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DCS Weekend News 21 July
By MigBuster,
Summer Sale Bundle Deals
For the second week of our Summer Sale, we are adding three 60% off bundle deals!
DCS: Combined Arms + DCS: Flaming Cliffs 3
DCS: NEVADA Test and Training Range Map + DCS: A-10C Warthog + A-10C: 16-2 Red Flag Campaign
DCS: A-10C Warthog + DCS: Black Shark
These bundle deals will last until 31 July 2017 at 0900 GMT.
Find them in special section of DCS E-Shop
DCS World Summer Sale, Just Three More Days
Our 2017 Summer Sale will last just three more days, until 24 July 2017 at 0900 GMT. Except for the DCS: Normandy 1944 Map, DCS: World War II Assets Pack, and campaigns, save 50% on all e-Shop purchases! We also recently added DCS: M-2000C to the sale.
Visit our e-Shop here:
Vehicle Modules
Maps
DCS: F/A-18C Hornet Video
To prepare you for the upcoming DCS: F/A-18C Hornet, we are producing a series of videos that discuss the simulation and its features. This first video is an introduction to the DCS: F/A-18C Hornet and what we have planned for it.
See on the DCS YouTube channel
Sincerely,
The Eagle Dynamics Team
The Eagle Dynamics Team
DCS World News 14 July 2017 & e-Shop Summer Sale
By MigBuster,
DCS World e-Shop Summer Sale
We are delighted to announce the DCS World e-Shop Summer Sale that starts today at 1500 GMT and will last until 24 July at 0900 GMT. Except for the DCS: Normandy 1944 Map, DCS: World War II Assets Pack and DCS M-2000 save 50% on all e-Shop purchases!
Visit our e-Shop here:
Vehicle Modules
Maps
A-10C: Tactical Training Qualification Campaign - Now Available
The A-10C: Tactical Training Qualification Campaign is now available from our e-Shop
Trailer Video
The A-10C Tactical Training Qualification campaign puts you in the cockpit of an A-10C Warthog, and tests your ability to interact with JTACs, Airborne FACs, AC-130 Gunships and manage Close Air Support (CAS) assets. Based on real world qualification requirements, you will fly 15 performance check rides to execute against pre-defined performance objectives. If successful, you will rate a Qualified rating and proceed to the next performance objective.
The campaign covers a number of key areas including FAC & JTAC Coordination, Stationary and Moving Target Tasking, Danger Close Tasking, SEAD Tasking, Deep Interdiction Tasking Day & Night, and Deep Interdiction Special Forces Coordination. In addition, you will work with additional CAS assets and cover SADL Datalink Engagement, CAS Mission Management Day & Night, Battlefield Air Interdiction Mission Management Day & Night, and Combat Search and Rescue (CSAR) Mission Management Day & Night culminating in a final Simulated Combat Mission using everything you have learned in the previous missions.
More screenshots
Additionally, 15 single player practice missions are provided so you can perfect your tactics, techniques and procedures. There are over 1,300 voiceovers and over 470 pages of briefing material including the A-10C Amplified Checklist, Blue Force In-Flight Guide, Operation Agile Spirit SPINS, Maps, Target Diagrams, Mission Data Cards and Custom Kneeboards.
The Museum Relic Campaign - Available on Steam
The Museum Relic Campaign is now available on Steam and is a great experience for both the F-86F and MiG-15bis.
"The Museum Relic" is a story driven campaign that takes place between the two small fictional countries of Matova and Obristen. As their war stretches on into its fifth year, both nations are feeling the strain of not being able to replenish any of their lost vehicles. You will fly as a character who, at the beginning of the war, was just a civilian. But after seeing the dire situation his country is facing, decides to enlist in the Matova Army Air Corp. With his enlistment papers, he also brings with him his personal aircraft which he had donated to the Museum years ago.
The DCS: MiG-15bis or DCS: F-86F Sabre are required to be installed and activated into the DCS World 1.5 for the campaign.
Please note that the Steam purchases uses Steam keys that cannot be used with the DCS World e-Shop version.
Visit our DCS World page on Steam
Sincerely,
The Eagle Dynamics Team
The Eagle Dynamics Team
Battle over the internet
By Erik,
We didn't slow down our site today but big ISPs will if they win their fight to roll back internet regulations at the FCC.
American businesses and citizens are in the biggest protest against the FCC to date. The FCC is planning on rolling back regulations from 2015 that classified ISPs and safeguarded our internet. Trump appointed FCC Chairman Ajit Pai has made it his mission to deregulate the internet and thereby giving complete authority and power back to big business ISPs like Comcast and Verizon. The protest starts internet wide on July 12, 2017. Millions of people and businesses are fighting for your rights and we need you to spend a few minutes sharing your vote to help us keep the internet net neutral.
You may say to yourself this doesn't involve me but you'd be dead wrong. Once the regulations are removed there's no going back and big ISPs will control everything from what they mine from your content to the speed at which they deliver it.
You can't sit this one out we need you!
GO NOW!!! ----> https://www.battleforthenet.com/
Background Info: http://www.npr.org/sections/alltechconsidered/2017/07/11/535804285/internet-companies-plan-online-campaign-to-keep-net-neutrality-rules
DCS weekend news 30 June 2017
By MigBuster,
DCS World 1.5.7 Update
Today we have released a new update to Open Beta DCS World 1.5, with the primary new feature being the support for the DCS: World War II Assets Pack.
Although primarily developed for the DCS: Normandy 1944 Map, these World War II period units work just as well in the Caucasus map. We hope this provides you another option for creating engaging World War II themed missions.
Purchase the DCS: World War II Assets Pack in DCS E-Shop
You can find the complete changelog of this DCS World 1.5 update here.
Bundle Deals
This week we are happy to offer two bundle deals that include both DCS: Combined Arms and the DCS: World War II Assets Pack for a 40% off savings:
DCS: Combined Arms + DCS: World War II Assets Pack
DCS: Combined Arms + DCS: World War II Assets Pack + DCS: Normandy 1944 Map
These bundle deals start today at 1500 GMT and will last until 10 July 2017 at 0900 GMT.
You can find them in the special offers of DCS E-Shop
DCS World New Maps Update
Now that the DCS: Normandy 1944 Map has been released and we are in a tuning and bug fixing mode, some of our map team has shifted their focus to two other maps we have in development:
New Caucasus Map. Based on the existing map in DCS World 1.5, we are working on a huge update that will include:
Improved textures for all seasons
Improved and higher resolution ground elevation mesh
Improved ground object textures for buildings, roads, bridges, airfields, etc.
Adding terrain shadows based on time of day
New tree system for more and better-looking forests
Additional map area in the southern portion of the map
Added procedural grass
Most important though, this updated map will incorporate our new map format and technology that will allow it to be merged into a single DCS World version that includes all of the other maps. The completion of this map is a critical component of moving all DCS World to version 2 and saying goodbye to DCS World 1.5.
As this will update our existing Caucasus map, this update will be for FREE!
DCS: Strait of Hormuz Map. In parallel, our map team is hard at work on the Strait of Hormuz map and making great progress. Using the same map format and technology as the New Caucasus map and the others, this map will also be part of a unified DCS World 2.
As with the DCS: NEVADA Test and Training Range Map, the DCS: Strait of Hormuz map will blend satellite imagery with art-created textures such that it looks good from squirrel-level to 60,000 feet and beyond. We are particularly looking forward to making this a great home for our
DCS: F/A-18C Hornet.
DCS: World War II Bonus Action Continues
Lasting until just Monday, July 3rd at 0900 GMT, save up to 60% on all DCS: World War II aircraft products using your bonus points.
These include:
DCS: P-51D Mustang
DCS: Spitfire LF Mk.IX
DCS: Bf 109 K-4 Kurfurst
DCS: Fw 190 D-9 Dora
Find these and all of our other aircraft modules in the DCS E-Shop
Sincerely,
The Eagle Dynamics Team
The Eagle Dynamics Team
3Division Interview
By Skyviper,
CombatACE Interview with Peter Adamcik
Since 1972 the Soviet Air Force, it's successors, and many other nations have operated a unique attack helicopter. The Mi-24 Hind, or the Flying Tank. Other nations have employed the Mi-25 and Mi-35 variants of the attack helicopter, capable of delivering eight fully armed troops into battle. This 55ft 9in (17.0m) long helicopter has seen action in numerous conflicts and thanks to efforts of Peter Adamcik, it could soon see action in digital fields of battle that will take place on PC or XBox One.
Peter Adamcik is the founder of the indie game developer 3Division Entertainment. He's a programmer and game designer, who sometimes enjoys creating some graphics. He hails from Slovakia and today he's agreed to do an interview with CombatACE about their game Air Missions: Hind.
Please note that our quest answered our questions in his language and had Google translate to put them in English. Because of this some answers may not flow very well. I did my best to interpret what Mr. Adamcik was saying while keeping his answers original as possible.
Thank you for taking the time to do an interview with us. To get started, could you tell us what motivated you to enter the gaming industry?
The passion from creating the games. I have been programming games since high school. Plane Arcade was one of the games [i made] from that period. Then after high school I was able to jump into game development as a professional with my own project (Air Conflicts back in 2006)
A lot of games these days focus on RPG or FPS elements. What inspired you to develop Air Missions: Hind?
The main reason was simply that it should be the first project out of my studio without any publisher or partner company (almost all previous projects had some publishing or dev partner), so I need something that I know, I can handle. Since I have a lot of skills with creating action airplane games, I decided on helicopters because it is different, while technically, and in terms of gameplay still similar to airplanes. Also I see the flight sim genre as a good way of using my own/custom 3D engine - I think it is still easier to make FPS on 3rd party engines like Unity or Unreal than the flight sim.
Of all the combat helicopters in various Armed Forces around the world. Why did you and your team settle on the Hind?
Simply because I like it and it's a beautiful multi-functional aircraft, also I played alot Hind 1996 as a child. Nice thing about being an independent developer, you can develop because you just like :-). Also I believe there are still a lot of people with the passion for this helicopter too.
What were some the challenges you and your team encountered during development, and how were those challenges overcome?
I must say there was no big issues luckily, but I see the missing realistic control mode (something based on real physics) as a failure. This is something really missing from the game, I just could not find a programmer who could add it into the game, or it would've be too expensive to do with no guarantees of the results. But there are more control modes; for casual players, then for those who want a slightly more realistic mode, and then another that is a bit more realistic. Some players are saying the modes are realistic enough, even they are not based on physics.
What are some of the features that will make Air Missions: Hind be unique when compared to similar games?
I think because it is a helicopter simulator, there aren't a lot of helicopter games that were released in last couple of years. Also I think unique because the focus is on eastern helicopters and finally, I think not a lot of games have a side of classic MP modes and the online co-op mode. Also there is a mission editor (100% without scripting) you can create then publish your mission to be available for other players. Missions from made in the editor can also be played in co-op mode! Also your readers may be interested to know that there is support for three input devices (flightstick, throttle, pedals), there is also custom mapping and TrackIR support. Yes all I mentioned is supported!
Speaking of features, which was the most difficult feature to create for the game and why?
The editor was the most difficult, it took a lot of effort to get it done. The same can be said for the Co-op feature because it wasn't easy to do either! :-)
What can players, who enjoy flight simulators, expect from Air Missions: Hind?
The game is a mix between arcade and simulator, I saw that some hardcore simulator players are really enjoying it, while some of them do not; not sure about ratio, so just try it and you will see! :-)
Depending on the success of your game, what other projects are you planning to release in the future?
Right now if I count my first flying game - Plane Arcade, it's been about 12-13 years since I started making flying games. So I decided that the next project will not be a flying game, sorry guys!.The next game will be a tycoon-like strategy - you can check out the video here of it's alpha stage. https://www.youtube.com/watch?v=KIkRXZv7tYU , More videos will come over time, it's still an unannounced project. It should be officially announced this year. But speaking of next flying project, I considered a project with MIGs, but right now I decided to do the tycoon project. I think maybe one day I will come back and make [the MIG] project!
When do you plan to release Air Missions: Hind and on what platforms will it be available on? If it's on PC can the game be modded?
The game is available now on PC and Xbox One - I think this will be the first aircraft simulator on Xbox One? Correct me if I'm wrong (I'm not counting the games where you can fly in them, because they are not primarily about flying)
Thank you Mr. Adamcik for taking the time to tell us about your game! For those interested in learning more about Air Missions: Hind or 3 Division Entertainment, we invite you to visit the links below. Thank you for checking out this interview!
Since 1972 the Soviet Air Force, it's successors, and many other nations have operated a unique attack helicopter. The Mi-24 Hind, or the Flying Tank. Other nations have employed the Mi-25 and Mi-35 variants of the attack helicopter, capable of delivering eight fully armed troops into battle. This 55ft 9in (17.0m) long helicopter has seen action in numerous conflicts and thanks to efforts of Peter Adamcik, it could soon see action in digital fields of battle that will take place on PC or XBox One.
Peter Adamcik is the founder of the indie game developer 3Division Entertainment. He's a programmer and game designer, who sometimes enjoys creating some graphics. He hails from Slovakia and today he's agreed to do an interview with CombatACE about their game Air Missions: Hind.
Please note that our quest answered our questions in his language and had Google translate to put them in English. Because of this some answers may not flow very well. I did my best to interpret what Mr. Adamcik was saying while keeping his answers original as possible.
Thank you for taking the time to do an interview with us. To get started, could you tell us what motivated you to enter the gaming industry?
The passion from creating the games. I have been programming games since high school. Plane Arcade was one of the games [i made] from that period. Then after high school I was able to jump into game development as a professional with my own project (Air Conflicts back in 2006)
A lot of games these days focus on RPG or FPS elements. What inspired you to develop Air Missions: Hind?
The main reason was simply that it should be the first project out of my studio without any publisher or partner company (almost all previous projects had some publishing or dev partner), so I need something that I know, I can handle. Since I have a lot of skills with creating action airplane games, I decided on helicopters because it is different, while technically, and in terms of gameplay still similar to airplanes. Also I see the flight sim genre as a good way of using my own/custom 3D engine - I think it is still easier to make FPS on 3rd party engines like Unity or Unreal than the flight sim.
Of all the combat helicopters in various Armed Forces around the world. Why did you and your team settle on the Hind?
Simply because I like it and it's a beautiful multi-functional aircraft, also I played alot Hind 1996 as a child. Nice thing about being an independent developer, you can develop because you just like :-). Also I believe there are still a lot of people with the passion for this helicopter too.
What were some the challenges you and your team encountered during development, and how were those challenges overcome?
I must say there was no big issues luckily, but I see the missing realistic control mode (something based on real physics) as a failure. This is something really missing from the game, I just could not find a programmer who could add it into the game, or it would've be too expensive to do with no guarantees of the results. But there are more control modes; for casual players, then for those who want a slightly more realistic mode, and then another that is a bit more realistic. Some players are saying the modes are realistic enough, even they are not based on physics.
What are some of the features that will make Air Missions: Hind be unique when compared to similar games?
I think because it is a helicopter simulator, there aren't a lot of helicopter games that were released in last couple of years. Also I think unique because the focus is on eastern helicopters and finally, I think not a lot of games have a side of classic MP modes and the online co-op mode. Also there is a mission editor (100% without scripting) you can create then publish your mission to be available for other players. Missions from made in the editor can also be played in co-op mode! Also your readers may be interested to know that there is support for three input devices (flightstick, throttle, pedals), there is also custom mapping and TrackIR support. Yes all I mentioned is supported!
Speaking of features, which was the most difficult feature to create for the game and why?
The editor was the most difficult, it took a lot of effort to get it done. The same can be said for the Co-op feature because it wasn't easy to do either! :-)
What can players, who enjoy flight simulators, expect from Air Missions: Hind?
The game is a mix between arcade and simulator, I saw that some hardcore simulator players are really enjoying it, while some of them do not; not sure about ratio, so just try it and you will see! :-)
Depending on the success of your game, what other projects are you planning to release in the future?
Right now if I count my first flying game - Plane Arcade, it's been about 12-13 years since I started making flying games. So I decided that the next project will not be a flying game, sorry guys!.The next game will be a tycoon-like strategy - you can check out the video here of it's alpha stage. https://www.youtube.com/watch?v=KIkRXZv7tYU , More videos will come over time, it's still an unannounced project. It should be officially announced this year. But speaking of next flying project, I considered a project with MIGs, but right now I decided to do the tycoon project. I think maybe one day I will come back and make [the MIG] project!
When do you plan to release Air Missions: Hind and on what platforms will it be available on? If it's on PC can the game be modded?
The game is available now on PC and Xbox One - I think this will be the first aircraft simulator on Xbox One? Correct me if I'm wrong (I'm not counting the games where you can fly in them, because they are not primarily about flying)
Thank you Mr. Adamcik for taking the time to tell us about your game! For those interested in learning more about Air Missions: Hind or 3 Division Entertainment, we invite you to visit the links below. Thank you for checking out this interview!
A Tale of Two Triplanes
By 33LIMA,
Back-to-back missions in Sopwith's trend-setter!
For most non-multiplayer combat flight simmers, can anything be more frustrating than losing the pilot you have been carefully guiding through the perils of a single player campaign? The answer, of course, is 'Yes' - losing two campaign pilots, one after the other.
It happened to me in Wings over Flanders Fields, yesterday. First to get the chop was my current German fighter pilot, who was flying an Albatros D.III with Jasta 5 in May 1917. The mission started normally, but soon after this picture was taken, shortly after take-off...
...I noticed friendly flak bursts behind, in the direction of the airfield we had just left. Their target was a marauding flight of S.E.5s, and although I got one of them after a tough dogfight, when I turned back in search of the rest of my own flight, all I found was two more S.E.s. I did not survive the wounds which resulted, despite managing a forced landing.
Turning for succor to my concurrent Roland C.II two-seater campaign, things went rather better...for a while.
We soon ran into a flight of our opposite numbers, in the form of some Sopwith 1 1/2 Strutters, and although they started with a height advantage...
...we seemed to be getting the better of them. I forced down one with hits from my forward-firing gun, but then allowed myself to become distracted, watching while my observer had a crack as the Sopwith went down...
This lack of attention to where I was going caused me to commit a cardinal sin in the WoFF Roland, which is to say, I let the nose come up too high, in a turn. I only noticed and recovered from the resulting loss of height in time to clip some trees with a lower wingtip. The crash in a field which followed robbed me of my second campaign pilot in the space of an hour!
They say when you fall off a horse, the best thing to do is get straight back on, so that's what I did. Except this time, I was in the mood to fight for King and Country, rather than Kaiser and Fatherland. And replaced both pilots by parallel ones - one each in Rise of Flight and Wings over Flanders Fields.
For a mount, I chose the Sopwith Triplane. I recall that my first serious knowledge of this machine came with one of the very first books I ever bought, the little Hippo Books Aircraft of World War 1, by well-known aviation writer JWR Taylor.This informed its readers that '...Triplanes were flown operationally only by Naval squadrons, who gained complete supremacy over the enemy in the spring and summer of 1917.' That's as may be, but the Triplane seems to have been a modest improvement over the delightful Pup and was soon overshadowed by the Camel. And it's not the most attractive of aircraft, to my eye - when RFC ace James McCudden wrote that he thought the reported Fokker Triplane was a rather quaint thing and expected that seeing one shot down would remind him of a Venetian blind collapsing, I suspect it was the earlier Sopwith Triplane he was picturing in his minds eye. Neverthess, the Germans were sufficiently impressed by the 'Tripehound' to embark on a serious bout of immitation, with many planemakers churning out triplanes, only Fokker's being particularly successful.
For both RoF and WoFF careers, I named my pilot Richard Collishaw, potentially a sibling of famous Triplane exponent Raymond Collishaw. Would the name bring me luck? Let's find out, starting with Rise of Flight!
...to be continued!