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Minoslas
09-01-13, 01:34 PM
RRG Studios announced new project: DCS WWII: Europe 1944

http://forums.eagle.ru/showthread.php?p=1855052#post1855052
RRG Studios announces an upcoming Kickstarter campaign for DCS WWII: Europe 1944, a start of an exciting new flight simulation series.

MOSCOW, Russia – September 1, 2013 - Legendary flight simulation designers Ilya Shevchenko, Igor Tishin, and Matt Wagner are excited to announce an upcoming Kickstarter campaign for a new WWII flight simulation being developed for the PC. DCS WWII: Europe 1944 is the start of an exciting new flight simulation series. Built by industry veterans at RRG Studios with the same approach that made famous flight sims of the past great, and in partnership with the experts at the Fighter Collection and Eagle Dynamics, the simulation aims to satisfy seasoned aces as well as attract new pilots to the genre.

DCS WWII: Europe 1944 will take the player to the skies over Western Europe at the height of WWII in 1944. Players will attack enemy ground vehicles in the famous P-47 Thunderbolt in the Battle of Falaise, or intercept waves of B-17 Flying Fortresses in their Messerschmitt Bf.109; or attempt to fend off incredible new Me.262 jet fighters in their suddenly slow and obsolete propeller-driven Spitfires.

With successful Kickstarter funding of stretch goals, the project will include more famous historical aircraft, such as the Lockheed P-38, de Havilland Mosquito, Messerschmitt Me.262, and even a flyable version of the Boeing B-17.

The simulation is based on the award-winning DCS engine used in such stellar products as DCS: P-51D Mustang and DCS: A-10C Warthog. DCS WWII: Europe 1944 will boast an all-new EDGE landscape engine, as well as many new and updated features.

As all simulations in the DCS line, DCS WWII titles will boast detailed recreations of famous WWII aircraft and meticulous modeling of individual aircraft systems. Combat missions over a huge game world painstakingly recreated from period maps will offer rich single-player experience recreating famous battles from both sides.

DCS WWII will also ship with advanced AI that recreates historical tactics and models pilots of varying skill levels, from bumbling rookies to merciless aces. Other features such as the dynamic weather and seasons, comprehensive training, robust multiplayer , a powerful mission and campaign editor, as well as a mission replay system, pilot log book, and other features will all add up to incredible player experience.

“With unparalleled attention to detail, our developers have decades of experience with aerial combat simulations,” said Ilya Shevchenko of RRG Studios. “We are famous for our ability to make our games fun while maintaining unwavering dedication to historical realism. We can do it because the relatively simple aircraft of the WWII era do not require extensive training, and nimble controls and simple weapons naturally lead to fast-paced close-quarters battles.“

“We want to open a new page in WWII combat simulations,” said Matt Wagner of Eagle Dynamics. “At the same time we strive to recapture everything that made the flight simulations of the past great, starting with a thick spiral-bound manual and comprehensive training, and ending with great free-for-all multiplayer. We want to keep creating the content that we enjoy creating and that our fans enjoy playing for years to come.”
The team intends for DCS WWII: Europe 1944 to act as the forerunner of a long-running DCS WWII simulation series covering all theaters of WWII, and expanding into other nearby conflicts, such as the Korean War.

In addition to industry-leading attention to detail, incredible graphics, unparalleled flight dynamics, and award-winning multiplayer, DCS WWII: Europe 1944 will also shop with an innovative distribution model. As the last major release in the DCS line, DCS World, DCS WWII will also be distributed via a free-to-play model. The full-featured core game will be available as a free download, allowing anyone to check out the game and its features. Additional modules containing new aircraft or new gameplay areas will be available as a separate purchase.

The free-to-play model allows a wider audience access the core game by, in essence, offering a free demo that allows anyone to try the game before they buy it. At the same time, the model accurately reflects immense development costs attached to historically accurate study sims.

The Kickstarter campaign for the title will launch on September 5th.

About RRG Studios

RRG Studios brings over 10 years of experience with WWII flight simulations to the table. Staffed with flight sim veterans that worked on the greatest WWII flight sim series of the 21st century, we literally wrote the book on the new generation of flight sims.

About Eagle Dynamics

Eagle Dynamics is the studio responsible for the biggest modern aviation sims of the past twenty years. In-house experts have industry-best experience with physics, avionics, ballistics, and all other components that go into making a successful flight simulation. Eagle Dynamics continues to redefine the genre and continuously sets the bar high with each new release.

About the Fighter Collection

The Fighter Collection is the company that manages Eagle Dynamics. It is based in Cambridge, England, and it operates Europe’s largest fleet of airworthy WWII aircraft. The Fighter Collection runs the annual Flying Legends airshow, giving us unprecedented access to the aircraft we simulate.

Cybermat47
09-01-13, 05:57 PM
Good news :)

Herr-Berbunch
09-01-13, 07:05 PM
Great news.

As long as more DCS maps come out of it. It'll still come before Nevada!

Oberon
09-02-13, 10:35 PM
At first I was intrigued and interested, and then I found out that this is a joint effort between ED and Luthier, he of CloD fame. So, the gap between what they say is going to happen and what will really happen remains to be seen.
Either way I'll just keep an eye on this one.

Arclight
09-03-13, 02:36 AM
I've got 3 year old screenshots of my A-10 over Nevada. That map is still nowhere to be seen... Maps seem to take them a while in general, regardless of who's involved. :hmmm:

Minoslas
09-04-13, 11:01 AM
http://forums.eagle.ru/showthread.php?t=112649
Hello everyone,

We’ll be launching our kickstarter in about 24 hours, or, in the worst case, about 30 hours.

If you’re not sure about what DCS WWII: Europe 1944 is, please read the official announcement or join the discussion here.

There are a few very important points we’d like to make:

1. The project is at a very early stage.
Normally, video game development goes something like this. You go through some initial planning and discussion. You agree on budget and schedule, then begin the development. After some months, or maybe even years, you arrive at a playable mock-up or maybe a pre-alpha version. You announce the project, show what you have to the fans, and move forward.
With DCS WWII, we’re doing something different. We are in the very early initial design stage. If things were done the normal way, we’d be about six months away from an official announcement.
Why then are we doing this? Because we are not working with a publisher. When we looked at our budget and our schedule, we realized we’d be cutting it very close and we’d really need a bit more money and a bit more time to really do things comfortably. So we decided to go the kickstarter route. It should give us the freedom to really perfect our game; and perhaps even allow us to make a larger product if we manage to hit our stretch goals.
And so, we’re back to the main point. The project is very, very early. Normally we would not show it to the public at this stage.
We could wait six months and go kickstarter then – but then we’d lose the stretch goal option. If we don’t start on, say, a flyable B-17 today, if we wait six months to begin, then we delay its release by six months as well.
So, we know how the community lives to scrutinize every pixel and every word. So please keep in mind that things are not just WIP. They’re so far away from final, they’re all the way back at the other end. They’re “initial”.
Kickstarter changes a lot of things on our end, so please accept it as a change on yours. We’re showing you the project six months before we normally would. Please keep that in mind in all future discussion.

2. Kickstarter can fail.
Here’s how it works.
We are asking for a relatively minor initial sum on kickstarter which is needed to put in a few extra features and really polish and perfect the product.
We obviously need a large number of people to back the project to even hit the initial sum.
If you back the project, but over the course of the kickstarter campaign we fail to reach the initial goal, then the campaign fails and all the money is returned to backers. We the developers receive nothing.
However if we do manage to excite enough fans to back the project in the next 30 days, and we hit our initial goal, then this opens the road to the real meat of the campaign: stretch goals. All money raised will go towards development. If we manage to hit additional stretch goals, we will add a lot more exciting stuff to the project, most importantly new aircraft and new gameplay maps.
However that will require a significant community effort. Larger stretch goals will require thousands and thousands of backers; it’d require the equivalent of everyone who ever bought DCS: P-51 to come in with the purchase price they paid in the next 30 days and back our kickstarter to hit some of the larger stretch goals.
Possible? We hope so. But we’ll need help.

3. We need your help!
What we really need for our project to succeed is exposure.
If you back our project, please tell your friends about it.
Even if you cannot back our project, but are excited about it, tell your friends.
DCS WWII: Europe 1944 requires a large concentrated community effort to become successful.
If you are a journalist, please get in touch.
If you are a member of a flight sim community, please mention our kickstarter on your forums. If your friends have questions, send them here, or send us to them.
We only speak English and Russian. If you are a member of an international flight sim community, help us spread the word in your language!
Please help us get there. We cannot do it on our own!

Thank you very much. We, everyone, myself personally, are unbelievably excited about tomorrow. See you then!

Minoslas
09-05-13, 02:09 PM
Has start the DCS WW2 Europe 1944 KickStarter ,some info:
http://www.kickstarter.com/projects/508681281/dcs-wwii-europe-1944
Flyable Aircraft:

Republic P-47D-28 Thunderbolt;
Supermarine Spitfire Mk IX;
Messerschmitt Bf-109K-4;
****e-Wulf FW.190D-9 (from DCS: World);
North-American P-51D Mustang (from DCS: World).

Non-Flyable Aircraft:

Boeing B-17G Flying Fortress;
Messerschmitt Me.262A-1.

Landscape:

Normandy. Area of the historical D-Day Invasion, as well as the extensive preparation and follow-up battles.

Single-Player:

Training campaign for each aircraft;
Luftwaffe Fighter campaign (Bf.109);
British Fighter campaign (Spitfire);
US Ground Attack campaign (P-47).

Multi-Player:

Selection of missions for each aircraft.

Other:

Authentic ground vehicles, guns, and ships;
Authentic historical buildings and landmarks;
Regular content updates.



$100,000

Standard project features

$375,000

Everything at the previous level, plus:
A flyable Hawker Typhoon IB
A flyable FW.190A-5
Single-player campaign for the Typhoon
Single-player campaign for the FW.190

$550,000

Everything at the previous level, plus:
A flyable Douglas A-26B-15 Invader
A flyable Messerschmitt Me.262A-1
Ardennes, new large gameplay map
Single-player campaign for the A-26
Single-player campaign for the Me.262
A Luftwaffe Fighter and a US Fighter campaign for the Battle of the Bulge.

$750,000

Everything at the previous level, plus:
A flyable Lockheed P-38J-15
A flyable de Havilland Mosquito FB.VI
Single-player campaign for the P-38
Single-player campaign for the Mosquito

$1,000,000

Everything at the previous level, plus:
A flyable Boeing B-17
A flyable Luftwaffe plane (Me 410 A or Ju 88, as voted for by the backers)
Romania, new large gameplay map
4 new single-player campaigns for the new aircraft and theaters

Eagle Dinamics + RRG Studios + all il2 team: Oleg Maddox, Ilya Shevchenko e Igor Tishin.

EDGE on WW2: 1944 kickStarted

https://s3.amazonaws.com/ksr/assets/000/891/807/0ea8a38c31145b4c63b003d0f9d104d5_large.jpg?1378397 199
https://s3.amazonaws.com/ksr/assets/000/732/166/0c69e19fc5e81592d9782e5bb95c7e6e_large.jpg?1373375 928
https://s3.amazonaws.com/ksr/assets/000/732/182/318dcb930a19e2f0e3e4a1f0c7f19308_large.jpg?1373376 158
https://s3.amazonaws.com/ksr/assets/000/891/805/06ffc39784778253e17ffc6017405996_large.jpg?1378397 158

That is .... ¿ED Nevada Theater?
https://s3.amazonaws.com/ksr/assets/000/732/207/7ad38f4a334b326fb413908bacb817f4_large.jpg?1373376 741

Minoslas
09-05-13, 06:16 PM
6 hours and 12% reach

http://www.kicktraq.com/projects/508681281/dcs-wwii-europe-1944/minichart.png (http://www.kicktraq.com/projects/508681281/dcs-wwii-europe-1944/)

CptSimFreak
09-09-13, 01:56 AM
I'll give 50$...whats the worse can happen?

Minoslas
09-10-13, 04:19 AM
WW2 reach 50% (51.354$).

http://forums.eagle.ru/showpost.php?p=1867547&postcount=1131
I'm starting to think we might need to shuffle things about a little bit.

We'll try to change the immediate next stretch goal, and make it a flyable B-17 and British airfields. Move all other stretch goal aircraft one tier up.

We'll talk this over and have a decision for you within a day or two.

Also going to work on adding some more attractive backer rewards.

Oh trust me, I'm very familiar with southern England :)

--------

RRG does not currently have a dedicated AI programmer.

We could theoretically look into hiring one for this project, which would probably give us tons and tons of cool stuff over the course of the project, but I really don't know how to budget for that. We're already pretty far out there for a stretch goal. I'm kind of cautious about adding too many tiers or too many options. If I add, for example, and intermediate "improved AI" stretch goal, all as a part of all additional stretch goals, that might turn off some other people, and make it seem like the aircraft they really want are too far away.

ED has programmers too, of course. We however do not have a current plan for AI improvement.

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

No clue at this point.

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

This new video is basically introduction part 2. Nick Grey is a hugely important part of this project, but it felt like putting him in the initial video made everything way too long.

It's also not about passion but about our relationship with TFC. This has immediate, direct, and unique impact on the product. We have access to the actual aircraft and the actual pilot. That's not sentimentality or small talk at all. These are the precise reasons why DCS: P-51 is the best prop simulation available today.

I have another talk video all put together, which I foolishly planned to release as video 3, but I realized the error of my ways while uploading video 2 this morning. Video 3 will be a detailed look at EDGE. Video 4 will be a detailed overview of aircraft modeling in DCS. Video 5 will be a video QnA, and then video 6 will probably be the thing I planned for Video 3.

I also have to point out that it's all just me. I write the scripts, I direct, I shoot, I edit, I release, I discuss. I don't have a marketing staff, anything like that. I'm learning as I go. Hopefully I can do enough to reach at least one stretch goal in the next 30 days. Please don't let the fact that I'm not a marketing professional or a filmmaker influence your opinion of myself as a game developer!

Minoslas
09-26-13, 03:15 AM
Update DCS WWII: Europe 1944: Kickstarter

http://www.kickstarter.com/projects/508681281/dcs-wwii-europe-1944/posts/610190
DCS WWII: Europe 1944: Kickstarter Video #4: Plane Talk

Update #6 · Sep 25, 2013 · 15 comments
Good evening gentlemen!

We're down to the wire! Just a few days left before this kickstarter ends.

I really hope we can energize the community enough not to just hit the 150K Me.262 stretch goal, but to get as close as we can to the 275K Southern England stretch goal!

We can do this in one of several ways.

We can find a large new community that has never heard of this project and get them excited. That's certainly very possible. We're getting virtually no exposure outside flight sim forums. If you know of a gaming resource that could be interested in our project, please help us out!

Secondly, we can get some extra help from existing backers. If you've backed at a $40 level, it may seem like you're already getting everything you want. If enough others come in and pledge, you'll get the Me.262 at no extra cost. However what if they don't? No one gets anything. We're getting into a very interesting field of psychology here, but basically we're in a situation where inaction gets everybody nothing, while a seemingly altruistic action benefits everyone, including the actor. In other words, if you can, please bump up your $40 pledge. If enough people do that, all $40 backers get the Me.262. In yet other other words, while on paper the price of the game with the included Me.262 is $40, in reality it is probably a bit more. The way things stand today, a $40 pledge may not actually buy the 262.

Lastly, we hope that some people who were on the fence about the project will be finally converted by today's video. If you have not yet backed the project but were watching it, please get involved! Even a $1 pledge is absolutely great. It still gets us a bit closer to our stretch goal, and, even more importantly, it increases our total number of backers. That, at this point in time, is at least as important a number as the dollar amount below it.

So, without further ado, here's a long extended conversation with Dmitry "Yo-Yo" Moskalenko, the lead aircraft programmer in DCS. He'll talk about the long evolution of the Eagle Dynamics flight model, and puts forward a great case for it being the best flight model on the market today. Yo-Yo created the P-51, our flagship prop-driven fighter simulation, and we're very fortunate to announce that not only will Dmitry be involved with and supervise and quality control all aircraft built by RRG, he will also personally work on our Spitfire Mk.IX, a project of a great personal interest to him.

Here's the video:

http://youtu.be/8o6zOuvhY-k

captgeo
09-26-13, 05:31 PM
last I heard about this ,is that the project is on:up:, but no further updates other then that.

They did raise the funds needed:yeah:

Minoslas
09-27-13, 06:23 AM
Update 7 incoming:

http://www.kickstarter.com/projects/508681281/dcs-wwii-europe-1944/comments
Ilya Shevchenko about 12 hours ago
Hey folks,
Brace yourselves. The next video I release is going to be a much less hardcore look at the game, targeted towards more casual or new players. Still going to have a bunch of gameplay footage, maybe some EDGE, but generally nothing amazingly new.
Then I'll do a part two of the aircraft video talking about the modeling. There's a lot of intricacies there too. External models, cockpits, animations, damage, etc. Should be interesting, and I don't think a lot of developers usually talk about that.
Now, back to EDGE. Doing some color corrections. Maybe it'll look a lot prettier by tomorrow.

Minoslas
09-27-13, 11:59 AM
Update 7 y DCS: World WW2 Interview

www.kickstarter.com/projects/508681281/dcs-wwii-europe-1944/posts
Good morning !

Brace yourselves. The video we're releasing now is a much less hardcore look at the game. Yet, it tries to answer some of the most important questions we have as flight simmers.

Why are there so few of us?

Why are millions of people playing other hardcore games, games with perhaps more of a learning curve than DCS P-51? Why are they willing to brave through hours of frustration, deaths, restarts, toxic multiplayer, and all of that for a payoff that, to me, is much less satisfying than watching your enemy go down after a dogfight?

The video has my thoughts.

Next, we'll do a part two of the aircraft video focusing on the modeling. There's a lot of intricacies there too. External models, cockpits, animations, damage, etc. Should be interesting, and I don't think a lot of developers usually talk about that.

And a quick update on EDGE. We've been doing some color corrections this week. Beginning to look a lot more like what we want. We'll have a few screenshots soon; just don't want to muddle up this update.

Here's the video:

http://www.youtube.com/watch?v=CYy5MgFd7ME

http://www.rockpapershotgun.com/2013/09/27/the-flare-path-toad-array/?utm_source=rss&utm_medium=rss&utm_campaign=the-flare-path-toad-array-rock-paper-shotgun
Eight Days And Counting



Have you backed DCS WWII yet? While most of the stretch goals are looking distinctly pipedreamy at present, the $100,000 base hurdle has been cleared and the scent of hot Jumo turbojets is getting stronger with every passing day. Curious about the new Me 262 objective and a Kickstarter campaign that has jinked like a faulty Fritz X, I sent some searching questions Ilya Shevchenko’s way.



RPS: As the first major flight sim developer to use Kickstarter, do you have any advice for studios that decide to follow in your contrails?

Ilya: Launch a pre-kickstarter discussion with your fans about everything. We’ve done a couple of sharp turns during our kickstarter and changed our rewards and stretch goals, and we wish we could change even more.

You may think you know what your fans want, but they know it even better. We went the “vague hints and allusions followed by a major reveal” route, and that locked us in to some bad decisions. If you open up everything you have to the fans without being locked into anything by kickstarter, and dedicate a couple of weeks to a thorough discussion, you will be able to discover and correct a lot of completely unexpected shortcomings.

We had not done that and learned it the hard way. Our kickstarter campaign has definitely lost some money because we miscalculated on a lot of rewards. Our high-price rewards turned out to be too bland, while lower-tier rewards offered too many choices and ended up confusing people. Our stretch goals had to be revised twice. Even our overall marketing approach completely shifted about a week into the campaign. Had we identified and corrected this before launching, I’m sure we could have done even better.



RPS: Why was the Me 262 chosen as the focus for the new $150,000 stretch goal? Surely they saw relatively little action over Normandy?

Ilya: The project is not Normandy 1944, but rather Europe 1944. Normandy terrain is the first one we’re doing, but it’s not our primary or only focus. We want to have a generic plane set to recreate a variety of aerial battles that took place over Western Europe in that year, and the 262 is certainly a very good airplane for that.

With DCS, creating aircraft is a very expensive and time-consuming business. Even creating sub-variants of existing aircraft is extremely complicated. That is why we cannot make a plane set specifically tailored for any one historical battle. If we did that, moving on to Market Garden or Ardennes would require a huge effort. With a more generic set of planes, we can cover more ground.

However, the main reason for the Me.262 being the next immediate stretch goal is that we’re already doing half the work for it in the base tier. All aircraft in DCS contain three parts: the external model, the cockpit model, and the programming. A plane without a cockpit can still be flown by AI. That’s what the 262 will be in the initial release if we don’t hit any stretch goals: a troublesome enemy that makes defending bombers really challenging. Adding a cockpit to it and making it player controllable is not as big of a task as making an entire new plane from scratch. So, the Me.262 is the cheapest and the quickest new plane we can add to the base project, and therefore the most reachable stretch goal we can do.



RPS: The EDGE engine looks splendid. Do you think it’s going to make piloting easier… more naturalistic?

Ilya: Yes we do. There is something intangible about the feeling of flight you get from terrain. Objects of proper scale, various small details, grass, trees, all that background noise, proper colors, all create that subconscious feeling of being there. It also makes it possible to gauge your airspeed and altitude without glancing at your instrument cluster, another huge advantage.



It takes a tremendous effort to design and perfect, and it’s one of those things you never even notice when it works. It works on a subconscious level by adding various subtle clues that all add up to better immersion.

EDGE, to my knowledge, is the only flight sim terrain engine specifically designed for and tested by real pilots. Proper feeling of flight at all altitudes, realistic-looking airfields, all of that is designed precisely to feel as close to the real thing as possible.



RPS: If none of the stretch goals are reached will all Allied sorties start and finish in the air?

Ilya: No, of course not. Post D-Day the Allies built a huge number of temporary airfields all over the Normandy coast. That’s where the Allied players will be based.



RPS: Will hedge-hopping DCS WWII pilots need to worry about vegetation collisions?

Ilya: My long and painful experience with past projects forces me to add a warning here that all features are subject to change and so on and so forth. And, the answer is yes.



RPS: Do you foresee DCS WWII growing in a similar way to DCS: World? Might we, one day, see third-party aircraft from the likes of Belsimtek, and simple Combined Arms-style tank simming?

Ilya: We hope so. RRG is certainly not taking over the DCS WWII market. We fully understand the value of cooperation, and, as hard as that may be to believe, we care about fan experience more than about anything else. Happy fans equal series longevity. If we sit on DCS WWII by ourselves, we can only make a certain amount of content per year. We do not have the resources to expand the project into all theaters of WWII and cover even all the major aircraft, not to mention all the less important or obscure ones we really enjoyed having in our past projects.

A large 3rd party or even community-run effort to create aircraft, maps, ground objects, etc can and should turn DCS WWII into a comprehensive all-around flight sim that almost has more than any single fan would ever need. That’s our dream.



RPS: Creating single-player campaigns that are both involving and replayable seems to be something the flight sim industry isn’t especially good at these days. How are RRG and ED approaching the task?

Ilya: I’ve been doing flight sims for a very long time, and we’ve tried a whole bunch of things over the years. We’ve played with static campaigns; these allow for more immediate wow-factor, but virtually no replay value. We’ve played with dynamic campaigns. These offer nearly unlimited replay value in theory, but in reality begin to feel generic and empty rather quickly. Dynamic campaigns are also a lot more difficult and expensive to create. Bland cookie-cutter missions are perhaps a feature of a poor dynamic campaign engine, but we’ve never had the luxury to create a great big full-featured one. So we won’t try it in Europe 1944.

For now, our solution may not be perfect, but at least it’s novel.We plan to release regular content updates that include new missions and campaigns, some for free, and some for a small cost.

We also plan to work with our community. DCS ships with a powerful campaign and mission editor which allow anyone to create their own single- or multiplayer content. We’ve noticed with our past titles that the quality of some user-made content easily eclipses that of our own. We hope to engage the best of the community and actively promote their content through our official channels, making it available to a larger slice of our player base.

In short, we will have static campaigns. We’ll deal with replayability by consistently releasing new content.



RPS: Disappointed by the last major WW2 flight sim release, some potential backers seem to be hanging back. Do you have any words of reassurance for this group?

Ilya: If there’s one thing we learned from that is that we should not agree to make games cheaper and quicker than we feel we should.

The only reassurance I can add though is that we are making a free-to-play game. If the quality of the initial release is not stellar, we are all out of a job. No one wants that. The reason we’re doing this again, the reason I have my old colleagues back on board, is that we really do feel like we finally, perhaps for the first time in our flight sim development careers, have enough time and money to properly build and test a game.

Finally, we are working with Eagle Dynamics. We are putting their hallowed DCS name on our title. ED has industry-best reputation for quality. There is no reason for them at all to release an inferior product.



RPS: Viewed from the outside, creating high-fidelity light sims looks to be a pretty stressful and high-risk business. What aspects of the process do you find most enjoyable and satisfying?

Ilya: I like planes.

My enjoyment went through several distinct phases. If we’re going to get a bit sentimental here, well, why not.

The very first time I did something concrete was when we were alpha testing Oleg’s first flight sim way back in the year 2000. I remember sending a bunch of suggestions, then launching the next build and suddenly seeing my corrections right there in the game. Having tangible input on a project of that scale and quality just blew my mind.

I just surfed that rush for the next couple of years. My involvement with the project grew, and I ran a site that managed all 3rd party mods for the title, an effort that took more time than my full-time paying job. It completely devoured me, and I enjoyed every second of it. I just really enjoyed seeing the progression of an aircraft from a blueprint to a vague 3D shape to a beautiful textured model and finally to a roaring in-game war machine.

My role continued to expand and by around 2003 I was basically allowed to steer the ship. That gave me a new thrill. I realized that I was creating entire worlds. I could just point at some idea and say “let’s do this”. Then all these people were suddenly working to implement my vision. A few months later, my vague fantasy suddenly became something tangible, something that existed on its own. It’s such a complex emotion I’m having a hard time putting it into words. I felt like I controlled this huge complex machine whose final end-product was my own videogame! The four-year-old in me enjoyed it on one level, while the more grown-up me, I guess, enjoyed the intricacies and ups and downs of being able to put such a complex plan into motion.



Another huge factor, and perhaps the most important one for me, is simply working with friends. We’re a bunch of people who love the same thing, are obsessed with the same idea. We’ve known each other for over a decade. We work well together. We like each other. We have fun. A group of life-long friends who have been through thick and thin, all working together and doing something they truly love, that’s just extremely powerful. And like I said, I just really happen to love WWII aviation. If I had been doing the exact same thing I’m doing except my games were about elves or post-apocalyptic battle mechs, it wouldn’t have been the same.

RPS: Thank you for your time.

Minoslas
10-01-13, 02:03 PM
Update 6 KickStarter DCS: World WW2 1944

http://forums.eagle.ru/showpost.php?p=1891960&postcount=1
You've asked for it. We've discussed it. Now we're very happy to announce that we will be releasing the EDGE landscape engine SDK to Kickstarter backers.

The SDK can be used to create new landscapes for the DCS WWII project. It's an all-in-one tool that combines a 3D object library, texture manager, and a landscape editor. With a full 24-hour day cycle, options for multiple seasons and time periods on the same map, and industry-best level of detail, EDGE is designed for and tested by real pilots to ensure it meets the highest standards of realism.

Please note that the Normandy landscape shown in the video is an early mock-up using temporary stand-in objects,mock-up trees, and low-quality placeholder textures.

We're really hoping that the community can organize a concentrated effort to design and create one or more new landscapes for DCS WWII. With the amount of time we have before the initial release, it should be possible to have them completed for the day-one release of Europe 1944!

A more detailed look at the tools and the technical details of the design process will be released at a later time. The SDK itself should be available later this year. Please note that the SDK will be released to project backers only and / or will require a signed NDA to use.

http://youtu.be/rCauXtM1Gjk

Minoslas
10-02-13, 08:09 AM
Q&A DCS: WW2 Terrain SDK

http://forums.eagle.ru/showpost.php?p=1892163&postcount=43
Originally Posted by Cornbread View Post
OK, so, if the SDK is going to be released in about a month, does this mean the lid finally comes off with regard to the secrecy of EDGE technical features?

This is the landscape editor. All its features will indeed be revealed.

However the ability to compile the final map and to let tanks drive or planes fly over the new landscape will not be released out. So, many features that relate to the terrain's implementation within the game will not be a part of the SDK.

http://forums.eagle.ru/showpost.php?p=1892188&postcount=48
Originally Posted by empeck View Post
Could you elaborate a bit? What else will be needed to make new, fully functional map for DCS World/WW2? If SDK isn't enough, then what's the point of releasing it?

The point of releasing the SDK is so that maps can be made faster by the community than RRG can make themselves, without giving all the tools to make it functional. This will let them put more attention to the aircraft. Enough will be provided to make the land, but the final conversion process of it to let it plug into DCS/DCS WWII will be done by ED or RRG. This would act as quality control, which is in my opinion a good thing.

http://forums.eagle.ru/showpost.php?p=1892202&postcount=51
Originally Posted by White Owl View Post
Would it be possible to use this editor to expand the edges of an already existing map? I'm thinking of how much we want just a few airbases in Southern England. I'm thinking that maybe instead of creating a wholly new map, we could make the existing map larger.

A map in EDGE actually has real-world coordinated connected to a virtual globe. It has constraints.

You could create your own landscape project that borders an existing map.

Then you could just join the two projects together, and have them combined.

That's how, for example, you could join forces between multiple creators working on the same map. Just split it, then join it.

Theoretically you could do silly things like take Normandy, make Scotland, and make Ruhr, then join them together. You'd be able to take off from Scotland, climb, fly over barren nothing below, cross over pretty Normandy, fly over some more nothing, bomb a factory, and then go back home.

http://forums.eagle.ru/showpost.php?p=1892371&postcount=78
Originally Posted by SilentEagle View Post
Correct me if I'm wrong, but this would make it impossible for developers to test their creations in the simulator. That seems pretty counterproductive. As a developer myself, I find this part hard to understand. If the concern is an oversaturation of mediocre or "half-baked" terrains, why release the tools to all backers in the first place. Why not just just to those with serious interest and capability, such as how 3rd party development of aircraft is currently operating?

If a user wanted to create a free terrain or even one that was only used by himself, would he really need to have ED/RRG convert it for him. What about every time he wanted to make a change?

Guys, we have an SDK for a game that's not out yet.

Even if we were to release the EDGE source code as freeware, you'd be in the exact same boat. Build, create, compile, and then what?

Until you have at least the DCS WWII alpha, you have no game in which you can fly over your terrain.

We cannot release an even earlier build than our alpha.

The SDK comes with its own landviewer, which is the app in which I did all the footage in the latest vid. That's where you'll test your landscape.

I'm sure we'll have the outstanding questions resolved well before DCS WWII hits alpha. Once we have an official stance on commercial use of EDGE by 3rd parties, everything else will follow naturally.

With non-commercial use, we're obviously interested in having a large amount of user-made content. We're also a very small team and we can't be the quality control or the publisher for everything our users make.

The only reason to release an SDK is to help your product grow. No one on this side has any desire to be the bottleneck in that process.

http://forums.eagle.ru/showpost.php?p=1892402&postcount=84
Originally Posted by aaron886 View Post
Luthier, can you shed some more light on the purpose for restricting the SDK? Will this be specifically for DCS:WWII purposes, or will 3rd parties be able to create sceneries unbound by the WWII theme? I like what you're saying, I just want to see an improvement of the simulator as a whole.
Originally Posted by empeck View Post
SDK won't work with DCS: World? Lets say, wouldn't it be possible to make a tiny map for DCS: World? Like Corsica from the video or even smaller.

There's pretty much one game engine at this point.

What works in DCS WWII works in DCS World, at least on the developers' machines as of this very second.

You can theoretically create anything you want, but I really have nothing to do with DCS World as a product line.

The reason why we are talking about the SDK now, the reason why we're releasing it when we are, is DCS WWII specifically.

I personally am interested in garnering and supporting a large-scale community effort to create new WWII content. Here, my main goal is to make sure we have as many talented, dedicated people working on this as possible, and that they enjoy doing it and want to keep doing it long enough to finish the process.

If we just put hurdles in their path, prevent them from seeing their own work, or provide poor support, then this entire effort is wasted: me making that video, discussing this now, us making the effort to create the SDK for external consumption, future discussions with backers, writing tech specs, etc etc etc. There's no point in us doing any of that if we'll give you the kind of SDK that people play with for a while, shrug their shoulders, and go find something better to do with their time.

This I guess should be a more important point than any technical details. Not what we're doing, but why we're doing it.

Minoslas
10-02-13, 10:09 AM
http://forums.eagle.ru/showpost.php?p=1892781&postcount=1
Good morning!

It seems to work.

www.digitalcombatsimulator.com/en/products/WWII/backer_paypal.php

If nothing explodes in a couple of hours, I'll do a wider more official post.

Minoslas
10-04-13, 06:54 AM
Update 12 DCS: World WW2:

Perhaps a little sleep deprived, DCS WWII lead developer Ilya Shevchenko answers some of the most important questions of the campaign and talks about why he's confident he can deliver on the promises made.

Please watch this video for an in-depth discussion of the project's inception as a leaner, cleaner design the team is confident they can deliver, and why the tasks that make up DCS WWII: Europe 1944 are inherently more stable than many other tasks that often are involved in game design.

http://youtu.be/KARx6C6Y4r8

This video took a lot longer to make than I anticipated, but I think it was very important to have this out before the campaign ends.

A question that gets asked perhaps more than any other is, are you sure you can pull this off? Can you keep all the promises you're making?

The answer is yes.

First of all, it is a yes because the alternative is unthinkable. Not delivering a product after a kickstarter campaign would not only be fatal to the developer's careers, it would also make them contractually obligated to refund the entire amount raised on Kickstarter to the backers. The team understands the risk, and has chosen Kickstarter as opposed to many other alternatives precisely because we are confident in our ability to deliver.

The project was designed from the ground up to be simple and lean. It's largely made up of three types of tasks: aircraft creation, landscape design, and mission and campaign design. All of these tasks are inherently more predictable than many other tasks often involved in game design. The feature list for DCS WWII was specifically chosen to contain as few risks as possible.

This way, the project plan is a matter of simple math. We can accurately estimate the amount of time it will take us to make the 3D models of aircraft and cockpits because we're not breaking any new ground here. We can accurately estimate the amount of time it will take to create new aircraft because most DCS WWII tasks follow the tracks laid down by DCS P-51. Looking over the blueprints and technical descriptions of all featured aircraft, we see no major tasks that have a serious risk of falling through or taking too much time and jeopardizing the entire project.

The landscape design is also predictable. We know exactly what needs to be done. All tasks can be estimated accurately because they follow preexisting examples.

Content creation, missions, campaigns, is again predictable. We are using the powerful DCS Mission Editor, a stable, established program, that again allows us to accurately gauge the amount of time needed for all tasks.

All in all, we know exactly what needs to be done. We can estimate all tasks with a high degree of accuracy. Kickstarter budget gives us a comfortable cushion to play test everything and correct any unanticipated problems we may encounter.

We are really looking forward to working with our backers, providing constant updates on the development progress, and watching this project take shape.

Please watch the video for an even more detailed explanation from the project's sleep deprived lead developer Ilya Shevchenko.

Minoslas
10-06-13, 05:27 AM
http://www.kickstarter.com/projects/508681281/dcs-wwii-europe-1944/posts/619741
We did it! Thank you backers! The Kickstarter Campaign is a success!
What a wonderful Saturday morning! We really pulled through in the last couple of days and we did absolutely awesome!

Current total:

Kickstarter: $158,897

PayPal: $5,436.39

GRAND TOTAL: $164,333.39

We'll be shutting down the paypal page in a few minutes to coincide with the end of the kickstarter campaign.

Please watch my celebratory video that talks about what happens next.

http://www.youtube.com/watch?v=pFoBYmDegsE

Quick summary:

1. Your rewards. I have to tally all Kickstarter and PayPal backers into a single database. Then we have to create a web interface for you to access backer-only content. Kickstarter by itself is no good since it leaves all PayPal backers out. There will also need to be an interface for your reward management.

It's a bit of a project, so we probably won't have it ready for a little while.

In the meantime, the only reward that can go out right away is the DCS World P-51.

If you have selected a reward tier that specifically lists the P-51, you'll be receiving your product keys via email next week.

Otherwise, the process will be completely manual for now. I'll do a backer-only update in a little while that describes this process in more detail.

2. We'll keep on working on the project as previously scheduled. We are adding the Me.262 cockpit to our task list. It'll be done by the same wonderful duo of German cockpit experts that built the FW.190D-9 and Bf.109K cockpits.

3. We will be posting regular backer-only, and slightly less regular open development updates. We'll keep you updated on our aircraft and landscape.

4. The landscape SDK! We can start a dialogue even before the SDK itself is available. Obviously, the most ideal situation that I see is that the community forms a core group of landscape designers that will, with developer support, create more landscapes for Europe 1944. Again, please stand by for a separate more detailed discussion on this.

5. The main priority for the team however is delivering a good game to backers with the features we've listed. We will work very hard to have our alpha available next year. Once that's out, we will most likely open another campaign either on kickstarter or on our own site for more additions to DCS WWII: Europe 1944. I know that a lot of people really want the flyable B-17. I think it's the most logical next step for this product, but of course we have plenty of time for discussions.

We will definitely discuss every single aspect of any future campaign with our backers before launching it.

Minoslas
10-06-13, 06:02 AM
DCS: WW2

http://www.kickstarter.com/projects/508681281/dcs-wwii-europe-1944/posts/619858
Update #16 Oct 5, 2013
Landscape Development Update - October 5, 2013
29 comments Unlike 36 likes
Hello everyone,

Here's where we are with Normandy. We haven't made any drastic changes this week, it's just progressing along the same lines. We're playing a bit with the landscape mesh and adding lots of small details such as brooks, little bridges, and so on. Also playing a bit with colors, as you'll probably notice, and adding some detail to landscape textures.

We're also working on something really cool which, to my knowledge, has never been done before in a flight sim.

The terrain can have multiple, potentially limitless, number of states that define virtually everything. What does that mean? It means we can have the early 1944 Normandy with Pointe du Hoc still intact. We can have the D-Day Normandy with bomb craters all over the coast, floodgates open, and some of the landing areas flooded. We can have the post-invasion Normandy with flooding receded and lots of new Allied airfields.

That's what we're working on right now. And actually, here comes out first request. We know what was flooded by the Germans for the invasion. However, we can't find any references on how it was dealt with. Can anyone provide some more info? What would you see on June 7, June 8, June 9?

https://s3.amazonaws.com/ksr/assets/000/987/997/185f20d7d4a60bfecf22558e8773fa06_large.jpg
https://s3.amazonaws.com/ksr/assets/000/987/999/be43a5073db878b30c4cb1627524cee0_large.jpg
https://s3.amazonaws.com/ksr/assets/000/988/003/655b26873cc519d967427b4cf877dea3_large.jpg
https://s3.amazonaws.com/ksr/assets/000/988/006/155bddfbcc6007614ac2253629e5d2ba_large.jpg

Minoslas
10-10-13, 05:11 AM
http://www.kickstarter.com/projects/508681281/dcs-wwii-europe-1944/comments
Hey everybody!
Sven: We're kind of on the fence about this. By the way, you guys are really sharp. You pick up on important questions just about as soon as we do, and sometimes even earlier.
This is the very strange nature of the modular structure of the project.
What is DCS WWII? Surely it's the sum of all its parts, and taking the parts away destroys the whole? If seen this way, it's natural to sit on the planes that are ready, only make them available to kickstarter backers in alpha-beta, and launch another pledge drive for the B-17 in the interim.
But on the other hand, why not just release one or more of the new DCS WWII planes into DCS World, and use those funds to make the flyable B-17 instead?
This is something that requires a much larger backer-wide discussion I guess. We'll have it in a little while. In any case, we're months away from having any planes ready for release.
MP: I see multiplayer as a huge, huge part of any product's success. However it's not just the net code. It's the interface, the game modes, mission design, a gazillion components. Those of you who go back to the beginning of my early series will probably agree that the MP in Oleg's first flight sim was the bomb. It was so because Oleg had just created two absolutely amazing MP modes for his award-winning FPS titles (virtually unknown in the West, idolized alongside the likes of Doom and Duke3D in Russia). He had a whole crew of experienced MP programmers and designers that spent almost two years ironing out all the kinks.
So, we definitely have a long list of things we want to improve with multiplayer, but if we were to consider doing them for day 1 release of DCS WWII, we'd probably need to double our budget.
Since we didn't, the only thing I can really promise is that we'll try.
Also, trueSky looks really cool, but we're far too commited to making our own clouds and weather system to switch horses mid-jump.
Hopefully the stuff you'll see there will compare favorably to that video.
And regarding the Flight Sim show, we really should be doing a lot more stuff like that. There's always something happening somewhere, and a booth and some product boxes is a great thing to have. Unfortunately we just have no resources to attend most of them, no people to arrange and set up and man a booth, literally no one. So for the time being we'll probably just do a few major airshows, especially those connected with TFC and Duxford.

Minoslas
10-16-13, 03:20 PM
WW2 update

http://forums.eagle.ru/showpost.php?p=1907102&postcount=1
Hello folks,

I’ve been absolutely swamped these past few days. Catching a plane to Moscow in a couple of hours, so I probably won’t respond to any questions or comments on this update for at least 24 hours.

Here’s where we are with Normandy today.

We started working on a 1:1 recreation of Utah beach. It’ll be one of the areas recreated down to each street, each object. It’s obviously in the very early stages.

We’re playing around with the representation of the areas with German defensive flooding, and trying to get it so you can still see the fields and villages underneath the floodwaters.

We’re also just generally laying out all the important areas, roads, bridges, villages, and so on.

Finally, we’re also working on different types of coastal cliffs.

https://scontent-b.xx.fbcdn.net/hphotos-prn2/1375239_652620434759848_772470111_n.jpg
https://scontent-a.xx.fbcdn.net/hphotos-prn2/1393927_652620368093188_1025016545_n.jpg
https://scontent-b.xx.fbcdn.net/hphotos-prn2/1391711_652620571426501_1764589638_n.jpg
https://scontent-a.xx.fbcdn.net/hphotos-ash3/1385738_652620768093148_1684899449_n.jpg

Minoslas
10-31-13, 05:09 AM
DCS: WW2 Update

http://forums.eagle.ru/showpost.php?p=1918848&postcount=151
at the risk of my head . Picture from the flooded area. As usual WIP. We're working.

https://scontent-b.xx.fbcdn.net/hphotos-prn2/1451455_659701737385051_1739412307_n.jpg

Minoslas
11-01-13, 01:01 PM
http://forums.eagle.ru/showpost.php?p=1920277&postcount=1
Hey folks,

Sorry for a lapse in updates. I am almost comically plagued by internet issues on my trip; could make for a nice story all by itself. Almost considered doing a write-up, but perhaps in a couple of days when there’s no trace of bitterness. Catching a plane home tomorrow afternoon, where a nice PC with a nice Ethernet cable awaits. The things we take for granted.

Anyway, while I was incommunicado, the rest of the team has been hard at work.

We’re going to do a combined update on a bunch of fronts.

The 109 cockpit, shown earlier, is virtually completed. It’s scheduled to be done by the end of next week. Here’s a teaser shot.

https://scontent-b.xx.fbcdn.net/hphotos-ash4/1384337_660411097314115_315986856_n.jpg

We’ll do a full photoshoot once it’s finished and checked.

The 109 external is not nearly as far along. We actually ran into a bit of delay with it, and we’re working double time to catch up. The 109 is still scheduled to be the first new RRG plane to be completed, in time for the closed alpha.

The first step of making an external model for a DCS plane is to make its engine. Even though it’s not something you really see, this is what’s traditionally done first before the rest of the aircraft is built around it. We had an issue with blueprints and references that had us redo a portion of the model, and the engine is generally extremely detailed and elaborate, so we’re about a week behind schedule. The engine is generally modeled and mapped, so we’re ready to proceed with the rest of the aircraft.

https://scontent-b.xx.fbcdn.net/hphotos-ash4/1426731_660410937314131_1845149023_n.jpg

I am walking a very fine line here between keeping the fans and the artists happy. This is something I’m sure most of you did not think of at all, but the 3D artists making these models feel very connected to them and have a sense of personal pride, so asking them to show clearly unfinished models is always met with some resistance. I’m not the kind of boss who says “just shut up and give me the model to screenshot.” So, in this case, just like with the 109 pit, we have a modeler who really hates the idea of showing unfinished, “crappy” (in his words) WIP. He really asked to delay showing the engine until it’s shiny and perfect, so this is our compromise.

Please consider this as a general showcase of our attention to detail.

The flight model and the weapons and all the physics stuff for it has been in the works since July, but it's using the P-51 as a stand-in for now. We're rather far along with our physics model of the Bf.109, but obviously that's not something that can be shown with screenshots. We'll probably do some detailed lengthy videos once the 3D model is put in place, in the run-up to the alpha.

Next, we have the current state of the P-47 cockpit. Again, slightly behind schedule there, but really working hard to catch up. No deadline jeopardized, just a bit of an extra crunch in the middle of the project. We expected to just reuse P-51 gauges for the Jug, but ended up having to redo most from scratch. We currently have the canopy framework, the dashboard, and the gunsight, all done from scratch for our brand new P-47D-30. All await the delivery of the last set of factory blueprints for a final accuracy check.

https://scontent-b.xx.fbcdn.net/hphotos-frc3/1395243_660410770647481_1630518402_n.jpg
https://scontent-b.xx.fbcdn.net/hphotos-frc3/1382273_660410677314157_371390330_n.jpg
https://scontent-a.xx.fbcdn.net/hphotos-prn1/12657_660410553980836_1663048488_n.jpg
https://scontent-a.xx.fbcdn.net/hphotos-ash3/923393_660410450647513_615333046_n.jpg

Lastly, here’s where we are with the landscape. Been doing a lot of technical engine-related tasks. Redrew all the roads and crossroads. Redid the canals. Redid the flooded areas once again. Played a whole lot with the trees. Generally the terrain is beginning to look more detailed, but still a long road ahead.

https://fbcdn-sphotos-d-a.akamaihd.net/hphotos-ak-ash4/1393586_660410910647467_485983243_n.jpg
https://scontent-b.xx.fbcdn.net/hphotos-frc3/1392069_660411010647457_1690539793_n.jpg
https://scontent-b.xx.fbcdn.net/hphotos-ash3/993696_660409830647575_1412767196_n.jpg
https://scontent-a.xx.fbcdn.net/hphotos-frc3/1395338_660410003980891_1213488713_n.jpg

Now, the most important thing I’ve realized over the past two months is that if I was my own employee, I should fire myself as a community manager. I barely have any time to do it, and it creates a very poor impression. Now that we’ve finally received our kickstarter funds (by the way, yay) I really need to hire a more professional community manager. I’ll get busy once I’m back home this weekend. Of course, ideally it would be a member of this community. It would most likely be a salaried part-time position, and the qualifications would include a passion for flight sims, understanding of aviation, and good communication skills. I don’t know if it’s realistic to hope for someone who’s fluent in both Russian and English, but English fluency would definitely be a must, while Russian would be a huge plus.

If you think you might be a good fit based on this preliminary announcement, email me at luthier1@gmail.com

With that, I’m off to pack my suitcase. Hope you like the screenshots!

Minoslas
11-22-13, 05:21 PM
ww2 Update

http://www.kickstarter.com/projects/508681281/dcs-wwii-europe-1944/posts
Friday Development Update - November 22, 2013
Comment Like 2 likes
Hello everyone,
Things are a little slow, or rather, the progress at this stage is not too apparent.

On the Normandy front, the landscape is moving along. We’ve increased the amount of details on the landscape and worked a bit more with the woods. The woods are now a separate single object which makes them both easier to place and a lot easier on performance.

https://scontent-a.xx.fbcdn.net/hphotos-prn2/1455063_671495889538969_198692019_n.jpg
https://scontent-b.xx.fbcdn.net/hphotos-prn2/1450974_671495836205641_1600038633_n.jpg
https://scontent-b.xx.fbcdn.net/hphotos-prn2/1425666_671495762872315_1572849870_n.jpg
https://scontent-b.xx.fbcdn.net/hphotos-ash4/1441376_671495772872314_50013992_n.jpg

We’re also creating a few more stand-in buildings. The design process has us place a lot of blue box stand-ins, simple shapes that denote where the buildings will be, which will later be replaced with detailed buildings of the same dimensions. Replacing blue boxes with these more detailed stand-ins is an intermediary step that allows us to better fine-tune the look of city blocks. The texture is obviously temporary. Once we place a bunch of these together we can experiment with damage modeling and the general aesthetics.

https://scontent-b.xx.fbcdn.net/hphotos-prn2/1469737_671495752872316_2137493821_n.jpg

On the airplane front, we decided to hold off on screenshots today. When things are unfinished, they just don’t look that great, and while many of you will perhaps call us too pessimistic, we’re just not comfortable with showing these unfinished intermediary steps.

The P-47 cockpit is beginning to look rather good. We greatly improved the instrument panel. It’s virtually complete now, and it looks a lot more like the real thing. We had to redo a huge chunk of it compared to the previous screenshots, and the gauges now have the proper bezel as they should on the P-47D-30. We’ll be finishing it up next week and polishing it and inserting it into the game engine the week after that, so hopefully there’ll be something cool to show the Friday Dec 6th.

We’re also progressing on the biggest success story of this kickstarter, the Me.262 cockpit. Being what it is, we again want to hold off on showing the very early stage. The modeler making it is the most resistant to showing unfinished work out of everyone working on the project. We’ll see what it looks like next week. Definitely very eager to show you guys what we worked so hard to put into the project!

The 109K external is also almost ready to be shown. Again, we made a very hard choice to hold off on those screenshots because we’re going to have something a lot more impressive next week.

Anyway, this is where we are across the board so this is slightly painful to write. Hopefully this week is the least amount of screenshots we’ll ever show. Everything is moving along, and as things get closer to completion there’ll be a lot more stuff to show. Especially once we have the 109 visuals in the engine. That’ll begin a very exciting stage for the project.

Finally, on the web development front, I know a lot of you are very anxious. This is taking a lot longer than anticipated but the end result will also be a lot more comprehensive than we originally intended. We’re moving along with the backer web functionality and making sure it’s both clear and easy to use. The intended end result will allow all project backers, kickstarter or paypal, to log in to the project site and to see their own personalized management screen. It will show you the exact number of rewards you’re eligible for based on your pledge amount. It will show you the rewards you have currently selected along with their status (shipped, in progress, etc). For any unfulfilled rewards, it will allow you to swap them out or enter additional details. We’re working very hard to make sure it’ll be easy to use and to understand, while also being full-featured and problem free, allowing for example such a range of options and easily specifying user accounts for friends you wish to gift additional licenses to, or specify different shipping addresses for several copies of the same aircraft manual, etc.

We’re working extremely hard to have it working as soon as humanly possible, and hopefully we’ll have some screenshots as well as the ETA for the site ready very soon.

Thank you for your continued interest in the project!

Minoslas
12-03-13, 12:26 PM
WW2 update russian forum
http://forums.eagle.ru/showpost.php?p=1935249&postcount=886
Pre-alpha - Winter-Spring 2014 beta - about spring-summer 2014 release in October - 2014

Minoslas
12-06-13, 09:27 AM
WW2 update #22

http://www.kickstarter.com/projects/508681281/dcs-wwii-europe-1944/posts/686163
Good morning everyone,

Let's look at a couple of cockpits today.

First, here's the much more complete P-47 cockpit. Not in-engine yet, but getting there.

https://s3.amazonaws.com/ksr/assets/001/416/401/fa6cd8c6c2a51b3fd918e6600ff6751a_large.jpg
https://s3.amazonaws.com/ksr/assets/001/416/402/8757e0a31e3bc9964a00fe211e635508_large.jpg
https://s3.amazonaws.com/ksr/assets/001/416/403/9d51e0d4a3cc2229dce7295508e5e4c2_large.jpg
https://s3.amazonaws.com/ksr/assets/001/416/404/909b7a48cb174e3e467337302e184594_large.jpg
https://s3.amazonaws.com/ksr/assets/001/416/405/f6cf247f9bb7d732323018434f6e066a_large.jpg

And then, we're very proud to show a very early work-in-progress of the pinnacle of our kickstarter campaign, the cockpit for the flyable Me.262!

https://s3.amazonaws.com/ksr/assets/001/416/407/7dc0f620d53d32c9dceb0f5a91db1cc9_large.jpg
https://s3.amazonaws.com/ksr/assets/001/416/408/28997cff490f861eb7c7a510aee4c6b9_large.jpg
https://s3.amazonaws.com/ksr/assets/001/416/409/e0ca11ea06452b60df1b8266e37a4cdc_large.jpg
https://s3.amazonaws.com/ksr/assets/001/416/410/278b09903b782098b63b120f82c97ad3_large.jpg

Minoslas
12-14-13, 06:29 AM
http://www.kickstarter.com/projects/508681281/dcs-wwii-europe-1944/posts/694456

Friday Development Update - December 13, 2013 - One week of work
6 comments Liked 29 likes
Well, today's update is a little different in tone. As opposed to showing exciting new things, we're going to try for a much more intimate look at the day to day work that goes into the project.

Let's look at the Me.262 cockpit one more time, one week later.

If you just look at the screenshots below and compare them to last week’s, your first impression might be, what? Where’s the beef?

https://scontent-b.xx.fbcdn.net/hphotos-prn1/993483_682759611745930_1586112558_n.jpg
https://scontent-b.xx.fbcdn.net/hphotos-ash3/601180_682759578412600_270217102_n.jpg
https://fbcdn-sphotos-d-a.akamaihd.net/hphotos-ak-prn2/1463063_682759558412602_375751387_n.jpg
https://scontent-a.xx.fbcdn.net/hphotos-prn2/1484189_682759555079269_1023644119_n.jpg
https://scontent-a.xx.fbcdn.net/hphotos-frc3/1470173_682759545079270_602415838_n.jpg

Well, you have to look closer.

Compared to last week’s, the cockpit is a lot more complete. Most importantly, we now have the fully articulated stick. We now have both complete pedals instead of a single placeholder. The entire cockpit tub is there. There are new large objects on both sides, and smaller objects all around.

Still, you might say, an entire week of worth for that? Are you guys putting in the hours?

Oh yes we are.

First of all, there’s the time needed to ensure the accuracy. We’re not just looking at a blurry photo and trying to kind of sort of make a gizmo that looks like that thingamajig by the pilot’s right knee. We’re going off of original manufacturer’s blueprints and measuring and cross-checking every element. That takes time and that takes skill.

For things that are animated, playing around with the range of motion is also time-consuming. For example, the stick can move around in many different ways, has other moving things attached to it, and so on. We need to play around with all of that too and make sure it’s right.

Finally, everything you see gets mapped during the modeling process. Not a DCS requirement, just this modeler’s individual preference. We have strict texture scale and size requirements. Everything is in 1:1 scale, which adds extra work to texture mapping. So, screenshotting, measuring, and arranging all the objects on the textures like a giant free-form jigsaw puzzle from hell, that’s a lot of additional effort that cannot be accurately shown on screenshots.

And so, this is the day-to-day of DCS WWII development. Slow, steady process that requires patience and dedication to make sure all the details remain as accurate as possible, and no corners are ever cut.

Minoslas
12-28-13, 05:05 AM
DCS: World WW2 Update 24, P-47
http://www.kickstarter.com/projects/508681281/dcs-wwii-europe-1944/posts/705623

Merry Christmas, Happy Hanukah, Happy New Year, Io Saturnalia, С Новым Годом и Рождеством – whatever you’re celebrating, hope your new year brings you lots of joy and happy new experiences!

For us, 2014 is looking to be a momentous year. We’re working hard to make sure we release a solid new title next year, a title that will thrive in 2015, 2016, and beyond.

Most of our employees are based in Russia or in the former Soviet Union. The wonderful thing for employees, and a horrible thing for employers, is the fact that most of those countries are officially off from December 31st to January 10th. People in that part of the world love to celebrate the New Year, and they celebrate hard. Many businesses do not return to full working capacity for another week or two after the official holidays end, but we are of course different. Some of our employees are even planning to work from home over the holidays to ensure deadlines, but that’s purely their personal choice. I as a project manager obviously cannot ask anyone to do that unless it’s their own personal choice.

Having said that, we probably won’t have any significant work done on the project for the fateful 11-day period.

December was a difficult month for me personally with some unexpected events jumping out when least expected. One of our employees ended up in the hospital. Russian healthcare being what it is, waiting for the ambulance for two and a half ours almost led to a bigger tragedy. Not one but two of our married employees had their wives end up in the hospital.

Finally, another valuable team member slipped on the ice but thankfully his face broke the fall. He now looks like a B-movie monster, and has to continue modeling with one eye swollen shut. Finally, I know many of you are very concerned about the state of kickstarter rewards fulfillment system. The work has not been progressing nearly as fast as we needed. We’re still not there. Including paypal with kickstarter ended up adding a huge layer of complexity because we can no longer just use kickstarter’s features. Programming everything together, bringing the lists of kickstarter and paypal backers, and integrating it with DCS forums and other site features just turned out to be a nightmare. At this point, it almost seems like it would have been easier for me to manually do the reward surveys via email or something basic like that. At this point, looks like the roll-out is not going to happen until at least the end of January 2014. For this I sincerely apologize. I should have planned this out better. In hindsight, I should have stuck with kickstarter alone.

Anyway, I was really hoping to end 2013 with a bang: a couple of screenshots of the Bf.109 cockpit in-engine, flying around, and we still have a couple of days left in the year. If that does not happen, we’ll do a consolation update on the 31st.

For now, here’s the current state of the P-47 cockpit. Looking to be completed by late January.

We’re actually well ahead of schedule on cockpits with the project, which I guess is the best news I have to offer at the end of 2013.

https://scontent-b.xx.fbcdn.net/hphotos-prn2/t1/1488169_689297991092092_1590283909_n.jpg
https://scontent-a.xx.fbcdn.net/hphotos-ash3/1524851_689298027758755_1193890199_n.jpg
https://scontent-b.xx.fbcdn.net/hphotos-prn2/1474446_689298024425422_1553715908_n.jpg
https://scontent-a.xx.fbcdn.net/hphotos-ash3/1528493_689298124425412_125252901_n.jpg

GSpector
01-03-14, 10:25 PM
Wow, I feel bad that I only learned of this Kick Starter project yesterday :/\\!!. If I had known sooner, I surely would have contributed to it. Now it's to late and from what I understand, non-supporters will only get to fly 1 aircraft, either US or German (to be decided through a community vote) :(

Minoslas
01-04-14, 01:07 PM
dont worry GSpector, you can fly 4 airplanes (Me-109K, P-47, Sptifire XI and Me-262) on the initial release. Other airplanes P-51 / FW-190D-9 and aditional modules can integrate into DCS: WW2 pass release.

GSpector
01-04-14, 01:43 PM
dont worry GSpector, you can fly 4 airplanes (Me-109K, P-47, Sptifire XI and Me-262) on the initial release. Other airplanes P-51 / FW-190D-9 and aditional modules can integrate into DCS: WW2 pass release.

That's great. I just bought the P-51 add-on.

I also got the A-10a but for some reason, I see them in DCS: World but I can get any training to start and when I try to register through the Sim, I'm told my Log-in info is wrong and yet, I can still log onto the DCS website:wah:

Minoslas
01-11-14, 12:38 PM
enter into the module manager (no DCS: World Steam version), and use your login and pass into them. If login, you can install all your purchase modules.

GSpector
01-11-14, 05:24 PM
Thank you.

Actually, I think the problem was my connection with their server. After I waited awhile, I was finally able to get it to recognize my info and now all is good, Except that I went and uninstalled A-10c without verifying I new where the original Disks were (Seems the key that comes with the disk does not work with the downloaded version) :( But, I did get P-51 to work and tried the trainings :up:

All I need to do is find my A-10c disks and all will be good :salute:

Minoslas
01-18-14, 05:08 AM
DCS: WW2 update

http://www.kickstarter.com/projects/508681281/dcs-wwii-europe-1944/posts/723040
Good evening gentlemen!

We are finally getting back to business after the long Russian holidays.

As I mentioned in my last update, most of the team members were off from December 31st to January 10th, and the calendar being what it is, most did not get back to work until January 13th.

I have used this time to take some much-needed rest myself, spending lots of time with my children, and finally getting lots of sleep. Normally, I work on Moscow time all the way from California with an 11-hour time difference, starting my workday at 10 PM, then converting to single dad mode by 7 am. That makes eight hours of sleep in a single block, well, something out a fairy tale for me.

Anyway, I thought it would be best to begin 2014 with our most important single task from 2013, the highlight of our kickstarter drive, the cockpit for the Me.262.

https://fbcdn-sphotos-e-a.akamaihd.net/hphotos-ak-frc3/t1/1557689_699516776736880_168492749_n.jpg
https://fbcdn-sphotos-d-a.akamaihd.net/hphotos-ak-frc3/1613973_699516806736877_1778956693_n.jpg
https://fbcdn-sphotos-f-a.akamaihd.net/hphotos-ak-ash3/1524797_699516800070211_1014320978_n.jpg
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https://fbcdn-sphotos-c-a.akamaihd.net/hphotos-ak-ash3/1600980_699516933403531_1667007706_n.jpg
https://scontent-a.xx.fbcdn.net/hphotos-prn1/t1/1525319_699516926736865_1380576575_n.jpg

Unlike most other team members, the two-man crew working on this pit worked through the holidays. With that kind of a work ethic, coupled with doubling up on projects that are usually made single-handedly, these DCS heroes are doing an amazing job staying ahead of schedule and producing consistently stellar quality work. They make the rest of the tasks look bad in comparison, but of course, the overall number of working hours for their cockpits is about the same as for the others. It’s just they need half the calendar time to do the same amount of work.

That concludes this week’s update. Please stay tuned for more next Friday!

GSpector
01-19-14, 01:52 AM
Thanks for posting the update and those pics.:salute:

Sung
01-19-14, 06:58 AM
Thats all so outstanding work. Beautifull!! :up:

Minoslas
01-26-14, 05:56 AM
Update #26 WW2

http://www.kickstarter.com/projects/508681281/dcs-wwii-europe-1944/posts/729345
Hello folks,
Wait, isn’t it still Friday somewhere?
The project is moving along. I have been putting insane hours into DCS the past couple of weeks, so much that it almost feels like a pre-release crunch.

On the development front, the Me.262 cockpit shown last week has had the last few kinks straightened out and is considered finished. Just waiting for the flight dynamics programmers, currently hard at work o the Bf.109K, to finish that plane and get on the 262.

The P-47 is also nearly there. The cockpit is virtually ready, while the external model is a bit farther along. The general pipeline for this project is a bit strange. Our cockpits are built a lot faster than our external models, and the programming time that comes after the 3D models are complete is even longer.

The order in which the planes will be completed is as follows. The FW.190D-9, in the development of which our team is also taking part, will be completed first (no ETA, not up to me too announce). The Bf.109K-4 will come next. Then the P-47. Then the Me.262. Then the Spitfire. The plan is still to release these piece-meal to all alpha-access backers as they are being done.

The landscape is also moving along. The most important part of the process is engine integration, that is, getting the DCS aircraft to fly over the new terrain, and all the other objects, vehicles, ships, and so on, to properly interact with it. This task is in late testing stages, and in the meantime creating the landscape itself has slowed down a bit. Once that task is complete, we’re going to dump an entire large team onto landscape creation, and will be looking at an alpha of a Normandy chunk in a matter of weeks.

As for myself, well, I have been doing a whole lot of writing and graphic design, and brushing up on my German as well. I’ll just show a single screenshot for now.

https://s3.amazonaws.com/ksr/assets/001/562/851/484e0a86d2f4f5bd27092ab7ba007ea3_large.jpg

I am catching a flight to Moscow tomorrow afternoon. My main priority there is to finish the English version of the manual as well as its Russian translation, and to get started on the Bf.109 manual. I also want to get back to doing video updates, and hopefully give you guys a much better look at what’s happening with terrain and the 109K in video format.

Minoslas
01-31-14, 11:13 AM
Update #27 WW2

https://www.kickstarter.com/projects/508681281/dcs-wwii-europe-1944/posts/734565
Hello folks,
A few things for today’s update.

First of all, it’s a bit cold in Moscow right now. Catching a LAX-MOW flight is always fun in winter, especially in late January – early February. Board the plane in balmy LA with +82 F outside (+27 C), bam, 12 hours later walk out to -16 F (-27 C). It’s so cold inside my apartment, I literally have to sleep wearing outside clothes under two sets of blankets. Managed to land here during the coldest week of the entire Russian winter. Eagle Dynamics offices are a bit better, especially during the day when the outside warms up a bit. Early in the morning when you just get in though, well, today we’ve been joking about working at Igloo Dynamics.

The FW.190 manual is progressing very well. Been keeping me very busy. Sometimes jet lag is a good thing, gives me so much more time to work on those charts and graphics, but working from home at night with the world frozen stiff around me and the winds howling outside, well, it’s quite an experience.

The Bf 109 is getting along nicely. Two programmers are working on it at the moment, one dealing with various internal systems, and the second one doing cockpit gauges and animations. The internal systems are pretty much done, there’s just a bit of work left on the engine model. The cockpit is kind of half-baked at the moment, the visuals are a bit messy, especially the connection between the external and the internal model that’s all glitchy. That’s why we’re just going to look down today. I’d rather not show the gunsight and the canopy framework.

https://scontent-a.xx.fbcdn.net/hphotos-ash3/t1/1625458_706804096008148_1755544660_n.jpg
https://fbcdn-sphotos-b-a.akamaihd.net/hphotos-ak-frc3/t1/1743583_706804072674817_482736485_n.jpg

The P-47 external currently looks like this. Very long process to get the model to this point because so much of the work cannot be shown with screenshots. The model is fully articulated, and has all the internal parts that are all mapped and animated. There’s also a few sub-variants all in there, with and without the dorsal fin, a couple of different propellers. Only one variant is going to make it into the final game, but it’ll be decided later once the programming begins. Otherwise it’s at least a month of extra work for each of the changes in airframe or the propeller.

https://scontent-b.xx.fbcdn.net/hphotos-prn1/t1/1555552_706804009341490_621570845_n.jpg
https://fbcdn-sphotos-f-a.akamaihd.net/hphotos-ak-ash3/t1/1722924_706804002674824_72759981_n.jpg
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https://scontent-a.xx.fbcdn.net/hphotos-prn2/t1/1794765_706803949341496_530380380_n.jpg

With that, I’m off to the exciting world of Triebswerkanschlüsse and Kaltstartvorbereitung.

Minoslas
02-07-14, 10:21 AM
Update 28# DCS: WW2

https://www.kickstarter.com/projects/508681281/dcs-wwii-europe-1944/posts/741085
Friday Development Update - February 07, 2014
4 comments Like 16 likes
Hello everyone,
A very busy week here in the office. I’ve finished the alpha version of the Fw 190D-9 manual. Really enjoyed it. Starting on the 109K-4 manual next week, should be easier and quicker. Had a lot of fun scouring gigabytes of scanned original documents looking for info on cockpit controls, system diagrams, procedures, numbers, etc. Totally new experience for me, even after what, 14 years of doing flight simulations.

https://scontent-b.xx.fbcdn.net/hphotos-ash3/t1/1796495_711168795571678_722859178_n.jpg

Thanks to the manual and a certain button in the Dora cockpit, we have a new office meme. We’ve always been a memetastic group. Most people don’t realize just how juvenile a bunch of flight sim developers can be. One minute we’ll have an aircraft designer with 20 years of experience designing real planes fill out the whiteboard with formulas in order to double-check some flight test curves, and the next minute he’s bellowing animal sounds and making Gumbys faces.

We were woefully short on a DCS meme, and now, thankfully, we have one. We could not be happier.

There is a little thing stuck in the far back corner of the Dora’s left console that the manuals call the Flugzeugvernichter, that is, Aircraft Self-Destruct. Somehow the word Vernichter just really stuck, and now the entire office presses invisible buttons and yells “Vernichter”. We also have to add it to the end of every German aviation term we can. Spreizklappenanzeigen? Spreizklappenanzeigen Vernichter! Kraftstoffverneblerleitung? Kraftstoffverneblerleitung Vernichter!

What do you call a device that destroys your ability to disable the self-destruct button for your aircraft? A Flugzeugvernichtervernichtervernichter.

As any inside joke, it’s probably weird to anyone outside out small group of old friends, but, well, we enjoy the heck out of it right now.

Now, another really exciting thing we’re doing this week is playing with Oculus Rift. It’s pretty good, although the implementation is pretty basic at the moment. No 6DOF yet, and the world outside is a bit warpy and it looks like you’re inside an egg, but the immersion of being inside the cockpit is just superb. It is such an incredible breakthrough, the feeling is so life-like, that words simply cannot describe it. Once I put it on, I don't want to take it off. Could spend hours just flying over the landscape and watching things move around.

https://scontent-b.xx.fbcdn.net/hphotos-ash3/t1/1688954_711168782238346_109083225_n.jpg
Great Scott!
Also, it’s really fun to bug people wearing a full face mask while playing a game. As you can see everything they’re doing on the screen, we love to add extra immersion by kicking and poking the player at the right moment. Also, it’s extremely annoying and maddening when those louts at the office break my immersion by kicking and poking me while I’m trying to enjoy an awesome gadget.

And finally, here’s a sneak peak at something else that's really beginning to shape up nicely.
https://fbcdn-sphotos-a-a.akamaihd.net/hphotos-ak-prn2/t1/1654183_711168692238355_162054708_n.jpg

Hope you guys have a good weekend!

Minoslas
02-22-14, 05:03 AM
DCS: World WW2 1944 Update #29

https://www.kickstarter.com/projects/508681281/dcs-wwii-europe-1944/posts/755666
Friday February 21, 2014 Development Update – The Importance of Planning Ahead
2 comments Liked 16 likes
Afternoon gentlemen!

Sorry, I was traveling back home last weekend, had to skip out on the update.

This Friday, my usual practice of selecting something to show on Friday morning proved very near-sighted. My plan to show the Bf.109 as it is in the engine came to a screeching halt.

As DCS WWII is part of the general DCS development environment, a bug introduced on Thursday made the entire environment look off. Very off. Everything is black and shiny.

I have screenshots and I’m still not sure what’s worse, to show them or not to show them.

This is pretty normal for a development environment, that’s what keeps it less tedious and gets the developers chuckling, but I’m not sure if publicly showing silly bugs, especially someone else’s bugs, is really appropriate.

Basically, imagine the entire game world covered with black lacquer, and you’ll get the rough idea of what everything has looked like for the past two days.

Perhaps, the best solution is to keep these for now, then do a non-Friday update early next week once the bug is fixed, where we can show what the bug looked like, and what it looks like with the bug fixed and the cockpit systems working.

Other than that, the work is progressing. The two-man team making the Bf.109 are ticking off their tasks. The systems programmer is currently finishing up the FuG 16ZY implementation, and the aerodynamics programmer is doing the MW 50.

The best bit of news for this week is that the web programmer our team is sharing with a lot of other development tasks has finally jumped back onto our web interface, the work that had lay dormant for some time. He’s been doing nothing but our stuff since Monday. I’ve made some overly optimistic predictions before, so I won’t today, but the plan is to stay on the task until it’s complete and released to the public.

On the Fw 190D-9 front, we’ve hit a bit of an unexpected barrier. While we have gigabytes of original factory documents on this aircraft, as it turns out, some of the less important systems just don’t have a good enough technical description in any of the sources available to us. It was a lot easier with the P-51 because we had access to a living breathing aircraft and to the men who fly it. With the Dora, we don’t have that luxury.

We have a list of about a dozen questions on things like the circuit breaker panel and the oxygen system and info plates like deviation tables and Baumusterkartes. We need to have one last internal discussion Monday, and then we’ll probably post these publicly. Hopefully someone in the community will have some rare bit of knowledge that we don’t that will allow us to close that final tiny gap in our references.

On a final note, several of our external team members are located in Kiev, Ukraine. I’ve been to that beautiful city many times. Clean, green, always pleasant, wonderful people, great food. One of the few cities in the world I’m always glad to visit, always sad to leave. I was actually looking forward to flying down there for a couple of days this trip, and I’m absolutely crushed by the recent events. It breaks my heart to see the streets I’ve often walked on fire.

I really hope that somehow, some way, the situation will deescalate, things will come down, and people will stop dying in the streets. How incredible to even be writing these words.

Let’s all hope for a speedy resolution to this crisis.

Minoslas
03-08-14, 05:33 AM
Update #30 WW2

https://www.kickstarter.com/projects/508681281/dcs-wwii-europe-1944/posts/770277
Friday March 07, 2014 Development Update – We're Getting THere
6 comments Liked 17 likes
These regular updates are really hard to do when you’re in pre-alpha. If there’s one thing I learned during this project, it’s that there really was a very good reason for the industry standard to announce and market projects after they’re ready and playable.
I yearn for the days of yore when I could just boot up a game, set up a quick scenario, snap a bunch of action screenshots, and be done with a Friday update in an hour.

Actually, I yearn for the day of even yore-er yore. Seems like it was just yesterday when I could say, hey, I’d like to fly plane X. And a month or so later I’d be flying it. It’s only been, what, 10 years since that was the case. Of course, there’s no going back to that. Even the simplest flying games of today probably can’t do an airplane in a month. I myself can barely stand to look, much less to fly, airplanes from 10 years ago. But I am still a bit sad about all the work that goes into the extra quality. If you were to draw a graph on work hours vs simulation quality, the line grows exponentially.

And while you’re here, close but not quite at the self-imposed 100%, progress is very hard to show.

First of all, here’s where we are with the backer rewards section. We really tried to have it operational last Friday, but internal testing showed that once again we had a logical flaw for larger reward tiers with more than one copy of a stock plane selected. Had to drastically redo the flyable selection this week. Lost all the prettiness and ended up with a painfully simple design, but at least it works.

I guess the page is ready for the world, we just have one final task: to merge the kickstarter and paypal database of backers with the DCS site member list, the hardest part of which is dealing with accounts for backers that do not currently have a digitalcombatsimulator.com user profile.

https://fbcdn-sphotos-d-a.akamaihd.net/hphotos-ak-prn1/t1/1976976_727278637294027_1851558044_n.jpg

On the aircraft front, we finally do have a delay on one aircraft model, the P-47 external. We had a long unpleasant saga with trying to get high-quality original blueprints for it last summer. That took longer than anticipated, and what we got was not as thorough as we needed. Once we finally got into animating all the bits and pieces of the aircraft, we’ve realized that our data was not good enough, and that some parts would go out of alignment when moved. We had to go chasing pixels, and start fitting parts back together, animating, measuring, refitting, and trying again. This, again, goes back to my earlier point about standards. In an older game, we’d never care that an aileron slightly clips through the wing when fully deflected. We wouldn’t care that a gear strut does a physically impossible warp a few inches to the side in order to move to the down and locked position. And so with DCS, we have to go and make sure every movement is absolutely perfect, spending more time on these details than on the entire model in an older project.

The 109, our flagship, the pinnacle of our hopes and desires, is still a bit shiny everywhere. Not nearly as bad as two weeks ago, but it still fluctuates. Graphics programmers are slowly but surely moving DCS over to DX11, and it’s a process.

The choice for me is extremely painful - show nothing, or show something that does not look great.

https://fbcdn-sphotos-b-a.akamaihd.net/hphotos-ak-frc1/t1/1975227_727278627294028_997149189_n.jpg
Shiny!

https://fbcdn-sphotos-f-a.akamaihd.net/hphotos-ak-ash3/t1/1795525_727278630627361_861539642_n.jpg
From switch to shining switch

The cockpit programming is complete. All the gauges and switches and systems are working, except, annoyingly from the point of a Friday update, you cannot see it in the cockpit yet. We can see it all in debug mode. However DCS cockpits are done in a peculiar complex way, different from what we’re used to from before, and a programmer cannot simply tell a certain needle to rotate a certain number of degrees. As it is during most of the process, the cockpit mesh is a monolith. In our previous projects, we would simply make each moving part a separate object with a pivot, and the programmer would move that object about that pivot when needed. In DCS, we have to do a lot more work on cockpit animations, doing them manually, and we’re still waiting for them to be complete.

In the meantime, all the gauges gauge, and the switches operate all the systems, the radio talks, the AFN2 guides you to airfields (the only objects at the moment you can guide to), everything works, and this would have been a great time to make a cockpit procedures video, except you can only see all of that happening in debug readouts and not in the cockpit 3D model.

So, since I’ve made too many overly optimistic predictions in the past, I won’t this time. I will only say that it’s very frustrating for me to write these kind of updates, that I really want to have a fully functional plane I can take for a spin and screenshot away, and that we really are tantalizingly close.

Minoslas
03-21-14, 02:05 PM
https://www.kickstarter.com/projects/508681281/dcs-wwii-europe-1944/posts/784976
No Guts – No Glory
1 comment Like 7 likes
Well folks,

Frustrating couple of weeks.

The entire office spent all of last week trying to figure out what was up with the 109. Kind of a standard thing with all DCS planes when they suddenly begin doing something absolutely unexpected.

https://scontent-b.xx.fbcdn.net/hphotos-ash3/t1.0-9/1932254_733549130000311_878949653_n.jpg

Our 109 flight model started as a copy of the P-51, and then we began slowly replacing all systems and all data with Messerschmitt stuff. Well, after another round of replacements something somewhere happened with something that made the 109 decide to crabwalk through the sky rather than fly straight like the Mustang. Check each new system. Nothing. Replace each P-51 system with each new 109 system individually. Nothing. Replace all together in conjunction – screech!

This is the kind of stuff we really can’t afford to be spending so much time on at this stage of the project, especially as it really looked to everyone that we really put more than enough time for the unexpected into the project in the first place. Still, the 109 still doesn’t want to fly right, and it’s not the question of our skills or experience. Like I said, the entire office, including all ED veterans, spent this whole time trying to figure it out alongside our programmers. If anything, their experience had a slightly calming effect. We want to pull our hair out, while they chuckle and say “yup, happens every time.”

To give you a better idea of the kind of work that goes into all of this, here’s some details of the P-47.

https://scontent-b.xx.fbcdn.net/hphotos-frc1/t1.0-9/1962730_733549106666980_603919856_n.jpg
https://fbcdn-sphotos-b-a.akamaihd.net/hphotos-ak-prn2/t1.0-9/1185501_733549090000315_1213913951_n.jpg
https://fbcdn-sphotos-h-a.akamaihd.net/hphotos-ak-prn2/t1.0-9/1098460_733549063333651_991219692_n.jpg
https://scontent-a.xx.fbcdn.net/hphotos-frc1/t1.0-9/1978686_733549046666986_1020956892_n.jpg
https://scontent-a.xx.fbcdn.net/hphotos-frc1/t1.0-9/1497635_733549026666988_206056876_n.jpg
https://fbcdn-sphotos-h-a.akamaihd.net/hphotos-ak-prn2/t1.0-9/1557735_733549000000324_390857388_n.jpg
https://scontent-b.xx.fbcdn.net/hphotos-ash4/t1.0-9/1239013_733548966666994_1282324413_n.jpg
https://scontent-b.xx.fbcdn.net/hphotos-ash3/t1.0-9/1947814_733548946666996_1102884732_n.jpg
https://fbcdn-sphotos-a-a.akamaihd.net/hphotos-ak-prn2/t1.0-9/1947969_733548896667001_1696074680_n.jpg
https://fbcdn-sphotos-f-a.akamaihd.net/hphotos-ak-ash4/t1.0-9/10151222_733548920000332_1216614874_n.jpg

To make matters worse, the P-47 is documented so much worse than the P-51, and, surprisingly, even worse than the Bf 109. For example, check the tail gear shots above. This was all done from photos.

The best blueprint we have is this:

https://fbcdn-sphotos-g-a.akamaihd.net/hphotos-ak-prn2/t1.0-9/1979759_733548910000333_558973744_n.jpg

Obviously, not nearly enough data to fully model the mechanism. And with all parts that need to move in complex animations, making sure everything fits and doesn’t fall apart or clip through when animating, well, let’s just say that lately the P-47 modeler has had very little joy in his life.

Minoslas
04-12-14, 03:48 AM
Update #34 WW2
https://www.kickstarter.com/projects/508681281/dcs-wwii-europe-1944/posts/808060
Update #34 Apr 11 2014
Friday April 11, 2014 Development Update – The Two Messerschmitts
4 comments Liked 23 likes
Hello folks,
Ooh, how the time flies, another Friday already? My job is the least predictable of all in the project it seems. I tend to have a huge variety of tasks in my lap, all with five alarm bells ringing, and with no one to give them to. I’ve spent all week doing emergency translations and documents. Doing that while also trying to be a single father to two young kids means that there’s literally no time for anything, especially sleep.

When Friday comes around, Friday morning my time, Friday evening Moscow time, that means a very sudden silence. The kids go to their mother, and there’s no urgent work that has to be completed by tonight – Moscow’s off until Sunday night my time.

Then it’s time for me to relax, sit back, and write a Friday update – and after that, most incredible of all, I can finally go and catch up on some z’s.

Work-wise, we’re moving ahead full speed getting the 109 to a stable alpha stage. Tasks are getting smaller, while the results are becoming a lot more noticeable. We’ve spent all week on the cockpit, on animating the gauges (about a third of all objects now move properly), recording new sounds for Dora and Kurfurst, completing an authentic electrical system, writing out the entire set of keybord shortcuts for the K-4 mostly based on the Mustang. Runway take-offs are finally nice and straight.

The new render is still a bit wacky, and that’s completely outside our control, ED guys are putting crazy hours into it as well.

So, the best we can show on screenshots is a couple of interior shots with needles properly pointing at things other than zeroes.

https://fbcdn-sphotos-e-a.akamaihd.net/hphotos-ak-frc3/t1.0-9/10155552_743431795678711_1326400948259999798_n.jpg
https://fbcdn-sphotos-d-a.akamaihd.net/hphotos-ak-prn1/t1.0-9/10264909_743431752345382_2737578412691388681_n.jpg
https://scontent-a-fra.xx.fbcdn.net/hphotos-prn2/v/t1.0-9/10168137_743431755678715_2019822767539847375_n.jpg

Also, here’s where we are with the Me.262 external. Hope you guys have a great weekend!

https://fbcdn-sphotos-f-a.akamaihd.net/hphotos-ak-prn1/t1.0-9/10151390_743431725678718_859759066966336081_n.jpg
https://scontent-a-fra.xx.fbcdn.net/hphotos-prn2/t1.0-9/10171091_743431682345389_8025950078985805102_n.jpg
https://scontent-b-fra.xx.fbcdn.net/hphotos-frc3/t1.0-9/10153970_743431685678722_7059128841421273876_n.jpg
https://fbcdn-sphotos-h-a.akamaihd.net/hphotos-ak-ash3/t1.0-9/10154107_743431689012055_4237655827952905271_n.jpg

Minoslas
04-18-14, 05:19 PM
WW2 Update
https://www.kickstarter.com/projects/508681281/dcs-wwii-europe-1944/posts/815537
Friday April 18, 2014 Development Update – Landing the 109

Hey everyone,
Here’s some more on the Bf 109K-4.

We’re pretty much done with the cockpit and external animations. The last remaining set of cockpit tasks should take no more than 2-3 days; plus we’ve compiled a final list of fixes and updates needed to the cockpit and external models based on internal testing, which should take no more than 10 days or so for the modeler to implement.

We’re having an internal discussion on what exactly to consider an alpha stage for the 109. Obviously we owe our backers an alpha version. My own feeling is that we’re pretty much at alpha, while some at ED feel that this is very far from a version that can be given out. Next week, our plane will look like a 109, sound like a 109, and all the gauges and internal systems will operate as those of a 109. However it will not fly exactly like a 109. The engine model and the aerodynamic model is what takes the most time to perfect in DCS.

We’ll have another big internal discussion on this on Monday.

For now, here’s some screenshots of some more cockpit animations, working AFN2, and a near-perfect three-point landing.

(please note that the new render is still in development, so you're seeing some glitches in trees and shadows and other components)

https://s3.amazonaws.com/ksr/assets/001/898/117/d9b0749ebf4718db8ba58a26fdddbce8_large.jpg?1397856 833
https://s3.amazonaws.com/ksr/assets/001/898/118/c24fbba0b3165dae3a331ccafcbf0092_large.jpg?1397856 840
https://s3.amazonaws.com/ksr/assets/001/898/122/fde15cfa073e5036430460a5132caedd_large.jpg?1397856 865
https://s3.amazonaws.com/ksr/assets/001/898/128/869f1b0c4d734876c0ee3818ccce9d82_large.jpg?1397856 905
https://s3.amazonaws.com/ksr/assets/001/898/139/98d6aecba6cfb8e378372f6f5aa04810_large.jpg?1397856 979

Minoslas
04-25-14, 02:01 PM
Update 36 WW2
https://www.kickstarter.com/projects/508681281/dcs-wwii-europe-1944/posts/822941
Hello folks,
Today’s update is a small miracle.

By late night Moscow time, as we decided to take some screenshots, we realized that the game’s WIP render stopped working for everyone. Programmers responsible had already gone home hours before. I began writing an apologetic update, and then, somehow, someway, our ingenious junior aircraft programmer managed to get the game working on his machine.

So, I’m very happy to present to you the 109 in combat.

(please note that his version of the 109 has many animations not working, such as landing gear and propeller arc, and has a lot of other system stuff showing. We decided not to mess with his development environment because time is very precious)

https://s3.amazonaws.com/ksr/assets/001/925/943/86f9599c989efc6f659fc21ab809fce3_large.jpg
https://s3.amazonaws.com/ksr/assets/001/925/946/cf34580861c611607720f1060474db5b_large.jpg
https://s3.amazonaws.com/ksr/assets/001/925/960/1c9c7a5b118a5610bc34078ab3a2921b_large.jpg
https://s3.amazonaws.com/ksr/assets/001/925/966/bb533f4dbd037680530ed8e10ea33d57_large.jpg


On the development front, most of the tasks this week had to do with the cockpit and the sound. The 109 is beginning to sound very mean and very authentic. Our wonderful sound engineer also wrote an incredibly rousing theme for the 109, but I won’t be posting it just yet. The wonderful composer, talented but naïve in the ways of the world, submitted the latest version with a background sound effect of a certain historical leader reading a speech to a rousing roar. We’ll make sure it is removed of course, but this being late Friday night in Moscow, it won’t happen today.

Other than that, the tasks remaining for the 109 are, in that order: finalize and test cockpit procedures; finalize sound; DB 605 engine tuning for medium and high altitudes; finalize manual; overall testing; finalize external animations; finalize damage model visuals; finalize flight performance; create game interface.

The plan will likely change, especially in the smaller sub-tasks that I am not listing for each major step. However, the first two tasks (sound and cockpit) should complete next week, and DB 605 tuning, unless something goes horribly wrong, should take be done, well, so quickly that I cannot even force myself to write out the task duration publicly. And then, ladies and gentlemen, we’ll just need to test this here thing for serious and crash bugs for as long as it takes that to ensure they do not exist.

The biggest task for the coming days for me personally is to finish up the 109 manual. There’s not much work to be done, just write out all cockpit procedures and make sure all the buttons and checklists are correct. Shooting to have the manual finished by, oh, May 10th.

I’ll wrap this up with a couple of beaaautiful diagrams done for the 109 manual by our very talented graphic artist.

https://s3.amazonaws.com/ksr/assets/001/925/973/bd532f4593180e87951efe484abe69f1_large.jpg
https://s3.amazonaws.com/ksr/assets/001/925/974/8fd39377a10b501fd6f1dddca765ae10_large.jpg

The manuals are looking very spiffy. Cannot wait to see them in print!

Have a great weekend!

Oberon
06-13-14, 08:55 PM
So, the latest scuttlebutt is that Luthier has exited from DCS:WWII (voluntarily or otherwise) and Eagle Dynamics have taken over development of the project which will now be released 'module style' like all the other DCS projects.

Task Force should not worry though, the Dora is still on guideline for release within a couple of months. Here's their current intended timeline:

August 2014 – Fw 190 D-9 Dora
October 2014 - BF-109K
December 2014- Spitfire IX
March 2015 - P-47D-28
May 2015 - Normandy Map with period AI units

Bear in mind that this is ED time (like Valve time) so it's anyones best guess, but they are intending to hold up the promises from the kickstarter campaign, and ED don't usually break their word.

Here's more information:
http://simhq.com/forum/ubbthreads.php/topics/3964292/1

Well, colour me not surprised. Luthier may have a passion for flightsims but he has no real way of translating that into an actual working flightsim without it a) being horribly broken [CLOD]or b) taken over by another party [Pacific fighters].

Still, at least it's not a total loss. :yep: And Task Force still gets his Dora. :salute:

Minoslas
07-07-14, 12:06 PM
Update de Julio WW2 update:
http://forums.eagle.ru/showpost.php?p=2110895&postcount=1
Dear all,

In this July 2014 update, the primary news is in regards to the restructured backer rewards. After a careful review of the older system under RRG, we found it financially unattainable. However, the restructured system still provides an excellent value for your backing contribution. For example: each aircraft will retail at $49.99; however, you will receive the item instead at only $20.00. This is in addition to other items such as the Normandy map ($20 contribution and above) and other perks as the backing contribution level rises.

We also feel this new system dramatically reduces the chance of reward delivery confusion and delays.

As software deliverables (aircraft and map keys) are ready for release, keys will be sent to backers based on their contribution level. Physical items like shirts, hats, etc. will be sent when the entire DCS: World War II: Europe 1944 project is complete per deliverable items stated in the rewards list at the bottom of this update.

Per the update last week, we are pushing hard to deliver the originally planned aircraft and assets as fast as we can. Because we have additional staff assigned to this effort, this will accelerate the process and dramatically lessen the impact on our other projects (insert: “where is my Hornet?!” comments).

Our ultimate goal is to create a unique battlefield environment within DCS World that is specifically tailored to Second World War air combat. This is a combination of the period aircraft, maps, navigation, communications, and objects that creates a total experience. DCS World is designed to encompass multiple time period and locations, and we see this as a keystone endeavor for just one slice of DCS World.

As each part of DCS: World War II: Europe 1944 is created (aircraft and map), we will release it as a unique DCS World module (like we are currently preparing DCS: Fw 190 D-9 Dora for). Backers will get each part based on their contribution level. When all the pieces are done, we will create a bundle package that puts them all together in a single download / boxed purchase. In other words, there will be no separate installation that runs outside of DCS World. That would defeat the primary goal of DCS World.

As we get closer to the launch of DCS: Fw 190 D-9 Dora in August 2014, we are working on a mechanism to provide an Alpha copy to $40 and up contributors.

DCS World War II: Europe 1944 Backer Rewards:

$1-19
Bronze Backer credit in manuals

$20
Bronze Backer credit in manuals
DCS: P-51D Mustang and print-ready PDF manual
Normandy Map

$40
Bronze Backer credit in manuals
DCS: P-51D Mustang and print-ready PDF manual
Normandy Map
DCS: Fw 190 D-9 Dora, Alpha access, and print-ready PDF manual

$60
Silver Backer credit in manuals
DCS: P-51D Mustang and print-ready PDF manual
Normandy Map
DCS: Fw 190 D-9 Dora, Alpha access, and print-ready PDF manual
DCS: Bf-109K, Alpha access, and print-ready PDF manual

$80
Silver Backer credit in manuals
DCS: P-51D Mustang and print-ready PDF manual
Normandy Map
DCS: Fw 190 D-9 Dora, Alpha access, and print-ready PDF manual
DCS: Bf-109K, Alpha access, and print-ready PDF manual
DCS: Spitfire, Alpha access, and print-ready PDF manual

$100
Silver Backer credit in manuals
DCS: P-51D Mustang and print-ready PDF manual
Normandy Map
DCS: Fw 190 D-9 Dora, Alpha access, and print-ready PDF manual
DCS: Bf-109K, Alpha access, and print-ready PDF manual
DCS: Spitfire, Alpha access, and print-ready PDF manual
DCS: P-47D Thunderbolt, Alpha access, and print-ready PDF manual

$120
Gold Backer credit in manuals
DCS: P-51D Mustang and print-ready PDF manual
Normandy Map
DCS: Fw 190 D-9 Dora, Alpha access, and print-ready PDF manual
DCS: Bf-109K, Alpha access, and print-ready PDF manual
DCS: Spitfire, Alpha access, and print-ready PDF manual
DCS: P-47D Thunderbolt, Alpha access, and print-ready PDF manual
DCS: Me.262, Alpha access, and print-ready PDF manual

$140
Gold Backer credit in manuals
DCS: P-51D Mustang and print-ready PDF manual
Normandy Map
DCS: Fw 190 D-9 Dora, Alpha access, and print-ready PDF manual
DCS: Bf-109K, Alpha access, and print-ready PDF manual
DCS: Spitfire, Alpha access, and print-ready PDF manual
DCS: P-47D Thunderbolt, Alpha access, and print-ready PDF manual
DCS: Me.262, Alpha access, and print-ready PDF manual
Normandy Map Alpha access

$160
Gold Backer credit in manuals
DCS: P-51D Mustang and print-ready PDF manual
Normandy Map
DCS: Fw 190 D-9 Dora, Alpha access, and print-ready PDF manual
DCS: Bf-109K, Alpha access, and print-ready PDF manual
DCS: Spitfire, Alpha access, and print-ready PDF manual
DCS: P-47D Thunderbolt, Alpha access, and print-ready PDF manual
DCS: Me.262, Alpha access, and print-ready PDF manual
Normandy Map Alpha access
Copy of any DCS product

$180
Platinum Backer credit in manuals
DCS: P-51D Mustang and print-ready PDF manual
Normandy Map
DCS: Fw 190 D-9 Dora, Alpha access, and print-ready PDF manual
DCS: Bf-109K, Alpha access, and print-ready PDF manual
DCS: Spitfire, Alpha access, and print-ready PDF manual
DCS: P-47D Thunderbolt, Alpha access, and print-ready PDF manual
DCS: Me.262, Alpha access, and print-ready PDF manual
Normandy Map Alpha access
Copy of any DCS product
TFC Polo Shirt

$200
Platinum Backer credit in manuals
DCS: P-51D Mustang and print-ready PDF manual
Normandy Map
DCS: Fw 190 D-9 Dora, Alpha access, and print-ready PDF manual
DCS: Bf-109K, Alpha access, and print-ready PDF manual
DCS: Spitfire, Alpha access, and print-ready PDF manual
DCS: P-47D Thunderbolt, Alpha access, and print-ready PDF manual
DCS: Me.262, Alpha access, and print-ready PDF manual
Normandy Map Alpha access
Copy of any DCS product
TFC Polo Shirt
TFC hat and calendar

$250
Platinum Backer credit in manuals
DCS: P-51D Mustang and print-ready PDF manual
Normandy Map
DCS: Fw 190 D-9 Dora, Alpha access, and print-ready PDF manual
DCS: Bf-109K, Alpha access, and print-ready PDF manual
DCS: Spitfire, Alpha access, and print-ready PDF manual
DCS: P-47D Thunderbolt, Alpha access, and print-ready PDF manual
DCS: Me.262, Alpha access, and print-ready PDF manual
Normandy Map Alpha access
Copy of any DCS product
TFC Polo Shirt
TFC hat and calendar
Two keys for each aircraft

$500
Diamond Backer credit in manuals
DCS: P-51D Mustang and print-ready PDF manual
Normandy Map
DCS: Fw 190 D-9 Dora, Alpha access, and print-ready PDF manual
DCS: Bf-109K, Alpha access, and print-ready PDF manual
DCS: Spitfire, Alpha access, and print-ready PDF manual
DCS: P-47D Thunderbolt, Alpha access, and print-ready PDF manual
DCS: Me.262, Alpha access, and print-ready PDF manual
Normandy Map Alpha access
Copy of any DCS product
TFC Polo Shirt
TFC hat and calendar
Two keys for each aircraft
One existing aircraft skin with your name below the canopy

$1,000
Diamond Backer credit in manuals
DCS: P-51D Mustang and print-ready PDF manual
Normandy Map
DCS: Fw 190 D-9 Dora, Alpha access, and print-ready PDF manual
DCS: Bf-109K, Alpha access, and print-ready PDF manual
DCS: Spitfire, Alpha access, and print-ready PDF manual
DCS: P-47D Thunderbolt, Alpha access, and print-ready PDF manual
DCS: Me.262, Alpha access, and print-ready PDF manual
Normandy Map Alpha access
Copy of any DCS product
TFC Polo Shirt
TFC hat and calendar
Two keys for each aircraft
One existing aircraft skin with your name below the canopy
One custom paint scheme for the aircraft of your choice

$2,000
Diamond Backer credit in manuals
DCS: P-51D Mustang and print-ready PDF manual
Normandy Map
DCS: Fw 190 D-9 Dora, Alpha access, and print-ready PDF manual
DCS: Bf-109K, Alpha access, and print-ready PDF manual
DCS: Spitfire, Alpha access, and print-ready PDF manual
DCS: P-47D Thunderbolt, Alpha access, and print-ready PDF manual
DCS: Me.262, Alpha access, and print-ready PDF manual
Normandy Map Alpha access
Copy of any DCS product
TFC Polo Shirt
TFC hat and calendar
Two keys for each aircraft
One existing aircraft skin with your name below the canopy
One custom paint scheme for the aircraft of your choice
Your face on the pilot model of your plane of choice

Oberon
07-07-14, 10:13 PM
http://www.ww2aircraft.net/forum/attachments/aircraft-pictures/222789d1359080055t-down-flames-japanese-plane-going-down.jpg

Minoslas
07-08-14, 02:46 PM
New Update on the WW2 list:

http://forums.eagle.ru/showpost.php?p=2112208&postcount=1
Dear all,

We have been listening to the good and bad feedback from yesterday’s announcement and we recognize that we made a mistake. We agree that it is not fair that someone that already purchased P-51D or Fw 190 should be forced to receive them again when there are other project aircraft they prefer. We apologize.

As such, we are in the process of redesigning the backer’s page to allow you to choose the aircraft YOU wish. You will get a number of aircraft selection slots based on your contribution level as listed in the list below.

If you earlier paid a shipping cost, it will be added to your total pledge amount.

$1-19
Bronze Backer credit in manuals

$20
Bronze Backer credit in manuals
One aircraft of choice and print-ready PDF manual
Normandy Map

$40
Bronze Backer credit in manuals
Two aircraft of choice and print-ready PDF manual
Normandy Map

$60
Silver Backer credit in manuals
Three aircraft of choice and print-ready PDF manual
Normandy Map

$80
Silver Backer credit in manuals
Four aircraft of choice and print-ready PDF manual
Normandy Map

$100
Silver Backer credit in manuals
Five aircraft of choice and print-ready PDF manual
Normandy Map

$120
Gold Backer credit in manuals
All aircraft of choice and print-ready PDF manual
Normandy Map

$140
Gold Backer credit in manuals
All aircraft and print-ready PDF manual
Normandy Map
Normandy Map Alpha access

$160
Gold Backer credit in manuals
All aircraft and print-ready PDF manual
Normandy Map
Normandy Map Alpha access
Copy of any Eagle Dynamics developed DCS product

$180
Platinum Backer credit in manuals
All aircraft and print-ready PDF manual
Normandy Map
Normandy Map Alpha access
Copy of any Eagle Dynamics developed DCS product
TFC Polo Shirt

$200
Platinum Backer credit in manuals
All aircraft and print-ready PDF manual
Normandy Map
Normandy Map Alpha access
Copy of any Eagle Dynamics developed DCS product
TFC Polo Shirt
TFC hat and calendar

$250
Platinum Backer credit in manuals
All aircraft and print-ready PDF manual
Normandy Map
Normandy Map Alpha access
Copy of any Eagle Dynamics developed DCS product
TFC Polo Shirt
TFC hat and calendar
Two keys for each aircraft

$500
Diamond Backer credit in manuals
All aircraft and print-ready PDF manual
Normandy Map
Normandy Map Alpha access
Copy of any Eagle Dynamics developed DCS product
TFC Polo Shirt
TFC hat and calendar
Two keys for each aircraft
One existing aircraft skin with your name below the canopy

$1,000
Diamond Backer credit in manuals
All aircraft and print-ready PDF manual
Normandy Map
Normandy Map Alpha access
Copy of any Eagle Dynamics developed DCS product
TFC Polo Shirt
TFC hat and calendar
Two keys for each aircraft
One existing aircraft skin with your name below the canopy
One custom paint scheme for the aircraft of your choice

$2,000
Diamond Backer credit in manuals
All aircraft and print-ready PDF manual
Normandy Map
Normandy Map Alpha access
Copy of any Eagle Dynamics developed DCS product
TFC Polo Shirt
TFC hat and calendar
Two keys for each aircraft
One existing aircraft skin with your name below the canopy
One custom paint scheme for the aircraft of your choice
Your face on the pilot model of your plane of choice

Oberon
07-08-14, 03:14 PM
That's wholly more sensible.

Minoslas
07-11-14, 11:48 AM
FAQ WW2

http://forums.eagle.ru/showthread.php?t=126824
DCS WWII 1944 FAQ
What we know… just the facts.

Ok, I am writing this because so much info and answers are spread all over, as well, so much misinformation is being spread, either because people cant easily find it or cant be bothered to take the time.

At the time of the Kickstarter
RRG

RRG, led by Luthier was in sole control of management and setup of Kickstarter and Project. All creative decisions and direction were planned and executed by them

RRG stated that Kickstarter funds would be a small part of the project. Where the other funding was coming from was undisclosed.

ED

ED was partnered with RRG, supplying manpower, game core, and knowledge to the project, they were not involved with any management decisions, including planning and execution of Kickstarter.

ED was to sell keys to RRG for distribution as rewards (Its believed that this order wasn’t completed as only a small amount of people received this reward at end of the funding period for the Kickstarter)

ED developer Yo-Yo offered his services to do quality control on all FMs produced by RRG, he was also working with RRG is some form with the Spitfire as he had a unique fondness for that aircraft, but this was still and RRG project.

This brings us to the changes.
RRG

RRG became mostly unresponsive a few months back (not just with customers), the forums were getting very frustrated, everyone was getting very frustrated, info wasn’t being communicated to the level people had come to expect. Some where between the last update from them and June 7th, it was announced that significant changes had taken place with the project, both how its developed and managed.

This was described as:

Luthier was no longer involved in the project.

Luthier was contracted to continue work on helping with some of the manuals

Since the Kickstarter funds had run out, ED had been footing the bill on development.

ED decided to attempt to carry on development, hiring a number (undetermined) of the employees from RRG

Kickstarter funds covered a small amount (“drop in the bucket”) of total funds needed to successfully complete the products

The State of the project as left by RRG, as best we know.
Map: No updates had been shown for sometime, person involved had been removed from the team early on. Its believed the map is not very far along at all, and delivery date of said map backs that up. (expected May 2015 with period AI units)

Me 109K-4: We had seen many development shots of this aircraft, we assumed it to be in early Alpha (expected Oct 2014)

Spitfire IX: No progress images or videos of this one where made public, no real news at all. (stated to deliver Dec 2014)

P-47D-30: Model was in works, that’s all we were shown. (expected March 2015)

Me 262A1: Model shown in progress, no more info. (no timeline yet)

AI Only B-17G: No real info either, no timeline, but assumed it would be part of AI period units for map as stated above.

ED’s official stance on the Kickstarter funds was that they were spent on all aspects of the project, but as listed above, none were very close to being done whatsoever, the closest being the Me 109, which ED had sunk 120,000 USD of its own funds into the flight model. This did not include the model, cockpit model, cockpit systems, etc. It’s safe to assume that a DCS Module can reach well above 150,000 USD to complete.

Restructure
Due to the above costs, lack of funds and ED needing to take over the project, all aspects were reviewed.
Changes
No more separate install (this means no separate keys for one or the other)

Reward restructuring was needed as the reward structure was poorly thought out and would have been financially impossible to accomplish.

Project delivery date was changed from Sept 2014 to numerous dates over the next year or so, as described above.

At the end of the project, the entire collection could be purchased as a bundle.
The rewards were initially changed to this:
http://forums.eagle.ru/showpost.php?p=2110895&postcount=1
After customer feedback they were changed to this:
http://forums.eagle.ru/showpost.php?p=2112208&postcount=1
Key changes, Choice of aircraft from all 6 WWII modules. $1-$19 backers would receive $20 ED Bonus points

Clearing some misconceptions and false statements
Q: ED is taking the assets of RRG and getting nothing but profits from this, off our money right?
A: No, ED has already assumed many costs associated with the project, the fact is all the Kickstarter money was spent before ED took over. While it is true that ED has recovered, or believed to have recovered all the assets, much work is left to be done, and a rough estimate of 10-15 percent of the project is actually completed, some of which was already funded by ED

Q: ED was funding this project all along
A: No, not at all, no one knows where RRG was going to acquire the funding to satisfy its lofty goals, ED only got heavily invested when things started to go south.

Q: ED planned this, it was their goal all along to bait and switch us and give us less, isn’t that the truth.
A: As stated above, ED had no involvement in setting up the original reward structure, in fact as they took over, they were honestly shocked at how truly confusing and lofty the set up was. Again, this was because all of this was set up by RRG

Q: ED bought out RRG and all its assets right?
A: ED didn’t buy, acquire or takeover RRG. The details of how it all transferred may never be known, but what we do know is it appeared Luthier surrendered all the assets created with the Kickstarter money, and some of the employees were hired by ED to help continue the project as not to disrupt their other projects.

Q: ED’s first restructure was bad only to make the real one look good.
A: No, not at all, It was an oversight, a simple mistake, if you look at the initial reward restructure purely by the numbers it’s a great value, but it was pointed out that a number fo backers already had the P-51D and it didn’t make sense to force them to accept that as one of their rewards. Wags admitted this was a mistake publically.

Q: Why not just offer a refund?
A: Its complicated, but the short answer is this, The money was spent before ED stepped in, ED believes people want DCS WWII. They thought the best path was to make the project workable, and continue to develop it, in turn offering a realistic compromise on the reward structure

Q: Why cant you refund the money and just make the project anyways
A: This would be an incredibly hard hit to the bank roll, it would be a big enough loss that the project would have to be scrapped. They are already expected to continue to fund the project, but adding an 150,000 hit right off the start. Well its too much.

Q: It doesn’t matter, you cant give me my original rewards 100% you are supposed to refund
A: Kickstarter requires people to be upfront and communicate with their customers ED is trying to do that, even though ED didn’t enter in to this agreement, they are trying their best to make the project a reality. If it comes down to it, and they are forced into a refund, you can count on the project being scrapped. Not even the 109 could be guaranteed at this point. This isn’t a threat, its just the way it is.

Q: I am not happy with my reward structure, why cant you give me more?
A: ED did its best to make the value the best it could, while still remaining profitable. They are still a business, and they have to protect that as well. They have been very open to reviewing and making changes so far.

Just a side note on this FAQ, I requested, to Wags, to do this for the community, I know how info can be spread about in a thread and lost in the shuffle, I feel like both sides of the argument might be missing some key points.

I am going to initially leave this open for discussion, but I am warning you now, it will be moderated heavily for the back and fourth bickering. I am not an Employee of ED, I cant answer legal stuff as that has not been disclosed, so what you see above is all I know and understand. Also you may not agree with how ED is handling this, posting here your plan to fix everything will not change anything, This is where we are at.

If you feel I have missed something or you need clarification just ask, either in this thread, or by PM (preferred). This is not meant to be an update or anything new, but just to gather all the info in one location.