Our current helicopter focus is on the updated Ka-50 for DCS: World Black Shark and DCS: Mi-24P Hind. Both projects are progressing well.
The Ka-50 update will consist of new functions such as Igla air-to-air missiles and missile warning systems with infrared missile jamming systems in addition to a substantial graphics overhaul. While new cockpit functions will be part of a paid upgrade, the entirely new and improved cockpit and external model will be available for free. In addition to a graphics overall and new features, we will also take this opportunity to clean up any remaining bugs in the Ka-50.
The Mi-24P is the next helicopter we are bringing to DCS World, created by the same the same team behind the DCS: Mi-8MTV2. This iconic attack helicopter will feature both front and back seat cockpits (including network and coop play). We are confident that it will be the most realistic simulation of the Mi-24P ever created and will add more outstanding game play for DCS World. Jatka lukemista
The I-16 was a Soviet, monoplane fighter developed during the 1930s inter-war years. It was innovative for its time with a low-wing cantilever design and retractable landing gear. It was the USSR’s primary fighter at the start of World War 2 where it primarily battled the Bf 109 Emil. In addition to the Second World War, the I-16 was also used in the Spanish Civil War and the second Sino-Japanese War.
The I-16 type 24 was powered by an M-63 radial engine that gave it a top speed of 462 kph. The aircraft was armed with four 7.62 ShKAS machine guns. In total, 7,000 single seat versions of this famous fighter were built.
The I-16 is a fun and interesting aircraft and further grows our stable of warbirds. This aircraft is particularly interesting when flown in virtual reality. Jatka lukemista
Damage Model Progress Update
Our new damage model is currently being implemented and tuned to the specifics of each of our internally developed WWII aircraft in DCS World. Each aircraft has unique hydraulics, pneumatic and electrical systems, materials and kinematics. As a result, the predicted damage depends on the type and location of impact will vary substantially. The internal effect such as coolant or oil temperature variation, loss of pressure, loss of control or other effects should, in turn, generate the corresponding predicted the internal and/or external visual effect.
Our AI aircraft will also be tuned appropriately and this work is ongoing. We have also added some great tools for testing the damage model on our internal builds. With these tools, we can track the trajectory of hits, shrapnel and damage suffered. In the attached screenshot, you can see the result of a testing session with a Me-109K-4 vs some Flak fire. In the X-ray log window, you can see how different hits make their way into and in some cases through the aircraft. In one instance, an object enters the left tail and stops in the right tail. While the graphical representation isn’t the exact location, on the aircraft you will see damage entering at this location, but not exiting on the other side. In another case, you can see objects entering the wing tip, and exiting the middle of the wing. Again, the damage would show on both sides of the wing, based on objects entering and exiting it. As well, you can see how an object entered one Ammo Box, severed the ammo belts on 2 guns, as well as severing a fuel line before stopping in a second ammo box. If you were to use those guns, you would run out of ammo before the indicators showed you did. You can see by the log data that we track the path of the object, the material and/or items passing through it.