Archive for April, 2016


Elite Dangerous logo

“Our amazing team at Frontier is continuing to deliver on an incredibly ambitious vision for Elite Dangerous. There have been major Elite Dangerous deliveries every 2-3 months, with smaller point updates in between – a stunning total of 148 deliveries over the last 15 months. For The Engineers we decided to take a bit longer, to ensure what we deliver is great, but also to give us a chance to revisit many of the features in the game already. This is in addition to the great new features we have already hinted at, and of course more of the story, more on the ‘barnacles’ and their origins, more on aliens, and much, much more…

The Engineers are individuals that are mavericks in some way. Each has some sort of expertise from their pasts that they have made into a business – tuning all sorts of aspects of your ship to improve them. They do this using exotic and often hard-to-find components. Most Engineers are very secretive, working behind the scenes for the military or other shady organisations, and so you need an introduction, and need to find out how to find them. Missions can lead to introductions to Engineers, and some Engineers will introduce you to others, providing a more directed path for those that want that sort of approach. There is progression with each Engineer too, as you build up your relationship with them by doing missions and earning their trust.

I am delighted to announce The Engineers (Elite Dangerous 2.1) will be available to players with beta access in the week ending 8th May.”

David Braben

The Engineers and Elite Dangerous 1.6

The Engineers (2.1) is the second major release in the Elite Dangerous: Horizons season of expansions that started with Planetary Landings. The Engineers adds Loot and Crafting and the eponymous Engineers themselves as the headliner features, but also delivers a massive number of new gameplay elements.

Through the engineers, you will be able to improve and upgrade the stats on every module of your ship, and add rare, experimental effects to your weapons for some special outcomes. We’ll be showing more of these weapons in the coming newsletters, but here’s one example of the abilities that you can implement.

Click the image to enlarge.

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Our second big announcement today is that Elite Dangerous 1.6, available to all players of Elite Dangerous, not just those with Horizons, delivers significant changes to the core gameplay experience for all players, headlined by a completely re-vamped mission system and having its own vast number of additions and changes, and it will go into closed Beta and be released at the same time as The Engineers.

In the next three week’s Newsletters (starting this Friday) we’ll be going into both 1.6 and The Engineers, with articles written by Executive Producer Michael Brookes about all of the new features coming to the game, artwork, in-game images and much more.

We’ll be following up these weekly newsletters with ‘Countdown to Beta’ livestreams on the following Thursday, where we discuss the information in the newsletter with the developers, show you on-screen examples and answer any questions you have about that week’s content.

We thank you for sharing the Elite Dangerous journey so far. We have taken our time with The Engineers and 1.6, and we think you will like the results. The future of Elite Dangerous is incredibly exciting – and it starts in three weeks!


rf2 logo

ISI is happy to release Build 1080! This build has a decent number of fixes and tweaks to the AI, realroad, skin sharing, graphics, controllers, and much more.

The demo content has also been changed; Now featuring the Formula Renault 3.5, 1974 Howston Dissenter and Toban Raceway Park.

Demo Installer – 1GB
Lite Installer – 340MB
SDK Installer – 347MB

Usage Notes:

On first loading for any track after updating, shaders will be rebuilt. Expect this to take anywhere between 1-4 minutes, depending on your system specifications.

The Logitech G920 has new firmware that fixes an issue with the Force Feedback. However, because they are not yet selling units with the new firmware, and most users will not be updated yet, we have implemented a hacky solution that we will remove probably with a future build (when we feel more will have updated). If you have updated your firmware, you can disable the hack if you want to, by editing your controller file save and switching the G920_workaround flag to false, and because they changed their names for the inputs, you’ll have to bind your pedals.

Build Notes:

FEATURES:
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Ability to save car class/track/RFM specific AI parameters. (Gizmos on track & car selection page. Global values still editable from session options.)
Added Low Speed Information display position gizmo.
Added AI DraftStickiness_multiplier to RCD files so can tweak that functionality on a car by car basis (only affects superspeedways)
Added average water depth to internals plugin data.
Provided a better way in the HDV file to specify AI damper multipliers: AIDamping=(,,,)
Made the prefix for warning LED material names configurable in the *cockpit.ini file. Syntax (with default legacy prefix) is: WarningLED=LED
User skin directory will now spill over to multiple lines if needed rather that off screen
Default gamepad controllers now set various driving aids for an easier experience.
Created an Un-Disqualify button for admins to use on the multiplayer vote page.
Reason for penalty (if any) is now given in result files and log files.
Significantly reduced the effect of Real Road Time Scale on how the track gets wet from rain and dried by vehicles. This makes it work more realistically even when the timescale is set to extreme values like Static or 15x.
Added a separate thread to issue FFB commands which is needed for some drivers that block. This functionality improves upon and therefore replaces the old Controller.JSON value “Skip updates”, but can also be disabled by setting the new Controller.JSON value “Use thread” to false.
Moved in-game server list to Launcher (Steam version only).
New controller presets for SimXperience AccuForce, Thrustmaster TMX, and Logitech Rumble F310/F510/F710 gamepads.

FIXES:
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Fix for skin transfers when using +connect commandline parameters.
Fixed static camera orientation not saving changes in Mod Mode
Likely fix for occasional dedicated server crash during race rejoin.
Fixed occasional race rejoin bug where only 63 laps were restored when it should have been more.
Fixed bug where track & vehicle selector didn’t register changes when existing page immediately after closing a category branch.
Stock car plugin has improved handling of order shuffling due to spun cars. A new variable was added to the CustomPluginVariables.JSON for this plugin called “AdjustUntilYellowFlagState” which controls how long the order may be adjusted due to spinning (values are the same as mYellowFlagState in InternalsPlugin.hpp).
Fixed several potential UI crashes when switching between multiple video adapters.
Corrected issue where grass skids sometimes did not appear.

GRAPHICS:
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Reverted back to more analytical headlight model.
Fixed soft particle blending and updated general particle parameters.
Fixed particle exclusion zones sometimes becoming disabled.
Improved particle lighting/shadowing.
Improved sun occluder.
Static reflection mappers now updated properly between sessions.
Minor adjustments to sky turbidity and some cloud albedos.
Sim will now default to HDR mode and can only be run in LDR mode by manually editing GFXSafeMode to 0 and clearing shader cache.

MODDING / PUBLIC DEV:
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Camera activation zones can be moved in the camera editor now.
Added another track learning method. How to use: turn off fuel, tire wear, & mech failures and enter a practice session with 1 ai. Once in monitor, select that ai and type “ai learn” in the chat back…..he’ll then go take a bunch of laps & you can watch him try to get better at driving his line (which will show up in the replay window). When (if) you are satisfied that he’s better following the line you can type “ai save” & he’ll save that knowledge in the playerfile/settings directory for future use (or it can then be packed up in an appropriate car or track component and loaded automatically from there).
TTool: optimized the reinitialization step between custom realtime tests, and also allowed skipping reinitialization completely by adding Reinitialize=0 to any appropriate [CustomRealtimeTest] section in the input file. Note that reinitialization cannot currently be skipped if the starting temperature is changed, due to complexity.
Fixed bug in ModMgr which showed duplicate updates for mods with an update.
Fixed bug in MAS2 packager which sometimes failed to create a package because it could not detect when a base cmp or mod was installed.


AMS logo

Build v0.8.9r Changelog:

  • Added new controller / FFB recovery mechanism in attempt to rectify occasional loss of functionality in between sessions
  • Added extra information & reprofiled dashboard displays to better represent real counterparts (for Lancer Cup, Marcas, F-Extreme, Metalmoro MR18 – remaining cars to be updated in the following update)
  • Repainted skins for several fictional series
  • Goiania: Updated AI
  • Marcas: Updated external sounds

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DCS: Bf 109 K-4 Kurfürst

We are now preparing to release the final version of DCS: Bf 109 K-4 Kurfürst. Over the last several weeks, we have been reviewing all user feedback and addressing a numbers of bugs and areas that require refinement. The creation of interactive training missions is also underway which includes all the normal procedures for engine start, taxiing, takeoff, landing and combat employment.

We have also opened a Bf 109 K-4 skin contest that you can read about here: Bf 109 K-4 skins contest

During the course of the competition, a number of interesting skins (including the skin variants of the aircraft captured by the Allies), have been created by you, the users. Well done!

DCS: Spitfire LF Mk.IX

Adjustment to the flight model of the Spitfire LF Mk.IX aircraft continue. As of late, most of our testing and refinements have focused on airframe, engine and propeller parameters in references to actual tests of the World War II aircraft at our disposal at The Fighter Collection.

The flight tests carried out in the DCS World have shown that the Spitfire LF Mk.IX is a very easy and predictable aircraft to fly. An accurately implemented pneumatic system of the aircraft used for the brake and flap systems is particularly interesting. Earlier DCS World War II aircraft have not used such a system. Pilots of the DCS: Spitfire LF Mk.IX will be able to feel all the peculiarities of the pneumatics while taxiing and landing the aircraft.

DCS: Normandy 1944 Map

Development of the specially created “DCS: Normandy 1944” map for DCS World War II continues its development at a fast pace. Currently, the main effort is focused on airfields with different types of surfaces (a first for DCS World). For example: we are implementing SMT (Square Mesh Tracks) surfaces, which were widely used by the Allies for temporary airfields in Normandy following the landings. We are also developing the possibility to place airfields on the map using the Mission Editor (another first for DCS World).

Belsimtek News

After the successful, final release of the DSC: F-86 Sabre and DSC: MiG-15bis modules, the Belsimtek team is now focused on bringing DSC: F-5E Tiger II to Early Access within the next month. In the meantime, Belsimtek continues to edit the F-86F Sabre English manual and prepare DCS: Mi-8MTV2 for its final release.

DCS: F-5E Tiger II Progress Update

  • The external model is complete and includes several well-known color schemes.
  • The 3D cockpit is complete.
  • All aircraft systems are accurately simulated in high detail.
  • A new engine compressor model has been implemented based on accurate blade load calculations. The new model provides a very accurate simulation of compressor guiding unit functionality and an expanded range of engine operation modes (high and low compressor stalls and compressor operating in windmill mode).
  • The radar, optical sight, jettison system, gun use, launching of air-to-air missiles, air-to-ground rocket use, and flare and chaff countermeasures are integrated into the model and the aircraft’s Weapon Control System (WCS). All the above-mentioned items are now operating as described in F-5E operations manuals.
  • The Professional Flight Model (PFM): operational range of altitude and airspeed, acceleration with various payloads and G loads (in sustained turns and at maximum angles-of-attack) are tuned based on available data of the flight dynamics of the real aircraft; the model behavior at critical angles-of-attack (stalling) and post-stall behavior (post-stall gyrations and spins) now match descriptions of the real aircraft.
  • Flight manual in Russian has been written.

In order to present this module in for Early Access, several items will be in development during the Early Access period:

  • Adjustments to the operation of certain aircraft systems (for example: adjustment to pump capacity, hydraulic fluid mass-flow rates, electric grid loads, etc.)
  • Translation the flight manual to English. We take into account our mistakes during the development of previous modules.
  • Creation of the Quick Start manuals for both Russian and in English, based on the complete flight manuals.

DCS Bonus Spectacular

Here is your chance! Starting 8 April at 1500 GMT time and lasting until 11 April at 0900 GMT, use your bonus points to discount for all DCS modules (which participating in the bonus program) up to 50%!

Visit our e-shop for Modules, Campaigns and Maps

RU


ir iracing logo

iRacing today announced plans to add dirt surface race tracks and cars to its online motorsports simulation service.According to Steve Myers, iRacing.com’s Executive Vice President and Executive Producer, the development of dirt tracks and dirt cars is the next logical step following last year’s introduction of iRacing’s dynamic track feature that sees paved track surfaces evolving during the course of races based on changing weather conditions and the virtual rubber laid down by competitors.Check out our video announcement here.”We are starting a new chapter in our long history and expanding into a new branch of motorsport – dirt,” says Myers. “With the evolution of our new surface model the next natural step was to develop a dirt surface model and dirt race cars.”We are working closely with the University of Northwestern Ohio and Clint Bowyer Racing (CBR) to create virtual dirt surfaces that match the fidelity of iRacing’s paved tracks, along with a digital version of CBR’s PEAK/Crawford Supply BWRC late model. Speaking for everyone at iRacing, I’m really excited about this project, and I’m very optimistic that we’ll be launching it this year.”


IL-2 BoS logo

Dear players!
Today is a big day for IL-2 Sturmovik project – version 1.201 release. It brings several very important additions.
First, we launch the open beta of the Battle of Moscow campaign and Moscow maps. This is another step forward in mapping technologies – it contains several innovations and will bring you many interesting features not available before, for example: grass airfields without a dedicated landing strip, historically reconstructed city of Moscow, towns of the Moscow region that also have historically correct layouts and architecture, new ‘late Autumn’ season, water reservoirs, canals, canal locks, many new railway and road bridges, forestation different to Stalingrad region one and other things.
We’d like to point out that now, at the open beta stage, the map will still be improved: pine trees will be added to the forests and the overall distribution of various forest types on the map will be more detailed. Of course we’ll keep track of your impressions and improve the map where possible to make it as best as possible to the official Battle of Moscow release date. The campaign is also in open beta: it contains regular, generated missions, while scenario, static ones are being finished. Video intros between campaign chapters and chapter map tactical overlays are also WIP at the moment.
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Second, players who pre-purchased Battle of Moscow will also get their hands on German twin engine dive bomber Ju 88 A-4 today. We must admit that it is the most complex aircraft in the entire project, but in the same time it is also a most interesting one in many ways. Rich instruments array, many system and flight model peculiarities, unusual gunner stations – it was an interesting experience to research and recreate and we think it will be interesting to the players to fly it.
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Third, all 10 Battle of Moscow planes now have 10 official skins per plane that can be unlocked by progressing in the campaign. In addition, all 20 controllable planes in the game and each and every modification for them now have a technical specification you can view in player profile, during a mission briefing and even in the flight.
Fourth, the sim now has 64-bit architecture. This increases the engine potential and allows more detailed objects and textures to be created. Moreover, we used the dumps you submitted to fix several bugs that could crash the game. All this development should make the game much more stable in heavy, complex missions.
One of the crash fixes involved the track recording system, so the tracks format has been updated unfortunately – old track records won’t work in the new version.
Finally, the new version 1.201 contains many additional fixes and improvements (as always) which should increase the quality of your play experience and add more realistic features.
Main changes:
1. Moscow region maps (Autumn and Winter seasons) are now available to Battle of Moscow owners in all game modes;
2. German bomber Ju 88 A-4 is now available to Battle of Moscow owners;
3. Open Beta of the Moscow campaign is now available to Battle of Moscow owners;
4. The sim is 64-bit application now, which increases its stability at heavy loads and improves physical engine performance by 10-20%;
5. 10 official skins added for each of 10 Battle of Moscow planes. They can be unlocked by progressing in the campaign;
6. Aircraft specifications added containing flight characteristics and other useful information for every playable plane in the game (you can view them of full-screen map during flight, in the briefing and in player profile);
7. Modification characteristics added to their tooltips (how much mass and velocity you lose or gain by adding them to your aircraft);
8. Morning and evening fog added to all maps (in half of the weather sets, the ones that have non-even numbers);
Physcis, damage, systems and AI changes:
9. A rare problem that caused the plane to be invisible in multiplayer fixed;
10. A rare problem that caused the bombs or turrets to float next to their aircraft fixed;
11. You can turn the bomb sight left and right in View mode;
12. Bomb sight mode won’t reset after leaving and re-enabling it anymore;
13. Back view angle increased for Pe-2 bomb sight in View mode;
14. Bomb sight view won’t ‘wave’ while passing the zero mark;
15. Tracer rounds removed from ShVAK autocannons for Battle of Moscow timeframe planes because they were produced later in 1942;
16. Fw 190 A-3 aerodynamic characteristics corrected to meet the now available data (in short, its fineness ratio was reduced a little while its climb rate at high altitudes increased somewhat);
17. RPM limiter (helper) on MiG-3 won’t wrongly set the throttle to low values at low air temperature anymore;
18. Bf 109 E-7, He 111 H-6, Пе-2 ser.35 and ser.87 damage models corrected (wrong parts were flying off when damaged);
19. Additional armor plates and armored windshield mass is correctly added to Bf 109 E-7;
20. MG FF mass is correctly added to He 111 H-6;
21. Air drag caused by MC.202 bombs corrected (decreased);
22. Air drag caused by Bf 110 E-2 bomb holder corrected (increased);
23. MC.202 series VIII flaps are now forced back by air stream at high speeds, which should prevent their damage;
24. Flaps release kinematic link calculations corrected on Yak-1, both IL-2 variants and MiG-3 (they are more stable when fully retracted);
25. He 111 H-6 elevator trimmer handle now stops at the same time when techno chat shows 100%;
26. He 111 H-6 elevator trimmer handle animation corrected (it was inverted);
27. A turret won’t be left in the air after aircraft explosion in multiplayer (a rare issue);
28. Turret machine gun won’t ‘wobble’ in extreme positions;
29. Turret gunners correctly spend the remaining 150 rounds;
30. Wingmen correclty drop bombs after wing leader in ‘do like me’ mode;
31. AI now is able to takeoff during strong crosswind on LaGG-3 and Yak-1;
Other changes:
32. Thanks to submitted crash dumps, several issues were found and fixed. The work on stability improvements continues;
33. Modification locks in multiplayer work correctly in a case of wrong lock configuration;
34. When only a certain skin is allowed in multiplayer, default one will be available as well;
35. Modifications correctly lock and unlock while changing selected mission type in the campaign;
36. Fast clicking on modification buttons won’t hang the GUI anymore;
37. GUI recalculates modifications and weapon sets faster (for example for IL-2 which have lots of them);
38. Anomalous slowdown when flying a plane with bomb sight and increasing time scale fixed;
39. A tank turret won’t magically ‘heal’ damage when a guest gunner takes control;
40. Pz III main gun rate of fire increased;
41. Earned modifications and skins can be correctly selected in Offline mode of the game;
42. Visual damage improved for MiG-3;
43. Special objects were added for scenario creators, including airfield taxi and landing signs;
44. Mission designers can remove object markers from any objects by giving them NOICON name.