DCS WWII:Europe 1944

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21_Sokol1
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DCS WWII:Europe 1944

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Pelo menos no cenário (late war), acertaram 100% (do ponto de vista de mercado).
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.
luthier1 is online now
Pelo que da para entender é que sera um modulo para o DCS World com P-47, Spitfire, Bf 109 (possívelmente com adição do P-51 já existente e do WiP Fw 190) e AI como B-17, Me-262...

É basicamente um projeto (kickstarter) para um projeto... Two years be sure. P

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Re: DCS WWII:Europe 1944

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A ED ta parecendo mina de balada, ta pegando tudo o quanto é estúdio ai e abraçando as idéias dos caras.
Queria saber como fazem pra supervisionar cada projeto, mês passado o dono do projeto do F-35 abriu a pré
venda e um.monte de gente foi na onda, ninguém conhece o cara e só porque ele tem a bença da ED galera
já vai com tudo. Eu só vou na base do São Tomé :lol:

Mas vamos ficar ligados nos próximos (anos :lol: ) capítulos. Seria uma maravilha pra gente.
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Re: DCS WWII:Europe 1944

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Muito bom! :rock:
Tio Sokol, você disse AI B-17, mas está escrito "a flyable version of the Boeing B-17".
Dois simuladores de respeito sobre WWII é legal demais, tomara que cubram o Pacífico logo. 8)



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Re: DCS WWII:Europe 1944

Post by 21_Sokol1 »

O B-17, Me-262, P-38, Mosquito... são para segunda fase, caso o projeto vingue.
Phoda é que pelo rítmo da ED vai levar 20 anos para isso virar alguma coisa... :P

Em todo caso é melhor ter esperança de alguma coisa no futuro, do que o futuro ser na base de War Thunder, Warplanes, Birds of Stell.

Mais "leaked" ou "hype":
From ED forums: posts by Luthier, the project lead

- P51 and FW190 will be available in the game from launch.
- The basic map will be Normandy, other maps will depend on success of crowd funding initiative
- The game will be stand alone, ie not part of DCS World, though it is based on that platform and aircraft bought in one sim can be flown in the other
- 'We are still undecided' about including WWII vehicles and other objects in the sim
- Aim is to simulate all aircraft with the same fidelity as eg DCS P51
- Will use the same mission editor as DCS World
- People who contribute to the crowd funding will get access to premium content, and if you contribute high enough, even the right to have your face on a pilot and your skin in game
- High focus on single player content, separate campaign for each flyable
- RELEASE DATE 'About a year' depending on the success of the crowd funding

(Heinkil) BUT, and this is my observation, Luthier said the main reason he is going the crowd funding route is to avoid the tyranny of publisher deadlines. So I would counsel extreme patience with this project...

It will be very interesting to see if all those who feel they got 'burned' by Cliffs of Dover (the initial release was a buggy mess) hit the forums and start flaming this initiative.

Cliffs of Dover turned out to be a good sim, so it would be a shame if that happens.
Sei não, parece que o Luthier entrou em outra fria maior da que saiu... O tópico na ED já tem mais de 80 páginas e a maoiria é nego reclamando do que não viu, não gostou do que não sbe como será, ou querendo isso ou aquilo, tem até gente querendo importar o A-10 e o UH1 para a WWII, que não querem um DCS WWII separado do DCS World... :P
Posted by luthier1
Guys, can you please stop fighting about the separate installs?

It's one thing to discuss it with me. I'll be glad to answer questions or entertain ideas.
But it's absolutely pointless to get riled up and argue with each other.
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Re: DCS WWII:Europe 1944

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S!
Sei não, parece que o Luthier entrou em outra fria maior da que saiu...
:lol: :lol: :lol:



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Re: DCS WWII:Europe 1944

Post by 21_Sokol1 »

Bom, amanhã sera anunciado o "kickstarter".

Que para os interessados (no projeto) funciona mais ou menos assim.

Voce compromete a doar um valor X a ser cobrado em CC, Paypal... dependendo do valor pode ter seu nome nos créditos, uma skin exclusiva (a la Bo$) ou qualquer outro "enfeite pavão"... :P

Se o projeto atingir a meta - arrecadar XXX(K) dolares, o valor é cobrado.

Se não atingir a meta fica o dito pelo não dito.

Como é "típico" do Lutheir é provavel que nem uma boa apresentação do projeto tenha... :lol:
Luthier
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!
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Re: DCS WWII:Europe 1944

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Passo, to fora. A ED é uma piada com estes patches e estes DCS Worlds da vida, agora nesta última atualização matou meu Sidewinder FF2, perdi FF e a centralização, meu os caras quando arrumam 1 bug, surge mais 3.

Só louco pra ficar investindo nessa produtora, a estrutura deles é deprimente.
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Re: DCS WWII:Europe 1944

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Eu vou doar umas 20 pilas... Prefiro aplicar a fundo nesta "canoa furada" mas com esperança de sair alguma coisa melhor - em termos de manejamento do avião - do que o CloD, do que pagar 90$ no "Press E do start/stop engine" do Bo$ (que só pretendo comprar depois que vocês testarem :lol: ).
1. What size map are planning to release it in detail and compliance history and that of the place?
Cherbourg - Falaise - Rouen about.

Detailing is high. Some places are played 1-to-1. For example Pointe du Hoc is made with all the bunkers, trenches, cliffs, craters from bombs. Complies with staggering. Other important places of the city, the battlefields,we will also copy.
The rest of card - the similarity in the middle distance. Village-roads in the right places, but the home-streets will be averaged.

Quote: Originally Posted by Steam
2. How many man hours scheduled for the creation of one fighter from the ground until you are ready?

Too many Creating 3D models in general is going smooth, get the hand to do very quickly. But the programming and testing for a long time, especially by the standards of my old projects. We are trying to understand whether we can accelerate without losing quality, as we found with the 3D.

So about a one man year+ a couple of months, depending on the complexity of the systems.

Quote: Originally Posted by Steam
3. Tell us about DM.

Like in Musa[Mustang].

Quote: Originally Posted by Steam
4. How many people in the development team, who work full-time?

Now 9. After Kick will grow, as a result thereof.

Quote: Originally Posted by Steam
5. Who will communicate with the community?

Mua.

Quote: Originally Posted by Steam
6. Will Friday's update, or some other format?


Probably will, but Pipeline is very long. There will be many times when on the fair will have nothing to show.
"Vasja suffered all week with the chassis and Messer did not work out, and Peter zateksturil back armor to Spit" - update is not specifically good.

Quote: Originally Posted by Steam
7. In which city is the office and a team of developers?

Programmers are all in Moscow, the core of the team there. Also scattered 3D modelers - outsourcers around the planet.

Quote: Originally Posted by Elefant
Tell me please, what is planned bombers??

Unflyable B-17 at level 0.

A-26, Mosquito, and Ju-88 in the more expensive steps.

Flyable B-17 the last one.

Planned new engine EDZH.

There-there "material" trees?

-You mean, with collisions? Testing right now.

After Vagner said that he has no access to information about EDGE which develop there at some of the Minsk studio, thanks to this announcement even though there was a ray of hope about EDGE!

-to date, this unexpected EDGE even able to produce 3D cube or triangle?

you can at least see one screen? whether it weighs 3D circle in the clouds or stand-maker in the grass ...

The engine is fully working Screens will be on the 5th of Normandy, houses, trenches, bunkers, statues, cliffs, sea, trees, etc.
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Re: DCS WWII:Europe 1944

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Re: DCS WWII:Europe 1944

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S!

P-47 + Oleg = tô dentro ;)

Mas isso aqui tô pagando pra ver;
Planes can be flown by following actual historical flight manuals without the need to refer to in-game documentation!
Literalmente :P :P :P



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Re: DCS WWII:Europe 1944

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I am backer! :rock:

Image

Queria os manuais de estratégia, mas com o dolar como esta... :P

Gostei desse posty do Bliss: http://simhq.com/forum/ubbthreads.php/t ... ost3832386

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Re: DCS WWII:Europe 1944

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A engine já está pronta e o Oleg está na área. 8)
O que mais precisamos? Só pode dar certo esse projeto! :rock:



santo.
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Re: DCS WWII:Europe 1944

Post by 21_Sokol1 »

17.720,00 no primeiro dia.

Dois malucos prometeram 1000 U$ cada. :o
E uns gozadores estão entrando com 1$. :P

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Re: DCS WWII:Europe 1944

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S!
21_Sokol1 wrote:
Dois malucos prometeram 1000 U$ cada. :o
Oleg's fan boys detected :lol:


SP!
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Re: DCS WWII:Europe 1944

Post by 21_Sokol1 »

Interessante, o Fw 190 da ED esta sendo feito pelo RGG (o Studio do Luthier).

Image

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