DCS: Updates....

Foro dedicado al simulador de vuelo DCS World

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Re: DCS: Updates....

Leatherneck da el reporte de Febrero - Marzo sobre sus proyectos.
- Se sigue arreglando los problemas aparecidos en la versión 1.2.15 de DCS: W y se pide disculpas por los problemas del DRM.
- Se trabaja en los rewards de la KickStarter, incluyendo camisetas, manuals, arte. Se espera que puedan empezarlo a enviar a finales del mes de marzo si es posible.
- Como se comunicó en el anterior newsletter, se sigue trabajando en poner operativa la nueva sede social de la compañia, en Swinoujscie, Polonia. Mientras, la 3rd party ha colocado nuevas herramientas para la gestión de sus productos y las tareas que esto conyeva. Basicamente, se han convertido en empresa. Ademas, se han añadido cuatro nuevos miembros al equipo: Christoffer Wärnbring, Teodor Frost, Andreas Sandin, y Anders Karlsson.
- Devido a que el Mig-21Bis fue un proyecto aislado y muy expecifico, se esta realizando un proceso de restructuración del codigo y los proyectos para que sean mas eficientes, esto permitirá realizar aparatos y modelos de vuelo mas rapidamente que el proyecto anterior ademas de mejorar la eficiencia. Se sigue trabajando en paralelo en tres proyectos avanzados. Ademas, se están investigando para la realización gran cantidad de componentes auxiliares material adicional (Tanques, buques y aviones de inteligencia artificial y demas etc). Esperan sacar dos aviones en 2015, pero todo está sujeto a cambio. Ellos esperan que los aparatos que van a ofrecer no defrauden a la comunidad (el lunes 2 de marzo es la fecha en la que darán el nombre de uno de estos aparatos avanzados, pero se podrá retrasar hasta el dia 3 de marzo si no consiguen tener a tiempo el material necesario).
- LN trabaja en colocar un estudio dedicado expecificamente a la creación de teatros para DCS: World, este se encargará de toda la gran cantidad de material requerido para su creación, ademas de la investigación subsequente. Sus planes de creación de teatros se encuentra en una fase inicial de planificación. Esperan dar gratis dos pequeños teatros gratis con los aparatos que piensan sacar para 2015, estos teatros serán muy diferentes el uno del otro.
- El proximo newsletter de LN se espera para mediados de marzo.


http://forums.eagle.ru/showthread.php?t=139870
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Dear All,

First off – I'd like to sincerely apologize on the behalf of the team for the issues experienced by a significant amount of you with the rollout of the 1.2.15 patch.
Something seems to have gone awry in the patching process that requires many of you to repair your DCS install to make the MiG-21 function properly. We are unsure what is causing this. Some other issues, such as the main landing gear slightly sinking into the ground do not occur on our local development builds. We are investigating the cause for these discrepancies and hope to correct them as soon as possible.

Some major bugs we are tracking include the ASP, various instances of avionics errors, steering difficulties (note, that steering will be far more difficult now as the implementation has been changed to be realistic, but the current situation might be exacerbated by the sinking of main landing gear) and more.
We'll keep you updated on our progress and also note what is intentional/correct behaviour, and what is not.

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In our previous monthly update we noted that we hope to ship all backer rewards in February; but while we've made significant progress on this front, we have shifted production runs to allow for shipments in late March.

Likewise, as noted previously, we have combined several backer rewards into bigger, more useful, and better crafted items.
These include for example printed manuals, T-Shirts, other printed artwork. We think you will be very happy with the level we've been able to attain.
These items will be presented shortly, so we can receive your input and hold off until mostly everyone is satisfied.

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In our last newsletter, we mentioned significant growth of our team and the establishment of a new, permanent, studio in Swinoujscie, Poland.
While our new studio is not quite yet operational; it is complete and in its' initial transitory phase.
We're extremely excited to be able to grow and increase our production output, as it allows me to tease you all with secretive new content on a far more frequent basis.

Growing the development team requires us to revise our internal thinking and workflow quite considerably.
As the team and both our old and new aircraft and theatres grow in size and complexity, our current, tight-knit form of communication and task delegation is rapidly becoming obsolete. Thus, significant effort has been made throughout January and February to convert to and more effectively use project management tools and also revamp our workflow. While this may sound (oh, who are we kidding, it is) completely uninteresting, the take-away is that we are able to significantly enhance our effectiveness and thus content creation speed.

Basically: We're going corporate. Expect more evil in LNS modules from now on.

In the last newsletter we also noted that we had already expanded the team considerably, and I can now take the time to proudly introduce you to our new team members. We feel incredibly lucky to be able to work with more individuals who share our passion, drive and commitment. Without further ado; please welome [img]http://Christoffer%20Wärnbring,%20Teodor%20Frost,%20Andreas%20Sandin,%20and%20Anders%20Karlsson[/img].

Our Team section on our site has been updated accordingly; and features some snippets of information about the new cannon fod...er, team members.
HERE: http://www.leatherneck-sim.com/team/

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Aircraft development during the past two months has been progressing at a fantastic rate.
Just like our changes in project management and task delegation, we too have been making big changes in the nitty gritty of our development process.

The MiG-21 was an isolated product with a very specific codebase. To more efficiently move forward, we have spent a lot of time restructuring our projects and code itself, now adhering to a more general framework.
This will allow us to more quickly prototype new aircraft and to get into the real meat of avionics and FM coding, as well as increase efficiency of started projects and code-porting.
We have also written several internal tools which will help to enhance these benefits.

We are working in parallel on our three advanced aircraft projects; but that isn't quite the whole story.
In addition to these main, flyable aircraft modules, we are investing a lot of hard work into the creation of auxiliary components, such as: Tanks, Ships, AI Only Aircraft and much more.
These items are heavily related to our theatre development plans, and represent one of our most ambitious undertakings.

All three of our aircraft have necessitated the need to develop new, internal technologies that we did not need for the MiG-21. Some of these have been more challenging than others-- and some will probably genuinely make your jaw drop.
By developing these difficult features, we are later able to adapt them to new aircraft, and thus shorten our development times even further.
Examples of complexity include e.g. Ground Radar, AI Systems, and more.

Currently, we hope to release two aircraft during the course of 2015. As usual, everything is subject to change, but as we become more experienced, we are able to better gauge our progress and remaining workload.
The aforementioned project management and structure changes play a part in this as well. All indications point to two Leatherneck releases this year.
I do not think you will be disappointed in the aircraft on offer.

That just leaves the elephant in the room.

The answer is Monday.

We will announce one of our new, advanced modules on Monday. Apologies to those of you who have spent half the night up mashing your F5 key, but we need the extra day to facilitate the creation of our announcement materials.
For those of you with sharpened pitchforks; there are free sausages in the fridge and I see you've already started a sizeable fire. Just grab a seat until Monday.

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The primary purpose of the establishment of our new, permanent studio is theatre development and everything therein.
Theatre development requires a vast amount of content, especially if the theatre is set in a location or era not related to any currently available and developed location.
While our theatre development plans are still in the early phases, considerable progress is being made. I just used the word theatre a lot.

In particular, we have been conducting a lot of research on various topics. E.g. how to utilize various tools to enhance lower fidelity DEM data, or various texture baking techniques and how hand-sculpted terrain assets can be integrated into a DEM base. By leveraging the power of EDGE, we can follow in Eagle's footsteps and try to really push the boundaries.

While plans may change, we currently hope to bundle two small theatres for free with both of the aircraft we're planning to release this year.
Both theatres are significantly different from each other and will require the construction of a lot of content that can be re-used down the line.

In closing;

Thanks for sticking with us, we appreciate it more than we could ever convey.
We're constantly looking to improve, but we're only human. We do try our best.

The next monthly update will be before the middle of March – to compensate you for your long wait.
By then, it'll be a whole different conversation.

Sincerely,
Leatherneck Simulations
__________________
/Nicholas Dackard

Artist & Evil Corporate Overlord
Leatherneck Simulations

EVERYTHING IS SUBJECT TO CHANGE
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Re: DCS: Updates....

Progresos en el Sa-342 Gazzelle, videos de Arranque y luces de cabina.

http://forums.eagle.ru/showpost.php?p=2 ... tcount=461
Hi Gents,
While checking everything in the cockpit I made this little video.
I hope it will please you.
Start-up
http://youtu.be/xrQChTMQzzs
http://forums.eagle.ru/showpost.php?p=2 ... tcount=473
Thanks for your kind words everybody,
I'm still checking the cockpit
Here's a little video about cockpit lights
Roof light, UV light and internal gauges lights
http://youtu.be/HgXunUTULTQ
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Re: DCS: Updates....

Leatherneck nos trae el Tomcat para DCS: World. Esperan que la primera beta esté disponible a finales de 2015. Vendrá con un pequeño teatro, ademas de IA del RIO/WSO y con el tiempo, cabina multicrew.

http://forums.eagle.ru/showthread.php?t=140017
SWINOUJSCIE, POLAND - March 3rd 2015 - F-14A/B (A+) Tomcat coming to DCS World

Leatherneck Simulations, in association with The Fighter Collection and Eagle Dynamics are immensely proud to announce the development of the F-14 Tomcat for DCS World!

The F-14 Tomcat is a fourth-generation, twin tail, supersonic naval interceptor aircraft, developed for the United States' Navy VFX programme.
After it's debut flight in 1970, and subsequent fleet introduction in 1974, the F-14 became the primary fleet defense and air superiority fighter for the U.S. Navy.
The legend of the F-14 only grew after the hollywood smash-hit "Top Gun" - in which it was heavily featured.

Key Features of DCS: F-14A & B include:
Highly Accurate 6-DOF (Degrees of Freedom) Cockpit
Highly Accurate avionics and weapons system modelling - including the vaunted AWG-9 Radar system and AIM-54 Phoenix missiles.
AIM-54 Phoenix Simulation with a CFD based AFM
'JESTER AI' - A Proprietary AI System for fully voiced, dependable and smart RIO/WSO
Highly Accurate Flight Model - Based on Real Performance Data
Both -A and -B Model F-14's
Multiplayer Multicrew capability. Fly together as RIO and Pilot!
Animated Crew Members - Closely Integrated with JESTER AI
Highly Detailed External Model, Animations and Textures
Highly Accurate Aircraft System and Subsystem Modelling
One Free Theatre bundled with the Aircraft
Full, lengthy single-player campaign
Full Suite of Documentation, including game manual, quickstart guides, and more.
Fully voiced and interactive training missions, teaching you to fly and fight.
...and much, much more!
At Leatherneck Simulations we strongly believe in raising the bar. We have never been comfortable with adhering to the status quo.
Currently we hope to complete development and enter BETA testing on the first version of the F-14 by the end of 2015. Subject to significant change.

For the Development Team, the F-14 will represent the culmination of years of experience and dedication.
Our passion is only rivaled by our ambition and we are pushing ourselves to be better than ever before.

So strap in and enjoy the ride, and get ready to experience the definitive F-14 experience.


Sincerely,
Leatherneck Simulations

NOTE: Due to an unexpected technical error in our website & subsequent down-time due to overloading the server, this is a limited, interim announcement.

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Re: DCS: Updates....

Glowing Ammram está trabajando en un video Trailer para el F-14 (la noticia llega desde su Facebook)

https://www.facebook.com/glowingproductions?fref=photo
I am pleased to announce that I'll be working with Leatherneck Simulations and creating a trailer for the upcoming DCS: F-14!
Make sure you check them out over at https://www.facebook.com/leathernecksim

Here is an exclusive image (work in progress) for you guys.
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Re: DCS: Updates....

1.2.16 Disponible en OpenBeta (release del VEAO Hawk)

http://forums.eagle.ru/showpost.php?p=2 ... ostcount=1
In the Open Beta today!

Changelog of 1.2.16

VEAO DCS: Hawk T.1 module beta release

DCS World
Fixed missing image Bf-109K4 in ME if module not installed.
Fixed error in radio speech scripts AI planes for some countries.
Su-24: Corrected 3D model and LOD’s
Su-24: fixed ground objects lighting
Execution of.exe files in mission is disabled
FAB-50 and FAB-100 bomb textures updated
Numerous scripting functions for Cargo Static Objects fixed (partially)
Fixed broken update for MiG-21Bis

DCS: Flaming Cliffs 3
Su-27: fixed ground objects lighting
Su-27: ‘Fortress Mozdok’ campaign: mission #9 (EN locale) fixed

DCS: F-86F Sabre
Corrected rate of fire for guns
Some joystick commands for Arcade mode fixed

DCS: MiG-15Bis
Added pilot’s 3D model
Updated 3D external model.
Updated 3D model of cockpit.
Added rack damage with high force (only for 600L fuel tanks).
AGK-47B cage handle now automatically return to off position, when released.
Corrected tooltips for AGK-47B cage handle.
Deleted unused option in “Special” tab.
Corrected input (deleted duplicated combos, command for landing gear lever neutral position added, etc.).
The adjustment of gunsight brightness is inverted.
DGMK-3 Desired heading and current heading are inverted.
Corrected autostart procedure.
Cockpit air valve now closing during repair.
Timer’s minute needle now moving counterclockwise.
FAB-50 and FAB-100: bomb parameters corrected
Gear damage and moment limit adjusted
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Re: DCS: Updates....

Nuevo parche para DCS: World (1.2.16.37730) Open Beta
http://forums.eagle.ru/showpost.php?p=2 ... ostcount=2
Today we'll release new open-beta - 1.2.16.37730.701.

There are fixed crash with Tu-22M3 model.
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Re: DCS: Updates....

btd ha colocado la banda sonora del L-39 Albatros
https://soundcloud.com/btd/soundtrack-for-dcs-l-39

Y primeras imagenes de la cabina del L-39 Albatros
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Re: DCS: Updates....

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Re: DCS: Updates....

DCS: W 1.2.16 ya es release.

http://forums.eagle.ru/showpost.php?p=2 ... ostcount=3
DCS 1.2.16.37730.701 is available in public.
Please use autoupdater.
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Re: DCS: Updates....

Promo de marzo del P-40F de VEAO

http://forums.eagle.ru/showpost.php?p=2 ... tcount=220
VEAO Simulations are pleased to present the Curtiss P-40F in DCS World, coming soon in 2015.

https://youtu.be/TxMLKIFao8c
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Re: DCS: Updates....

Update del VEAO F8F-2 BearCat
http://forums.eagle.ru/showpost.php?p=2 ... stcount=46
Indeed its not dead in the slightest

Couple of renders were posted in one of the other threads but I will post a couple here

Its progressing along nicely, albeit a little behind schedule but is in no danger of being sidelined or cancelled

Pman
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Re: DCS: Updates....

LN F-14 render cockpit update

http://forums.eagle.ru/showthread.php?t=141046
Dear All,

First off, thank you all for your kind words of support and positive attitude to our announcement.
It is a great motivator to put in those long hours when you know you've got such a great community behind you.
Sincere gratitude from the entire team. Also a big thank you to those of you who have gone above and beyond to spread the news of our announcement.
While it's still relatively early in the development process, it's good to get some awareness out there right off the bat.

We've been kind of quiet lately, but not to worry; it is simply an effect of the large workload placed on each and every member of the team.
Ambitious plans require hard work and much of our focus lies on attaining planned development sprints.

Unfortunately, a byproduct of this is that many of your questions about the F-14 have gone unanswered. I've been gathering many of these and they will be answered in the FAQ section of our new F-14 site section coming next week.
Therein you will also find a lot of information on various features of the aircraft and our design goals for e.g. JESTER AI.

We're due for a monthly update, which will have some information about other developments and the MiG-21.
Thus, I'll be keeping this F-14 specific update fairly short.

Art Development

We're now essentially feature complete on both exterior and interior models for the F-14, including the majority of integration work and animations.
Thus, preparatory work for diffuse, specular and normal map texture creation has begun.

With the F-14, we're pioneering several new techniques based on the tried-and-tested industry standard sculpting and baking workflow.
We've already put this to good use for our other unreleased, in development aircraft, but we're hoping to take it that one step further for the F-14.
We hope we can further enhance the realism of both our exterior and interior textures and the initial results are very promising.

It's very exciting for us as artists to have the opportunity to apply years of accumulated knowledge to a project such as the F-14. We hope to capture every minutiae detail, down to the touched up lumps of paint.

Something many of you have concerns about is performance. We're taking a very pro-active stance on ensuring that performance is optimal at release this time around.
We very much wish to ensure that the F-14 will perfectly on the vast majority of systems, and approaching things more carefully from the beginning will make it easier for us to make adjustments in the future.

Attached below you can see some Work in Progress renders of the cockpit.
Do note that these images have flaws, so take them with a few pinches of salt.


Codebase Development

Not counting the Radar and HUD (two big systems in themselves), the Tomcat contains, by our count, roughly 67 Major systems, of which 37 are related to Flight and Flight Controls.
In addition to this, one must take into account the size and difficulty of both the JESTER AI system and the External Flight Model. Noting that the F-14 is a massively difficult undertaking is putting it mildly.

Currently, heavy focus lies on creation of the AICS (Inlet Control System), Hydraulic System and Electrical System.
These systems, together with the Engine and grouped control systems lay the basis for the construction of the swing-wing EFM that will capture the spirit and real performance of the F-14.

There is yet a long road ahead, and many difficult tasks to complete, but we have absolutely no reservations about our capabilities nor our choice of aircraft.


We look forward to sharing more progress with you soon.
Thank you for your support,


Sincerely,
Leatherneck Simulations

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Re: DCS: Updates....

ED busca personal para la realización de la versión localizada china de DCS: World

http://forums.eagle.ru/showthread.php?p ... ost2357452
Dear community,

Eagle Dynamics is expanding into the Chinese market and we looking for a voluntary Chinese localization team.

Team member requirements:
At least 18 years old
Excellent Chinese language skills
Excellent English language skills
Determined and motivated team-players
Possible aviation background (knowledge of Chinese aviation terms)
What we offer?
A moderate workload within an international team
Access to the close beta of our simulations
If you think you have what it takes, please contact us via e-mail: matthias@digitalcombatsimulator.com

Eagle Dynamics
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Re: DCS: Updates....

Promo del VEAO Hawk T.1
https://youtu.be/pDZeoguOEYg

Comunicado de prensa de la salida del VEAO Bae T.1

http://forums.eagle.ru/showthread.php?p ... ost2359121
For those that might have missed in the news with the 1.2.16 release:

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HAWK FOR DCS WORLD BY VEAO SIMULATIONS IS AVAILABLE IN DCS E-SHOP!

DUXFORD, UK, March 24th, 2015 – VEAO, in cooperation with The Fighter Collection and Eagle Dynamics, are pleased to announce the release of Hawk for DCS World from the DCS e-shop.

Hawk for DCS World includes the BAE Hawk T.1A, an advanced flying-training aircraft and a weapons-training aircraft. While the Hawk T1 is used solely in the advanced flying-training role, the Hawk T1A is equipped to an operational standard and is capable of undertaking a number of war roles.

The Hawk T1 version is currently used at RAF Valley for fast-jet pilot advanced flying training with No 208(R) Squadron, and at RAF Scampton by the RAF Aerobatic Team, the Red Arrows.

The T1A is used for weapons and tactical training on No 19(R) Squadron at RAF Valley, and by No 100 Squadron at RAF Leeming for advanced fast-jet weapons systems officer training and operational support-flying. In its weapons and tactical training role the Hawk is used to teach air combat, air-to-air firing, air-to-ground firing and low-flying techniques and operational procedures.

The T1A has four under-wing pylons cleared to carry Sidewinder AIM-9L air-to-air missiles, rocket pods, practice bombs and bombs, and can carry a 30mm Aden cannon in a pod underneath the fuselage centre-line.

“As a current Royal Navy aggressor pilot operating the Hawk T1, I was offered the opportunity to test the VEAO Hawk. I was initially skeptical of how accurate the modelling would be of the handling and the jet engine response. To say I was impressed would be an understatement. I found the controls and aircraft responses accurate. The flight model performs as well as the full motion simulator used by the RAF. Flying in formation was easy and very similar to the real thing. I was extremely impressed by the headset integration and immediately felt operational pilots could benefit from training on this software.
In short, the VEAO Hawk is more than a game and comparable to a military grade full motion simulator. In fact, I would even go so far as to say the terrain graphics are higher fidelity whilst flying at low level.”

Lt Cdr Matt Deavin RNR
Hawk Pilot
Fast Jet Qualified Weapons Instructor

Hawk for DCS World pre-purchase includes the Hawk T.1A with a standard flight model for $31.99 USD (a 20% discount over the final price). In the spring of 2015, an Advanced Flight Model (AFM) will be available as a separate product with an upgrade option directly from VEAO.

Key Features of the Hawk T.1A for DCS World:
• Accurate and highly detailed 3D interactive cockpit featuring six-degrees-of-freedom (6DOF) technology compatible with head-tracking devices and Oculus Rift.
• Accurate modelling of the Hawk HUD, instruments, gauges and dials.
• High fidelity accurate Advanced Systems Modelling (ASM) such as electrical, fuel, hydraulics, oxygen, pressurisation and air conditioning, temperature control, pitot-static, AHRS, lighting and weapons system modelled to detailed schematics.
• Highly detailed Hawk external 3D model and liveries.
• Fully interactive, comprehensive training missions make learning to fly the Hawk easier.
• Armament includes: AIM-9M Sidewinders, bombs, practice bombs, rocket pods and gun pod.
• Highly detailed damage model.
• Standard Flight Model (SFM) included.

ABOUT DCS WORLD

Digital Combat Simulator World (DCS World) is a free-to-play digital battlefield game, focusing on a military aircraft, ground unit, and naval simulation. It includes a FREE TF-P1D Mustang and a Su-25T attack aircraft. DCS World includes a vast mission area of the Caucasus region that encompasses much of Georgia - the location of the 2008 conflict. Further maps will be available in 2015.

Additionally, DCS World includes:

• Powerful mission and campaign editors
• Multiplayer
• Massive inventory of air, land and sea combat units and weapons
• Advanced AI
• Fast mission generator
• Dynamic weather and seasons
• Mission replay system
• Pilot log book

This all allows the creation of engaging, real-world combat missions in this flashpoint region. DCS is a true "sandbox" simulation that can and will cover multiple time periods covering many types of combat and civilian units. DCS World allows both realistic game play and more relaxed game play to suit the player.

Download DCS World for free from: www.dcs-world.com

About The Fighter Collection

The Fighter Collection, as well as developing software for the entertainment and serious game markets, also operates, rebuilds and maintains Europe's largest collection of airworthy WWII fighters and is based at Duxford Airfield, in the UK. For more information visit our websites: http://www.fighter-collection.com/
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Re: DCS: Updates....

Video e imagenes del RAZBAM Mirage 2000C con armamento aire aire sacado del Facebook de RAZBAM

https://www.facebook.com/RazbamSims
Here is a sample of air combat with the Magic II AAMs.
The triangle is the locked IR seeker. The second ring is the NO ESCAPE ring. When it appears, the target is deemed to be so close that no escape or decoy will work. When the target is too close for the missile, the DON'T SHOOT cue (the big cross) will appear.
https://youtu.be/9f5aiMidmK0
Some still images for the M-2000C for DCS in Air Interceptor configuration.
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