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Thursday, September 5, 2013

Big detail dump on DCS WWII

While most if not all of the screenshots in this official blurb were taken from existing DCS world content, it was nice to see the devs sketch out their ambitions so clearly.

If wishes were fishes...

If you would like to contribute to the crowd funding drive for this project, you can do so here:

http://www.kickstarter.com/projects/508681281/dcs-wwii-europe-1944

I will be. In full realisation that a lot of this content will never arrive, and that the project will take a lot longer than people would like, and the end result won't live up to all the hype and hopes - but if it gets close, we'll have a great new player in the combat sim genre.
    Welcome to DCS WWII: Europe 1944, the start of an exciting new flight simulation series!






Legendary flight simulation designers Oleg Maddox, Ilya Shevchenko, and Igor Tishin, are excited to bring you a new WWII flight simulation for the PC. Built by industry veterans with the same approach that made the famous flight sims of the past great, and in partnership with the experts at the Fighter Collection and Eagle Dynamics, the simulation aims to satisfy seasoned aces as well as attract new pilots to the genre.


With unparalleled attention to detail, our developers have decades of experience with aerial combat simulations. We are famous for our ability to make our games fun while maintaining unwavering dedication to historical realism. We can do it because relatively simple WWII-era aircraft do not require extensive training, and nimble controls and simple weapons naturally lead to fast-paced close-quarters battles. 
We want to open a new page in WWII combat simulations. We also strive to recapture everything that made famous flight simulations of the past great, starting with a thick spiral-bound manual and comprehensive training, and ending with great free-for-all multiplayer. But we cannot do it without your help!




  • Detailed recreations of famous WWII aircraft.


  • Meticulous modeling of individual aircraft systems



  • Planes can be flown by following actual historical flight manuals without the need to refer to in-game documentation!


  • Huge game world painstakingly recreated from period maps. 


  • Rich single-player experience recreating famous battles from both sides. 


  • Join the German Luftwaffe, or attack Fortress Europe with the British RAF or the US Army Air Force.

  • Fight in famous battles like the D-Day Invasion and the Battle of the Falaise pocket. 


  • Join a historical squadron and fly alongside famous aces from both sides.


  • Advanced AI recreates historical tactics and models pilots of varying skill levels, from bumbling rookies to merciless aces. 


  • Dynamic weather and seasons add a beautiful backdrop and additional challenges to each sortie. 


  • Comprehensive training system makes the game accessible to people who have never flown before. 

  • Detailed aircraft manuals explain the specifics of each aircraft, and the realities of historical aerial combat. 

  • Robust multiplayer module provides the ultimate challenge by pitting players against each other in heated large-scale battles. 
  • Powerful mission and campaign editors allow creation of player-made scenarios. 
  • Mission replay system, pilot log book, and other features add to the player experience. 

Flyable Aircraft:
  • Republic P-47D-28 Thunderbolt;
  • Supermarine Spitfire Mk IX;
  • Messerschmitt Bf-109K-4;
  • Focke-Wulf FW.190D-9 (from DCS: World);
  • North-American P-51D Mustang (from DCS: World).
Non-Flyable Aircraft:
  • Boeing B-17G Flying Fortress;
  • Messerschmitt Me.262A-1.
Landscape: 
  • Normandy. Area of the historical D-Day Invasion, as well as the extensive preparation and follow-up battles.
Single-Player:
  • Training campaign for each aircraft;
  • Luftwaffe Fighter campaign (Bf.109);
  • British Fighter campaign (Spitfire);
  • US Ground Attack campaign (P-47).
Multi-Player:
  • Selection of missions for each aircraft.
Other:
  • Authentic ground vehicles, guns, and ships;
  • Authentic historical buildings and landmarks;
  • Regular content updates.



Realities of the current PC marketplace have a lot of developers moving away from traditional distribution models. The last major release in the DCS line, DCS World, is distributed via a free-to-play model. The core game is available free of charge. We encourage you to check the game out, but keep in mind that the included modern aircraft, like the free Su-25 attack jet, are as different from WWII prop fighters as today’s smartphone from a 1940s Bakelite rotary.
The free to play model allows a wider audience access the core game. It is, in essence, a free demo that allows everyone to try the game before they buy it. At the same time, the model accurately reflects immense development costs attached to historically accurate study sims. Recreating a single historical aircraft to DCS standards is a large-scale project for an entire team of experienced developers, each possessing unique skills. Schedules and budgets for each individual aircraft built to today’s standards are comparable to those for entire games from just a few years ago.


The DCS WWII series will start with Europe 1944 and, given enough interest, continue to grow to cover more theaters, more aircraft, and more content. Moreover, its modules will plug into DCS World modules and vice versa, so you’ll be able to fly a 1940s Messerschmitt against a modern Su-25, if you so choose.
DCS: Europe 1944 will distribute via a free-to-play model, with the core game available as a free download! That means that a supporter of ANY level will be able to fly and enjoy this game! The rest of the modules will be available as a separate purchase. 


The free downloadable version of Europe 1944 will include THREE fully flyable aircraft, each arguably more famous than the next: the Republic P-47 Thunderbolt fighter/ground attack aircraft, the Supermarine Spitfire fighter, and the German Messerschmitt Bf.109G. Non-player-controllable versions of all other aircraft will also be included, allowing the players to see them in action at any time.
The project is a joint venture between RRG Studios and Eagle Dynamics. 
RRG Studios brings over 10 years of experience with WWII flight simulations to the table. Staffed with flight sim veterans that worked on the greatest WWII flight sim series of the 21st century, we literally wrote the book on the new generation of flight sims.
Eagle Dynamics is the studio responsible for the biggest modern aviation sims of the past twenty years. In-house experts have industry-best experience with physics, avionics, ballistics, and all other components that go into making a successful flight simulation. Eagle Dynamics continues to redefine the genre and continuously sets the bar high with each new release.
The Fighter Collection is the company that manages Eagle Dynamics. It is based in Cambridge, England, and it operates Europe’s largest fleet of airworthy WWII aircraft. The Fighter Collection runs the annual Flying Legends airshow, giving us unprecedented access to the aircraft we simulate.
Oleg Maddox is one of the biggest names in flight sims. A graduate of the world-famous Moscow Aviation Institute, he spent 11 years in the Soviet aerospace industry. He then developed some of the biggest PC games of the Russian market, including unique FPS titles such as Zar and Mad Space. The games offered such innovative features as non-euclidean geometry and speech recognition. Oleg then used their success to focus once again on his childhood obsession with aviation. In 1998 his team began to work on what was to become a smash hit flight sim. The rest is history. Lauded for its unique mix of excitement and realism, Oleg’s work went on to become the biggest and the most award-winning flight simulation of the 21st century. It launched an entire litter of spin-off aerial simulations that continue to this day.
Oleg’s incredible talent lies in his ability to interact with gamers and to translate their desires into game features. Oleg will act as the team’s advisor, distilling the wishes of the fans into design decisions, and making sure they properly translate into something that satisfies the fans today as well as in the long run. As the team’s foremost expert on aircraft performance and WWII history, Oleg will act as the ultimate quality control on the game, ensuring it meets the highest possible standards of both historical accuracy and playability.
Ilya Shevchenko is an industry veteran that worked with Oleg's team since the very beginning. Spearheading community efforts, Ilya led the international team of volunteers that created and expanded the original simulation, took it to new theaters, and eventually ended up producing the biggest most comprehensive collection of flyable WWII aircraft ever created. 
Ilya will act as the project’s lead producer. He will take part in all design decisions while managing the day-to-day operations, assigning and tracking tasks, and keeping everyone on their toes. As a member of a relatively small team, Ilya will, as always, dabble in most tasks first-hands, working on the game’s landscapes, building missions, managing voice recordings, and generally making sure things get done.
Igor Tishin is the driving force behind the successes of Eagle Dynamics over the past 20 years. Starting with the smash hit Su-27 Flanker (1995), he led the team that built the biggest successes in modern combat simulations, including Lock-On: Modern Air Combat, DCS: Black Shark, and many others. Long-time friends with Oleg Maddox, both working out of Moscow, Russia, they had a gentleman’s agreement to avoid direct competition by sticking to their own time frames. Igor is now very excited to finally join forces with Oleg and Ilya and to start a new series of WWII flight simulations.
Igor will oversee all engine and flight dynamics work on the project. Putting the same effort into the historical accuracy and realism as he did into the recent DCS: P-51 release, Igor will ensure the new WWII aircraft built for this project will satisfy the most discriminating expert.


Our goal is not just to make DCS WWII: Europe 1944, but to grow the DCS WWII line into a long-running simulation series covering all theaters of WWII, and expanding into other nearby conflicts, such as the Korean War.
We want to keep creating the content that we enjoy creating and that our fans enjoy playing for years to come.
We want to be able to release regular content updates in the shape of new aircraft, new gameplay maps, new ground vehicles, as well as various feature improvements and additions that keep both the game and the game engine ahead of the curve.

We also plan to turn future commercial success into various free content updates, most importantly in the shape of new historical missions and campaigns that the community can enjoy while waiting for the next aircraft or battlefield.
In general, we see a clear line of communication on the game’s future constantly evolving and changing based on the wishes of the community. It worked well for us in the past. We want to keep the same spirit with DCS WWI, where both immediate and long-term development goals are clearly communicated to the community, and updates in the shape of individual features or larger content packs are regularly released both commercially and for free.
Finally, we have huge plans for the game’s multiplayer component. They are outside the listed kickstarter goals because they are a bit too ambitious to fit into the kickstarter timeframe, and because they also stretch to other products in the DCS line. We feel that multiplayer is a huge part of any flight sim’s success, and with Oleg Maddox and some of his former teammates, we have an incredible team that can both design a great comprehensive approach to multiplayer on paper, and implement it into robust, exciting gameplay.


Ultimately, we are building a robust multiplayer module that covers all aspects of the spectrum from gratuitous free-for-all to rigid historically realistic cooperative, both centrally- and community-run, with persistent online record-keeping and many other features that keep the online war current and exciting for years to come.

The following aircraft will appear in the game:

The Messerschmitt Bf.109, often called Me 109, was the mainstay German fighter of WWII. It served with distinction throughout the war, and new variants with new improvements kept it up to date and competitive all the way until the war’s end in 1945.
The G series 109 modeled in Europe’44 was the most produced of all Bf.109 variants. Many Luftwaffe aces scored a bulk of their kills in the Bf.109G. With a powerful nose cannon, and available underwing gunpods, it could destroy most targets in a single salvo. Its powerful engine, small size and nimble controls also meant it could dogfight on part with any contemporary Allied fighter. However the 109’s inline engine and construction meant that it could not withstand much punishment. Unlike the P-47 Thunderbolt, you really want to avoid getting hit in the Bf.109.

The Boeing B-17 Flying Fortress was a four-engine heavy bomber, perhaps on the most recognizable aircraft of WWII.
Sturdy, durable, and easy to fly, it could carry a massive payload. Its advanced Norden bombsight meant that bombs would usually find their target. Beloved by the USAAF crewmen who flew it for its ability to limp back home looking like a hunk of Swiss cheese, the B-17 was equally reviled by the Germans for its participation in what the propaganda termed “terror bombing” and for its bristle of defensive guns. 
Thousands of the Flying Fortresses dotted skies over Germany and occupied Europe. Flying through black splotches of exploding flak, they became a symbol of US air power. 

The Republic P-47 Thunderbolt was one of the most mass-produced American fighter planes of the war. Large and heavy, it amazed both friend and foe twice: first with its sheer size that dwarfed many contemporary fighters, and then with the fact that it could still hold its own in a dogfight.
However, by 1944 most P-47s were no longer flying as fighters. Newer, nimbler, more advanced P-51 Mustangs replaced them in the role. Instead the Jug as it was affectingly known, flew in the ground attack role. Carrying more bombs and rockets than some dedicated bombers, yet fast and nimble as a fighter, P-47s wreaked havoc on the European countryside. They flew at tree-top level, seeking out German vehicle hiding in the brush, or dove down from the clouds suppressing German firing positions, flipping over attacking Panzers, or strafing infantry with the impressive array of 8 .50-cal machine guns. 
Most importantly, the P-47 was highly durable and could withstand punishment. It could come back home with a bullet through the engine cylinder, a basketball-sized hole in the wing, and the pilot’s armor plating all peppered with enemy rounds. There are even stories of German fighters flying directly behind a damaged P-47 and emptying entire ammo stores right into its back, with the Jug seemingly devouring the rounds with no noticeable effect. If there was one thing the P-47 excelled at, it was getting its pilot back home.

The Supermarine Spitfire was the most famous, and without a doubt the most beautiful British fighter of the war.
First earning its fame in the Battle of Britain, the Spitfire went through numerous improvements and modifications. It stayed in service well after the war, serving on all theaters, from Europe to Africa and the Pacific.
Beloved for its pleasing outlines, powerful armament, excellent engine, and great overall performance, the Spitfire was respected by all adversaries, German, Italian, Rumanian, or Japanese. If anything, Spitfire is the ultimate proof that if it looks good, it flies good.


The Messerschmitt Me.262A-1 was the world's first operational jet fighter. Product of some of the most advanced engineering anywhere in the world, it was powered by twin Junkers Jumo 004 engines, the most exceptional part of the aircraft. Other countries were also working on their own jet engines, but their program was just a little ahead of everyone else. They were flight-testing when everyone else was by their drawing boards, and by the time everyone else was flight testing, the Luftwaffe was starting production.
Other than the engines, the aircraft itself was not particularly advanced or novel. It was, in many ways, just a prop plane with jet engines strapped in. However the engines were better, more powerful, and more reliable than anyone else's. So, when Allied bomber crews first spotted strange propellerless aircraft gliding through the air at unbelievable speeds, the shock and awe was complete. The Allies had nothing up their sleeve. For a while, Luftwaffe was back on top.
After a few months, the general Allied air superiority began to shift the balance yet again. The Germans could not produce the jets fast enough; nor could they replace the pilots they were losing. While the Allies were still flying piston-engine fighters that were just too slow to catch the 262 in combat, many of the German jet pilots were not experienced enough to get much use out of their superior speed. They simply could not aim well enough at those incredible speeds. Then, the Allies had such superiority that they could simply hang around until the jets came in to land, and shoot them down by their airfields.
Still, the Me.262 is one of the most incredible aircraft of WWII. In capable hands it can make its pilot literally invincible. If flown fast enough, you'll always be beyond your enemy's reach; and if your aim is true enough, the enemy is always at your mercy


The Focke-Wulf FW.190D-9, also known as the Dora-9, was one of the most advanced variants of the famous Focke-Wulf single-engine fighter. The FW.190 was a radial-engine counterpart to the inline-engine Bf.109. Just as the Luftwaffe fighter force was split between those two fighters, today's simulation fans are split in their preference. Some prefer the sleek, powerful 109; others swear by the comfortable yet devastating 190.
Almost futuristic for its time, the Focke-Wulf fighter addressed many of the cockpit workload issues that plagued the 109 till the end of the war. A forerunner of the hands-on-throttle-and-stick methodology, the 190 automated many important functions that required multiple actions by the pilot in a Messerschmitt.
The D or Dora variant however was a radical departure from the radial engine of the earlier variants. Intended to improve high-altitude performance in response to the Allied bomber raids, the Dora was equipped with a powerful inline engine. This required a dramatic redesign of the entire aircraft, most visible in the greatly lengthened nose section. Pilots nicknamed the FW.190D-9 a "long-nose Dora" as the result. Easy to fly, fast, and well-armed, the D-9 was a formidable opponent and was rightly feared by Allied pilots unlucky enough to encounter it in the air.
NOTE: The FW.190D-9 will be the same as the upcoming not-yet-announced FW.190D-9 being developed for DCS:World.


The North-American P-51D Mustang is one of the most famous aircraft of all time. A true star of the American air power both in looks and performance, this amazing aircraft had humble beginnings. Offered almost as an afterthought, or perhaps a gamble, to a British purchasing commission, it started off as an underpowered, cheap, simple fighter with light armament.
However the inherent strength of the simple design really began to shine, when, a few years later, the P-51 was equipped with a new Merlin engine. The Mustang finally found its strength, and the USAAF suddenly had a great aircraft in its line-up. It was certainly needed. None of the other US fighters had the power or the range to escort heavy bombers to their targets. Losses were heavy. Morale was low. Now, the new version of the P-51 could fly all the way to Berlin and back, and fight anything the Germans could put up on equal terms.
When Hermann Goering, the chief of the German Luftwaffe, saw glimmering silver P-51s over the Nazi capital, he knew, in his own words, that "the jig was up". Now that the Americans had a fighter capable of reaching anywhere inside the Third Reich, Germans had nowhere to hide.
NOTE: The P-51 in Europe’44 will be the same as the P-51D already released for Digital Combat Simulator.  Please feel free to look into the project for more information about the quality of modeling and attention to detail that went into this aircraft. 

Wednesday, September 4, 2013

Battle for Malta Demo for Cliffs of Dover



Announcing a new mission package for Cliffs of Dover: Battle for Malta!

Using Mediterranean textures and skins by Vasiliy Kucheraviy, Malta concept and mission design by Heinkill.

This release is intended to enable people to set up the mod on their systems and play around with it before the full mission package is complete.

Get the the basic mod installer here: http://sdrv.ms/15N8TNS

This download contains the necessary mod files, landscape and aircraft skins:

To install, check out this video, or see instructions below:

http://youtu.be/dVUjGzZU1T0

HOW TO INSTALL: PART 1

1. Create a separate copy of your IL2 Sturmovik Cliffs of Dover game folder on your hard drive. Instructions on how to do that are here:

http://theairtacticalassaultgroup.com/forum/showthread.php?t=3797

I recommend you rename the copied folder something like 'IL2 Sturmovik Cliffs of Dover Malta Mod'

2. Download and unpack the zip file to your desktop. There are two exe files inside: maltasetup1 and maltasetup2

3. Run maltasetup1 and when you are prompted, point the installer at the directory you have just created with your new copy of the IL2 Sturmovik Cliffs of Dover copied folder 'IL2 Sturmovik Cliffs of Dover Malta Mod' . If you point the installer to this folder, the mod files will be automatically installed into the root directory of your new copy.

You can check this by seeing if you now have a folder called 'DESERT' and a file called 'kegetys.dll' in the new directory. If so, the install was successful.




4. In explorer, go into your new IL2 Sturmovik Cliffs of Dover Malta Mod' directory and locate the launcher.exe program which starts IL2 CoD, Right click and drag this program to your desktop and when you let go of the mouse button you should be prompted to 'create shortcut here'. Create a shortcut for this program on your desktop and rename it 'Malta'.

5. Right click on the new shortcut and select properties, then click on the 'shortcut' tab. In the 'target' field where it says something like "C:\Malta IL-2 Sturmovik Cliffs of Dover\launcher.exe" leave a space and then type

-mod=desert

The full line should now look like something this: "C:\Malta IL-2 Sturmovik Cliffs of Dover\launcher.exe" -mod=desert



6. To run the mod you just double click on this shortcut to start the Malta Mod version of CoD.

If you are successful you should see this splash screen when the game is loaded and you reach the menu screen.




At this point you can go to the quick mission menu, choose a quick mission over England, and quickly fly to check that the desert textures have been installed.

You should set trees to low or v low, depending on your preference, for the most realistic look.

PART 2: SKINS and DEMO MISSIONS

Now you can install the skins and demo missions.

1. From your desktop where you unpacked the Malta exe files, run 'maltasetup2' and follow the prompts

2. This time when you are prompted where to install the files, you should choose your user content folder, which is usually something like:

C:\Users\yourname\Documents\1C SoftClub\il-2 sturmovik cliffs of dover

If you choose this folder and click next, the skins and missions will be automatically installed. If you don't pick a folder, they will just be dumped into your MyDocuments folder for you to install manually.

3. To check whether the files have installed correctly, start your Malta mod and go to the Single Missions Menu. You should see the two new single missions:



Now you can fly them and check that your skins have also correctly installed. You should see scenes like this:










Enjoy!

The full mission pack with 25 missions focused on the first two years of the seige of Malta, will be available before Christmas 2013.

Sunday, September 1, 2013

And more detail leaks on DCS WWII

From ED forums: posts by Luthier, the project lead

- P51 and FW190 will be available in the game from launch
- The basic map will be Normandy, other maps will depend on success of crowd funding initiative
- The game will be stand alone, ie not part of DCS World, though it is based on that platform and aircraft bought in one sim can be flown in the other
- 'We are still undecided' about including WWII vehicles and other objects in the sim
- Aim is to simulate all aircraft with the same fidelity as eg DCS P51
- Will use the same mission editor as DCS World
- People who contribute to the crowd funding will get access to premium content, and if you contribute high enough, even the right to have your face on a pilot and your skin in game
- High focus on single player content, separate campaign for each flyable
- RELEASE DATE 'About a year' depending on the success of the crowd funding

BUT, and this is my observation, Luthier said the main reason he is going the crowd funding route is to avoid the tyranny of publisher deadlines. So I would counsel extreme patience with this project...

It will be very interesting to see if all those who feel they got 'burned' by Cliffs of Dover (the initial release was a buggy mess) hit the forums and start flaming this initiative.

Cliffs of Dover turned out to be a good sim, so it would be a shame if that happens. 

Luthier announces new project

Would you trust the creator of Cliffs of Dover with your hard earned cash? If so, read on:

MOSCOW, Russia – September 1, 2013 - Legendary flight simulation designers Ilya Shevchenko, Igor Tishin, and Matt Wagner are excited to announce an upcoming Kickstarter campaign for a new WWII flight simulation being developed for the PC. DCS WWII: Europe 1944 is the start of an exciting new flight simulation series. Built by industry veterans at RRG Studios with the same approach that made famous flight sims of the past great, and in partnership with the experts at the Fighter Collection and Eagle Dynamics, the simulation aims to satisfy seasoned aces as well as attract new pilots to the genre.

DCS WWII: Europe 1944 will take the player to the skies over Western Europe at the height of WWII in 1944. Players will attack enemy ground vehicles in the famous P-47 Thunderbolt in the Battle of Falaise, or intercept waves of B-17 Flying Fortresses in their Messerschmitt Bf.109; or attempt to fend off incredible new Me.262 jet fighters in their suddenly slow and obsolete propeller-driven Spitfires.

With successful Kickstarter funding of stretch goals, the project will include more famous historical aircraft, such as the Lockheed P-38, de Havilland Mosquito, Messerschmitt Me.262, and even a flyable version of the Boeing B-17.

The simulation is based on the award-winning DCS engine used in such stellar products as DCS: P-51D Mustang and DCS: A-10C Warthog. DCS WWII: Europe 1944 will boast an all-new EDGE landscape engine, as well as many new and updated features.

As all simulations in the DCS line, DCS WWII titles will boast detailed recreations of famous WWII aircraft and meticulous modeling of individual aircraft systems. Combat missions over a huge game world painstakingly recreated from period maps will offer rich single-player experience recreating famous battles from both sides.

DCS WWII will also ship with advanced AI that recreates historical tactics and models pilots of varying skill levels, from bumbling rookies to merciless aces. Other features such as the dynamic weather and seasons, comprehensive training, robust multiplayer , a powerful mission and campaign editor, as well as a mission replay system, pilot log book, and other features will all add up to incredible player experience.

“With unparalleled attention to detail, our developers have decades of experience with aerial combat simulations,” said Ilya Shevchenko of RRG Studios. “We are famous for our ability to make our games fun while maintaining unwavering dedication to historical realism. We can do it because the relatively simple aircraft of the WWII era do not require extensive training, and nimble controls and simple weapons naturally lead to fast-paced close-quarters battles.“

“We want to open a new page in WWII combat simulations,” said Matt Wagner of Eagle Dynamics. “At the same time we strive to recapture everything that made the flight simulations of the past great, starting with a thick spiral-bound manual and comprehensive training, and ending with great free-for-all multiplayer. We want to keep creating the content that we enjoy creating and that our fans enjoy playing for years to come.”
The team intends for DCS WWII: Europe 1944 to act as the forerunner of a long-running DCS WWII simulation series covering all theaters of WWII, and expanding into other nearby conflicts, such as the Korean War.

In addition to industry-leading attention to detail, incredible graphics, unparalleled flight dynamics, and award-winning multiplayer, DCS WWII: Europe 1944 will also shop with an innovative distribution model. As the last major release in the DCS line, DCS World, DCS WWII will also be distributed via a free-to-play model. The full-featured core game will be available as a free download, allowing anyone to check out the game and its features. Additional modules containing new aircraft or new gameplay areas will be available as a separate purchase.

The free-to-play model allows a wider audience access the core game by, in essence, offering a free demo that allows anyone to try the game before they buy it. At the same time, the model accurately reflects immense development costs attached to historically accurate study sims.

The Kickstarter campaign for the title will launch on September 5th.

About RRG Studios

RRG Studios brings over 10 years of experience with WWII flight simulations to the table. Staffed with flight sim veterans that worked on the greatest WWII flight sim series of the 21st century, we literally wrote the book on the new generation of flight sims.

About Eagle Dynamics

Eagle Dynamics is the studio responsible for the biggest modern aviation sims of the past twenty years. In-house experts have industry-best experience with physics, avionics, ballistics, and all other components that go into making a successful flight simulation. Eagle Dynamics continues to redefine the genre and continuously sets the bar high with each new release.

About the Fighter Collection

The Fighter Collection is the company that manages Eagle Dynamics. It is based in Cambridge, England, and it operates Europe’s largest fleet of airworthy WWII aircraft. The Fighter Collection runs the annual Flying Legends airshow, giving us unprecedented access to the aircraft we simulate.

Saturday, August 3, 2013

New WWII prop fighter sim on the way - based on DCS P51D



In recent days we saw this great news on Russian forums from the project lead of IL2 Pacific Fighters and Cliffs of Dover, Ilya Shevchenko:

Some of you have probably already knows. For everyone else - my name is Ilya Shevchenko. Usually on the forums I am known as Luthier. Developing a flight simulation for almost 14 years. But all that I have done before - in the past. And I want to talk about the future.

And so to the future.

I'm with some former colleagues have long talk with the guys from Eagle Dynamics. Our relationship has not had to go public, but due to inadvertent click of the mouse they climbed out prematurely.

While officially podtvezhdayu items that have already announced yesterday:
1. There is a joint development between companies RRG Studios and Eagle Dynamics.
2. Make a new flight simulator WWII.
3. Founded on the principles that have been used in the development of DCS: P-51.
4. According to the work of the pilot, interactive booths, detail buttons, levers, loyalty, manuals, and elaborate on the aerodynamics - as in the P-51.
5. According to the simulation of internal systems - a model of pressure in every corner of the hydraulic system and etc - will be easier.
6. The landscape will be EDGE.
7. Theater, a set of aircraft, screenshots, videos - all will be announced later.

New information:
1. Tomorrow morning I, as well as the crew of the Eagle Dynamics, smooth formation is directed at an airshow Flying Legends. There we will feel from the inside planes and in every way with them converge. We will shoot a lot of videos and pictures of everything that can not be.
2. The official announcement of the project, with videos, screenshots, terms, and super detailed descriptions likely to be the 1st September 2013. This date, for some reason, it was critical for the project. So everything will be exactly.

Additional new information to disclose to the time I can not.

I will communicate with everyone and answer questions, not counting the next few days when I'm at an airshow kayfovat Surrounded by the beautiful curves of the favorite creatures. I will be a regular here in the DCS, and at the office forums ED.

Since then there have been a few more rumours - namely that this is intended as the first in a new WWII series by ED/DCS, that the series will stretch to Korea, that the team will add to the DCS platform with improved landscape etc.

If you haven't already got the basic DCS P-51D module, read the review here.

http://www.simhq.com/_air15/air_550a.html

A real WWII theatre and campaign is exactly what this module was missing, and it always did have the feeling it was just a test project to see how easily WWII aircraft could be integrated into the DCS ecosystem.

Later, ED introduced an AI only FW190 into the module, and again, showed that was possible, so it is no surprise they have now taken the logical step of beginning production of a series of WWII based modules. The good news is they have lured the lead developer of iconic titles like Pacific Fighters and Cliffs of Dover to lead the project - Ilya Shevchenko.

Shevchenko is a leader with enormous passion and ambition. Reportedly, he had to fight hard to get Oleg Maddox in IL2 days to agree to develop Pacific Fighters, but his determination proved worthwhile as it is one of the great sim titles for Pacific Theatre fans. However, there is some debate about whether the ultimate product was more the work of Maddox, or Shevchenko.

Shevchenko's passion led him into deep waters in Cliffs of Dover however, where 'scope creep' (the inability of a project leader to stick to clear and simple project goals and timelines) was one of the things that led to the much delayed release of a very buggy product for which Shevchenko later apologised and worked hard to fix.

DCS World is a great platform for someone like Luthier to work in - as the basic game code is already there, and he can concentrate on creating content.

If he can keep his ambition under control, the already established platform of DCS World and the P51D should be the ideal sandbox for him.