Announcing Digital Combat Simulator: Black Shark 56k will die

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Postby SUBS17 » Tue Oct 16, 2007 5:06 am

QUOTE
PRESS RELEASE

THE FIGHTER COLLECTION TO RELEASE "DIGITAL COMBAT SIMULATOR: BLACK SHARK"Â￾

DUXFORD, UK, October 15, 2007 "“ The Fighter Collection and the Eagle Dynamics development studio will release the new benchmark in PC air combat simulation in 2008 with the release of "Digital Combat Simulator: Black Shark"Â￾. "DCS: Black Shark"Â￾ is a simulation of the Russian Ka-50 attack helicopter and will be the flagship title of the new "DCS"Â￾ series.

Following the success of the "Flanker"Â￾ series and "Lock On: Modern Air Combat"Â￾, TFC/Eagle Dynamic's "DCS"Â￾ will shift the focus to introducing one aircraft at a time at an incredible level of detail that is unmatched by any PC flight simulation. Following the Ka-50 "Black Shark"Â￾, TFC/Eagle Dynamics will introduce additional aircraft modules to the "DCS"Â￾ world like the A-10A "Warthog"Â￾, AH-64A "Apache"Â￾, and other aircraft at the same exacting level of detail. Each of these aircraft will be available in retail and online and can be purchased as stand-alone simulations or integrated with other modules. It will also be possible to purchase each aircraft as an add-on at a reduced price for consumers that have already purchased a DCS module.

Features of the "DCS"Â￾ include:
• Advanced helicopter and ground force AI that creates a realistic combat environment
• Detailed modeling of 330,000 sq km of the western Caucasus region
• Twice the ground detail of previous TFC/Eagle Dynamics simulations
• Head-to-head and cooperative multiplayer
• Powerful mission editor with advanced scripting capability
• Campaign system with a moving front line that depends on mission results

The first aircraft to be included in the "DCS"Â￾ world will be the Ka-50 attack helicopter. The Ka-50, like later "DCS"Â￾ add-on aircraft, will feature:
• Highly-detailed six degrees of freedom cockpit
• Unrivalled flight physics system
• Realistic damage model and system cascade affect
• Mouse-clickable cockpit
• Detailed modeling and control of engine, fuel, hydraulics, electrical, navigation, radio, fire suppression, sensor, and weapon systems (casual game play modes also available)
• Advanced weapon physics for missiles, rockets and cannon rounds including ricochets

Internally developed by The Fighter Collection and Eagle Dynamics, "DCS: Black Shark"Â￾ is scheduled to ship for Windows PC in 2008. Further information can be found at http://www.digitalcombatsimulator.com/

About The Fighter Collection:
The Fighter Collection, as well as developing software for the entertainment, serious game and military markets, also operates, rebuilds and maintains Europe's largest collection of airworthy WWII fighters and is based at Duxford Airfield, in the UK. For more information visit our websites: www.fighter-collection.com and www.thebattlesim.com.

Contact: dcs@fighter-collection.com



DCS FAQ:

Q: Everyone thought that Black Shark was going to be an add-on to Lock On, why did this not happen?
A: As we evaluated the concept of doing a helicopter simulation with a 6DOF clickable cockpit, new terrain area, very detailed avionics and a new mission and campaign structure, it became clear that we could not use the Lock On code, and we would have to develop a highly-modified version of our existing 'The Fighter Collection Simulation Engine' (TFCSE) with new code. Additionally, whereas Lock On was a survey simulation that featured several aircraft at a medium level of fidelity, we wanted to start a new product line that studies one aircraft at a time in exquisite detail.

Q: Why are you publishing Black Shark yourselves?
A: The entertainment PC-based Flight Simulation market is very specialized and very different from the console market that the major publishers focus on. Through our experience of self-publishing Flaming Cliffs, we have developed the knowledge and expertise to sell and market directly to the Flight Simulation market through both on-line and retail channels.

Q: The public demonstrations at shows indicate that Black Shark looks already completed; why are you waiting until 2008 to launch?
A: Black Shark can be played as either a serious study simulation or as a casual game. For those who wish to have the complexity of a serious study simulation, we need to create training lessons with voice-overs that guide the user through the complexities of the various systems, avionics, engines, weapons etc. This can be a very time-intensive process. We also need the time to write the manuals, create exciting missions and campaigns, fully de-bug the code, and get the product into the market place with proper marketing.

Q: What will be the retail price of Black Shark?
A: We are currently evaluating pricing strategies for both retail and online and will announce this prior to launch.

Q: Your press release indicates that Black Shark is the first in a series of DCS modules, with more aircraft/helicopters to follow. How soon will these new aircraft become available?
A: We are already developing the A-10A "Warthog" and AH-64A "Apache"Â￾ (with planned front-seat / back-seat multiplayer) and other western and eastern aircraft will follow with an approximate interval of every nine months. To annouce these later aircraft now would be premature because plans can often change and lead to delays due to numerous factors such as our work in the equally important military simulation market.

Q: Does the launch of the new DCS series mean the end of Lock On?
A: Absolutely not. The DCS series and Lock On will live side by side for many years to come. The Lock On community is extremely active, with many websites, and new users are purchasing Lock On and Flaming Cliffs every day. Modifications are continually being launched by the communities that enhance the Lock On experience. Though we will not be launching new aircraft for Lock On, we are evaluating a 1.13 patch to meet the continual demands of the Lock On community.

Q: What copy protection system will the DCS series use?
A: We are currently evaluating several protection methods that we hope will balance the protection of our investment with customer concerns.

Q: How will multiplayer compatibility be ensured between players with different DCS modules?
A: The base DCS simulation environment will be continually upgraded and improved with release of new modules. However, as each new DCS base version is released, all DCS users can upgrade to the same base version to ensure compatibility. The only difference between players would be the selection of what aircraft would be player-controllable versus AI-controlled according to which modules were purchased.

Q: There was earlier discussion of the use of "Speed Trees"Â￾ in Black Shark. Will DCS use "Speed Trees"Â￾?
A: For this first iteration of DCS the answer is no. We experimented with "Speed Trees"Â￾ in earlier builds but found that our proprietary tree generation technology provides much better results at medium and high altitudes and provides much better frame rates. We will revisit this technology in later iterations of the DCS.

Q: I own "Lock On"Â￾, which was also developed by Eagle Dynamics, and I want to know if "Lock On"Â￾ aircraft will be part of DCS?
A: DCS is a whole new product line and is not compatible with "Lock On"Â￾. The only flyable aircraft in the initial release of DCS will be the Ka-50. DCS and Lock On will not be multiplayer compatible.

Q: Will DCS include a dedicated server option?
A: Not in the initial release, but this is a feature we plan for a later iteration of DCS.

Q: Will infantry be included in DCS?
A: We have been experimenting with animated infantry but the technology is still incomplete and it is still uncertain if this feature will make it into the initial DCS version.

Q: Will there be a DCS: Black Shark demo?
A: Right now our primary focus is on finishing DCS: Black Shark and making it available to you. Once this task is complete, we will evaluate the creation of a playable demo. No decision has been made at this time.

Q: How modifiable will DCS be?
A: Our number one goal of any tools to modify the program will be to maintain multiplayer compatibility between players and as much as possible neutralize online cheating. With that in mind, we will provide an extensive set of options using LUA code to modify certain systems, replace models and textures, and modify the GUI.

Q: What are DCS: Black Shark minimum specifications?
A: Although not final, we project the minimum specification to be as follows: CPU: 2 GHz; RAM: 1 GB; Graphics card: Nvidia GeForce FX with 256 MB of RAM / ATI Radeon X1300 with 256 MB of RAM or equivalent; 3 GB free HD space; Operating system: Windows XP SP2 and Vista with DirectX 9 or 10.

Q: Will DCS: Black Shark be Vista-compatible and take advantage of multi-core processors?
A: The initial release of DCS will use a heavily modified version of our TFCSE simulation engine that will run Windows XP SP2 and Vista equally well using either DirectX 9 or DirectX 10. However, DCS versions based on the TFCSE engine will not take advantage of DirectX 10 unique features or multi-core processors. We plan however to provide such features in our new simulation engine that is currently in development for later versions of DCS.[/quote]

Roll on the Hog and the Apache clapping.gif
Last edited by SUBS17 on Sat Oct 20, 2007 1:58 pm, edited 1 time in total.
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Postby SUBS17 » Sat Oct 20, 2007 1:57 pm

Heres some info about DCS from the latest E for all 2007 E show DCS
Some pics
New A-10 pit




Apache CP/G seat


Apache driver seat




And you know the really scary thing about all this in DCS you can get out and walk around drool.gif
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Postby SUBS17 » Thu Nov 01, 2007 9:16 am

Ok today we have some cool Youtube vids showing the KA50 startup procedure.




A 434MB high res movie is also available here DCS website But you'll have to register in order to download any of the movies.
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Postby Charl » Thu Nov 01, 2007 11:57 am

Mmm 2008 eh?
I am reminded how, after FS5, I forsook MS entirely for a few generations and got immersed in Jane's F-15, one of the most comprehensive sims ever published.

But looking at the startup video here, you have to wonder if there is such a thing as too much realism;
and be grateful for other models like the Apache and full FADEC.
Made me burn for a little <Ctrl>-E
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Postby chopper_nut » Thu Nov 01, 2007 7:50 pm

Thats exactly the sort of sim I like. Really complicated with lots of systems to play with!
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Postby SUBS17 » Fri Nov 02, 2007 10:11 am

You think thats fun wait until you see ABRIS in action hours of fun setting that up. I'd hate to start the engine and then leave the data cartridge in the briefing room everyone would know why you are running back to get it. biggrin.gif

Charl wrote:
QUOTE (Charl @ Nov 5 2007, 11:57 PM) <{POST_SNAPBACK}>
Mmm 2008 eh?
I am reminded how, after FS5, I forsook MS entirely for a few generations and got immersed in Jane's F-15, one of the most comprehensive sims ever published.

But looking at the startup video here, you have to wonder if there is such a thing as too much realism;
and be grateful for other models like the Apache and full FADEC.
Made me burn for a little <Ctrl>-E


JF-15E rocked that was quite an awesome theatre and missions to beat it was also my first online fast jet combat sim I flew a couple of missions with a real aussie Hornet pilot online who I've seen drop bombs and dogfight IRL.
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Postby kiwibarguy » Mon Nov 05, 2007 12:11 pm

Looks awesome! I can already see myself doing the classic movie cliche of popping up from behind a ridge to lay waste to the enemy!

looks like a must buy!
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Postby SUBS17 » Tue Nov 06, 2007 1:56 am

Check out Glowing Amraams movies theres one there where he attacks a Carrier whilst hiding behind a building. Theres a link to the movie in this forum somewhere.
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Postby SUBS17 » Sun Dec 02, 2007 4:54 pm

New ABRIS movie
ABRIS video

And also some info on the radios.
To accompany the new ABRIS video, here's a summary of radio systems modeling in the sim.

DCS: Black Shark features authentic radio systems modeling. The DCS world includes various radio navigation aids available in the theater of operations modeled in the simulation, including:

Non-Directional Beacon (NDB)
Airfield Outer Locator NDB
Airfield Inner Locator NDB
NDB Marker
Broadcast station

Although not used by the Ka-50, the simulation code supports various other types of radio navaids for future flyable aircraft, theatres of operation and campaign scenarios, including:

RSBN
VOR
TACAN
VOR/TAC
DME
VOR/DME
ILS
ILS Marker

The DCS Ka-50 model includes the following radio equipment:

ARK-22 Automatic Direction Finder (ADF)
Beacon ID Receiver
R-800L1 UHF radio
R-828 UHF radio
SPU-9 intercom
ABRIS Advanced Moving Map System (AMMS)

In general, airfields are equipped with outer and inner NDB locator beacons for each end of every runway at 4000 m. and 1300 m. respectively. Some airfields are configured differently according to local conditions, such as sea or mountain proximity. Each beacon in the simulation is assigned its realistic frequency in the 150-1750 kHz range and Morse code ID. Additionally, each NDB locator beacon includes a co-located marker beacon operating at 75 mHz. The map also includes realistically placed independent NDBs with individual frequencies and IDs.

To conduct radio navigation, the Ka-50 pilot can use the ARK-22 ADF and the ABRIS AMMS.

The ARK-22 ADF controls the Radio Magnetic Indicator (RMI) needle on the Horizontal Situation Indicator (HSI), pointing it in the direction of the transmitting signal. Using the ADF, the pilot can select one of eight preset channels, each of which stores two radio frequencies. Upon reaching the transmitter of the currently selected frequency, the ADF automatically begins homing on the second and vice versa. Alternatively, the pilot can manually select which of the two frequencies on the selected channel to home on. For example, the first frequency in a given ADF channel may be set to home on the airfield outer locator beacon and the second on the inner locator beacon, etc. The pilot can verify selection of the correct beacon by configuring the ADF to provide an audio transmission of the beacon's ID. While in real life the frequencies for each ADF channel are set by ground personnel, the DCS player can edit these in the ADF configuration files outside the simulation.

The ARK-22 ADF can also be slaved to the R-800L1 UHF radio. In this case, the RMI needle on the HSI is directed toward the transmitter on the frequency currently selected for the R-800L1 radio. For example, the flight leader can maintain bearing to his wingman when the wingman is transmitting a radio call. The R-800L1 radio can also be used to tune the ADF to any broadcast station, such as the commercial "Radio Mayak"Â￾ in Maykop city. The DCS player can load audio files into specially assigned folders to be played when he tunes the radio to the frequency and modulation setting of the broadcast station.

Using the ABRIS AMMS, the pilot can select any radio station in the database to guide to or obtain more information on, including its code and ID. Using the ABRIS Options page, the player can assign the ABRIS RMI 1 and/or 2 needles on the ARC and HSI pages to display the radio beacon azimuth.

The SPU-9 intercom system provides audio and microphone transmission for the pilot. It can be set to UHF1 (R-828 ), UHF2 (R-800L1), KV (ADF and Marker Beacon), and NOP (ground link).

The R-828 radio is used for communication with combat ground units and is not part of the navigation equipment.

DCS: Black Shark features an expanded ground personnel and airfield tower radio communications menu. Having provided power to and properly configured the radios, the player can communicate with the ground crew to request payload changes, fuel loads, sighting devices (HMS or NVG), electric power to the aircraft, etc. The player can communicate with the tower to request permission for engine start, taxi, test hover, etc.

The DCS radio physics model calculates every transmission in real time and determines the local signal strength according to numerous variables, including time of day (ionosphere effect), surface type (rough terrain, paved surface, water, etc.), wavelength, range, transmitter power, etc. Because radio traffic is carried "live,"Â￾ reception can be interrupted at any point by either natural or artificial interference, such as terrain topology or radio configuration. For example, if the player changes his radio frequency, reception will cease, but can resume at its actual point upon reconfiguring the radio back to the transmitter's frequency. AI units react to radio calls only if transmission is successful.

The frequency configuration files allow the DCS player to configure the various frequencies used by in-game units, including own flight, tower, AWACS, etc.

Attached are screenshots of in-game RSBN and NDB 3D models:
Picture1
Picture2
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Postby SUBS17 » Thu Jan 31, 2008 10:02 am

QUOTE
DCS: Black Shark Update - 29 Jan 2008

--------------------------------------------------------------------------------

29 January 2008

A new month, a new update. Since my last update, I'm afraid that there is not a whole lot of interesting news to pass along. However, things are progressing well and we're still on track for a release later this year (sorry, I cannot be more specific than that). Here's a run down of what's currently going on:

1- Much of the team is devoted to creating and debugging the DCS interface screens. In fact, some of the art team usually assigned to object creation is now focused on this task.
2- DirectX 9 debugging is nearing completion. As mentioned earlier, the purpose of this switch was to solve problems with full shadows using current drivers.
3- Mission and campaign creation, this is a big one. The mission editor and campaign editor tools are complete enough now that we have begun mission content iteration now.
4- Translation of the flight manual to German and Spanish. These teams are also testing the manual against the software to make sure everything is matching up. At this point, I doubt we'll be shipping a French version.
5- External modders are primarily working on skin textures and modifying/improving airbases.
6- Work continues on debugging the Ka-50 avionics systems.
7- Testers are primarily focused on mission editor, campaign, AI and network testing.

We hope to be testing the next beta sometime in mid-February and after that I should be able to create the next producer's note video.

So, not a huge or particularly interesting update, but things are moving forward.

Thanks for your support,
Matt[/quote]

Looks like it might be a few more months before they release it.
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Postby Charl » Thu Jan 31, 2008 10:32 am

Interesting update, one might have more sympathy for ACES seeing the battles others are having with the latest WINTEL combo.
NO dual-core?
NO DX10?
Good grief...
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Postby SUBS17 » Thu Jan 31, 2008 5:22 pm

DCS will be adding support for multi-core CPUs later this year and dx10 as well.
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Postby katherine04 » Fri May 22, 2009 2:19 am

this is an interesting post. thank you very much for sharing biggrin.gif
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Postby batman009 » Sat Jun 06, 2009 10:25 pm

interesting.. im going to check this one out.. thanks a lot
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Postby SUBS17 » Sun Jun 07, 2009 9:06 am

I've found BlackShark to be quite a good helicopter to fly the newest Trakir software is a big help since some of the switches are behind you as well as everywhere else imaginable.




Took it for a flight in MP handles quite well but if SAMs are about NOE is reccomended.
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