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DCS: Roadmap (unofficial - NO DISCUSSION HERE)


Silver_Dragon
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Extracted by the Casmo TV Wags interview. (on construction and permanent update yet) (sorry by the erratas)
- Rewrite the radio command system and making all the voice overs. Ht can take the voide of the player pilot and come with the JTAC. all the stuff They have adding to the new com  system, not just the ATC (tons of Call signs, Brevity calls, on planes and helos.

- In the pass Wags and other members participate on 3rd party campaigns, but actually has no anytime.

- To put a campaign into DCS require a three mission sample.to demostrate ability to work with the mission editor.scripting, quality voiceover work, high quiality briefings, reqlly good marketing video, screenshots as a requirements list to review.

. Dynamic Campaign has on the top of all player surveys, and Wags, Nick, Kate and the team take them as a high priority. About the level of requeriments and the "bar" asside by others products, has required found the right people to build them as an engineer to create a Dinamic campaign system was very difficult but foun a very talented guy working on them fron a couple of years and that year will going to test, and the key, mentione in the newsletter, the not want to make fully mission based, They have a background of economics, of supply,, morale, in many ways a RTS game working behind the scenes then dive the air tasking orders. They have to large elements, first the tool to create the dynamic campaign (now on testing). The second part is creating the UI System and the logic for the player can junm in a campaign as the map, the basic sceneario with the different mission, the slots in the ato, veyri intuitive and fun. Have a huge amount of work here still but has the hightest priorities in the company, The number one challenge has the strategic AI, making them to be sart enought to manage the production capabilities, create type of systems, transfer that assest along logistical routes to a node, distibute them by a way and if a node has been cut, rerout to another way, with all diferent logic in place, to make that rts level happen in a very realkistic and logical way. Other element has the AI with need to coordinate task in a effective and logical way (a challenge). Other challenge has make sur they do have the ato and the AI assigned to that tasks make them correct (a sigle sortie or a Alpha Package), all working together as a large AI aspect with need acomplished as well.

- Number one challenge on AI: AI has divided on two diferent areas, the basic BFM AI (Beyond Bisual Range AI, Ground AI, ATC AI) any of them has engineers assigned to different levels. On the past years has focused on SuperCarrier for supporting launch and recovery operations and additional work to do. They be back on BFM side and support the dynamic campaing structure.

- Helicopter side: That year have "the helicopter year" and after them has plans to more but he dont cant talk about them yet but have alreade future announcedments planned to others helicopters in work.

- Mi-24 Hind preorder: That coming first on Early Access and in the store page has all feature planning on early access and on a separate list, the feature coming after EA. Wags repeat the F-16 AI learn to he, Nick and Kate the problems about a "excesive" EA was a "big lesson learned" when a product has pushed to fast to reach a deadline.
- About the how did cover the effect the release schedule of the Hind and the work on the Apache: a bit, the team have form a long time working from home, wiht transition periods and lose some productivity by wasnt a huge factor. only a bit.

- About Early Access: When they define a early access the they need to have a good playable state and provide a lot of enjoyment, that affect by the type of aircraft (example Hind) of providing an EA feature list with very playable an a lot of fun to play. The key here is very clear communicaiton about what comming in EA and after EA (learned with the F-16). Of course, EA has a choise to participate as parto ot the development process.

- What is the challenges of the team facing on the final stages of the Hind release to Q2: No much challenges but probablby the remaining items are going to be the new AI system, the graphic interface to do this. A big hing we want to be able to do with the AI system no just for the helicpters but for aircraft fixed wing in the future no have to goto key commands or a mouse or anything to deliver radio communications. We wanto to be able to make it as hands free as possible. Thats one of the big thinks we ar working right now to make it that much more easy to use and them also integrate that of course with our integrated voice communication system.

- For all helos (except the Ka-50), the multicres is the number one thing on the helicopter circles. Where are loking across the board for helicopters: All EA helos (Hind, Apache, etc) comiing with multiplayer co-op support
- What actually the challenge with that they can control the bot seats like that is the hard part: The aprt actuall you know in control of the aircraft and them the instrumentation of being  synchronized completely wverything outside of the cockpit being syncronized up correctly an not get a issue between the control system, the avionics, weapons an everything else.

- The Mi-8 seeing multicrew anytime soon them with the release of the hind: No coming soon yet.

- About the Apache, when he think can be a pre-order. No date for pre-orden yet.

- The release coming? Wags expected see the Apache EA release this year.

- What is the more challenging problems to simulate realistic helicopter flight models: The previous experience beween the Huey and the Mi-9 has helped quite a bit of you know having our flight model system for helicopters mucho more mature than if used to be, and we take a look at say the flight model for the hind obviusly there is going to be a fair amount of similarities, not much of the aerodynamics but naturally for the engine systems, avioniscs, hydraulics which all wrap into the advanced flight model system. The apare its more difficult beast, there is mucho more limited data in terms of flight model parameters to go by. They are working with the SME to make accurate aircraft as possible. The more challengin has tons of document but not have as the aircraft fly and need help to the SME to fix them and capture as fly. Mounth ago, they contact with couple of Apache pilots to help on them and make accurate as they can.

- How dificult has get SME to work on modules: Thats depend on the aircraft, for Viper and Hornet Wags get some old friends on those communities but for the apache was a lot more difficult for me. He dont have friends and contacts on the community and need to search SMEs to help about them. They get a great community of SEM with help with images outside and inside of the aircraft, help to undersanding of general admin system and helo on the flight model testin elements.

- Return to AI, Mission design, terrain, the persian gulf has ideal to jets but not to helos, meanwhile Syria map has all done, fully develop. That was by design of just kind of accidental?: that was a combinations of factors, one was year by year we start to increase the power and capability of the TDK (Terrain develop Kit), and taht get more capability to make maps more and more accurate, ontop ot them that have the ability to put more and more detail on that maps while not killing hta frame rato of course. A map of Syria or the Channel map being so moch more detailes ist going to be a bigger load on the computer but compared to years past the system has much more efficient about rendering those scenes. The other big element of course is the third party developer Ugra has done an outstanding job. They started with the normandy map with is a great map buth then they took their capability and raise them for the syria map and to the 2.7 they adeed new airfields, landmarks and detail intho them post 2.7, they will be adding a quite bit to the map with eastern portions of syria bordering on iraq, porcions of turkey of the southem parts and cyprus. The marianas map coming with great level of detail.
- About Marianas, coming with a modern version and a WW2 version: Yes. First coming the Modern version with Guam, Saipan, Tinian, Rhoda and a comuple of smaller islands. About WW2 Marianas, change all scenery to convert them on real jungle islands and the relate assets by Us Navy, Marine corps and the Japannese forces, include naval forces.

- Timeline to marianas map: Modern version coming this year, no date yet to WW2 map.

- About terrain to helicopters: Another big elements for these terrains has with much hight level of detail, it that the capability of revisit Combined Arms, has severa big items that have been kind of holding combined arms, one has the damage modeling of ground units, other has de detail of the terrain. The TDK has close to the point where we have detail terrain to goint to make more sense to beef up combined arms again. They has spending a lot of time to doing the damage model system to ww2 and going to move to more modern aircrats, and they going to the simps and the ground units. In time, they have the ground unit up to spec for really great damage modeling and combined with more detailed terrain, Combined arms can start to really shine.

- As many helicopter has centred on transport, has plans to improve combined arms?  Absoluly, combined Arms has not abandoned, waiting to make more in the future.


Edited by Silver_Dragon
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WACQ and SPOT RADAR modes coming for the Hornet

 

 

Also looks like there are some new reflections on the MFDs


Edited by Northstar98
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Modules I own: F-14A/B, Mi-24P, AV-8B N/A, AJS 37, F-5E-3, MiG-21bis, F-16CM, F/A-18C, Supercarrier, Mi-8MTV2, UH-1H, Mirage 2000C, FC3, MiG-15bis, Ka-50, A-10C (+ A-10C II), P-47D, P-51D, C-101, Yak-52, WWII Assets, CA, NS430, Hawk.

Terrains I own: South Atlantic, Syria, The Channel, SoH/PG, Marianas.

System:

GIGABYTE B650 AORUS ELITE AX, AMD Ryzen 5 7600, Corsair Vengeance DDR5-5200 32 GB, Western Digital Black SN850X 1 TB (DCS dedicated) & 2 TB NVMe SSDs, Corsair RM850X 850 W, NZXT H7 Flow, MSI G274CV.

Peripherals: VKB Gunfighter Mk.II w. MCG Pro, MFG Crosswind V3 Graphite, Logitech Extreme 3D Pro.

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By Cobra (Heatblur team), Develop update and Forrestal delayed yet.

https://www.reddit.com/user/Cobra8472
 

Quote

 

Neg, sorry! We're shipping a small-medium sized F-14 patch (the sole new feature for 2.7 being JESTER Awareness calls) and a bigger Viggen patch this time around.

We'll be doing a separate update on the Forrestal ASAP. We're doing a large overhaul of it; basically in it's entirety, with significantly ramped up detail and accuracy. I hate this being so delayed and so sorry to disappoint, it's certainly becoming a source of stomache ulcers at this point for myself.

We're sinking a lot of additional money and resources into it at this point, far beyond expected - but it's important to get it as right as we can considering how important it is to our future aircraft. Together with getting the Viggen out of RC; it's our top priority with a few of the other outstanding major irritating F-14 stuff (JESTER Lantirn & MAK-79s, for example). Part of this work is also so that we can continue the discussions with ED to make it Supercarrier compatible. Will share more once we open our public roadmap this weekend.

 

 

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Also on the same thread is a preview changelog for the Viggen

 

Quote

This one is mostly a laundry list of smaller annoyances and issues, with some bigger ones mixed in (creating runway entries from map markers, EP-13 sight controls, etc.).

The next one will contain the bigger items instead, new sounds, new PBR overhaul and cockpit art improvements in particular. We'll then consider it out of EA and regroup to tackle the last annoyances and bugs based on everyone's feedback. Here's a preview of our Viggen changelog:

 

DCS AJS-37 by Heatblur Simulations

  • NEW: Added the ability to load runway headings on map markers, like so: L1 180 - this is useful for road bases and other ad-hoc fields.
  • Added EP-13 Brightness and Contrast controls to cockpit model
  • Added missing EP-13 Brt/Contrast label
  • Fixed MIKBAND clickable area being too large
  • Fixed direction of arrow on radio panel
  • Fixed appearance of Navigation Light orbs
  • Improved smoothness of fabric coverings on glareshield and surrounding areas
  • Significantly improved readability of weapon selector switches - especially with lowered texture settings.
  • Fixed white formation lights being constantly on regardless of power or switch position.
  • Fixed appearance of white formation lights (orb shader)
  • Decreased cast attenuation range of navigation lights on the airframe
  • Decreased intensity of fin illumination lights
  • Reduced intensity of anti collision light
  • Increased visibility of anti collision light flipbook textures
  • Moved position of fast erect button
  • Added “fake mirrors” (ala F-14) to mirrors when they are off - instead of just appearing black/grey.
  • Tilted EP-13 sight and tube towards pilot head for more neutral aiming position
  • Adjusted EP-13 clipping masks
  • Fixed rudder pedal mechanism clipping into the floor.
  • Fixed rudder pedal pedestal base clipping
  • Removed floating screws near pedals
  • Added proper afterburner visual effects to human controlled aircraft
  • Adjusted afterburner effects inside exhaust for human controlled aircraft
  • Added Heatblur effect when afterburner is in use
  • Added RB75 tutorial mission
  • Added clickable area for the CI filter
  • Fixed loading image not appearing
  • Updated mission 2 of The Mjolnir Response
  • Updated airborne intercept mission frequencies
  • Fixed typos on various SP mission names
  • Updated C-130 spawns on basic navigation tutorial
  • Updated weapon display names
  • Updated Airborne intercept mission frequencies
  • Updated mission 8 Springfield 2 behaviour.
  • Changed HUD brightness knob gains
  • Updated RB-04 warhead for new ASM DCS parameters
  • Fixed taxi-light MP sync.
  • Fixed 6DOF head movement limitations in the cockpit
  • Corrected oddly repeating / clipped texture on right hand side of cockpit near IFF panel
  • Corrected FLI night lighting on the FLI ball always being on.
  • Fixed excessive “shininess” (roughness) on FLI ball baked AO
  • Changed shader for FLI lighting and adjusted intensity
  • Fixed flipped knee maps on in-cockpit pilot
  • Mattified cover glass pieces in cockpit
  • Fixed slightly incorrect shape of EP-13 glass
  • Improved appearance of EP-13 glass textures and shader
  • Fixed missing smoothing groups on interior of radarscope wall.
  • Roll Trim Center button is now clickable
  • Fixed RAT hydraulics sticking through into intake
  • Fixed secondary LoDs not loading due to argument number assert
  • Fixed toe-brake pedal animation not appearing
  • Fixed various needles lacking night lighting illumination
  • Fixed mirrored warning panel textures and incorrect non illuminated text.
  • Fixed some texture repetition on the warning panel area.
  • Fake radar bloom now scales accurately with radar brightness
  • Fixed FLI Roll indicator moving in the wrong direction
  • Slightly tweaked landing light intensity
  • Fixed inoperative cabin pressure indicator
  • Slightly reduced bloom emissivity on lights and indicators
  • Adjusted all instant action missions for new weather rendering system
  • Fixed Anti-collision light sprite MP sync
  • Updated “Mjolnir Response” and “Wrath of Thunder” campaigns with new weather presets.
  • Made emergency trim switches spring-loaded

 

On the same hoggit post Cobra also mentioned fixes to the 3D model, as well as a full PBR overhaul, an overhauled paintkit, toggleable training numbers and dynamic tactical numbering.

 

Quote

Sorry - it's coming in the next one. It was on the list for this one, but with the large changes in the exterior for the next branch, I moved it over. 😞

 

Some of the other exterior stuff that is coming is fixes to the vertical stab shape, full PBR overhaul, the tertiary air hatch, revamped paintkit for simplicity and repainting, Training numbers for the wings (toggleable) and dynamic tactical numbering.

 


Edited by Northstar98
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Modules I own: F-14A/B, Mi-24P, AV-8B N/A, AJS 37, F-5E-3, MiG-21bis, F-16CM, F/A-18C, Supercarrier, Mi-8MTV2, UH-1H, Mirage 2000C, FC3, MiG-15bis, Ka-50, A-10C (+ A-10C II), P-47D, P-51D, C-101, Yak-52, WWII Assets, CA, NS430, Hawk.

Terrains I own: South Atlantic, Syria, The Channel, SoH/PG, Marianas.

System:

GIGABYTE B650 AORUS ELITE AX, AMD Ryzen 5 7600, Corsair Vengeance DDR5-5200 32 GB, Western Digital Black SN850X 1 TB (DCS dedicated) & 2 TB NVMe SSDs, Corsair RM850X 850 W, NZXT H7 Flow, MSI G274CV.

Peripherals: VKB Gunfighter Mk.II w. MCG Pro, MFG Crosswind V3 Graphite, Logitech Extreme 3D Pro.

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Razbam discord 
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Asus Prime Z-370-A

Intel core I7-8700K 3.70Ghz

Ram g.skill f4-3200c16d 32gb

Evga rtx 2070

Ssd samgung 960 evo m.2 500gb

 

Syria, Nevada, Persian Gulf, Normandy 1944

Combined Arms

A-10C, Mirage-2000C, F-16C, FC3

Spitfire LF Mk. IX

UH-1H, Gazelle

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IA-58 PUCARA

 

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Asus Prime Z-370-A

Intel core I7-8700K 3.70Ghz

Ram g.skill f4-3200c16d 32gb

Evga rtx 2070

Ssd samgung 960 evo m.2 500gb

 

Syria, Nevada, Persian Gulf, Normandy 1944

Combined Arms

A-10C, Mirage-2000C, F-16C, FC3

Spitfire LF Mk. IX

UH-1H, Gazelle

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Bo-105

 

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  • Like 9
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Asus Prime Z-370-A

Intel core I7-8700K 3.70Ghz

Ram g.skill f4-3200c16d 32gb

Evga rtx 2070

Ssd samgung 960 evo m.2 500gb

 

Syria, Nevada, Persian Gulf, Normandy 1944

Combined Arms

A-10C, Mirage-2000C, F-16C, FC3

Spitfire LF Mk. IX

UH-1H, Gazelle

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