DCS:- Black Shark 2

Yes, that was the original plan, but plans change. It was decided that it wasn't viable to do for free and in turn some new features were thrown in as well. This is much more than the patch that was first proposed.

daft question surely when you embark on a software design - or redesign you estimate the amount of work

I guess at start of the development of DCS BS2 - they took the decision "patch+comptability" or "update" - with the latter being substantially larger workpackage

would they then not know from day 1 of coding whether it was an paid update or patch ?
 
It would be much much easier to abandon the inclusion of new features in order for the modular concept to work I suppose.

I've made this one single example elsewhere, but the improvement made to the radios and AI radios in Warthog, needed a lot of work for BS2 to operate (New Voice acting, Radio logic etc). And radios are only one tiny example of the changes that needed work because of all the new features added in the warthog sim world.

If you were given the choice would you want the A-10C in the BS1/FC2 simulation with half the features (eg no Jtac/HDR etc) or the Black shark in the Warthog simulation world?

I know what I want. Unfortunately it required a lot of work to get what I want.

Edit:- Just seen the trailer



Nate
 
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that vid shows best and worst :(

I mean I love BS and DCS A10

but every so often I get the feeling from a graphics point of view (not complexity of simulation) that I'm playing Lockon+

too many similarities
 
I bought BS ages ago but never got round to playing it, I was thinking of ordering the ringbound manual to get started (Is that out of date now?) and was just wondering what HOTAS setup people are using.
 
X52 pro is good

You will see the same names creeping up on any thread to do with this "new" game on different forums

It is the mods / testers from ED , the people who get the game for free and who bitch about others
complaining about having to pay for the same thing twice.

ED wants us to pay again to make the damn software compatible when this was the main idea behind
the DCS series , modular design so planes could be bought at a cost but the engine would be upgraded
anyway , kinda like ROF did.

Instead we get to pay twice , so it is only $20 the zealots proclaim .. its not
It is $49.99 + $20 , I really feel for the poor people who might have only just bought ka-50
and who are now asked to stump up $20 for a patch

The point I was trying to make in the other post that was deleted: (thanks thundy):
The zealots from ED cant look at ED objectively and will take any price gouging with a smile
on their face and take it without any lube....

The other funny posts that keep cropping up are:
"this is a real bargin man I would pay $100 dollars for this!"

Really? Put your money where your mouth is and ..
Buy 5 copies at $20 of the patch and then give them away , you support ED and are nice to other people at the same time.
 
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Either buy it or don't, vote with your wallet. I only paid a tenner or so for BS anyway so it matters not to me. How much is an additional aircraft for FSX these days?
 
Dano not sure who much a new aircraft is for FSX

But I do know who much it is to buy the same aircraft you already bought , it $20
Plus of course the original $49.99 that was already paid
 
Dano not sure who much a new aircraft is for FSX

But I do know who much it is to buy the same aircraft you already bought , it $20
Plus of course the original $49.99 that was already paid

You're not buying the heli again though are you? You're buying a graphics and simulation upgrade surely?
 
Thankfully ED has gotten around to providing a fuller list of changes to BS2. Should have been available on release IMO.

Black Shark 2 List of Improved Features

List of primary changes between Black Shark 2 and A-10C v.1.1.0.9:

- Player controlled Ka-50
- Ka-50 cockpit in improved and more efficient EDM format
- Dynamic cockpit shadows
- Adjusted rotor effects for the Ka-50 flight model
- Network compatibility with DCS: A-10C Warthog
- Improved helicopter AI (HAI):
----- When analyzing a tactical situation, the HAI will take in account all threats, not only the target that the HAI is engaging.
----- If it's possible to engage targets from a safe distance, the HAI will not fly close to threats.
----- If it appears that the HAI is not at a safe position, for example too close to enemy air defenses, the HAI will fly away from the threat(s) and then start engaging targets from safe a distance.
----- If it appears impossible to engage targets from safe distance, the HAI will make only one short attack (one missile launch / rocket salvo or cannon burst per run) from maximum range of that weapon and then break away to make a new attack if required. This reduces fire effectiveness, but greatly increases HAI survival when engaging targets with cannon or rockets.
----- HAI will not hover in an unsafe location.
----- If high-priority targets are screened by low-priority targets that make it impossible to attack high-priority targets from safe distance, the HAI will attack low-priority targets first to break the screen. In other words, if you have line of enemy APCs and tanks at 4 km and enemy AAA and SAMs at 12 km, the HAI will engage those APCs and tanks first. No more flying over the enemies' heads.
----- Jinking defensive maneuvering has been added. When flying in the WEZ of AAA, tanks, and APCs, the HAI will fly at high speed and jink. Of course, HAI will not jink when aiming at a target.
- New, 15-mission Ka-50 campaign "Medved-2"
- Updated and improved Georgian Oil War campaign
- New voiceovers for Russian radio entities
- Abkhazia and South Ossetia factions to the ME
- Abkhazia and South Ossetia borders to the ME map
- A number of unit skins for Abkhazia and South Ossetia
- Flag Equals, Flag Equals Flag, and Flag Less Than Flag trigger conditions
- Group MSG (message), Group SND (sound) trigger actions
- Animated cirrus cloud layer
- Higher resolution textures for a number of ground objects
- Improved smoke effects
- Improved FARP texture
- Updated GUI manual

List of changes between Black Shark 2 and Black Shark v.1.0.2:

Improved graphics:

- High Dynamic Range (HDR)
- Cockpit dynamic shadows
- Soft self-shadows
- Tree shadows
- Normal maps
- Animated cirrus cloud layer
- 3D and transparent water
- Low altitude clutter
- Improved airbases
- Improved FARP texture

Improved sound

- Implemented surround sound support.
- Many new and revised sound samples provide a more rich and accurate audio environment.

Improved gameplay

- Network compatibility with DCS: A-10C Warthog.
- Ability to take-off from ships (ships pitch and roll depending on wind strength (sea state)).
- AI radio traffic can be heard when tuned to the correct radio frequency.
- Mission Briefing and Debriefing available in-flight.

Expanded theater of operations

- The map now covers terrain further east to include the region of South Ossetia, center of the 2008 conflict between Russia and Georgia, as well as additional Russian and Georgian territory. The newly covered area provides a variety of terrain types, 5 new airbases, highly detailed cities, and a number of radio navigation beacons.

Mission Editor improvements

- Group properties interface that allows for in-depth AI scripting of a variety of behavior options, such as waypoint or trigger-based task execution, rules of engagement settings, readiness states, attack conditions, orbiting and holding points, etc.
- Ability to lock either arrival times or travel speeds for AI routes.
- Ability to copy and paste groups
- New ground group formation options
- Improved trigger menu interface includes cloning, trigger re-ordering, and OR rules.
- 32 new trigger conditions and 19 new triggers actions.
- Ability to set AI aircraft to spawn at mission start, but delay start-up.
- Added Abkhazia and South Ossetia factions.
- New active ground units:
----- 9B11 Mortar
----- Variety of armed stationary objects (house, barracks, blockpost, tower)

Mission Generator

- The mission generator utilizes a wide collection of force templates placed throughout the map to generate a randomized mission based on the player's desired mission location and options. Force templates can be edited and created within the Mission Editor.

Improved AI

- Helicopter AI (HAI)

----- When analyzing a tactical situation, the HAI will take in account all threats, not only the target that the HAI is engaging.
----- If it's possible to engage targets from a safe distance, the HAI will not fly close to threats.
----- If it appears that the HAI is not at a safe position, for example too close to enemy air defenses, the HAI will fly away from the threat(s) and then start engaging targets from safe a distance.
----- If it appears impossible to engage targets from safe distance, the HAI will make only one short attack (one missile launch / rocket salvo or cannon burst per run) from maximum range of that weapon and then break away to make a new attack if required. This reduces fire effectiveness, but greatly increases HAI survival when engaging targets with cannon or rockets.
----- HAI will not hover in an unsafe location.
----- If high-priority targets are screened by low-priority targets that make it impossible to attack high-priority targets from safe distance, the HAI will attack low-priority targets first to break the screen. In other words, if you have line of enemy APCs and tanks at 4 km and enemy AAA and SAMs at 12 km, the HAI will engage those APCs and tanks first. No more flying over the enemies' heads.
----- Jinking defensive maneuvering has been added. When flying in the WEZ of AAA, tanks, and APCs, the HAI will fly at high speed and jink. Of course, HAI will not jink when aiming at a target.

- Plane AI (PAI)

----- AI-fighters will now always try to launch AA missile when the target has entered into its no-escape zone. However, AI-fighters will fire missile immediately if it appears the fighter is losing first-launch superiority.

- Ground Unit AI

----- Ground units are able to cross streams.
----- Ground units will by-pass destroyed bridges and seek alternate routes.
----- Ground groups will disperse when attacked.
----- Some ground groups will pop smoke when attacked.
----- NVG capability was removed from MANPAD SAMs.

Dynamic weather

- Dynamic weather conditions can be set for the mission based on a number of weather fronts and pressure differentials. Winds and cloud formations are calculated dynamically during the mission based on the fronts settings. This makes it possible, for example, to see precipitation in one part of the map and relatively clear skies in another.

New or improved 3D models:

- Air units
----- A-10A
----- A-10C
----- An-26
----- An-30
----- C-130
----- E-2
----- E-3
----- F-15C
----- F-15E
----- KC-135
----- L-39
----- Mi-8
----- Mi-26

- Ground units

----- 9S80 radar vehicle
----- HEMTT TFFT fire-fighting truck
----- LVTP-7
----- Patriot SAM site units
----- SA-11 SAM site units
----- SA-3 SAM site units
----- Russian infantryman

- Naval units

----- Pr. 1241.1 Molniya
----- Ticonderoga-class cruiser
------ Oliver H. Perry-class frigate

- Other

----- Fuel tank depot

Active Pause

- The active pause feature allows you to pause the simulation, while continuing to work with cockpit controls.

Campaigns

- A new 15-mission campaign features a variety of missions with some randomization elements and voice-over messages. The campaign takes places in the South Ossetia region and is very loosely based on the 2008 conflict between Russia and Georgia.
- Updated and improved Georgian Oil War campaign.

GUI

- Added sliders to control tree and ground clutter draw distances.
- Added software Multisample Anti-aliasing (MSAA) settings.
- Added an exporting function to the Input Options menu to export all mapped command to a text file.
- Added Misc. tab with various game options, including view restriction options for multiplayer.

Nate
 
Here's a few images I found on SimHQ

2885vee.jpg


286wetl.jpg


nbzz9e.jpg


vmqgc2.jpg


svtljs.jpg


1or8nd.jpg


ldsp2.jpg


155324j.jpg


5f0w1k.jpg


2i6cojl.jpg


10zbrc7.jpg


Nate
 
I'm not impressed with the way they've handled it, especially since I've not actually played BS1 much at all as was really waiting till the patch hit to spend more time on it.

But it does look very good :)
 
Up and down at the moment. Will do doubt be sorted properly when the team get to work in the morning. They've been having issues recently due to volume of traffic, only the forums are affected though.
 
I'm not impressed with the way they've handled it, especially since I've not actually played BS1 much at all as was really waiting till the patch hit to spend more time on it.

But it does look very good :)

Same for me, I've done about 3 hours since I bought BS1/A10C, which basically was to just get me off the ground and quick fly/look around. Waiting till I move house and get my nice setup in place before I play BS1 properly, A10C I've not even launched yet.
 
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