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DCS:- Black Shark 2

  • 06-11-2011 1:24pm
    #1
    Registered Users, Registered Users 2 Posts: 2,230 ✭✭✭


    This update to the original Black Shark brings the Ka-50 up to the standard of DCS:- A-10 Warthog and provides for Multiplayer compatibility between the two.
    Wags wrote: »
    Black Shark 2 Released

    DUXFORD, UK, November 2nd, 2011 – The Fighter Collection and Eagle Dynamics have released the new benchmark in PC air combat simulation with the release of “Digital Combat Simulator: Black Shark 2”. “DCS: Black Shark 2” is a simulation of the Russian Ka-50 attack helicopter and the next entry in the Digital Combat Simulator combat series. "DCS: Black Shark 2" is a greatly improved version of the original "DCS: Black Shark" that brings many new features.

    The Ka-50 "Black Shark" is a unique and deadly single-seat, Russian attack helicopter that has seen combat in the Northern Caucasus. It combines a high performance dual rotor system with a deadly weapons payload of guided missiles, rockets, bombs, and a 30mm cannon. The Ka-50 is also unique in that it has an ejection seat.

    The "DCS: Black Shark 2" upgrade requires "DCS: Black Shark" and is available for $19.99. "DCS: Black Shark 2" is also available as a full product at $39.99. Both versions can be purchased online at:

    http://www.digitalcombatsimulator.com/index.php?end_pos=1322&scr=shop&lang=en

    “DCS: Black Shark 2” is internally developed by Eagle Dynamics for The Fighter Collection. Further information can be found at http://www.digitalcombatsimulator.com/





    Thankfully ED has gotten around to providing a fuller list of changes to BS2.
    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.

    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


Comments

  • Registered Users, Registered Users 2 Posts: 2,230 ✭✭✭Nate--IRL--


    Patch 1.1.1.1 is out .......
    Wags wrote: »
    17 December 2011

    The Black Shark 2 1.1.1.1 patch provides improvements and fixes to the DCS series of products. In parallel with this patch, improvements have been made to the master multiplayer server to improve stability. Download the 1.1.1.1 patch from:

    http://www.digitalcombatsimulator.com/index.php?end_pos=135&scr=products&lang=en

    This patch applies to the English version only.


    Black Shark 2 1.1.1.1 Patch Changes


    GENERAL
    •Crash with South Ossetia in Fast Mission Generator is corrected.
    • Added option to turn tree shadows off and on. Setting tree shadows off will result in better frame rates.

    GRAPHICS
    •HDR effect on sun corrected.
    •Dust and smoke grenade effects at night no longer appear as if day.
    •Fixed building errors at Sukhumi airbase
    •Visibility range of rocket smoke marker has been increased.
    •Contrail duration time is reduced.
    •Corrupted NVG image after long use is corrected.
    •Tree shadow rendering improved.

    AI
    •SEAD flights use anti-radiation missiles correctly again.
    •Crash with more than one aerial tanker in a mission is corrected.
    •Orbit trigger action has been corrected.
    •FARP and airbase ATC now respond correctly after landing.
    •Ground unit logic of driving over bridges adjusted.
    •Repeating wingman rejoin messages fixed.

    AIRCRAFT AND WEAPONS
    •Landing gear door animation for Ka-50 is fixed.
    •Trim with force feedback joysticks has been fixed.
    •NVG effects re-done.
    •Turning down Shkval contrast, produced Negative light in cockpit, making HUD completely dark at night, effect of this problem has been reduced.

    Note: v1.1.1.1 will break any joystick or keyboard config that uses custom modifier keys - It is a simple fix to re-add the Custom Modifier Key to the Modifier list.

    INSTALLATION
    Double-click to patch_setup.exe file to start the installer.
    It is recommended to turn off anti-virus and security software because they can slow the installation process considerably.
    If you have problems after installing the patch (like slow frame rate or crashes), please do a full re-installation. To do so:
    1- Uninstall DCS product.
    2- For Windows 7 users, look in your /Users/(name)/Saved Games/ and delete their respective ‘DCS’ folder.
    3- Reboot.
    4- Install full version.
    5- Reboot.
    Make sure you are up to date with your graphics card drivers.
    Turn UAC in Windows off and then reboot before installing DCS, afterwards turn it back on and reboot again.
    Also, make sure you have the latest DirectX and C++ versions installed:
    DirectX (June 2010):
    http://www.microsoft.com/download/en...ang=en&id=8109
    Microsoft Visual C++:
    Microsoft Visual C++ 2008 SP1 Redistributable Package (x86)
    http://www.microsoft.com/download/en...ang=en&id=5582
    Microsoft Visual C++ 2008 SP1 Redistributable Package (x64)
    http://www.microsoft.com/download/en...ang=en&id=2092
    The Fighter Collection, Eagle Dynamics (c) 2011. All rights reserved.
    News and updates available on the following links:
    http://www.digitalcombatsimulator.com
    http://forums.eagle.ru

    Nate


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