Sounds familiar
Yeah the TL:DR didnt give much. They want more REDFOR A/C but arent sure which ones. Nothingnubtil the MIG-29 is complete, so next decade.
The Cobra is in works.
No updates to the SU-27 unless it goes full fidelityâŠhmmmmâŠwishful thinking i believe here.
Dynamic campiagnâŠis being worked onâŠstill.
Think they need to focus on what is allready in the game and not complete and focus on the allready announced aircraft that are not released yet, coughâŠF15CâŠcough
My money (and hope) is on Vulkan. Would seem to be a waste of time to add core features when the core is being rewired?
Anyhow. The bit at 19:33 - airfield personnel and such: Simple stuff is all you need. I did it about 2 years ago with some scripting. The issue I have is the limited choice of ground units (assuming youâre using default assets).
So, with the exception of the CV, I dynamically place these 2 dudes, dutifully standing by (they do animate a bit) your bird, and your wingman. Just a lil geometry on your position/orientation then spawn things, Viola.
A bunch of these simple little things go a long way.
Populating a arm/de-arm spot (with units) is in the TODO list.
PS: If you decided to try something like this (script it) note that you need to place them slightly behind the center point (and of course far enough left/rightâŠthink I use 15 meters? which works for the Apache through C-130). If you donât then the AI wingman will not taxi.
I really donât get why they donât have more infantry/general human models in DCS. Same for cargo and other static objects.
One thing I saw that I do like them taking a look at is the G-force modeling. The ability to simply pull 6-7 gâs until you run out of gas has always irked me. Though fixing the AI to have at least somewhat reasonable physics in their FM would be required for a G tolerance nerf to be workable.
Several other things I have opinions on, but Iâll watch the whole thing before I comment.
Talking about the AI I assume. Given that, and having no clue how they code it now: youâd think that wouldnât be a huge processing load: if G(time/skill level) > m[tolerance / skill level] then: go to sleep/stop pulling on the stick.
But as Iâve discovered creating a sim-within-a-sim - it always sounds easy on paper.
might see some static shots, after the interview I am hoping for Vulkan to be the main push, that will allow the leverage of performance to run the AI for the DC
We might just get some tadpoles before yearsâ end!
Oops, random gif. ButterfingersâŠ
In the Reflected video, the one second reveal shots showed a Jug in Winter, which makes me think Bodenplatte and what looked like some of Tuckâs 92 Squadron Spits from Biggin Hill. Hmmm, our Spitfire is a bit late for BoB, so wondering just what Greg is cooking up.
Oh, I actually meant the reverse, so long as the AI Is a UFO reducing the players ability to pull gâs is going to exacerbate the problem against the AI. Second order effect I suppose, if the g tolerance is moved over to the AI, with their current superpowers there are going to be a lot of blacked out AI pilots in short order.
ED has a history of introducing new features that, while needed and welcome, disrupt the gameplay because they introduced the feature before introducing the framework to integrate it: raindrops obscuring views when not all modules have functioning wipers or rain repel systems, increasing bomb blast radius to âimplementâ shrapnel without adjusting damage models or accounting for blast waves traveling faster than shrapnel and damaging aircraft/units in regimes that should be safe, etc. So I presume G tolerances will end up the same. Players/clients get them but AI wonât until years down the road. Iâm fine as long as they give us an option to turn off G effects as we have now.
WWII is an absolute mess when youâre simulating aeroplanes so closely but not consistently bringing out new models, like what is happening in DCS.
Weâve basically got the aeroplanes and maps for the 1943 cross-channel stuff into maybe the Normandy landings and campaign through France after that (Normandy or Calais map, Spitfire, Mosquito and Fw-190), and weâve got the aircraft for Bodenplatte (late P-47 and P-51, the Mossie VI I guess was still in use, and the Bf-109K-4) but we donât really have the map for it.
And the rationale given for such a hodgepodge of modules is just as inconsistent. âWe make modules based on accessibility of documentation.â Ahem. A6M5? F-35? The non-existent-IRL Blackshark 3?
Honestly if they just:
- Take the Spit we have and add a variant with the later engine and the pointy tail (keep the flight model the same other than the engine horsepower)
- Have a variant of the 109K with the G-4âs horsepower (itâll still perform better than the G-4 because it should be aerodynamically cleaner)
weâd be in a much better place for WWII âŠ
hopefully nothing similar to the NAVY F-4Es ![]()
Torque, who hasnât read about the origins of WW2 and the disaster caused by a certain âenlightenedâ individual who thought he could make a new IL-2⊠That has been the problem with WW2.
In reality, Nick Grey never intended to create a WW2 era game, but rather to create separate modules in the style of classic aircraft (the first module of the P-51D and the Fw-190D-9)⊠everything else up until the Mosquito was a series of disasters created by a certain company (RRG Studios) in a Kickstarter campaign that was a fiasco with empty promises and ended in bankruptcy⊠The fact that ED revived the project and released almost everything promised (except for a Me 262) doesnât mean that Luthiem had any idea of ââcoherence.
In fact, only the canal map and the Mosquito were EDâs own work. And Ugra Media, who rescued the Normandy map and greatly improved it compared to Luthiemâs ââplan (the map was initially a disaster).
In short, ED, now with the Pacific, is starting to see some progress in the right direction. Read: Marianas WW2 (Free), the F6F Hellcat, A6M5 Zero, and the WW2 Pacific support pack plus the Magnitude 3 F4U1. Creating a proper theater of operations.
And then, if Nick wants to continue, heâs already said that the Battle of Britain and other modules from that era are coming.
Great post @Silver_Dragon! As an Oleg-inspired day-one kickstarter I thought I knew the history. Turns out, as usual, I knew nothing. Youâve shed quite a bit of light. Nice to have you back!

I love this!
I do remember⊠But to be fair, the WWII Kickstarter was announced as a joint venture between RRG and ED. But ED came through, AFAIK without the Kickstarter funds and delivered all but the 262. I always thought that was a great move by ED. I sure got my moneyâs worth.
BTW, Luthiers vids are still available ![]()
As is the Kickstarter campaignâŠ
https://www.kickstarter.com/projects/508681281/dcs-wwii-europe-1944/description
DCS level BoB has been a dream of mine for a long time. I hoped CloD would be that sim, but unfortunately it wasnât.

