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[ACE] 71st_AH_MastiffI have the first gen, and I love it. good quality stick, buttons and switches are very firm and tight. This next version the T-50 CM2 is going to be even better!
Introducing the VPC MongoosT-50 CM... 2 Grip!
Hello VIRPILs! We are pleased to announce our next addition to the VIRPIL Controls grip lineup - the VPC MongoosT-50 CM2! In the almost 2 years of production, our VPC MongoosT-50 g...
[ACE] 71st_AH_Mastiff
71st_AH_Duff-Man onlineOnce again Windows update brakes VR out of action for a while
71st_AH_wuffman   Hey Duff, about to give it a go. Will look for you later, hope you get it going.
[ACE] 71st_AH_Mastiff   yep, no issues here either..
71st_AH_wuffman   Duff, I am pleased! Not only did DCS fix the Spit open canopy reflections, they also addressed the VR Odyssey left eye high bug. BOS was right on, but DCS was always lopsided. Not anymore. I can fly without having to twist the headset. And it looks Great! Hope you have similar success.
[ACE] 71st_AH_MastiffME. Fixed issue with Cuba country that replacing the Third Reich
Helicopter special troops: On the helicopter there is no menu for embarking commandos if the first commando in the group is killed.

DCS C-101 by AvioDev
Engine seizure after some time with low oil pressure or mishandling in that condition.
Improved pilot liveries for default skin.
Added kneeboard to pilot model.
Altimeter indication freeze if pitot tube and static ports are blocked.
Changed name: Gunsight lamps failure.
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71st_AH_wuffman   Update reset the coalition colors, i.e. allies is again red. I went into editor and reset the defaults there. Something about EI being red just seems right to me ; ) So far this is a wonderful update.
[ACE] 71st_AH_MastiffHello everybody,

Before we return to telling about the Battle of Bodenplatte and Flying Circus in our DDs, today we'd like to tell you more about Tank Crew. The most important thing is that we prepare the next big update that will include two new tanks, M4A2 "Sherman" and Panzerkampfwagen III Ausführung M, that were used in Kursk area and the map of the southern part of the Kursk salient made for joint ground and air warfare. But of course, we work not only on the new content.

The main areas of the Tank Crew development at this moment are:

1. Improving the damage and armor-projectile interaction model both for the player controlled tanks we're making for Tank Crew and the other objects. Several consequent updates for the sim we released this month contained most part of this work, but this was only a part and we continue. Ricochet modeling will be improved and 'simple', non-player controllable, vehicles will get even more detailed armor (which will be noticeable especially when you attack them from the air). We're beginning the work on the detailed systems of the player controllable tanks (fuel, electric, transmission, cooling, etc.) which will allow for more variable and realistic damage of Tank Crew vehicles. We also plan to make them repairable in the field.

2. Developing and expanding the tank and tank platoon commander functionality. The basic commander functionality is done - a commander can give all the orders we planned for this stage of development in relation to the current position, target, firing, maneuvering and some additional commands that make the playing experience more diverse. A commander will be able to give orders to other players in his tank in multiplayer and to AI crewmen alike. It looks like the commander role will be the most interesting one.

3. Developing AI for crew members. Again, the basic functionality is done and now detailed tanks controlled by AI can follow the orders that can be specified in a mission like the simple AI vehicles always did. This means that detailed tanks can be fully used in a mission scenario. Now we begin the work on implementing the functionality that will make possible for a player to give orders to crewmen of his tank and other tanks in his platoon. We hope to have this functionality mostly done by the end of Spring and release it into Tank Crew Early Access.

4. Developing the scenario campaigns which should carry out the main idea of the project - let you experience not the fictional gladiator-like balanced tank duels, but the tank warfare of July 1943 with its balance of power and technical characteristics of the armored vehicles involved. Moreover, we'll try to show the historical events since the scenarios will be based on the tour of duty of the units that participated in these events. Later we'll tell you more about these scenarios.

All this - detailed, true to history tank models including interiors with crews, the historical map with variable detail level, buildings with detailed damage modeling, realistic movement kinematics, improved tank damage modeling, detailed weaponry, all important crew roles, especially the commander one, acting as a part of a tank platoon, history-based and educational scenario campaigns telling about the major event of WWII, ability to control one tank with several people in multiplayer - all this combined should give you the new experience and impression you can't get anywhere else.

To make this DD less dry, our studio and our partners Digital Forms prepared several WIP screenshots for you that show what will be released in the next big update:

The map of the southern part of the Kursk salient you'll see in the game. The zone containing detailed buildings developed for tank warfare and scenario campaigns in the historical events of Clash of Prokhorovka project is marked inside (106x106 km, the detailed zone is 19х23 km):
Developer Diary 216
199 Dear Pilots, Summer is winding down and we're getting back to our normal work schedule. Here are some early pics of our Me-262 model. Looks fast doesn't it? You can discuss the...
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[ACE] 71st_AH_Ratsy XR-R[link]
The Lost Shipwreck of Famous WWII Aircraft Carrier USS Horne...
The little ship called R/V Petrel is on a roll. Just last week, the team behind this research vessel said it had found the wreck of the Japanese battleship Hiei, the first one U.S....
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71st_AH_Yankee_   An incredible find. A tragic scene, but a meaningful part of history is recovered.
71st_AH_Yankee_There's a major shakeup in the technical leadership of my company, so next week I'll be going back to the office to participate in meetings going on. I'm afraid I won't be flying most of next week.
[ACE] 71st_AH_Ratsy XR-R   Hope you come out on top (CTO?). We'll keep your plane fueled and ready for you, take care Yankee!
71st_AH_statuskuo online  Have a safe trip
71st_AH_GunnyMac online  I hope you work for Schneider they need shaking up.
[ACE] 71st_AH_Mastiffwow, I'm guessing update Wednesday!! NVIDIA put one out too, v418.91, Windows 10, DCS World, tomorrow should be another one for IL2 or next week..
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[ACE] 71st_AH_Mastiff   v3010c
71st_AH_Yankee_   Aye, good update, except the 3d mod I used for VR messed up my video card software something fierce with the new upgrade. Had to uninstall the mod manually, but at least now it all works. :)
[ACE] 71st_AH_Barnacles interview-with-jason-williams-and-daniel-tuse ev-il-2-great-battles-series/
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[ACE] 71st_AH_Macro   link don't work
[ACE] 71st_AH_Mastiff
[ACE] 71st_AH_Mastiff   The B-25 Mitchell is coming to Bodenplatte as an AI aircraft. Are you still hoping to eventually make this a flyable type? Are there other bombers (A-20G, Mosquito, B-17, etc.) you’d like to see the series eventually tackle?
Jason: “Yep, that’s why I insisted we build it as AI first for BOBP. Couldn’t fit the cockpit into this budget. The interior is a huge project, but doable because I can get access to one or two real-life examples of the B-25. Quite a few of those still exist. A Mossie would be sweet and totally doable too. My biggest issue with American bombers is modelling the turret. Such a hard space to research and model. I believe the A-20G and B-25 has the same turret, but don’t remember for sure. If anyone has detailed info about American turrets like drawings, manuals, pictures etc. please send them to me. Proper references material 90% of the battle.
[ACE] 71st_AH_MastiffWatch out for the new windows 10 update its a big one.
[ACE] 71st_AH_Mastiff   [link]
Version:.NET Framework 3.5 and 4.7.2
Improvements and fixes
This security update resolves vulnerabilities in Microsoft .NET Framework that could allow the following:

A Remote Code Execution vulnerability in .NET Framework software if the software does not check the source markup of a file. An attacker who successfully exploits the vulnerability could run arbitrary code in the context of the current user. If the current user is logged on by using administrative user rights, an attacker could take control of the affected system. An attacker could then install programs; view, change, or delete data; or create new accounts that have full user rights. Users whose accounts are configured to have fewer user rights on the system could be less affected than users who have administrative user rights.

Exploitation of the vulnerability requires a user to open a specially crafted file that has an affected version of .NET Framework. In an email attack scenario, an attacker could exploit the vulnerability by sending the specially crafted file to the user, and convincing the user to open the file.

This security update addresses the vulnerability by correcting how .NET Framework checks the source markup of a file.

To learn more about this vulnerability, see Microsoft Common Vulnerabilities and Exposures CVE-2019-0613.

A vulnerability in certain .NET Framework APIs that parse URLs. An attacker who successfully exploits this vulnerability could use it to bypass security logic intended to make sure that a user-provided URL belonged to a specific host name or a subdomain of that host name. This could be used to cause privileged communication to be made to an untrusted service as if that service were trusted.

To exploit the vulnerability, an attacker must provide a URL string to an application that tries to verify that the URL belongs to a specific host name or to a subdomain of that host name. The application must then make an HTTP request to the att
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