Posts Tagged ‘helicopter sim’

DCS: BlackShark English Manual now available

Thursday, November 20th, 2008

The English PDF manuals for the DCS:Blackshark combat chopper simulator is now available HERE. (It requires a free registration)
DCS blackshark manual

The flight manual is 385 pages of text, diagrams and color photos, and teaches you all the detail about the KA-50 systems, including avionics, comms and the ABRIS Moving Map/GPS system. It contains checklists for practicing those cold ramp starts, and some basic operating procedures.

The User Interface (GUI) manual is 162 pages, and teaches you about the mission editor and the new pilot logbook.

What are you waiting for?

Top 10 Tactics for Simulated Helicopter Combat

Thursday, October 23rd, 2008
    taji  15 AUG 07 Apaches

  1. Keep your spacing – in multi-ship missions, allow space between aircraft, so as to allow all aircraft room to maneuver without risking collision or restriction of defensive weapon deployment.
  2. Share the Workload – when flying with human wingmen, the lead chopper should handle navigation, and the others should be watching for targets, or SAM launches.
  3. T-55 (Whacked), T-55 (Burned), T-62 (Smashed). I Could Go On

  4. Don’t overfly dead targets – You may think you got them all, but if you’re wrong, they will be hiding in the smoke and will get you. It’s just not worth the risk. Take the extra time to fly a wide arc around them.
  5. AH-1S

  6. Turn as you fly – whether climbing, descending or staying level, make continuous turns as this helps to avoid blind spots, where enemies could be seen, which will give you the upper hand.
  7. Lighten your load ASAP – as soon as your weapons are out, or your external tanks are empty, jettison them. This will make you more agile for making defensive maneuvers, and your engines will not have to work as hard.
  8. Get in and get out – be as quick as possible in completing your mission. Who knows when enemy fighters or attack helicopters may appear.
  9. Stay low and keep moving – sitting still makes you an easy target for tanks and other ground forces. Hovering in place also increases your chances of entering a Vortex Ring state. Keeping low can help you stay undetected because of terrain and other obstacles. Stay NOE (nap of the Earth) as much as possible and keep moving. When traveling through valleys, try to stay part-way up the valley wall, because there is shadow, and the enemy will be looking at the very bottom.
  10. Idyllic Innsbruck

  11. Avoid overflying population centers – stay away from towns, villages and cities, because enemy civilians or soldiers could have a radio/cell phone and alert enemy forces. (I assume mission builders will be scripting this with triggers in the Blackshark mission editor)
  12. 000-178-889_0022.JPG

  13. Attack from a distance – use your weapons from standoff range. Distance is your best defense. Don’t think that you have to fly right into the fray. Ignore those juicy targets, and stick to your mission goals only.
  14. iraq

  15. Plan ahead – What do we do if attacked by fighters? Where are our friendly support units? Where are our ingress and egress points? And lastly, practice you BFMs (Basic Flight Maneuvers) until they become second nature.

DCS Blackshark (Russian version) goes Gold!

Wednesday, October 8th, 2008

The Russian version of DCS: Black Shark has gone Gold and is scheduled to be released by the 1C company, in both retail and digital download, for the eastern market on October 17!
details here

Unfortunately, the localization for western languages is still in process, and then the game will need to spend time being rated, so we may not see the North American version until Jan 2009. :(

Between now and then, they plan to release the ~550 page PDF manual, and a playable demo.

I believe that the Russian version will have option for English labels in the cockpit, or there will be options to add the localizations later.

Will you consider purchasing and downloading the Russian version?

upcoming DCS:Blackshark campaign engine

Thursday, July 24th, 2008

Blackshark is an upcoming combat chopper simulation from DCS:
http://www.digitalcombatsimulator.com/

Recent info has been posted in the forums by Producer Matt Wagner about the campaign system.

Here are what I thought were the relevant quotes:

Recently, there have been a lot of questions and misunderstandings about the campaign system for DCS: Black Shark. What follows is a brief description that I hope bring a bit of clarity.

The campaign system in DCS: Black Shark is not linear, branching or dynamic; it is phased. Let me try to describe this: using the embedded Campaign Editor, you can create as many phases in a campaign as they wish. The one I’ve been working on for example will between 25 and 30. You can think of each phase as a folder. Now using the Mission Editor, you can create a mission using many of the new functions such as a trigger and resulting action system, defined random chance of units appearing, new targeting system that sets “zones” for units to search for and attack targets, etc. After you have created a mission, you can then assign the mission to any of the phases. You can place as many missions within a phase as you want. Obviously, putting more missions in a phase will reduce the chances of the same mission being flown when the user is in a phase multiple times. This process can actually go pretty quickly when you create a base-template for each phase and then add and modify to the template to create multiple, separate missions.

When the mission is created, you assign goals. A goal can be such things as the player surviving, primary target(s) being destroyed, friendly units not being destroyed, time limits, etc. Each of these goals can be assigned a numeric value. At the end of the mission, the goals are evaluated to determine if the player stays in the same phase, drops back to a previous phase or advances to the next phase. The only thing linear about the phased system is that the flow of the phases is linear (although it can flow forwards and backwards). In this manner, a player’s progress in a campaign can go back and fourth according to how the missions turn out. When you tie phases to front lines, it is easy to set up a situation where you have front line that ebbs and flows according to mission results. You will never had to re-fly a mission to progress in the campaign (unlike Lock On).

As you can see, this is not really not linear, branching or dynamic.

In later iterations of the campaign system (it’s is a work in progress), we plan on adding such things as resource management (units and stores) and squadron pilot management.

While it is certainly not out of the question that we will also do a dynamic system that algorithmically generates missions and a battlefield environment, the phased system is what we wish to perfect fist. In addition to providing much better game play possibilities than the linear Lock On system, it takes much better advantage of our Mission Editor system that we are developing for both the entertainment and military markets.

Thanks,
Matt
__________________
Matt Wagner
Producer, TFC/Eagle Dynamics

For me, I create a template for each phase that represents a current forward line of troops, and then add and modify the template to create the individual missions for that phase. I personally should for between 4 and 6 possible missions per phase, but this number of course can be determined by the campaign designer.
The campaigns for DCS:BS are currently in work and will focus on attack helicopter operations and fixed-wing CAS.

You can easily create a “depot” of units that will “activate” when another unit is destroyed. When activated with this trigger, the unit would then drive/fly to what location you specify.

You can certainly create unit activity outside the mission objective and assign such units value to the overall mission evaluation. So, even if you did not accomplish your assigned objective, doing extensive damage to the enemy in other areas along the battle front could still progress you forward to the next phase. It’s really up to the mission designer how they wish to set up the mission.

source:
http://forums.eagle.ru/showthread.php?t=30053

Sounds pretty close to the flexibility of the old Janes Longbow 2 engine, plus the ability to actually edit individual missions and create your own phased progression.

What do you think?