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DCS World Steam Edition News

Lunar Sale | Deka IronWork Simulations | SATAC is Back

[h2]Lunar Sale and Bundles[/h2]
[h3]E-Shop and Steam[/h3]



Please enjoy special Lunar New Year Sale savings that will last until the 29th of January 2023 on our Shop and Steam! New bundles that provide massive discounts are now available:

The ‘Teens’ Bundle $ 79.99
DCS: F-16C Viper
DCS: F/A-18C Hornet

‘Be The Maverick’ Bundle $64.99
DCS: F/A-18C Hornet
DCS: Supercarrier

Cold War Warriors Bundle $64.99
DCS: F-86F Sabre
DCS: MiG-15Bis
DCS: F-5E Tiger II

Attack Helicopter Bundle $144.99
DCS: Mi-24P Hind
DCS: Black Shark 3
DCS: AH-64D

Helicopter ‘Heavies’ Bundle $44.99
DCS: UH-1H Huey
DCS: Mi-8MTV2

Desert Operations Bundle $44.99
DCS: Persian Gulf
DCS: NEVADA Test and Training Range

Warbird Attack Bundle $49.99
DCS: P-47D Thunderbolt
DCS: Mosquito

Warbird Allied Fighters Bundle $44.99
DCS: P-51D Mustang
DCS: Spitfire Mk.IX

Warbird Axis Pack $69.99
DCS: Bf-109K
DCS: Fw-190A
DCS: Fw-190D

US 80’s Bundle $89.99
DCS: F-5E Tiger II
DCS: A-10C II Tank Killer
DCS: NEVADA Test and Training Range

Channel Map Bundle $34.99
DCS: The Channel
DCS: WWII Asset Pack

Channel Defense Bundle $84.99
DCS: The Channel
DCS: P-51D Mustang
DCS: Spitfire Mk.IX
DCS: WWII Asset Pack

Flying Legends Bundle $149.99
DCS: Mosquito FB IV
DCS: P-47D Thunderbolt
DCS: Bf-109 K-4 Küfurt
DCS: Fw-190 Anton
DCS: Fw-190 Dora
DCS: P-51D Mustang
DCS: Spitfire Mk.IX

Desert Storm Bundle $199
DCS: F-16C Viper
DCS: F/A-18C Hornet
DCS: Supercarrier
DCS: A-10C II Tank Killer
DCS: AH-64D
DCS: Persian Gulf

Only on the DCS Shop, most aircraft, terrains, and campaigns will also be on sale with up to 50% off! Please check out this fabulous opportunity to land yourself a bargain. To those of you who are celebrating the Chinese New Year, we would like to extend our best wishes, peace and prosperity to your families and friends for the coming year ahead. We will continue to serve each and every one of our communities around the world. Thank you!

[h2]Deka IronWork[/h2]
[h3]Development Report[/h3]



https://store.steampowered.com/app/1199120/DCS_JF17_Thunder/
The development of the DCS: JF-17 Thunder is nearing completion. The Chinese flight manual will receive some updates soon, and the translation of the English manual is still in progress. In the meantime, completed cockpit textures will be available in the next update. Pylon and adapter textures in the exterior model have also been updated.

We plan to finish the exterior model including more skins and livery template and release them together with pylon texture by March 2023. In addition, we will continue to add and correct JF-17 features once we have new information. - Deka Ironwork


[h2]DCS x SATAC[/h2]
[h3]Championship[/h3]



Once a year, the 51st PVO stages a Championship called Squadron Air to Air Championship (SATAC). The focus is to bring a fair and prestigious platform for competitive Air to Air sportsmanship where all squadrons and airframes are invited, please read the full SATAC Championship Post. Hurry, signups are still open! The schedule will be announced shortly after registration has closed. Join the 51st PVO Regiment Discord for more details.


[h2]F-14 Speed & Angels[/h2]
[h3]Campaign by Reflected[/h3]



“Speed and Angels, the Campaign” is a joint production between Reflected Simulations, and Commander Paco Chierici. Paco is a former Tomcat fighter pilot and F-5 bandit. He is the creator and producer of the film Speed and Angels and the novel Lions of the Sky. Together Paco and Reflected have joined forces to bring you a truly epic DCS campaign combining next level realism and immersion. Together Paco and Reflected have joined forces to bring you a truly epic DCS campaign passionately weaving story, realism, and immersion. You will live the campaign.
https://store.steampowered.com/app/2281600/DCS_F14B_Speed_and_Angels_Campaign/

Thank you again for your passion and support,

Yours sincerely,

Eagle Dynamics

DCS Module Improvements

[h2]​F/A-18C Hornet[/h2]
[h3]Development Progress[/h3]


https://store.steampowered.com/app/411950/DCS_FA18C_Hornet/
Flight Model (FM) and Flight Control System (FCS) Update. Our flight model and FCS have both come a long way and we will continue to enhance flight performance and handling characteristics which will include a complete review of the FM in ground effect. We also plan to refactor landing gear mechanics in order to enhance landing realism as well as touch-and-go behavior.

Radar Update. In parallel with refactoring the Flight Model and FCS, a refactoring of the Hornet radar is well underway. Key elements to address are improving the look-down, PRF, scan azimuth and more in order to offer improved detection and target tracking simulation.

GPS Weapon Lofting. An important weapon delivery option for JDAM and JSOW weapons is the ability to loft for extended range. There are several HUD and HSI changes that we plan to make this year to enable this enhanced delivery profile.

New Pilot Model. Whilst the Hornet already features a cockpit-view pilot model, we are creating a much improved and more realistic model with corrected kit elements, and have more life-like animations.

New Fuzes. Currently, the Hornet bombs only have contact detonation fuzes like the M904 and M905. In 2023 we will be working on new fuzes such as the DSU-33 airburst fuze and the FMU-152 Joint Programmable Fuze (JPF). Unlike other fuzes that must be programmed while the aircraft is on the ground, the JPF allows fuze programming while airborne.

In addition to the cockpit functionality to support these fuzes, changes will also need to be made to the Mission Editor, visual effects, and weapon damage effects to include them. Not a simple task.

Data Transfer Cartridge (DTC) and MUMI Page. After completion of the F-16C DTC, we will begin work on the Hornet DTC and MUMI page that will allow users to preconfigure mission elements like waypoints and their sequences, datalink, countermeasures, weapons, sensors, and more. This is planned for both the Mission Editor and Mission Planner.

ALR-67 Updates. The Hornet will see new symbols and enhancements added to the ALR-67 radar warning receiver. Some of these include emitter jamming, FLIR assignment, HARM assignment, and different radar types.

Carrier INS Alignment. In addition to ground start alignment, we will plan to add aircraft carrier deck alignment that allows the aircraft to align based on aircraft carrier acting as the alignment reference source.

The above are our primary Hornet focus items for 2023, but they are by no means exclusive. We will continue to fix bugs and tune items, light external lights, as needed. Other elements that we plan to work on after the above include the HSI Slew function and further Multi-Source Integration (MSI) options.


[h2]F-16C Viper[/h2]
[h3]Development Progress[/h3]


https://store.steampowered.com/app/1090850/DCS_F16C_Viper/
Probably more so than any other Eagle Dynamics fixed-wing aircraft, the Viper saw the greatest amount of improvements in 2022. Building upon this, our goal is to complete all advertised features in 2023.

You will see the inclusion of the tail hook and alternate landing gear handle in the January update. Items planned for later in the year include:

Improved Radar Warning Receiver. The ALR-56M will be seeing a significant improvement this year that will better match its real-world counterpart regarding symbols, tones, and behavior. The final stage of this will be the inclusion of the Handoff function with the ability to hear unique radar pulse repetition frequency tones.

Cockpit View Pilot Model. Following the completion of the new Hornet pilot model, we will do the same for the Viper. This will be a high-detail model of a USAF/ANG F-16 pilot circa 2007 with correct kit and lifelike animations.

Radar Update. The same work going into the Hornet radar update will also apply to the Viper’s radar. This will result in even more realistic radar detection and tracking capabilities.

Data Transfer Card (DTC) and Data Transfer Equipment (DTE) Page. Our first DTC functionality task for fixed-wing aircraft will be the F-16C. This starts with the DTE MPD items (steerpoints, mark points, geo reference lines, destination points, and threat points). After which, we’ll add other DTC/DTE elements like communications, stores inventory, weapon profiles, etc.

Air-to-Air Datalink Assignment. Using the Improved Data Link Modem (IDM), players will be able to assign wingmen 2, 3, and 4 air-to-air targets using radar. This will only come after the DTC/DTE features are complete, and this may push past 2023.

Following these priority items, we will also work on the radar Velocity Search mode, the Digital Maneuvering Cue (DMC), JDAM/JSOW loft indication, the Sniper ATP targeting pod, and ALE-50 towed decoy in 2023 and later. Like the Hornet, fixing bugs and tuning features will be ongoing and in parallel to adding new features.
 

[h2]AH-64D[/h2]
[h3]Development Progress[/h3]


https://store.steampowered.com/app/1770580/DCS_AH64D/
More so than probably any other Eagle Dynamics module in 2022, the AH-64D saw the most improvement. However, this is an exceedingly complex aircraft with much work still to do. The biggest tasks underway are the introduction of the AGM-114L radar-guided Hellfire missile and implementation of the Improved Datalink Model (IDM) that will allow flight members to exchange their location and targets. In parallel with these two important tasks, we are also working on the following in 2023:

Improved Flight Model and Stability and Control Augmentation System (SCAS). Compared to fixed-wing aircraft, a rotary-wing aircraft like the AH-64D can be a handful to fly, and a helicopter’s flight model is a very complex simulation to get properly implemented and “dialed in”. The AH-64D’s Flight Management Computer operates using a substantial series of logics to govern the SCAS, which can be almost as complex as the flight model itself to implement. We are continuing to refine the SCAS to make flying this aircraft a bit easier by adjusting the collective channel behavior, tuning the yaw offset, eliminating the roll when ham-fisting the collective, and adjusting the hold modes.

Fire Control Radar (FCR). The FCR is one of the features that significantly adds lethality compared to the older A model. The FCR will be able to scan for, detect, classify, and cue weapons to both air and ground units. This will be one of our team’s larger tasks for 2023.

Laser Spot Tracker. In addition to laser self-designating, the AH-64D will also detect and track a laser from an off-board designation source like another aircraft or a JTAC.

Laser Warning Receiver. Our AH-64D can already detect both radar emission and missile launches, but it will also be able to detect and warn you of being laser designated. A laser designation is a good indication that you may have a tank round or laser-guided missile coming your way.

Radar Frequency Interferometer (RFI) and Radar Jammer. The RFI is part of the FCR, and it can provide the location of radar emitters in range and azimuth and the radar jammer and reduce the effectiveness. We plan to work on these after the above items, but they may be 2024 development tasks.


[h2]A-10C II Tank Killer[/h2]
[h3]Development Progress[/h3]


https://store.steampowered.com/app/1417260/DCS_A10C_II_Tank_Killer/
The remaining feature for this module is the ARC-210 radio. This is nearing release, and it will feature UHF and VHF functions with related Upfront Controller (UFC), STAT page, and COMM page updates. This will add one ARC-210 radio and remove one of the two VHF radios.

Following its release, we will then add satellite communications into the DCS World for all aircraft where it's available.

As with the Hornet and Viper, we also plan to add DTC and Link 16 functions to the A-10C II, but this effort will not start until after 2023 given the amount of DTC work that must first happen with the Hornet and Viper. Also, after the Hornet and Viper efforts, we’d like to add a cockpit view pilot.
 

[h2]Supercarrier[/h2]
[h3]Development Progress[/h3]


https://store.steampowered.com/app/1120305/DCS_Supercarrier/
The Supercarrier has been receiving a lot of work behind the scenes. This can be divided into the following features:

Ready Room and PRIFLY (airboss deck). Both views will provide new functionality never seen before in a DCS product. To complete this, we will first need to release the Vulkan API into DCS.

Both rooms will be a 3D environment that support VR and Voice Chat that allows you to:

Ready Room
  • Review your mission brief and set up your aircraft.
  • View various cameras around the deck.
  • Chat with other players.
  • Review the mission map.
  • Live sounds from “the roof”.
PRIFLY
  • View the deck below you.
  • Direct the carrier’s heading and speed with wind indications (permission controls available for network play).
  • Control deck lighting.
  • View PLAT CAM.
  • View plotting map.
New Plane Directors and Captains. The next big step is to add plane captains next to the aircraft that pass the pilot to a series of plane directors (yellow shirts) that will route the aircraft from its parking spot to the assigned catapult. Upon landing, yellow shirts will direct the aircraft from the landing box to its assigned parking location or back to a catapult.

We truly hope you enjoyed this update on our plans for 2023, we look forward to making them a reality. Thank you again for your passion and support,

Yours sincerely,

Eagle Dynamics

23 & Beyond | DCS Core Improvements

[h2]2023 and Beyond[/h2]
[h3]Watch the video[/h3]



We believe that 2023 will be a truly exciting year for all, with the introduction of eagerly awaited modules like the DCS: F-4E by Heatblur, DCS: F-15E by RAZBAM, DCS: OH-58D Kiowa Warrior by Polychop, DCS: F4U-1D Corsair by Magnitude 3, DCS: C-130J by the Airplane Simulation Company, new Mirage F1 versions by Aerges, DCS: Normandy 2.0 map by Ugra Media, the DCS: Sinai Map by OnReTech, and more! Please don’t miss to watch our 2023 AND BEYOND VIDEO!
https://www.youtube.com/watch?v=a55UgA28w-Q

[h2]DCS Core[/h2]
[h3]Improvements[/h3]



Multithreading
Multithreading has been one of our primary efforts to improve DCS performance, and it is currently in closed beta testing. Initially two threads (graphical and logical) will be implemented, and once the technology is stable and mature, we plan to expand this number. Large and complex missions, both single player and server based as well as the upcoming dynamic campaigns, will see the most significant performance enhancements.

Our render graph was written from scratch along with many other subsystems. We now benefit from parallel rendering that schedules inter-dependent rendering tasks in a correct and optimal order (e.g., mirror reflections first, then mirrors while running other independent draw calls in parallel), frame graph, graphic scenes, scene renderer, and scene manager. We unified all other graphic subsystems that permit node embedding in the render graph. This allows us to rapidly experiment with new graphic pipelines and enhance efficiency. The introduction of our render graph will improve DCS efficiency and deliver optimal performance with modern graphics APIs such as Vulkan.

Vulkan API
Implementation of the Vulkan API continues in parallel with the multithreading effort. Our Vulkan renderer is integrated with the new render graph, and it benefits from multithreading by using render graph mechanics of background loading of textures and geometry, rendering objects in parallel, terrain streaming, etc. As a result, many rendering tasks submitted to the graphics card will no longer need to wait for each other and hence be processed simultaneously.

In our endeavor to unify DirectX and Vulkan renderers, we have developed a mod state where both backends produce identical results. We now have two fully compatible implementations that run under the same API. This means that all our applied graphics modules (the code that renders our skies, clouds, models, effects, etc.) will work the same way on both renderers. To achieve this, we ensured that all our shaders could be converted into Vulkan format in addition to implementing a shader converter available from within DCS permitting to compile any shader on the fly. It is interesting to note that the shader conversion has taken an inordinately large amount of time.

The main achievement in 2022 is that DCS now works under Vulkan producing the same visuals as under DirectX. This result is fully ‘transparent’ for our graphics programmers, allowing them to write the same code for both platforms without the need to have separate code paths for Vulkan and DirectX11 and beyond.

The next step is to provide our graphics programmers with the new Vulkan features compared to DirectX 11. These include new types of shaders (as per Shader Model 6 and further), ray tracing, some advanced rendering techniques, such as GPU driven rendering, and similar.

DLSS
Deep Learning Super Sampling (DLSS) 2.0 is coming to DCS this year. DLSS is a family of real-time deep learning image enhancement and upscaling technologies for RTX 20, 30 and 40 series Nvidia graphics cards. The goal of this technology is to allow most of the graphics pipeline to run at a lower resolution for increased performance, and then infer a higher resolution image from this that contains the same level of detail as if the image had been rendered at this higher resolution. This allows for higher graphical settings and/or frame rates for a given output resolution, depending on user preference.

In addition to DLSS, Nvidia Image Scaling (NIS) will also be available. NIS is a scaling and sharpening tool with an algorithm that uses a 6-tap filter with 4 directional scaling and adaptive sharpening filters to boost performance. This is best used for non-RTX Nvidia graphics cards that do not support DLSS.

Following the completion of DLSS/NIS, we will investigate Fidelity FX Super Resolution (FSR) for AMD GPUs.

Spherical Earth Map
2022 saw great progress creating the tools and technologies to support a precise spherical Earth map for DCS. Because this map will be based on current day, it will operate independently of the current and future regional maps that allow historic maps such as World War II, Korea, Vietnam, and other scenarios. Spherical Earth efforts will continue in 2023.

Weather
Building upon the weather enhancements that were introduced with DCS 2.7, we have been further developing weather to include moving clouds and towering cumulus clouds and more sophisticated atmospheric phenomena. New fog and dust storms are being developed that are integral parts of the volumetric cloud system. The old DCS fog is a separate system that is calculated for a flat earth. It does not consider shadows from the terrain and clouds, so it has limitations. The new fog will be computed for a spherical earth and takes shadows into account. We also plan to optimize the volumetric clouds and increase their basic quality. A separate and complex project currently in development is the dynamic cloud generator which will then need to be integrated with the dynamic weather systems of low/high pressure systems and new/evolving cloud types.

A later task, once the foundation is complete, will be to provide AI line of sight blocking in addition to light direction/scattering visibility limitations for AI.

FLIR
2022 saw significant improvements to how Forward Looking Infrared (FLIR) is modeled in DCS World. In addition to writing the technology needed to create the characteristics of the camera, a great deal of work is being invested into the enhanced thermal signatures of mobile units, map objects, environmental heating, and cooling, as well as specific visual effects and artifacts. We will also be adding initial thermal signature conditions for ground units in the Mission Editor.

Eagle Dynamics Dynamic Campaigns Engine (EDDCE)
2022 saw the completion of all major engineering components of the EDDCE. In 2023 we continue development and testing and making improvements to these components as well as adding new features where needed. We are also enhancing the mechanics in the campaign editor to avoid issues that may arise when the EDDCE is used for different maps. The next big tasks include transferring mission data between player and AI pilots and creating a specific graphic user interface.

Please see our previous Newsletter for greater detail on the subject.

Air Traffic Control (ATC)
2022 has focused on the continued development of the Supercarrier ATC system. Following its completion, the next focus will be to bring those advancements to airfields. This is certainly no simple task and will require three unique ATC systems for: western modern day, eastern modern day, and World War II.

A complete redesign of the modern day, western ATC system is underway. In parallel, modern day western radio communications for Flight, Other Flights, AWACS, and Tanker are also being revised.

Human Animations
Starting with new AH-64D pilots in 2022, this work will continue into 2023 to include new infantry and more pilots with more life-like models and animations. Priority pilot models first include the F/A-18C and F-16C pilots.

Deck Crew and Ground Crew
Starting with the Supercarrier deck crew, we continued to develop this feature in 2023. We are now continuing this effort to include startup and taxi to catapult deck crew logic and animations. Following the completion of deck crew, we then plan to use this technology to create airfield ground crew and interactions.

Multiple Light Sources
DCS 2.8 saw great advancements in world lighting, but our efforts continue. The next big lighting advancement will be the introduction of multiple, global light sources, and no longer only the sun and moon. This will allow more realistic night scenes that account for airfield flood lights, city lights, and more. You can see these initial efforts on the Persian Gulf map.

Voice Chat
First introduced in 2019, the free Voice Chat integrated into DCS allows Voice Over IP communications based on chat rooms and how you have your aircraft radios configured. 2022 was focused on improving radio communications and stable connections, even over a VPN. In 2023 we continue to develop this feature with realistic radio sounds, effects and plug-and-play audio device compatibility.
 
Visual Special Effects
Some of the more notable visual effect tasks include munitions with airburst fuzes, napalm, and Mach shock cone based on airspeed and weather around the aircraft.

Virtual Reality
VR is very important for all and we have heard your concerns regarding performance and we continue to optimize VR performance for DCS. The primary areas of VR performance improvement are multithreading and the Vulkan API, particularly for larger missions. We are also reviewing all world Level of Details (LODs).

Unit AI Improvements
In 2022 we saw great improvements to the Beyond Visual Range (BVR) and Basic Fighter Maneuvers (BFM) AI for our jet aircraft. Moving forward, we now intend to improve multi-ship BVR and Air Combat Maneuvering (ACM) tactics and appropriate AI tactics for World War II aircraft.

For ground units, our primary AI tasks include improved pathing and implementing suppression effects for more than just infantry units.

General Flight Model (GFM) for AI Aircraft
Whilst the updated BFM AI can make a significant difference in how the AI flies, the General Flight Model (GFM) will provide improved flight dynamics for AI aircraft that better constrain the aircraft to true-to-life performance.

GFM is a significant improvement to the Standard Flight Model (SFM) that is based on drag and thrust characteristic trajectories. The SFM can provide a good Center of Gravity trajectory model, but it relies on reliable source data to tune the overall performance that includes the entire flight envelope, sustained and instantaneous turn rate, energy gain, etc.

GFM adds additional short-period aircraft movement by adding our base solid body, contact models and aerodynamic moments. This results in more realistic control displacements during maneuvers that provide more human-like appearances. With GFM, the AI will also encounter wake turbulence.

Thank you again for your passion and support, we look forward to serving you in the exciting year of 2023. Happy New Year to you and your family!

Yours sincerely,

Eagle Dynamics

Happy New Year! Dynamic Campaigns Update

[h2]Happy New Year[/h2]
[h3]New Year Savings[/h3]



We wish you health, happiness and joy, for 2023. Thank you for making our dreams a reality; we are truly grateful to you, our Community, our partners and friends.

Please note that the DCS 2022 Winter Sale is on-going to the 8th of January at 23:59 GMT. Take advantage of this great opportunity to land exclusive savings on our best selling modules including the special 50% discount on DCS: F-16C Viper, DCS: F/A-18C Hornet, and DCS: Supercarrier.

https://store.steampowered.com/app/1090850/DCS_F16C_Viper/
https://store.steampowered.com/app/411950/DCS_FA18C_Hornet/
https://store.steampowered.com/app/1120305/DCS_Supercarrier/

[h2]Dynamic Campaign [/h2]
[h3]Development Progress[/h3]



The EDDCE Dynamic Campaign Engine will be a part of the DCS Core, allowing the creation of special campaigns where air, sea and land units do not have pre-created tasks, but are rather controlled by the strategic AI. Each side initiates the campaign on the basis of start conditions of the conflict, this includes offensive or defensive positions, asset resource list (including HQs, factories, warehouses etc), and specific objectives which are created from the onset for each individual campaign design. When a campaign starts, the strategic AI initiates the tasking process (ATO Air Tasking Orders, Ground tasking and Naval Tasking etc) for each unit in the side’s asset list and order of battle. This process of tasking and decision making is ongoing for the duration of the campaign and is a function of assets remaining and reinforcement and resupply cycles. It is important to remember that the player can take control of any AI unit and participate in its mission task and/or take indirect control over the strategic AI decisions, in addition to direct control over specific tasking orders.

After having completed the global structure of the Dynamic Campaign Engine in 2021, 2022 saw substantial fine-tuning of the system’s individual components. For example, our general scheme of ATOs was built starting from defensive combat air patrol operations along borders, through all subsequent stages, including SEAD suppression of enemy air defenses, air superiority, CAS close air support, interdiction and deep strike. Ground equipment and operations also received a lot of attention. In addition to the actual movement of units to perform their assigned mission, a mechanism was created for correctly tasking vehicles in a group based fashion depending on their tactical situation: attack, defense, or transit.



To increase the number of units in the campaign without over-tasking the CPU, only units that are ‘visible’ to the player or that ‘see’ the player (eyesight and sensor range based) are fully calculated. For the remaining units, lighter algorithms are used which are based on pre-calculated data sets. It is good to note that when preparing such data, separate mechanisms are used in EDDCE to easily process all upcoming equipment and weapons which will be added to DCS. To ensure that unit calculations do not negatively affect gameplay, seamless transitions between the lighter and the fully-fledged calculation models have been implemented. This will allow the player to see all the units in their correct place, performing their tasks while moving across the entire map. When interacting with the player, all units use the normal DCS algorithms.

Another important task that received attention this year is the ‘front-line’ system. A new model of multiple front-lines has been implemented that allows for a more illustrative picture of breakthrough and encircling maneuvers. During 2022, the main engine elements were tuned, allowing campaign management to be more automated, based on the dynamic situations as they evolve in the campaign. Please do follow our news for more information on this exciting core element of DCS.

Thank you again for your trust, passion and support, and thank you for making our dreams come true.

Happy New Year!

Eagle Dynamics

DCS Stable 2.8.1.34667.2

Introducing new modules:
  • DCS: MB-339 by IndiaFoxtEcho

https://store.steampowered.com/app/2147490/DCS_MB339/
  • Black Shark 3 by Eagle Dynamics

https://store.steampowered.com/app/2214600/DCS_Black_Shark_3/
Introducing new campaign
  • DCS: F/A-18C Rise of the Persian Lion II Campaign by Badger633

https://store.steampowered.com/app/2236870/DCS_FA18C_Rise_of_the_Persian_Lion_II_Campaign_by_Badger633/

Introducing new weather graphic features:
  • Added atmospheric effects: rainbow, glory, and ice halo. The ice halo effect has settings in the Mission Editor Weather tab.
  • Volumetric clouds now move according to wind direction and speed. Each cloud layer respects wind settings at the set altitude band.
  • New terrain lights system for the Persian Gulf map with accurate real time shading. This is a test case, and once final, it will be implemented for all DCS World maps.

New and improved AI Basic Fighter Manoeuvres (BFM) for jets. Please note that this does not apply to World War II aircraft.

DCS Dogfighting AI Update
https://www.youtube.com/watch?v=K_3AYT_5HNo
DCS 2.8
https://www.youtube.com/watch?v=GVlRcYaQMZ4
DCS World
  • AI Aircraft. Taxiing AI F-15C does not lower intake ramps - fixed.
  • ME. Missing country in ME. Fix default country.
  • Added copy of JTAC 9-Line data to kneeboard.
  • FLIR. Overexposed FLIR image at some angles - fixed.
  • WWII AI warbirds: improved behaviour and fixed collision during landing in pairs
  • Voice chat: added possibility to use TURN servers. Please use it if you have problems hearing other players (mostly for VPN connections).
  • Graphics. Adjusted: tone-mapping process and exposure control. We recommend that you reset your gamma setting to 2.2 if it has been changed.
  • Graphics. Adjusted rain effect.
  • Graphics. Fixed rare cloud artefacts where cloud parts can become invisible.
  • Graphics. Fixed flat shadows on MFDs.
  • Graphics. Fixed glass shading in the cockpit.
  • Fixed over-brightened terrain lights in mirrors.
  • Fixed lights source rendering in mirrors.
  • Input. Improved axis tune panel.
  • Added Italian Social Republic for historical mode.
  • New IC setting - "Require pure scripts"
  • This is an optional setting that will block mods that modify files in DCSWorld/Mods/aircraft//Cockpits/Scripts to prevent exploits.
  • Servers that update to the new version default to set pure scripts to disabled, so server owners will need to opt in.
  • If you are kicked for breaking IC on a pure scripts server you need to restart DCS before you can connect to any server again, regardless of that servers IC status
  • Graphics. Improved motion blur effect.
  • Graphics. Raindrops on the canopy effect now works on "Rain preset #3".
  • A-20G loss of stabiliser removes entire tail - fixed
  • Network protocol version changed.
  • Fixed CTD while conversing with JTAC.
  • Aircraft shadows appear overlapping models and duplicated - fixed.
  • VR Kneeboard waypoint pages show battery page - fixed.
  • Fixed crash caused by shooting train that was placed via ME.
  • Fixed dedicated server crash when client uses smoke rockets.
  • Aircraft at Senaki Hold for 15+ mins before taking off - fixed.
  • Сombined arms crash - fixed.
  • Debriefing. Players not getting scores - fixed.
  • Weapons. Kh-58 and Kh-25MP will home in on long-wave EW radars.
  • ME. Loadout menu extended to 15 hardpoints.
  • MP. Users in the same server sharing the same UCID - fixed.
  • DS: Liveries stored in zip files are completely missing from dedicated server install - fixed.
  • DS. "Pure Scripts" option not available in webGUI - fixed.
  • Fixed: Alarm State Change causes all tasks to abort.
  • Fixed: Wrong position for ground units in ME (3D view).
  • Fixed: Initial heading in simulation does not match the heading assigned in the editor for ground vehicles.
  • Added 'Hold' task for ships.
  • Fixed: Unable to create circular routes with “Go to Waypoint” for ground units.
  • Improvements made to smoke tracer rounds.
  • Fixed: MP Scoreboard not working.
  • Fixed rare crash caused by using TAD MFD mostly in A-10C II (in edterrainGraphics41.dll).
  • MP: Reduced number of AWACS messages. (WIP)
  • AIM-120: Improved tracking of slow targets
  • Fixed: AI aircraft sometimes fail to takeoff if player enters runway with no ATC clearance
  • New: Multiple lines of text now possible in ME draw tools
  • Fixed: AI F/A-18 will not release TALD
  • New: AI task - Recovery tanker.
  • VR mask setting not persistent between sessions - fixed.
  • Changing ROE or Formation on client aircraft causes client to freeze - fixed.
  • Guarded request to cockpit arg values.
  • Fixed: AI F-14B doesn't seem to use LANTIRN pod.
  • Weapons. AIM-120: fixed several issues(oscillations when acquiring target, HOJ tail-chase twitching), improved performance against barrel rolling and high-off boresight targets
  • Weapons. Fixed: SA missiles pass through tree trunks.
  • Weapons. Fixed: M257 illumination flare’s animation.
  • Weapons. Fixed: incorrect launch sequence of S-25-O rockets (correct: 1 rocket per release button press).
  • Weapons. Fixed: detonation of 9M127 Vikhr in front of the target without causing damage.
  • Weapons. DCS crash after CBU-97 released from F-16 - fixed.
  • CTD. The GetDevice function does not work correctly if you call it when there is no plane / helicopter yet - fixed.
  • SH-60 has lost part of its textures - fixed.
  • ME. Fixed background color in text box. Change size and position widgets.
  • Weapons. Altitude and target speed strongly affect GBU-10/12/16 precision - fixed.
  • Weapons. AGM-62. RAT propeller spins in opposite direction - fixed.
  • Weapons. Harpoon able to hit ground targets on land in R/BL - fixed.
  • Weapons. AGM-84D Harpoon does not self-destruct past set distance -fixed.
  • AWACS. Multiple AWACS messages spam - corrected.
  • AI Aircraft. A-10 does not attack player's Ka-50 - fixed.
  • New. Added keyboard response to in-game ESC menu.
  • New. Graphics. Added bloom effect to night vision devices.
  • Signal flares ignore the bearing value set in the mission editor (they always point at North) - fixed.
  • AI Aircraft. When a bomber that is part of Big Formations is damaged, and can no longer keep up with the formation, the whole formation slows to allow them to catch up. Now the leader will ignore such wingmen.
  • AI Aircraft. AV-8B. Hovering over the deck for too long after takeoff - fixed.
  • AI Aircraft of the carrier. The AI currently climbs ahead, then at 7 DME turns back downwind sharp, flies to where he launched, behind the current position of the boat and then flies to its next WP - fixed.
  • Weapons. The SAM Rapier missile trajectory is a bit elevated to eliminate crash to ground with low-level target.
  • Ai Aircraft. Corrected CH-53 collision model.
  • Fixed: Stop Condition "Time More" is broken.
  • Fixed: SSE - Event.dead not called if an object isn't immediately dead.
  • Fixed: The column moves off the road and aligns into a "line" after the "stop" command.
  • Fixed: SON-9 refusing to track and guide KS-19 fire to target when Moonlight is lower than half-moon.
  • Fixed: Vehicles drive through or onto some types of buildings and then get stuck.
  • Added IR-effects for old models (Ural-375, ZiL-APA80 etc.)
  • Multimonitor: different configs don't work - fixed.
  • Weapons. AGM-84E final phase manual correction is broken - fixed.
  • AI Aircraft. AI Mi-24P. Low gun firing efficiency - corrected.
  • AI Aircraft. Mi-8 and UH-1H hardpoints cannot be removed - fixed.
  • Obsolete CVN-70 Carl Vinson replaced by Stennis in missions.
  • AI Aircraft. AI Helicopters does not follow the client lead player in MP when hot start from parking - fixed.


Read the full changelog