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Presentación de DCS World (DCSW)

V Iniciado por Virus ·30 abril 2012

El mapa de Nevada siguen diciendo que sera gratuito para los que hicimos la PREcompra :mrgreen:

aun a costa de parecer un" tontaca",¿F-18 C igual que se ha echo el A-10c? :crack: :crack: :crack: me sube el sudor frio :!: :flyer: :flyer:

El mapa de Nevada siguen diciendo que sera gratuito para los que hicimos la PREcompra :mrgreen:

 

A ver a que precio lo sacan que te veo volando solo :P

El mapa de Nevada siguen diciendo que sera gratuito para los que hicimos la PREcompra :mrgreen:

 

A ver a que precio lo sacan que te veo volando solo :P

 

Bueno conmigo..yo tambien lo precompré...jejeje.

Obviamente sería el F18C al nivel del A10C...pero todavía no queda claro en la entrevista si lo desarrolla ED o 3d Party. Hay que esperar a mañana a ver si esto queda claro en la entrevista de Wags.

http://forums.eagle.ru/showpost.php?p=1 ... ostcount=6

1.2.3 Update

 

Over the weekend, the test team once again hammered on network play and the results looked good with no crashes; although, not as many participants as we would have hoped for took part. Today we are building a new release installer for 1.2.3 that we hope to release soon.

weeeeeeeeeeeeeeeeeeeee

Ahi tenés Occam...así no jodés mas.

estan haciendo el instalador, paciencia.

 

Mini entrevista de Wags en rock paper shotgun, aqui

 

Eagle Dynamics are being especially dynamic at the moment. In addition to overseeing the development of a flock of third-party DCS World projects, they’re toiling away on a new graphics engine, and preparing study sims of the F-15, F-18, Su-27 and Fw 190. I thought it was about time I caught up with them.

 

RPS: The range of upcoming DCS World add-ons is pretty diverse. Are you open to any suggestions from third-party plane builders?

 

Matt Wagner: With the exception of a few aircraft that we are reserving to be developed internally or by one of our close partners, licensed third parties are free to develop any aircraft they wish. These are currently ranging from World War 2 era aircraft to the modern day. We now have an SDK available for licensed third party partners that will speed up and ease the process. We will also be providing tools to licensed partners for new map development.

 

RPS: Sales-wise, which modules have proved the most popular so far?

 

Matt: Most all modules have met our sales expectations, and this includes both the extremely detailed DCS series like A-10C, Black Shark, and P-51D and the more shallow learning curve titles like Flaming Cliffs 3. We realize that not all potential customers want to spend weeks studying to fly an aircraft, so we think it important to provide a range of products that appeal to more than one type of flight simulation enthusiast.

 

RPS: Combined Arms invites comparisons with Steel Beasts, Combat Mission: Shock Force, and Arma. Do you think it will ever be capable of going toe-to-toe with any of these titles?

 

Matt: Combined Arms is primarily designed as a companion to DCS World and other modules. Particularly from the Command Map, it allows players to direct the ground battle from the cockpit. This is of course far different from what you will find in ArmA and SB. We do also provide the ability to take first person control of most armed ground units, but these are modeled at a very shallow learning curve to allow users to jump in easily. Where we see the CA series have the most value is in multiplayer though. Even with the current beta, you can have CA users in large multiplayer games commanding ground forces and designating ground targets for ground attack, as other players occupy DCS aircraft.

 

RPS: The Nevada terrain seems to have been in the pipeline for ages. What’s the story there?

 

The original effort was done by a third party, but for various reasons, that effort did not work out and the Eagle team basically had to re-start it from scratch. Much of the Nevada map is now done, but aspects of it could certainly change between now and release. Due to the massive number of ground objects, elevation mesh detail, and texture sizes, a new image generator (IG) had to be created in order to run it at more than single digit frame rates. We call this new IG the Eagle Dynamics Graphics Engine (EDGE). Creating EDGE has been a huge undertaking and it takes a lot of time. More so than anything else, this has been the reason behind the delay.

 

RPS: ED sims are an important part of the virtual air show scene. Any plans to enhance facilities for virtual aerobatic teams and their fans?

 

Matt: The most important improvement we are working on now to support this is a more robust new work environment that is much more stable.

 

RPS: The Fighter Collection isn’t a typical videogame publisher. For those that might not have heard of them before, can you explain who they are and how they got involved with ED?

 

Matt: In the early 1990s, The Fighter Collection (TFC) was looking for CAD/CAM software to assist in aircraft renovation of their collection of vintage aircraft at Duxford Airfield. In this process, they learned about a Russian software developer called Eagle Dynamics. TFC bought into Eagle Dynamics and shortly thereafter the team also created a flight simulation of the Su-27 Flanker . The simulation was shown to Jim Mackonochie of Mindscape/SSI, and this later went on to become the game Su-27 Flanker, and was the first in a longer series of products from TFC/Eagle Dynamics.

 

RPS: Do you believe aircraft manufacturers have the moral right to demand license fees from sim developers?

 

Matt: If the U.S. Government has funded (tax payer money) the development of an aircraft, then in my opinion, the manufacturer has no moral rights.

 

RPS: Which came first for you, an interest in gaming or an interest in aviation?

 

Matt: Probably both at the same time. Even when as young as around 12 years old (early 1980s), I was already heavily into early flight simulation games. I also received my pilot’s license at 16 years old with plans to enter one of the military academies to pursue that life. However, due to a sports injury in high school, I am now content to be a virtual fighter pilot.

 

RPS: What’s the most gratifying aspect of your job as a producer?

 

Matt: Any time you spend months or even years helping to create and manage a product to completion and then see both great user and critical response, that is probably the most satisfying. It makes all the work worthwhile to see the work appreciated and bring enjoyment to others.

 

RPS: Thanks for your time

pero seguimos en la 1.2.2.

me ansio ya silver... es mucho tiempo, espero que el acabado sea satisfactorio

http://forums.eagle.ru/showpost.php?p=1 ... ostcount=7

1.2.3 Update

 

Over the weekend we had a good test with over 20 test members online. However, with the number of players online, issues did come to light that the programming team in Moscow will do their best to address this week. While it is certainly not a promise, we will do our very best to release of 1.2.3 by the end of the week.

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