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    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

    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!

    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!

    DCS Weekend news 23 June
    By MigBuster,
    DCS World 2.1.1 Update Now Available Our first big update to DCS World 2.1 is now available. You can either update your DCS World 2 installation using the automatic updater, or you can download DCS World 2.1 from DCS site.   Please note that either the DCS: NEVADA Test and Training Range Map or the Normandy 1944 Map are required. Important additions to version 2.1.1 include: New Gamma Slider to adjust brightness and contrast New units for the World War II Assets Pack like Flak units B-17 bomber equipped with defensive fire Addition of Deferred Lighting and Physics Based Rendering (PBR) War damage zone setting is now supported on Nevada map Many fixes and updates to several DCS World modules You can read a more complete list of version 2.1.1 changes in the dedicated thread on the DCS forum.     Spitfire LF Mk.IX: Epsom Campaign       The first campaign for the new Normandy 1944 Map has entered testing this week, and we hope for it to be available for sale in the near future. This will be a Spitfire campaign and consist of 12 missions that focus on the Epsom campaign following the D-Day landings in June 1944. The missions consist of a combination of armed reconnaissance, intercepts, and directed ground attacks.         For this campaign, we teamed up with the greatly respected "Bunyap", who has created an amazing level of detail and content for the briefings and historical background. All missions and flights in the campaign are based on actual missions down to the squadrons, targets, locations, times, weather, flak locations, etc. We believe this will be the most historically accurate portrayal of World War II air combat in a PC flight simulation.       World War II Aircraft Bonus Weekend   Starting today at 1500 GMT and lasting until 0900 GMT on 3 July we are allowing DCS Users to use their bonus points to take 60% off the cost of any DCS World War II aircraft.       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 DCS World on Steam Summer Sale From now until July 5th, all DCS World modules on Steam can be purchased with a 40% discount!     Sincerely,
    The Eagle Dynamics Team

    DCS News 16 June 2017 New thrustmaster stick
    By MigBuster,
    DCS: F/A-18C Hornet at E3 2017   This week we had the debut showing of the Hornet at E3 2017. We were fortunate enough to share the Thrustmaster booth to give a first taste of what we have in store. The demo was received very well and all who flew it came away quite impressed. Our demo station never had a moment of down time. We also had the pleasure to share our Hornet debut with the debut of the new Thrustmaster Hornet stick. We are sure this will be a great pairing.         When we are ready to offer the Hornet for pre purchase, we will officially announce the product with fanfare. BeTerrific Live At E3 2017 with Thrustmaster Eagle Dynamics     DCS: World War II Update In parallel to the Hornet, other parts of Eagle are hard at work on improving and adding to our World War II series. Some of the more important items include: We fixed some incorrect textures being loaded in autumn season for the Normandy map. We have also been cleaning up some geometry mesh errors in this map. We have added Create Fast Mission support to the Normandy map. Our next step will be to add an "era" function to allow you to determine the time period of units that are generated. New World War II assets continue to be developed at a brisk pace. We are now in the final stages of completing the 155mm Gun Motor Carriage M12 and the A-20 Havoc attack aircraft. These are AI units.       WWII Bundles last days!   Dear customers! We are happy to remind you that the WWII bundles goes on until Monday, June the 19th with up to -60% discount!   You can find these special deals on DCS E-Shop   Sincerely,
    The Eagle Dynamics Team

    Rise of Flight: Combat Reports
    By 33LIMA,
    Making good use of one of the many features of Pat Wilson's Campaign Generator!     One of the many good things that PWGC lets you do in Rise of Flight - apart from create and change RoF campaign settings in about as much detail as most would want - is write detailed combat reports. Some may regard this as tedious paperwork, but to me, it can be highly immersive. And while Wings over Flanders Fields will also let you describe your achievements for later review (as well as giving you the option of making acceptance of your victory claims dependent on your reports thereof), the equivalent PWCG facility lets you type onto a decent sized page, rather than into a single, short window; this encourages a fuller description.   As I'm still spending much of my sim time working on scenarios for the upcoming Panzer Elite Britpack '44-x mod, and just dipping into actually playing other sims for a change of scenery, I thought I might relieve the break in mission reports here on CombatAce by reproducing some of my RoF/PWCG combat reports, illustrated by screenshots taken at the time.  These are from my Richard Stachel campaign, flying the Albatros D.III with Jasta 2 in the heady days of Spring, 1917.   First off, here's one I see dates from a patrol up to the lines on 27 April. We took off at 10:30 and as usual, I had used PWCG to ensure that I was leading the flight (hence the blue streamer that's attached to my left upper mainplane) and had three other flight-mates with me, usually the same fellows each time. To 'get in character', I try to replicate some of the language of the time in these reports, complete with references to 'Englishmen' (or 'Huns' when flying for the British) and incorrect identifications - for example, the Germans tended to describe British 'pusher' aircraft as Vickers types, regardless of the correct manufacturer. Anyway, here's the report, as I recorded it immediately after looking at the handy animated mission 'debriefing' in PWCG.   "At about 10:40 I spotted five aircraft heading east over the lines at about 3000m, slightly above us. Although they were not being engaged by our flak, I observed that they were Vickers 2-seaters. One of the Englishmen broke off to the north-west and the others swung around to the south-west, flying in two pairs, one pair below and slightly behind the other.     By this time, I had drawn away from the rest of my flight. All the Vickers flew back towards their side of the lines, diving slightly, which made them hard to catch.     I finally got in range of the right-hand machine in the lower pair...     ...and hit his engine after several bursts, causing white smoke to trail behind. The other enemies did not intervene and I stayed out of the arc of fire of the enemy observer, despite the aircraft weaving from side to side. Finally I appeared to have hit the enemy pilot and the Vickers fell away to the right and dived to the ground, about 3 Km on his side of the lines.     I then spotted the second Englishman further west, still diving, and although I dived after him and hit him, my ammunition soon ran out and I had to turn east for friendly territory.     As I crossed the lines I was rejoined by Oblt Bohme and Lt Tutschek. I claim one Vickers-type 2 seater shot down and another one damaged."   The 'Vickers 2-seaters' are of course F.E.2bs, a type I haven't bought as a 'flyable' yet, but which still appears in-game as AI-flown.   Not a bad morning's work, it was. And although only two reappeared initially, I brought all three of my comrades home with me, which is always a priority of mine. The next mission was to be rather more eventful.   ...to be continued!

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


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