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Presentación de DCS World (DCSW)

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#21 Silver_Dragon

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Escrito 31 July 2012 - 07:55 PM

Mas información del AFM

Originally Posted by armageddon
does ED support the 3rd party somehow by providing some development tools or such?

I am guessing Documentation and support on how to use the API for 3rd party FMs is all that is provided from ED. The 3rd party would be solely responsible for the actual FM - and ED supplies the interface for it to plug into.

Of course if a 3rd party want to use the SFM, I imagine it is a different matter.


Y a la pregunta de los asientos traseros en multicabina.....

Originally Posted by Ells228
By the way, if you fancy a ride in the back seat of my jet, I'd be happy to take you up. Just bring your sick bag
Counting down until people interpret this to mean you've figured out how to model the back seat
You figured out backseats??!!11 Share the knowledge
You should ask ED mi24.dll ?


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#22 Silver_Dragon

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Escrito 31 July 2012 - 08:40 PM

Otro interesante detalle encontrado revisando las imagenes en la carpeta de DCS......
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Es una cantidad de botones no usados que parece ser han sido colocados para futuros updates, solo se puede especular.
- La flecha parece un boton para pasar varias paginas de información
- La "N" Podria ser teatros
- El camión ¿Suministros?
- SAMs ¿Sams pilotables?
- Vehiculo radar ¿ATCs?
- Misil ¿Misiles de crucero en vuelo?
- Tren cisterna ¿Trenes?
- Dos Botones inferiores (Parece conexión online)
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#23 Revientor

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Escrito 31 July 2012 - 09:12 PM

bueno, eso tambien pasa en Falcon :P hay un monton de cosas en mente, o eso parece viendo muchos documentos y codigo, pero luego hay cosas sin acabar... ni empezadas :D

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#24 Virus

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Escrito 31 July 2012 - 09:48 PM

la "N" si te fijas no es una "N"...son dos flechas que giran en sentido contrahorario, aunque el espacio que dejan entre ellas se parece bastante..

Salu2 8)
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#25 Silver_Dragon

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Escrito 01 August 2012 - 11:06 PM

Mas informacion sobre el AFM

There is no AFM code - there is an AFM API. 3rd Parties must write their own AFM, from scratch.



API (Application programming interface) is there - the FM that is plugged into it could be from NASA as far as the sim is concerned.

FM fidelity is entirely in the hands of the 3rd parties capabilities - there is no limit as far as DCS is concerned.



This. API only provides us the ability to get or send data to the sim that week need for our FM. Everything else is up to the developer. There are no tools or provided FM templates, or even direct help on making the FM. It is all up to the individual who is coding it to know how to calculate realistic forces and turn them into something that looks and feels right.

Because of this, you can expect widely varying FM fidelity results for the different teams or projects. While it may seem rough, it also provides the freedom to make any effect you want.

Edit: And yes, WIP just means that the input/output functions we are using are changing frequently as obstacles arise.

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#26 Luft

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Escrito 02 August 2012 - 07:58 AM

Toy mu perdido, pero parecen buenas noticias. Ahora en agosto bajo a Granada, y pruebo el CA y el DCS: World

#27 Silver_Dragon

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Escrito 12 August 2012 - 04:50 PM

Noticias interesantes, en el concepto de multiplayer, se estan centrando en trabajar en el servidor dedicado

http://forums.eagle.... ... ostcount=7


Originally Posted by 159th_Viper
MP issues are known and confirmed as receiving attention. Should any new issues arise, report in the relevant Bugs and Problems forum. Rant threads do little to further the cause.


Correct, there is NO news to pass along at this time. When there is, it will be shared. My understanding though is that most of the current network focus is on completing the dedicated server.

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#28 Silver_Dragon

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Escrito 22 August 2012 - 12:33 PM

Mas datos de AFM, en este caso de los motores:


Originally Posted by BR=55=Sevas
Patriots, tell us please, does ED-team support tools for advanced engine simulation (WH, BS), same as AFM?

Engine simulation would be considered as part of the AFM, I assume. As with the flight dynamics, the engine and fuel simulation would have to be written from scratch within the AFM. There are no tools available.

http://forums.eagle.... ... tcount=143

Yeah, the engine, fuel, and electrical systems are all part of what makes up the AFM, and as such currently have to be done from scratch. There is no AFM SDK available.

While it is true that the electrical system (AC) is dependent on the engine, so are several other systems. In reality, all you need is the data (RPM) out of the engine to make the AC electrical generator work. This wouldn't need to be incorporated in the same AFM dll.

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#29 Silver_Dragon

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Escrito 03 September 2012 - 08:17 PM

sacado de la pagina de Glowing Amrram en Facebook

This is my first post on this page, and well, i've been kinda busy these days. But what i DO know is that I have 2 movies in the pipeline: Flaming Cliffs 3 promo, and DCS: Mig-21 teaser trailer.

A esperar con los dientes largos.....
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#30 Silver_Dragon

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Escrito 04 September 2012 - 08:32 PM

Palabras de Wags sobre el futuro AFM de los misiles, hay que tener en cuenta que seran solo una parte e iran actualizando a mendida que tengan tiempo, y parece tambien que en un primer momento solo se centraran en los misiles aire-aire


There have been a lot of questions of what the new FC3 Advanced Flight Model (AFM) for missiles entails, so here is description of some of the new features:
Launcher platform speed, thrust, missile weight, total drag, gravity, etc. are all calculated to determine missile speed.
Missiles now incur realistic energy bleed that accounts for drag, induced drag and gravity. Induced drag calculates g-load and that factors the missile’s lift. Missiles will now bleed energy very quickly if the target performs hard maneuvers.
We added a longitudinal-load fuze arming type. The missile warhead of missile will only be armed after reaching the assigned longitudinal g-load (acceleration). Otherwise the missile will not detonate.
We added a limited duration to the missile’s power system (gas-generator, generator and hydraulic pump). When the onboard power system is exhausted, the missile goes ballistic.
We added a self-destruction timer. Some missiles will self-destruct when the timer is reached.
We added altitude based of self-destruction. Some missiles will destruct when reaching an assigned altitude above ground level.
We added a guidance timer delay. After launching a missile, the missile will fly straight from the from launcher for safety reasons before initiating the guidance stage. This is typically 0.3…1.5 seconds. For example: the R-27R missile flies unguided forward for 0.5 seconds before guidance to target starts.
We added parameters of loft trajectory. The initial range to target, the range of transition to proportional navigation, and initial angle of loft are all factored.

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#31 Silver_Dragon

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Escrito 01 October 2012 - 01:47 PM

Repito información para tenerlo todo organizado

Versión 1.2.1 disponible

http://forums.eagle.... ... ostcount=1

DCS 1.21 Updates

The move to DCS version 1.2.1 marks numerous changes and improvements to the entire series of DCS products. As with the all DCS products now, DCS World (1.2.1) must now be installed prior to installing any of the DCS module versions 1.2.1.

DCS World 1.2.1: http://www.digitalco... ... ct&lang=en

DCS 1.2.1 Modules: http://www.digitalco... ... ts&lang=en

New 1.2.1 changes include:

DCS World, 1.2.1

This new update to DCS World provides a set of new features and fixes. The most important of which is the new auto updater that will now automatically update your DCS World files without having to download entire new versions and manually install.

• Added new auto updater function. This will automatically update your DCS World files to their latest versions when online.
• Corrected KMGU-2 loading in the Resource Manger.
• Improved multiplayer stability and issues with master server.
• The Su-25T Flight Manual has been updated.
• We have fixed forests that would be missing on map when zoomed in.
• The proper S-125 HUD symbol has been added to the Su-25T when in SEAD mode.
• Corrected unit measurement for Russian AWACS (feet to meters).
• Added a change to the manual for the role change window in single player.
• Added some additional Su-25T commands for keyboard and joystick.
• Optimized the models for the IL-76MD, IL-78M and A-50 aircraft.
• Added "Escort" and "Follow" advanced tasks for aircraft in the Mission Editor.
• Fixed Su-25T autopilot.
• Corrected rocket/missile smoke trails.
• The Su-25T gun pods are now modeled correctly.
• Improved water effects.
• New F/A-18C model.
• New MiG-31 model.
• New T-90 main battle tank model.
• Updated DCS User Manual.

DCS: P-51D Mustang (Final), 1.2.1
• War Emergency Power (WEP) has been implemented.
• Tail wheel dynamics reworked for more realistic performance.
• Realistic cooling system added and integrated into the full engine thermodynamic model.
• Landing gear physics have been reworked to have realistic behavior and interaction with the fairing doors and down-lock latches.
• Fairing doors can now be damaged or ripped off at over-speed conditions.
• Engine wear or damage due to high manifold pressure at low RPM, overheating, and overuse of WEP has been implemented.
• Oil pressure is now viscosity dependent. Oil dilution is now possible and has direct impact on engine performance.
• The front dash gauge panel and the K-14 gunsight are now spring suspended.
• The K-14 gunsight has been reworked using new data from K-14 documents.
• The rudder anti-booster tab now works correctly.
• Control stick and rudder pedals movement are now limited due to hinge moments.
• Flap drag has been adjusted.
• Lamps brightness and electro-dynamic gauge readings are now voltage sensitive. You can best see this during engine start.
• The starter can now be burned out due to overheat if overused or overloaded.
• Guns jam due to over-G firing has been added.
• The radiator shutters' thermo-sensors can be damaged now.
• All aircraft failures are now reported correctly in debriefings.
• Sounds for the primer, pilot parachute opening and flapping during decent, and pilot landing have been added. The canopy sound has also been improved.
• Corrected tendency for left roll at takeoff.
• Adjusted Red Tail pilot art.
• Improved bailing out animation.
• Fixed landing light on with air start.
• Fixed cockpit tooltip for the gun switch.
• Corrected radio information entry in Mission Editor.
• Improved AI P-51D.
• Fixed SCR-522 resetting in some situations.
• Adjusted G impact on airframe.
• Improved pilot normal maps.
• Adjusted landing gear collision model.
• Corrected trim performance in multiplayer.
• Adjusted wingmen takeoff behavior.
• Improved prop RPM model.
• Sounds for control stick and rudder movement have been added.

DCS: A-10C Warthog, 1.2.1
• Flight model updated.
• New APU sounds.
• Corrected inverted flight behavior.
• Fixed course and heading on HSI continuing to change after knob input has ceased.
• Reworked TGP tracking. TGP would now enter INR track for approximately one second after slew has stopped. It will now enter AREA / POINT track.
• Fixed sensor axis responsiveness after exit from LSS when TGP is masked.
• Only POINT track and RATES are now possible in TGP A/A mode.
• TGP will now revert to RATES when a track is lost in A/A mode.

DCS: Black Shark 2, 1.2.1
• Restored the vertical bar on the Ka-50 right window (view inside cockpit).
• Corrected brightness of lamps and devices in the cockpit.
• Corrected shadows of IR rockets on the water.
• Fixed Abkhazia skin for Ka-50.
• Adjusted clickable zones in the cockpit.
• Corrected number of saved PVI zones in memory.
• Fixed NDB indication on ABRIS map.
• Corrected shadow on the ground from rotor blades.
• Fixed Ka-50 repair procedure when on the runway.
• PVR is no longer powered by SUO (Weapon Systems) switch.
• SUO (Weapon Systems) switch logic has been revised - now it controls the ability to fire weapons and to display weapons status. Additionally, external fuel tanks will not transfer fuel when the switch is OFF.
• Vikhr ATGM issues fixed.
• Autopilot control panel and Datalink panel lamps status is now reset when electric power is lost.
• Hydraulic system related instruments will no longer work when electrical power is lost.
• Ambient temperature indicator (the one above the pilot on the cockpit ceiling) was implemented.

DCS: Combined Arms Beta 2, 1.2.1
• Changed the binocular button on the F10 view.
• Improved operation of mouse cursor.
• Altered Instructor mode for bot-units.
• Added new message for user when start is delayed.
• Corrected role selector function.
• Added artillery range rings in F10 view.
• Fixed sight lock in some situations.
• Fixed player control process for SAMs.
• Fixed working compass and turret rotation indicator for ZSU-23-4.
• Added route refresh function in MP.
• Corrected users’ names for all CA units in MP.
• Corrected tank sight for zoomed in mode.
• Corrected ammunition status field.
• Fixed Battlefield Commanders ability to target artillery in MP.
• Corrected Lock - Unlock sequence targeting.
• Fixed tank sight for HE shells.
• Added fixed delay time between locks.
• Fixed the ability to lock units behind terrain.
• Added tank ability to turn on the spot.

Uninstall all previous DCS products prior to versions 1.2.1
Note: Do NOT deactivate your products!
To be safe, delete \Saved Games\DCS files
Install DCS World 1.2.1
Install each new DCS module (1.2.1 or latest Beta version)
Note: A new activation will not be required unless this is the first time you have installed the product.

Please note that MP requires you to have all products S/N activated using the same DCS (webshop) account.

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#32 Silver_Dragon

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Escrito 03 October 2012 - 07:42 PM

Usad del autoupdater, nueva versión, corrige los problemas de los FPs
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#33 Silver_Dragon

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Escrito 05 October 2012 - 09:00 AM

Nueva versión de DCS:W via autoupdater, mejoras en estabilidad de la red, FPs y problemas del raton

Para actualizar solo hay que ir al menu inicio > programas > Eagle Dynamics > DCS World > Update DCS World
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#34 Silver_Dragon

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Escrito 05 October 2012 - 09:42 AM

Video test de la versión 6148 por el ESA

No va fino ni nada oiga :shock:
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#35 Silver_Dragon

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Escrito 05 October 2012 - 04:55 PM

solo unas imagenes de como va mejorando DCS:W

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#36 occam


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Escrito 05 October 2012 - 05:24 PM

:plas: :plas:


#37 Silver_Dragon

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Escrito 05 October 2012 - 09:21 PM

http://forums.eagle.... ... ostcount=3

DCS 1.2.1 Update - 5 October 2012

With the release of new versions via the new Auto Updater, we believe that we have been able to improve DCSW in several ways. However, while we believe these changes will help most users, we understand that there will always be a few that will continue to have some problems... such is the complex nature of developing for the PC where we have a nearly infinite number of hardware and loaded software permutations. However, please keep reporting the problems you encounter and we will continue to do our best to resolve them.

1- All 1.2.1 activations are now reimbursed.
2- Master Server stability increased.
3- Frame rates returned to 1.2.0 levels.

We are testing a fix for the flashing mouse cursor today, and we hope to be able to push it to the AU this weekend.


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#38 occam


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Escrito 05 October 2012 - 11:44 PM



#39 Revientor

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Escrito 06 October 2012 - 08:15 AM

a ver si ahora al menos nos dan dos semanas de tranquilidad sin parches :D

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#40 Silver_Dragon

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Escrito 07 October 2012 - 12:27 PM

con el autoupdater ya no es problema, mejor que pongan un parche nuevo cada dia que esperar dos meses entre cada uno, mas con el gran trabajo que han hecho ultimamente :crack:
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