DCS World 1.5 Changelog and Update

For those that are unable to read the post at this time:

"Dear all,

What follows is a preliminary changelog of DCS World 1.5. Because 1.5 is being built from a new branch of our code, we cannot account for changes made in earlier branches. As such, we had to create much of this changelog based on memory and older bug tracking reports.

Because of this and that we will probably be adding or modifying items, this changelog is very preliminary and subject to change during the Open Beta period. Also please note that we are still awaiting changelog items for most of the BST modules.

As items are added or modified, they will be highlighted in red.

As for the status of releasing the 1.5 Open Beta, we have good news: we created the 1.5 branch (release version) today. Just as soon as we complete smoke testing, we will release it.

Sincerely,

The Eagle Dynamics Team"


DCS World 1.5.0 Changelog

General

  • New unified executable. Separate executables are no longer used for the front end and simulation.

  • New graphics engine with the following features: DirectX 11 Support, optimized for GPU rather than CPU, improved lighting and shadowing, and improved graphical effects like contrails, flares and missile trail smoke, improved water

  • Improved VR support with Direct Display mode and VR front end GUI, but still very much work-in-progress until hardware reaches consumer release versions

  • Corrected track synchronization errors

Note: Once DCS World 1.5 is out of Open Beta, we will update the DCS World User Manual to reflect all of the following changes

Main Menu

  • Moved Options to icon at top of Main Menu.

  • Moved Module Manager to icon at top of Main Menu

  • Created Log-in / Log-out dialog at top of Main Menu

  • New Login dialog with the possibility to stay logged in

  • Options

  • Changed System / Graphics “Scenes” to “Terrain Textures”. Also changed to Low and High settings.

  • Added “Ultra” setting to Visib Range. This is for high-end systems only.

  • Added separate Low and High settings for Heat Blur.

  • HDR now simply has On or Off settings.

  • Depth of Field settings added.

  • Lens Effects settings added.

  • Clouds settings added (no affect until new clouds are implemented).

  • Anisotropic Filtering settings added.

  • Model Visibility settings added.

  • Flat Terrain Shadows settings added.

  • Tree Shadows setting removed.

  • TSAA setting removed.

  • Cockpit Shadows setting removed.

  • Search option added to Controls

  • F2 view camera effects settings added to Misc.

Instant Action

  • New Instant Action missions selection dialog.

Campaigns

  • New Campaign selection dialog.

Multiplayer

  • New dialog interface

  • Favorites

  • Filtering based on Ping, Server Name, Map, Mission Name, Players, and Time.

  • Added server descriptions.

  • Added mission lists with shuffle option

  • Added options to show message events: Kill, Takeoff/Landing, Crash and Ejecting

  • Added option to allow object export

  • Added option to Pause on mission load

  • Added option to Pause a server with no client.

  • Client can now enter any nickname (up to 5) and select one of them

  • Ships are now synced correctly

Log Book

  • Log book now accounts for individual aircraft statistics and not just as a whole

Encyclopedia

  • 3D interactive unit models for Aircraft, Helicopters, Ships, Vehicles, and Weapons

Training

  • New Training missions selection dialog

Mission Editor

  • Added map display options, MAP, SAT (satellite) and ALT (elevation shading and iso lines)

  • Added new Trigger Actions: Begin Playing Actor, Stop Playing Actor, Start Player Seat Lock, and Stop Player Seat Lock

  • Added new Advanced Waypoints Actions for Options: ECM Use, Restrict Air-to-Air Attack, Restrict Jettison, Restrict Afterburner, Restrict Air-to-Ground Attack, AA Missile Attack Range, and No Report Waypoint Pass.

  • USAF Aggressors are a special country that have all aircraft, helicopters, ships, and vehicles accessible to them.

  • Added Fire at point task now has a quantity value allowing users to define the number of shots fired at the target.

  • Changed All text boxes (Mission briefings, do script, etc) character limit has been increased to approx 16,000 characters.

  • Adding aircraft to a group set to spawn on ramp now places the new aircraft at the closest available spot to the lead aircraft.

  • Changed Triggered messages to now "stack" below currently displayed messages no longer over-writing a message that is currently being displayed.

  • Added "Clearview" variable to triggered messages to use the old method of displaying messages.

  • Added MANPAD units can now be transported via embarking actions like other infantry. (Side note currently you can't add them to a group with an existing embarking task, you have to create the group as you want it THEN create the embarking task if it contains a MANPAD)

  • Fixed Bombs not producing a "shot" event.

  • Unit.getPlayerName() is now functional on ground units and will return a player’s name if they are directly controlling the unit via Combined Arms.

  • Many new countries have been added. These countries are not yet populated with units, although they have access to all static object and fortifications objects available, along with aircraft that are DCS modules. These countries include: Austria, Belarus, Bulgaria, Czech Republic, China, Croatia, Finland, Greece, Hungary, India, Iran, Iraq, Japan, Kazakhstan, North Korea, Pakistan, Poland, Romania, Saudi Arabia, Serbia, Slovakia, South Korea, Sweden, Switzerland, Syria, and USAF Aggressors. These countries are also added to the logbook with a few already populated with ranks and squadrons.

  • Sound files triggered to play over a radio frequency now works correctly.

  • Static ships will no longer only face east. They will respect the direction specified in the mission editor.

Artificial Intelligence (AI)

  • Aircraft use smarter holding point logic for landings

  • AI planes now land in two-ships and can a make straight approach even if starting velocity is too high at landing IP. The first pair lands using a direct approach and second will maintain a holding pattern. After first pair lands, the second pair will make their approach.

  • AI using cranks after BVR shots to extend F and A poles

  • Improved AI weapon system logic. AIs will more accurately estimate AAM percentage chance of kill (Pk). This is intended to prevent situations where missiles bled energy pursuing targets with low Pk.

  • Improved AI logic of follow-on missile (AIM-120B/C, R-27 series, AIM-7, AIM-54 and R-33) shot if it determines the prior shot has been trashed

  • Added antiship task to Su-17, Su-25 and MiG-27

  • 4 v 2 ACM tactics have been improved. Both elements will now take part in the fight

  • AI formations will now make altitude changes more smoothly, thus allowing with wingmen to more easily stay in formation

  • Cruise missiles have much better terrain following guidance now

  • Improved AI use of JDAMs. AI can now drop bombs on multiple targets on a single pass.

  • Fixed Patriot so it now re-arms if near a warehouse

  • Changed M-109 reload time to be less insane. Was 7000 seconds, now 3600 seconds.

Models

  • New F-5E

  • New L-39C

  • AIS pod added to payload of Western aircraft (no special function at this time)

  • LANTIRN pods on F-16 corrected for older missions

  • New Model for TPZ

  • New model for Roland ADS

  • Added APC Tigr 233036 (Available to Russia)

  • Added APC Cobra (Available to Georgia)

  • Building fires are now local to the weapon impact location

/r/hoggit Thread Link - forums.eagle.ru