DCS: Updates....

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Silver_Dragon
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Re: DCS: Updates....

Del foro fuso (google translator) Mil Mi-8
http://forums.eagle.ru/showpost.php?p=1 ... tcount=741
Once again I will explain more in detail . If we equally understand the concept of " level of implementation," then implemented all systems except: SARPP -12 , IFF , heating and ventilation , a recorder , shooting off flares , C- 13 ( removes the reticle when you click on the button combat ) .
While not work ( or until done ) :
- CB radikompas ARC -9
- HF radio core -1M
- Elektrosbrasyvatel ( bombs ) ESBR
- No bombsight right pilot OPB- 1p
- No guns
- There is no external load
- Arcade mode does not work .
The rest is all according to the AFM . Something modeled more deeply and very good. close to reality , something less deep.
Differences from MTV1 MTV2 :
No weapons systems , armor , tanks, polyurethane , minor differences cabin equipment. Main characteristics (except for the radius and distance ) - the same engines and automatic - the same . Systems - are the same (except for those mentioned above) . Actions in case of failure - the same .
Current versions of files guides pilot ( abbreviated as well as complete)
not yet available when you try to find them by clicking the Start button in Windows. Ready abridged versions Management Pilot in English, and the manual section on the Russian full - the unfinished version . The documents you need to look at ways :
\ \ DCS World \ Mods \ aircrafts \ Mi-8MTV2 \ Doc \
In the near future to complete the full manual.
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Silver_Dragon
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Re: DCS: Updates....

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Silver_Dragon
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Re: DCS: Updates....

DCS: WW2
http://forums.eagle.ru/showthread.php?t=112649
Hello everyone,

We’ll be launching our kickstarter in about 24 hours, or, in the worst case, about 30 hours.

If you’re not sure about what DCS WWII: Europe 1944 is, please read the official announcement or join the discussion here.

There are a few very important points we’d like to make:

1. The project is at a very early stage.
Normally, video game development goes something like this. You go through some initial planning and discussion. You agree on budget and schedule, then begin the development. After some months, or maybe even years, you arrive at a playable mock-up or maybe a pre-alpha version. You announce the project, show what you have to the fans, and move forward.
With DCS WWII, we’re doing something different. We are in the very early initial design stage. If things were done the normal way, we’d be about six months away from an official announcement.
Why then are we doing this? Because we are not working with a publisher. When we looked at our budget and our schedule, we realized we’d be cutting it very close and we’d really need a bit more money and a bit more time to really do things comfortably. So we decided to go the kickstarter route. It should give us the freedom to really perfect our game; and perhaps even allow us to make a larger product if we manage to hit our stretch goals.
And so, we’re back to the main point. The project is very, very early. Normally we would not show it to the public at this stage.
We could wait six months and go kickstarter then – but then we’d lose the stretch goal option. If we don’t start on, say, a flyable B-17 today, if we wait six months to begin, then we delay its release by six months as well.
So, we know how the community lives to scrutinize every pixel and every word. So please keep in mind that things are not just WIP. They’re so far away from final, they’re all the way back at the other end. They’re “initial”.
Kickstarter changes a lot of things on our end, so please accept it as a change on yours. We’re showing you the project six months before we normally would. Please keep that in mind in all future discussion.

2. Kickstarter can fail.
Here’s how it works.
We are asking for a relatively minor initial sum on kickstarter which is needed to put in a few extra features and really polish and perfect the product.
We obviously need a large number of people to back the project to even hit the initial sum.
If you back the project, but over the course of the kickstarter campaign we fail to reach the initial goal, then the campaign fails and all the money is returned to backers. We the developers receive nothing.
However if we do manage to excite enough fans to back the project in the next 30 days, and we hit our initial goal, then this opens the road to the real meat of the campaign: stretch goals. All money raised will go towards development. If we manage to hit additional stretch goals, we will add a lot more exciting stuff to the project, most importantly new aircraft and new gameplay maps.
However that will require a significant community effort. Larger stretch goals will require thousands and thousands of backers; it’d require the equivalent of everyone who ever bought DCS: P-51 to come in with the purchase price they paid in the next 30 days and back our kickstarter to hit some of the larger stretch goals.
Possible? We hope so. But we’ll need help.

3. We need your help!
What we really need for our project to succeed is exposure.
If you back our project, please tell your friends about it.
Even if you cannot back our project, but are excited about it, tell your friends.
DCS WWII: Europe 1944 requires a large concentrated community effort to become successful.
If you are a journalist, please get in touch.
If you are a member of a flight sim community, please mention our kickstarter on your forums. If your friends have questions, send them here, or send us to them.
We only speak English and Russian. If you are a member of an international flight sim community, help us spread the word in your language!
Please help us get there. We cannot do it on our own!

Thank you very much. We, everyone, myself personally, are unbelievably excited about tomorrow. See you then!
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Trenkos
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Re: DCS: Updates....

Silver, tu crees que esto va a funcionar? Que se dice por los pasillos?

A mi personalmente poner dinero en un pozo que no se ve el fondo no me llama la atención. ::glups
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No prometas cuando estés feliz, no respondas cuando estés enojado, no decidas cuando estés triste.
Silver_Dragon
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Re: DCS: Updates....

Video promocional del Belsimtek: Mil Mi-8
http://youtu.be/VF9dCMaa8M0
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Silver_Dragon
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Re: DCS: Updates....

Eso lo veremos en como va el KickStarter de RRG como patrocinador para Eagle Dinamics. Hay mucha gente quemada de como quedo CoD por culpa de las decisiones y puñaladas por la espalda de Ubi y 1C (por eso ED les dio la patada cuando tuvo lugar en el pasado y ahora está donde está), ahora ED ha creado un referente de entretenimiento y profesional que puede poner en jaque a otros que se autoproclamas como los mejores.

Sobre si esto va a funcionar, pues solo hay que ver los review del P-51D, hecho con el asesoramiento de "The Fighter collection" que hasta el propio equipo acrobatico "the Horseman" le a dado todo su apoyo al verlo totalmente fiel a la realidad. Si contamos que el FW-190D-9 viene tambien en camino (he incluso en versión IA es un adversario temible) y la experiencia de RRG con IL-2, podemos darnos por satisfechos si consiguen solo un 10% de los que proponen.

Veremos lo que nos muestran mañana con el comienzo de su Kickstarted.

Mientras, ya tenemos comunicado oficial ED del Mil Mi-8:
forums.eagle.ru/showthread.php?t=112658
PRE-PURCHASE “DCS: MI-8MTV2 MAGNIFICENT EIGHT”

DUXFORD, UK, September 4, 2013 – The Fighter Collection and Belsimtek now offer DCS: Mi-8MTV2 Magnificent Eight as a digital download pre-purchase for $49.99. Pre-purchase also provides access to early pre-release Beta versions of the title.

Pre-purchase DCS: Mi-8MTV2 Magnificent Eight here:

http://www.digitalcombatsimulator.com/s ... op&lang=en

DCS: Mi-8MTV2 Magnificent Eight is a highly realistic PC simulation of the Mi-8MTV2, a combat transport and fire support helicopter and an upgraded variant of one of the most widely produced helicopters in the world - the Russian Mi-8 (NATO reporting name ‘Hip’). Developed by Belsimtek and Eagle Dynamics, the team behind the hit title DCS: UH-1H Huey, DCS Mi-8MTV2 continues to deliver exceptional realism and immersive gameplay within the DCS World virtual battlefield.

The simulation features accurate modeling of all primary aircraft systems, avionics, and proper functionality of nearly all cockpit switches and controls. Flight and other dynamics are modeled using real-time physics calculations and carefully tuned using actual Mi-8MTV2 documentation and pilots deeply involved in development and testing. The result is not only the most realistic Mi-8 reproduction on the PC, but a comprehensive helicopter model that correctly presents complex dynamic effects particular to helicopter flight, such as: autorotation, vortex ring state (VRS), translational lift, hover in and out of ground effect, and many others.

You are placed in the cockpit of the Mi-8MTV2 to fly combat transport and support missions as the left pilot, right pilot or gunner. The helicopter can be armed with unguided rockets, gun pods, and on-board machine guns. In the transport role, a cargo of up to four tons can be carried internally or three tons on an external sling system to deliver and retrieve supplies in a wide variety of terrain and weather conditions. A series of single missions and a handcrafted, immersive campaign plunge you into the heat of battle in the DCS World battlefield of countless AI and a variety of player-controlled fighter and attack aircraft, helicopters, and ground units. Get online to play with or against other DCS players in a synthetic online battlefield.

A quickstart guide and interactive training help you get started quickly while the comprehensive Flight Manual details the helicopter’s systems and operational procedures. A wide variety of gameplay options allows each player to tailor their difficulty level as required.

Key Features of DCS: Mi-8MTV2 Magnificent Eight include:
Unmatched flight physics providing the most realistic and dynamic conventional helicopter experience on the PC
Multiple player positions, including pilot, co-pilot, flight engineer, and door gunner
Accurate and highly detailed 3D cockpit featuring six-degrees-of-freedom technology compatible with head-tracking devices
Interactive cockpit controls that allow you to operate systems using the mouse
Accurate modeling of the Mi-8MTV2 instruments, weapons, engines, radios, fuel, electrical, and hydraulic systems
Highly detailed Mi-8MTV2 external 3D model, liveries, and weapons
Accurate audio environment based on custom Mi-8MTV2 sound samples
Immersive, handcrafted campaign with a variety of transport and fire support missions
Training with interactive and video lessons
Multiplayer coop mode for crew members of the same helicopter under development for a later update
Developed in close cooperation with actual Mi-8MTV2 operators
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Silver_Dragon
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Re: DCS: Updates....

Comunicado de prensa de la versión DCS:W 1.2.6

http://forums.eagle.ru/showthread.php?t=112658
DCS version 1.2.6 Change Log

Note: The open beta version was not ready in time for release.

DCS World
Added new anti-ship penetrating warhead for anti-ship missiles.
Increased Max G for the following missiles: R-60 (from 18 to 42), MICA (from 18 to 24), and R-40 (from 8 to 15).
R-27ET: Decreased rear hemisphere DLZ.
R-73: Corrected mass and thrust.
R-77: Corrected time, fuel flow and thrust.
SA-8 Osa: Increased range at low altitude from 6 to 8 km.
Corrected the lock on range of IR missiles.
Added Australia as a new country choice.
Renamed APA-50 to APA-5D.
Fixed error with coalition.addGroup()function.
Added a new 3D model for the B-8V20 rocket launcher.
Fog of War: Aircraft will no longer be visible on F10 map once it leaves line of sight of enemy units.
Added exhaust smoke to Kusnetsov aircraft carrier.
Kills are now tracked in the Log Book for Campaigns.
Engagement range of ground units has been adjusted.
Su-25T bomb Interval and Quantity are now working correctly.
Trigger GROUP DEATH will working with event ON DESTROY.
Fixed several SAMs ignoring the set "Alarm State Green".
Debriefing: Fixed event recording. This will also correct log book errors.
MiG-23 will now attack the moving ground target with rockets.
Many minor corrections in the game.
Wingman will report leader about enemy radar activity.
Multiplayer: Radio communications are now working.
Multiplayer: Debriefing window in the mission is now disabled for clients.
Multiplayer: Fixed several crashes.
New ambient sound system (sea, shallow water, fields, wind, g-breath effect).
Wind + turbulence sound depends on mission weather parameters.
New wingtip vortices, new touchdown smoke.

Flaming Cliffs 3 (A-10A: DCS Flaming Cliffs)
A-10A: Removed AAQ-28 TGP.
A-10A: Corrected standby compass showing wrong heading.
A-10A: Added PAC.
A-10A: HUD fixed pitch angle indicator jumping from -90 to +90, when standing still on the ground is fixed.
A-10A: Simultaneous engine start now working.
A-10A: Fixed AIM-9 air to air mode.
A-10A: Removed glideslope indication on the HUD.
A-10A: Fixed ADI yellow vertical bar.
A-10A: AoA indicator, indexer and AoA sound corrected.
A-10A: Fixed HSI outer needle.
A-10A: Added Stability Augmentation System (SAS).
Su-33: Corrected AoA indexer.
MiG-29 and Su-27/33: The vertical scan will not lock target automatically. Instead, player must press and hold the ENTER button to lock the target.
Added RShift modifier to Kneeboard next/previous page commands (conflicted with Ka-50 Shkval track gate size controls).
Su-25T: Removed targe diamond on the HUD.
F-15C: Fixed altitude hold when air to air refueling.
AWACS: Decreased the answer pause between picture requests.
Corrected some missions.
ATC now available for the Kusnetsov aircraft carrier.

DCS: A-10C Warthog
The engines will start after repair.
If PTR switch is set to STOW and back to ABLE the pitch steering bar may freeze is fixed.
A-10C. SAS and EAC switches fixed.

DCS: Combined Arms
Fixed multiplayer crash when land groups are assigned a route.
Added German CA Manual.
Smoke markers for controlled ground units are limited with 10 smokes at each color.
Input: Absent joystick commands restored.
HUD: Added cues of masking for line of firing by vehicle elements.
HUD: Added health points indicator.
MP missions replaced to MP folder.

DCS: Black Shark 2
Added RShift modifier to Kneeboard next/previous page commands (conflicted with Ka-50 Shkval track gate size controls).
Lighting night vision cockpit switch modifier moved to LCtrl to prevent conflict with Kneeboard ON/OFF key.
DCS: P-51D Mustang
Fixed no UNSAFE warning light and horn when throttle retarded.
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Silver_Dragon
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Re: DCS: Updates....

Heater ha decidido cancelar el projecto del F-104G (traducido con google translator)

http://forums.eagle.ru/showpost.php?p=1 ... stcount=83
Hola a todos,
después de una cuidadosa evaluación, junto con el ED, decidí cancelar el proyecto DCS F-104G.

Las razones son muchas y variadas, que desea la difícil creación del código C + +, quiere cambiar las versiones continuas de los DCS, desea que la actualización continua de los plugins que alteraron los modelos 3D, texturas, materiales y así sucesivamente ... En definitiva, empezamos con un ambicioso proyecto, en la creencia de que tenía un poco de ayuda de los que nos habían ofrecido la oportunidad de crear el formulario, pero no nos dieron nada, sólo decepciones y después de la disolución completa del grupo de chicos que querían llevar el Starfighter dispuesto en DCS.
Quiero dar las gracias a todos por tener al menos intentado.

En este punto, espero que alguien más corre
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Silver_Dragon
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Re: DCS: Updates....

Ha salido la KickStarter de DCS WW2 Europe 1944, a grandes rasgos:
http://www.kickstarter.com/projects/508 ... urope-1944
Flyable Aircraft:

Republic P-47D-28 Thunderbolt;
Supermarine Spitfire Mk IX;
Messerschmitt Bf-109K-4;
Focke-Wulf FW.190D-9 (from DCS: World);
North-American P-51D Mustang (from DCS: World).

Non-Flyable Aircraft:

Boeing B-17G Flying Fortress;
Messerschmitt Me.262A-1.

Landscape:

Normandy. Area of the historical D-Day Invasion, as well as the extensive preparation and follow-up battles.

Single-Player:

Training campaign for each aircraft;
Luftwaffe Fighter campaign (Bf.109);
British Fighter campaign (Spitfire);
US Ground Attack campaign (P-47).

Multi-Player:

Selection of missions for each aircraft.

Other:

Authentic ground vehicles, guns, and ships;
Authentic historical buildings and landmarks;
Regular content updates.



$100,000

Standard project features

$375,000

Everything at the previous level, plus:
A flyable Hawker Typhoon IB
A flyable FW.190A-5
Single-player campaign for the Typhoon
Single-player campaign for the FW.190

$550,000

Everything at the previous level, plus:
A flyable Douglas A-26B-15 Invader
A flyable Messerschmitt Me.262A-1
Ardennes, new large gameplay map
Single-player campaign for the A-26
Single-player campaign for the Me.262
A Luftwaffe Fighter and a US Fighter campaign for the Battle of the Bulge.

$750,000

Everything at the previous level, plus:
A flyable Lockheed P-38J-15
A flyable de Havilland Mosquito FB.VI
Single-player campaign for the P-38
Single-player campaign for the Mosquito

$1,000,000

Everything at the previous level, plus:
A flyable Boeing B-17
A flyable Luftwaffe plane (Me 410 A or Ju 88, as voted for by the backers)
Romania, new large gameplay map
4 new single-player campaigns for the new aircraft and theaters
En este projecto esta Eagle Dinamics mas mas RRG Studios con todos los integrantes del antiguo equipo de il2: Oleg Maddox, Ilya Shevchenko e Igor Tishin.

Imagenes de EDGE en la kickStarted de WW2: 1944

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si esto es lo que yo pienso.... ¿NEVADA?
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Silver_Dragon
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Re: DCS: Updates....

LLevan 6 horas y pasan del 12%
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Silver_Dragon
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Re: DCS: Updates....

http://forums.eagle.ru/showpost.php?p=1 ... ostcount=1
Attached are some images of the new Su-33 model coming to DCS World. You may also notice another improvement...
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Silver_Dragon
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Re: DCS: Updates....

Imagenes del trabajo 3D externo y cabina del RAZBAM: Mirage 2000C
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Silver_Dragon
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Re: DCS: Updates....

información de DCS: WW2

http://forums.eagle.ru/showpost.php?p=1 ... count=1053
Evening everyone!
Quote:
Originally Posted by SiThSpAwN View Post
Can you clarify the free flyables from the licensed ones, is there going to be free ones (or one like DCS World), it seems a little confusing right now...
FREE for everyone:
P-47
Spitfire
Bf.109K

Paid on release
P-51 (from DCS World)
FW-190D (from DCS World)

If you back at a $20 level, you can pick a P-51 or FW-190D.

If you back at a $40 level, you will have both.

If you already own a DCS World P-51 and/or FW-190, then obviously no one wants you to have to pay for anything twice.

If we reach stretch goals, then the story changes.

Free aircraft list will most likely not change.

Backing at $20 still gets you one of the larger variety of paid aircraft.

$40 or above still gets you ALL of the initial flyables.

None of the aircraft released in future updates are covered by any of this.
Quote:
Originally Posted by Mainstay View Post
I also want to ask Ilya to reconsider making a G serie along with the K. Either a G6/8 or 10 would be great.
I like the G. It's just we currently can only make one variant of the 109, and we picked the K as we have the best data on it.
I don't want to make empty promises or vaguely hint at something, but I really liked having multiple variants of the same plane in my older projects. The overall process is much simpler. Once we have the K, making the various Gs and maybe the F should be comparatively simple.
Quote:
Originally Posted by tintifaxl View Post
Don't know, if it has been posted already, but the 100 USD backing reward states: printed manuals for 2 planes, in the description it is only 1 manual.
The sidebar description is the most correct.

Sorry about the confusion. I'm still unable to edit the description, getting the limit reached error. I guess I'll just honor the bigger rewards in every case, and deliver the maximum or the combination of any two tiers with errors in descriptions.
Quote:
Originally Posted by zaelu View Post
I hope the map can be extended a bit more... we are used to 800+km across map .
We can extend the map to the entire globe, but manually adding detail will be extremely hard to do.

We can have all of England done for the map in virtually no time, but it'll be a general coastline filled with vague generic field.

It really makes no sense to spend time making British airfields if you only have AI bombers; a flyable B-17 will obviously need to have a nice-looking airbase to take off from and return to.
Quote:
Originally Posted by horseback View Post
The size of the map is a bit of a disappointment (expectations can be a biotch), but It looks like we'll get a territory reaching approximately from Cherbourg to Le Havre and a good bit south--assuming that my Google Earth distance thingie is accurate. Still, even in 1944, Normandy was a lot 'busier' than the Black Sea area, especially if they have to make time to create new landmarks, vehicles, buildings, ships as well as the aircraft flight models at the level advertised.
The way I understand EDGE - and I have to mention that there is a chance that I can be wrong here - is that we can take an existing map and just drag out the outer edges and extend it by any number of kilometers.

Creating generic terrain with a vague coastline and some elevation is not a huge task. Making it look good is. Making it historically accurate, i.e. recreating road networks, landmarks, etc, is a huge huge effort.

We could take our existing Normandy and tack on England and Paris and Ruhr and Berlin. Theoretically. It's just it'll either take many man-years to polish every square mile, or we'll end up with some empty generic filler across vast areas.


And THANK YOU to all the backers once again.

We'll have a new cool video released on Monday morning.

I'll be around until then to answer questions, so keep them coming!
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Silver_Dragon
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Re: DCS: Updates....

Mas información de WW2

http://forums.eagle.ru/showpost.php?p=1 ... count=1113
Quote:
Originally Posted by Tvrdi View Post
Luthier, One crucial question, which will decide me backing or not. Do you plan to make a collision model for trees. If not then ppl would use trees in mp to excape level chases. To hide. Its killing fun and is highly unrealistic. And if we turn off trees terrain will look ugly.
Let me be perfectly frank here.

I just cannot promise it at this time. All I can promise is that we will try.

I may have deja vu after my old project, where we've had quite a few instances of saying "we will do this" instead of a more semantically correct "we will try to do this", and where we eventually ended up not being able to deliver what we promised.

As it is today, EDGE is still being integrated with the rest of the game. That's precisely what's being done right now, today, having various game objects interact with terrain. Vehicles need to drive, planes need to collide, etc.

We're obviously extremely interested in having tree collisions. There's no gameplay or realism reason for why it should not be that way. The only reason why trees would not have collisions is performance.

There are obvious algorithms for making this work. There are also less obvious ones. We need to finish the programming, try things out, and make sure everything works well.

Need to point out that the people working on this are ED programmers. They're outside my control, and they obviously had absolutely nothing to do with any of my old projects.

This is why I personally cannot say with 100% certainty we will have tree collisions. My certainty is, let's say, 93.6%. This may be PTSD talking, but I don't think that's good enough for a promise, especially if your pledge depends on it.
Quote:
Originally Posted by ishtmail View Post
As it stands now, there is some confusion.
One part of the description states that at 100k funding goal we get 5 airplanes (P51D and FW190 included), in another part it states that we get 3 airplanes.
Five airplanes total, three of them free.
Quote:
Originally Posted by Mogster View Post
I don't really understand the business model at this point.

Giving 3 free DCS level planes seems a strange choice, unless the idea is to draw punters away from other products the initial release being really a loss leader. DCS isn't known for anything other than jets, the WW2 hardcore may take some drawing away from the IL2 series. Maybe this is Tishin's play for world flight sim domination.
This decision was based on gameplay considerations, not marketing or sales.

DCS World is based on decades of content. While there's only one free plane, there's tons and tons of other content that the player encounters, and there's a lot of fun to be had.

DCS WWII starts from scratch. We can't do all that much in the next year. If we were to release a free version of the game with a single flyable plane, there'd be significantly fewer options for the player.

We want people to enjoy themselves and really have a good, all-around complete product even in the free version.

I personally would be very uncomfortable releasing a bare-bones single-flyable free game. We still have to strong paid aircraft in the basic version, and we really hope that the influx will drive enough people to purchase the P-51 and the Dora to keep the series going.
Quote:
Originally Posted by Furbs View Post
1. How will MP work? Coops/servers? how many players in a mission.
Same as DCS at least, and we're hoping to improve on it as much as we can.

Like I said in the kickstarter description, we really want to spruce up the MP, but we don't know how much we can do and how fast, so perhaps some major features will be added on later.

In other words, we have lots of strong opinions and a lot of plans, but it's way too early to talk about them. We'll only know what we can do in the process of doing it.
Quote:
Originally Posted by Furbs View Post
2. How big is the map, ive heard 100/160km but is that just the detailed area with more less detailed map area around that, will there be a English coast?
100x160 for the detailed terrain, yes.

This is the current size of our WIP map.

We can extend it at any time but we have not done so yet.

I'm personally scared to include England because it really opens up a whole new set of tasks. I am very uncomfortable doing low-quality terrain, especially with all the great things EDGE can do given enough effort. I think we could be shooting ourselves in the foot by releasing low-quality poorly textured inaccurate England with a few major airbases.

In other words, I'm potentially open to the idea, but perhaps it needs a bigger discussion with the community. We might try to add on some England and show how it can be done quickly, just so it's there, and then ask and see if the majority of the players would rather have something like that, or have nothing at all.
Quote:
Originally Posted by Furbs View Post
3. Can Paypal be added to the ways to pledge?
Sorry, we can't do anything with the kickstarter system. Whatever it supports, we'll take. Whatever it does not, we can't.

Quote:
Originally Posted by xaoslaad View Post
You need to get some of that first days momentum back!
[IMG]http://forums.eagle.ru/attachment.php?

It's already looking eerily close to what happened to the F-35A, big contributions on day one and two then a trickle from there on out.
We do have a few more things up our sleeve. As a matter of fact, even with the slowed down pace the project is doing better daily than we might have hoped for. It's just that the first few hours were so unbelievably strong, that's making the current pace look bad in comparison.

We really do need to pick up the pace and really get the momentum going again if we really want to hit those stretch goals. A flyable B-17 is my personal dream. There's gotta be a way to get there somehow.
Quote:
Originally Posted by -=MadCat=- View Post
First off, I am curious if the initially provided planes will be at DCS or FC level ?
I honestly can't see three planes at DCS level given away for free, but I'm asking to make sure.
Please excuse if this has already been explained, but it is impossible to remember every information in this giant thread.
Like I said above, this isn't just a kickstarter for the project. The project itself is supposed to kick-start a new WWII flight sim series.

We want to start it with a bang. So we really are doing three free DCS-quality planes. Yes.
Quote:
Originally Posted by -=MadCat=- View Post
We get the Fw190D-9 as a full price module by ED, matter of fact.
If stretch goals are met, we then get a Fw190A-5 (I expect it to be a full price module too) by RRG.
Here, one could still argue those are fundamentally different planes (radial vs inline).

What if then, later on, it gets decided to do a Fw190A-5 1,65 Ata or any other version, whilst we already have the D-9 and A-5 ? !
Is this then expected to sell as another full price module too ?
Same with the various Bf109s and/or Spitfires ?!
I really hope that you'd trust the guys who give away three DCS-quality planes in order not to nickel and dime everyone not to nicked and dime everyone on another plane

We want to have a strong series, and we want to build a good relationship with our players. We are not against giving stuff away for free, as you see.

FW-190A and FW-190D are really very different planes. That's why we are putting them as two separate line items; please not that we have not released even a hint of the pricing structure for anything because we ourselves do not have it set at this time.

I personally only have a vague idea of some sort of a anthology pack for major aircraft that includes various important variants in a single purchase, with a heavy discount for the owners of the initial single-variant package. But like I said, we are nowhere near far enough in the kickstarter, much less the development process, to really have made any decisions about this.
Quote:
Originally Posted by klem View Post
Why do you want to model individual trees? Why not forest and hedgerow blocks, like single objects? I suppose one answer might be to allow vehicles to travel through forests but are we really interested in that? The Ardennes aside (January 1945) where you could perhaps use trees or clumps of trees, I don't see the need for them in an air combat simulator. Surely the compromise should be in ground vehicle operations rather than flight aspects.
We'd want to have individual tree collisions because in my experience with my older projects anything less is not precise enough.

When your wingtip passes through a tree with no effect, or you fly a foot away from a tree and explode, that's horrible. And that's what happens when your collision is too rough.

If we were to go with blocks of trees, that would really change the look of the terrain. We'd need to have all fields, all roads, all parks, everything, to be a multiple of the standard tree line width. You'd see that right away. The terrain would look horribly blocky, almost Minecraft-like.

So we really do need to have fine tree collisions for this to work well. They need to match the shape of the tree, otherwise the disconnect is extremely maddening. There's nothing more upsetting than flying in MP, inching closer to the kill at tree-top level, pulling a hard turn around a tree, and exploding even though the tree is over there, just because the collision is a little too coarse.

Anyway, back to video editing for tomorrow morning!
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Silver_Dragon
Stabsoberbootsmann
Stabsoberbootsmann
Mensajes: 924
Registrado: 31 Ago 2000 02:00

Re: DCS: Updates....

WW2 ya supere el 50% (51.354$).

Nuevo ladrillazo de luthier, en este hay dos cosas interesantes, la primera, que esta pensando mover hacia arriba el B-17 y crear un detallado mapa de las costa sur inglesa (en plan de realizar misiones de bombarderos), y que trae los diferentes nuevos videos que se iran poniendo a lo largo del KickStarter (reconoce que el video tres devería haberlo colocado antes del segundo), aun asi los videos 3 y 4 en mi opinión serán los mas esperados por la comunidad:

http://forums.eagle.ru/showpost.php?p=1 ... count=1131
I'm starting to think we might need to shuffle things about a little bit.

We'll try to change the immediate next stretch goal, and make it a flyable B-17 and British airfields. Move all other stretch goal aircraft one tier up.

We'll talk this over and have a decision for you within a day or two.

Also going to work on adding some more attractive backer rewards.

Oh trust me, I'm very familiar with southern England :)

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RRG does not currently have a dedicated AI programmer.

We could theoretically look into hiring one for this project, which would probably give us tons and tons of cool stuff over the course of the project, but I really don't know how to budget for that. We're already pretty far out there for a stretch goal. I'm kind of cautious about adding too many tiers or too many options. If I add, for example, and intermediate "improved AI" stretch goal, all as a part of all additional stretch goals, that might turn off some other people, and make it seem like the aircraft they really want are too far away.

ED has programmers too, of course. We however do not have a current plan for AI improvement.

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No clue at this point. (a una pregunta si la IA podrá ver a travez de las nubes en EDGE)

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This new video is basically introduction part 2. Nick Grey is a hugely important part of this project, but it felt like putting him in the initial video made everything way too long.

It's also not about passion but about our relationship with TFC. This has immediate, direct, and unique impact on the product. We have access to the actual aircraft and the actual pilot. That's not sentimentality or small talk at all. These are the precise reasons why DCS: P-51 is the best prop simulation available today.

I have another talk video all put together, which I foolishly planned to release as video 3, but I realized the error of my ways while uploading video 2 this morning. Video 3 will be a detailed look at EDGE. Video 4 will be a detailed overview of aircraft modeling in DCS. Video 5 will be a video QnA, and then video 6 will probably be the thing I planned for Video 3.

I also have to point out that it's all just me. I write the scripts, I direct, I shoot, I edit, I release, I discuss. I don't have a marketing staff, anything like that. I'm learning as I go. Hopefully I can do enough to reach at least one stretch goal in the next 30 days. Please don't let the fact that I'm not a marketing professional or a filmmaker influence your opinion of myself as a game developer!
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