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It's not dead yet!

Ground Control?

Unlike the display options, which are almost all fully implemented and functional, most of the ones here that don't correspond to stock options simply set a value in an ini file right now. Code yet to be written will be able to read that value and behave accordingly.
 
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A little more. Here are some extra settings where you will be able to customize a few more aspects of your experience. Changes to sound settings and to those interface settings that can be seen from this screen can be seen in real time. None of the settings, including display and realism settings will require the program to be restarted in order to take effect.


 
I'm looking forward to see the finished product.:applause:

It will be a while yet, since at this point I've only gotten into the supporting pieces, but it's nice to be able to chip away at this project while it's harder to work on other things.
 
After some periods of inactivity on this project due to life circumstances as well as a good stint working on this year's shaders update, I am finally back at this project and making progress again. CFS3 isn't dead yet, and neither is this project! Nothing cool to show you at the moment, but I am closing in on completing the very boring behind the scenes stuff that will enable my new interface to fully run CFS3. I'm close enough to that point that I need to be looking ahead to the next step, which will be an overhauled Quick Combat mode.

With that in mind, I would love your input. This is a completely blank slate as far as how the new Quick Combat mode will work, and what options will be available to set up your flight. Personally I have always been disappointed with the CFS3 Quick Combat mode and felt the options were too limited, so I will be significantly expanding them. I have a lot of my own ideas, such as allowing you to click anywhere on the map to select your starting point instead of being limited to starting directly over an airbase. You may note that we can't even view a map before a quick combat flight currently. That will no longer be true, and hopefully that gives you an idea of just how much more will be possible. So if you have ideas you think would be worthwhile as options for a new Quick Combat mode, this is the time to put them out there. Once I start building it, it will be very difficult to make changes, but right now, I have a lot of flexibility. Dream big and don't limit your ideas to things you think are possible right now. Much that has been impossible to date will not be, so let your imagination run free.

I won't guarantee that every idea will be incorporated, but some might, and I'd love to expand the creative potential in this project beyond my own mind.
 
I've always wanted to be able to individualize the wingmen types and textures in Quick Combat like you can in the mission builder.
 
My intent is to be able to incorporate any number of theaters into a single install, under the umbrella of this interface. Because of the various requirements for being able to do this, it will probably be best to consider it as a parallel development to existing CFS3 efforts rather than as something you can install on top of an existing install. That said, one of the options you will have in the quick combat menu will be to choose which map you will fly on (at least once more than one theater has been incorporated). The capability for multiple theaters will be built in from the beginning, so that new ones can be added at any point without having to rework the interface.
 
How about unpredictability. Engines, radios, instruments could malfunction; guns, turrets could jam. There was no radar or super computers to predict the weather especially over enemy territory. Not all your flight might get off the ground or have to turn back. Even a pilot of a £100million F-35B can find himself sat on a dank Indian runaway rather than in the wardroom of his carrier.
Just another layer of realism.
 
I agree! At least some of that is planned, and engine issues and gun jams are already part of the Real Systems Module Spitfires. How much can be added remains to be seen, but I'm certainly looking in that direction.
 
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