Archive for October, 2016


Bonus Week Special
Starting today at 1500 GMT and lasting until 8 November at 0900 GMT, we are offering a huge 60% savings using bonus points many fantastic products. This bonus special applies to the following DCS World products:

  • DCS: F-5E Tiger II by Belsimtek
  • DCS: A-10C Warthog
  • DCS: M-2000C by RAZBAM
  • DCS: L-39 Albatros
  • DCS: Flaming Cliffs 3
  • Su-27 for DCS World
  • F-15C for DCS World
  • A-10A for DCS World
  • Su-25 for DCS World
  • DCS: MiG-15bis by Belsimtek
  • DCS: F-86F Sabre by Belsimtek
  • DCS: Bf 109 K-4 Kurfurst
  • DCS: Fw 109 D-9 Dora
  • DCS: P-51D Mustang
  • DCS: SA342 Gazelle by Polychop Simulations
  • DCS: Mi-8MTV2 Magnificent Eight by Belstimtek
  • DCS: UH-1U Huey by Belsimtek
  • DCS: Black Shark 2
  • DCS: Combined Arms
  • DCS: NEVADA Test and Training Range Map
  • A-10C: 16-2 Red Flag Campaign
  • F-15C: 16-2 Red Flag Campaign
  • Black Shark 2: Republic Campaign
  • Su-27: The Ultimate Argument Campaign
  • P-51D: High Stakes Campaign
  • A-10C: The Enemy Within Campaign
  • A-10C: Basic Flight Training Campaign

Please visit:

DCS World War II Update
Work continues at great speed on new elements of DCS World War II. Much of the work is focused on DCS: Spitfire LF Mk IX and the Normandy map, and both are, or will be soon, going into internal test! This is always a good sign that we are approaching an Early Access release. In addition to the Spitfire and WW II era map, we also continue working on new AI units to inhabit the map. Last week we had a look at the Tiger tank, this week we offer first looks at the Panther and a work-in-progress image of the B-17.

DCS: NEVADA Test and Training Map Update
In previous newsletters, we shared images of the new airfields coming to the NTTR map. In addition to the airfields though, we will also be adding many new small and large urban centers like St. George, Laughlin, Tonopah, Goldfield, Caliente, and many others.

DCS: F/A-18C Hornet Update
Although most of the art work is done for the Hornet (minus a few external stores), most of the current work involves the coding of the various systems and flight dynamics. In addition to that, we are also very busy with documentation and the refining design specification as we gather new information.

Once the project gets closer to Early Access, we can start talking more about this project.

DCS World 2.5 Update
In addition to the Hornet, NTTR, and DCS WWII tasks, another high-priority task for us is wrapping up DCS World 2.5. The primary function of 2.5 will be to combine both 1.5 and 2.0 into a single executable and thereby being able to access all maps from a single program. We are close with the last two big items being the resolution of how we will render forests and trees in 2.5 and updating some of the old objects to our current format.
Once those two items are addressed, we will start releasing some new images and videos of what is in store.

Steam Sale

Also starting today and lasting for the next four days, Steam is having a sale on all DCS World products, with a 30% discount!




IL-2 BoS logo

Hello Everyone!
Let’s start the today’s diary with a screenshot. This time you see the WIP model of a German Fallschirmjäger (paratrooper) in summer clothing for the new Ju-52 Collector plane which is now in the final development stage.
Last Friday we began alpha-testing of a new version which includes DirectX 11. First results are promising; FPS has increased significantly even in cases when not all optimizations were included. Of course, some issues have presented themselves, but we have no doubts that debug will go smooth and release will not be too long. At the moment, work on transferring to DirectX 11 has included:
– 90 shaders were transferred to DX11 format
– Forest rendering was optimized thanks to using of constant buffers;
– Buildings rendering was optimized thanks to using of constant buffers;
– Complex 3D models rendering was optimized
– Complex 3D models export to game format was optimized, it has reduced model separation during export, in final it provides additional performance in scenes with complex combat;
– SSAO was replaced by TSSAO, this has shrunk expenses for this effect calculation;
– Grass rendering was optimized due to implementation of occlusion check;
– Water reflections were optimized;
– Lighting model was optimized due to using of 5th shader’s model, also shadows from point lights (like flare rocket) were added;
– Lighting algorithm evolution to TiledShading 2.5D was performed, it’s also due to using of 5th shader’s model
– Memory usage on landscape rendering was reduced thanks to new possibilities of DX11, in perspective this allows to increase landscape poly-count by 4 times;
– HDR visual was improved on lower graphics presets.
Our work on using and implementation of new abilities provided by DirectX 11 is underway, in closest schedule there is adaptation of several technics to Compute Shaders, realization of Open VR API and other “yummy” things :)
So, our transferring to DirectX 11 is going as planned. We plan to finish this work by the end of this year; and Open VR API support should be completed by the end of the January.
Beside DirectX 11 news, I would like to talk with you about a part of flight-simulation realism which affects the most important part of the sim – the role of a virtual pilot.
To provide a maximum realistic virtual flight at your home on your PC, the developer should create the most plausible, natural and balanced visual picture of the world, airplane and cockpit on the player’s monitor as possible. After that, the developer should provide a realistic control system for the airplane and the airplane should respond to this control system on the player’s PC as realistically as possible (this is what everyone calls the Flight Model). Also, the developer should create a realistic sound environment with all the small touches and accents which will make player to believe that he or she is in the airplane. After all this, the developer should create scenarios where the player will perform the role of a virtual pilot. Plus, there is a big bunch of other items which are related to air combat, but they require a separate and a big talk. The assembly of all these factors presents the aviation simulator to the player – a tool, a virtual reality instrument to be plunged into where the player becomes a pilot.
But, as in any kind of game, after plunging in the virtual atmosphere of the game world, it is also very important how seriously the player treats his role. Young boys who play war in a courtyard in torn trousers with wooden sticks instead of rifles in their hands may feel a much greater degree of immersion than an adult man playing airsoft in full authentic NATO gear with an authentic copy of an M-16 rifle in his hands. It may feel false because there is talk about work and family around him or jokes or maybe alcohol is being consumed. This does not feel like real combat even if he has authentic equipment and a gun. The intention was to play “army man” right? The same thing may happen in a multiplayer match in a flight-sim. When a player plays the single-player game than he completely determines the atmosphere and the mood which he has when he enters the game. If he has sat down to play the flight-simulator to simply “kid around and play some tricks” than it does not matter how realistic this simulator is – the player will not come close to reality. If he has sat down to play the role seriously – to perform some kind of combat task, to make a transfer flight from one airfield to another, to do some aerobatics, or maybe to perform a training flight in the same manner as performed by real pilots than his level of immersion will be high. But even in this case of a simple, but realistic objective – to perform a simple training mission close to reality – it contains a great challenge for virtual pilot because to perform it he has to find out how it is performed in reality. The question becomes – how to manage plane controls correctly to perform it by himself? To be successful the player has to do it many times before he will start to have success. Maybe after practicing for 1, 2 or 3 evenings he will be able to perform this training flight like it was performed by real pilots.
I do not know how many of you I have captured by this long introduction, but if I did, then I’m offering you to try to perform a training circling flight flying the MiG-3 fighter plane. A mission kit, with flight records of the circling pattern in calm winds and takeoffs and landings in strong winds are attached. Also here is a small video-lesson with my comments (I apologize for my English even before you have started to watch it :) ) and a video-example of takeoffs and landings in heavy wind conditions. I invite you to try these training scenarios. The necessary technique of these training flights are explained below.
Start at parking area, full fuel and ammo load. Winds calm, weather is clear.
Part 1: Start and Taxi to the runway
– Set altimeter pressure equal to airfield pressure
– set Throttle to Idle, execute engine start procedure
– Engine started: set engine revolutions to 100%, mixture to 50%, radiators to 50%
– Set flaps limiter to 20%, extend landing flaps
– Look around for taxi clearance, set throttle to 50%, start to roll
– Rolling started: hold wheel brakes to check them, release brakes to continue taxiing
– Set throttle to 35…40% to continue taxiing
– Use wheel brakes for sharp turns and to stop
– Do not exceed speed 20 km/h and brake down to 5 km/h before sharp turns
– Taxi with opened canopy, move your head left and right to look forward beyond the nose
– Look around for obstacles and other planes, especially when taxiing to runway
Part 2: Takeoff
– Set Throttle to Idle
– Look around for takeoff clearance, close canopy, move view point to the left side of cockpit to have better visibility forward
– Hold Wheel Brakes, push Left Rudder pedal to 2/3 (rotate joystick twist to left to 2/3)
– Hold Rudder at 2/3 to left, hold Stick in center, set Throttle to 80%
– Release brakes, set Throttle to 100%
– Keep take off direction by Rudder adjustments – a little bit more and less than 2/3 to the left
– To keep the takeoff direction: keep your eye on an object far ahead (a tree, a building, a cloud and so on), check runway left/right borders only sometimes
– Continue to speed up with stick in center, keep direction by rudder pedals, plane’s tail will rise by itself
– When speed is more than 180 km/h: smoothly pull the airplane nose up, plane will take off, keep the nose slightly above the horizon, altitude and speed should continue to increase
– To bank use the control stick, smoothly the return rudder pedals neutral position
– When altitude is 20 m: raise the landing gear, keep the nose pointed a few degrees above the horizon
– When speed is 200 km/h: retract the flaps, keep the nose pointed a few degrees above the horizon
– When altitude is 100m: start 90° left turn to course 228°, bank angle should be 30°
– When altitude is 400m: push the nose down to just a little bit above the horizon, keep vertical speed =0 m/s and altitude =400 m
– When speed is 300 km/h: set throttle to 55% and maintain it
– Start second 90° left turn to course 138°, bank angle is 30°
Part 3: Circular flight
– When left turn to course 138° is completed: continue in a straight-line maintaining 400 m altitude and speed 300 km/h
– Maintain required speed by keeping the throttle near 55%, speed corrections should be performed by slight throttle deviations from 55%
– Maintain required altitude by controlling plane nose position over the horizon. Keep the nose a bit higher than the horizon, remember it’s position which is providing zero vertical speed
– When flying straight constantly check the airspace around you, control landmarks to start 3rd turn in the right place
– To control oil temperature (from 40°С to 80°С) and water temperature (from 80°С to 110°С), adjust the radiator shutters angle if it is necessary
– When range to the airfield is 4…5 kilometers: start a 180° turn to the left for course 318° which will line you up for landing, bank angle is 30°
– During the turn control the airplane’s nose position over the horizon, vertical speed =0 m/s, altitude =400m, speed =300 km/h, landing course =318° approaching
Part 4: Final approach and landing
– When 3rd turn is finished: set Throttle to 0%
– When speed is less than 300 km/h: extend landing gear
– Pay attention to vertical speed =0 m/s, altitude =400 m
– When speed is less than 250 km/h: extend flaps to maximum
– When speed is 220 km/h: push the throttle to 80% to maintain this speed
– When runway distance is 2.5 km: set Throttle to Idle, push nose down a little lower than the runway threshold
– Descend to the runway beginning at 210…200 km/h, in best case the throttle should be at idle during descent
– When altitude is 30…50m: start to slightly pull up the nose to reduce speed while the plane slowly sinks towards the runway
– Move your view point to the left, keep your eye on the ground to the left of the nose, feel the altitude slowly decrease
– When altitude is almost zero: keep flying while losing speed and pulling the nose up, but don’t allow the plane to climb
– Touchdown: keep rolling straight forward, keep your eye on a point or object far ahead (a tree, a building, a cloud and so on)
– When speed is 100 km/h: pull the stick fully backward, hold your brakes, keep rolling straight forward
– When the plane has stopped: retract the flaps, open the canopy, taxi to taxiway at 20…40 km/h
– Move out from the runway by the closest taxiway, perform taxi to parking area at 20 km/h, turn off the engine
Specific flying notes in the case of head wind:
– In case of head wind there is no difference in case of calm winds on take-off
– In case of head wind you got to start descending to the runway a bit later and keep descend aiming point a bit further
– No difference in touchdown and braking in case of calm winds
Specific flying notes in the case of wind from the left:
– Take off requires less left pedal pushing in the case of wind blowing from the left, in the case of 12 m/s it’s becomes unnecessary to use the pedals to stay straight
– Airfield should be seen to the right from the airplane nose all the way of approach
– There are slower winds at lower altitudes, so wind-compensation nose side-angle to airfield should decrease when airplane is descending
– Airplane should perform a smooth touchdown to prevent circling
– Rudder should be a bit pressed to the right before touchdown to decrease skidding
– If airplane have touched down smoothly than maximum attention should be put on keeping the direction using far-away landmarks
– It’s not recommended to land the airplane in conditions of cross-wind more than 5 m/s
Specific flying notes in the case of wind from the right:
– Take-off becomes harder in case of wind blowing from the right and requires more left rudder deflection
– It’s not recommended to takeoff in right wind more than 5 m/s conditions
– Airfield should be seen to the left from the airplane nose all the way of approach
– There are slower winds at lower altitudes, so wind-compensation nose side-angle to airfield should decrease when airplane is descending
– Airplane should to perform a smooth touchdown to prevent circling
– Rudder should be a bit pressed to the left right before the touchdown to decrease skidding
– If airplane have touched down smoothly than maximum attention should be put on keeping the direction using far-away landmarks
– It’s not recommended to land the airplane in conditions of cross-wind more than 5 m/s

AC logo

Respecting what is now a very long tradition at Kunos Simulazioni, we are glad to introduce as part of our latest DLC a significant update to the overall build of Assetto Corsa. Reaching version 1.9, we welcome another piece of free bonus content, the brand new and recently unveiled Porsche Panamera G2 Turbo, the latest luxury saloon model manufactured by Porsche. As you can see it in the complete changelog below, the update continues the process of bringing general improvements to the core game in all areas, incorporating the precious feedback and suggestions of a community that is becoming larger day after day. One of the most relevant upgrades of this build involves the audio environment, taking advantage of the updating of FMod libraries:

the development team has reworked FMod interaction within the game, optimizing memory and CPU usage and improving the entire sfx engine, resulting in a much better sound environment and immersion.

If you wish to learn more about it, please visit the following URL:

In addition to the plethora of audio updates, other improvements extend to introducing the official Sparco licence with brand new driver suit and glove textures and a reworked texture assignment system, race ending, live Time Table leaderboard in the pits and other additions to the Lap Time board, splits and Anti-Wrecker protection in Multiplayer mode, updating all GT3 cars to tyre model 10, AI improvements and numerous other improvements across the entire game engine, including graphics as well as physics.

Assetto Corsa 1.9 welcomes the first of the three free bonus Porsche cars that will be released within 2016, introducing the Porsche Panamera Turbo, a car that with Porsche test and development driver Lars Kern at the wheel completed a lap around the 20.832-kilometre long Nürburgring Nordschleife in only seven minutes and 39 seconds. The new Porsche Panamera reconciles two contrasting characteristics more than ever before: the performance of a genuine sports car and the comfort of a luxury saloon. It is a Gran Turismo that has been rethought and realigned. The second generation of the Panamera is advancing to become a performance icon of the luxury class.

We are also glad to announce that the historic version of the Silverstone circuit is finally available as free bonus content for all Assetto Corsa users, a remarkable addition that will please all fans of historic content already available in Assetto Corsa. The classic Silverstone is a circuit that perfectly matches some of the new legendary Porsche cars included in the Porsche Pack Vol.1. The 1967 version of the track was used between 1952 and 1974, with the overall layout kept largely unaltered for nearly 38 years. This piece of motorsport history hosted fierce competition between racing heroes such as Graham Hill, Jack Brabham, Jim Clark, Jackie Stewart and Jackie Ickx.

Assetto Corsa 1.9 is available on PC Steam today, and on PS4 and XBox One in November. Please read the changelog to learn more about the overall list of updates.

We kindly inform those who might be interested in purchasing the Season Pass that it is available for purchase.

Those who purchase the Season Pass will receive 3 add-on packs (7 cars each) for a single discounted price. The packs include a total of 21 Porsche unique car models, featuring all of the new 2016 Porsche line-up from both the car maker’s production and legendary motorsport departments.

Assetto Corsa Porsche Pack Volume 1 – Includes 7 cars

Assetto Corsa Porsche Pack Volume 2 – Includes 7 cars in 10 total versions
Available on November 2016

Assetto Corsa Porsche Pack Volume 3 – Includes 7 cars
Available on December 2016

– New Porsche 991 Carrera S (Porsche Pack #1 DLC)
– New Porsche 918 Spyder (Porsche Pack #1 DLC)
– New Porsche 718 Cayman S (Porsche Pack #1 DLC)
– New Porsche 917/30 CanAm 1973 (Porsche Pack #1 DLC)
– New Porsche 911 Carrera RSR 3.0 1974 (Porsche Pack #1 DLC)
– New Porsche Cayman GT4 Clubsport (Porsche Pack #1 DLC)
– New Porsche 935/78 Moby Dick 1978 (Porsche Pack #1 DLC)
– New Porsche Panamera G2 Turbo
– New Silverstone 1967 historic track
– Added session time/laps on the top of the screen (laps are the leader ones)
– Now race is over when the car complete its lap and the leader has finished his last one
– Added dynamic ARB
– Fixed possible collision still active on race restart
– Added ERS recharge digital display
– Improved precision on all digital leds
– GT3 cars use tire model v10.
– Fixed TC sound distortion when triggered for the first time
– New camber grip variation formula (Thank You Nao!)
– Simplified DirectX 11 initialization
– Added official “Sparco” license to Assetto Corsa
– Added Ballast system through Ballast App (single player only)
– Added new F9 vertical layouts
– Added new driver + crew texture system
– Added new personal driver texture
– Fixed virtual mirrors rendered when not necessary
– Fixed Kers and ERS able to rev in neutral and reverse gear and overrev the engine
– Improved FFB App UI, so label is readable by VR users
– Added multiplayer splits
– Added Time Table leaderboard mode: this includes realtime splits and delta
– Added Fmod optimizations
– Added Anti-Wrecker protection
– Fixed AI “flapping” DRS in traffic
– Improved autoshifter
– Improved laptimes board by adding splits and tyre compound
– Fixed backfire animation freezing after session change
– Fixed leaderboard history in multiplayer
– Added voting spam protection
– horizon locked view removed from Bumper camera
– Delta App reviewed
– Fixed possible flickering in case of engine stall
– Added backfire animation to Zonda R
– python new functions and members
– getCarTyreCompound(carid)
– Tyre blister and grain are now tied to the “Wear” settings and not “Damage”. Wear=0 will turn off graining and blistering simulation
– Fmod updated to 1.08.12
– Updated SDK for modders
– Removed reverb snapshot in the Fmod project
– General audio engine code cleaning and bug fixing
– Vastly improved Fmod resource usage
– Voice stealing is now properly managed by code, so the sound mods will follow the same behaviour of the original sound banks
– Fixed listener priority for cars in pits. They don’t steal the priority anymore
– Amount of events instances are now properly limited in order to keep proper volume range and overall performace improvement
– Overall volume balance
– 7.1 surround should now work as expected (on all platforms)
– Fixed audio initialization pop when the session starts
– Stereo imaging now works as expected
– Fixed ambience sound affected by reverb zones
– Reworked reverb logic: when triggered onboard, the reverb is given by the exterior engine
– Reworked distance attenuations for enhanced experience (e.g. engine_int raised to 350 meters)
– Reworked wind curves: now the wind volume is related to the air pressure (i.e. player car will hear turbulence when in draft and AP value goes below 1.00)
– Reworked surfaces audio curves
– Reworked skids logic
– Fixed skids positional sound
– New exterior skids sound
– Set tyre skid entry point to 100 in audio.ini (set what you prefer in the audio options)
– Reworked code management for traction control and limiter events
– Tweaked wind and limiter sound emitter position in dashboard camera
– Audio compressor on engine_ext event now works as expected when many cars are involved
– Surfaces, crashes and skids are now properly audible in chase and track cameras
– Opponents volume now honours F1 cameras. For track/free cameras it is set to max (optimum for replays, broadcasting etc.)
– Fixed load/coast smooth for AIs and multiplayer
– Fixed transmission smooth and pitch for multiplayer opponents
– Engine volume setting is now related to the player/focused car
– When driving, some opponents events are now audible (e.g. skids, surfaces and gear shifts if available)
– Surfaces events are now properly cached. This fixes stuttering when a surface event is triggered for the first time and should limit “digital clicks”
– Fixed multiplayer opponent surfaces sound when it leaves instantly (e.g acs proces kill/crash) while driving on sand/kerb/etc…
– New dirt sound effects
– New brake squeal for some “old” cars
– Added audio fade when track camera changes
– Added [VERSION] section in audio.ini
– Removed [LATENCY] section in audio.ini (managed by FMod itself now) and from the GUI
– Slightly modified gear grind sound
– Fixed wrong listener position for track and car cameras in some situations
– added DRL on LaFerrari, Mclaren P1, Nissan 370Z Nismo, Nissan GTR and Ford Mustang
– added templates for Porche Vol. 1 cars
– fixed excessive brake light brightness on Ford Mustang
– minor graphics fixes on Triple Pack cars
– [Modding] added harvest series function in digital_instruments [KERS_RECHARGE_SERIE]
– [Modding] added 918 Spyder-style full power usage series function in digital_instruments [POWER_918]
– Added PACKER_RANGE_HF and PACKER_RANGE_HR for heave springs packer settings in setup.ini
– Packers now use bump stop rates


Elite Dangerous logo

“Hi guys,

The time has finally arrived! Today sees both the Elite Dangerous Horizons (2.2) update and the Elite Dangerous (1.7) update making its way to the live game.

For those of you who haven’t experienced a big milestone day, these updates can take several hours to install and make live.

The servers will be down from 10am BST (15 minutes) and will be down for an extended period of time (up to 8+ hours)
Xbox One players will see that the download will be available from 11am to pre-install but the game won’t be playable until the servers are back up. The size of that download is 9.7gb which is a file increase of 1.8gb

We’ll keep you updated with progress in this thread should there be any extra information. In the meantime we have a couple of exciting things going on today to keep you entertained while you wait for the updates to be added.

Join David Braben on a Reddit AMA from 10:00 – 12:00 BST.
Followed by Ed Lewis and a series of developers from 1pm BST on our official YouTube channel.

The development team have been working incredibly hard over the recent months developing the game and working with our fantastic beta community to test, adjust and test again the upcoming version of the game so please give the beta community and the developers lots of thanks and support.”


continue to read



Launching Arma 3 Apex was a big moment in our project; July’s expansion was the most significant milestone since our original release, in 2013. In the months that have followed, we’ve been thrilled to see our players exploring and expanding upon the new content, features, and – of course – splendid new terrain, Tanoa. Meanwhile, our team has been busy.

Focusing upon both post-release support and looking ahead to the next stage of development, there’s been much evaluation, discussion, and – ultimately – the formation of a high-level plan. Now, we’d like to share our goals, highlight key updates, and talk a bit about how we’ll continue to support a mature platform in the context of planning for the future.


Infantry gameplay has long been at the heart of our development. Although it remains the backbone of our sandbox, we also recognise that there are several other avenues to explore. By expanding upon combined-arms content and features, we aim to create fascinating new opportunities for our community, and attract new players looking for a gateway to a massive military experience.

We’re also looking to make longer-term investments (significant free updates, for everyone) that, we hope, help Arma 3 to continue to serve as platform for our community for years to come. To balance this effort – plainly speaking: to fund our project – we’ve prepared a number of premium packages and free updates, which translate our vision into real development.



Next year, air superiority jets will fight for control over our simulated skies. More details are forthcoming but, for now, we can confirm this package will be supported by a free platform update, with radar / sensor improvements as its stand-out feature. By adding more depth to threat detection and tracking, we aim to improve gameplay across the entire sandbox.


This year, we opened a new studio in Amsterdam, The Netherlands. With the goal of gradually building up experience, work has started on a small project, codenamed ‘Orange’. While the exact direction isn’t final, we’re very much interested in exploring an interesting and unique perspective on the battlefield. It’s shaping up to be a valuable, innovative addition to the platform!


June 22nd, 2017, will be Arma’s 16th anniversary. We plan to mark the occasion with a free DLC, featuring an island familiar to veterans of our series: Malden. Starting out as a small passion project, Malden 2035 re-uses many vanilla structures, vegetation, etc., to recreate this classic terrain. There’ll be an announcement related to this work in the coming weeks.


Later next year, we aim to present players with a package of playable content: ‘tactical operations’ that focus upon challenging, replayable and authentic military gameplay, which makes the best use of our sandbox. This development is an opportunity for us to learn how to continue to support the platform, fund our project, and offer valuable new experiences for our players.


We round off this roadmap with an ambitious goal: overhauling the experience of armoured combat in Arma 3. This package will follow our well-established model: a set of premium assets, which bring something new to the sandbox, supported by platform improvements and additions for everyone, for free. We encourage our community to share their own wishes on the topic, too!


Traditionally, instalments in the Arma series enjoy a long tail of support and, in turn, sustain an active player-base. Arma 3 stays true to this vision. Aside from the major releases outlined above, we’re also assembling a robust tools roadmap to better serve our content creators. Furthermore, we’ve identified several new ‘platform’ improvements not yet associated with specific updates.

To provide a few examples: later this year, we’ll publish 64-bit executables to Dev-Branch; work on a full singleplayer conversion of the ‘Apex Protocol’ co-op campaign starts soon; Tanoa structures will gradually receive additional ruins / interiors – and its splendid audio fidelity will be extended to all terrains. Naturally, we’ll discuss these things (and more!) in greater detail soon™.

Associated development is planned, too. We’ll continue to provide / expand public samples and documentation. The Arma 3 Units service will enjoy some modest UX improvements. Work with our partners on experimental ports is set to continue, too. Although this roadmap seeks only to provide a high-level outline for now, we hope you’ll agree, there’s much to look forward to!


This is now our third post-release roadmap. Along the way, we’ve gained a lot of experience about what works well, and what doesn’t. For example, we know that developing across multiple studios is tough! In part, multiple packages help us to manage that risk, grow experience in autonomous teams, and, ultimately, add value to the platform in a sustainable way.

We’re also looking beyond Arma 3. Indeed, some of the team have already moved onto new projects in support of the development of our next engine, ‘Enfusion’. We aim to find a way to both invest in the future, and serve the diverse needs and passions of our existing community. With this roadmap, we hope to strike that delicate balance.


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AMS logo

Automobilista v1.10 is now released! With it our first DLC for AMS, as the BRIT PACK is now also available for purchase here with a release discount of 10%.

If you are interested in the other upcoming Automobilista DLCs however it is strongly recommended you check the AMS “Season Pass” for all upcoming DLCs (for those that already have the base game) and the bundle of AMS Base + Season Pass (including the base game), as the prices are soon to be upgraded.

Below is the Changelog for v1.10:



  • Added Ultima GTR Series (Road & Race versions)
  • Added F-Trainer Series (Novice & Advanced specs)
  • Added MCR Sports 2000 Series
  • Added Caterham cars series – 270, 360R, 620R


  • Added Brands Hatch (2 layouts, GP & Indy)
  • Added Cadwell Park
  • Added Oulton Park (4 layouts)

Features & Fixes

  • Added DLC system for purchase & ownership verification
  • Added Radio Spotter feature
  • Improved vehicled shaders & applied to all older cars along with skin adjustments
  • Added left / right driver seat configuration option to Ultimas and Caterhams; Caterham 270 & 360R now also have option to remove roll cage
  • Adjusted rear wing efficiency on Montana, StockV8, Boxer Cup, Superkart, Ultima GTR
  • Adjusted tires on F-V12, Montana, StockV8, Boxer Cup, Ultima GTR
  • Adjusted AI Torque Stab in all cars to reduce their excessive stability when in contact with player car
  • Added Vehicle Configuration menu to Vehicle Showroom
  • DynHUD: Improved Delta widget functionality in Time Trial mode
  • Updated vehicle shaders
  • Added new batch of community drivers
  • F-Vee: Main LOD optimization for better performance / lower memory load
  • Metalmoro: Main LOD optimization for better performance / lower memory load
  • Boxer Cup: Adjusted mirror position
  • SuperV8: Added configuration option for cockpit type

ir iracing logo

iRacing Motorsport Simulation, LLC today announced plans to create digital versions of Ferrari’s models. The first product of the partnership between the renowned eSport racing service and the iconic brand will be a virtual Ferrari 488 GTE as raced in the 24 Hours of Le Mans and other events in the 2016 World Endurance Championship.

“This is a landmark moment for iRacing and online racing,” says Steve Myers, Executive Vice President and Executive Producer for “Ferrari is synonymous with world championship caliber race cars and high performance automobiles. The Prancing Horse logo famously inspires passion among racing and automotive aficionados everywhere. iRacers are also passionate about online racing and I have no doubt they will be thrilled at the prospects of racing the 488 GTE and other Ferraris in the future.”

The Ferrari 488 will join iRacing’s stable of more than 50 meticulously-modeled open wheel, sedan, sports and stock cars which race on laser-scanned versions of the world’s legendary road courses and ovals in private leagues and officially-sanctioned series including the Blancpain GT Series, the iRacing World Championship Grand Prix Series and the NASCAR PEAK Antifreeze Series.



And another week bites the dust. Some of you may have noticed that our forums went down for a few hours earlier this week. That was due to the maintenance I spoke about during the last weekly update. I’m thrilled to report that the last of the forums issues caused by our outage in September have been resolved. Over the last few days we’ve spent a lot of time thinking about the HUD of which you can see the latest mockup above. Our guiding theme for the SFC faction is balancing 80’s industrial sci-fi with advancements in technology you could expect way out in the future. To that end we want our HUD to be a blending of what you’d see in modern military aircraft and futuristic elements you would need to make newtonian spaceflight manageable. You’ll notice in the top left corner we have radar similar to what you’d find in many other space games. This is just a placeholder as radar is currently one of the least defined systems in the game. We expect it will morph heavily over time once we get into Alpha. We’ve also done some mockups of the main menu system. You’ll notice from the picture above there’s nothing particularly glamorous about them. We’ve discussed the possibility of zooming around the solar system as you open different menus but that will likely depend on how much time we have during the polish phase (probably not much). A couple of new patches have been released for the I-Novae launcher and the installation runtime over the last week. We’re fixing problems and releasing patches as backers find them. Unfortunately this has come at the expense of finishing the pledge upgrade system however we’re currently only aware of 2 remaining outstanding issues with the installation runtime so we’ll be getting back to the pledge upgrade system shortly. A lot of backers have been asking us when it’ll be ready and it’s one of our top priorities. To summarize we’re currently finishing up the networking improvements and pledge upgrade system. Once those are complete we’ll be moving onto implementing weapons, our new menu/HUD system, and incremental patching.