Posts Tagged ‘NEWS’

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:



DCS: F-5E Tiger II Out of Early Access

This past week Belsimtek resolved the remaining issues to bring the Tiger II out of Early Access status. These included:

  • Inverted spins have been simulated
  • UHF radio – Hinged access door will now open
  • AIM-9 tone will not be heard if both wingtips are gone
  • Landing gear audible warning will be heard when warning test switch is enabled
  • TACAN channel selector animation has been corrected
  • Fixed RWR sound issues with new contacts
  • Wing bend and twist due to G-loads has been corrected
  • Changing TACAN channel will not interrupt current radio chat
  • Input: Added some axis commands for TDC, rudder trim, lights etc.
  • With an F-5E air start, the aircraft will be trimmed to the assigned speed like it is implemented for all other aircraft
  • Aileron limiter now disabled at cold start
  • Single player missions added
  • Added inert and training stores
  • Added wing damage with high G overload
  • Drag chute cannot be fully deployed without an airstream
  • Drag chute model corrected
  • Fixed missing right wing light halo
  • Corrected training missions triggers (setting course).
  • Some corrections to Flight Manual
  • Added pilot to cockpit
  • Fixed fuel pressure lights simultaneously going off after single engine start
  • Fixed oxygen pressure gage showing 0 after turning off supply lever
  • Fixed chaff program execution when single flare is selected
  • Added IFF input commands

Belsimtek has (as always) done an amazing job with this aircraft and exemplifies the high level of quality and detail that DCS World modules bring.

With the Tiger II exiting Early Access, we are celebrating this with a sale and two bundle deals! Between today at 1500 GMT and lasting until Monday, 21 November, purchase the Tiger II at 20% off.

E-Shop: https://www.digitalcombatsimulator.c…modules/tiger/

DCS: F-5E Tiger II Sale and Bundle Deals

We are also offering two new bundles with 40% off:

  • DCS: F-5E Tiger II + DCS: NEVADA Test and Training Range Map
  • DCS: F-5E Tiger II + DCS: Flaming Cliffs 3

These bundle deals start today at 1500 GMT and last until Monday, 14 November at 0900 GMT.
Get them here at: https://www.digitalcombatsimulator.c…pecial_offers/

DCS World 1.5.5 from Open Beta to Release Version
Last week we released the Open Beta version of DCS World 1.5.5. You can read the changelog here:…6&postcount=38

Based on both internal and external testing, we have decided to move version 1.5.5 from Open Beta to the release version today.

You can download the complete installer here:

If you already have DCS World 1.5 installed, please either run 1.5 to start the updater or manually update by selecting Update DCS World from your Windows Start Menu / Eagle Dynamics.

DCS World 2.5 Update

We have determined that the DCS World 2.5 update will not be available in 2016 as we had earlier hoped. This is mainly due to additional work needing to be done of the Caucasus map update, and we don’t feel it can be accomplished within the next two months at a high level of quality. Before we can complete this map update, we first need to finalize and release both the Nevada map update and the Normandy map. Those, along with the Spitfire, are now our highest priorities. Once the Nevada update and the Normandy map tasks are complete, our map team can return to the Caucuses map and move the 2.5 closer to an Open Beta release.

Also, please note that official information is only passed along through our Newsletter and press releases.

Hornet Update

As with the DCS World 2.5 update, it was also decided last week that the Hornet Early Access will be pushed beyond our original desire to release by the end of this year. As mentioned a couple of weeks ago, we are now very busy coding the various cockpit systems and flight dynamics. However, as this work continues and we acquire new information, the level of complexity has become more apparent and it will take more time than first estimated.

When we do have significant news on the project to share, we will certainly do so. Once the Early Access for this project goes into pre-purchase, we will announce its release date then.


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,’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.”


Since we have implemented the DRS and Push-to-Pass functions, added the fuel setting to the car setup (coming this patch) and reworked the tyre wear for the latest physics updates, we felt the need to redesign the Mini Data Display HUD, to present you the most important information during a race in a nicer, more compact way.


The new mini Data display contains the following information:

  • Gear
  • Speed
  • RPM
  • Fuel
  • Tyre Wear
  • DRS/P2P
  • Aero Damage
  • Gearbox Damage
  • Engine Damage

The RPM Meter will change its color to green, once you are close to the optimal shifting point, and red when you hit thelimiter.


Tyre Wear
You will notice the 4 tyre icons decreasing in size and changing color as your tyres lose available grip.
Yellow indicates that your tyres are out of their optimal range
Orange means that the tyres show a considerable amount of wear, and you should start thinking about pitting for new rubber.
At some point they will start blinking red, telling you that the tire is fully worn out.


Following the upcoming patch you will be able to change the amount of fuel in the car setup.
The Data Display shows you the amount of liters left in your tank, and will turn red once you’re left with only two laps worth of fuel, indicating that you need to pit in soon™.



The three damage icons show you the status of your aerodynamics, engine & gearbox.
When damaging parts of your car, the corresponding icon will blink yellow, and as the health of your car parts wears off, the associated bars will decrease and eventually turn red to indicate major damage.

  • With increasing Aero damage you will lose downforce.
  • Engine damage will hurt the performance of your power unit, which results in slower acceleration and lower top speed.
  • Gearbox damage may cause gears not to engage properly and eventually be lost altogether.


The display will show you the status and the number of remaining uses of your DRS / P2P function.


Green: The function is available
Red: Function is in use



AC logo

The development of Assetto Corsa began in 2011. Since then, we have vastly improved our modelling techniques – today we have more resources (budget and manpower) and expertise, and the latest laser-scanning technology also allows us to obtain a better and wider scan, offering an opportunity to grab a higher number of objects surrounding the track. Moreover, during the development of Assetto Corsa, we have changed our approach to texturing and track modelling, creating more secondary details and trackside objects and also featuring 3D trees and camera-facing objects and crowds, something that resulted in nicer scenarios and better immersion. However, as a result there is now a visible gap in terms of graphics and details if you compare some of the first and the latest circuits created for Assetto Corsa. 
Last year we made some tests with a new laser-scanning device, testing it at our HQ at Vallelunga race track, where we made our preliminary tests in early 2010 in preparation for the Ferrari Virtual Academy videogame. Since our aim is to offer our fans the best of our skills, know-how and quality, we are glad to tell you that we have started the process of optimizing and improving all our existing circuits, including Vallelunga, Nurburgring GP, Mugello, Magione, Imola, Silverstone, Monza, Spa Francorchamps, as well as the Nordschleife. The upgraded versions of these tracks will be available as a free update with build 1.5, currently in development.
Thank you very much for your great support!

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Kuznetsov Aircraft Carrier, L-39ZA, Spitfire IX


DCS World Future
Dear Pilots!

2015 was an important year for DCS World with the introduction of new Eagle Dynamics modules like DCS: L-39 Albatros, DCS: NEVADA Test and Training Range Map, and both Su-27 and Ka-50 campaigns. Just as important, we launched our new graphics engine, the ability to support multiple maps, introduction of cooperative multiplayer in the same aircraft, and a rapidly growing number of high quality 3rd party developers. These accomplishments have laid the foundation for great things in 2016 and beyond.

We also launched the new DCS World website that you can view here:

On both our Youtube channel and Facebook page, we released many new videos of modules and news updates. Here are some of our favorite highlights:

Our fundamental goals for DCS World remain unchanged: we aim to build a deeply immersive and accurate world simulation engine that allows you to enjoy the highest levels of fidelity in aircraft operations from WWII onwards, in wonderfully detailed and varied areas of the globe while offering an ever more credible ground simulation experience.

DCS World 2.0 in 2016 will offer new clouds and weather effects; improved HDR; deferred lighting (more light sources); new FLIR system; an improved Air Traffic Control (ATC) system; enhanced explosions, over-wing vapor, and rain on canopy; procedural grass and vegetation; improved multiplayer with dedicated server support; a new Air Combat Generator with enhanced user control of air-to-air generated missions; new custom overlays option for the Mission Editor, and a new Virtual Reality (VR) tab in Options which will improve the DCS World experience in VR.

Aircraft Modules

Eagle Dynamics’s first goal in 2016 is to wrap up the L-39 Albatros with the addition of the L-39ZA version along with the addition of interactive training missions. We will also continue to improve the cooperative multiplayer experience in the L-39 as a testbed for this technology.

In parallel we continue to work on the F/A-18C Hornet. We are currently working on the cockpit and setting up its functionality. Later in 2016 we plan to release the Hornet as an “Early Access” product that will allow you to participate in early testing.

Our goals for DCS World War II remain unchanged and are still focused on a stable of WWII aircraft in addition to a 1944 map of Northern France with period ground units. We hope to finish the Spitfire IX in mid-2016 followed by the P-47D at the end of the year. We will also continue to fine-tune the P-51D, Fw 190 and Bf 109.

To complete the update to all DCS: Flaming Cliffs 3 aircraft, we plan to add a new 3D external model for the MiG-29 with the incorporation of the Professional Fight Models (PFM) to both the Su-33 and MiG-29.

In the first half of 2016, several new 3rd party aircraft modules will also be launched. These include the F-5E Tiger II by Belsimtek, the SA342 Gazelle by Polychop Simulations, and the AJS-37 Viggen by Leatherneck Simulations.

Map Modules

DCS: NEVADA Test and Training Range Map is being enhanced with the addition of:

  • Tonopah Air Force Base
  • New casino/hotels in the Las Vegas strip
  • A number of airfields and landing strips in the central (detailed) portion of the map
  • The National Training Center (NTC)
  • Improved grass and ground clutter
  • Plus a host of minor improvements

We have also been working on the DCS: Strait of Hormuz Map with the primary focus on F/A-18C operations. For this release we are working on our new T5 dynamic mesh terrain technology that we believe will bring this map a new dimension in quality and detail.

The third map being worked on is the 1944 Northern France Map. We see this period map as a cornerstone element to create an immersive World War II air combat experience.

Aircraft Carriers

We see 2016 as a big year for aircraft carrier operations as we plan to release both Nimitz-class aircraft carrier and Kuznetsov-class aircraft carrier modules. Both of these modules will be incredibly detailed models with working elevators, interior hanger bays, animated ship systems, and the ability to walk around inside the ships. These will be optional modules that would replace the existing ships currently in DCS World.

New Campaigns

As we release maps and aircraft, we will also continue to offer new campaign modules. These will include both training and combat scenario campaigns.


We see 2016 as a very exciting time for DCS World with the growth in maps, aircraft, and features. When we include all the new aircraft and map modules being developed by our talented 3rd parties, 2016 will be an exceptional and fun time in the skies of DCS World.

The Eagle Dynamics Team



DCS World Weekend News 


We’ve put together some more information about this release, and what it means for you, in the form of a short Q&A:

If I already own rF2, can I move over to the Steam version for free?
Yes you can migrate over to the Steam version at no extra cost. Once you do this, your original non-Steam product is no longer active.

How will Steam work with Standard/Lifetime?
For those who do not buy or have Lifetime, you will need to buy online access through Steam. We will not offer Lifetime upgrades (from ‘Offline’) on Steam. We are also planning to stop doing Standard to Lifetime upgrades for the non-Steam version soon.

rF2 on Steam will offer three things:
– rF2 Offline
– 1 Year Online for rF2 (adds multiplayer to rF2 Offline)
– rF2 Lifetime (has multiplayer included)

Will my online access be carried over from non-Steam to Steam?
No, not for the standard version of rF2. We are not able to move over remaining online access, so users may want to wait until that expires before migrating. Lifetime access is carried over to Steam.

Why Steam? Why now? What Steam features are implemented in rF2?
We have done a lot of work to support Steam, including implementation of Steam Workshop for additional content. Here is a more comprehensive list:

– automatic updates of rFactor and mods
– support for Steam Workshop as the single source for all ISI and third party mods
– workshop items will automatically stay up to date
– leagues can use the workshop to create a convenient installation for participants
– automatic backup of car setups in the Steam cloud
– integration with the Steam matchmaker for finding servers
– support for the Steam friends system to join a friend’s game
– screenshots can be quickly shared on Steam
– broadcast options to allow (your friends or anybody) to watch you play
– streaming support that allow you to run rFactor 2 on one system but stream the graphics to another
– Steam Music Player support to listen to your favourite songs in your car and control the stereo
– statistics and achievements that you can use to compare your performance against others

Some may consider it a better platform for rFactor 2 due to the Steam integration, but we’re not planning on any Steam exclusive features (apart from those that require Steam or are enabled by using it, as can be seen above).

Will non-Steam and Steam rF2 be cross compatible?
Our goal is that MP races are cross compatible, yes.

Will a non-Steam version continue to be sold?
We will continue to sell a non-steam version for an undefined period. We may look to wind down new sales on the non-Steam version, but much like rF1, this is probably a long-term transition, if it happens at all.