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Age: 48
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PostPosted: Sun Feb 15, 2015 12:53 pm    Post subject: DCS World 2 Reply with quote

No... purtroppo per chi già conosce la notizia non è ancora uscito...

Le voci lo confermano per il 2015... ma potrebbe essere anche per il 31 di Gennaio!

L'ultimo video, volato con il Mi8, rende veramente l'idea del dettaglio e della cura nei particolari che è stato usato nelle zone non desertiche dello scenario NTTR


Le ultime interviste a Wags riportano le seguenti notizie:

Q&A with Matt Wagner, Producer – Eagle Dynamics

Can you update us on progress towards DCS World 2? In what quarter might we expect a release?

The team is working very hard on DCS World 2, with the primary focus on the new graphics engine. DCS World 2 is in pre-alpha, internal testing but we hope to make it available for open Alpha testing in the first half of this year. I am leery to give a quarter, much less a day, because we continue to find new blocking bugs during internal testing and finding new ways to improve the product. I can assure you that no one wants to release DCS World 2 to the world more than the Eagle Dynamics team. However, we see no point in doing so if there are blocking-level bugs that make it unplayable.

How is progress coming on the L-39?

Progress is good and the initial 6 DOF cockpit is now mated to the external model and flying in DCS. In parallel, a lot of work is on-going regarding the cockpit systems and flight dynamics. We hope to have some images and videos available in February.

Is multi-crew functionality something we’ll see upon the L-39 release or is that something that will follow on?

Multi-crew aircraft for multiplayer is certainly something we plan, and aircraft like the L-39 are certainly scheduled to take advantage of this. While this feature will not be ready in time for the release of the L-39, we are pushing to have it available in 2015.

Is the announced Strait of Hormuz map waiting on EDGE and DCS World 2 and what level of completion would you estimate the new theater is at?

Art work (3D terrain mesh, textures, and objects) of the Strait of Hormuz map started a few months ago once the art aspects of the NTTR map were wrapping up. The Hormuz map is well underway and making good progress. The current work is only in relation to the art, and that is in the 60% completion ballpark. Doing the UAE alone has been a massive amount of work. A close look of the urban areas of Dubai and Abu Dhabi should make that evident. At this time, the Hormuz map just exists in the map viewer environment and has not been ported into DCS World 2 yet.

The Strait of Hormuz theater implies that perhaps additional adversary forces would be expected. Can we expect to see Iranian specific aircraft and vehicles included with the theater or will those assets be added to DCS World in a broader sense?

To flesh out the Hormuz map, we will certainly be adding the countries of Iran and UAE to DCS World 2. Thankfully, many of the units already exist in DCS World and will simply need to be re-skinned. We will also investigate adding some re-made and new units.

What is the plan for updating the naval assets given the obvious Persian Gulf location for the Strait of Hormuz? Will aircraft carriers be updated and improved?

Our first priority will be on the aircraft and ground units. After that, we will investigate expanding the naval forces. The exception to this of course will be a new Nimitz-class CVN for the Hornet.
Similar question to the above question about the Strait of Hormuz theater – is NTTR awaiting EDGE and DCS World 2?

Unlike the Hormuz map, the NTTR map is now operating within DCS World 2 and 99% of the work on this map now involves getting the map to function correctly within that environment. This includes such items as AI aircraft operating correctly from airbases, effects like water, object collisions, lighting, static objects placed on the map, shadow projections, and performance optimization.

With regards to naval operations, will there be improvements to include things such as the marshal stack, case I,II,II recoveries, refueling tankers, LSO, and deck activity?

We have been working with a couple of Hornet pilots on this and we now have a detailed design document that covers this. We hope to be able to implement in detail.

How is progress coming on the F/A-18C and do we have an estimated year/quarter for when we might see it?

Work on the F/A-18C continues and will accelerate in 2015. There are new technical challenges that this aircraft has posed. The first is the air-to-surface radar, which is now showing good results. The second major area is a PFM for supersonic aircraft. In many ways, the F-15C and Su-27 have been used as test-beds to build the technology for the Hornet flight model. Without a doubt, this has been the most complex and challenging aircraft that Eagle Dynamics has developed. As such, this project is taking longer than any of our prior products.

Will all modules purchased under the umbrella of DCS World 1.x be usable in DCS World 2.x without additional upgrade fees?

Yes, they will all work perfectly well in DCS World 2 with no upgrade fee.
Are we any closer to seeing a dynamic type campaign engine in DCS World – is it something that ED has considered?

Our priority focus is still on the mission editor and we see several areas that need to be fixed and improved. Not only will this allow better missions/campaigns for our entertainment audience, it also goes a long way to satisfying the needs of our professional clients. We have however been doing research on this topic and have created internal design documents of how we could approach this using the DCS World structure. It is something we are considering to do once the time is right and we have the needed staff expertise.

With the Su-27 The Ultimate Argument DLC campaign being released recently, are you at liberty to reveal any other DLC campaigns that may be in development?

We are currently working on two campaigns for the NTTR map. They are both centered on the player taking part in RED FLAG exercises… one for the F-15C and one for the A-10C. We are doing these in close cooperation with the author Steve Davies and pilots that have flown multiple RED FLAGs. These campaigns will be very realistic to the actual exercises and include a wealth of briefing and background material. Going back to the previous question, it would never be possible to do these campaigns justice using a dynamically generated campaign system.

Would ED ever consider splitting DCS World into WW2 and Modern Era products?

No, that is certainly not in the cards. “DCS is a world simulation engine permitting the user to operate or direct a growing number of combat and civilian aircraft, ground vehicles and ships, from different historical eras, in different geographical locations and at different levels of fidelity. It is a true “sand box” simulation.” To separate the different era aircraft into separate products would be greatly counter-productive. We have a very strategic look at DCS World encompassing decades of combat aviation. We are clearly in the beginning stages, but as the stables of aircraft grow and maps are added, the concept will flesh-out and we will have created something very special.

Are there any surprises coming down the pipe from ED? You’ve proven you can do jets, props, helicopters, and to some extent with Combined Arms, vehicles. Is there a plan to have DCS level non-airborne asset modules such as vehicles and ships?

One of the bigger growth areas you are likely to see in 2015 for DCS World for 2015 will be Combined Arms and the ground element of the simulation. This is an area we are just starting to tap into, but we certainly have some interesting things planned on this front.

Will DCS World 2 include much needed upgrades to AI logic and if not will it become a priority once DCS World 2 is released?

There are several AI elements that we are working on for DCS World 2. Chief amongst those is AI air combat, ROE logics, and radio comms. Another big area we hope to give some much needed love in 2015 is the ATC system.

EXCLUSIVE: DCS World 2 Hands On

Jealous of Beach’s exclusive pics and Q&A with Matt Wagner, Producer at Eagle Dynamics, I just had to one-up him, so I hopped in my car and drove directly to Matt’s office to see what goods I could get. Once there I got to get a first-hand look at DCS World 2.0, the new graphics engine, Nevada, and – the highlight of my afternoon – to fly (and fight!) the still unreleased MiG-15bis!

NOTE: Most of the products I discuss below are pre-alpha, pre-release, works-in-progress and do not necessarily reflect the final product. Any errors in the content below are mine alone. Stay tuned to the Eagle Dynamic’s forums for the latest information on these products, and more.

A Whole New World

We’ve all been waiting breathlessly for DCS World 2 to come and, with it, some new terrain to see outside the windscreen. I got the distinct pleasure to be the first person outside of Eagle Dynamics to get hands-on time with DCS World 2.0 and the still pre-alpha graphics engine.
One of my first questions/concerns was our old terrain – would the new engine somehow break the Black Sea? Although some of you out there wouldn’t shed a single salty tear if the Georgian terrain mesh were mysteriously corrupted and disappeared off the face of the Earth, I’ve happened to grow quite fond of it. Trading one terrain for another wouldn’t be a great deal, either, so I had Matt show me what the Black Sea area looks like with the new engine. Matt insisted that the new terrain hasn’t been changed at all, but it sure seems different to me.

The terrain mesh and textures are all exactly the same for the Georgia terrain, but the new engine lighting model (including atmospheric effects) and terrain shadowing makes a noticeable effect – at least to my eyes. The ridges and mountains still have bumps and angles where the old terrain did – the geographic data hasn’t changed – but I swear it looks more life-like and a little less “stamped out”. I’ll need to take a bunch of staged before and after shots once DCS World 2 comes out to see how crazy I really am, but I swear it looks different.
Even if it is the same visuals, the new engine will bring a few more FPS to your screen for the same settings. Utilizing DX11, the new graphics engine is more efficient at doing more stuff. That’s one of the great things about technology – it’s always faster/better/cheaper if you give it enough time! The new engine should also better take advantage of SLI and Crossfire, if you’re into that sort of thing.

I also got to spend a little time behind the windscreen of the still-in development L-39 Albatross. It’s too early to give the module a decent preview, but both the cockpit and the exterior models are highly detailed – a good indicator that there’s some real love being put into this project. You can also see some details of the Black Sea terrain as rendered with the new engine.
All In the Details

You can’t talk about the Nevada terrain without asking “WHEN” in a really exasperated tone of voice, but Matt gave me the same assurances that have already been given publicly – the terrain will be released when both the terrain and the graphics engine it requires are ready, and not two weeks sooner. He did give me a pretty thorough tour of the new terrain, however, from the Panamints to Creech to Nellis to Lake Mead, and gave me a first-hand look at some details that have already been discussed in the forums.

It’s hard to truly appreciate with the short amount of time I had in this map, but the Nevada terrain is ginormous. It is ridiculously large (600km * 610km = 366,000 sq. km = 141,000 sq. mi = 107,000 sq. nautical miles) compared to other flight sim map products. Even so, it’ll be a highly detailed map, with meshes down to 1 meter in specific areas, and dense areas of hand-placed textures and objects surround by stretches of wastelands. Just like the real Nevada.
The biggest city on the map, Las Vegas, is extremely finely detailed. This should be apparent from the available media already out there, but hopefully the six-level F-10 map zoom-in above demonstrates just how finely detailed. Each of the green blocks represents a static object – car, pole, bush, etc. Rich details like this add significant immersion to low-level flying in any platform.

Naturally, I buzzed the Stratosphere in a Su-27 and cruised off-strip in a Ka-50 Black Shark to sample the city life. The level of detail in the Las Vegas area is staggering – easily the most detailed I’ve ever seen in a stock map and comparable to most Las Vegas payware scenery for other flight sims. It won’t be mistaken for the real thing, especially down low, but from downwind at Nellis, or even at McCarran, it’s pretty dang believable. Cruising at telephone-pole-level in my Ka-50, I’m surrounded by a sea of details: traffic lights, moving cars, chain-link fences, multiple building types, etc.
As is required for any new terrain checkout, I spent a lot of time at low-level at various points across the map and reveled in the smooth curvature of weathered ridges, the photo-realistic alluvial plains, iconic dry desert washes, and a myriad of other fine details that are made feasible by the new graphics engine. Ridges and mountains cast long (and dynamic!) shadows across the desert, really adding to the experience.

Chunky Style

Rendering all 366 billion square meters of the Nevada terrain in 1 meter mesh would be prohibitive, so much of the map is roughed out to a larger mesh spacing. This reduces map size, loading times, and overall computing performance. Much of Nevada could be processed with a hundred meter mesh and not lose much detail, but then there are parts that have lots of curves and angles: rich snapshots of millions of years of geological processing that could easily get washed away with coarse grids.

Death Valley is one of those geologically dynamic places, so I took a low-level trip alongside the Panamint Mountains to see how this national treasure fares with the “low mesh” treatment.

As to be expected, the Death Valley terrain isn’t as awe-inspiring as the real deal, but still captures the character of my favorite arid valley quite nicely. I was able to spot Furnace Creek Ranch and Bad Water Basin relatively easily. I don’t think this terrain’s Death Valley will be a hotspot for virtual air tourist activity, but there are canyons and valleys to make low-level dogfights fun. At even higher altitudes the area is still visually impressive.

A few other areas of the map are similarly roughed up – a conscious choice by the map developer to save resources, and possibly fuel for the fires of easily excitable rivet counters – but we’ll have to see the final product before we can really assess it. At any rate, even the coarsest valleys seemed smoother and more realistic than some of the angled canyons of the Georgian terrain.

The Nevada Test and Training Range (NTTR) and Las Vegas areas, where folks will be spending most of their time, have the “medium” and “high” mesh treatment for a uniformly smooth terrain experience.

Double Vision

Being an executive producer is not without its perks, and Matt gave me the opportunity to see Nevada through the Oculus Rift DK2.

The DK2 improves on its predecessor by significantly reducing motion blur due to persistency. Although the resolution of the DK2 is much better than its predecessor, I still don’t find it sufficient to read the steam gauges, panel labels, or find bogeys off in the distance. That said, completing the illusion of depth perception is as game changing as head-tracking and the 1:1 6DOF head movement fully immerses you in the cockpit.

Flying low with the Rift, you really feel the sense of speed. The detailed new terrain doesn’t hurt this experience at all, either! The Rift also brings new joy to the challenges of formation flying. It’s easier to pick up relative velocity cues with depth perception, and close formations really feel close. I’m really hoping this technology continues to improve.
The MiG of MiGs

The MiG-15 will always hold a special place in aviation history – one of the core founders of the jet age – and I was thrilled when I read the announcement of its upcoming debut in DCS World. Matt gave me hands on time with this iconic jet and I was incredibly excited to be the first outside of the Eagle Dynamics and Belsimtek teams to fly it!
Built by Belsimtek (the same company that brought us the Huey, the Mi-8, and the F-86F), the MiG-15bis’ cockpit is detailed – gorgeously so – and exudes that stereotypical Russian-ness with Russian gauges and light blue interior. While still pre-alpha, the module I flew felt solid and contiguous – animated cockpit controls, a smooth flight profile across the regimes I explored, and a satisfyingly laggy engine response. For a pre-alpha, the module felt very well developed and was a joy to fly.The 23mm and 37mm cannons were fully functional too, so Matt challenged me gave me the chance to take on an AI F-86F in this bad boy. I’m very happy to report that not only did I win that engagement, but I also successfully landed! Of course I was too busy flying and fighting to think about taking screenshots or video <sigh>. Hopefully Matt will back me up on this one.

…so WHEN already!?

No one is more motivated to release Nevada than the folks who have to take the brunt of this community’s impatience, but the product is simply not quite ready for release. The remaining issues aren’t insurmountable – just normal software development and integration issues that always take more time than planned – but they mean we won’t see DCS World 2.0 by next week. This month? Probably not. This quarter? Possibly. This year? Most likely.

Matt verified some information to help with misconceptions/rumors:
•When it does come, DCS World 2.0 will be released as alpha with the updated graphics engine as the same free-to-fly simulation that it has always been. Folks will not need to buy DCS World 2.0.
•All the official modules that folks already have will be compatible with DCS World 2.0. There will not be a separate DCS World 2.0 version of modules that have to be purchased separately to stay current. Any required updates will be freely downloaded/installed (currently handled automatically by the DCS Updater).
•The Nevada terrain will be pre-released as alpha to folks who bought DCS: A-10C while it was in beta, and to folks who decide to buy-in once the pre-release is made available.
•As with other DCS modules, feedback from users will be used to drive the free updates we’ve been getting from Eagle Dynamics.
•No official word on pricing.


DCS World 2.0 and Nevada are coming and they’re going to be amazing – not only for what gets delivered with that initial release, but for the opportunities it will open for future map development and capabilities. Coupled with the number of modules all coming to DCS in the near term, 2015 is going to be a busy year for DCS World fliers.

I’d like to thank Matt for giving Mudspike the opportunity to get an inside look at the products above. If you ever get the chance to meet up with him, he makes one mighty fine Kool-Aid!

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PostPosted: Sun Jul 26, 2015 11:04 pm    Post subject: Reply with quote

26 July, 2015

DCS World News and Q&A

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