To date, DCS has performed most of the computational workload on a single thread (some audio components were moved to a separate thread). This was not a problem in most cases because the Graphics Processor Unit (GPU) did most of the work, and FPS was mostly limited by the performance of the GPU.
As DCS evolved, GPUs have become much more powerful whilst the performance of a single CPU core remained practically unchanged. Instead, CPU manufacturers increased the number of cores rather than the clock speed of individual cores. As a consequence, DCS performance has become CPU-limited. In parallel, DCS World has become much more complex with increased reliance on CPU calculations that has exacerbated the problem.
To improve efficiency of CPU resources usage, we have reworked the core of our engine. First, at the architectural level, it has been divided into two main threads: graphical and logical. This opens up new possibilities for further thread parallelization of calculations in both the logical and graphical parts of the engine independently.
Second, to meet the requirements of scalable multithreading, and the needs of modern graphics APIs, the graphical engine part has been significantly enhanced. In addition, many subsystems have been updated, or written from scratch.
Internal testing has begun, and we plan to release the updated DCS graphic engine (EDGE) next year. The initial release of Multithreading support will contain a fully reworked engine including preparation of the graphical frame and the separation of the graphical and logical parts onto two independent threads.
It should also be noted that the most significant performance improvements will be regarding larger missions. This will be a welcomed change, especially in multiplayer where unit numbers are typically far higher. VR performance will also see a significant performance improvement in large missions.
Note: The "unused switch" and the MTT promote switch are the same.
In this DCS: AH-64D video, we’ll look at the next, big new feature coming to the AH-64D: the Image Auto-Track, IAT; and its Multi-Target Tracker sub-mode, or MTT. Earlier, tracking a moving target through the TADS would be done with the Linear Motion Compensator, or LMC. However, using LMC effectively can take a lot of practice, and it can be quite difficult to use if you do not have a controller with a good mini stick. IAT will make target tracking super-easy and can be used with either the FLIR or Day TV cameras.
We continue to work on real time lighting technology. In the next update you can expect to see the new lighting for several ports of Dubai. Some oil tankers and rural houses have also had their lighting updated. We are now working on integrating this technology to all rural, industrial and unique buildings such as the Burj Khalifa. We look forward to your feedback on this impressive improvement.
AH-64D Development Report
The next Open Beta update will include 3D-animated pilot and co-pilot/gunner models from the first person perspective. The update will also include Image Auto-Track (IAT) with the Multi-Target Track (MTT) sub-mode. The Performance (PERF) page will be at a complete state. Improvements have been made to the flight model and flight control system with further work planned.
DCS: AH-64D is one step closer to being available in the Free Trial Program. Please stay tuned for more information and watch Matt Wagner’s video on AH-64D on IAT/MTT.
Early next year you may look forward to the new AGM-114L radar-guided Hellfire missile and the improved data modem (IDM) for networked operations. The option of the auxiliary fuel tank or extra gun ammunition is also coming soon. Early next year will also see the beginning of Fire Control Radar (FCR) development.
The Ka-50 Black Shark is a single-seat, coaxial, attack helicopter that can effectively perform anti-tank missions, provide close air support, and attack targets with a wide range of weaponry.
The new DCS: Ka-50 Black Shark 3 adds great new features that include: Igla air-to-air missiles that significantly expands the Ka-50’s combat capabilities against other aircraft and the new Onboard Defense System (ODS) that detects and warns you of incoming missiles. Also, for the first time in DCS, a physical model of the Inertial Navigation System (INS) has been implemented that includes alignment before the flight, drift error accumulation, and the ability to correct according to preset fixpoints. For more details, please read the Black Shark 3 White Paper.
The Ka-50 Black Shark 3 is based on the helicopter factory number 8798000025, Serial number 00-05. This particular aircraft was completed on June 18, 1990 and became the standard for Ka-50 mass production. A variety of historically accurate liveries are included.
A special Air Strike Group of two Ka-50s (No. 24 and 25) and a C2 Ka-29 took part in Combat Operations in Chechnya from late 2000 to early 2001. In those engagements, the Ka-50s had standard camo skins with side numbers, but no country markings. That skin was intended to appear as neutral, but at the MAKS-2003 airshow at Zhukovsky, the skin was repainted with country markings and yellow side number 25 on each side.
The Black Shark skin helicopter was fielded by the 344th Army Aviation Combat and Training Center at Torzhok in 1995. By the end of 1996, it was painted black with a shark tail and mouth. Ka-50 helicopters were frequent guests at many exhibitions and air shows. That’s why there are a wide array of airshow skins. We present two of these to you; the “Werewolf” and the “Black Shark” for the No. 18, commissioned July 1, 1991.
We are pleased to bring you the 2022 DCS World Christmas and New Year Sale. This is your chance to take advantage of the special 30% discount on DCS: AH-64D and for the first time the 50% discount will also apply to the DCS: F-16C Viper, DCS: F/A-18C Hornet, DCS: Mosquito FB IV, DCS: Mi-24P Hind, and DCS: Supercarrier. The great majority of our aircraft, maps and campaigns are available also with a 50% discount until the 8th of January 2023 at 23:59 GMT. We are pleased to be running the DCS Steam Edition Christmas Sale too!
Warbird Cooling Development Report
Our WWII warbirds and the Yak 52 have received our new engine cooling model. This sophisticated re-write includes improved oil and water/glycol radiator simulation as well as aftercooler and intercooler behavior, in addition to correct fuel mixture cooling effects. Radiator effectiveness and drag modeling is much more efficient programmatically, permitting the simulation of all engine emergency states – coolant and oil loss, oil pressure loss, coolant system depressurization, overheating, etc.
The various cooling systems are now better connected to the new damage model, giving new options for correct engine and systems management after being hit. For example, if one of the two radiators in the Bf-109 is punctured, it can be cut off with a special valve, and then the system can keep functioning with half the effectiveness but still pressurized. The new coolant system means that if there is a puncture towards the upper part of the coolant tank, they depressurise to atmospheric and thus with a low boiling temperature. The visual steam effect size now naturally depends on the type of leakage, either from a safety valve or from a bullet hole.
Another new feature is a new model for bulk boiling occurring when the system is depressurized, and its temperature is higher than the boiling temperature for the ambient pressure. The coolant flow now depends on the system’s temperature and pressure, the total area of all bullet holes and the ambient pressure.
A small but pleasant addition is different kinds of available coolants, from pure water to a winter type coolant with their different physical parameters.