Jump to content


    DCS Weekend News: 15th March 2019
    By MigBuster,
      DCS: F-14 Tomcat Released The F-14 Tomcat developed by Heatblur Simulations is now available for download from: DCS World e-Shop Heatblur Simulations Store Steam Store   The Grumman F-14 Tomcat is a two crew, variable geometry, maritime air superiority fighter that served with the US Navy for 32 years and continues to serve with the IRIAF in Iran. The F-14 was the US Navy's frontline fighter from the 1970s until the mid-2000s. Over the course of its long service life, it also became the US Navy’s premier precision ground-attack platform and lone airborne reconnaissance asset. More screenshots Outstanding features of the aircraft are the swing-wing configuration, crew of two, and the powerful AN/AWG-9 Weapons Control System (WCS) and radar. The AWG-9 allows employment of the powerful AIM-54 Phoenix air to air missile while the LANTIRN pod allows the ability to carry out precision ground strikes using laser-guided bombs. The F-14 Tomcat was present during many pivotal moments such as the two Gulf of Sidra incidents, Operation Desert Storm in Iraq, the conflict in Yugoslavia, Operation Enduring Freedom in Afghanistan and Operation Iraqi Freedom. It was also immortalized in the iconic motion picture, Top Gun, and starred in several other feature films including The Final Countdown, Executive Decision, and others. Top 10 Things to Know About DCS World As DCS World continues to grow and increase in popularity, new users often have similar questions about the game. This video is designed to answer the 10 most common questions we see. Find your answers to these and other questions here. Do I need a HOTAS to play? Does DCS World support Virtual Reality? Can I use Track IR with DCS World? Does DCS World allow multiplayer? How do I set up controllers? Do I have to start up the aircraft every time? Are there Free Flight modes? Is there a Mission Editor included? Are tutorials included? What is DCS World? DCS: Flaming Cliffs 3 Content Refresh Recent DCS World open beta releases have brought a massive refresh of our Flaming Cliffs 3 mission content. All Flaming Cliffs 3 Instant Action and Single Missions have been updated or re-built from scratch to ensure they still conform to their original design and play out as intended. Improvements and features you may notice include: Improved communications with ‘allied flight reports’ enabled Re-balanced mission success criteria Improved AI reliability while executing their mission tasks Battlefield effects and airfield activity to give the world a more ‘lived in’ feel Our campaign content has not been forgotten The changes were to the missions only so in-progress campaigns should pick up right where they left off. A similar refresh for older campaigns will take place as the year progresses SATAL 2019, Squadron Air to Air League, commences air operations on Saturday, April 6th at 1400z! Following the success of previous SATALs, the members of SATAL 2019 are excited to kick off this year’s competition. Eagle Dynamics is the official sponsor, and tremendous prizes from Eagle Dynamics, Heatblur, Thrustmaster and others will be available. This year is set to be bigger than ever! SATAL is a Player vs Player (PvP) competition that pits the best DCS World virtual squadrons against each other. Squads fight for domination of the skies in 6 vs 6 Diamond League and 4 vs 4 Gold League matches. The matches will be streamed every Saturday and Sunday at 1400 GMT. The first viewer-giveaway will be a Thrustmaster Warthog HOTAS! This giveaway can be entered at, https://bit.ly/2TFQanv. Further prizes and viewer-giveaways will be announced soon. View the current signup, prize pool, and match schedule here. DCS World Open Beta Update This week we released a new Open Beta of DCS World that includes such highlights as: Added support for the Heablur Simulations DCS: F-14 Tomcat Updates to the RAZBAM MiG-19P to include cockpit systems, cockpit art and effects, external model, animations, and its manual. Changes to the M-2000C and AV-8B are also included Improvements to the AvioDev C-101 Changes to the Hornet that include numerous improvements to the datalink and IFF systems. We also added the target designation box to the HUD for the HARM in TOO mode, and corrected the wind-induced roll You can read the complete change log on DCS forum Sincerely,
    The Eagle Dynamics Team

    Il2 DD Update Dev Blog 219 "Tempes, P-51"
    By 76.IAP-Blackbird,
    Dear friends,   One week has passed since our previous Dev Diary and we have something new to show you once again. The rate of development is truly fantastic. Today we won't have so much text but will compensate it with WIP screenshots of two 'stars' of our Bodenplatte project.   The first star of today's Blog is the British fighter Hawker Tempest Mk.V series 2. These planes played a significant role in the events of January 1st, 1945 - the units managed to take off in time when Luftwaffe attacked the Allied airfields during Bodenplatte operation. Tempests were equipped with some serious firepower - four 20mm Hispano guns - and achieved good speeds at lower altitudes, which was handy for a dogfight near the ground.  
    The second aircraft we want to show you today is USAAF North American P-51D-15 Mustang, the most famous American fighter of WWII that was widely used in different theatres of war. To a degree, its exceptional range and altitude capabilities made the deep bombing raids over Germany possible. Mustangs had good overall maneuverability and climb rate, while their six .50 cal M2 Browning machineguns allowed them to engage any air targets. A Mustang could also carry bombs and rockets, making it a fighter/bomber.   It should be noted that while many Mustangs still exist around the world, including airworthy ones, most of them are combinations of different modifications, including post-WWII ones. Therefore we're spending a lot of time researching tech schematics, spare parts catalogs, and similar documents to make sure the final result will be as authentic as possible.  
    And to finish today's blog, here are WIP screenshots of the next Flying Circus plane - Fokker D.VIIF. This Deutsche Luftstreitkräfte late WWI fighter has been equipped with a great engine for its time, BMW D.IIIa, that gave it an advantage over Allied fighters at high altitudes. Coupled with good maneuverability, it made Fokker D.VIIF a very dangerous adversary.     You can discuss the news in this thread

    Cold War in miniature
    By 33LIMA,
    Life before Combat Mission, Graviteam Tactics and Wargame: European Escalation (to name just a few) We really are spoiled, these days. In whatever fashion, in whatever period or part of the world and with whatever weapons we like to create virtual mayhem, there's at least one combat simulation product for us. I like aircraft and tank combat sims, primarily. I'm not a fan of so-called Real Time Strategy games and have only ever bought a few PC wargames - those from the second two titles in the title, if you get my meaning. RTS I don't like mainly because of the pervasive God view and the small scale. The wargames I like much better; although I dislike those ones that simulate wargaming, rather than war. Which brings me to the subject of this piece, not so much a mission report but a bit of admittedly self-indulgent reminiscing about two battles fought with 1/300 'micro armour' on the desk of a former home on summer days long gone now, what seems a lifetime ago. Wargaming I dabbled with most of my adolescent life. In sixth form, I was part of a foursome (yes John H, John W and Mervyn, if any of you are reading this) who arranged to fight an imaginary world war, in a world of our own devising where we each ruled an island country. This was based mainly on rules designed for naval warfare, from this schoolmate's 1960s  book (which I stumbled across and picked up a couple of years ago in an Oxfam second hand bookshop): World War 2 was our chosen period. I obtained some Tri-ang Minic diecast warships and made some flat balsa representational hulls to flesh out my fleet. I think I still have a school jotter filled with the movement, spotting, gunnery and damage tables I laboriously copied from the book. Sadly, we never got around to playing the wargame - not the last time such an enterprise foundered, as it happened. One conclusion I quickly reached - this would be about 1970 - was that the ideal was a wargame with what would today be called an artificial intelligence foe. One you could play against entirely in your own time, without reliance on anyone else. Fast forward to the 1980s. Another joint enterprise wargame with a work colleague (Ray) had fallen flat. This was to have been Ardennes 1944 and I acquired quite a set of 1/76 kits to represent a Panther tank company (improved Matchbox models, mainly) with various supporting weapons and a Panzergrenadier company in Sdkfz 251 half-tracks made from card. The latter were based on cut-out 1/144 scale precoloured card models bought and built en masse for an earlier 'dabble'. I still have a box jammed full of the 1/72 stuff.  I converted some models for my work colleague enemy, including a pair of M18 Hellcats from Matchbox M24 Chaffees, whose fate is unknown. The failure of this not inconsiderable effort finally convinced me that I was right to have doubts about 1/76 being too big a scale for a decent company-sized wargame. And again, that the ideal was a non-human opponent, at my beck and call. Fast forward a bit more to the early 1990s and the interest arose again. This time, I wanted to fight the Cold War and quickly settled on 1/300 as the scale for miniatures (card or board wargames never crossed my mind - sorry, Avalon Hill). This was a scale I had dabbled with in my schooldays, having discovered a unique shop, Model Figures and Hobbies, who sold me a set of rules and a small selection of WW2 cast metal tanks - all of which I still have.  Suitable rules were again sought. I discounted the Challenger set as too complex, with their long multi-part movement and firing sequences. Instead, I went for the Wargames Research Group's rules. At the time, the WRG had recently revised their WW2 set to operate much less like a chess game wit tank models, and much more like an exercise in the sort of command and control I had become acquainted with in my days as a part-time Army Officer. Here was a wargame which simulated war, not wargaming! Their cold war era rules had not been so updated, but I decided to use the WW2 rules with appropriate elements - like vehicle and weapon characteristics - from the WRG's  modern ones (which were later updated, but too late for me) A Challenger -based set of Modern Army Lists, and other sources, provided suitable details on unit composition. My 'procurement department' also sought out suitable suppliers of weapons. I wanted current Warsaw Pact (Soviet, basically) versus current US or British Army. That meant about a battalion-sized force for the former, as attackers, and a company group for each of the latter, as defenders. For the Soviets, I decided to go for T72s, with BMPs (rather than wheeled BTRs) for the Motor Rifle people. These were the days when it was only just becoming clear what the difference was between the T-64, T-72 and T-80 let alone variants thereof. I started with 1/300 T72s from Davco but even tidied up, these were a bit crude. The 1/285 models from US maker GHQ were vastly better but to costly for my desired force sizes, so I opted for the nearly-as-good 1/300 (actually nearer 1/285) T72M1 from Scottish maker Scotia Micro Models, whom I was pleased to find are very much still in business. My BMPs ended up as a company of Davco BMP-1s (sold as BMP-2s, but actually more like BMP1s with a tube-mounted Spandrel ATGW atop the small turret instead of a Sagger on the gun tube) and two companies of more realistic Scotia BMP-2s. I modified the Davco BMPs to BMP-1 standard by cutting off the Spandrels and reducing the gun barrel length. For NATO, I obtained a tank squadron/company of M60A3s and M113s for the US Army, and the same again in Chieftains and FV432 APCs for the British. The US models were all Skytrex, the lBritish Davco Chieftains with the rest mostly Skytrex, the latter's 432s in particular being fine castings, available with different exhaust systems and with or without the Peak GPMG or 30mm Rarden turrets, plus variants like mortar and ATGW carriers. Both sides were filled out with a battery or more of SP artillery, mainly SO-122s with some SO-152s for the Soviets and M109A1s for NATO. Support vehicles included some soft-skins ranging from Hummers, UAZ 469 jeeps  and Landrovers to trucks like Urals and Bedford 4-toners, and armoured vehicles like M901 TOW ATGW launchers, M163 SP Vulcans and ZSU 23-4 Shilkas for air defence, plus MTLBs and the like. This was topped off by some specialised stuff like a tank-based bridgelayer for each side and even an odd Soviet BTM fulyl-tracked trench digger. The variety of vehicles available was, and possibly still is, huge, and enables quite impressive and realistic units to be built up at reasonable cost. I added a platoon of Leopard 1A4s which, when paired with the M113s, meant I could have a Canadian Army company combat team. The inspiration for that was this excellent book by ex-tankie Kenneth Macksey, which started life as a training publication apparently, to put the real training into a dramatic context for officers and NCOs - essential reading and a lot more realistic than 'Team Yankee', IMHO:   A platoon of M1 Abrams and a troop of Challengers, plus some Bradley IFVs, provided the ability to get some variation in their respective sides. Cast 1/300 figures for each army were painted up and glued on tiny green flock-covered based three or four at a time to simulate fire teams. Sut off at the waist, and wth a trench of plasticine, produced dug in variants, including platoon anti-tank weapons. For a battlefield, I decided to 'go desktop'. In those days, that meant a real desk, of course. This in turn meant a considerably-reduced ground scale, although I stuck with 'one miniature = one vehicle' - hence somewhat condensed formations, to put it mildly. Later, a bigger desk eased this effect a little. Everything had to be capable of being rolled out and packed away after a day or to, not left in situ. So I ended up using a model railway grass mat as a base - basically, a large, rolled-up brown paper sheet with green flock stuck to one side. Hills were formed by making lots of contour shapes cut from cheap black vinyl floor tiles, then sticking grass mat pieces to tops, folded around their sides. Laid on top of one another in variable configurations, this enabled limited hills to be formed. Their steps didn't look too bad and enabled easy calculation of when a tank was hull down. Woods were formed by grassmat-covered plasticard hexes onto which lichen 'trees' were glued. Like the hill contour sections, these could be put together in various ways to give different layouts. Buildings came from a cheap but effective range of cut-out coloured card building kits specially designed for NW Europe in that scale. These came with bases on which was a destroyed version of the building, with the remains of its walls. Onto this, the assembled building was pushed. I ended up mounting many of these on bigger bases, made up to simulate their gardens. Hedges were made from green-painted pipecleaners. These started freestanding, but I ended up making separate fields - plasticard sheet topped with grassmat dabbed with brown or sand to make them stand out from pure grassland, and edged with the pipecleaner hedges. The lichen tree hexagons were supplemented by conifers made for model railways, cut down as needed. Roads started as strips of black Velcro which adhered lightly when set on grassmat, but ended up as grey-painted card with some Velcro below. Smokescreens were made in a fan-shape sized to match the specification in the rules. These consisted of cotton wool stuck to transparent wedges of polythene, which followed contours reasonably well when laid out. Cotton wool blobs painted orange at their base and dark grey above provided knocked out vehicle markers, and something similar for artillery strike markers. I also made some Hinds, MiG-27s and Apaches as plasticard 'flats', mounted on fusewire bases of various heights. For the AI enemy, I got a copy of this WRG book: This got me so far, but was still the main inspiration for a home made system for an AI opponent. This system involved drawing a playing card (the system behind the Sea Battles book) and looking that up in a table, every time my advancing (usually, Red Army) battalion group's point force - perhaps led by BRDMs or BMP-Rs - got within a given weapon range of a feature which could be a possible dedender's location - for example a copse, a village, or a hill feature. The table when consulted listed the defending units to be placed there, according to further card draws. The process started when my troops got within ATGW range (the longest for direct fire weapons) and if no ATGWs were drawn, repeated when within tank gun range and so on down to small arms range. You might end up with nothing, or a complete all-arms force, on any given position. After that, fixed rules with a dice throw determined the enemy action. That sort of thing. Not as complicated as it may sound, and imperfect, but playable. These first pics are from a battle on my first, very small desk, with early terrain models. The first, blurry pic, like all the others which follows, was likely taken with a Praktica BX20 35mm SLR with a 35-70 zoom. Note the early, pipecleaner hedgerows without field bases, the hex-based trees, the card buildings and the contour hills. As far as the action is concerned, a platoon of hull-down Skytrex M60A3s has been knocked out towards the bottom left. Bottom centre, a Scotia T-72 platoon is followed by a BMP as it heads into the village. Hard to see what the other vehicles are in this pic, but on the centre right, many are burning. This closer view focuses (depth of field permitting!) on the T-72 left plank platoon. To its right, another T72 platoon, less one tank, presses on past knocked out M113s and M901s. Just ahead of the Soviets are some entrenched US Army infantry, by a road. It's hard to make out what's happening on my (Soviet) right flank but it looks like we are pressing ahead amidst a litter of knocked-out AFVs (the rolled-over M113s signify I had run out of KO'ed vehicle markers!). Top left edge are some M125 (M113-based) SP 81mm mortars and to their right, an M577 armoured command vehicle, all of which are about to hit serious trouble, unless they bug out. This is the view from behind and above the burning M60A3s. To their left on the ridgeline looks to be an M901 ITV, near those conifers. There's an M163 tracked Vulcan next to the two M125s. The BMPs are the Davco inaccurate BMP-2s modified by me to BMP-1 standard.  Can't recall how that battle turned out, but I think it's safe to say the Red Army of Peasants and Workers came out on top! A little latter, and the desk is bigger. The hedges are now mostly mounted on pre-made fields, the roads are still Velcro and the Davco BMP-1s have mostly been replaced by Scotia BMP-2s. In the foreground, there's a forward observer for the guns in an MTLB-U in the lee of a house; with him is a field ambulance (!) and a couple of Ural or GAZ trucks.  Centre right, a 4-tank T-72 platoon leads a BMP-2 company in the advance to contact. To their right, in the Soviet centre, a similar force has crested a hill and is about to enter a built-up area. The forward observer has called in smoke screens to hide the attacking force from likely enemy positions on the higher ground on the far side of the village. To this will soon be added a barrage from the SO-122 SP howitzers, in close support as per Soviet practice, and just visible on the centre right edge of this picture. A pair of MiG-27s flash overhead, more for effect than anything else. This is the view from the other side of the battlefield, a little later. Some BRDM-2 armoured cars watch my open flank from behind a  hedgerow. The T-72s have halted to shoot the BMPs onto the ridgeline objective, onto which artillery fire is now falling. The defenders have been seen to comprise dug-in infantry and their M113 APCs. supported by M60A3s. And we're back to the other flank for this last shot. It was possible to get decent results with a bit of weathering and highlighting on these little models. I remember the Scotia T-72s had rather flat turrets so I raised these a bit with a small disc of plasticard underneath. A little bit of filing and sanding tidied up side skirts so the end result was nearly as good as the pricier GHQ models, the few I had of these being reserved for battalion commanders - rank having its privileges, as they say. All of this stuff, and my very first WW2 micro-armour from the late 1960s, still resides in a box in my loft. Will it ever again see action? Possibly not. But it does have the considerable attraction of being tactile in a way a PC game will never be. And it can reproduce the battles, time periods and armies I choose, not those chosen for me by PC game designers. Wargaming with miniatures is enjoying something of a resurgence, although the preferred scale seems to be closer to 1/72 (which models I also still have from my last outing!), though now in resin or plastic. The resulting small-scale section or platoon-level actions appeal less to me than the battalion to company sized ones possible with 1/300 (even if at the cost of compression from a smaller ground scale). So perhaps, one day, a room at home will reverberate to the imaginary din of a desk or table top battle!

    DCS Weekend News: 8th March 2019
    By MigBuster,
      Eagle Dynamics Loyalty Program Following a lengthy client satisfaction review of our existing Bonus Program, we are delighted to announce the new DCS World Loyalty Program. This will replace the Bonus Program and will provide a simpler way to earn rewards and more freedom to use them! ED Miles are similar in many ways to airline miles and can be earned/awarded and used as follows: Regardless if a product has just been released, is already on sale or in pre-purchase, you will always earn ED Miles on the price you paid for the purchase. For each purchase, you will earn 10% of the Purchase Price in ED Miles. As an example: if you purchase something for USD 29.99 you will be awarded 2990 ED Miles worth USD 2.99 on the DCS World e-Shop. You can use ED Miles to purchase any product participating in the program, regardless if they are just released, already on sale, or as a pre-purchase! There is no limit on the number of ED Miles you can use for a purchase. If you have enough ED Miles, you can even pay for an entire product just using ED Miles. ED Miles earned are valid for three calendar years from the time of your last DCS World e-Shop purchase. Existing Bonus points will expire in 2019 on a date to be confirmed. Note that ED Miles cannot be redeemed for cash or any other conversion, and a list of 3rd parties participating in the program will be provided at launch. DCS: F-14 Tomcat Coming Next Week The F-14 Tomcat developed by Heatblur Simulations will be available next week on 13 March 2019 for both the DCS World e-Shop and Steam. Purchase now and take advantage of the pre-order discount; only a few days are left! Purchase from DCS e-shop The Grumman F-14 Tomcat is a two-crew, variable geometry, maritime air superiority fighter that served with the US Navy for 32 years and continues to serve with the IRIAF in Iran. The F-14 was the US Navy's frontline fighter from the 1970s until the mid-2000s. Over the course of its long service life it also became the US Navy’s premier precision ground-attack platform and lone airborne reconnaissance asset. Outstanding features of the aircraft are the swing-wing configuration, crew of two, and the powerful AN/AWG-9 Weapons Control System (WCS) and radar. The AWG-9 allows employment of the powerful AIM-54 Phoenix air to air missile while the LANTIRN pod allows the ability to carry out precision ground strikes using laser guided bombs. The F-14 Tomcat was present during many pivotal historic moments such as the two Gulf of Sidra incidents, Operation Desert storm in Iraq, the conflict in Yugoslavia, Operation Enduring Freedom in Afghanistan and Operation Iraqi Freedom. It was also immortalized in the iconic motion picture, Top Gun, and starred in several other feature films including The Final Countdown, Executive Decision, and others. DCS: Christen Eagle II Available on Steam The Christen Eagle II by Magnitude 3 LLC is now available on Steam. The Christen Eagle II, which later became the Aviat Eagle II in the mid-1990s, is an aerobatic biplane aircraft that has been produced in the United States since February 1977. Designed by Frank Christensen, a veteran WW2 P-51D pilot and aerobatic competitor, it was originally built to compete with the Pitts Special. You’ll find that the Eagle is hard to beat in terms of flying excitement and adventure, and yet the ease of control allows even average pilots to feel like masters of aerobatics. Dare to fly like a true eagle, whether you are learning to fly, or you are an experienced pilot. Inside this powerful aerobatic beauty, you can enjoy solo aerobatics, do tight formation flying, graze the landscape sightseeing, or speed race down the track. You can even teach other people to fly. The smoke system allows you to visualize your stunts for yourself and other viewers. To extend the Eagle’s prowess in DCS, we implemented an internal and external light system which will keep you safe day and night, and a simple autopilot which will allow you to grab your favorite drink while your aircraft safely levels and awaits your return. Sincerely,
    The Eagle Dynamics Team

    Il2 DD Update Dev Blog 218 "P-38"
    By 76.IAP-Blackbird,
    Dear friends,
    The Spring has come and in today's Dev Blog, after some delay, we're returning to our main project - Bodenplatte. This delay in the news has been caused by the fact that during the Winter all the work on this project was made at a deep level - it was hard to make a screenshot of something - but it was a hard work nevertheless. This was known beforehand and planned this way. If you were following us for some time, you may recall that such visible pauses in the development news in the middle of a development cycle happened in all our previous projects and are a result of the effective work and division of labor. But today we finally have some intermediate results to show, and there a lot of them.
    First, we can disclose more details about the map of the project. Previously we mentioned only its size and location, but today we can tell you more information.
    There will be more than 200 settlements of various sizes.
    Air forces of the opposing forces will take off from more than 100 airfields.
    The total length of all roads will exceed 20000 km.
    The reachable zone of the map is 129859 square kilometers (400.8 x 324 km) while the entire map is 176947 square km (460.8 x 384 km).
    The preliminary list of the cities we plan to have ready at the time of release follows:
    The Hauge
    Frankfurt am Main
    Cologne (Köln)
    Again, if you have followed our development before, you may notice that the parameters of the new map are breaking the record once again. This is also the first map to be released with all four seasons simultaneously - a hard challenge for the entire team. To be able to complete the project before the set deadline without compromising quality, our Lead Map Artist Evgeny Isaev has found new methods of development and large cities creation. Also, Evgeny has designed artistic approaches that will not simply repeat the visual quality of the previous maps but will also give players a new visual feel that is characteristic for flying over Western Europe. But enough words, it is time to show you something new - on these screenshots you can see the central areas of Bruxelles, Liege, and Köln:
    But these map development news are not the only ones we have. We can show you the progress we have made on the three coming planes: P-38J-25 heavy fighter, B-25 heavy bomber (AI only), and Me 262 A jet fighter. For the first one of them, P-38J-25, we have used a new approach of creating the exterior and interior 3D models in parallel, not subsequently - at the early stage the model is divided into exterior and interior parts and the coordinates of their seams are stored, then both models are being worked on simultaneously to be connected back at the final step. This aircraft, of course, is unbelievable, what can we say - it's a legend:    
    The B-25 bomber will be AI-only in this project, but we'll try to make its exterior 3D and physical model at the same quality level as our player controllable aircraft. First, this is important for those who will be attacking or defending these planes in the Career mode, campaigns, single scenarios and Coop multiplayer. Second, who knows - perhaps a possibility to make it flyable will reveal itself in the future:  
    The exterior 3D model of Me 262 A "Schwalbe" is completely done, including the official skins. The interior (cockpit) model is almost done (currently the artists are working on its texturing), while our engineers are working on its FM and the physical model of a jet engine. When you look at this legendary aircraft, you can't help but think that it was ahead of its time:  
    To finish today's Dev Blog, we would like to congratulate the beautiful half of humanity on the coming holiday - International Women's Day. Dear girls, be happy!     You can discuss the news in this thread

    Il2 DD Update Dev Blog 217 "Flying Circus"
    By 76.IAP-Blackbird,
    Salute, comrade pilots! 
    For some time, we have not covered the work being done in our aviation workshop, giving the news platform to armored vehicle enthusiasts. But today it is time to return to the planes. And I will tell you what our engineering team is working on now.
    At this time our software engineers are simultaneously developing three legendary airplanes: the P-51D Mustang, the Fw-190 D-9 Dora and the Me-262 Schwalbe, which is the first jet airplane in the "IL-2: Great Battles" series. Undoubtedly, all these airplanes stand out from the rest of the plane-set in terms of their excellent speed characteristics. And as usual making a virtual copy of a new airplane to our stable brings new challenges and tasks we must perform.
    For example, the Me-262 is the first aircraft in our project with a swept wing. It would seem that the difference is not very big, but this circumstance required us to refine the aerodynamics calculation technology. The result of this work will be more accurate characteristics of the stability and controllability of the airplane in lateral movement, which sweep has a significant impact. Daniel has already mentioned about a turbojet engine in the previous diaries, and now work on the Jumo-004B model is in full swing. A dynamic model of the turbo-compressor was assembled, and now work is underway on the engine's thrust, heat and fuel-flow characteristics. Virtually each of the above airplanes required us to make improvements in the models of units and on-board equipment. For example, this is a powerful developed wing mechanization, including slats across the whole wingspan of the Schwalbe, a new gunsight that the Dora and the Schwalbe will receive - they will be the first German airplanes in our project with a gyro gunsight. There is also an automated control of radiators and superchargers on the Mustang. I should note that the P-51D and Me-262 have a sensitive center of gravity when heavily loaded with fuel and ordinance. For example, the Mustang had such a small reserve of longitudinal stability with full fuel tanks that the pilot flight manual instructed pilots to avoid aerobatics with full fuel tanks because of the risk of stall and spin. This quirk of the P-51D will be present in our simulator.
    In addition, two new biplanes for the Flying Circus project have entered the “factory testing” stage. These are the legendary Fokker D7 and Sopwith Dolphin, whose 3D models were revamped by our partner Ugra-Media. This stage involves a large number of in-game tests that we perform before giving the airplanes to beta testers. And for such tests, we use special developer tools that allow us to quickly check various animations, visualization of damage models, operation of instruments and visual effects, such as smoke, fires, dust from under the wheels and others. Today I would like to show you a short video with one of these tests. In this video you can see an in-game test (conducted at a special test base on a distant secret island) where the animation of the landing gear damage was checked. I recorded this video in the fall while working on the implementation of the Sopwith Camel to our project. Often, working on "serious games" we forget that our work is also fun. In this video I just wanted to have some fun with my colleagues, to cheer them up after a period of hard work. So today, my colleagues and I decided that maybe it is a good idea to share this video to you. If it evokes a smile on your face - well, then I recorded it not in vain. If you like it, it may possible that we will show you some more in-game tests that our very serious engineers do:  
    And finally, since we have touched on our Flying Circus project, we would like to show you a series of screenshots from the Arras map which our partners at Ugra-Media are actively working on. In these screenshots you can see the step forward in visualization of the map compared to our previous Great War simulation. Plus, here are the first in-game screenshots of the re-furbished Sopwith Dolphin and Fokker D.VII cockpits which are coming soon:      
    Fly for fun!    You can discuss the news in this thread  

Portal by DevFuse · Based on IP.Board Portal by IPS


Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..