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DCS WWII: Europe 1944


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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.

 

FONTE: http://forums.eagle.ru/showpost.php?p=1855052&postcount=1

Bye

Phant


Edited by phant

AMVI

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Il 5 quindi ne sapremo di più.

 

Per ora mi piace molto che l'era '40 sia fisicamente, anche a livello di installer, separata dall'era '80-'90.

 

E poi parlano di video... WWII userà EDGE, ci sarà un video di WWII, quindi presumibilmente vedremo EDGE in azione? :D

 

Sperem.

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Il 5 quindi ne sapremo di più.

 

E poi parlano di video... WWII userà EDGE, ci sarà un video di WWII, quindi presumibilmente vedremo EDGE in azione? :D

 

Sperem.

 

E spero di vedere qualcosa di veramente bello :)

 

Sembra che vogliano fare lo sbarco in Normandia o almeno quella zona.


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DCS WWII: Europe 1944: Kickstarter Primer

 

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!

Bye

Phant

AMVI

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DCS: Europe 1944 will distribute via a free-to-play model, with the core game available as a free download! That means that a supporter of ANY level will be able to fly and enjoy this game! The rest of the modules will be available as a separate purchase.

 

The free downloadable version of Europe 1944 will include THREE fully flyable aircraft, each arguably more famous than the next: the Republic P-47 Thunderbolt fighter/ground attack aircraft, the Supermarine Spitfire fighter, and the German Messerschmitt Bf.109G.

 

Heh ?

­­­­­­

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Che dire.. davvero una grafica mozzafiato, che rispecchia pienamente lo sliluppo/capacità software/hardware da anno 2013.... ma vaff..... di sto passo torniamo indietro agli anni Amiga 500 e se va peggio e continuano così arriveremo al commodore 64... Mi riferisco ovviamente alle immagini dello scenario.


Edited by Pelmo
 

Intel i9-13900K, @5.8GHz, Gigabyte Z690 Aorus Master, 32GB DDR5 6200 DomPlatinum, GIGABYTE GeForce RTX 4090 Gaming OC 24G, LG 48GQ900-B, 4x 2TB Crucial P5plus M2 SSD NVME, 1x 500GB WD SN850 SSD NVME ,Thermaltake ToughPower GF3 1650W ATX 3.0 , Windows 11 Pro, Corsair AiO H170i LCD RGB, TrackIR 5, Thrustmaster Warthog, VPC Mongoos T-50CM3 Base, Thrustmaster MFD Cougar, MFG CROSSWIND, Corsair K95 Platinum, Sennheiser G 600, Roccat Kone Mouse.

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Alberi in acqua? ma perché ?

 

Immagino che vogliano ricreare un ambiente paludoso...:megalol:

 

Intel i9-13900K, @5.8GHz, Gigabyte Z690 Aorus Master, 32GB DDR5 6200 DomPlatinum, GIGABYTE GeForce RTX 4090 Gaming OC 24G, LG 48GQ900-B, 4x 2TB Crucial P5plus M2 SSD NVME, 1x 500GB WD SN850 SSD NVME ,Thermaltake ToughPower GF3 1650W ATX 3.0 , Windows 11 Pro, Corsair AiO H170i LCD RGB, TrackIR 5, Thrustmaster Warthog, VPC Mongoos T-50CM3 Base, Thrustmaster MFD Cougar, MFG CROSSWIND, Corsair K95 Platinum, Sennheiser G 600, Roccat Kone Mouse.

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Credo che i crucchi allagarono vaste zone per rallentare l'avanzata degli alleati; se osservate bene sotto l'acqua si intravedono anche le strade e i campi.

 

Confermo, fu una delle tante trovate di Rommel, al quale era stato affidato il compito di organizzare le difese della Normandia, altra trovata fu quella ad esempio di riempire molti campi adiacenti le coste di pali di legno piantati nel terreno alti circa 3 metri per ostacolare l'atterraggio degli alianti yankee.

 

(PS : ho cambiato nikname, prima ero Tigereyes )

 

 

 

 

Ciauzz

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