a mission to start in a depression and see a front move across? What about occluded fronts, are they modelled? Is precipitation modelled? Does it bounce off surfaces? Does it accumulate- thinking water pooling on the ground , snow build up on stationary objects, maybe even blow off when you start an engine?

Posted
10 hours ago, No.54_Reddog said:

Gunfreak, do the clouds stop AI sight? How easy are they to set up using the mission editor, do they use presets like DCS or are they more customisable? How quickly do the meteorological conditions change and transition, can you set a mission to start in a depression and see a front move across? What about occluded fronts, are they modelled? Is precipitation modelled? Does it bounce off surfaces? Does it accumulate- thinking water pooling on the ground , snow build up on stationary objects, maybe even blow off when you start an engine?

I honestly can't answer most of those.

In the mission editor and (in the mission selection screen in the game) you can choose between various cloud types from a drop down menu. 

I don't know how much control you have over it in the editor, how they interact with wind or how dynamic they are/will be. Someone behind the game will have to answer that.

 

I don't think clouds affect AI visuals or aiming, but don't take my word for it.(I don't think any sim actually have clouds affect AI they don't in IL2 or DCS)

No.54_Reddog
Posted
13 minutes ago, Gunfreak said:

I honestly can't answer most of those.

In the mission editor and (in the mission selection screen in the game) you can choose between various cloud types from a drop down menu. 

I don't know how much control you have over it in the editor, how they interact with wind or how dynamic they are/will be. Someone behind the game will have to answer that.

 

I don't think clouds affect AI visuals or aiming, but don't take my word for it.(I don't think any sim actually have clouds affect AI they don't in IL2 or DCS)

 

Primarily I'm not concerned in comparing between sims, just trying to understand the capability of what TF are implementing in CLOD and since you have access was hoping you might be more forthcoming which you have been.

 

What you describe as a drop down for cloud types seems to fit my expectation of a preset but maybe if you get time you could show us the list in a video or screenshot?

 

Apart from the AI maybe not being affected at all by the clouds, have you noticed any other issues or bugs left outstanding in the version you're accessing or does it feel like the TrueSky implementation is basically finished?

Posted
15 minutes ago, No.54_Reddog said:

 

Primarily I'm not concerned in comparing between sims, just trying to understand the capability of what TF are implementing in CLOD and since you have access was hoping you might be more forthcoming which you have been.

 

What you describe as a drop down for cloud types seems to fit my expectation of a preset but maybe if you get time you could show us the list in a video or screenshot?

 

Apart from the AI maybe not being affected at all by the clouds, have you noticed any other issues or bugs left outstanding in the version you're accessing or does it feel like the TrueSky implementation is basically finished?

There's a video being shared soon, that will show the one current bugs I'm experiencing now. There have been other bugs related to true sky,   but they appear to be stomped out. I don't know if this bug is the last before they call true sky "done" or if more is being worked once the bugs are gone.

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No.54_Reddog
Posted
1 hour ago, Gunfreak said:

There's a video being shared soon, that will show the one current bugs I'm experiencing now. There have been other bugs related to true sky,   but they appear to be stomped out. I don't know if this bug is the last before they call true sky "done" or if more is being worked once the bugs are gone.

 

Thanks, I appreciate the reply. I'll look for the video when published. As for whether TrueSky is done, I was looking for your opinion as a player, rather than expecting you to know the official answer - does it "feel" finished? Clearly the only ones with the full answer to that are TFS themselves and there's a reason why I'm asking you, the beta testers for answers rather than bang my head against a brick wall asking them.

Posted
5 minutes ago, No.54_Reddog said:

 

Thanks, I appreciate the reply. I'll look for the video when published. As for whether TrueSky is done, I was looking for your opinion as a player, rather than expecting you to know the official answer - does it "feel" finished? Clearly the only ones with the full answer to that are TFS themselves and there's a reason why I'm asking you, the beta testers for answers rather than bang my head against a brick wall asking them.

 

We can't really say so much, in reality we are there to test and give feedback to the devs not really spread our option publicly.

I might already have crossed the line if we follow the rules strictly. 

 

Kinda hard to say if ut feels finished as I don't know the vision. 

What I can say that the clouds are now, it helps immensely with the feeling and impression. The clouds shading the ground also makes the ground feel more real and improves the looks of the terrain.

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No.54_Reddog
Posted
3 hours ago, Gunfreak said:

 

We can't really say so much, in reality we are there to test and give feedback to the devs not really spread our option publicly.

I might already have crossed the line if we follow the rules strictly. 

 

Kinda hard to say if ut feels finished as I don't know the vision. 

What I can say that the clouds are now, it helps immensely with the feeling and impression. The clouds shading the ground also makes the ground feel more real and improves the looks of the terrain.

Fair enough, I'm certainly not looking to get you in trouble, or catch you out at all. Appreciate your reply and you opinion on feeling. I look forward to bring able to try it for myself.

 

 

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  • Team Fusion
ATAG_Snapper
Posted

Hi everyone,

This is a fantastic video that Gunfreak has contributed taken from the Work-In-Progress Steam VR Visual Update. This video is where the amazing screen shots were captured.

A couple of notes:

1) Gunfreak's commentary includes some comparisons to some current combat flight sims. His opinions are his own and not necessarily shared by Team Fusion Simulations. That said, Gunfeak's feedback is always valuable to us.

2) Just a reminder that the current Beta is indeed a Work-In-Progress. Some visual glitches that are mentioned in this video are either being worked on or have been resolved and will be incorporated in a subsequent version. By its very nature this Beta is by no means a final product.

A sincere thank you to Gunfreak for providing us this video and the screen captures.

Cheers!

 

 

 

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Posted

Thank you for sharing Riley, Gunfreak ...

We have so much to look forward to.

Without any doubt this is going to challenge IL-2 GB ... once VR, TruSky and 4K texture work is completed !

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Posted (edited)

If we are allowed to ask a question as this is now an update thread. 

I understand the Bob maps have or are being reworked. 

My question is, can vehicle's now cross bridges? This will make a huge difference to moving fronts for mission builders. 

Edited by Mysticpuma
Posted (edited)

Great video! It will be even better when we can see VR videos with an fpsVR overlay.

fpsVR01.thumb.jpg.247410ba84e64b55116b713746a4e33d.jpg

Edited by Dagwoodyt
SCG_Schneemann
Posted

I just tested it. Vehicles do cross bridges. There is a slight error to correct where they dig into the bridge ramp areas, I believe based on their 0,0 ground point is located, but they do in fact cross bridges.

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Posted (edited)
1 hour ago, SCG_Schneemann said:

I just tested it. Vehicles do cross bridges. There is a slight error to correct where they dig into the bridge ramp areas, I believe based on their 0,0 ground point is located, but they do in fact cross bridges.

I mean seriously, this should be shouted from the rooftops! 

13 years and apart from one slight error to correct, bikes, motorbikes, tanks, trucks.... Can now cross bridges... This is amazing news! ?

 

This was the last time I tested it:

 

 

(you may think I am taking the mick, but seriously this has forever been an issue ???

 

Pushing my luck a little here.... but has the vehicle bounce/conga been fixed too ?

 

 

I mean, I have to ask! 

 

 

Edited by Mysticpuma
SCG_Schneemann
Posted (edited)

I'm not sure on the conga line. My guess is no. I'll see if I can get someone to take a look at it. It's got to be one of the coders, as it is buried deep in the depths of Tartarus... They still want to do the funky chicken, and bury themselves a bit on the ramps, but at least they will cross a river with a bridge.  Seems like we should have a bit more control over them too. Mine were like they were racing F1.

 

I obviously can't promise anything, but I'll try to find out. That will make the game a lot more immersive. We've gone a long way to make it so visually - having moving objects behave would be a big plus.

Edited by SCG_Schneemann
Posted (edited)
1 hour ago, SCG_Schneemann said:

I'm not sure on the conga line. My guess is no. I'll see if I can get someone to take a look at it. It's got to be one of the coders, as it is buried deep in the depths of Tartarus... They still want to do the funky chicken, and bury themselves a bit on the ramps, but at least they will cross a river with a bridge.  Seems like we should have a bit more control over them too. Mine were like they were racing F1.

 

I obviously can't promise anything, but I'll try to find out. That will make the game a lot more immersive. We've gone a long way to make it so visually - having moving objects behave would be a big plus.

Thanks, I can't tell you how good it is to actually feel like someone is listening. 13-years this has been broken. 

Armour and vehicles should behave accurately to make this so much more immersive and useful. 

 

A while back when I was in TFS, I was contacted by multiple mission makers (online and offline) who wanted to create some amazing missions which had armour crossing bridges, taking over locations, effectively a dynamic battlefield with dynamic targets. 

 

Everyone of them eventually gave up because we couldn't get a vehicle to consistently cross a bridge (see videos above). 

 

While great visuals are fantastic to view, just the small core parts of the game which really affect who games play out.... this would be great to finally see consistency in. 

 

Thanks for your reply and thanks for actually being interested ?

 

Edited by Mysticpuma
SCG_Schneemann
Posted (edited)

I am in agreement. Assuming this engine can handle a large numbers of things, it would be nice to fly over a battlefield sometimes, especially if you are a ground pounder. That is one of the things I ran into in BoX putting missions together - I could never get that "feel" of either bomber formations or ground attack before it chunked to a halt. I'll see what we can turn up.

Edited by SCG_Schneemann
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  • Team Fusion
Posted

We have also recently fixed broken views in the vehicles... so the players can jump into them and use them if they want.

 

We are hoping we will have a completely revised ground vehicle system for TF 6.0.

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Posted
8 hours ago, Buzzsaw said:

We have also recently fixed broken views in the vehicles... so the players can jump into them and use them if they want.

 

We are hoping we will have a completely revised ground vehicle system for TF 6.0.

That's good to read. 

Not much point in sitting in a vehicle convoy with a fixed view, only to get rear ended over and over again by the vehicles following you! 

Posted
11 hours ago, Buzzsaw said:

We have also recently fixed broken views in the vehicles... so the players can jump into them and use them if they want.

 

We are hoping we will have a completely revised ground vehicle system for TF 6.0.

Can you see how different this thread is? Not a single person knocking anything just people happy to see and hear progress, however little (or big) you or they think the updates are. This is all people are asking for. I can’t wait for a chance to try CLOD in VR. 

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Posted (edited)
On 4/8/2023 at 3:30 AM, Buzzsaw said:

We have also recently fixed broken views in the vehicles... so the players can jump into them and use them if they want.

 

We are hoping we will have a completely revised ground vehicle system for TF 6.0.

 

Sounds like some new way to have fun in TFS 6.0. Will be nice to have TAB-4 menu available when controlling ground vehicle. This may open some interesting features for online campaign builders. Like spawn in car and then through mission menu you can select a mission to fly and be respawned by server in one of aircrafts from newly spawned group with AI wingmen.

 

Any news about AI flying in formation? AI bombers waving fix is something very much appreciated to enjoy offline campaigns.

 

Oh, and one more small question. Is it possible to fix button "Toggle all windows" (info windows visibility). It is not working when player view switched to observe with mouse by pressing "Toggle independent mode"? Hm.... I probably have to add this to bug tracker.

Edited by FTC_Rostic

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