DCS Black Shark dev update

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Postby SUBS17 » Tue May 20, 2008 12:34 pm

QUOTE
May 16 DCS Update

Since the last update, not much has scientifically changed from a new task point of view. This is primarily because we are in feature freeze and are focused on content iteration and debugging. Most of the work on DCS: Black Shark (now on build 46) has been focusing on the following areas:

1- Campaign generation
2- Training mission generation
3- Bug testing with a focus on multiplayer (lots of work to still do)
4- Editing and tweaking of Ka-50 the flight manual (currently 533 pages)
5- Writing of the DCS GUI manual (will be around 200 pages when complete)
6- FPS and RAM usage testing
7- General bug fixing (yes, there are still quite a few)

While we realize that many would just wish for us to release it now (particularly after some of the recent videos), we simply cannot do that given all the items listed above. It's too easy to release a buggy and incomplete product when being pressured by consumers and publishers to "just release it". Please be patient. Given that this will be our first self-published product, we want to do it right.

With the creation of larger missions in a near-complete mission environment, we are also now tuning and adjusting the simulation for increased frame rates and minimize RAM usage. Mostly given the 6 DOF cockpit, the higher population density or ground objects (buildings, trees, etc.) and the higher elevation mesh detail, DCS will require more system resources to run smoothly. However, we are taking steps to minimize this as much as possible. When complete, we should have a good idea of minimum and recommended system specs that will be realistic and not low-balled.

The GUI is just about done with the integration of the Options screen that allows you to set up separate Input options configurations for multiple types of aircraft. So, as we start to add more aircraft to DCS, each aircraft can have its own unique of input command profiles (keys, axis, etc.). Personally, I do all input controller programming now within the DCS Options GUI and I no longer use external profile programs (although that is still an option).

Select members of the Sim-Mod team are still working on some terrain enhancements and we hope to have final versions of the Spring and Fall textures soon. Additionally we hope to be updating additional airbase before release. Once complete we can integrate into the DCS code base.

The Mission Editor is just about final and just being debugged now. Two nice additions added near the end was the ability to set rules and actions for not just groups but each individual unit within a group and the ability to assign a mobile area trigger that is attached to a moving unit/group. Also, when creating multiplayer missions, each side will now have their own unique text and image briefings. Also, each side can be assigned unique goals. While this will not be a significant feature for Black Shark, which will likely focus on cooperative missions, this will be a welcome feature as we add additional aircraft to the DCS mix.

As for what happens after Black Shark, the team has several aircraft modules currently in development (this could include development of 6 DOF cockpits, avionics or flight dynamics). While the A-10A Suite 2 module will still likely follow the Black Shark, the following aircraft are also now planned for DCS in development at one stage or another:

1- A-10A Suite 2 (latest version of A-10A in active use)
2- A-10C Suite 3 (we now have permission from the USAF to develop an entertainment version of the simulation we developed for them. We are very happy and excited about this).
3- AH-64A Blk. 49A
4- Su-27
5- F-15C
6- Mi-24V
7- F-16C
8- MiG-29A

Naturally, release of aircraft like the Su-27 and F-15C would coincide with integration of advanced flight model for missiles, advanced seeker logic and advanced air-to-air radar logic and modeling.

Attached a few very early images of the 6 DOF cockpits for the Flanker and Eagle.

The actual order of release is still up in the air. For all of these aircraft, we now have all the needed data to model them properly to DCS standards (very important a big factor of what does and does not go into DCS as a flyable). It is important to remember that all of these aircraft will be modeled to the same level of detail as the Black Shark in DCS. As I hope many of you realize after reading and seeing more about Black Shark, this will be a daunting task but will provide the most comprehensive and realistic simulation of flying these aircraft within a combat environment on the PC.

Thanks,
Matt[/quote]

From here
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Postby SUBS17 » Tue May 20, 2008 12:42 pm

Startup check list
KA-50 Start Flows - Quick Start with limited tests.

- Battery 1 and 2 - on
- Nav lights - on
- "ABCK" intercom switch - on
- Lamp Test - press to check all lights and audible warning functioning

*Ground Power - If Required*
- SPU-9 Radio Panel - "HON"
- Advise Ground service you want ground power. - "\" F10, F3, F1
- DC and AC ground power - on

Before Engine Start Flow
- Fuel meter - on
- Stopped engine EGT gauge test - press
- Fuel meter gauge test - press
- Forward and aft fuel boost pumps - on
- APU fuel shut-off valve - open
- Standby attitude power - on
- NAV system ground power - on
- EKRAN system power - on
- INU power - on
- INU heat - on
- Voice message system test - press
- Engine/APU start select switch - APU
- Engine/APU start button - press - monitor APU EGT

Engine Start Flow
- Park brake - on
- Ejection seat - arm
- Left engine fuel shut-off valve - open
- Anti-collision light - on
- Left/right engine EEG switches - on
- Rotorbrake - off
- Engine/APU start select switch - left engine
- Engine/APU start button - press
- At 20% Ng, left engine fuel cut-off lever - open - monitor EGT and engine RPM increase to idle(60-65%)
- Right engine fuel shut-off valve - open
- Engine/APU start select switch - right engine
- Engine/APU start button - press
- At 20% Ng, right engine fuel cut-off lever - open - monitor EGT and engine RPM increase to idle(60-65%)
- Engine throttle levers - auto (2 positions up)
- Left and right engine generators - on
- APU shut-off button - press
- APU fuel shut-off valve - close
- Request ground service personnel to remove ground power - "\" f10, F3, F2
- DC and AC ground power - off

After Start Flow
- ABRIS power - on
- Standby attitude indicator - uncage and set
- Running engine EGT gauge test - press
- All remaining radio/datalink switches - on
- Weapon control system - on
- IFF - on
- UV-26 countermeasure power - on
- Laser warning system power - on
- Signal flare power - on
- Autopilot channel switches - on
- Baro/radar altitude hold - as required
- Heading/track mode - as required
- PVI-800 mode selector - on (PA6)
- NAV Waypoint button(NNM) - press and select waypoint number on the keypad
- Center panel - configure as necessary
- K-041 targeting and NAV system power - on
- ABRIS - configure
- Park brake - release
:arrr:
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Postby Timmo » Tue May 20, 2008 3:07 pm

no Ctrl+E then? ;)
Last edited by Timmo on Tue May 20, 2008 3:08 pm, edited 1 time in total.
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Postby SUBS17 » Tue May 20, 2008 4:17 pm

Nope but you could always get an FS addon Ka50.(its not that hard anyway)
Last edited by SUBS17 on Tue May 20, 2008 4:18 pm, edited 1 time in total.
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Postby Ian Warren » Tue May 20, 2008 7:39 pm

Timmo wrote:
QUOTE (Timmo @ May 20 2008, 03:07 PM) <{POST_SNAPBACK}>
no Ctrl+E then? ;)

:lol: , I brought the Nemeth Bros CH53 SUPER :thumbup: , yip no 'Ctrl+E' , exactly what i wanted , a BIG helio procedure start up from the beginning , I call it the the LD76 off helicopters ..... what happens , this is in the day off SP1 then update with SP2 but make sure you did this and .. something else ... nothing worked properly .. spent many hours install reinstall .... that was it ... stormed of to the forum and made a real DORK of myself ... then came the simple Accelertion Addon .. WICKED!it all worked properly ..... guess i should have looked at FSX in the early day as a incomplete FS .

Looking forward to Black Shark , be my first combat FS since FSCB3 ... Thanx for the listing Matt :)
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Postby Charl » Tue May 20, 2008 8:18 pm

Can't wait...
Red Force, Scramble, Scramble!!
- Stopped engine EGT gauge test - press
- Fuel meter gauge test - press
Bogeys inbound, 5 minutes!!
- APU fuel shut-off valve - close
- Request ground service personnel to remove ground power - "\" f10, F3, F2
All units, man the pumps!!!
- UV-26 countermeasure power - on
- Laser warning system power - on
- Signal flare pow.......BOOOM

[color=#000000]No really, can't wait
:lol: [/color]
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Postby SUBS17 » Tue May 20, 2008 9:22 pm

The worst thing that could happen in MP is if you go up against someone in an Apache who manages to find your airbase where you respawn they can just sit there and gun you down each time you appear. Yes been there done that in MP with LB2. :arrr:
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Postby SUBS17 » Fri May 23, 2008 11:35 am

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Postby SUBS17 » Sat Jul 12, 2008 11:31 am

QUOTE
DCS: Black Shark Update: 09 July 2008

After a longer than expected delay due to some new build problems (accurate track file reproduction), I have a new DCS update for you. As last time, most of the DCS: Black Shark effort is focused on identifying and fixed the many bugs that are still in the code. Given the increased complexity of the Ka-50 over previous aircraft we have modeled, the likelihood of bugs creeping in grows dramatically. Additionally, the new Mission Editor, new campaign system, re-vamped multiplayer, and new GUI interface has certainly brought a new set of testing and debugging challenges. We realize that a few of you are a bit grumpy about the delays, but please understand that we wish to release a quality product and not put it out the door with known, significant bugs.

In addition to testing and debugging, a lot work continues on missions. These are sub-divided into the single missions, campaign missions and training missions. While there is still a lot of work to do on this front, some of the missions are already in test and this is proving a valuable tool in identifying bugs in other areas of the code.

Here are a few items that have worked there way into the code base since my last update:

- Track file reproducibility problems have been resolved

- Multi-monitor support has been added. Now you can set, i.e. standard view + Shkval view on 2 monitors

- New TrackIR support is added

- NATO mission editor icons have been added, in addition to new Russian style military icons

- English caution/warning lamps have been added to the Ka-50 cockpit

- Mission editor keyboard commands have been added (Del, etc.)

- Icing and de-icing of blades and pitot tube has been added

- Turbulence has been added

- Engines icing has been added

- Dust influence on engines has been added

- Engines deterioration and failures by exceeding normal operational conditions has been added

- Hydro system and brakes have been adjusted

- Autopilot sensors are adjusted to be more realistic real

- Control system channel failures have been added

- Triple-head support has been added

- Trigger coalition rule has been added t Mission Editor

- Weather presets have been added

- New GUI music has been added

- Installer has been added

- Cloud density has been adjusted

- Start and end mission string is added to debriefings

- New system of preloading resources has been implemented. This may result in objects not appearing right after changing views to a not previously displayed object. This may also give more FPS on not top-line PCs when terrain preloading is set to 80km, but this will probably not cause any FPS changes with terrain preloading set to 20km.

- Flatter effect for blades is added (human FM)

- Ceilings are tuned (human FM)

- This of course is in addition to a long list of resolved bugs.

In addition to the 550+ page Ka-50 flight manual mentioned earlier, we have also now completed the 160+ page DCS manual that covers all the GUI elements to include such pages as the Mission Editor, Campaign Editor, Multiplayer screen, etc.

So, in a nut shell, that is where we are with DCS: Black Shark and we are still shooting for a release sometime later in 2008.

As for after DCS: Black Shark, work continues on other aircraft modules. Although these are certainly works in progress and hardly complete, I have attached a few development cockpit images of the F-16C and Mi-24. To reiterate what was mentioned before, we have a list of aircraft modules that are currently in development and one stage or another; however, that does not mean that we will not consider other aircraft if we have the proper data and feel the aircraft fits well within our entertainment and military simulation lines.

Thanks,
Matt[/quote]

Some screenshots

The F-16 pit looks cool. pirate.gif
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Postby SUBS17 » Mon Jul 14, 2008 11:05 am

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Postby SUBS17 » Sun Aug 31, 2008 3:36 pm





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Postby SUBS17 » Mon Sep 01, 2008 11:30 am

QUOTE
Originally Posted by Wags - TFC/ED Producer

DCS: Black Shark Producer's Note #7 Streaming Version Available

This note delves into the defensive systems of the Ka-50.

Part 1: http://it.youtube.com/watch?v=-R_LaNz4y5A&fmt=18

Part 2: http://it.youtube.com/watch?v=xpJLP2HKx80&fmt=18

The full resolution version is available for download here (registration required): http://www.digitalcombatsimulator.co...oducts&lang=en

The next note will be in regards to the data link system.

SOURCE: http://forums.eagle.ru/showthread.php?t=31653[/quote]
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Postby h290master » Tue Sep 09, 2008 8:42 am

this looks very promising biggrin.gif
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Postby SUBS17 » Thu Dec 11, 2008 2:31 pm

English version is now avialable from here
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Postby Matlo » Fri Dec 19, 2008 11:38 am

Hi all,

I have got this up and running and it is awesome....... !!!!
I dont have track ir tho and that would be a boon for this sim as my hat switch is getting worn out from looking around the cockpit just to start the beast up !!



Update : I have 'built' a Freetrack setup!! What a difference, just needs a bit of tweaking.. (for those that don't know, Freetrack is a 'free' version of track ir using a webcam).
Last edited by Matlo on Wed Dec 24, 2008 8:21 am, edited 1 time in total.
Regards,

Craig (Aka 'Matlo')
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