Posts Tagged ‘Newsletter’


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DCS World 2.1 Update 1
Today we are releasing the first update to DCS World 2.1, which can include the DCS: Normandy 1944 Map and/or the DCS: NEVADA Test and Training Range Map. Over the past week, we have been carefully noting all feedback and we will do our best to address all concerns. For this first update, we have made the following primary changes.

For following week, we plan to add several new DCS: World War II Assets Pack units including anti-aircraft units, beach fortifications, barrage balloons, and several others.

DCS World 1.5 Status
In parallel to DCS World 2.1, we are also creating the next update for DCS World 1.5. The primary addition will be the support for the DCS: World War II Assets Pack. This update will be coming soon.

DCS World War II News
With the Early Access, Alpha release of the DCS: Normandy 1944 Map and the DCS: World War II Assets Pack, the team is very focused on moving these projects from Alpha to Beta, and then Beta to Final release as soon as possible. Our teams devoted to these projects are working hard and making great progress.

A big part of this effort is fleshing out the DCS: World War II Assets Pack. We have included some work-in-progress images of new Asset Pack units coming to DCS World: C-47, Ju-88, Sd.Kfz. 234/2 Puma, and Sd.Kfz.251.

We are also continuing to develop the P-47 and Me 262, as part of the original Kickstarter plan.

This is a huge year for DCS World War II that will continue to grow and improve as the year progresses.

WIP Screenshots

New Damage Model Update
In order to bring DCS World to a new level of combat simulation, an improved damage model system is certainly required. Our team has diligently been working on this new and improved system and it will entail the following features:

  • We have moved from tracking 30 damage variables to several hundred damage variables. This includes such variables as each airframe spars, engine components, fuel tanks, oil, hydraulic, and pneumatic systems, control surfaces, ammo boxes, etc.
  • All elements have unique durability values that are used calculate of bullet penetration into the structure
  • There will be no more statistical accumulation of damage, so for example, you can’t tear off a wing by simply shooting at its tip
  • All elements can now be torn off by destroying their attachment points or airframe elements (wing spars for example)
  • Damage can be distributed from one element to another by fire
  • All liquids will flow out from holes, and this will result in decreasing effectiveness of hydraulic and pneumatic systems

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This update introduces new aircraft DCS AJS-37 Viggen by Leatherneck Simulations also a number of fixes and additions.
Release of DCS A-10C Stone Shield campaign

Below the list of fixes and additions.

DCS World

  • Su-25T. Quick Start, Single and Training missions were converted into the multilanguage format.
  • Su-25T. Added Russian localization for Training missions.
  • TF-51D. Added Training missions.
  • Added cargo name in status bar.
  • Helicopters. When track replays, helicopter “rudder trimmer” local settings will not apply. Only track settings will work.
  • Script Crash player with querying groups of Mi-8 and UH-1H will not bring crash.
  • FARP and cargo objects will be able to selecting and then viewed via the F10 map.
  • Ground units life in the trigger condition will correspond to lifebar indication.
  • Marker smoke of cargo unload zone will work at 2 km distance and closer.
  • Multiplayer. Server port can be reassigned in Multiplayer GUI.
  • VR. Tool tip box size corrected.
  • VR: Training mission helper cursor and highlight box will be visible.
  • Mission generator. Fixed error that appears with generating mission for some aircraft.
  • Fixed GUI error when using ‘Nav. targets points’ in ME.
  • Fixed GUI error when tried to change object type for object that already used in advanced task
  • Su-25T. Corrected payload with one jammer pod. Added second jammer pod.
  • Custom cockpit liveries now can be placed in C:\Users\<USERNAME>\Saved Games\DCS\Liveries folder (for example liveries for F-86 cockpit can be placed here: “C:\Users\<USERNAME>\Saved Games\DCS\Liveries\Cockpit_F-86F Sabre”).
  • Antiradiation missiles. Corrected guidance system. Corrected launch zone calculation.
  • GBU-12 aiming corrected
  • Mouse cursor will disappear when idle
  • Mission generator. Mission generator will create radio presets section in mission file.
  • Placement of F-14s on a carrier deck corrected.
  • Training missions. Local player callsign will be correct
  • MQ-9 Reaper. Camo liveries corrected
  • Unit.getRadar() function now will return ‘true’ for tracking radars part of SAM complex.
  • Chinese speech support added
  • TOW Bradley M2 launch interval decreased to 2 sec
  • SAM Avenger too small launch interval in some cases corrected
  • SAM Stinger (Igla) launch event now appears in briefing
  • Ground unit weapons name in briefing corrected
  • ATGM launch delay when units belong the same group removed
  • Ground unit now continues deploy process after AI switching OFF and ON
  • Ground Search Radar becomes inactive (but remains rotates) when get 50% damage.
  • Updated 3D model of MiG-29S (9-13S).

Ka-50

  • Medvedev 2 Campaign. Chinese localization added.
  • Ka-50 cockpit sounds updated.

DCS Spitfire IX

  • Fixed invalid argument for side door net animation.
  • Magneto ON/OFF commands reversed.
  • Corrected typos in free flight instant mission.
  • Gunsight brightness commands works correct.
  • Wing guns will not work when corresponding wing goes off.

DCS F-5E

  • Fuel leakage from damaged fuel tank decreased
  • AHRS will not work when related CB’S are off
  • Fuel flow from external tanks corrected
  • Fixed landing gear alternate release
  • Roll trimmer motion rate decreased
  • Fixed frequent CADC failures.
  • Gear doors are open at cold start.
  • Added training mission on the use of GBU-12 bombs.
  • Added the section for use GBU-12 bombs in the Flight Manual

DCS FC3

  • Su-27. Added axes for separated pedal wheel brakes and nose wheel steering control
  • Su-27. Corrected F-5E payload in the instant mission Intercept.
  • Su-27. Emergency brake handle added into cockpit.
  • Su-33. Refueling probe will not appears inside cockpit.
  • Su-33. Emergency brake and Emergency hook handles added into cockpit.

DCS L-39

  • Added trimmer synchronization in multiplayer
  • Engine can be stopped in air when “solo flight” option enabled
  • Flaps control buttons will return into upper position after flaps moving finished
  • QS mission Cold Start corrected – added valid home ATC frequency to 19th channel

DCS UH-1H

  • Damaged pitot system can be repaired.
  • Player will not be able to interact with cockpit after all crew members are dead.

DCS A-10C

  • Air refueling sound will not play after disconnecting from tanker
  • Corrected damage model of engine nacelles.

DCS MiG-21bis

  • Fixed misaligned Taxi Lights
  • Fixed various external model (LOD) errors
  • Corrected R-13M and R-13M1 missile performance
  • Fixed anti-skid regardless of nose wheel brake
  • Corrected FM roll inertia
  • Corrected R-55 & RS-2US performance
  • Adjusted In-Ground Effect (IGE)

DCS M-2000C

  • Added dynamic nose and tail numbering
  • Added slight buffet at very high pitch rates
  • Added airfoil aerodynamic force shift back with mach
  • Updates to jammer switch functionality based on community feedback
  • Updates to reduce control effectiveness at high AOA
  • Updates to AP control tuning (some regimes still WIP)
  • Updates to various AP logic (some features still WIP)
  • Updates to afterburner fuel flow schedule (lower fuel flow with altitude as expected)
  • Updates to afterburner performance for acceleration timing (reduced from previous)
  • Updates to transonic drag modeling for performance and accelerating timing (greatly increased drag from previous)
  • Updates to external fuel tank and 530D parasite drag values for performance and acceleration timing (minor increase)
  • Updates to low speed AOA recovery control law for better response
  • Updates to airfoil tables and stability coefficients to better match sustained turn rate charts (in general before had too high subsonic, too low supersonic)
  • Updates to hydraulic system damage model
  • Fixed AP still in standby when re-engaged when AP was previously turned off while in standby
  • Fixed AP not allowed to disengage when in standby
  • Fixed FBW gains on ground behavior
  • Fixed some typos in tooltips
  • Fixed a minor blending issue in FBW control laws
  • Fixed engine inlet mass flow too high at high AOA
  • Fixed engine efficiency at altitude and at idle (reduced)
  • Fixed minor issue with drag reduction due to slats (reduction was too high previously)
  • Fixed bugs in nearly all campaign and training missions
  • Fixed INS flight plan no longer will reset when rearming or refueling

DCS Combined Arms

  • BMP-1 and BMD-1 now have common sight for all the turret armaments.
  • Fixed missile armament “hangup” in mode of “missile guidance”.
  • Voice message “enemy burn” will not play when destroying infantries.
  • Fixed inverted lengthwise swinging of unit body while accelerating or braking in reverse gear.

DCS C-101 by AvioDev

  • New 3D external model, textures and liveries.
  • New 3D cockpit model and part of the textures.
  • Pilot model updated.
  • Main altimeter got updated behaviour (lagging) when the internal vibrator is OFF.
  • Fixed main altimeter negative altitudes display.
  • Fixed a minor glitch in altimeters with the pointer jump, when the baro setting is changed during aircraft climbing/descending.
  • Barometric setting is not affected now by the pointer stuck due to the internal vibrator being OFF.
  • Rear cockpit STARTER CB will prevent engine starter operation when is pulled (works in parallel with the forward cockpit CB).
  • Fixed rear cockpit TARSYN control panel and FD annunciator panel.
  • Made clock chronometer seconds hand moving discretely (4 steps per a second).
  • Clock chronometer seconds hand will move backwards, when earlier time is set and chronometer was operating.
  • Fixed CAWS lights ON/OFF and dimming logic when battery cycled ON and OFF.
  • Modified cockpit snap views and default cockpit view.
  • Fixed smoke control panel layout.
  • Fixed smoke CB position.
  • Modified smoke colour.
  • GPU sound is heard now at external views.
  • Added new sounds in the cockpit: canopy, canopy lock/ safety handles, canopy detachment lever, parking brake handle, emergency gear extension lever, ejection handle.
  • Added a specific ‘buzz’ sound, which is heard once batteries are ON.
  • Sounds for canopy move and open/close locks and the ‘buzz’ sound are heard at external views now.
  • Added a quiet ‘clicking’ sound in cockpit. It is heard when the secondary DC bus is energized.
  • Added sound for UHF knobs.
  • Changed several cockpit sounds from mono to stereo.
  • Adjusted delays, open/close, lock/unlock, squeeze/release timings in the canopy animation.
  • The canopy safety catch (release handle) now can be squeezed with the canopy locked – the canopy will open immediately, once the canopy lever is unlocked.
  • Canopy animation updated.
  • Fixed View axis commands for Joystick Inputs.
  • Fixed magnetic compass light switch.
  • Selected second cockpit controls can be heard now from the other cockpit.
  • Fixed ADI display.
  • Added CN version of C-101 EB Flight Manual.
  • Added stairs and helmet to cockpit view when aircraft is off and canopy opened.
  • Other seat pilot’s head is now animated in the cockpit.
  • Wheel chocks and stairs work correctly now in flyable aircraft.
  • Fixed external lights panel.
  • Fixed AI external lights logic.
  • Fixed landing light position.
  • Fixed cockpit mirror animation.
  • Pilot’s helmet glass in first-person view implemented (‘H’ key by default).
  • Forward cockpit canopy will be teared off if it was not locked, once the ejection sequence has been started on ground.
  • Ejection safety pin now disables the eject handle clickspot until the safety pin is pulled.
  • Ejection seat model updated.
  • Deleted fuel flow test button from rear cockpit.

DCS 1.5.6.1648 Update 2017-02-03

DCS World

  • Added F-5E-3 skins by winners of F-5E skin contest
  • Added updated Kilo class submarine
  • AI SAMs will not shooting to dead aircraf
  • Fixed bug that caused to AI wingmen not starting up in some missions
  • Fixed stuttering on loading new terrain area
  • Corrected cockpit shadows

DCS L-39

  • Turn Coordinator deflection corrected
  • Fixed GMK heading synchronization in multiplayer

DCS FC3

  • MiG-29A/S collision model edited. MIG-29s will not explode on take off or landing.

DCS 1.5.6.1938 Update 2017-02-10

DCS World

  • S-25OF rocket. The motor flame effect increased to S-25L level.
  • Sweden was added to blue coalition by default.
  • Propeller drawing procedure in controllable aircraft was reworked to handle rare negative prop phase values in a way it won’t change prop blur mode.
  • Trigger zone can be set to 5 meters radius now, instead 100 meters minimum earlier.
  • Corrected 3D shape of MiG-29S wingtips.
  • Force Feedback can be enabled for Saitek Cyborg Evo Force joystick (need to add ‘input.blacklist_ffb = false’ line into \Saved Games\DCS\autoexec.cfg file).
  • MP. Corrupted F10 map after Changing mission function restored.
  • MP. Client crash after connect to server when RB-04 is in flight fixed.
  • Faded UI when set antialiasing 8xQ fixed.

DCS F-5E

  • Muzzle flashes will not appear inside cockpit.

DCS Flaming Cliffs 3

  • Su-25. Gunsight reticle was restored.
  • Su-25. Bomb sight will not be too low.

DCS Combined Arms

  • DCS crash that appears when controllable Igla manpad collides with building fixed.
  • SAM SA-15 Tor will rearm

DCS Spitfire IX

  • Changed altimeter set pressure scale from ATA to millibars.

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Early Access Release of DCS: Spitfire LF Mk. IX
Today we are proud to bring you the Early Access Spitfire LF Mk. IX! Many pilots that have flown several World War II warbirds remark that the Spitfire was their favorite, based on its exceptional maneuverability, easy of flight, and stunning looks. We think that you will agree!

You can purchase the Spitfire from our e-Shop

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

Screenshots

The Spitfire LF Mk. 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.

Note: To coincide with the Early Access release of the Spitfire, we are also releasing Update 3 to DCS World 1.5.5.

Weekend Bundle Deals
The Spitfire LF Mk. IX most shines when played with the other aircraft of our World War II stable of aircraft. Starting today at 1500 GMT and lasting until 19 December at 0900, get the P-51D, Fw 190, and Bf 109 as a bundle for 50% off! A huge savings!

Find the bundle here on our e-Shop

The Museum Relic Campaign News
Due to popular demand, we are removing the requirement that both DCS: F-86F Sabre and DCS: MiG-15bis must be purchased in order to play this campaign. We are changing this requirement such that only one of these aircraft modules must be purchased to play this campaign.

Purchase the campaign in DCS e-shop

SOURCE

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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:
https://forums.eagle.ru/showpost.php…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:
https://www.digitalcombatsimulator.c…/world/stable/

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.

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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: https://www.digitalcombatsimulator.com/en/shop/modules/

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!

Visit: http://store.steampowered.com/app/223750

SOURCE

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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

BeastyBaiter

GrmlZGaming

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.

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Summer Bonus Action Week

Starting today at 1500 GMT and lasting until Monday, July 18, 0900 GMT, you can spend up to 60% of your bonus points on most module from ourE-Shop. This is a great way to finally spend this bonus points with a huge discount on our great modules!

DCS 1.5.4 News

Two weeks after publishing DCS 1.5.4 in Open Beta, we finally managed to clear up the critical bugs and will publish the patch for DCS World today. Thanks again for all your feedback during this short, yet very effective Open Beta phase!

Changelog for public DCS 1.5.4 version

This log is sum of previous two logs of 1.5.4 Open beta plus several new positions.

DCS World

  • Multiplayer. New integrity check system
  • Multiplayer. Reworked aircraft motion algorithms to improve resistance to lags
  • Multiplayer. Added an input adjustment possibility
  • New Campaign Builder design with multi language support
  • ME. Payload panel. Added skin preview in the 3D view
  • ME. Added new trigger UNIT’S ARGUMENT IN RANGE for checking animation argument for any 3D model in mission
  • ME. Added new trigger PLAYER’S UNIT ARGUMENT IN RANGE for checking animation arguments for player’s 3D model of unit in mission
  • ME. Added the ability to place helicopters on the ground for the cold and hot start
  • Encyclopedia. New 3D view
  • Options panel. New design
  • Support of hot plug of input devices now
  • Module manager. Added DRM button for activation/deactivation
  • Returned moon in the sky
  • Corrected animation of airshow cone
  • Oculus Rift. RadioCommunications and triggered messages menu font increased
  • Oculus Rift. Kneeboard and terrain clipping issues fixed
  • Oculus Rift. Oculus Zoom action added to “UI layer” input options
  • Oculus Rift. VR settings can now be applied without restarting GUI
  • AI aircraft with type “uncontrolled” will able start from an aircraft carrier
  • Restored wingtip trails of propeller driven aircraft. Humidity factor added
  • Encyclopedia. Missing 3D models for Weapon category added
  • AI aircraft. The visible restrictions of sensors will not inherit from previous mission. Example: if previous mission was at night the optical sensors will not have very limited range in the next daylight mission.
  • Updated MiG-29A model.
  • Empty “type” unit in ME and immortals this unit in sim (when launch mission_ver153 on branch 154)
  • Crash during bombing buildings fixed
  • User snapview saving restored
  • Crash while changing options fixed
  • In-cockpit TrackIR functionality corrected. Influence of mouse and default camera position was switched off.
  • AI B-1 and F-14 will not be able to fly without wing
  • Damaged AI aircraft will return to the nearest airfield
  • Corrected dogfight logic of AI WWII fighters
  • Sun will not be visible through objects and cockpit
  • Manpad AI will not ignore time for lock target
  • Fixed bug with all single fired shells, they will not fly-trough targets

DCS FC3

  • Su-27. CN Flight Manual updated
  • Su-27. Added Russian training missions

DCS Fw 190

  • The Challenge campaign. Updated a few missions / all the briefing images
  • The Challenge campaign. Russian locale added

DCS L-39

  • Fix of causeless fire in the hangar and formation below other aircraft
  • Added gauges with imperial scales
  • L-39ZA. Gunsight will be always functional, independently by mount/unmount checkbox for L-39C

DCS A-10C

  • Oxygen QTY pointer will move not discrete when test oxygen button depressed

DCS UH-1H

  • Some improvements and bug fixes for Sling load operations
  • The hints now in Kneeboard (later it will fully removed from screen)

DCS Mi-8MTV2

  • Some improvements and bug fixes for Sling load operations
  • The hints (about Weapon status, sling load status) now replaced to Kneeboard
  • Now the ground crew can be called without setting an intercom, but opened Window
  • R-863 in default is tuned on ME frequency
  • Default position of the switch ДЕНЬ-НОЧЬ depends on the time of day
  • Fixed failures in ME
  • Added view on Cargo from pilot seats (LShift + LAlt + С), will tuned later
  • Fixed mirrors status during mission start
  • Parking brake fixed
  • After Hot start: pitot heating initialize, SARPP init state, Air Inlet Particle Separator System is initialize, GMC-1A already slaved
  • Human radio modulation changed to AM
  • Tail Rotor Control Failure, repair fixed
  • Add animation for Rotor Swash Plate and TailRotor Hub

DCS SA342 by Polychop

  • Added SA342L model featuring Gun, Rockets, new camera with only daytime view, no NVG, rockets recoil to be corrected later
  • Added SA342L separated manual
  • Now both internal cockpit pilots bodies can be hidden using RShift+P key in sequence
  • Corrected Flight Model in turns
  • Corrected Flight Model in dives
  • Corrected HOT3 missile to explode as soon as wire is cut
  • Corrected Rotor torque behavior depending on speed
  • Corrected pitch and roll stick sensitivity
  • Corrected helicopter skids behavior at ground
  • Now helicopter can land in grass
  • Now external pilots bodies don’t show when helicopter is set as uncontrolled in ME
  • External copilot body is still visible when helicopter is set as static in ME, will be fixed later
  • Corrected campaign missions to keep player current stage
  • Corrected COMB warning at Alarm panel and manual accordingly
  • Corrected Flares now reload when rearming
  • Corrected Engine sound not to change while in Torque test
  • Corrected Trimming with Magnetic brake
  • Corrected wool wire to correctly reflect wind direction
  • Corrected NADIR VENT parameter to display absolute direction the wind comes from
  • Corrected SAS authority during turns

DCS C-101 by AvioDev

  • Corrected mirror far vision.
  • Modified Special Options interface according to new appearance.
  • Changed EB and CC available tasks in ME.
  • Added CC Sea Eagle missile launch capability for AI.

DCS Hawk by VEAO

  • W key fixed – both toe brakes on
  • Fuel burn refined
  • Sight glass 3d object fixed – work in progress
  • Sight glass holders transparency fixed
  • TrackIR view limits set
  • Canopy glass external model more transparent
  • Brake pressure increased to hold aircraft on full power
  • Parking brake keyboard and joystick shortcuts set (LCTRL+W = off, RCTRL+W = on)
  • Flaps changed default to F = next detent, LSHIFT+F = previous detent and renamed to Flaps group

DCS Black Shark

  • Animation of ejection sequence fixed
  • Parking brake fixed

DCS Combined Arms

  • VR corrected

 


AMS logo

v0.9.4 Release

Last friday we released our latest v0.9.4 update. While this update hasn´t added any new content or features to the sim, there has been some valuable progress in particular to graphics & Artificial Intelligence.

@Alex Sawczuk has been spending some quality time developing the shaders & RGB settings in order to improve lighting & color accuracy across the 24h cycle. The changes are subtle individually but all add up to a noticeable overall improvement – the environment is more lively and the slightly desaturated & bluish haze from previous versions is now gone. The changes are mostly already present in v0.9.41, and along with @ilka ´s beautiful new sky/cloud sets, make for some pretty nice sights:
screenshot_branding_2.jpg

A lot of man-hours & late nights have also gone into fine-tuning AI performance and behavior in close racing conditions across the board – as a result v0.9.41 features our best, most well-rounded AI yet.

Road to v1.0

Things continue to progress nicely towards v1.0, some are further along than others but while official release will not represent the end of new features or content for AMS, we´re pushing to wrap up a rock-solid v1.0 within the next few weeks.

With single player gameplay now mostly in pretty good shape, focus now is on wrapping up remaining functionality tasks, adding a few more options & ironing out the most significant bugs.

Multiplayer in particular will be at the forefront for v1.0 – the AMS Dedicated tool is already available for those who own AMS via Steam Tools, and if you are a league runner you may also PM me for a free Steam key for the Dedi Tool.

Content-wise, things are progressing at a nice pace – there´s a good chance the new Formula Vintage series will be added in time for v1.0 (and not post-release as estimated in the original dev roadmap). Below is a preview showing how the 3D modelling is coming along:
F-Vintage_WIP1.jpg

The beta is already up to v0.9.5 and it features two new pieces of content – the Copa Montana, which is the last piece of content remaining from our crowdfunding campaign back, and the wonderful semi-fictional Mendig Flugplatz, a vast scenario roaming in and around a german airport, which will present some very unique challenges,
AMS_Montana_Mendig2.jpg

Unfortunately we have had a setback with implementation of driver animations as the developer in charge has left the project, so that´s one feature unlikely to make it in time for v1.0. This remains an important development for AMS though and we´ll be aiming to add it post-release.

Virtual Xperience – Automobilista Web Portal
mockup-vx.jpg

We´re pleased to announce the Virtual Xperience portal (VX), the place we hope will help stimulate the community´s engagement with & around Automobilista.

From VX you´ll be able to check the multiplayer lobby and join sessions, register & find a league for your favorite car in a time slot that suits you, measure your hotlapping skills in the AMS leaderboards, join one of our official public servers, share your setups & replays and more.

The most complex VX module is the AMS leaderboards and its integration with the game, so this is what @Luis Miguel, @Dave Stephenson & @Thiago Izequiel who are the headlining this project have mostly have been focusing on – currently only AMS Beta v0.9.5b is hooked up with the leaderboards so those who have it can already get your times up there :) We hope to integrate the system into the next EA release as well.

The leaderboards are linked to the Time Trial mode, which as you may have seen is effectively a practice session run under fixed configurations (but not fixed car setup) – noon time, max track conditions, no AI, no tire wear or fuel consumption – the sole purpose is scoring hotlaps to the leaderboards & future hotlapping competitions. Player times are automatically synced up with the leaderboards via Steam, and you can check how it ranks against the others both from the in-game monitor while running a time trial session, as well as from the Virtual Xperience leaderboards, selecting the car / track combo you´re looking to check out.

The other VX modules are coming along as well but these will be topics for our next dev update,

Further good news is that VX should be hopefully nicely complemented by developments being made to the Sim Racing System to better integrate it with AMS – @Henrique Alves has presented more info about it here.

DLC development – Presenting the “Brit Pack”
^D7550A715D52E84B7CE39B9DFC82DB2BDD393B1EE66224FBC2^pimgpsh_fullsize_distr.jpg

Very glad also to confirm the Brit Pack as our initial lot of premium DLCs for Automobilista.

Besides the previously announced 3 tracks (Brands Hatch / Cadwell / Oulton Park) and theUltima GTR (both road and GT versions), we will also be adding the MCR Sports 2000 and several Caterham models to the roster.

As usual our target with AMS is to assemble a package that delivers the most diverse & fun racing experiences possible, and with the upcoming premium DLCs we aim to retain that focus, at the same time expanding into more international & well-known tracks. England is arguably the mecca of european motorsports with some of the most interesting tracks and cars in the world, and the brits happen to make up a sizeable portion of our user base so it´s only fitting that our first premium pack revolves around a sample of their vast motorsports scene. Most importantly, these kit cars on these tracks represent some of the most fun to be had on four wheels, and that´s what we´ll be push to capture in the sim :)

The 6 components of the Brit Pack will be sold in a package as well as individually via Steam, with prices at release ranging from US$ 1.99 (for the MCR) to US$ 4.99 for each track, or US$ 19.99 for the complete pack.

You can however secure all this content, plus all the other upcoming premium DLCs byacquiring our membership packs , currently selling for US$ 54.99 (full membership including base game) / US$ 24.99 (membership upgrade for those who already own AMS). Please note that these prices will still be upgraded to US$ 59.99 / US$ 29.99 respectively in time for AMS v1.0 release, so those who have not yet joined in should push not to miss the current pricing. The membership pack also grants access to the Reiza 51 dev forum, Beta development version of AMS, and the chance to try out all this content in advance as they reach beta status.

Worth noting that while some of this content had already been announced earlier on, the Caterhams and the MCR 2000 have just been added to the roster – that makes our membership packs pretty smart investing for those who had already bought into it at the original US$ 49.99 / US$ 19.99 pricing, as these extras will come at no additional cost to them (or indeed for those who participated in our crowdfunding campaign last year). With a couple of potential additions to the DLC roster still in the horizon, you should expect us to continue our trend in which the sooner you buy into our offerings, the more value you get for it ;)

The contents of the Brit Pack are all officially licensed and we´re working in close proximity with the car manufacturers to ensure maximum accuracy; Alex has recently done recon trips to Brands Hatch & Cadwell Park, with Oulton Park scheduled for the end of the month.

The team is already well advanced on Brands & the road Ultima as you can see below:
AMS_BH_Ultima1.jpg

We estimate the initial components of the Brit Pack to become available soon after v1.0 release, sometime in july, with Beta hopefully before the end of the month.

This about covers it for this June update – this was a big one! We hope you all enjoy the news. I look forward to catching up again in July, hopefully with AMS v1.0 release already behind us

source


Header

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


Cover720

DCS 1.5.3.51171 changelog

DCS World

  • Campaign panel. Fw 190 campaign will be presented in the campaign panel
  • The campaign will have progress if it is in the directory for multilanguage campaigns
  • Options panel. Error when “Make HTML” button pressed fixed
  • US pilots 3D models on the Kuznetsov deck are removed
  • Multi monitor viewport looks OK even if GUI is setup using custom coordinates
  • Ground Units: MLRS’ wind correction has been fixed. BM-30 “Smerch” 9M55F rocket with single HE warhead has been added for test. The old one (9M55K) is still used as primary.
  • MP. Bug resulting to loss when server occupied a slot is fixed
  • Stinger and Igla manpads will shoot
  • Missing georgian Stinger manpad is restored
  • Bug with wingman Ka-50 (AI) can’t start engine at first try is fixed
  • Battlefield Commanders menu will be available even if CA is not installed
  • Fixed crash with use scroll bar “Max launch range” after the destruction of the unit
  • AI S-3B Tanker will take off correctly
  • Obsolete P-37 radar model deleted from Caucasus
  • Removed duplicate missions of Belsimtek modules
  • Encyclopedia corrections

DCS MiG-15bis

  • DGMK current and desired course logic corrected
  • ARK frequency scale corrected
  • Slightly increased loads at subsonic and transonic speeds

DCS Fw 190 D-9

  • Water-methanol mix added to old default missions
  • Added MW/B4 weight to aircraft total weight

DCS Bf 109 K-4

  • Artificial horizon cage ring operation corrected
  • Added combined wheel brakes axis command
  • Added default snap views
  • Synced radiator flaps in MP games between player and his net phantom
  • Added MW/B4 weight to aircraft total weight
  • Jettisoned canopy will appear in cockpit after repair

DCS F-86F

  • Missing Parking Brake handle is restored
  • Wrong behavior of several 3-pos switches is corrected
  • Corrected Emergency Jettison handle
  • Fixed Accelerometer issues
  • Added clickable elements on flight stick and throttle grip
  • Corrected implementation of “CW-VOICE” switch
  • EGT indicator is turned 6 degrees clockwise
  • Fixed landing gear indicators
  • Added Landing Gear Unsafe Warning Lamp
  • Numerous cockpit texture fixes
  • Corrected AN/ARN-6 lightning
  • Corrected too strong electrical cage
  • Speed brake airflow sound
  • Keyboard and axis commands added in input
  • Input presets updated
  • Fine-tuned stall and spin dynamics
  • Slightly increased aileron effectiveness, reduced aileron effectiveness at high AOA

DCS FC3

  • F-15C. Misplaced aircraft centreline symbol on HUD is corrected
  • MiG-29. Added G/AoA limit sounds
  • Su-25. Corrected position for the Mode Switch

DCS Hawk T1 by VEAO

  • Autostart and Autostop commands now working

DCS M-2000C by RAZBAM

  • Added radar antenna elevation axis.
  • Added network argument for pilot visor and internal AB glow
  • Added more dependencies for damage (gear box to inner wing, engine to fuselage, etc…)
  • Added random failure of stores modeling due to over-G using AA mode when you should be in Stores mode
  • Added engine RPM governing and afterburner random fluctuations due to engine damage
  • Added Afterburner malfunction if engine health less than 75%.
  • Modified default UnitPayloads to use Matra Missiles.
  • Modified Aero effects due to nose damage
  • Modified Aero effects due to damage not linear anymore (square root of damage)
  • Fixed controls indicator.
  • Fixed TDC axis not working.
  • Fixed TDC bug making it immobile when a target is locked.
  • Fixed TACAN mode switch to multi-position instead of axis.
  • Fixed strobe lights.
  • Fixed stick position logic in AP mode and correct engagement/disengagement threshold.
  • Fixed logic for aux intake doors.
  • Fix for engine thrust point from engine instead of from aircraft CG
  • Fix for bingo giving incorrect warning and default of 1200kg.
  • Tuning for negative G behavior of slow speed FBW mode.
  • Tuning for tolerance for engine flameout.
  • More aerodynamic tuning at extreme envelope
  • Gear and brake behavior tuning
  • Various performance tuning
  • Updated the user manual (radar section).
  • Updated Radar Screen
  • Gear using common rate limiter now
  • Improvements the braking moment to prevent loss of control down the runway
  • Initial parachute in external model
  • Initial parachute control and aerodynamic modeling
  • Parachute dynamic/random movement
  • Possible fix for damage elements regaining health during flight
  • Fix for fuel dump losing fuel in internal tank
  • Fix for fuel cutoff still allowing afterburner to work
  • Added parachute commands and clickable for lever
  • Add radar elevation and azimuth control
  • Add radar antenna stabilization
  • Add new type of engine shutdown button keybind
  • Update and rework ECS oxygen systems
  • Update autopilot pitch control dynamics
  • Fix FBW side acceleration terms
  • Fix roll/heading trim control in autopilot
  • Fix bug with default.lua slats keybinds
  • Fix minor FBW test lights bug
  • Fix autopilot using true MSL, not uses indicated altitude
  • Fix fuel dump incorrectly showing in fuel rate indicator
  • Fix (Caucus -> Caucasus…this is what happens around voting season) mission names
  • Fix radar contact movement in PPI mode
  • Fix minor bugfixes

DCS CA

  • PPI target acquiring on net client fixed
  • Alternative turret control mode has almost invisible cursor in IR vision mode
  • Alternative control mode reset on mission exit has been fixed
  • Fixed crash when player uses “G” command
  • IR-view inside cabin will not inherit state from previous mission

RU


lunar flight

I know its a been a while since I posted anything but I do have some news. I’ve recently been (slowly) porting Lunar Flight to be a DX11 targeted application using Unity 5. One of the reasons for moving to DX11 is that Oculus is dropping support for DX9. The good thing is that in the near future Lunar Flight will run faster and look better than it has ever done thanks to Unity’s new lighting system and DX12 on the horizon. This is in preparation for the consumer Oculus hardware and Valves Vive HMD.

Once the inital port is complete I want to look into adding some new content including some new Mission Types, a new DLC Planet/Moon and a make over of the UI and LM/Cockpit model which I want to include an animated Flight Suit and Throttle and Joystick in the cockpit.


18229_10155514730765564_9008078877951001865_nHi everyone,

This week has seen the release of the latest Mac beta build and an accompanying PC build (it’s 1.2.07, the same as the current released game, but running on a different server setup), so even if you don’t have a Mac, and you have beta access, you can help the beta out as we’re focusing on looking for any issues playing between Mac and PC. This is an important step towards the Mac release and is the first time players from different platforms will interact with each other in the Elite: Dangerous universe. As always thanks for the feedback so far, it had been invaluable.

In last week’s Powerplay AMA David mentioned that I would be doing a crime special covering the changes relating to crime in the Powerplay update. We’ve covered a few in previous dev updates, but I’ll collate them all here in one place for easy reference.

Fines will now take seven days before they mature into bounties, so giving you more time to clear them off.

Active bounties are changing so that they are issued by minor factions only, even for systems owned by one of the three major factions. You won’t be able to pay these bounties for seven days. We’ll tweak the friendly fire to be a bit more forgiving and we can balance this number further if needed. We’ll also apply the friendly fire to hits on players in the same way they are for NPCs.

Whenever you commit a new bounty offence in a jurisdiction where you already have an active bounty then the bounty value is increased and the timer reset to seven days. If you gain a fine in the same jurisdiction then the bounty value is increased, but the timer is not reset.

An active bounty is resolved in one of the following ways: Firstly if a ship detects the bounty and destroys you then the bounty is claimed and removed. Secondly if your ship is destroyed, but the bounty is not detected then the following happens: The bounty becomes dormant and can only be detected by authority scans by agents of that jurisdiction and if detected will become an active bounty with a new seven day timer. If a dormant bounty is not detected within seven days then it is removed. If an active bounty is not claimed or made dormant within seven days then it will be cleared.

Note that when a bounty is removed, for whatever reason, it is added as a legacy fine for the same amount and for the same jurisdiction. Legacy fines never expire and are automatically added to the rebuy cost if you restart in a station or outpost owned by that minor faction.

We recently added caps to bounties per jurisdiction. These caps will remain although they do not apply to fines and legacy fines.

During the Powerplay beta we’ll also trial a new crime of ramming at speed within no fire zones. If travelling at over 100 m/s and you collide with another ship within the no fire zone then it will be considered a crime. There has been some vigorous debate on this so it will be interesting to hear peoples’ thoughts on this once it’s in place.

Something we’re looking at a bit futher down the line, but might not make the Powerplay update is the concept of interstellar bounties. These occur when fines and/or bounties for minor factions within a major faction cross a threshold then they are combined into an interstellar bounty. They work in the same way as normal bounties except that the jurisdiction is counted as the whole of the major faction. There will be legacy interstellar fines in a similar way to the legacy fines already described.

One last piece of news for Powerplay before I sign off for this week and that is an improvement to how we cache shaders, especially for celestial objects like planets and stars, which is one of the causes for stutters that have been identified. We’ll continue to investigate other causes.

Thanks!

Michael

forums.frontier.co.uk


unnamedDCS World Website Update
The new and improved DCS World website is now live. The website has been reformatted to make it more organized, look better, and more mobile device friendly. Please visit the revamped new site at:

http://www.digitalcombatsimulator.com/en/index.php

DCS World 2
Each day we are making more progress in moving DCS World 2. Since the previous newsletter, the team has made great progress on AI landing logic, an all-new multiplayer interface that includes such features as Favorites and Filters, new smoke effects, improvements to the lighting and shadows, replaced the general ground texture with a higher resolution one, increased new terrain graphics performance, the ability to load and work with different maps in the Mission Editor, improvements to the Graphical User Interface (GUI), dedicated server, and a new protection system.

We often read questions regarding how the current Black Sea map will look in DCS World 2. Rather than try to describe this in words, we have included a non-edited gameplay video of the freely available Su-25T Instant Action mission “SAM Killer”. We hope this will paint a clear picture.

We are burning the midnight oil and we will release an alpha of Nevada Test and Training Range map once we feel it is ready. Before we can do so though, there are still several items that need to be addressed. These will also include: completing the new multiplayer interface, performance optimization, various unified .exe issues, remaining crashes, and some night lighting issues.

DCS: L-39 Albatros
The next aircraft module to be released by Eagle Dynamics will be the L-39 Albatros. The front and back cockpit are nearing completion as you can see in the included video. This video also gives you another look at the Black Sea map in DCS World 2.

Primary aspects to still complete are an all-new external model and the completion of the cockpit systems and flight dynamics.

The biggest innovation for this aircraft, and a big part of our reason choosing it, was the inclusion of multiple network players in the same aircraft. This technology has been a big focus of the team as of late. This has also been a big reason for our re-design of the multiplayer interface. It is to be determined if this features will be part of the initial beta release.

DCS W2: Nevada Test and Training Range (NTTR) Map
We are further improving the Nevada map and moving it closer to Alfa. Items being worked on include adding the various TACAN and VORTAC stations, improving the mountain textures, improving ground object shadowing, and adding collision models to most ground objects.

Included is a video demonstrating the urban density possible with DCS World 2 and the tremendous sense of speed it provides when flying at low altitude. No, no time acceleration is used.

DCS: Strait of Hormuz Map
When not working on the Nevada map, our map team is making steady progress on the Strait of Hormuz Map. Most of the airfields are now placed and a great deal of work is being done on manually improving the elevation mesh and textures. However, this map still has a long way to go with items such as airfield taxi routing, water textures, airbase lighting, ground object placement, navigation aids, and ATC still needed to be addressed.

DCS: Combined Arms 1.5

A lot of new work is going into Combined Arms in regards to improved user control (particularly from the external unit movement control), intercom messages, and improved AI. While a bit too early to show off these new features in this newsletter, we hope to be showing these advancements off soon.

DCS: P-47D and DCS: Spitfire
Work continues on the object models, cockpit systems and flight models, but there is nothing new to show this month.

DCS: F/A-18C Hornet
Work is mostly focused on the air-to-ground radar that is making good progress; the team is now starting to create the various sub-modes such as the expanded modes. We have included a couple of images that show samples of the new air-to-ground radar technology that is based on radar reflectivity logic.

Future Newsletters
When there is sufficient new news to justify a newsletter, they will be provided. However, there is no set schedule.

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