Board index Simulación Aérea DCS: World VEAO


Post Sun Apr 20, 2014 10:34 pm
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BleachAV8B ha dado información de una entrevista a VEAO para la revista PCPilot, nombrando al Eurofighter, y en sus planes, un Tanker y aparatos para WW2 ... count=1170
Originally Posted by BeachAV8R View Post
Thanks to Chris for participating in the PC Pilot article. I've made the comment to him and publicly that the way VEAO handles community relations is second to none. They have a great team assembled and are very open about where they are, and where they are heading. Chris made my job easy.. <g>

It's my understanding the magazine is on newsstands in Europe already (it is a UK based magazine after all..) but I haven't received my mailed issue here in the United States yet. There is always the option of buying online the digital copy:

When I submitted the questions, I was surprised at some of the answers we received too - and excited! The possibility of a tanker and the future WW2 platforms is pretty cool. Of course, I'm a button pusher, so I'm positively salivating about the Typhoon. Bring it on!

And as a big fan of realism and training type stuff..I think the Hawk is going to be a big hit with both single players and online squadrons.

Exciting times ahead.

Thanks again to Chris and VEAO for their assistance with the article...

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Post Tue Apr 22, 2014 8:53 am
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VEAO anuncia "Warbirds Collection": ... ostcount=1
Announcement: DCS Warbirds Collection

VEAO Simulations Ltd, London, 22nd April 2014.

VEAO Simulations are pleased to announce that we are in contract to develop the “DCS Warbirds Collection” for the DCS World flight simulator.

For the first iteration, the following aircraft modules are being developed:
HA-112 Hispano Buchon
Supermarine Spitfire Mk XIV
Curtiss P-40F

All aircraft will have the External Flight Model (EFM) and Advanced Systems Modelling (ASM) to DCS fidelity standards. As with all of our modules, we will develop these aircraft to military specifications.

The modules in the collection will be released separately, as they are developed, and will be sold for $39.99 each.

We expect the first module to be ready at the end of this year (Q4 2014) with the remaining modules expected for release up to Q2 2015.

Future aircraft in the collection are being discussed, as well as terrain maps, and further details will be announced at an appropriate time.

A separate team is working on these modules which will not affect development of any current module.

We would like to thank the Fighter Collection and Eagle Dynamics for their continued support, as well as you, the community, for the overwhelming support you give us.

Chris and the VEAO team.
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Post Tue Jun 03, 2014 11:20 am
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VEAO requiere personal para futuros proyectos. ... ost2081699
Dear DCS Community,
With upcoming modules for DCS consumer products and military contracts we are in need to fill positions for certain projects.

Preference would be for candidates to have a working knowledge of DCS integration at a developer level but it is not necessary as guides and tutorials will be given by existing development team members.
Knowledge in the given position is a must and proof of concept work may be required if proof of past work cannot be given.

All works carried out are under full contract terms and conditions with agreed invoicing and payment terms between VEAO and the individual / company.
Full terms will be discussed during the interview process.

Certain military contracts will require security clearance and checks will be carried out so applicants must take this into consideration and again this will be discussed during the interview process.

A signed Non-Disclosure-Agreement will be required prior to stage 2 interviews.

There will be a 3 stage interview.
Stage 1 - Initial discussion with candidate regarding their current/past/future works and general VEAO development process.
Stage 2 - With NDA signed; discussion on VEAO current and future projects, development process structure and detailed examples of past/current works by the candidate demonstrated.
Stage 3 - In-depth interview by existing development team members. Proof of concept projects may be required.

Candidates going forward past stage 3 will be given a template full contract to review prior to signing.

All works will be sub-contracted to contractual milestones and we are not currently taking full time positions as employees within the company.

VEAO Simulations Ltd is an equal opportunities employer.

All applications must be emailed to
A CV / Resume is required detailing past and current works related to the position applying for.
Any applications received without a CV / Resume will not be considered.
Candidates will receive a response within 30 days of submitting their application.

Positions available:
Advanced Systems Modelling (ASM) programmer
External Flight Model (EFM) to Professional Flight Model (PFM) standard programmer
Internal cockpit and external liveries texture artist
Digital display (HUD/MFD/MHDD/Radios) texture artist / programmer
Sound engineer
Manual documentation writer
GUI artist
DCS World mission / campaign creator
3d Modellers for buildings / ground objects / ground units
Terrain cartographer

If you have any general questions please post them here or for specific questions email

We look forward to working with you in the future.

Kind regards,

VEAO Simulations Ltd
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Post Wed Jul 09, 2014 10:17 am
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Brochute de VEAO sobre Warbirds Collection ... n=timeline
As with the Hawk brochure for Legends this weekend, here is the Warbirds Collection one.

Please note, aircraft you see on the brochure are still very much WIP and obviously we will update the brochure to reflect the four aircraft mentioned when we have them in-sim.

This brochure is specifically for Legends and not the final one.


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Post Sun Jul 20, 2014 10:35 am
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Update Julio VEAO, se sigue esperando por la licencia de Bae. ... 38?fref=ts
Hawk update July 2014

So, this weekend we're splitting the Hawk into two, not literally of course lol

There will be the base Hawk in DCS World which the AI will use and you can see flying around negating the need for a multiplayer patch which we put out before.
Then there will be the "paid" section which is essentially the activation part as our copy protection system will allow you to sit in the cockpit but not fly the aircraft unless you have a valid activation code.
Both of these sections will then be uploaded into The ED testers version for them to test and report any bugs. Luckily most of the ED testers we have assigned are already on our test team so not much should be found.

You will then see the Hawk appear in DCS World at some point in the future.
We can't confirm which version yet but as soon as we know I'll let you know.
I'm not sure if we'll make the Sabre update version but will try our best.

The website and store are being worked on also right now by a very talented web designer in the US who is a good friend of one of our developers.
The Hawk product pages are being built and we'll get our testing team to try it out prior to going live.
This will be a seamless payment experience if bought through our site.
We will then pass that product info in a format to ED for their web site and pass over thousands of activation codes for their star force database which allows you to buy from their store (still using our protection system).

Then it's the Steam pages, I'm putting together the info needed for those and again producing activation codes for that database.

So, when we said soon, we meant soon

Legal stuff is very nearly there and will tie in with release.

Very exciting times for DCS in the next few months for sure!!


Y a la pregunta de porque no se ha conseguido la licencia antes de comenzar a desarrollar el modulo: ... tcount=289
Originally Posted by Noj View Post
Don't mean to be critical or pedantic, but surely all that stuff would have been sorted out before you even started working on a commercial release?

Otherwise, it's a load of money, time and effort potentially down the drain. Not to mention the damage it would do your rep if it had to be abandoned.

I'm assuming the same would apply to the Typhoon, as well.

Hopefully you can wrap them both up in one swoop (along with any future projects... ahem!)

Most aircraft have to be developed to demonstrate to manufacturers what you're doing.
It's a very convoluted process I won't go into here.
We've been in discussions with BAE for over 2 years now as it's not just the Hawk we need a licence for from BAE. Also they're not set up for this kind of thing as it's not been done to this level before.

Don't forget we're doing military as well as consumer products.

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Post Sun Jul 20, 2014 12:26 pm
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VEAO Roarmap :
Hey Guys,
We thought it would be good for you to know our development roadmap.

The list is not final and will be changed at any time depending on contracts, agreements, discussions, etc. but this is our current roadmap.
The dates shown are indicative and not final!!

As Wags says, everything is subject to change...

For the packs, we will be doing certain discounts for number of aircraft bought, etc. and this is still being discussed and details will be revealed closer to sale time.

We are currently having discussions with aircraft manufacturers, owners of aircraft and collectors so some things may be included in packs and collections may not yet be shown on here but I'll update the list as and when we have agreements.

We will keep this list as up to date as possible as things develop and contracts are agreed.

We have multiple teams working on different projects, so the old "finish one before you start another" is not relevant. We will not overstretch the teams or the business!!

The * next to the aircraft indicates that we are in contract with ED for those.

We hope you like the selection of aircraft and maps and look forward to a great future in DCS with you!!


DCS Air Force Training Pack
BAE Hawk T.1A – July/August 2014 *
Short Tucano – July 2015
Grob G115E Tutor – July 2015
Pilatus Pc21

DCS Warbirds Collection
Curtiss P-40F - December 2014 *
Grumman F8F Bearcat – February 2015 *
Supermarine Spitfire Mk XIV – April 2015 *
HA-1112 Buchon - May 2015 *
Hawker Typhoon – Q3 2015
Grumman Wildcat – Q4 2015
Dehaviland Mosquito Mk IV
Dehaviland Mosquito Mk XVI
Messerchmitt Me109T
Supermarine Seafire 17
Hawker Sea Hurricane
Hawker Sea Hawk
Curtiss Hawk 75
Curtiss P-40C
Focke Wulf FW190A-8 / F-8
Messerschmitt Bf109-E4
North American A-36 Apache
Douglass DC3

DCS Royal Air Force Battle of Britain Memorial Flight (RAFBBMF)
We are currently in discussion with them to develop the pack and an announcement will be made soon.
Avro Lancaster
Douglas C-47 Dakota
Hawker Hurricane MkI
Hawker Hurricane MkIIb
Various Supermarine Spitfire’s in their collection

DCS Fast Jets
Eurofighter Typhoon – 2015 *
Boeing A330 MRTT Refueller – Included with the Typhoon as AI then developed ASM/EFM after to be sold separately.
A-4C Skyhawk – July 2015
A-4M Skyhawk – December 2015
Dassault Rafale
Hunter Hawker
Dehaviland Venom
Dehaviland Vampire
Panavia Tornado GR1
Hawker Siddley FAS1 SeaHarrier
North American T-28 Fennec

DCS Helicopters
Boeing/Augusta AH64D Apache
Westland Lynx
Westland Wessex
Boeing CH-47 Chinook
Aerospatial Puma

Map Areas
Duxford (test development map)
North Africa – Tubruq
Mach Loop – Welsh Valleys
Falkland Islands
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Post Thu Jul 30, 2015 5:09 pm
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VEAO cambia la politica de comunicaciones: ... count=1204
Hi Guys

Something Chris and I have been reviewing recently is our communication policy with the community and forums at large. To be quite honest with you it can be very depressing and demoralising for everyone involved.

Hundreds of hours, Thousands of messages are exchanged monthly in working on these projects for you, the general populous, and to be frank we get a lot of hate and grumbling about incomplete or WIP shots of things that are going on in the background. It has already cost us 2 development members who quite frankly just don’t want to work on DCS or be in the community any longer.

This cannot continue.

As such effectively immediately we will not be releasing any renders or WIP of any of our projects going forwards until they are in test with ED and pending pre-sale and then release.

Chris and I will maintain our presence on the forums and answer questions as/when we have time or the need but aside from that we will not be communicating any progress on our projects until they near completion.

We are both sorry that it has come to this but we just cannot continue as we are.


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Post Fri Dec 18, 2015 5:05 pm
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Update de VEAO de Diciembre de 2.015, Bae Hawk EFM, Thypoon Trenck I Bk5, un proyecto secreto, P-40 Warhawk y mas.
Hey Guys,
I can't believe we are one week away from Christmas, where has this year gone??!!!

It's certainly been a challenging year to say the least with a lot of ups and downs, a lot of learning, a lot of disappointment but also a lot of joy.

I for one am so exited to be flying around in Nevada and in DCS 1.5 despite the amount of problems we have had converting the aircraft to the new engine.
The good thing is that there are a lot more features in both of these versions which allows us to develop more advanced features on our aircraft, stuff that wasn't there in 1.2.16
This has hampered certain things like the P-40 engine not sucking enough air in to keep running and the Hawk pilot on EFM greying out at 27000ft needing a rapid descent for oxygen.
Both features we have resolved along with others we are working on as new features.

I am very proud of the team we have (nearly 40 now) working on different projects and pulling together to help solve problems when they arise and with all of these lessons learnt you will see quite a few modules from us in 2016.

Finally, before I talk about the projects, I'd like to thank you, the community, for your continued support. Without your valuable feedback, assistance and patience we wouldn't enjoy what we do half as much as we do.
I will remind you though that DCS is also our hobby, which is why we get agitated sometimes with the same old questions having to be answered, it takes up our sim time.

So, on to the project updates...

Hawk has come on leaps and bounds since the last update posted in November.
I've been enjoying flying it around in Nevada testing the EFM down low and dirty as well as mission designing. This map gives so much more possibility for mission designing and I for one am loving making them, which will be out in 2016.
The EFM is almost complete. We have had valuable feedback from the real life Hawk pilots and we have given them a couple more weeks in the New Year to really push Hawk to the limits.
As you can understand their day jobs do sometimes get in the way of "play time".
I have set a team deadline for work to start completing the refined EFM at the end of January.
I am very confident that the tweaks we need to do are minor but with any software development until we do them, who knows.
Therefore I will not commit to releasing a deadline but we are very close.

If you haven't seen the latest EFM promo videos Chuck has made, go watch them here and look our for some more in the New Year.

EFM flight in Nevada map:

EFM flight overview:

Even the boss has problems landing it:

With the current military tension we have been unable to get on to base to record the sounds, for obvious reasons. Therefore we will "simulate" the engine, GTS, cockpit, etc. sounds and when we can get on base next year to record them fully we will simply swap them out.
Work has already started on these which will be released with the EFM.

Cockpit textures are well underway and I think you guys will like what our amazing artist has done with them. I'm not going to post pictures but simply patch them in when they are completed and see what you think. Texturegate may finally be over soon!!!

Radios have been partially released in 1.5.2 and soon in the upcoming 2.0 patch. You can now use the comms menu to talk to the ground crew.
I received updated code only this morning which should allow me to talk to the ATC, wingmen and other aircraft by tuning the radio frequencies but I have yet to test it.
You can see a video I posted up testing the "easy comms" version of this:
As I've said before, as soon as features are fixed we will get them out to you, not wait for a final big push.

We are still bug hunting on a few things, namely missile lock tone amongst others that you and our testers have reported.
I'm afraid focus has been on getting the jet working properly in 1.5 and 2.0 so focus had to be on this. In the New Year we start again in earnest to get all bugs fixed.
Some things will naturally be fixed with the EFM that are associated with the SFM, like weapons not dropping when you lose a wing, Etc.

My aim is to have Hawk complete and out of Beta when the EFM is released to you.
There are a few features we will still work on after Beta, but these are added features to the original dev plan, more on those in the New Year.

The external 3D model is almost complete and work on the new cockpit model is ongoing. I'm excited to get the new models into the sim to integrate the other work we have been doing.
We have a new developer on the team who has vast experience is digital displays for military and commercial aircraft and he is making great strides on the advanced systems of Typhoon.

Here is an example of the work we have to do to make things interactive in the cockpit. Please note this is using our demo model until the new one is complete.

Adding click points and animations to each MHDD button, whilst having the ability to change the text that is displayed on the button depending on what screen you are on:

The Typhoon has very complex systems behind a very simple pilot user interface. We will replicate that functionality making it easy for you to fly whilst managing all the advanced systems. We will exactly replicate, where we are allowed to, those systems and will simulate others but for you as DCS pilots you won't notice any difference unless you're actually flying a Typhoon, which to be fair is unlikely.
Our main objective is to make it feel and fly like a Typhoon and I can guarantee it will.

Secret Project
Nothing to see here, move along...these aren't the droids you've been looking for....

I soooooo want to fly an X-wing in DCS!!!
Enjoy the film if you're going to see it. I have to wait until Christmas Eve and can't wait...

I will be having my children from tomorrow until Christmas Eve so will be taking a short break to relax and recharge ready for the challenges ahead.

I wish you a Merry Christmas and a very prosperous New Year and some great things to come in 2016!!

(Oh and don't tell Pete, but I added in some screenshots straight from my pc below as a little treat...shhhhhh)

And as usual a few words from Pete on the spinny old things....

Hey Guys – Time for my update for December!

Well it’s been a bit more positive this month with the development progressing nicely on the P-40F; we have managed to squish a couple of the more critical bugs with our engine and EFM code and I am happy to confirm the our engine model is now running in DCS 1.5.2 and DCS 2.0!

So what does this leave us to do? Well still a reasonable amount unfortunately. With the release of 1.5+ and 2.0 it brought a lot of changes to the way we have structured our code, especially bug hunting with the engine model. It will be a surprise to no one that it has caused delays, yes I know, I hate typing it as much as you hate reading it!!

The cockpit texturing is nearing completion, the ASM is having a lot more of the advanced features implemented at a daily rate. The damage model is also progressing really nicely (see below).
All being well I’ll get you some screenshots in the first week of the new year over Nevada. A lot of our guys are taking a well-deserved break over the holidays.

Chuck is chomping at the bit to do you guys a P-40F video or two so I think I will unleash him early in the new year and let him produce a couple of videos showing off the Kittyhawk.

For now, here are some early development shots Chris took of the P-40 damage model testing whilst in air combat and testing against ground units.
Of course these are Work-in-Progress from a few months ago and raw from the sim (DCS 1.2.16) on Chris' PC on his default graphics settings (not prettied up)...

In air combat:

Taxiing back with bullet damage on the rear panels:

Ground testing the different levels or states of damage:

This last in-sim image is checking for all states of the damage model and if they are present down to final destruction, including fire position testing. As you will point out I'm sure, there are two pilots, something Chris forgot to disable, but you get the picture.


And finally an early render shot showing the different damage states being worked on although they have improved since this was taken:

In other projects; Wildcat is shaping up nicely and the mesh is now complete for both variants. Rock is now hard at work on the external textures on those while Gibbage is doing the internals.
I am hoping to be doing some cat landings with this pup around Easter.

Bearcat before you all ask is having heart surgery at the moment, this aircraft is proving to be a real challenge due to the differences in reference material available, both drawings (even from Grumman) vs photos vs other drawings. Nothing is ever simple lol.

Meteor and Vampire I hear you ask? Well more news on those next month…

Spitfire is also shaping up rather nicely with the external pretty much done and the cockpit well on it’s way, another piece of excellent work from Kevin Miller.
Chris twisted my arm to let you see a grey box render of our XIV below.
More news on this one in the New Year.


2016 is shaping up to be the year of props and I for one cannot wait!

No Pete, big grey noisy things all the way!!!! (Chris)
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Post Wed Jan 20, 2016 1:04 pm
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Y el update de enero por VEAO
Hey Guys,
First update of the new year and wow what a ride 2015 has been!!

As you know 2015 saw a lot of challenges for VEAO; we said goodbye to some old friends within the team for various reasons and said hello to some new friends too.
Such is the life of software development, especially when people are generally doing this in their spare time. Life gets in the way sometimes.

I feel we have come out of it better as a team and we now have a really solid core of developers in each discipline of developing for DCS.

We have learnt a lot of lessons, especially with the big update with DCS 1.5 and 2.0 and the new functionality that has brought.
It gave us a whole set of fresh new challenges but we have overcome them, and found some new ones along the way. Again such is the life of development.

We had three main air shows along with our friends at TFC in Duxford last year and are looking forward to three more this year with them, with hopefully some sneak peaks, early access and the usual you expect from us at Duxford.

We currently have over 30 developers each working on their discipline for developing for DCS, these being:
ASM programmers
EFM programmers
Digital display programmers
3D model artists
Texture artists
Animation artists
Sound engineer
Tireless researcher
Project managers
And of course myself

Each person works on multiple projects; however throwing more people at one specific problem does not always speed up development. Yes many heads are better than one and all ideas are good ideas but each aircraft has it's own unique challenges to overcome and a lead person in their discipline has to have control, with overall project management keeping it all together.
That is good software development project management and DCS is no different.

So, what does it take to make a module for DCS, well let me enlighten you...
First we have a 3D model of the exterior and cockpit developed.
This is generally done by one person and is better to keep it to one rather than many.

Then the exterior has to be textured along with the cockpit. This is done normally by two different artists.
External model "painting" is vastly different to cockpit texturing and our team have learnt some great tricks over the past several months to get the best out of DCS 1.5/2.0 and it's new graphics engine, using tools like the Quixel suite and other applications.

During the texturing stage the animations team will work with the 3D artist to get all control surfaces on the exterior animated and then move onto the cockpit switches, dials, buttons and gauges.
This sometimes throws up a conflict that the 3D artist didn't pick up, like landing gear intersecting with the wing as an example. So these two teams along with the texture artist communicate almost hourly or daily so they are all working in unison.

Once the basic textures and animations are complete it gets handed off to the ASM and EFM team and the digital displays team if the aircraft has requirement for it.
They integrate all of the cockpit functionality and flight model functionality. Sounds easy but it's really not.

Now back in 2014 Pete and I discussed having "templates" for ASM and EFM and these have been coded during 2015 (with more due in 2016) ready to "drop-in" to each aircraft. This saves a lot of development time as most aircraft have the same functionality; altimeter, air-speed, lift, drag, acceleration, Etc.
This means that during 2016 and beyond we can build up a library of templates that can be used for all aircraft in our development schedule; single engine non-afterburning jets, Radial engine, Merlin engine, twin afterburning jets, Etc.
Each aircraft is then tweaked to be specific to it's performance curves and cockpit functionality and then handed over to real life pilots that fly them for feedback.

Our sound engineer, during the development process, will go out and record as many sounds for the specific aircraft as they can. This isn't always easy as you have to fit in around maintenance schedules, military access and a whole host of other challenges to record clicks, whistles and whooshes. Simply pointing a microphone at an overflying aircraft won't do.

Our tireless researcher Dom trawls the Internet, goes to museums and generally makes himself a pain-in-the-arse to collectors to gather as much information as possible on an aircraft.
This could also be talking to pilots, tech engineers and the owners themselves.
Yes we want our modules to be as realistic as possible and all of this will help us to do that.

We have three main project managers right now; Pete of course working on all spinney prop things and the older jets, me on Hawk and Typhoon and Mike on military projects.
There are sometimes cross overs on military and consumer projects like Hawk and Typhoon where both Mike and I will work on both and I leave Pete to handle the main consumer projects.
Of course Pete and I talk continuously throughout the day, more than to my girlfriend much to her dismay sometimes...

Touching on the military stuff, the business is split into two arms; consumer and military.
Consumer is you guys, the DCS community, and the "public" side of module development and military is, well what it says, military projects.
We work with defence and aviation companies, consultants and manufacturers on a vast array of projects, which some benefit you, like Hawk and Typhoon and of course I can't go into detail about what we do for them but during 2016 that will take up most of my time, along with completing Hawk and Typhoon development for you guys.

Typical development of a module is roughly 12 months from conception to first pass flying in-sim depending on the complexity of the aircraft and it's systems. Something like Typhoon obviously takes longer due to it's digital nature and getting access to tech manuals, aircraft themselves, Etc.

I think it's been said somewhere before but each aircraft costs roughly £100,000 to develop, more for the complex ones like Typhoon.
Now that's a lot of sales we need to make just to break even right.
So, we very carefully consider a number of things when deciding which aircraft to develop and our roadmap is very specific for a reason.
We also talk a lot with other 3rd party developers, TFC and ED about what we're doing and for the good of DCS itself which also has an impact on what gets developed.
Also we talk to manufacturers about we can do and can't do. This has a big impact on choosing aircraft.

Sometimes you may think "why are you doing that one..." or "why don't you do this one..." and hopefully this will give you a glimpse into why.

At the end of the day every person on our team has a passion for developing for DCS. We all love flying in DCS and we do value your opinion, our customers.

Ok, so for a general update...
I'm not going to do a specific plane update for each one but instead give you a summary of where we are at in general and my plans for the business in 2016.

We are currently in contract to develop the following aircraft:
Spitfire Mk. XIV
Vampire FB5
Meteor F3

We are also quite far in development on two more, the Wildcat and SeaFury.
Due to the delays on Bearcat we are aiming to replace this with the Wildcat whilst it gets re-developed.

Most of these modules are slated for release during 2016 and 2017 and once we have a few of them out Pete and I will discuss what comes next and we'll talk to people and secure contracts.

What's changed since the December update, well not much I can post about. The teams are tirelessly working around the clock fixing bugs and developing but also took some time off over Christmas to rest and relax.
Everyone is back hard at it refreshed for this year.

P-40 is giving us a major headache. We got the engine working only to have very violent vibrations when sitting in the cockpit and the team are pulling their hair out to figure that one out.
I decided to take it off of pre-sale on our website due to the delay and I'd like to thank everyone that bought the pre-sale. We'll get it to you as soon as we possibly can. No one wants to get it out to you more than Pete and I.
When we're confident it's very close to release and stable in DCS 1.5/2.0 (like we were last year in 1.2.16) I'll put it back on pre-order.

My aim is to have Hawk EFM, cockpit re-texture, working radios, custom weapons and bug fixes all complete by the end of February taking it out of Beta and into release during March.
That's my aim at least and the Hawk team will do everything possible to make this happen.

I'll update you more in February on both of those projects.

All the rest are in various stages of development that I've talked about above, but the focus for the entire management team right now is Hawk and P-40, rest assured.

Thank you once again for you support, patience and most of all your belief in us as a 3rd party developer for DCS and we look forward to a great 2016 for DCS!!

Chris, Pete and the entire VEAO family.
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Post Fri Feb 19, 2016 6:06 pm
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Update de febrero de VEAO
Hey Guys,
Welcome to the February 2016 update.

So far it's been a very productive month on all projects which are detailed below.

In case you missed the Hawk Feb update, here are some updated highlights since I posted it:

Feedback from the Hawk pilots is being updated on our current EFM flight model. It has been thoroughly tested and verified to be authentic and realistic to flying a Hawk.
With the change to EFM comes additional features like differential toe brakes, parking brake and much more. We hope you enjoy flying it as much as we have testing it over the past few months.
By the end of this month the EFM will be released to ED for testing and verification and we will discuss with ED when the next patch for 1.5 and 2.0 can be put out with the update.

I have also recently had demo's with BaE Systems, the RAF and Ascent for our military discussions and everyone that has flown the new EFM thinks its outstanding!!
I can't wait to get it into your hands.

The updated cockpit textures are now implemented in the internal build and final tweaks are underway with switches and dials.
Our texture artist has done an excellent job making the cockpit look more realistic and so far we've had very positive feedback from you on the screenshots released.

Our testers have reported some FPS loss on low end and mid-spec PC's so we will be implementing three texture packs; High, Medium and Low which you can select in the Options tab. High will be 4096 templates, medium 2048 and low 1024.
This should give you enough options depending on you PC capability.

The new textures will be included with the EFM release next month.

Here are the remaining list of fixes and issues being worked on during February, again scheduled for release next month:
Weapons selector not working since 1.5.2 update.
Air start option - start with weapons system live including sidewinder cooling down time.
Sidewinder tone added.
Radio UHF and AM coms working (ground crew currently works ok).
When part of an aircraft wing is destroyed, the weps and lights still show (this will be done as part of EFM/ASM integration).
Airbrake test switch not working.
Realistic sounds to be added to external and cockpit.
Kneeboard joystick assignments not working for mark map and next/prev pages.
Det cord showing inside of canopy when looking back.
Controls indicator (Ctrl+Enter) working.
Auto start/stop commands working.
Altimeters 10,000 number rolling over too soon indicating 1950ft when it's 950ft.
Custom weapons added - Aden gun pod to start.
Damage model showing on some AI / multiplayer aircraft when air-brake deployed.
Add AHRS to start-up training mission.
Add remaining navigation training missions.
Safety pins removed from the model.
Other bugs reported by testers and public.

We are still on track for having most, if not all, of these issues resolved by the end of the month and I'll give a more detailed bug fix list in early March prior to the patch.

One thing not mentioned is the sight control box, we are still working on the best solution for implementation within DCS (differs from real life) which I discussed with a few pilots during the military demo's. This may not make the March patch but we are looking into it for a release very shortly after.

My aim is to have 99% of Hawk complete in Beta stage released to you in March, with the remaining items closed off very shortly after the patch if they don't make it.

This would mean that Hawk will be officially out of Beta phase 12 months from release.

I understand some of you are not happy with the aircraft, it's systems, textures, etc. and I can only assure you that we have learnt a lot of lessons from our first DCS developed aircraft and a lot of the problems we encountered will not be present with future modules.
We do not want another "texturegate" on our hands!!

Our next release being P-40F and releases after that will have very short Beta phases of life and will be feature complete upon release.

I am also hoping to have within the patch two missions from our friends at Close Air Solutions (CAS) which will give you a taste of the close air support role within the Hawk, showing you how formidable is it for a combat role.
This will lead into a full Campaign available in the future, details to be released soon.

Typhoon is still being worked on by out team. The new 3D models are being worked on as are the digital systems.
We are still researching with our contacts at the RAF on which features we can implement for a public release and how affective they will be within DCS; things like MIDS and DASS.
When we have more final details I'll let you know.
At this moment in time I am still shooting for a 2016 release (subject to change).

Now I'll hand you over to Pete for his side of things....

Hi Guys,
So it’s that time of the month again! Well it’s been a month of updates and fixing things, which makes a nice change!

On P-40F we have resolved both the vibration issue and the engine cut out problems and a few of us have now been able to fly the P-40F in DCS 1.5.2 and 2.0.1
This is obviously a great step forwards with most of the ASM functionality complete with only implementation to be completed, the EFM has a few irks that we are working out of it.
Aside from those the artwork is having a few additional tweaks from Rob on the external, applying some of the techniques that we have learnt since the P-40F was initially textured.
The internal has been finished off since it was last shown and once we have implemented some more of the ASM we will get P-40F over to Chuck who is biting at my heels to do some video work on the her.

So where does this leave us with release I hear you ask?
Well it will be after the Hawk EFM has made it to you, it will take us a few weeks to finish implementing and final testing for the new ASM, whilst the EFM should be worked on the same time.
Once this has been finished (think end of March to mid-April) then it will be passed to our internal testers and to ED, what happens after that I can’t speculate on as it depends on the above.
There really isn’t more detail I can give you then that other than pasting lines of code into an update haha.

On other projects the Spitfire External continues to be worked on with the cockpit mesh being 99% complete and will be textured in the next couple of weeks.
Prelim work on the ASM and EFM has been done and will be picked up again after Wildcat.

Wildcat is coming along nicely with the externals nearing completion and the internals almost complete as well, This is the next focus after the P-40F.

Meteor is pretty much mesh complete now after having a major cockpit rework, Damage modelling again is almost finished and I look forward to showing you some things for this after P-40F is released.

We had a major breakthrough with Buchon; the manuals that we had for it were partial and incomplete ones that I had obtained from contacts in the warbird community, however Dom managed to obtain a complete Ha1112 manual (all in Spanish) which has helped answer a few little questions we still had.
We have a bit of an Easter egg in mind for this aircraft so keep your eyes peeled towards the back end of 2016.

Only other aircraft is the Bearcat; our modeller has been extensively reworking some aspects of this and work continues, ironic really as the ASM + EFM are reasonably well built, work on this will pick up after Spitfire comes across the summer.

Anyone attending any of the air shows at Duxford this year should hunt me down and come and have a look at the WIP projects I will have with me. I will as usual have my tablet with WIP screenies and videos for you all to look at.

Until next month people. Have Fun & Fly Safe

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