Another item in development is the DCS: Supercarrier module. We recently completed the external model, and we plan to make CVN-71 & CVN-74 versions available at early access launch. The team is now focused on implementing the high-poly Landing Signal Officer (LSO) and Air Boss stations. Here is a list of the planned Early Access features, but this list is subject to change.
High-resolution textures that include realistic weathering and markings
Animated arresting wires and blast shields
Animated radar antennas
Animated aircraft elevators
Catapult bubble between catapults 1 and 2
Steam from catapults
Risers (guard rails) around aircraft elevators when lowered
Long-range line-up lights
IFLOLS
Animated “rabbit lights” along landing area centerline
Deck lighting
Functional air defence weapon systems:
Sea Sparrow
CWIS
Sea RAM
Option for Nimitz-class aircraft carriers of the Roosevelt sub-class:
CVN-71 Theodore Roosevelt
CVN-72 Abraham Lincoln
CVN-73 George Washington
Deck parking allowing up to 14 aircraft to be spawned on deck. We will review the possibility of increasing this number to 18 in the coming months.
Carrier radio communications for Case I, Case II, and Case III.
Static deck vehicles (AS32A-31A Flight Deck Tractor, AS32A-32A Hangar Deck Tractor, AS32A-36 Aircraft crash and salvage crane, P-25 Fire Fighting Vehicle) that can be placed by mission designers.
Static deck crew that can be placed by mission designers.
Animated deck crew for bow and waist catapults launches.
DCS World
Carrier aircraft bouncing when landing at an airfield should now be fixed
FLAK 38 no longer using Russian Ammo
ME. Corrected some tabs that was not disappearing after unit removing.
AI Helicopters. Fixed rolling-off runway in some cases.
ME. Fixed error when you сlick on task WW2: Big Formation (or Escort) in some cases.
AI Aircraft. Aerobatic task will work even on the end waypoint.
ME. Incorrect waypoint switch in the Switch Waypoint task fixed.
AI ships. Ship smoke will not be visible before ship activation.
ME. Payloads. When editing someone else's mission, the request to save the payload will be only once (not infinite).
Fixed process of randomization that causes the incorrect replay of tracks.
MP. Triggers. MP client will not ignore the time set for messages by mission design.
ME. GUI Error when click on airplane group after type change fixed.
Aircraft explodes after landing when started from carrier after rearming fixed.
AI helicopter. Corrected the contact model when player take control of AI helicopter landed on the sea-shelf platform. Helicopter will not sink into platform.
WMR VR Corrected cross eye effect.
GUI Error when use Template with disabled module fixed.
AI Tanker has no lights on for refuelling in moonlight night - fixed.
Helicopter AI taking off from hold position instead of runway on Kobuleti airfield - fixed.
MP. There is a current issue that has been affecting the Hornet, and now the F-14 in multiplayer, users are reporting seeing these aircraft bouncing at times, like many hundreds of feet above and below the surface or carrier deck - fixed.
Ground AI. Manpads will not try to shoot through buildings.
AI Aircraft detecting optical locks - fixed again.
ME. GUI Error when you try to open task Embarking - fixed.
MP. Carrier. AI Using carrier Blast deflector not sync'd with clients - fixed.
ME. Custom payload is not saved for next session - fixed.
ME. GUI Error when click on task Embarking after use Static template - fixed.
ME. Bullseye coordinates reversed - fixed.
MP. Dedicated Server. Trigger END MISSION has no effect - fixed.
AI Combat skill changes - See Newsletter for more info.
AI better conservation of ammo vs heavily damaged or destroyed aircraft - See Newsletter for more info.
WWII AI aircraft. Corrected ground attack pattern.
Plane disappears when assign control to AI, after player takes off from the deck - fixed.
Added textures with PBR for AGM-84D/H.
ME. The ISOLINES option in the map options removed as obsolete.
Rearming. GBUs will not appear with unfolded fins.
MP. Dedicated Server. Webgui: hardware related local and remote access to dedicated server fixed
Wingman collides with player on a cold start from deck - fixed.
Wingmen remain on deck in some cases - fixed.
MP. Dedicated Server. Force disabled VR with --norender option.
MP. Fixed Server Crash at woAIPlane::set_Air_Target_Offset
ME. Remade a saving payloads from external mission procedure.
Autotrim option deleted. This feature requires tuning.
Corrected AGM-62 info in the encyclopedia.
Corrected armor of some vehicles.
Bullets of M134 minigun will be less powerful.
MP. Server in the servers list will not flashing while refresh in progress.
Fixed Su-33 radio menu error when bolting from Kuznetsov.
VKB Gunfighter Pro joystick customized profiles added for A-10C, F-5E, F-16, F-18, Ka-50, MiG-15.
Serverlist refresh will not infinite looping when user pressed F5 too often.
AIM-7. Fixed bug that caused the missile seeker to not see chaffs.
Distant sand storm effect will not overlap a smoke effect that is close to player.
Distant sand storm effect will not overlap a HUD glass.
HUD only view (LAlt+F1). Kneeboard is disabled by default.
Semi active missiles will not produced crash of game in some conditions.
FPS decreases significantly during server list refresh - fixed.
MP. Restored direct connect by IP.
MP. Fixed direct connect by DNS-name.
Error window appears on request picture calls to AWACS (F5) - fixed
Supercarrier - "Population" of our new aircraft carrier is not limited to the flight deck but also the sailors and pre-flight crew of the island. Following the early access release, it will later it will be possible to occupy the Air Boss and Landing Signal Officer (LSO) locations in both 2D and VR. All of this will be available in the new DCS: Supercarrier module. In the meantime, please enjoy these work-in-progress images.
We are excited to share with you the first, extended look at the Supercarrier module coming to DCS World! Supercarrier includes an incredibly detailed Nimitz-class aircraft carrier with all the details you’d expect like realistic 3D objects, textures, lighting, and animations. This module also introduces new features to DCS World like an animated deck crew, interactive Landing Signal Officer (LSO) station, and CASE I, II, and III carrier landing radio communications.
Added initial release of DCS Voice Chat.
Introduced new high quality A-10C cockpit.
Update for Normandy map (see details below).
Support of F-86F Hunters over the Yalu Campaign by Reflected Simulations.
DCS World
ChinaAssetPack: Add all JF-17 related weapons
Fixed DCS crash in AI Follow task
Fixed GUI Error when use Trigger Zone window after change locale
Server folders navigation will work in case of user name in windows contains dash symbol '-' (2D hex)
Graphic options. Graphic preset "High" will set "Default" value for "Terrain objects shadows"
ME. Custom coalition list isn't applied to new mission if it isn't saved - fixed
Shadows of some aircrafts will not disappear in some conditions
In relation of integrating the Voice Chat there was implemented new SOUND options
AI Wingmen will use radar by default without player permission
SPG Msta armour tweaked
Fixed crash caused by train destroying
MP. Fixed servers disappearing from the master list (error 28)
RTC crash when multiplayer track replayed - fixed
MP. Fix crash when client is entering a server with JDAM in flight
F-5E AI. Nose gear strut will now fully de-hike before it enters the wheel well
Voice Chat button will be disabled in simulation
Fixed crash when ship is deactivated if helicopter starts up at this time
Ground vehicles. Adjusted armor for BRDM-2, COBRA, Fuchs, LAV-25, M113, GAZ TIGR
China Asset Pack: added ZTZ-96B
No active AI reaction for broken lock with fox 3 - fixed
Voice chat. Client in the default configuration can connect to a non-standard server port
Voice chat. Problem when server with UPnP can not see other clients in voice chat is fixed
Voice chat. Connect to local Voice chat server via localhost, not the external IP
Voice chat panel. Added Illumination of the PTT button while transmitting
MP. Check for second instance BEFORE creating the logs
Fixed helicopters slide off the deck of moving ships
AI Spitfire erratic behaviour fixed
AI UH-1 gunner. Attack enemy helicopters restored
Dedicated server. Added the ability to take a screenshot of any player's DCS window
Corrected flight dynamics of AIM-120 missiles based on our latest CFD research. All changes increased the launch range by about 10-20%
AIM-120C got next changes:
Both missiles received an updated calculation of thrust altitude dependency. Because of this, the thrust at altitude has become somewhat less, and the maximum speed is less
AI F-16C. Corrected landing gear compression on the ground
DCS Combined Arms by ED
Clients unable to assign fire at point tasks via Combined Arms for units dynamically spawned in multiplayer - fixed
In the latter part of 2019, we released a video showing off some of the early fun parts of this project. We are now nearing the finish line. Much of the remaining work involves adjusting the complex deck crew animations to support the launching of aircraft from all four catapults; ship lights that include the floodlights, the Improved Fresnel Optical Landing System (IFLOLS), and landing area lights; damage modelling; network copy protection; and up to 14 spawn points in multiplayer for client aircraft.
Following the early access release, more features will be added that include a briefing room, more ships of the class, player IFLOLS operation, and more.
We are pleased to announce that the DCS: Supercarrier module will also include a greatly updated Kuznetsov-class aircraft carrier (without deck animation), the Su-33 Flanker D for DCS World (for those of you who don’t already own it), and the Arleigh Burke-class guided-missile destroyer!
The Kuznetsov is a Russian-built aircraft carrier that is substantially improved over the existing version in DCS World. It is a completely new model with detailed geometry, textures, lighting, and animations. Players can operate the Su-33 Flanker D from the Kuznetsov, including carrier landings and ski-jump ramp takeoffs. In addition to a formidable suite of surface-to-air defenses, the Kuznetsov is also armed with P-700 Granit anti-ship cruise missiles. The Kuznetsov sister ship, the Varyag, was sold to China and now serves in the Chinese Navy as the Liaoning.
A cornerstone of today’s American Carrier Battle Group (CVBG) is an array of Arleigh Burke-class guided-missile destroyers. Built around the SPY-1D radar and AEGIS battle management system, the Arleigh Burke-class provides an effective air defense umbrella around the CVBG and is also armed with Harpoon and Tomahawk cruise missiles, close-in gun systems, torpedoes, and a 5-inch deck gun.
These new naval elements to DCS World will be at home in the recently announced Mariana Islands map. Although the island portion of the map will be approximately 400x400 km, the overall map size will be 1000x1000 km in order to provide realistic ranges for modern-day naval operations, sensors, and weapon systems.
As with the new Nimitz-class aircraft carrier model for Supercarrier, the Kuznetsov and Arleigh Burke will be visible to all in multiplayer, regardless if you own the Supercarrier module.
DCS: Supercarrier will be available for pre-order on January 17th with a 30% discount and will deliver as an Open Beta by the end of Q1 2020. Owners of DCS: F/A-18C will receive a discount when purchasing DCS: Supercarrier.
We are pleased to announce that DCS: Supercarrier is available for pre-order with great savings! Pre-order DCS: Supercarrier and save 30% off the $49.99 retail value. Owners of DCS: F/A-18C Hornet will receive an additional 20% off, for a total savings of 50%. This is on top of ED Miles you may apply.
The pre-order and savings are only available from the DCS World e-Shop
DCS: Supercarrier includes:
Highly detailed and animated Nimitz-class aircraft carrier that includes the USS Theodore Roosevelt, USS Abraham Lincoln, and the USS George Washington. While in early access, additional ships of the sub-class will be added.
Fully modelled sensors and weapon systems.
Interactive carrier radio communications that includes CASE I, CASE II, and CASE III flight operations that range from daylight/good weather
landings to night-time/foul weather operations.
Animated deck crew to launch aircraft from all four catapults.
Occupy the Landing Signal Officer (LSO) station with integrated landing camera. This also has the option to play in VR.
Numerous deck starting locations for aircraft in multiplayer.
New static objects for the Supercarrier that includes static deck crew and support equipment.
The DCS: Supercarrier module also includes the Russian Kuznetsov aircraft carrier, the Arleigh Burke-class guided-missile destroyer, and the Su-33 Flanker D fighter.
We earlier stated that DCS: Supercarrier would be available to play in early access by Q1 2020. However, we will need to postpone the early access release to 15 April 2020 in order to complete the “Stay at Home” Sale. We do not launch large products during an ongoing sale event.
This also gives us more time to complete some needed tasks before the early access release. To be as transparent as possible, we are sharing the DCS: Supercarrier task list to complete before its release:
Issue Type
Summary
Priority
Status
Due Date (if applicable)
End date (if applicable)
Task
Implement network deck crew behavior between players
Stopper
In Progress
Bug
Correct aircraft and deck static object collision behavior
Stopper
To Do
09/Apr/20
13/Mar/20
Bug
Correct track replays when aircraft taxi on the deck
Stopper
In Progress
09/Apr/20
Improvement
Non-Carrier Aircraft or non-owner Interaction
Stopper
In Progress
Bug
Long Range Line Up Light tuning
Stopper
In Progress
20/Mar/20
13/Mar/20
Task
Tune PLAT camera video
Stopper
In Review
29/Mar/19
Bug
Synchronize deck crew in MP
Stopper
In Progress
20/Mar/20
13/Mar/20
Task
Synchronization deck crew at player connect
Stopper
In Progress
20/Mar/20
Bug
Tune carrier and aircraft interaction physics Stopper
In Review
09/Apr/20
Task
Correct hold back bar installation on E-2C Hawkeye
High priority
Backlog
Task
Tune the high-detail LSO Station High priority
To Do
Improvement
Improve the LSO human model quality
High priority
In Review
Bug
Reset human player to catapult if player fails alignment to catapult shuttle
High priority
To Do
27/Mar/20
13/Mar/20
Bug
Hold back bar position adjustment after aircraft launch
High priority
To Do
20/Mar/20
Task
Animation and connectors for CVN-72/73/74/75
High priority
In Progress
24/Mar/20
Bug
Correct hangar door texture of the Kuznetsov
High priority
In Progress
20/Mar/20 16/Mar/20
Bug
Static objects placed near the island can snap to highest point on mesh if mistakenly placed on part of the island structure.
Medium priority
Backlog
Bug
Fix ejected pilot falling through deck
Medium priority
To Do
20/Mar/20
Bug
Synchronize server and client jet blast deflector animation
Medium priority
Backlog
13/Mar/20
Bug
Correct Supercarrier unknown indication on RWR
Medium priority
In Review
13/Mar/20
Bug
Add carrier pained deck lines in ME
Medium priority
To Do
20/Mar/20
25/Mar/20
Bug
Correct damaged PAI on catapult Medium priority
In Review
Task
Smoother deck crew transition between sitting and standing poses Medium priority
In Review
Bug
Tune visible carrier damaged model
Medium priority
Backlog
09/Apr/20
Bug
Remove possible desync on first load of multiplayer
Medium priority
Backlog
13/Mar/20
Task
Include Supercarrier in the encyclopedia
Low priority
Backlog
Integration of DCS: F-14 Tomcat is planned to be delivered with Release State version. However, we will try our best to add some Supercarrier functionality to Early Access version too.
For DCS: Supercarrier, we will be providing all Nimitz-class aircraft carriers of the Theodore Roosevelt subclass. These include:
CVN-71 USS Theodore Roosevelt
CVN-72 USS Abraham Lincoln
CVN-73 USS George Washington
These will be the first three carriers released at Early Access. After the Early Access release, we will provide:
CVN-74 USS John C. Stennis
CVN-75 USS Harry S. Truman
In addition to unique naming and numbering of the carriers, they will also have unique geometry. This is most evident in the islands (towers and antennas). Please see attached and note that they are work in progress.
Each ship will also have unique carrier communication callsigns.
Will Supercarrier support the F-14 Tomcat at Early Access release?
Yes. We are working with Heatblur to make this happen and we are making progress. While we cannot promise 100% that it will be ready for the Early Access launch, it will certainly be ready in short order thereafter.
Will plane directors marshal players and the AI to catapults?
Yes this is in the design specification of the module but will come after the initial Early Access release.
We also plan to have a plane director guide aircraft out of their parking location and hand off the aircraft to another plane director to guide the aircraft to the catapult. Once the aircraft is close behind the jet blast deflector, the aircraft is then passed off to the plane director on the catapult.
Will you include a salute animation for the Hornet pilot?
Yes, we are currently updating the pilot models for the Hornet and the Viper, and we plan to include some animations. This will come after the initial Early Access release.
Is there also a key command for the Salute?
Yes, it’s Left Shift+Left Ctrl+S.
Can you collide with the deck crew?
No, at the initial Early Access release they have no collision model. Later, we hope to add a form of self-preservation logic to avoid collisions.
Will the elevators work?
Yes, they will work automatically for the AI to move aircraft off the deck to prevent over-crowding. Later with the inclusion of the Air Boss station, we will also allow players to manually raise and lower them.
Will the hangar be included?
Yes, and modeling is already underway. However, given that pilots never get into or out of their aircraft in the hangars, this is a lower priority and is scheduled for a later date.
Will red shirt ordnance animations be included?
We have no such plans at this time due to the unrealistically large investment required to support all weapon types and the huge permutations of placement on the aircraft.
How will aircraft be moved around the deck for cyclic operations?
Actual movement is not possible for static aircraft and deck crew given their nature as static. However, using the Mission Editor, adding a simple static despawn event for such units is planned.
How is the performance?
A lot will depend on your computer, how the deck is populated, and level of detail of the models used to populate the deck. However, given that the carrier is at sea, there is no terrain or ground objects to render like an airbase. It goes without saying that the larger the number of high poly count aircraft on deck the bigger the hit.
Why is Supercarrier not free or included with the Hornet?
A tremendous amount of time, effort, and capital has gone into this sophisticated module, and more is still do come. The development cost of Supercarrier rivals many of our aircraft modules. To include it with the Hornet would drive up the cost of the Hornet well over a $100. Please also note that we provided an all new carrier with the release of the Hornet at no extra cost.
How will deck crew night launch operations be supported?
We are working on the addition of glow sticks and aircraft light flash signals. Vests also have reflective patches. This will probably come after the initial Early Access release.
To give you a head start learning operations around the boat, we have attached a preliminary copy of the DCS: Supercarrier Guide, created by Bunyap.
Please note that this is work-in-progress and we'll be adding a chapter on using the LSO station, some adjustments to the radio messages, and some tuning of the deck crew hand signals. However, this should get you started.
How will deck crew night launch operations be supported?
We are working on the addition of glow sticks and aircraft light flash signals. Vests also have reflective patches. This will probably come after the initial Early Access release.
What is include at Early Access launch?
• Highly detailed polygon model
• High resolution textures that include realistic weathering and markings
• Animated arresting wires and lifts (AI controlled at first)
• Animated radar antennas
• Animated aircraft elevators
• Animated catapult bubble between catapults 1 and 2
• Steam from catapults
• Deck lighting
• Risers (guard rails) around aircraft elevators when lowered
• Populated island crew
• Long range line up lights
• Animated “rabbit lights” along landing area center line
• IFLOLS
• Damage model
• Functional air defense weapon systems:
o Sea Sparrow
o CWIS
o RAM
• Option for all Nimitz-class aircraft carriers of the Roosevelt sub-class:
o CVN-71 Theodore Roosevelt
o CVN-72 Abraham Lincoln
o CVN-73 George Washington
• Deck parking. Allow up to 14 aircraft to be spawned on deck for multiplayer missions
• Carrier radio communications for Case I, Case II, and Case III
• Static deck crew that can be placed by mission designer
• Animated deck crew for bow and waist catapults launches
• Static deck vehicles (mule, fire truck, and crane) that can be placed by mission designer
• New Kuznetsov Russian aircraft carrier
• Arleigh Burke-class guided missile destroyer
What are the items planned for after Early Access release?
• Ready Room
• Air Boss Station
• Interactive LSO Controls like manual control of hook touch down location, hook to ramp height, wave off lights, and cut lights
• Plane directors to guide aircraft to catapults and off the landing area
• Three additional ships of the sub-class
o CVN-75 Harry S. Truman
• Rendered hangar deck
• Emergency barrier net (controlled for Air Boss station)
• Deck crew (not static deck crew) that move to avoid collisions with aircraft
• Deck crew glow sticks for night operations
• Pilot animations like the salute and right hand on grab bar
How will I take part in carrier operations if I do not own this module?
The CVN-74 John C. Stennis that was released at the same time as the Hornet will remain in DCS World as a free carrier. We will remedy all takeoff issues, but it will retain the existing model and not have deck crew, radio communications, Ready Room, LSO station, and other features included in Supercarrier.
How will it work in multiplayer if a player does not own Supercarrier”?
Anyone can join a server that includes the Supercarrier module. Owners of the module can takeoff and land on the Supercarrier, as well as use the Case 1, 2, and 3 radio communications, Ready Room, LSO station, Air Boss station, and more. Non-owners of the module will:
• See the Supercarriers, deck crew, and aircraft on the deck in missions. This will allow them to join a multiplayer mission with Supercarrier.
• Create missions with the Supercarriers using the Mission Editor.
However, if you do not own the Supercarrier module, you will not be able to spawn on the deck to takeoff or catch an arresting wire to land. You would also not be able to take advantage of the new radio communications, the Ready Room, LSO, Station, and Air Boss Station.
How will the new Kuznetsov aircraft carrier and Arleigh Burke destroyer be included?
We will keep the exiting Kuznetsov aircraft carrier as a free version, but under a different name than the new one as part of the Supercarrier module. The new Kuznestov is an entirely new model with new geometry, textures, animations, and AI taxi behaviors. In single player, ownership of the Supercarrier module is required to use the new Kuznetsov and Arleigh Burke. In multiplayer though, they will be visible to all players and can be attacked and attacked by them. This will allow players that do not own the module to still join a server that includes the module. However, in order to takeoff or land on the Kuznetsov or Burke (helos) in multiplayer, ownership is required.
What aircraft carrier communications will be included?
At Early Access launch, Case 1, Case 2, and Case 3 will be supported. After Early Access will we do additional work to include spins, pattern re-entry after a wave off or bolter, and Automatic Carrier Landing (ACL) support. You can find a preliminary version of the guide here: https://forums.eagle.ru/showpost.php?p= ... postcount=
Supercarrier development has been progressing at a steady pace, we wanted to show off two areas many of you have been asking about;
Hangar Area
The basic structure has been completed.
Night Lighting
To provide an immersive nighttime experience, we are working on the addition of glow sticks and aircraft light flash signals. Vests also have reflective patches.