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Re: Eagle Dynamics: Digital Combat Series

Publicado: 26 Sep 2013, 11:03
por SilverDragon
Hoy VEAO realizara un memorial en honor a Jim Mackonochie por el primer aniversario de su muerte.

http://forums.eagle.ru/showthread.php?t=114536
Hi Guys,

As many of you know we sadly lost Jim this year, he was a dear friend to the DCS community and it would have been his 66th birthday on the 26th of September.

As such with Chris from VEAO we will be doing a memorial formation and passes in respect to Jim and what he meant to all of us.

Virtual Aerobatics is honored to host this flypast, I will be raising the player limit specifically for this event and removing the collision damage so everyone can take part regardless of ability.

I ask each of you who enjoys this hobby of ours to spare half an hour tomorrow and come show everyone how much Jim is respected and missed for his dedication to the community.

I have a dedicated mission for this and we would love to see every slot taken and people waiting for slots for this.

Jim was a great man and I am fortunate enough to say that I knew him and spent many times discussing anything and everything with him. Memories that will stay with me forever.

We will be having a flight briefing at 19:00GMT (20:00 BST) and aim to start up and take off at 19:15/20:15

I sincerely hope that we see as many people as our server can hold tomorrow.

Spread the word, lets show the world what Jim meant to us.

Pman

As the wind blows, way up high,
I soar like a bird into the sky.
As I spread my wings, in flight,
Do not cry, do not fight.
I am amongst the clouds, and rain and sun,
Where I belong, where I came from.
Remember me close, remember me near,
For true flying legends, are always here.

Re: Eagle Dynamics: Digital Combat Series

Publicado: 26 Sep 2013, 11:19
por SilverDragon
Pequeño update de EvilBivol-1 sobre el UH-1H y Mi-8 para el Update 1 de la 1.2.6

http://forums.eagle.ru/showpost.php?p=1 ... stcount=19
Honestly I don't have that much to say at the moment. The next patch scheduled for release is the update to 1.2.6 already announced here: http://forums.eagle.ru/showthread.php?t=114584. Being that it is primarily designed to fix stability issues, it has little to do with the Huey and Hip specifically and will include only the minimum new changes needed to address those problems so as to minimize the chances of fouling something else up at the same time. If all goes well, we will then move on to the next big update, which may or may not be 1.2.7 and will likely feature more updates dedicated to the Huey and Hip.

In terms of what we've been working on internally, it's mostly been the external cargo model for the Huey, numerous cockpit updates and fixes for the Hip, and some command updates and fixes. Sorry, but no dramatic new features yet.

Re: Eagle Dynamics: Digital Combat Series

Publicado: 26 Sep 2013, 11:30
por SilverDragon
Pequeña reseña de Wags de lo que se está trabajando para el DCS: W 1.26 Update 1

http://forums.eagle.ru/showthread.php?t=114584
Much of our efforts are currently on DCS 1.2.6 Update 1 . One of the biggest focuses of this update is on game stability. When the change log is final, it will be posted.

Matt

Re: Eagle Dynamics: Digital Combat Series

Publicado: 27 Sep 2013, 19:09
por SilverDragon
Update 7 y entrevista de DCS: World WW2:

http://www.kickstarter.com/projects/508 ... 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 ... er-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.

Re: Eagle Dynamics: Digital Combat Series

Publicado: 27 Sep 2013, 19:30
por SilverDragon
Beczl comenta que despues del Mig-23, vendrá el Su-22M3 (despues del Mig-21Bis)

http://forums.eagle.ru/showpost.php?p=1 ... stcount=31
Originally Posted by ijozic View Post
Would love that, but didn't the Hungarian Air Force operate Su-22M3 (export avionics variant of the Su-17M3), hence the variant which would get simulated?
Yes. you're right. After MiG-23 the next possible is the M3...

Re: Eagle Dynamics: Digital Combat Series

Publicado: 29 Sep 2013, 13:14
por SilverDragon
Una imagen del manual desde el foro ruso. Segun Beczl muestra el procedimiento de funcionamiento del sistema RSBN para aterrizajes (Beczl confirma que esta implementado dentro de DCS:World)

http://forums.eagle.ru/showpost.php?p=1 ... tcount=156
Imagen

Re: Eagle Dynamics: Digital Combat Series

Publicado: 30 Sep 2013, 22:07
por Bender
Hola SilverDragon.

Una pregunta para conocer tú opinión ¿no crees que proyectos como el F35 pueden suponer un problema en el DCS? Lo digo pensando en que DCS se supone que se basa en ofrecer aviones detalladamente modelados, pero si incluso modelos retirados de servicio producción mantienen algunas características como confidenciales ¿qué tipo de simulación nos espera con proyectos como el de un avión que aún no ha entrado plenamente en servicio activo y que está rodeado de secretismo?

Re: Eagle Dynamics: Digital Combat Series

Publicado: 01 Oct 2013, 21:05
por SilverDragon
Eagle Dinamics no se verá afectado, ya que ya tiene modulos Soft / Hard en su haber y solo pone el motor para que trabajen los patrocinadores / 3rd Parties, mas bien, creo que será problema del desarrollador / 3rd Partie, que este sea "vendible" y "creible". En eso, no entra ED en absoluto.

Re: Eagle Dynamics: Digital Combat Series

Publicado: 01 Oct 2013, 21:37
por Bender
Si, pero el f35 volará en el entorno del DCS World con otros aviones bien modelados, o al menos modelados realísticamente .

Si ya hay polémica entre las diferencias de los modelos DCS-Flamming Cliffs ¿qué no pasará con un avión del que solo se pueden suponer la mayor parte de las características?

Re: Eagle Dynamics: Digital Combat Series

Publicado: 02 Oct 2013, 12:57
por SilverDragon
Pues se le colocara la etiqueta de aparato tipo "Flamming Clifft" como aparato de nivel soft al contrario que los otros "Hard sim".

update de DCS:World 1.2.6 Update 1
http://forums.eagle.ru/showpost.php?p=1 ... ostcount=2
DCS 1.2.6 Update 1 - Change Log

DCS World
Fixed crash when loading mission from a public server.
Fixed crash after jumping from aircraft during an "Autostart".
Fixed crash when try to lock ground target when using Easy Radar mode.
Fixed crash after collision of two aircraft.
Fixed crash when player gets close to column with delayed start.
Fixed crash after plane switches to glide path.
Kuznetsov ATC can now recover multiple flights without causing collisions.
Fixed IR pointer when using Combined Arms.
Corrected SSE: Empty Error message on coalition.addGroup().
Glide slope ring and К, Г marks for landing mode are now present for airfields with full Russian ILS system.
Restored Flight tasking commands when not in Game Mode. Attack air defenses: LWIN-D. Attack ground units: LWIN-G. Attack your locked target: LWIN-Q.
Fixed 'Value' in trigger 'Bomb in zone' trigger action.
Fixed missing text: "2, rolling" when starting taxi.
Corrected R-73 DLZ for AI. They should no longer launch outside their DLZ.

DCS: Black Shark 2
IT-23 symbology aspect has been corrected.
Fixed joystick commands for kneeboard.
Fixed missing target markers on Ka-50 Easy Radar.
Fixed simulator crash when loading standard arcade mission for Ka-50 when using Easy Avionics mode.

Lock On: Flaming Cliffs 3
Su-33 falling through the flight deck when landing on the carrier has been fixed.
F-15C and Su-33 unable to connect twice to tanker in network play has been fixed.
F-15C Tanker AP won't disengage when online has been fixed.
F-15C ADI LNAV "Jiggle" has been fixed.
Autopilot. ALTITUDE HOLD, BAROMETRIC OR RADAR ALTITUDE HOLD issues have been fixed.
Several A-10A switches have had their position set to on: PAC Switch, Inverter Switch, AC Gen Switches, Radar Altimeter Switch, Anti Skid Switch, Fuel Boost Pump Switch, and Engine Fuel Flow Switches.

DCS: Combined Arms
Fixed crash occurring when Targeting Panel of selected unit is viewed.
Keyboard input script has been corrected.

DCS: A-10C Warthog
Fixed tanker not completing refueling when in network play.

DCS: Mi-8MTV2
Corrected beacon light connection to electrical bus.
Fixed "floating" UV-26 indication textures.
Added "RI-65 is operative" voice message when turning on the VWS.
Implemented “Game Mode” flight model.

DCS: UH-1H Huey
Fixed M134 minigun fire audio.
AI UH-1H can now fire M134 minigun.
Fixed autostart.
Flexible sight line of sight is now controlled separately from view camera control.

Re: Eagle Dynamics: Digital Combat Series

Publicado: 02 Oct 2013, 15:16
por SilverDragon
Q&A DCS: WW2 Terrain SDK

http://forums.eagle.ru/showpost.php?p=1 ... stcount=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=1 ... stcount=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=1 ... stcount=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=1 ... stcount=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=1 ... stcount=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.

Re: Eagle Dynamics: Digital Combat Series

Publicado: 02 Oct 2013, 17:23
por SilverDragon
Ya esta disponible el sistema de PalPay para el KickStarter de DCS: World WW2 1944

http://forums.eagle.ru/showpost.php?p=1 ... ostcount=1
Good morning!

It seems to work.

http://www.digitalcombatsimulator.com/e ... paypal.php

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

Re: Eagle Dynamics: Digital Combat Series

Publicado: 02 Oct 2013, 19:50
por Stratos
Estoy mareado como una sepia con esto del Kickstarter. Me parece que voy a retirar mi pago, si no se aclaran es su problem no el mío.

Re: Eagle Dynamics: Digital Combat Series

Publicado: 03 Oct 2013, 13:32
por SilverDragon
Cambios en los requerimientos minimos de DCS: World, se deja de soportar sistemas de 32 Bits por los de 64 bits.

http://forums.eagle.ru/showpost.php?p=1 ... ostcount=3
Also today, our official product specifications are as follows:

Minimum system requirements: OS 64-bit Windows Vista, 7 or 8; CPU: Core 2 Duo 2.0 GHz; RAM: 4 GB; Free hard disk space: 10 GB; Video: 512 MB RAM card, DirectX 9.0c - compatible; Sound: DirectX 9.0c - compatible; requires internet activation.

Recommended system requirements: OS 64-bit Windows Vista, 7 or 8; CPU: Core i5+; RAM: 8GB; Hard disk space: 10 GB; Video: Shader 3.0 or better; NVIDIA GeForce GTX560 DirectX 9.0c or better; Sound: DirectX 9.0c - compatible; DirectX: 9.0C; requires internet activation.

Of note, we no longer support 32 bit OS systems

Re: Eagle Dynamics: Digital Combat Series

Publicado: 04 Oct 2013, 14:17
por SilverDragon
Update 12:
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.