Posts Tagged ‘Announcements’

“Coming 2020, Microsoft Flight Simulator is the next generation of one of the most beloved simulation franchises. From light planes to wide-body jets, fly highly detailed and stunning aircraft in an incredibly realistic world. Create your flight plan and fly anywhere on the planet. Enjoy flying day or night and face realistic, challenging weather conditions. Available with Xbox Game Pass.”

Check out the teaser trailer for our new racing simulator – Automobilista 2, scheduled for release in December 2019!

Automobilista 2 is the culmination of a project developed over the course of nearly a decade. At its core, it is a comprehensive simulation of the brazilian motorsports scene, featuring all major brazilian racing series, race tracks and manufacturers.

Automobilista 2 will also celebrate Brazilian motorsports heritage by featuring some of the country´s most iconic heroes and achievements through its rich history in the sport.

Packing an even larger roster of diverse cars and tracks than its predecessor, Automobilista 2 will venture further into the best of international motorsports, including prestigious brands such as Mclaren and BMW along with iconic venues such as Brands Hatch and Imola, at the same time continuing to explore the more exotic and exciting forms of motorsports from around the world.

Boosted by a new technical partnership with the developers of the award-winning Project CARS series, Automobilista 2 is built on the MADNESS engine, providing incredible graphical quality, the most advanced dynamic weather and track condition systems in a racing simulator and superior VR support, to deliver a substantial realism upgrade and a fully immersive visual experience.

With Automobilista 2 we aim to combine the strengths that made its predecessor unique with major evolutions in all areas. The sim will offer some exclusive features for both single player and multiplayer, which we look forward to sharing over the remaining months of development!

Automobilista 2

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Flight Sim World is a flight simulation platform developed by Dovetail Games. Based on benchmark technology, FSW includes the whole world as well as several single and twin propeller aircraft to get you started.

The aircraft in Flight Sim World have been created using the latest modelling and rendering technologies resulting in stunning realism and detail. Every switch and gauge in the cockpits are clickable, while a range of animations really brings the experience to life.

Not only do the core aircraft look amazing, but they also react to their environment realistically. A combination of atmospheric effects and advanced mechanics result in a remarkably unique flight experience.

If creating content is your passion, we have included the Pro Mission Editor, which is a comprehensive tool that allows you to create your own missions.

Free Flight: The whole world is yours to explore in Free Flight mode!
Multiplayer (Alpha): Fly with your friends on Steam! Please note Multiplayer is still in its Alpha stage, so you may experience bugs.
Lessons & Missions: Learn the basics with our LAPL and PPL based lessons, and then test your skills with a series of missions.

  • Integration of Accu-Feel™ technology
  • Fleet of highly detailed GA aircraft
  • Easy to use flight planner
  • Realistic flight model
  • Integrated Orbx FTX Global textures
  • Lessons and missions to test your skills
  • Pilot profile to keep track of your flight hours
  • Pro Mission Editor

Early Access

Please note that Flight Sim World is currently in Early Access. This means that the sim is not feature-complete and you may encounter bugs. We will be working diligently with the community to resolve issues throughout the Early Access period, so if you see anything that doesn’t look right, please let us know in the Steam Forum or our FSW Forums


of. Site

Early Access on STEAM

CloD logo

Well now the news that we have signed the deal has gone public, get ready for the all-in-one patch to go live!

Initially our patches from v3.00 to v4.312 will be made into a single download patch and available via Steam. This should be available in the next few-days and do away with the need to download multiple patches. Just head to Steam and download the single patch (although if you already have our patches installed there is no-need as it’s the same version).

One thing you will need to do is turn ‘Beta’ downloads on in Steam as that is what the official v4.312 patch is listed under. Here’s a picture to show how to do it:






The British Spitfire is one of the most iconic fighter aircraft of World War II. Most famous for its role in the Battle of Britain, the Spitfire served as Britain’s primary fighter during the entirety of the war. The Spitfire combines graceful lines, eye-watering dogfight performance, and heavy firepower in its later variants. For DCS World, we are happy to bring you the most accurate and realistic simulation of the Spitfire LF Mk IX ever created.

The Spitfire Mk IX was originally developed as a stopgap measure as a response to the appearance of the Focke-Wulf FW 190A.

The Spitfire IX is powered by the Merlin 66. This engine produces its best performance at slightly lower altitudes than the older Merlin 61. Spitfires equipped with this engine were designated LF Mk IX. This was the most numerous version of the Mk IX, with 4,010 produced. The majority of Mk IXs of all types used the standard “c” wing, which would often carry two 20mm cannon and four .303in machine guns.

The Mk IX was a significant improvement on the Mk V. It had a top speed of 409 mph at 28,000 feet, an increase of 40 miles per hour. Its service ceiling rose from 36,200 feet to 43,000 feet. It could climb at 4,000 feet per minute. In July 1942, an early Mk IX was flown against a captured Fw 190A, and the two aircraft were discovered to have very similar capabilities. The RAF had its answer to the Fw 190 problem.

The Mk IX replaced the Mk V from June 1942. It allowed the RAF to go back onto the offensive in occupied Europe, and resume the “circus”, “ramrod” and “rodeo” raids. Its first combat success came on 30 July 1942, when a Spitfire Mk IX shot down a Fw 190. Amongst other notable achievements, the Mk IX took part in the highest altitude combat of the Second World War, when it intercepted a Ju 86R at 43,000 feet over Southampton on 12 September 1942. On 5 October 1944 Spitfire Mk IXs of 401 Squadron were the first allied aircraft to shoot down an Me 262 Jet. The Mk IX remained in service until the end of the war, even after the appearance of the Griffon powered Mk XIV.

Key Features of DCS: Spitfire LF Mk IX

  • Unmatched flight physics that allow you to truly feel what it’s like to fly this legend
  • Highly detailed, six-degrees-of-freedom (6 DOF) cockpit
  • Interact with cockpit controls with your mouse
  • Accurate Spitfire LF Mk IX model, squadron markings, and weapons
  • Detailed modelling the Spitfire LF Mk IX instruments, weapons, engine, radios, fuel, and electrical systems
  • Fly along with fellow P-51D Mustangs as you battle Fw 190 D-9s and Bf 109 K4s in single and multiplayer games
  • Instant Action and Single Missions
  • Interactive training missions
  • Campaign (for final release)
  • Selectable wing option of elliptical or cropped end (for final release)

Bonus: $10


Minimum system requirements: OS 64-bit Windows 7/8/10; DirectX11; CPU: Core i3; RAM: 8 GB; Free hard disk space: 30 GB; Video: 2 GB RAM card, DirectX11 – compatible; requires internet activation.

Recommended system requirements: OS 64-bit Windows 7/8/10; DirectX11; CPU: Core i5+; RAM: 16GB; Hard disk space: 30 GB; Video: NVIDIA GeForce GTX780 / ATI R9 290 DirectX11 or better; Joystick; requires internet activation.

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


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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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.



Weekend Bonus Extravaganza!

For those of you with a lump of bonus points waiting to be used, this weekend is your chance! Starting today at 1500 GMT and lasting until 28 August 2016 at 0900 GMT, we are allowing you to use bonus points to take 60% off the price of any DCS World module! We seldom have such discounts these days, so take advantage of it while it lasts.

DCS Wold E-shop

DCS: F-5E Tiger II Training Videos

Although a detailed manual and a set of interactive training missions are included with DCS: F-5E Tiger II, the DCS World community has been doing an amazing job of creating online video tutorials of the F-5E. We continue to be amazed by the professional, and often funny, content that our community creates. We are honored and grateful for the great support!
Like most DCS World modules, much of the enjoyment can be found in the learning and mastery of these amazing aircraft that are created with such precision and realism. We hope you will enjoy these videos as much as we did.

Bunyap Sims – Detailed Procedures

Crash Laobi – 1 Minutes Tutorials



Also, in case you missed it, here a great F-5E video by slamraamprod that really makes you want to learn and master the Tiger II!

DCS: Bf 109 K-4 Kurfürst Video Contest

The last days of Bf 109K-4 video contest are upon us! Enter now and potentially win up to three DCS modules. The contest will end on Sunday, August 28th.
Submission and rules can be found in DCS forum

Preview Look at New and Improved Maps Coming to DCS World

Although we started DCS World with a focus on aircraft modules, we are now adding new maps to the mix. We feel that maps are just as important as the aircraft, and they need to display the same high level of quality and span different time periods to match our aircraft. We are currently working on three maps: Caucasus map for DCS World 2.5, DCS: NEVADA Test and Training Range (NTTR) map for its final release state, and the Normandy 1944 map to support our DCS World War II series. As these projects wrap up, we will continue work on the Strait of Hormuz and other maps. We will also continue to improve our maps with new technologies that will further improve their features, looks, and performance.

We expect to release the updated Caucuses map for DCS World 2.5, the final version of the NTTR map, and the Normandy map this year.

Last week we had a look at improvements for the Caucasus map for DCS World 2.5. This week we would like to share some work-in-progress images of updates to the Nevada map and some new images of the Normandy map.