https://www.facebook.com/100066945454236/posts/pfbid0LUFkwmbXAjT5bjYUydVgiSL7W8an3TnXeev4pDGmh9xL6FF8VV6uAmoVn7w9c21al/?app=fblTS-11 Iskra for DCS. The actual situation and future plans.
What is done in TS-11
3d model / animations:
- 3d models of armament. Zeus-1 gun pod and mars-4 rocket pod
- external model is complete in ~75%, it needs tweaks with gear elements, there is no external cockpit model, no detail on the canopy hinge, and no gear indicators.
- texturing of the external model is ~25% complete. wings textures are done (normal maps, diffuse, rough metallic, etc.) rest of the textures are placeholders or are in some stage of completion.
- internal cockpit model is complete in ~60%. It looks complete but needs a lot of detail. Like little cables, screws, tapes, and metal rods. The basic model for flying with gauges is working.
- texturing for the cockpit was done but I decided to add more detail. I want TS-11 to be as good as it can be. cockpits of new modules in DCS are highly detailed and I want to keep up with that standard.
- animation for external elements is done in ~90%. all is done but it needs some love and tweaking.
- animation of cockpit elements is mostly done. I'm making animation for specific elements almost instantly when we finish modeling it.
General code related:
- implementation of armament is done. Zeus gun pod, mars rocket pod, bombs, onboard cannon.
- implementation of animations internal/external is ~70% done. Cockpit switches, most needed steam gauges (HSI, speedo, variometer, baroAlt), flaps, gear, and flight surfaces.
- implementation of rearming and refueling panel.
- hot start, cold start, air start.
- basic damage model (destruction on crash).
in-cockpit code:
- weapons panel (weapon select, burst select, bomb arming, jettison).
- gunsight (without manual adjustment).
- electric panel (AZS) . turning on and off all electric systems in the plane.
- fuel panel (cut-off valve, fuel pump control).
- engine start panel.
- battery panel (without battery heating)
procedures that are coded and are accurate in ~80%:
- engine cold start (basic without specific throttle control during engine start, like in old MiG's).
- engine stop.
- basic engine windmilling in air.
- battery system. Without ground power or running an engine, systems that are turned on will drain the battery, depending on how many systems are turned on.
Flight Model related stuff:
- EFM code is working. it's not flying like a TS-11. a lot of tweaking is needed. but it's working without critical bugs or crashes.
- basic fuel system. It has fuel, it burns fuel but it won't affect FM based on the moving center of mass.
- flaps and airbrakes affect FM.
So what is next?
There is a lot of work. Both adding stuff and fixing/tweaking. Here is a priority list. It can change, it`s not a solid one.
First of all, we are focusing on code-related stuff. We are learning coding for DCS all the time, coding for DCS is different from "normal" coding. 3d modeling, animation, and texturing are just a matter of work hours.
List of main priorities:
1. Coding suspension.
2. Coding wheels physics.
3. Coding wheels brakes.
4. Coding engine and fuel physics. Engine stall, the shift of the center of mass, proper engine windmilling. Fuel pump on negative G.
5. Coding damage model.
6. Coding fire model.
7. Coding hydraulics system.
8. Coding of Air pressure system.
9. Coding emergency procedures.
10. Coding Icing effects.
11. Coding sound effects.
List of other stuff that is worked on unrelated to main priorities:
1. External 3d model and textures.
2. Cockpit 3d model and textures.
3. Cockpit lightning. Floodlights (UFOs), glowing gauges.
4. External lightning. Landing lights, anti-collision lights, etc.
5. Damage 3d model and textures.
6. Keybindings.
7. Coding Trim system.
8. Coding weapons jam.
9. Coding effects of external temperature on engine and flight performance.
10. Coding external air pressure affecting engine performance.