/simg/ - Simulation Games General

A thread for all vehicle simulation games: racing sims, flight sims, train sims, submarine sims, tank sims, anything else sims which do not have enough traffic to sustain their own independent generals.

Extra attention grabbing search terms for example welcome sims
/fsg/ /dcsg/ /fsxg/ /bmsg/ /shg/ /rofg/ /etsg/ /il2g/ /lfsg/ /tsg/

/fsg/ Steam Group:
steamcommunity.com/groups/flightsimgeneral

/fsg/ TeamSpeak:
ts.artificialanimation.com:7997
Or whatever is on the group's profile

BMS download links
mega.nz/#!0BlTkazA!VUwoKAzavtJ3qIUy7lEF8D8MFjbI_Si-r6nwC3wQZYQ
mediafire.com/folder/54569phfy8au7/BMS4.33_setup
e-haf.org/PublicFTP/320/BMS_4.33/Falcon_BMS_4.33_U1_Setup.zip

Planefag pastebin:
pastebin.com/Zb0U61in

Silent Hunter 3 pastebin:
pastebin.com/jNSvhFfY

Dangerous Waters pastebin:
pastebin.com/qvxk755r

FPSchazly's Dangerous Waters tutorials:
youtube.com/playlist?list=PLOSvzqNmdX71x2COOyM-p2qHIpRNOvpGQ

Repository of various aviation related material:
drive.google.com/folderview?id=0B3EQDvufMNdeTUh4SE9WV0txa0E&usp=drive_web


>Example of welcome sims:
Falcon BMS
DCS World
Rise of Flight
IL-2
Combat Helo
Microsoft Flight Simulator
X-Plane
Euro truck sim
Assetto Corsa
rFactor 2
Live for Speed
SAM Simulator
Steel Beasts Pro
Steel Armor: Blaze of War
Enemy Engaged: Comanche vs Hokum
Silent Hunter
Train Simulator
Farming Simulator 2015

>Example of non-welcome games:
Arm* 3
Ac* Combat
W*r Thunder
World of ____

Other urls found in this thread:

youtu.be/8zlVWiAN6Oo
youtube.com/watch?v=Ef27GjIOtT0
youtube.com/watch?v=b8H69r_d_x4
twitter.com/SFWRedditImages

first for smoky engines

Way to let it die again you fucks.

ur fault

/simg/ is dead

content when?

il2 ops when?

I'm sorry

What is dead may never die

rare migs

The puchis want to fly with us

>Strait of Hormuz map
>announced ~2 years ago
At this point I'd be glad if we got 2.0 Caucasus.

youtu.be/8zlVWiAN6Oo

They better make WARPAC liveries for the new MiG-29A model.

People really want more attack helicopters, and I get it, I want the Hind and Apache and shit too, but...

Will any of them be better than the Ka-50? It's gods helicopter, and the perfect one for a sim.

>single seat, so no need for AI or another player, or switching between seats
>systems are designed with one pilot in mind, so you can be an effective one man killing machine
>flies like a dream
>God tier aesthetics
>great weapons
>using helmet mounted sight for gun and shkval is neat as fuck /10
>fucking ejection seat
>literally the most advanced Russian aircraft in the game thanks to ABRIS
>data link target sending and receiving is super cool and useful
>"ATTACKA, BEREGESE, SMOTRI EKRAN"
>comes with three full good campaigns
>comes with deployable fire works

Black Shark is so fucking tight. How is it possible that still, the best modules in DCS are the for at two ever made??

I'd love the Hind, of course, just not sure how it would work? How would you attack targets with the gun if you're flying by your self for example?

>How is it possible that still, the best modules in DCS are the for at two ever made??
Because they were made by ED.

Forgot image

Makes sense. We give ED lots of shit, but can we at least agree that their modules have all been pretty damn good?

>I'd love the Hind, of course, just not sure how it would work? How would you attack targets with the gun if you're flying by your self for example?
BST would have to expand on their rudimentary copilot code from the Huey. Player designating targets for the gunner by looking at them and pressing a key or something like that.

Speaking about Hind, how many passengers can it carry?

~8

But it really doesn't like passengers.

It begins.

battle manager =/= expert fighter pilot

Also the issue is having an AI that can do that in the real world, in real sky, dealing with actual sensors.

Fucking this. The A10 is absolutely ridiculous too. You can learn something new about it each day for a year and never run out.

>mfw you can punch wind elevation data into the flight computer and it adjusts CCIP solutions for dumb bombs
>mfw learning loft releases
>mfw full fidelity IFR capability

Not even kidding, you can safely navigate the A10 in total darkness, at 0 visibility, with the HUD and both MFD's exploded and still land the plane.

>dcs will never have this quality AI

"Computers are smarter and quicker to react then humans."

Is this supposed to be news? Maybe in the 80s

Like all current AI, it will be good until you learn it's quirks and then you can exploit it easily.

Like when you started playing flight sims and you thought the AI was amazing.

No.

Video Game AI is designed to eventually be defeated.

This is not, and will not.

What will you do to make enough money to buy new modules when the machines come for your job too?

Where I want to make more MiG-29A videos.

So what you are telling me, is that that AI probably cheats.

As in it's not using the sensors or the same flight model as a human is using.

Fuck i can make an defeatable ai too if that's the case.

mig a cute :3

Game design 101: You can make an AI so powerful that you can never beat it, even if it has to adhere to every other rule that players also have to obey.

It's your job as a game designer to make sure the AI can be beaten and that it is fun to do so.

>You can make an AI so powerful that you can never beat it, even if it has to adhere to every other rule that players also have to obey.

>Looks at RTS AI

KEK sure

Another fun one:

The A-10C's ADF is one of the few in the Air Force that can pick up UHF frequencies. This means a downed airman's radio (or any soldier's radio, realistically) can be homed in on for guidance for the A-10.

Starcraft 1 with actual AI is pretty damn impressive.

best driving game on PC?

You have no idea what an uncaged AI would be capable of.

GTR 2

AI's lack the dynamic thinking and adaptability of humans.

Flight sim AI seriously lacks when in a BFM. If you have lower energy and engage a scissors on an AI diving to attack you he will pull into the scissors like a dumbfuck. Even if it was perfected to calculate and execute the points to roll over in the scissor it would not win the battle since it decided to engage in scissors with higher energy.

Thats just because starcraft is all about actions per minute and building things faster.

Reposting this here since the other thread deded

Alright boys. Heli-ops V1.0 will be ready for testing tomorrow on Stable branch. I don't know when the op will happen, but probably around 6 or 7 EST. I don't know for sure yet. I'll let whoever will host it decide.

It will need around 15 people to be truly fun. It will be hard, like stimpak's russian blitz mission.

>AI's lack the dynamic thinking and adaptability of humans.
Yea that's what people thought, but Chess used to be thought of as a uniquely creative human ability, until someone made an AI that defeated every human player on the planet (in reality it only defeated the top 100 or so, but that's besides the point).

If you put the effort into it, an AI will win, period.

>Flight sim AI seriously lacks when in a BFM
By design and/or by incompetence. Not because an AI is inherently inferior to humans. It's not.

Will there be fixed wing? I have the huey but I'm the same person who can't land a helicopter in ArmA 3

Cheating like the best of them?

Honestly i only know of quake ai being any good.

I can't take off in arma, but i'm good in DCS, that's because armas flight model is completely nonsensical.

Yes. The mission has SU-25T and SU-25A. There's only two slots at the beginning.

Chess is pretty linear since you can break it down into moves and long term game plans. Not very dynamic.

There is also teamwork. I want to see an AI that can do this. youtube.com/watch?v=Ef27GjIOtT0

Consider a game like tic tac toe or connect 4. You can very easily write an AI for those games which will either play to a draw or win. It's mathematically impossible for it to lose.

This is because those games are solved, that is, we can perfectly predict the winner based on any initial or noninitial condition, assuming both players play perfectly.

And since the AI _always_ plays perfectly, the outcome is obvious.

Now obviously neither Chess nor DCS is solved and likely never will be (there is a great deal of research on this topic actually), but as with the example of Chess, people already built a machine that can beat any chess player 100% of the time.

It is very likely that ED could technically turn on the super AI that you can never beat, but they don't want to, because that wouldn't be very fun. It is much easier to make a "perfect" AI than to make a "human-like" AI from a programming perspective, so very likely ED worked backwards from the turbo AI and tuned it down until it felt somewhat realistic.

But DCS AI cheats like a motherfucker just to keep it even against players. With ignoring ECM and having awareness of all contacts around them even if they couldnt see them via RWR/Radar.

I really doubt they had turbo AI lol.

>Flight sim AI

Which one are you talking about, 20 year old F-16 sim or DCS's laughable AI?

If you designed an AI that literally always made the correct adjustments the instant it's supposed to, it would be unbeatable. The article says he got blown the fuck out in BVR and BFM.

This AI is not made for fun, an even fight, or even a challenging one. It was designed to win every time, which it does. Please don't compare it to flight sim AI lmfao

Cheating dumb AI is more realistic than noncheating but smart AI.

>so very likely ED worked backwards from the turbo AI and tuned it down until it felt somewhat realistic.
Nigga I know you want to get kekked by a robot but lets be real here. This AI was programmed to work inside the controlled environment of the simulator they fought inside. The playing field in reality will never be as smooth as that.

Note that I said "FELT realistic" and not "is realistic".

Game development is really just a string of bullshit and tricks that make the end product FEEL good, instead of actually being true to the real life.

It doesn't feel very realistic when you get AI that doesn't adhere to the 'rules'. Such as always seeing the enemy even if it is literally impossible.

It just really kills the vibe when you literally cannot sneak up on an AI plane like you can with players or when the AI plane can launch missiles from farther out just to make it fair for the AI.

>Cheating dumb AI is more realistic than noncheating but smart AI.

Yeah what the fuck did he mean by this.

...

He meant to say that he was an idiot user.

Yeah, except current chess computers are actually superior to humans nowadays.

I think he meant that the latter will always make the perfect decisions at every instance, and that doesn't simulate human opponents well.
But maybe I'm just overthinking his post.

Chess is a set of fucking rules for every move there's a perfect counter move, of course a thing that can have an entire database of rules to access in a split second will be good at it.
I mean chess is pretty limited, the "map" is small and it's not real time.
Perfect for computers.

>you literally cannot sneak up on an AI plane like you can with players
Do any of the simulators have a field of view for AI pilots?

>Field of view for Ai pilots

They'd be dumb as bricks and not able to react.

Because once you would be behind and below them they'd go stupid.

I know there were one or two SF2 fags here at one point, so I have a question.

Where did you get your mods? I tried downloading from the combatace.com forums, but you have to be registered to do that, and to register you have to be """approved""" unless you pay a subscription fee. I don't see anywhere else that has what they have, but maybe I'm not looking hard enough.

...

What kind of technical restrictions are in the way of us making our own dynamic campaign in the editor? Is there anything making it literally impossible or is it just the effort required?

Eh, it could be programmed to react when shot at; try to regain visual when the player gets in a blind spot (having a "memory" of the player), maneuver to check blindspots when in transit (depending on behaviour profiles), have awareness of the player if it has friendly AI spotting the player (unless there's no radio on the plane), shit like that.

What do you mean by dynamic campaign?
If you mean missions that influence the next mission then yes, it's 100% possible and quite easy.

If you mean BMS style generated sorties with an AI ground war going on then no we can't. The UI or AI commander functions just arent there.

The closest we have is Guardians of the Caucasus's.

It's a MiG-21 mission in which every time you're done, you use the F10 "Other" menu to end the mission. This updates a file that tracks all aircraft loses on both sides, and generates a new mission.

The next time you play the mission, it will be day 2, with appropriate breifing, damage status, etc. It's real fucking neato.

The better you do, the quicker F-16s and F-15s show up. If your SAM's die to SEAD, they won't be there next mission.

My biggest complaint is lack of mission variety. It's a defensive campaign, but I would love to see missions that have us strike back, escort our own bombers, or attacking columns. Right now it's only intercepts.

In theory you could make semi dynamic campaigns with his system (which I think hes still working on). It would be awesome if he was able to release a tutorial or code that lets people build their own.

Il-2 1946 has it.

Cliffs of Dover and Battle of Stalingrad seem to have it too, in that if you stay behind and below you can get pretty close to planes without rear gunners before they react.

Even DCS has it actually

RIP Greg

t. Greg

t. filename

Does anyone here play Rise of Flight?

I used to. The way the planes rip apart after being shot a bit it one of the most satisfying things in video games.

>IL-2 BOS and ROF
i only want to play these games just to see planes melt in fire and rip into shards of steel and wood other than that its fucking shite

is FSX multiplayer dead?

More like stillbirth. I don't recall it ever being alive.

Anyone upgrade to W10 recently? I'm curious how it might impact my DCS performance / drivers for my stick.

Haven't had any issues with DCS, but in general, DX11 games seem to run better.

KA-50 OPS WHEN

Pedals should be so simply to make. I'm so surprised there isn't a $30 offering.

This dead ass bull shit fucking thread

...

>Pedals should be so simply to make.
I've checked a few guides for DYI pedals and they really aren't difficult to cobble together. Obviously they will look like it, but it's not like you're making them for a fashion show.

W A R T H O G O P S W H E N ?

(as soon as I master the startup sequence and learn how to employ all the weapon systems.)

Have links to ones you particularly fancied? The Huey is probably my favorite module, and I think pedals would only further that status.

>Have links to ones you particularly fancied?
Since I have a X52 Pro, I liked this one for its relevance:
youtube.com/watch?v=b8H69r_d_x4
I think it illustrates well how easy it can be if you're not a total disaster with your hands.
Low production values, ho!

Warthogs are usually included in just about every op because of how popular they are

>(as soon as I master the startup sequence and learn how to employ all the weapon systems.)
So a couple hours at most?
Also get/make a custom kneeboard with the startup checklist while you're still learning.

user, please. At least google "dcs kneeboard" or "a-10c kneeboard" first.

>non-turreted gun so you absolutely must fly towards anything you plan on shooting at
>limited-traverse TV camera means you must point the nose of the aircraft at something to look at it
>vikhrs are fairly low-strength compared to other ATGMs
>no FLIR/low-light capable sensors
>no/very little armor
>version we have has no RWR

It's interesting how paint can fool the eye

Because of the scheme, and the black paint above the engines, on some level I find it almost hard to identify as an F-18. Not consciously thinking, of course, but it's the kind of thing that could make you pause to think for a crucial half-second.

Majority of that is irrelevant because it is not a gunship. It won't be flying into the shit.

Its made to show up, destroy shit from a distance and go home, and it does that perfectly. The Vikhrs get the job done, i'm not sure why you say they are weaker.

RWR and low light things I'll give you though. Can't believe it doesn't have an RWR. Low light you can deal with if you fuck with the Skval and use NVG's.

Its supposed to be paired with something like the Mi-28 that is way more armored and would be invovled in more up close and personal ops

SEA FLANKER OPS WHEN?

As a Russian and a huge fan of Russian aviation, I was at Oshkosh the year these guys showed up with this paint scheme.

I got a quick look at them from a good couple miles away (I was at the camp site, not the airport)
I almost shit my fucking pants because I thought some fucking how, Su-27's were here.

I got on my bike and went mach 2.5 towards the airport, only to find it was an F-18 painted exactly the ones in that picture.

If someone who actually knows what a Flanker should look like was fooled, then they did their job.

It not being a gunship makes it a fairly boring aircraft to fly most of the time if the mission design is at all "realistic"- an aircraft like the Ka-50 would not be operating anywhere where there is a credible AA threat, so basically you'd just zip in, pop up, snipe some fucks with vikhrs and cannons, then leave without ever having closed within more than 1.5km or so from the enemy. It's not a gunship, yeah- so it won't be tangling with anything heavier than a BMP, in reality (IIRC they're basically used as COIN helicopters by the ruskies)

Pop a vikhr into a modern MBT. You'll likely need more than one to secure the kill.

Also IRL, of course, the Ka-50 DOES have RWR, and there were versions made with FLIR/LLTV gear for night fighting.

I was just listing off pointers on why an Apache/Cobra/Hind would be desirable even though we already have the Ka-50, though.

I want to give the top gunnin' a rest and fly some GA, but i'm really torn between FSX-SE, P3D V.3 and X-Plane 10.

I love the whole A2A collection for FSX and P3D, but other than addons the sim feels too plain. Flying shit in X-Plane feels waaaay more realistic, but the addons' quality doesn't even reach the heels of FSX ones

Which one do you recommend and why? (money isn't an issue)

HELI OPS? HOW MANY PEOPLE ARE AVAILABLE FOR HELI OPS RIGHT NOW?

Vikrhs kill tanks as long as its not right in the front armor. Only takes one if you hit sides.

Ka-50 is technically a heavily armed scout helicopter. You might not think its employment tactics are fun, but I like basically being a floating Vikhr station that can hide and shit.

I would love any of those choppers, of course. My only thing is I'm not sure how fun they'd be in single player. Those REQUIRE two people, and I feel like switching between seats really quick would just be kind of dumb.

>you will never multicrew Mi-24 ops with the boys.

rip me.

Eh, I figure adapting the UH-1 copilot code would work well enough for a gunship, at least for the gunner. All the gunner has to do is aim and fire the weapons, which is more complicated on something like a Hind, but still within the realms of doability, I think.

Couple that with a better RoE interface than the Huey has right now, and the ability to look at a target and mark it as priority (as well as intelligent target classification, i.e. kill AAA/SAMs first) and I think you have a perfectly serviceable singleplayer gunship.