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tupolov

VBS2 alignment with ARMA3?

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VBS2 v1.50, due May 2011, addresses:

  • Terrain size and view distance limitations
  • Support for underground spaces
  • Fidelity of armor (UK MOD focused)
  • Support for multi-channel
  • Vehicle physics (through PhysX)
  • Other (listed below)

Underground spaces

Full support for underground spaces placed in Visitor 4, OME or RTE

Trenches, basements, sewers, caves, tank ditches are all now supported

Terrain size and view distance

500km x 500km maximum

40km view distance maximum

Night vision improvements

Change brightness, intensification

Lighting improvements

Multiple point and spot lights possible in the one place, with proper shadowing

Units can properly hide in shadows

Large objects (>50m) may have collision geometry

Proper loiter waypoints for UAVs

Improved driving simulation

Gearbox and brake key mapping

Improved window damage

Different damage states

Configurable penetration

Fire rocket launchers from standing and prone positions

Accurate grenade throwing

Improved wounding model

Support for assault ladders

Support for boggy ground

VBS2 1.60+

Terrain paging

Multi-resolution terrain in VBS2 v1.60, September 2011

Terrain paging in VBS2 v2.00, March 2012

MC4 parachute and scuba capability

New underwater rendering is at Beta

Due in VBS2 v2.00, March 2012

Generally working to a major release every 6 months

With monthly minor iterations

VBS2 v1.50–May 2011

VBS2 v1.60 –September 2011

VBS2 v2.00 –March 2012

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Good point! makes you wonder if ArmA 3 is due out around March?

ArmA III is sheduled for summer 2012

I'm pretty sure that we'll see some of these features in ArmA III

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Support for multi-channel, now i wonder if thats sound related. if it is that'd be well interesting

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Summer for us is Oct-Feb :P

Woot, Arma 3 present for Southern Hemisphere!

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Very likely I dont see why BIS would leave out the ability to have 40km viewdistance, if you got a good enough Cpu then kudos the game will look insane!

another feature something called render to texture already in VBS2 will probably ;) come to Arma 3 since everyone wants it so badly. :yay:

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another feature something called render to texture already in VBS2 will probably ;) come to Arma 3 since everyone wants it so badly. :yay:

It's confirmed in Take On: Helicopters, so hopefully A3 will get it as well.

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Even though VBS seem to have a different code branch, it's very encouraging to see all this...

I like the way BIS is able to spread the cost of development across VBS, Arma, and now Take On, and make them all benefit from the other ones in return, in one way or another.

In any case, most of those improvement are technical and do not seem like special features for military training (like AAR etc...) so I don't see why they wouldn't implement what they can into Arma 3.

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Large objects (>50m) may have collision geometry

Terrain size and view distance

Underground spaces

Those are things I would (maybe not kill) maim for.

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VBS has some things I´d be excited for.

What I raised an eyebrow about was the integration of a technology called Xaitment. It´s apparently related to the AI, in particularily pathfinding. Does anyone know more about this?

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VBS has some things I´d be excited for.

What I raised an eyebrow about was the integration of a technology called Xaitment. It´s apparently related to the AI, in particularily pathfinding. Does anyone know more about this?

Maybe its this.

_neo_

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Large objects (>50m) may have collision geometry

Can someone explain what this means? :confused:

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Can someone explain what this means? :confused:

In the current engine, single objects over a certain size lose collision. Hence why the carrier in ArmA 2 is divided into smaller objects.

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Maybe its this.

_neo_

That looks like some serious pathfinding middleware - I think urban's going to get a whole lot better... at least for VBS2 :D

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They should add xaitment.... I don't even think we need a poll to decide if people would want it :D

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All these things in ArmA III plus the abiltiy to move around in moving vehicles and shoot out of them as well would probably make ArmA III surpass other games I've played in the last 20 years as the best game ever made.

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In the current engine, single objects over a certain size lose collision. Hence why the carrier in ArmA 2 is divided into smaller objects.

Would you say that opens a possibilty of controlling such things?

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Would you say that opens a possibilty of controlling such things?

Perhaps. I would say it is a necessary step.

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Sorry to dig this old dog up

VBS2 is an industry-leading, game-based simulation employed by many military organizations around the world for training use. xaitMap, xaitment’s dynamic 3D path-finding and automatic navigation mesh generation tool, pre-processes VBS2 terrains to support the simulation’s overall AI. Additionally, the integration of xaitment’s tools xaitMove and xaitControl will provide VBS2 users with high-fidelity solutions for path-following, movement, crowd simulation, character behavior modeling and the creation of finite state machines to augment current VBS2 capabilities.

Source: http://www.xaitment.com/english/blog/press/xaitment-partners-with-bohemia-interactive-105.html

Honestly it's hard not to drool over what this could mean. AI having a real understanding of both terrain and buildings as well as enhanced FSM calculations :inlove:

Have BI given us a definitive no on this? If not, I'm holdin out with candlelite vigils. If so, I'm marching straight to my regional bank manager's office for a sit down over a personal military training loan.

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Have BI given us a definitive no on this? If not, I'm holdin out with candlelite vigils. If so, I'm marching straight to my regional bank manager's office for a sit down over a personal military training loan.

Nop, they didn't mentioned it for A3 at all.

_neo_

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I'm sure the partnership between Bohemia Interactive and xaitment is strictly over VBS2.

I doubt seeing this come to ArmA 3

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