martes, 25 de marzo de 2014

DCS: Mig-21Bis (IV)

Mini Update de Leatherneck Simulations sobre los progresos en el futuro Mig-21Bis. Interesante recalcar que este comunicado se habla de que se han producido avances apreciables en el desarrollo, y que es muy posible que ya esté en un estado de cercano a "Beta". Mi apreciación es que salvo sorpresa, no lo veamos para la versión 1.2.8 de DCS: World, sino para la siguiente, la 1.2.9, a menos que haya una sorpresa. Aun así, este añadido es muy esperado por la comunidad, esperemos que estos ultimos pasos que parece que le quedan sean lo mas rapido posible.
We're all hard at work behind the scenes, hence the slight gap in structured information. We've been aiming at providing you with a more "meaty" update, but hopefully this stop-gap measure will provide a small measure of relief until that one is completely ready.
Every feature and system that is required for release is now implemented.
All of these components are undergoing testing and iteration, to make sure everything is working as intended.
In the past few weeks we have also replaced several legacy components, including a full overhaul of the weapons and their definitions. (See weapons thread)
The AFM has been finished for several months.
Essentially -- we are preparing the aircraft for testing and approval.
We've made considerable progress in mission and campaign construction, including tutorial missions. These are going to be voice-acted in the next few days. Another critical learning component: the manual, will soon reach its' final iteration, at which point we can initiate localizated translations.
Art-wise; -Rudel- is now working on the last, and final, exterior component of the aircraft, which is the tail and vertical/horizontal stabilisers.
Livery creation is in full swing on already completed parts. Stencils (decals) have proved to be a major timesink.
We're recreating these in multiple languages, as several countries had localized ones.
In the past few weeks we've also completely overhauled the art of roughly 60% of our custom weapon models and textures.
Apart from the aforementioned; all other art is ready for release.
Hopefully this gives you a small overview of the state of the aircraft,
and we look forward to sharing much more with you in the coming update.

Thank you for your patience and support,
Leatherneck Simulations

DCS: World Update (XII)

Descuentos de primavera en DCS: World:
From March 26th to March 31st, Eagle Dynamics will have discounts up to 60% off the following DCS products:
DCS: P-51D Mustang. $39.99 now $15.99 (60% off)
DCS: UH-1H Huey. $49.99 now $19.99 (60% off)
DCS: Flaming Cliffs 3. $49.99 now $19.99 (60% off)
DCS: A-10C Warthog. $39.99 now $27.99 (30% off)
DCS: Black Shark 2. $39.99 now $27.99 (30% off)
DCS: Black Shark 2 Upgrade. $29.99 now $20.99(30% off)
DCS: Mi-8MTV2 Magnificent Eight, Pre-Purchase Beta. $49.99 now $39.99 (20% off)
DCS: Combined Arms. $29.99 now $23.99 (20% off)
A-10A: DCS Flaming Cliffs. $14.99 now $11.99 (20% off)
Su-25: DCS Flaming Cliffs. $14.99 now $11.99 (20% off)
Note: As these are products on sale, purchases during this sale will not be applied to the DCS Customer Bonus System.

DCS: World WW2 1944 (VIII)

Hay novedades en cuanto al desarrollo de WW2, con algo de retraso, RRG Studios a puesto información de los "Backers" colaboradores de la KickStarter, un foro privado para poder acceder a información en exclusiva sobre el desarrollo de este simulador basado en DCS: World. También ha activado el servicio de regalos según la cuantia que cada uno de los Backers hizo en su momento.

El comunicado oficial, que explica como acceder y diversas soluciones en caso de problema

Updace 32# WW2
The Backer Rewards Section is Finally Here – in Beta
Comment Like 
Well, it took way, way more blood and guts than anyone could ever imagine, but we finally have it.
If you’re a project backer, you can manage your rewards here:
We also have a closed Backers forum here:
This is currently in beta – feel free to play around with this as much as you like.
Please note that this only shows the rewards from the rewards matrix. 
Anticipated problems:
Log-in and email mix-ups;
Wrong reward selection;
Wrong tier selection;
Bad logic when selecting eclectic reward combinations.
Missing features:
Not currently showing Completed Rewards for those of you who have already received your product keys;
Not showing non-matrix rewards for higher tier backers, such as custom aircraft paintschemes. 
Here’s how this works.
Whether you backed on kickstarter or via paypal, you should be able to use this system.
Please note that the DCS site requires two separate logins, one for the site, and the other for the forums. 
The Backer section is linked to the email address you used for your pledge.
If you already have a account linked to that email, you should be able to log in and immediately use the Backer Rewards page.
If you do not have a account linked to that email, please create one. It will give you access to all features on the site, including the Backer Rewards page.
If you already have a account linked to a different email address, unfortunately we do not have an automated way to deal with that. Please email from the email address currently on your DCS profile (not the kickstarter backer email address) and let us know which email address you used to back the project. We’ll be changing the backer email address to your DCS account email address (not the other way around). 
Same goes for the forums.
If you already have a account, and it uses the same email you used to back the project, you should be able to log in and get access to the backer forum automatically.
If you do not have a account, create one with the same email you used to back the project, and you should get access to the backer forum.
If you already have a account, but it uses a different email address than the one you used to back the project, unfortunately we do not have an automated way to deal with that. Please email from the email address currently on your forum profile (not the kickstarter backer email address) and let us know which email address you used to back the project. We’ll be changing the backer email address to your forum account email address (not the other way around). 
Now, if you are using one email for the account and a different email for, then unfortunately we won’t be able to link them. You’ll have to create a new account with a matching email address in one place or the other. 
We'll be adding the missing features in the next couple of days. Hopefully no serious issues will be found in beta, in which case we'll be going live ASAP.
For any issues, please post in the Backer Forum, or email

DCS: World Update (XI)

Tres nuevas imangenes del motor grafico EDGE han sido publicadas en los foros de Eagle Dinamics, en ellas se ve el antiguo teatro del caucaso, aprovechando ciertas mejoras de este nuevo motor, los cambios de luces, profundidad y resolución son apreciables.
Su-25 in winter

miércoles, 19 de marzo de 2014

DCS: Mig-21Bis (III)

El Manual del modulo del Mig-21Bis está en progreso.
About the manual
Lot of people asked similar questions: will it be available in their language, how does it relate to original 21 manual, is it near completion etc.
Since we are making 21Bis mod for DCSW, there are differences between simulated 21Bis and real 21Bis (as you must have noted so far). Therefore, the only relevant document for DCS MiG-21Bis will be its manual. This does not prevent you from using any other document you might have, but DCSW MiG-21Bis will be what’s written in its manual.
Manual is near completion, still, I have to write and illustrate missing parts concerning recently added features, most notably new weapon use and complex navigation subsection (e.g. radials interception with RSBN). Note that manual can be finished after we finish everything else (e.g we need finished internal/external model and textures for manual illustrations). Before we conclude it (“lock” it), it has to be approved by Eagle.
Manual in your language? Absolutely.
Once concluded in English, manual will be available for translation to anything community can provide. Document containing the detailed “call for translators” will be presented here on time. Translations that satisfy required standards, quality and are delivered in time will be included in official release. Other translations (rejected, late, partial etc.) can still be presented to community here or elsewhere to support local players, but will not be included in release.

martes, 18 de marzo de 2014

The Naval SITREP #45

CoA nos da la portada del numero 45 de The Naval SITREP para los productos de Clash of Arms (Fear God and Dreadnought, Comand at Sea y Harpoon. Parece que trae interesantes escenarios e información.

CoA: Command At Sea: Shattered Armada

Clash of Arms está preparando nuevo modulo para Command At Sea, su wargame naval de la segunda guerra mundial y años precedentes y posteriores anteriores a la epoca de los misiles antibuques. En esta nueva ampliación, de nombre "Shattered Armada" o Armada Rota en español, se centra en los tres años de la guerra civil española (1936 a 1939), con unidades navales y aereas del bando nacional y republicano, y varias unidades de las marinas extranjeras que participaron en la contienda. Os pongo la portada provisional sacada de la pagina de Clash of Arms

A ver cuanto tardan en sacarlo a flote.

domingo, 16 de marzo de 2014

DCS: World Update (X)

Wags ha puesto nuevas imagenes del sistema de renderización (el nuevo motor EDGE). Atentos a la profundidad de campo, calidad de imagen y curvatura de la tierra.
Work in progress of the new rendering system in action.

DCS: Mig-21Bis (II)

Otro update de LeatherNeck Studios, en este nos da un pequeño update del armamento que veremos en el Mig-21Bis.
OK, it's late, I'm still awake, just finished few things with Mike /Rudel/.
I have few minutes for update - not a fancy one /I have low-end PC, no fancy screens.../.
In latest set of weapons tests, Roland and I implemented 3 pods available for RU planes: GUV-7800 G, GUV-7800 M and UPK-23-250. Note that I have never saw 21Bis with any of these.
Most integrated weapon is UPK-23-250. Really impressive thing and closest to MiG-21Bis weapon system. I really recommend that one instead of 7800M. It has 2xGsh 23mm guns /which is the same gun 21 have/ and can pack serious punch. Besides, it fits the ASP natively. Pure Eagle weapon, no tweaks or "guessed" stuff. UPK will come with 21 for sure, well see about other things /more integration and tests needed... time?/.
I have no screens at the moment, sorry. Mike might fire few rounds for you if he has some time tomorrow.
As for the Kh-66, it's done also. You will have difficulties with this weapon, although it is a fun and a challenge to use it. Ill tell you just one thing that will create a lot of problems: asymmetric load after one missile is fired. Asymmetric load for heavy payload is not allowed on 21.
However, once you get in the cockpit it will be your problem. At the moment it is ours. You'll have to discover other problems and realize why weapon development went the other way.
We only need to integrate new Kh control box although it could be used even without it.
(Note: screens here are 3 days old, that's all I have at the moment.)

DCS: World WW2 1944 (VII)

Nuevo update de WW2 gracias a RRG Studios. Tengo que comentar que RRG ha frenado de golpe el desarrollo de este nuevo addon, tal vez por problemas en el desarrollo sobre DCS: World y el nuevo motor EDGE. Veremos si esto los podemos ver solucionado.
Friday March 07, 2014 Development Update – We're Getting THere
6 comments   Liked  17 likes
These regular updates are really hard to do when you’re in pre-alpha. If there’s one thing I learned during this project, it’s that there really was a very good reason for the industry standard to announce and market projects after they’re ready and playable. 
I yearn for the days of yore when I could just boot up a game, set up a quick scenario, snap a bunch of action screenshots, and be done with a Friday update in an hour. 
Actually, I yearn for the day of even yore-er yore. Seems like it was just yesterday when I could say, hey, I’d like to fly plane X. And a month or so later I’d be flying it. It’s only been, what, 10 years since that was the case. Of course, there’s no going back to that. Even the simplest flying games of today probably can’t do an airplane in a month. I myself can barely stand to look, much less to fly, airplanes from 10 years ago. But I am still a bit sad about all the work that goes into the extra quality. If you were to draw a graph on work hours vs simulation quality, the line grows exponentially. 
And while you’re here, close but not quite at the self-imposed 100%, progress is very hard to show. 
First of all, here’s where we are with the backer rewards section. We really tried to have it operational last Friday, but internal testing showed that once again we had a logical flaw for larger reward tiers with more than one copy of a stock plane selected. Had to drastically redo the flyable selection this week. Lost all the prettiness and ended up with a painfully simple design, but at least it works. 
I guess the page is ready for the world, we just have one final task: to merge the kickstarter and paypal database of backers with the DCS site member list, the hardest part of which is dealing with accounts for backers that do not currently have a user profile. 

On the aircraft front, we finally do have a delay on one aircraft model, the P-47 external. We had a long unpleasant saga with trying to get high-quality original blueprints for it last summer. That took longer than anticipated, and what we got was not as thorough as we needed. Once we finally got into animating all the bits and pieces of the aircraft, we’ve realized that our data was not good enough, and that some parts would go out of alignment when moved. We had to go chasing pixels, and start fitting parts back together, animating, measuring, refitting, and trying again. This, again, goes back to my earlier point about standards. In an older game, we’d never care that an aileron slightly clips through the wing when fully deflected. We wouldn’t care that a gear strut does a physically impossible warp a few inches to the side in order to move to the down and locked position. And so with DCS, we have to go and make sure every movement is absolutely perfect, spending more time on these details than on the entire model in an older project. 
The 109, our flagship, the pinnacle of our hopes and desires, is still a bit shiny everywhere. Not nearly as bad as two weeks ago, but it still fluctuates. Graphics programmers are slowly but surely moving DCS over to DX11, and it’s a process. 
The choice for me is extremely painful - show nothing, or show something that does not look great. 
From switch to shining switch
The cockpit programming is complete. All the gauges and switches and systems are working, except, annoyingly from the point of a Friday update, you cannot see it in the cockpit yet. We can see it all in debug mode. However DCS cockpits are done in a peculiar complex way, different from what we’re used to from before, and a programmer cannot simply tell a certain needle to rotate a certain number of degrees. As it is during most of the process, the cockpit mesh is a monolith. In our previous projects, we would simply make each moving part a separate object with a pivot, and the programmer would move that object about that pivot when needed. In DCS, we have to do a lot more work on cockpit animations, doing them manually, and we’re still waiting for them to be complete. 
In the meantime, all the gauges gauge, and the switches operate all the systems, the radio talks, the AFN2 guides you to airfields (the only objects at the moment you can guide to), everything works, and this would have been a great time to make a cockpit procedures video, except you can only see all of that happening in debug readouts and not in the cockpit 3D model. 
So, since I’ve made too many overly optimistic predictions in the past, I won’t this time. I will only say that it’s very frustrating for me to write these kind of updates, that I really want to have a fully functional plane I can take for a spin and screenshot away, and that we really are tantalizingly close.

DCS: World Update (IX)

Eagle Dinamics nos muestra una imagen de la futura cabina del Su-33 6DoF para FC-3.

DCS: Fw-190D-9 (I)

Eagle Dinamics y RRG Studios nos dan nuesvas imagenes del Fw-190D-9, las imagenes no serían reseñables si no es porque se atrecian delalles en las imagenes fuera del desarrollo del aparato, según ED, el aparato está "volando" sobre el nuevo motor EDGE, aún asi, veremos que nuevas noticias nos llegan.

DCS: World Beczl Mig-21Bis (II)

Impresionante imagen del Mig-21Bis de LeatherNeck Studiios despues de la reforma de la 3rd Partie.

RAZBAM Mirage 2000C (II)

RAZBAM nos muestra los modelos 3D del Matra Magic 530 y 550, parte del armamento aire-aire que veremos en el modulo del Mirage 2000C en DCS: World.

DCS: Belsimtek F-15C AFM (I)

El patrocinador Belsimtek nos da nueva información sobre el desarrollo del AFM (Advanced Flight Model / Model de vuelo avanzado) para el F-15C de FC-3, esperemos que Belsimtek nos pueda sorprender con un modulo "hardcore" en el futuro. Mientras hay muchas interesantes cuestiones en el desarrollo de este AFM que podría dar lugar a mejoras en futuros aparatos de la serie.
BelSimTek Nearing Completion of F-15C Advanced Flight and Engine Models
The original F-15C flight model currently featured in DCS was developed over a decade ago and represents an earlier generation of simulation technology. Despite demonstrating generally correct aerodynamic performance under normal flight conditions and providing great gameplay, current user expectations, available computer power, and developer expertise demand a higher level of fidelity. As a result, a comprehensive advanced flight model of the primary U.S. jet fighter, the F-15C Eagle, has been under development for DCS.
The complete aerodynamics model accounts for mass, force, and moment interactions of the aircraft’s elements as subjected to airflow. Unlike the previous model, which regarded the aircraft as a single point of focus, the new flight model consists of individual aircraft elements carefully tuned to reflect their unique aerodynamic characteristics and joined together to determine the sum vector of the airframe’s momentum.
Over a year a hard work has gone into the development of this model and now it is finally ready for initial external testing. The primary element of the new model is accurate aerodynamic performance that closely matches the characteristics of the real F-15C Eagle throughout the flight envelope, including in critical angles of attack, stalls, and spins. Maneuverability characteristics are also correctly modeled throughout the flight envelope, providing accurate performance in acceleration, available sustained G, maximum airspeeds, maximum altitudes and other characteristics.
Of course even real aircraft differ somewhat from their documented performance characteristics due to slight individual variability, but we have made every effort to ensure you are truly immersed in the experience of driving – without a doubt – one of the best fighters of the 20th century.
In addition to the aerodynamics model, the flight model includes a new engine model, based on the F100-PW-220 engine with increased dry and afterburner thrust. The model accounts for inverted and negative G flight effects and features a special afterburner component model. The flight model also includes a new fuel system model as well as nosewheel steering and wheel brake component models.
Special attention was paid to accurately recreate the design of the F-15C flight control system, including Pitch Ratio control adjusted for airspeed and altitude, Aileron/Rudder Interconnect (ARI), Control Augmentation System (CAS), Attitude and Altitude autopilots, and the Pitch Trim Compensator (PTC).
The new model significantly improves the entire flying experience, making special flight conditions like air to air refueling, landing, and edge of the envelope flying far more dynamic, exciting, and even more challenging. Straight and level flight no longer feels like “flying on rails” while maneuvering flight provides a sensation of the power and control in your hands.
At this stage of development, we can confidently provide a highly accurate aerodynamics model of the F-15C accompanied by a partly reproduced systems model.
The estimated release date of the new flight model for F-15C Eagle DCS module is late March, 2014.

DCS: World: RAZBAM T-2 BuckEye (II)

Nuevo update del desarrollo del T-2 de RAZBAM
Hey all, since the T-2 updates have slowed a bit, I figured that would justify more detailed updates within their own separate thread to keep updates more organized. so here goes...
I'm just the flight model and system coder so no new eye candy, unfortunately all my stuff is under the hood. 
1. Now that we have branched into multiple projects at a time, I am reworking the entire code structure to be even more modular than before. I did a little bit of this before but I'm breaking everything up even further so that common code elements can be dropped in across airframe models relatively easily. This is taking a bit of time but hopefully will save time in the long run
2. Matured some of the systems models to include engine, hydraulics, and landing gear. The code structure has been developed for the electrical system and I hope to try integrating some of the example radio code to try that out as well. I also hope to improve the weapons coding a bit. I'm also making small tweaks and improvements as I learn more about the SDK.
3. The flight model is pretty solidified. Once I get the engine model a little better I can start doing performance comparisons to the spec. I've done very minor spot tests and they look really good.
I know many of you were under the assumption that because other projects were being worked on, that the T-2 is completely dropped but that is not the case at all!
Back to work

DCS: Coretex Designs F/A-18E Super Hornet (I)

Coretex Designs nos da despues de muchos meses una actualización del desarrollo del modulo del F/A-18E para Coretex Designs. A esta 3rd Partie todavia le queda mucho tiempo para poderlo terminar, incluyendo esperar a que Eagle Dinamics implemente mucha funcionalidad que será necesaria para este modulo (radar de tierra / operaciones embarcadas). Aun así seguiremos muy atentamente su desarrollo.
Coretex Designs
Update: 01-01-14
In the past three months we've made some great progress throughout our development. Below you will find some of our development updates categorized by their areas of progress.
Company Progress
- We're in the process of registering Coretex Designs as a Limited Liability Company. We are expecting our registration to be completed mid-March.
- A new programmer has joined to ease the workload of development.
- A new cockpit artist has joined Coretex Designs to work on all our modules. (The_Fragger)
F/A-18E Super Hornet Progress
Note: Everything is a work in progress, and should not represent the final module.
- We are still proceeding with testing and tuning the flight model to our testers feedback.
Cockpit Programming
-Weapons systems are being implemented.
- Added Manual and CCIP modes in conjunction with Single, Salvo, Ripple Single, and Ripple Multiple sequences
- EADI (Electronic Attitude Display Indicator) Added
- EFD (Engine Fuel Display) Completed
- AOA (Angle Of Attack) Indexer Added
3D Progress
(Photo's Below)
- Hook Re-Vamped
- Refueling Probe Re-Vamped
- Pylons Re-Vamped
- ECS (Environmental Control System) Auxiliary Duct Doors Added
- KY-58 Control Panel Added
- Wing Flex Added
- Pilot Complete (Created By: Sven Borchert)
2D Progress
(Photo's Below)
- Pilot Diffuse/Normal Maps Complete (Sven Borchert)
- Cockpit textures are actively being worked on. (The_Fragger)
At the top of this thread you will find a poll we have created that we would like your input on. Your input will determine our next course of action, and it would be appreciated greatly.
As always, we hope you stick around to follow our updates, and support our development. If you have any comments, concerns, or suggestions feel free to contact us through Skype, Email or any of our social media networks posted below.
Thank You, The Coretex Designs Team