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PostPosted: Mon Nov 11, 2019 3:04 pm 
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Posts: 34
WarBirds Pilots,

We announced last year a partnership with the new MicroProse Software company, my original game company, to update WarBirds 2020 with new graphics with investment by MicroProse.

http://www.MicroProse.com

We worked on putting our current terrains into Unreal 4 to provide better graphics.

After about 6 months of work by our SPINDZ and a group of outside contractors and in consultation with MicroProse, we made the decision that WarBirds 2021 would get an even bigger upgrade and use the new worldwide graphics system of the MicroProse CEO instead of Unreal 4.

The Titan graphics system, http://titanim.net/www/, has been used in real world military systems for the last 5 years, and is being continually enhanced and now brought to MicroProse’s new games including WarBirds 2021.

Image

MicroProse is also paying for WarBirds to have 4 new aircraft with new cockpits sometime in the Spring, the 109, P-51, Spitfire, and the B-17.

We will add even more updated aircraft and cockpits as we move to Titan.

Image

IENT will release its first big improvement for WarBirds 2020, sometime in the spring.

We will have updated the User Interface, added more Rank, Medals, and Promotions to successed in the game, added new training for new players, improved lighting and shadings on the current terrains, implemented a new and improved billing system with more security for all, and will focus on great events as we continue to move to WarBirds 2021.

We will continue to add some of the great new art for the new aircraft, external and internal views, as we work on converting all graphics in the game to the Titan system.

While we hoped to do the great new terrains and graphics with WarBirds 2020, the excellence and high fidelity of the Titan engine, which is and will take a lot of work, will be even bigger than anything we could have done with Unreal!

With the WarBirds 2020 release we will also start additional new marketing to bring in both returning players and new players.

Thanks for your continuing support and for flying WarBirds.

Wild Bill Stealey
Lt. Colonel, USAF Retired
Command Pilot
CEO


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PostPosted: Tue Nov 12, 2019 8:25 am 
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Joined: Wed Jan 11, 2017 10:54 am
Posts: 1161
Very nice news, sir! It's always better to take more time and get a better result, than to rush things!


<S>
/Robert


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PostPosted: Tue Nov 12, 2019 12:52 pm 
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Joined: Wed Jan 11, 2017 2:54 am
Posts: 296
Love the new sandbox engine. Many of the killer combat sims today use thousands of smaller arenas with a limited player set. It allows them to have thousands of players online at the same time but in finite games with limited goals. Rinse and repeat with variation on the same arena setup. If WB2021 can tie in achievement quick action arenas and historic sandbox arenas with persistent event play they will have a winner.
The titan engine reminds me of the DCS world setup but I can see WB2021 marketing more of a WW1/2 and Korean War simulation that is set in several large sandbox theatres.


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PostPosted: Tue Nov 12, 2019 7:26 pm 
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Joined: Wed Jan 11, 2017 8:51 pm
Posts: 41
Hey Bill,
Any chance we can some of the progress so far?
Any idea on the specs for the new 3D models?
Is it the same system for building them etc?
https://youtu.be/lwAPcgApIJ0



Image
Image


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PostPosted: Tue Nov 12, 2019 10:36 pm 
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Posts: 305
My 2 cents...

The sooner the airplane artists can get their feet wet in the Titan graphics, the better.
Don't keep us in the dark.

Art

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PostPosted: Wed Nov 13, 2019 8:54 pm 
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We would love to get cracking on some skins!

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PostPosted: Sun Nov 17, 2019 8:48 pm 
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Would love to get cracking on some historical terrains! Open sandbox the world is your oyster!!


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PostPosted: Mon Nov 18, 2019 5:10 pm 
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Posts: 283
Good to hear from you Madcat!
Jabo, curiosities sake, what size terrain would you consider?


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PostPosted: Thu Nov 21, 2019 12:55 am 
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It depends on the sandbox parameters. If you look at the graphics detail on the titan site it's not mind-blowing. But in a way that is good. Unity is awesome for 3D person games and can have amazing detail and clarity to their terrains but when they talk about huge terrains they are talking 30 miles x 30 miles. DCS has some amazingly detailed and huge terrains but the numbers of players in them is very limited. Same for War Thunder. Aces High has very large terrains aka like WBs but both sims are hurting player-wise. We need to think outside the box and create terrains that are linked and progressive. Maybe limit the detail in the terrains to specific areas that allow tank and ground battles but outside that it is limited to more eye candy for the flyboys. Using the old dos factors say we look at 128 256 and 512 mile terrains. For BoB events and cross channel, we are 512 at 1 to 1 scale. For Bombers Into Germany we have the same 512 miles but at 2 to 1 scale. This would be an air combat terrain only with just target locations and special operations targets like the Dam Busters. For Kursk we would use a 256 mile terrain at 1 to 1 scale but emphasis the ground combat tank role with elaborate front lines defenses etc.

Personally I would love to see a tiled domino system of terrains. For example, begin your fight in 1940 in the West Wall terrain of 256 miles. If the allies reset the terrain you progress to Germany 256 if the axis reset the terrain you progress to Channel 256. If the allies win Germany they progress to NE Europe and fight the Soviets. If the axis win the Channel they move to NE Europe and fight the Soviets. Soviets win either of these and they are back fighting somebody in Germany. Soviets lose either of these and we begin again in West Wall 1940. Or maybe switch to China 1930s. You will know before you log in because of game emails and squadron command staff emails, all from within the game itself.

https://drive.google.com/open?id=1ggxhr ... Tcj0h4Voep

For example, the linked map above shows three 512 mile terrains at 1 to 1 scale in Burma. Game begins in 1942 in South Burma, if the allies lose 60% of the objective locations the game resets to central Burma. Loose 60% here and it goes to northern Burma. Win in northern Burma and it goes back to central Burma, win again and it goes back to southern Burma, victorious here and it goes to Siam/Indochina. Triumph again and it transfers to China or Japan Islands. All this time and the clock is ticking. Maybe its not until 1946 that Burma is reconquered or its never lost at all and the Japanese are pushed back to Singapore in 1943.

Anyways you get the idea. All this is mandated and controlled with an intelligent server system that awards points and prizes to unhistoric and historic missions and lets the player know what the sitrep is as soon as they log in. As a player that belongs to a squadron, you also get to see your COs or XOs orders when you login and you can only login in on the side your squad is playing in this terrain/rotation. Squads are assigned to sides by the game and your command staff can switch but penalties such as reduced points or limited vehicles may occur. Everything has a trade-off. If you are an allied only squad you can fly only for the allies but prepare to have some tough tours to remain true.


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