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DCS:- Combined Arms

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  • 31-05-2012 10:35pm
    #1
    Registered Users Posts: 2,223 ✭✭✭


    DCS:-Combined Arms module for DCS: A-10C Warthog and other DCS flight sim products, and some pics
    DUXFORD, UK, May 31st 2012 – The Fighter Collection and Eagle Dynamics will offer DCS: Combined Arms as a digital download pre-purchase for $29.99 in June 2012. Pre-purchase also provides access to pre-release Beta versions of the title.

    DCS: Combined Arms gives the user control of ground forces during the battle. Use the strategic map to move ground forces, set artillery fire missions, and control the ground battle. Assume the role of a Joint Terminal Attack Controller (JTAC) and designate targets for close air support aircraft, or directly control an armor vehicles or air defense weapons and engage enemy forces.

    Play DCS: Combined Arms as a real time strategy game, a first person armor warfare simulation, or direct the ground battle from the cockpit of a DCS aircraft like the A-10C Warthog, Ka-50 Black Shark, or P-51D Mustang.

    DCS: Combined Arms supports both single player and multiplayer gameplay. When in multiplayer, different players can take on different roles such as artillery commanders, tank commanders, pilots, JTACS, etc. DCS: Combined Arms allows you full control of the battle. All roles can be changed dynamically during the battle.

    Features of the DCS: Combined Arms:

    • Move ground forces and direct their fire during a mission.
    • Be the Joint Terminal Attack Controller (JTAC) and direct close air support.
    • Jump into the seat of many armor and air defense units to engage enemy air and ground forces.
    • Play in both single player and multiplayer games.
    • Both small and large scale battle missions included.
    • Part of DCS World

    Trailer:

    About The Fighter Collection

    The Fighter Collection, as well as developing software for the entertainment and serious game 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: http://www.fighter-collection.com/

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    Nate


Comments

  • Legal Moderators, Society & Culture Moderators Posts: 5,400 Mod ✭✭✭✭Maximilian


    That's looks rather impressive. Needs more zombies though.


  • Registered Users Posts: 350 ✭✭_vti


    Haha

    Ive always supported DCS. Blackshark 1/2 & A-10 were awesome! This looks pretty interesting!


  • Registered Users Posts: 2,223 ✭✭✭Nate--IRL--


    A few more pics from DCS:-Combined arms were released.

    http://forums.eagle.ru/showthread.php?t=89476

    attachment.php?attachmentid=66841&d=1338691259
    attachment.php?attachmentid=66842&d=1338691259
    attachment.php?attachmentid=66844&d=1338691272
    attachment.php?attachmentid=66843&d=1338691259

    Nate


  • Registered Users Posts: 2,223 ✭✭✭Nate--IRL--


    BIG update..... and DCS:-Combined Arms Open Beta is out.....
    Digital Combat Simulator Combined Arms Pre-Purchase and a Full Range of DCS Product Updates Available

    DUXFORD, UK, July 10th, 2012 – The Fighter Collection and Eagle Dynamics have released the pre-purchase for DCS: Combined Arms and a series of updates to DCS World, DCS: P51D Mustang Beta, DCS: A-10C Warthog and DCS: Black Shark 2.

    DCS: Combined Arms Pre-Purchase / Open Beta Available

    DCS: Combined Arms gives the user control of ground forces during the battle. Use the Command Map to move ground forces, set artillery fire missions and control the ground battle. Assume the role of a Joint Terminal Attack Controller (JTAC) and designate targets for close air support aircraft in multiplayer games, or directly control armour vehicles or air defence weapons and engage the enemy.

    Play DCS: Combined Arms as a real time strategy game, a first person armour warfare game, or direct the ground battle from the cockpit of a DCS aircraft like the A-10C Warthog, Ka-50 Black Shark or P-51D Mustang.

    Pre-Purchase also provides access to Beta versions of DCS: Combined Arms.

    Features of the DCS: Combined Arms:
    • Move ground forces and direct their fire during a mission.
    • Be the Joint Terminal Attack Controller (JTAC) and direct close air support.
    • Jump into the seat of many armour and air defense units to engage enemy air and ground forces.
    • Play in both single player and multiplayer games.
    • Both small and large scale battle missions included.
    • Part of DCS World

    Trailer: http://www.youtube.com/watch?v=yFN1iFfvVG8

    Download the pre-purchase of Combined Arms for $29.99 from: http://www.digitalcombatsimulator.com/index.php?end_pos=136&scr=products&lang=en

    DCS World 1.2.0

    Digital Combat Simulator World (DCS World) is a FREE, unified interface for all DCS products; you can think of DCS World as a simulation operating system. DCS modules that plug into DCS World can include aircraft, maps, ground units, campaigns, etc. Not only can DCS World include modules developed internally by Eagle Dynamics, but it can also include those by certified third party developers.

    DCS World also includes a FREE Su-25T attack aircraft with missions and a campaign.

    DCS World not only includes the Graphical User Interface (GUI) that ties all DCS products together in a single installation, but it also includes the global aspects of the simulation world that pertains to all modules. This includes such items at the Artificial Intelligence (AI), rendering system, mission editor, effects, AI units, semi-dynamic campaign system and audio environment.

    Other items of DCS World include:
    • News feed of DCS products and events
    • Selectable wall paper
    • Free updates to keep DCS World current

    Download DCS World and the free Su-25T from: http://www.digitalcombatsimulator.com/index.php?scr=product&ProductId=21&end_pos=137&lang=en

    DCS: P-51D Mustang Beta Update

    The next beta version of DCS: P-51D Mustang is now available for download. Access to the beta is provided with a pre-purchase of the Mustang from: http://www.digitalcombatsimulator.com/index.php?end_pos=136&scr=products&lang=en

    Important updates to the DCS Mustang include:
    • Added oil and heat management modelling and control
    • Added cockpit and force feedback shaking
    • Improved stability
    • Improved flight dynamics
    • Trimmers adjusted for better accuracy
    • Aircraft damage improved
    • Tail wheel swivelling adjusted
    • New aircraft skins added and existing models updated
    • WWII era flight helmets added
    • Campaign missions tuned
    • Cockpit systems tuned

    DCS: A-10C Warthog, Patch 1.2.0

    This new patch to the A-10C Warthog addresses the following items:
    • Cockpit improvements
    • Avionics corrections
    • AI wingmen and JTAC behaviour corrections
    • Force Feedback improvements
    • Improved stability and performance

    Purchase DCS: A-10C Warthog from: http://www.digitalcombatsimulator.com/index.php?end_pos=136&scr=products&lang=en

    DCS: Black Shark 2, Patch 1.2.0

    This patch to Black Shark 2 includes the following:
    • Improved stability
    • Corrected several cockpit functions
    • Corrected faulty textures
    • Resolved audio message problems

    Purchase DCS: Black Shark 2 from: http://www.digitalcombatsimulator.com/index.php?end_pos=136&scr=products&lang=en

    Complete changelogs...
    DCS: P-51D
    Exit simulation crash fixed.
    Canopy crank hung on slow machines. Now fixed.
    Removed odd, LOUD sound being emitted from the P-51.
    Installer description for "Simplified flight model" -> "Uses simplified flight dynamic calculations that also results in easier flight control" added.
    Missions updated.
    Added a crashed model for the P-51D.
    Updated P-51D splash screen.
    Added failures due to engine and oil system failures.
    Improvements to aircraft shake effect.
    Added trimmer shake.
    Slip ball frequency increased to account changes in aircraft shake.
    Cockpit gauges descriptions in LUA were made more readable.
    Load of the digital filter parameters from LUA was made more convenient.
    Adjusted Immortal damage Option.
    New damage areas added and existing damage of systems improved.
    Tail wheel swiveling tuned.
    Corrected textures of the Voodoo skin.
    Added adjustments to fuselage shaking by the propeller.
    Adjustment of exhaust animation, advanced timing, and the loss of power with retarded ignition have been added/adjusted.
    Adjusted the friction parameters of a free gear axis.
    Crash at {RCtrl+J} from P-51D cockpit has been fixed.
    Unlimited weapons for HVAR missiles now works.
    Possible cold start crash is fixed.
    Adjusted start-up sequence to be more accurate. See manuals.
    Canopy glass adjusted.
    Flight and Quick Start manuals updated.
    Cockpit model updated.
    Added new P-51D skins.
    Different helmets depending on skin.
    Adjusted trimmers for FFB at low speed, FFB shaking at stall, reworked of physics of free gear.
    Air start controls were in the wrong position. Fixed.
    Fixed animation pointers update for the canopy crank handle.
    Fixed coolant indicator animation.
    Sudden switch on landing light when it start in the air is fixed.
    Added WWII era helmets.
    USAF 485rd FS livery fixed.
    Radio frequencies are now restored after return to the ME.
    K-14 and gauge panel shaking has been tuned.
    New volumes for actuators.
    New textures for engine damage model.
    The taxi light cone collision with wing has been fixed.
    Gauge panel suspension has been tuned.
    Oxygen system did not deplete - no Hypoxia possible. Fixed.
    The hinge moment influencing to roll rate and rudder has been fixed.
    Cockpit shaking at post-stall condition has been added.
    The artificial damper for a taxi has been added.
    The taxi light animation in LODs has been corrected.
    HVAR position on the hard points is fixed.
    "SALVO" lever will not return to its original position when reloading. Fixed.
    Float fuel sensor has been fixed.
    Gunsight range throttle handle was moving erratically when operating from joystick axis. Fixed.
    Fixed tooltip typos.
    Improved propeller disk.
    Engine stops when external tanks are dropped.
    Fixed that when the battery is drained, all electrical systems (except starter), are still functional.
    Removed Bomb racks and hardpoints when the Civil Aircraft box is checked in the ME.
    Landing gear eight wheel rolls too fast compared to left wheel. Fixed.
    From a runway start, Mustang's landing light pointed straight down. Fixed.
    Oxygen system flow rates at altitude implemented.
    Possible client exploding during cold start fixed.

    DCS: Black Shark 2
    Crash when switching between helicopters is fixed.
    Right engine cut-off lever is now mouse clickable.
    Pilot textures were missing. Fixed
    Key command for rotor lights was duplicated with Leave/Enter aircraft. Fixed.
    English voice phrase for "Target Destroyed" from wingman was not played. Fixed.

    DCS: A-10C Warthog
    Fixed ground shadow z-fighting when viewed from within the cockpit.
    JTAC's IR pointer missing the target has been fixed.
    Fixed constantly repeated radio reports from wingmen, particularly after leader landing.
    Fixed A-10C flight A-10C takeoff from runway. Wingmen would suddenly "freeze" between air and ground.
    Some buttons became non-clickable when view is zoomed. Fixed.
    JTACs sorted by range in radio menu.
    IFFCC Weapon Release Data Menus will now work correctly for all kinds of weapons.
    SPI position on TAD will be shown correctly for ripple releases when SPI source is IFFCC.
    Fixed CCRP behavior when the aircraft flies below entered hot elevation, and SPI elevation remains below ownship altitude.
    CCIP CR symbology logic adjusted for ownship altitude is less than entered hot elevation.
    INVALID FUZING HUD message will now account for WCMD height of function parameter.
    Reduced the probability of WCMD weapons overshooting the target when using low altitude deliveries.
    Fixed rocket sight occasionally appearing instead of the bombing reticle when Mk82AIR bomb was selected.
    WINDSHIELD HOT and STALL SYS caution lights have been implemented.
    AoA indexer lights will now work with weight on wheels.
    AoA indicator electrical power source was changed to Right AC bus.
    FFB stick shaker now works only if the AoA indicator is powered.
    FFB stick shaker will now not only work with gear up and flaps set to landing position (20 degrees).
    Aural stall warning (steady and chopped tones) will no longer work with flaps set to landing position (20 degrees).
    Flap position indicator will be frozen in the last known position upon electrical power loss.
    Master Caution light will no longer light when the inverter is initially turned on.
    The Master Caution light and caution lights flashing rate has been adjusted.
    L/R Engine Oil Pressure lights will go light immediately after any electrical power source is available.
    All possible avionics failures are correctly repaired now - no more inoperative air data related instruments after repair.
    Autolase was sometimes not correctly ceasing at impact time + 4 seconds timeout.
    DSMS correctly updates station status (i.e. detected, not detected, and any mismatches) upon weapon loadout change via the rearm radio menu. But you still must initialize DSMS manually via the DTS UPLOAD page.
    TGP laser codes are no longer zeroized when the TGP is loaded on a station via the rearm radio menu.
    Fixed Maverick TIME auto power function.
    TGP laser type can no longer be cycled with HOTAS while TGP is lasing.
    DSMS STAT and DSMS INVT CMBT notes have been implemented on the MFCD.
    Removed re initialization when autopilot on.
    Fixed UHF T-Tone switch causing unrecoverable crash.
    Possible crash on CBU-97/105 container opening in full screen mode is fixed.
    Corrected snap views.
    LSS Detects and tracks targets that are not lased. Fixed.
    When A-10C is repaired, "Repair Finished" message is now given.
    Marker beacon sounds outside main beam has been resolved.
    Cockpit mirrors not visible when selected in options has been fixed.
    SAS yaw mono channel mode restored.


    DCS World
    Fixed radio and trigger audio.
    Rearm menu. If you do not manually clear the payload, the default loadout would be loaded. This is now fixed.
    Training links for English version added.
    Bunkered ZU-23 rotating 180 degrees after exit has been corrected.
    Added sound support for modules via SND_add/del_wave/proto_path() API.
    Fixed sound busy wait on streaming sources.
    Challenger-2 tank bounding box correction.
    Su-25T. Simulator crash after exit from damaged aircraft.
    AI aircraft would taxi to the parking ramp and stop even if one or more player-to-aircraft jumps occur.
    Adjusted digital filter code. Added two new functions to access new internal data.
    R-60 missiles are now aligned correctly on Su-25T weapon pylons.
    P-51D and A-10C. Two pilots ejecting from aircraft has been fixed.
    Better security for IWorldNet::registerSerial.
    Quickstart dialog bug fix.
    Added Su-25T training images.
    Debug input removed.
    Installer pictures were exclusively of the P-51D. Fixed.
    DCS World Uninstall menu said DCS-51D. Fixed.
    The training descriptions for the Su-25Т has been added.
    Removed serial number edit boxes from master dialogs.
    GUI updated.
    Removed A-10C text from "About" text.
    Video player fixed.
    Russian pilot and ATC speech were absent. Fixed.
    Surface impact check by using collision model, double speed of integration after jumping to aircraft is fixed.
    Access to external lights from avionics LUA Device.
    Ejected AI pilot resulting in critical damage is fixed.
    MP player loss was counted 2 times if damaged is fixed.
    SAM's priorities has been tuned for Tunguska missile fix (bug with fast moving targets.
    Trigger "GroupDead" may break if Group name contains a dot ".".
    Adjusted life of hardened objects.
    Molniya search radar type has been changed to MULTYROLE.
    Neustrshimyi gun dependence has been disabled and angle limits have been tuned.
    Tomahawk missile target assignment fixed.
    Tunguska ATGM typed missile launcher gets target priorities as SAM.
    Patriot system failed to engage aircraft at very low altitude. Fixed.
    Chaparral rotation fixed.
    Buk launcher constant invisible rotation fixed.
    AI ATGM accuracy being too low. Fixed.
    AK-100 PIDs is fixed.
    Ground units aiming delay calculation fixed.
    Adjusted roads.
    Fixed gyro power source initialization.
    Options panel redesign.
    No sound when refueling on the ground has been fixed.
    If ammunition amount on the warehouse is zero, only one SPPU-22 pod can be loaded. Fixed.
    C-130 and IL-76MD no longer deploy drag-chute on landing.
    Updated version on splash screen.
    Oliver Perry FFG damage corrected.
    Increased building damage levels by 10x.
    Changed default FOV of Su-25T view from 80 to 90 degrees.
    Improved grass clutter.
    Unlimited resources shown as '0' in resource manager.
    ALT-J for aircraft, enters aircraft and switches engines off and raises gear when on the ground. Fixed.
    RALT+J crash when switching from KA-50 to SU25T. Fixed.
    Fix a bug in Lochini taxiway.
    Su-25T: Min and Max range carets for weapon delivery missing from HUD. Fixed.
    Snapview saving was broken. Fixed.
    Su-25T: Ventilator bracket disappeared when canopy closed.
    AI fire at point broken for waypoint actions and triggered actions has been resolved.
    Wingmen radio message "Rolling" is given on engine start up. Fixed.
    "Airborne" radio does not include aircraft number to Message. It also uses the flight leads VO for all messages. Fixed.
    Su-25T: Keyboard commands for Active pause and ALT-B briefing were missing. Fixed.
    Dynamic weather defaults to high pressure anti-cyclone pressure values, showing the low pressure cyclone option. Fixed.
    Su-25T: Right Cockpit panel texture was from the Su-25 and not Su-25T. Fixed.
    Crash when padlocking terrain from within cockpit, citing edterrain.dll. Fixed.
    Added option for "Allied Flight Reports" in Gameplay options.
    AI helicopters ignored client aircraft in multiplayer. Fixed.
    "Unit Inside Moving Zone" trigger instantly gave true even if the set unit wasn't inside the zone. Fixed.
    Refueling and rearming did not operate consistently. Fixed.
    Activating groups after a client joins and using "Visible Before Start", caused massive warping in Multiplayer. Fixed.
    Town substrate floated above terrain near Sukhumi. Fixed.
    Vazlani airbase hanger LODs were broken. Fixed.
    Su-25T: Damage model was missing some textures. Fixed.
    Mission Planner allowed editing of enemy unit triggered actions - enemy could be set to destroy themselves. Fixed.
    SA-11 BUK group expended missiles very wastefully on the same target. Tweaked.
    If the player RALT-Jed into an Su-25T, the flight model was very exaggerated in performance - flew like time was set to x2. Fixed
    AI would at times fly into the ground to avoid missiles. Fixed.
    New hardened aircraft Shelter model by Luckybob9 added.
    Converted Communications Tower M model for DCS added.
    Burnt out train model fixed.
    Su-25T RWR bug fixed.
    Su-25T gear up/down sound distortion fixed.
    SPPU-22 gunpods made no sound fixed.
    Su-25T HUD missing compass tape fixed.

    Nate


  • Registered Users Posts: 9,249 ✭✭✭Stev_o


    Looks fantastic, what would be the biggest difference between CA and say Arma? Also is it a dynamic war or is it just a skirmish sort of thing. Would love if this was in any way similar to Falcon 4.0 dynamic campaign now that was epic!


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  • Registered Users Posts: 7,016 ✭✭✭Wossack


    arma is a ground combat simulator with the flight sim built on top
    DCS:CA is a flight simulator with the ground combat built on top

    so while arma's ground combat is far superior then DCS', it falls well short of its flight model. And vice versa

    (imo)


  • Registered Users Posts: 2,223 ✭✭✭Nate--IRL--


    Can't really compare it to ARMA, notyet anyway. CA is more strategic in singleplayer with First person integration mainly used for co-ordinating or killing with Human Flyers online.

    Also the war would not have the scope of F4.0 campaign, however expect theatre wide logistics/supply to come into play with Lock On:FC3 module to come.

    Have look on the official forum to get a better idea of what it is.
    http://forums.eagle.ru/index.php

    Edit:- Wossack nailed it - a much better description than mine.


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