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Presentación de DCS World (DCSW)


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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

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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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De Wags

http://forums.eagle.ru/showpost.php?p=1 ... count=1127

Today a new 1.2.3 installer is being tested. Assuming testing of the installer goes well, it should not be long after that. As to exactly how long, I really don't know and that decision is made in Moscow.

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Interesantes novedades sacadas de la entrevista de Wags en FSBreak, por paulrkiii de los foros de ED:

http://forums.eagle.ru/showpost.php?p=1 ... count=1165

Highlights, mostly nothing new

Mid range DCS ACFT closer to FC level detail (around 0.26.00)

F-86 & Mig-15 in development (don't remember these two being mentioned before) (around 0.34.00)

New Maps, ED & 3rd party (0.34.50)

Maps (EDGE), Nevada (delayed a "bit"). When done should allow new maps being developed "quicker" (0.41.08 )

After release of 1.2.3, finalize FC3, UH-1 will be released, work "diligently" on new modules (1.02.00)

Dedicated Server in works, hand-in-hand development with EDGE....on hold currently (1.05.25)

Eventually see a dynamic campaign. Not a question of "if" but "when" (1.10.00)

F/A-18C & F-15C internal ED developed (not 3rd party) (1.11.40)

"Probably" APG-73 radar (F/A-18C)

"Probably" APG-63 Version 1 (F-15C)

 

He oido algo tambien un T-80, M-1 Abrams y un ZSU-23-4...... :pulgares:

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1.2.3 Update

 

We share the frustration of another Monday without 1.2.3 being ready, but in the course of working on 1.2.3, what we term a "blocking" bug was introduced into the game. Specifically, helicopters unable to ramp start. This would break a significant number of missions / campaigns. We will now fix the issue, create a new installer, test the installer, and then release 1.2.3. We sincerely hope this will go quickly. No one wants to get 1.2.3 out the door more than us!

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1.2.3 disponible

 

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

DCS Change Log 1.2.3

 

Today we are happy to make available version 1.2.3 of DCS World and updates to several DCS modules.

 

New Features:

 

DCS World

Added new Su-27 model. More skins will be added later.

Added new Mission Editor trigger rule - Bomb in Zone.

New mission editor skin. Incomplete work in progress.

Helicopters will better maneuver against AAA maneuvering when in the threat area.

Added new Mission Editor trigger rule - Expression.

Scripting Engine: Fixed outText and outSound for Coalition and Group.

Scripting Engine: Added "Mission" Task for ground groups.

Scripting Engine: Added Unit.getFuel function.

Mission Editor UI for group variation placement tool added, not functional yet.

New skins for F-15C and MiG-31.

Model LODs have been better optimized.

 

Combined Arms

Life-bar for ground units in the F10 Command Map view. This can be toggled on and off with button on Command Map.

AI units will resupply ammunition from a warehouse or cargo truck at ranges less than 100 meters, periodicity - once a minute. Player's can do this with the LALT + ' key combination.

Command Map control of air units. You can now route them, set speed and altitude, and set targets.

Ground units in group now stay in formation with user when in first person control mode. User can set formation and ROE when in 1st person mode.

Updated, higher resolution ground unit HUDs.

Added min and max range rings for all indirect fire systems.

Added countdown timer for indirect fire missions.

Mission designer can now determine which ground units can and cannot be controlled by players (1st person and Command Map).

Platform Shake is better implemented and provides basic "weapon stabilization" option when the vehicle is on the move.

Added hot keys for hull / turret alignments, turret lock, and gun lock on azimuth.

Changing round type loading delay added.

Added military icons for Command Map.

Provided NVG gain.

New compass orientation options.

Signal flare options.

Added tracer effect to armor piercing rounds.

 

Flaming Cliffs 3 (FC3)

New Su-27 campaign.

Added new multiplayer missions.

Dual engagement, Track While Scan (TWS) for the MiG-29S.

 

Bug Fixes and Adjustments:

 

DCS World

Network code improved for greater stability.

 

Note: Although many improvements and optimizations have been made, we still highly recommend 16 player limit when hosting complex missions. Depending on the exact composition of the mission, the bandwidth and number of players that a host may accommodate will vary. As always though, clients must be aware of their ping times (often influenced by connection distance to host) as this can cause warping and other connection issues.

Fixed multiplayer data link for Russian aircraft.

Fixed Force Feedback joystick trim problems.

Tuned aircraft gun smoke.

Fixed Set Path to Column formation.

Fixed Georgian soldier animation.

Fixed long range radar break-lock for Russian aircraft.

AIM-120 and R-77 maximum load factor increased to 40g.

R-77 data adjust. Thrust, lift and drag.

AIM-120 data adjusted. Lift and drag.

AIM-9M maximum load factor increased to 35g.

AIM-9M thrust changed 12000 N.

Adjusted AIM-9P drag.

AIM-7M thrust and drag adjustments were made.

Increased load factor to R-27 family to 24g.

Increased R-27ER initial delay to 1.5 sec.

AIM-54 data adjustment. Thrust, drag, lift, initial delay of guidance.

R-33 data adjusted. Thrust, drag and lift, initial delay of guidance.

R-60 data adjusted.

R-73 data adjusted.

Multi-channel missile guidance is fixed.

Decreased the damage value of modern AA missiles warheads from directional to enhanced. Earlier AIM-120 and R-77 had a warheads with large multiplier factor termed "directional". These missiles were very lethal, more so than even an S-300. It was not realistic and we decided replace "directional" warhead with the less power "enhanced" warhead.

Number of simultaneously guided AIM-120s is 4 for F-15, F-16 and F-18.

Number of simultaneously guided AIM-54 is 4 for F-14.

Fixed AI planes unable to engage SA-8 with Anti-Radiation Missiles.

Fixed situation where AI sometimes launch AGM-65 Mavericks from too far away; AGM-65 would self-destructs before reaching target.

Added S-8TsM and S-8OFP2 rockets to inventory of MiG-29A/G/S and Su-33.

Renamed S-8KOM to S-8TsM in the one AFAC Su-25 payloads.

The F-15C and Su-27 will now use their RWR systems when the Mission Editor RADAR USING option is not applied.

Adjustments to the air combat maneuvering of all aircraft.

"Transmit Message" command parameters indication is now in the action list

Fixed infantry not moving when route is changed.

Fixed client crash in MP.

Fixed pilot models with K36 ejection seat.

Debris of a killed soldier has been removed.

Adjusted AWACS action time.

Fixed switch waypoint triggered action.

Changed setting of mission start time (day, month).

Default damage parameters tuned for old aircraft models.

Fixed Mission Editor error when trying to change aircraft country.

Fixed Mission Editor that pressing File\Create in the drop menu did nothing.

Aircraft will reset landing airdrome each time landing procedures is initiated.

Changed color of missile flame and smoke from blue to yellow.

"REACTION ON THREAT" option will now affect active ECM systems.

Problem with random uncontrollable rotation of the tower in some circumstances has been resolved.

Night vision staying switch to on after exit from the previous server has been fixed.

Incoming missiles warning messages has been corrected.

Helicopters will better maneuver against anti AAA when in the threat area.

Fixed scrollbar in debriefing.

Any hidden aircraft, helicopter, static object, and ships no longer break Fog of War.

Helicopters no longer sink when they takeoff from aircraft carrier.

Fixed some missions freezing every five seconds.

Fixed multiple problems in JTAC code.

Resource Manager message grammar adjusted.

Payload localization is now displayed.

A destroyed / burning aircraft burning can no longer auto lock other aircraft.

Fixed the AI formations after switching waypoints.

Wingmen will try to maintain absolute position in formation, they will maintain altitude when the leader turns.

HAWK SAM would not attack Su-25T if kh-25MPU attacks HAWK.

Fixed view problems for unarmed vehicles, infantry and fortifications.

Fixed crash changing wallpapers in Options dialog.

Fixed taking control of an AI aircraft that took off from the ground resulting in crashing into ground.

Corrected AI rolling during a dogfight.

 

DCS Modules

A-10C. A-10C TGP IR operation is fixed.

A-10C. Wingman will now engage target at Player's SPI if A.I. is not aware of/in range of the target.

FC3. SPO not reacting to launch of an I-HAWK or S300 is partially resolved.

FC3. Fixed F-15C ADI operation reversed.

FC3. Fixed A-10A ADI operation reversed.

FC3. F-15C/A-10A. Fixed autopilot not allowing refueling during tanker orbit.

FC3. Corrected and adjusted Russian A-10 campaign by Dzen.

FC3. Fixed some errors in F-15C campaign.

FC3. The MiG-29 HUD diamond on the target will now only appear when it is locked by radar.

FC3. Updated SEAD payloads and air defense deployments in some missions.

FC3. Missiles DLZ has been partially corrected.

FC3. Stations display on Su-27 and MiG-29 HUDs was made more realistic - just an 'underscore' is displayed if a weapon present, and station number is additionally displayed if weapon is ready to launch.

1) Fixed stations display on Russian HUD - only stations for currently selected weapon are displayed.

2) Implemented MiG-29S style of stations display on HUD.

FC3. Fixed the IRRAD mark for the Russian aircraft. This would overlap with range tape.

FC3 - Wingmen will now turn off radar when commanded to.

FC3. Fixed data link for clients in multiplayer - MiG-29S and Su-27/33.

FC3. Simulator hang after ALT J jumping into an Su-27.

FC3. Fixed Su-33 sinking to the Kuznetsov deck near the superstructure.

FC3. Fixed simulator hang after ALT J jumping into an Su-33.

Combined Arms. Instant fire on ammunition switching has been fixed.

Combined Arms. Switched the reverse gear after the vehicle has stopped.

Combined Arms: Transition to alarm state GREEN for ground units has been fixed.

Combined Arms. Unarmed vehicles will use their sensors when acting as a JTAC.

Combined Arms. Corrected weapon aiming range grid for Russian and NATO tanks.

Combined Arms. Fixed the properties of the 2A46M-125 AP shell.

Combined Arms. Edit textures ground unit HUD when in zoomed in view.

 

Editado, en negrita los cambios sobre el changelog de diciembre.

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Hay que esperar un poco, los server de autoupdater tardan mas en actualizar

 

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

Autoupdate to 1.2.3 will be available around 8:30-9:00PM UTC.

 

Please, note:

1) Just running dcs_updater.exe checks for updates only once a day, to force a check, use 'Update DCS World' item from the Start menu. Alternatively, cmdline: dcs_update.exe update

 

2) Even while update server capacity was increased and some mirror selection problems were fixed, the servers most probably will slowly melt under your excitement. So, be patient, meditate on the progress bar and the enlightenment wil come in due time. The download size and speed indication will appear, but not in this release.

 

Happy simming, and don't forget your family.

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