Archive for February, 2015


DCS World logo

DCS World 1.2.15 and MiG-15bis
Both DCS World 1.2.15 and DCS: MiG-15bis are now available.

You can download DCS World 1.2.15 using the automatic updater or download the installer files here: http://www.digitalcombatsimulator.co…rld/dcs_world/

DCS: MiG-15bis can be purchased from: http://www.digitalcombatsimulator.com/en/shop/

DCS: MiG-15bis product page: http://www.digitalcombatsimulator.co…ucts/mig15bis/

We also have a series of videos to help you get started with the MiG-15bis here: http://www.youtube.com/playlist?list…LZpw-f-OTGOknR

DCS World 2

We are nearing a point where DCS World 2 will be available for a public, alpha release. The primary work remains with sorting out some issues with the unified .exe (no longer will the front end and simulation end operate as two separate exe). We have also been using this time to give mission builders better control of AI weapon jettison, afterburner use, and restrictions of when they can attack air and ground targets. Now that the 1.2.15 update is released, the team will be focused on final testing and preparing DCS World 2 (and the NTTR map) for its debut.

DCS: Nevada Test and Training Map
The actual art construction (elevation mesh and textures) of this map is more-or-less done with the remaining work being performance optimization and getting the AI units to operate within the map correctly (such as airfield taxi operations). As with DCS World 2, once 1.2.15 is released, this map will be the focus of testing to get it ready for its alpha, public release.
In parallel with the new map, Red Flag campaigns for the F-15C and A-10C are in active development.

DCS: L-39 Albatros
The next aircraft to be released by Eagle Dynamics will be the L-39C and the L-39ZA. Both aircraft are in a later stage of development with most of the work now focused on the various cockpit systems and flight dynamics. This will be a fully-realized module with mouse-interactive cockpit and professional flight model. Although it will not be available at launch, two-players in the same aircraft is planned for the L-39. We see this as an important feature, not just for the L-39, but other current and future DCS modules.

DCS: P-47D Thunderbolt
The next World War II aircraft for DCS World will be the Thunderbolt. As you can see by the images in this newsletter, the cockpit is quite far along and overall project status is moving along nicely. Once the Bf 109 K-4 is out of beta (good progress as you can see in the 1.2.15 preliminary change log), progress on this module will further accelerate.

DCS: Spitfire IX
Following the Thunderbolt, the next of our World War II aircraft will be the glorious Spitfire IX. While not as far along as the Thunderbolt, aspects of it are underway as evidenced by the early cockpit renders seen in this newsletter.

DCS: F/A-18C Hornet
No, it’s not a myth. Work on the Hornet continues with great progress on the air-to-surface radar. The real beam mapping mode is just about done, and once complete, the team will start work on the various sub-modes. This has been a critical new technology that had to be developed from scratch for this project.
Included in this newsletter is the current status of the 6 DOF cockpit. It is still very much a work-in-progress but project development is now accelerating.

Hawk for DCS World

We are working closely with VEAO Simulations on preparing the Hawk for sale on the DCS e-shop. There have been a few remaining bugs that need to be resolved, but once complete, the module will be available from the DCS e-shop. In the meantime, you can download the VEAO installer here:

11025690_746479462116650_7298246477442741532_o Cockpit06 P47_3

http://forums.eagle.ru/showthread.php?t=139694


rf2 logo

FEATURES:
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– Added ability to have HDV variable SemiAutomatic be set to 2 (upshifts only) or 3 (downshift only), which is in addition to the pre-existing choices 0 (off) or 1 (upshifts & downshifts).
– Added text values gizmos for wins, starts, average finish, and accumulated points for RFM. Added ability to customize font colors for multiplayer game list. Added ability for gizmos to pass clicks on to gizmos behind them. (only applies to APP_TEXTVALUE_RUNPRACTICE, RUNQUALIFYING, & RUNRACE.
– Added new option to select stretch UI width.
– Implemented “Change Password” button and added option to login dialog.
– Enabled virtual vehicle selection (and propagation) in multiplayer.

BUG FIXES / OPTIMIZATIONS:
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– Fix issue where clouds sometimes don’t show up in replays.
– Fixed a crash that could happen if the start light sequence on a track layout was particularly short.
– Fix broken multihead.
– Fixed issue where car class was reported incorrectly.
– Fixed Launcher crash when exiting Mod Manager.
– Added auto-focus to login dialog input.
– Fixed bug where checkbox settings in Launcher would show incorrect state on startup.
– Attempt to prevent physics thread lock up in cases where skin transfers get put into a bad state.
– Instead of relying on the background color to match the skin download state gizmo inactive state color, now hiding the gizmo in that case.
– Fixed multiplayer sort game list by series.
– Fixed bug where 1st line of credits is potentially a random font
– Fixed multiplayer game list gizmo text colors.
– Fixed gear graph in instances where there is a top/bottom letterbox effect on the options.
– Fixed monitor window FOV issues
– Code added to prevent infinite loops when an AIW has more grid positions than main path waypoints.
– Fixed issue where finish statuses were transmitted but immediately overwritten upon joining a race. This fixes the situation where a driver Esc’d out and therefore got a DNF, but then left and rejoined the server whereupon it was noticed that the DNF was cleared.
– Fixed possible crash that happens upon downloading and then installing components to join a multiplayer game.
– Fix for aspect ratio problems in monitor

GRAPHICS
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– Fade clouds in and out rather than popping.
– Fixed monitor window FOV issues

MODDING / PUBLIC DEV:
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– No longer shipping Max plugins for Max 8, 9, and 2009, support ends.
– Updated versions of Max plugins for Max 2010, 2011, and 2012 with standard mat converter.
– Toggling AI control will now also toggle player driven AI physics if “shift” is also pressed with AI control toggle key
– Updated MAS2 utility with potential fix for missing layouts/teams when creating virtual mods
– Updating SDK with latest content and same UI as the main game.

TIRES:
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– Minor update to CPM invalidates previously-generated CPM data.
– Gas cavity volume is now affected by load (which essentially means air pressure/temperature change slightly when the tire load changes).
– Mass imbalance from flatspotting is now correctly modeled.
– Subsampling in brush model creates smoother response (this may slightly change the feeling and performance of tires, but note that it should be more accurate now).

UI / HUD / OPTIONS:
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– New UI with resolution 1920X1080.
– Removing hard-coded HUD elements shading and alpha.
– Added gizmo slider on realtime settings/display page to set engine vibration effect on cockpit.
– Download mode textbox gizmo now only displays name of mod file, not full path.

PLUGINS:
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– Instead of on-path wetness and off-path wetness (neither of which were properly computed anyway), we now report minimum and maximum water depth along the main path to the plugin scoring interface.

Notes:
– If you had HDR legacy enabled, you will get a misalignment in UI after auto updating. You can fix this with a .json file edit to set.
– You need multiview enabled if using multiple / triple screens.


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1.1 beta is live – Planets look stunning http://www.incgamers.com/2015/02/elite-dan…s-look-stunning


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