We’re ready to share an extremely early preview of the work we’ve done so far on multiplayer with you dedicated crafters. We want to keep things small for now so we’re opening the preview branch back up for anyone interested in helping us test out the core multiplayer functionality.
Everything is currently being handled through console commands and slightly ‘out of the way’ things so this isn’t intended as something everyone can just pick up and play. There’s still a lot of work left before things are stable enough for a wider release and we’re already aware of a whole host of issues that need to be resolved but we wanted to get what we have out there to get some insight and feedback from the community.
The Details
So, let’s start with some of the key information regarding the state of the preview, then we’ll cover getting access and what we actually want to accomplish.
We really can’t stress this enough; this is an extremely early preview with the bare essentials. That means:
No public servers
You will only be able to build and simulate together (not “play” games)
No fancy UI, you connect via console commands
You will likely encounter bugs
You will need to keep things you build relatively simple at this stage, the more complicated you make the builds the more issues you will likely see
There is no limit to how many players you can add, but the more you add, the more stress you’ll put on the system and will likely see more issues
To go into a bit more detail on these points; all hosting and connecting will be done directly through Steam P2P (Peer-to-peer). This means that one player acts as the “server” (while also playing) and other players, who will connect directly to that player via the console, which we’ll cover shortly. This is far from the end goal of having a nice intuitive UI, party system and server browsers, but once you get the hang of it you’ll be able to play together with relative ease.
With the recent changes to “play games” starting the simulation automatically, we won’t be able to allow players to host servers in those games. We still have a lot of work before we can cleanly handle clients trying to connect to a server while there is an active simulation (as things could get wildly out of sync) so for now, we’re avoiding Community Games in multiplayer.
We don’t have any “host” or “connect” buttons hooked up yet, so everything is currently being handled with trusty console commands. As these are only available outside of the menu the host will need to load up a “Create Games” save file before they can start the server. Other players that want to join will also need to load up a save (any save at all) before they can connect to the host. All of this will be a lot smoother in future but the focus for now is to get the core nice and solid first.
The last few points all tie together. Certain features like text blocks, commands blocks (and commands themselves) still need some work before they can be synced between multiple players correctly. The host will be able to use most of these with no issues but other connected players will not. Colours and even joints and channels may also have issues still, although we’ve done a lot of work to avoid this. We’re already aware of some issues with lag and are working hard on reducing that as much as possible, but a lot of these improvements are massive tasks in their own right, so expect a bit of input delay, things getting out of sync slightly, parts visually jittering around etc. at this stage.
As the save gets larger, performance is typically expected to take a hit, as the host needs to send more data about the world and the clients need to process this data more frequently. We’d definitely recommend starting out with empty saves and getting a feel for things before trying to get your friends to help build a gigantic spaceship replica for now. If you do decide to host, make sure you have a strong connection otherwise you’ll run into these issues a lot sooner.
The Goal
The most important thing for us is to get as much information about your experiences as possible. From the big things like connection problems, performance issues, multiplayer specific bugs and big UX (user-experience) concerns to the smaller things like “I don’t like seeing other players ghost cubes”.
If you run into any bugs, please gather as much information as you can before reporting them. Whether the issue is multiplayer specific, only happens to the host or other players, only happens on poor connections etc. as this kind of information will really help us narrow down the cause.
General information on your network upload/download speed, traffic in-game and ping (accessible via the F3 menu), location of players you’re playing with any other information like that is crucial as well. So please take a moment to gather as much of this as you can with any reports.
Theoretically, we can support an unlimited number of players at the moment but the performance is not going to smooth. While it is still helpful to get information on those kinds of tests, building with a couple of close friends and spotting fundamental issues is the bigger focus here.
When you’ve had a good play around in multiplayer, gather up all of your issues, concerns and thoughts and post them as clearly and concisely as possible over on our Reddit https://www.reddit.com/r/GamecraftGame/ If you have any player logs, crash logs or images then let us know as well and we’ll contact you to grab them.
From there, we can see how well the test went, if it matches the kind of experience we’ve seen internally so far and make an action plan to get multiplayer form where it is now to a more refined state
Accessing the Preview
With all that out of the way, let’s move on to the fun stuff!
For those of you that took part in our first preview, you’ll be a bit more familiar with these steps. For anyone who didn’t take part, we’ve got a simple step by step guide on getting into the preview below.
N.B:Please, do only join this preview if you’re willing to help us test out multiplayer in its current, barebones state and feedback any issues and concerns as concisely as possible. This is far from “ready”. Things aren’t going to be smooth and things will almost definitely go wrong.
Please avoid sharing the code around as well, as we want everyone to really have a good read through and know what they’re signing up for before jumping in.
To access the Preview Build, follow these steps:
Open the Library tab on Steam
Right-Click on Gamecraft
Click on “Properties”
Click on the “Betas” tab
Enter the code “MultiplayerBeta” and click on the “Check Code” button
Click on the dropdown and select the “Preview” branch
Give this a minute to download
Make sure the game appears as “Gamecraft [preview]” in the Library
Click Play and get started
N.B:Preview versions of Gamecraft grab local save files from a slightly different location. If you want to use your existing save files in the Preview branch, you'll need to copy them from "C:\\Users\\[USERNAME]\\AppData\\LocalLow\\Freejam\\Gamecraft" to "...\\GamecraftPreview".
Hosting and Connecting to Servers
From there, things get a little less straightforward. We’ll split this section in two, one for hosts and the other for players that want to connect.
To Host If you want to be the host player:
Load up a save file from the “Create Games” screen, or create a fresh one
Press F3 to bring up the “Advanced Info” panel
Open the console with ‘/’
Enter the “ShowDebugDisplayExtraInfo true” command and hit Enter
Enter the “StartDefaultServer” command and hit Enter
Confirm that you are now “Running As Server” in the info panel
Once everything is set up there, you’ll need to grab your public SteamID. You’ll need to share this with other crafters in order for them to connect to you. The SteamID can be found in a couple of different ways so we’ll go over some of them.
The “official” route is:
Open your Steam client
Click “Steam” in the top left corner, then “Settings”
Open the “Interface tab
Tick the “Display Steam URL address bar when available” option, then click OK
Click on your profile name at the top (next to “Community”)
You should then see a 17 digit number in the URL just below
If you see your profile name instead of a number (like me), then you’ll need to try a different method
Type your profile name in and click the “GetSteamID” button
Grab the 17 digit “SteamID64” number
Once you have this, send it out to the people you want to join you and they’ll be able to connect using the steps below.
To Connect
If you know someone who is willing to host a server and you just want to connect to them and play, you’ll need to ask them for their SteamID (covered in the above section). Once you have that, follow these steps:
Load up a save file from the “Create Games” screen, or create a fresh one
Open the console with ‘/’
Enter the “ConnectToCreativeServer” command with their SteamID as the value (e.g. ConnectToCreativeServer “12345678901234567”)
After a moment, you’ll spawn in to their save
Key notes
Make sure you’re in Stasis, rather than simulation when anyone is trying to connect, otherwise they’ll likely fail and cause issues.
While you’re playing together, only the host will be able to save, so make sure you regularly save anything you want to keep.
Only the host will be able to start/stop the simulation in this version. So make sure everyone is ready before you do this.
Known Issues/Outstanding Features
This list isn’t going to be extensive but we just wanted to reiterate and highlight some of the more obvious concerns and issues before everyone starts reporting them.
The host being the only one to control simulation is a temporary thing. We want to have either a “ready check” system for starting simulation, or individual simulations if possible, to avoid conflict. All players will need to ready up, then the simulation will start/stop.
When players join during a simulation, we want to put them in a “standby” state until everyone returns to Stasis again (with messaging to show someone is waiting)
Multiple players can currently interact with the same buttons/levers. In future we’ll restrict this to whoever grabbed it first
Console commands will only trigger for the host. We’ll be making as may of these available to all players as possible in the future.
Certain commands won’t sync for all players. For example, sky colour changes will only visible to the host for now.
Colour, text blocks and a few other things may not sync correctly for all players at the moment
Please do let us know of anything else that you come across, along with general feedback regarding multiplayer so that we can continue to improve on it and clean up as many issues as we can.
Airranger's latest update released the S9 season reward--S9-limited box . Every player who participates in the S8 season will get it when the S8 season starts.
Important update: In order to let all players experience the pleasure of purer flying battles, Airranger has made a big optimization to game performance, improving the smoothness of the game and guarantee a stable high frame of the game screen.
Bug Fixes: As always, we’ll fix bugs in updates. We’d like to say thank you to our players for your advices and understanding. Let’s make the game better!
Thank you for your continued support. - The Chesstar Team
JF-17 is a single-seat, single-engine, multirole light fighter that jointly developed by AVIC Chengdu and Pakistan Aeronautical Complex (PAC). The design phase of JF-17 "Thunder" finished on May 31st, 2002, and the maiden flight was made on August 25th, 2003. The first plane delivered to PAF (Pakistan Air Force) in 2007. Currently, several different blocks of JF-17s are in service in Pakistan and Myanmar air forces. There are also several countries interested in purchasing this fighter jet. On February 27th, 2019, "Thunder" has withstood the test of actual combat and helped PAF win an appreciable victory.
"Thunder" is a type of fighter that specifically tailored for PAF. The development plan of her predecessor can even be traced back to 1985. At first, PAF was only looking for a fighter that can replace Shenyang J-6 (Chinese version of Mig-19), but they were not satisfied with Chengdu’s J-7M. After more than 20 years of development, the final product "Thunder" becomes completely different from J-7M.
"Thunder" has a bubble canopy of great view, pretty strake-wing layout and advanced avionics. KLJ-7 radar provides excellent air to ground capability. WMD-7 targeting pod can help "Thunder" searching for targets in combat. Although "Thunder" has small size, remember that: she is one of the most advanced fighter jets in the DCS World.
Key features of the DCS: JF-17 "Thunder" include:
Nonlinear industry-level high fidelity 6DOF rigid-body flight model with real-life aerodynamic coefficients
Line-by-line recreated real-life full authority longitudinal fly-by-wire system and lateral/directional control augmentation system with various modes and control law reconstruction on malfunction.
Highly detailed aircraft exterior model: skin winkle, faded paint, oil residue and other details; even the position of each rivet is faithfully restored.
A highly-detailed 6DOF cockpit. Three massive MFCDs with advanced HOTAS interface help you master the plane, as well as the battlefield.
Accurately simulated sub-systems: communication and navigation systems, fire control systems, store management system, electro-mechanical management systems, air data system, DTC card, warning system, defense system, hydraulic system, pneumatic system, electrical system, environment conditioning system, oxygen system, external/cockpit light system, power plant control system, zeroizer system, eject seat system, and g-suit etc.
Detailed malfunction/failure simulation: the module has over 200 system malfunctions and more than 100 damage partitions covering near 100 onboard devices; mutual malfunction effects between systems are also simulated.
KLJ-7 radar can track 10 targets and attack 2 targets at the same time. KLJ-7 can also search/track surface (ground and sea) moving targets.
Advanced stand-off attack capability: including LS-6 and GB-6 glide bombs, C-802AK anti-ship missile and CM-802AKG Man-In-the-Loop (MITL) missile.
WMD-7 targeting pod can be used to search/track surface targets, identify air targets and provide guidance for laser-guided weapons.
Advanced electronic warfare system: including chaff/flare dispense systems (OESP), KG-600 self-protect jamming pod that can locate radiation source and missile approach warning system (MAWS) installed on the tail.
On-board datalink supports battlefield situation sharing between JF-17s and between AWACS.
Detailed radio command options for ground crew interactions.
Player-friendly configurations in Special Option.
Air to air refuelling capability (Plan to add later).
Campaigns for JF-17 in the Caucasus theatre (TBD).
DCS: JF-17 Thunder Tutorials If you have purchased, or are planning on purchasing the JF-17 and want to learn how to get her in the air, then check out some of these great tutorials. You can find a collection of them in our new Tutorial section here, or check out some of the content creators directly such as the Grim Reapers and Redkite!
DCS: Supercarrier Preview Video 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. DCS: Supercarrier Preview Video: https://www.youtube.com/watch?v=eFp0yxdThF8 Stay tuned for more details as we approach its release.
Thanksgiving Sale Ends Soon! You still have until December 8th to save up to 50% on most of the DCS World Library. Visit the E-shop now and get that module, terrain or campaign you have been wanting! You can see everything available here with the following exceptions:
DCS: F/A-18 Hornet by ED – 25% off
Persian Gulf Map by ED – 25% off
DCS: F/A-18 Hornet + Persian Gulf Map bundle – 35% off
DCS: Christen Eagle II by Magnitude 3 LLC – 25% off
DCS: F-14 Tomcat by Heatblur Simulations – not on sale at this time
DCS: F-16C Viper by ED – not on sale at this time
DCS: UH-1H Huey - WORLDS APART Spring 2025 – 50% off
DCS: F/A-18C: Aggressors BFM Campaign – 50% off
DCS: JF-17 Thunder by Deka - not on sale at this time
Open Beta Release This week we released a new Open Beta update with the following highlights:
Early Access release of the DCS: JF-17 Thunder by Deka Ironworks
Thrustmaster Special 10th anniversary Release There was an exciting announcement from Thrustmaster this week as they released a new HOTAS Magnetic Base and the F-16C Viper™ HOTAS Add-On Grip. Both of these coming to celebrate 10 years of the HOTAS Warthog™ Flight Stick and to celebrate the release of the eagerly-anticipated DCS: F-16C Viper module.
HOTAS Magnetic Base
Thrustmaster is now giving members of its flight sim community the opportunity to totally customize and build their own dream setup from the ground up, thanks to the launch of a standalone version of its beloved HOTAS Magnetic Base for the very first time ever. The ability to purchase the base on its own gives simmers a level of adaptability that they’ve only been able to dream about until now, allowing them to use any of their favorite Thrustmaster add-on flight sticks (sold separately) with the base — and ushering in a brand-new era of optimized, fully customizable flight experiences for each and every user. The HOTAS Magnetic Base also proudly sports an eye-catching logo paying homage to the HOTAS Warthog™ Flight Stick’s 10th anniversary, sure to appeal both to collectors and old-school simmers looking to give their flight setup a dramatic instant upgrade.
HOTAS Magnetic Base key features:
Detachable metal plate for desk or cockpit-style use, with special 10th-anniversary graphic.
The base features H.E.A.R.T Hall Effect AccuRate Technology, with 3D (Hall Effect) magnetic sensors for surgical precision that won’t decrease over time.
Super stable weighted base (weighs more than 4.4 lb / 2 kg without a flight stick grip installed).
The base is compatible with all flight simulation games.
Compatible on PC with the following Thrustmaster flight stick grips: HOTAS Cougar™, HOTAS Warthog™, F-16C Viper™ and F/A-18C Hornet™.
F-16C Viper™ HOTAS Add-On Grip
The availability of the Thrustmaster F-16C Viper™ HOTAS Add-On Grip, a life-size (1:1 scale) namesake replica of the real F-16C Viper™ flight stick, coincides with the recent early-access launch of the F-16C Viper module in the legendary DCS combat flight simulation game.
Inspired by the incredible success of the HOTAS Warthog™ Flight Stick (still the benchmark against which all other joysticks are judged), the grip integrates perfectly — and natively — with the DCS: F-16C Viper module, specially designed to replicate in minute detail the strike fighter aircraft whose outstanding versatility continues to make it a favorite of air forces around the globe. The real-world F-16C Viper™ is a supersonic multirole fighter jet in large-scale production, featuring renowned adaptability to meet the demands of a wide variety of different combat situations.
This is certainly an exciting chance for members of Thrustmaster’s community to once again access the very best in terms of flight sim quality and feel currently available, in order to truly get the most out of the breathtaking gaming experience delivered by this new DCS module that simmers everywhere can’t stop raving about.
F-16C Viper™ HOTAS Add-On Grip key features:
Life-size (1:1 scale) replica of the real F-16C Viper™ flight stick.
100% metal design incorporating durable, industrial-grade materials for an authentic feel and maximum product lifespan.
19 action buttons in total, plus one 8-way “point of view” hat switch.
Native integration in the game DCS via the dedicated DCS: F-16C Viper module (core game free and module sold separately).
Backward-compatible with the two key joystick bases in Thrustmaster’s revered flight simulation ecosystem: HOTAS Warthog™ and HOTAS Cougar™ (sold separately). Easily place the grip on your HOTAS Warthog™ or HOTAS Cougar™ base!
Although the product is, of course, compatible with all of the most popular flight simulation games, the F-16C Viper™ HOTAS Add-On Grip above all represents a real extension of the DCS: F-16C Viper module, for which — and this bears repeating — it features native integration!
The Development report will move to bi-weekly so we have less of a chance in repeating ourselves. Stay tuned for Development Report #8 next week!
The much anticipated update of the Blender 2.80 milestone is here! With over a thousand fixes and several important updates that were planned for the 2.8 series. Most notable are the sculpting tools overhaul, support for NVIDIA RTX ray tracing in Cycles, Intel Open Image denoising, a better outliner, a new file browser and much more. Read more about the full feature set on https://www.blender.org/download/releases/2-81/.
Yet another patch has been released, to fix a bunch of bugs. - The Mininimum storage system, had a minor bug where it could get stuck in a loop.
- Summary screen. It has finally been remade and works properly again.
- Adding categories to concept had a bug where it didn't affect already existing stores. This should be fixed, such that all stores in a concept always carries the most recent articles.
- The box containing articles if the storage is full had turned invisible. Now it is possible to see it again.
- Customers will wait longer for a sale if staff are heading towards them.
- Sellers in general have a better chance of making a positive sale to customers
- Resolution changes now requires a confirmation, as many of you have had problems with reverting to the original resolution
- Buying / Renting a lot now has a new screen, as many of you were confused on what the daily payments contained.
Thank you for all of your reports. We are following the forum closely, and try to resolve all issues you find. So don't hesitate to keep them coming. Our focus is currently on making regular patches at shorter intervals to remove bugs. and to make the corporation mode more user friendly.
Aside of the many new additions and resources for our modding community, the major highlight of this build is the new 'Summoner' class.
The Summoner will be part of the upcoming DLC (and as promised, while it's in development you have full & free access to the entire expansion through the Development Branch).
So you can go ahead right now, switch to the development branch, unlock the Summoner & play with it or just dissect to enrich your own mods with its new mechanics.
The Summoner is an expert-difficulty class, so it assumes a good understanding of the ally system and managing alternate resources (Aether & Nether in this case).
It also requires an entirely different play style, as now you'll have to rely heavily on your Summons and their abilities, rather than your own spells to overcome your enemies.
So unless you have a good experience with all (or at least most) of the vanilla classes, don't skip ahead to unlock this class!
There are many different/mutually exclusive perks and skills you can acquire and 154 (new) Summoner-specific cards to unlock. That is 80 Class Cards & 74 support cards (Ally abilities, multiple card options etc.) Along with many staples across various classes and races, makes up for lots of new mechanics to explore, many new different tactics and builds to try & of course plenty possible balancing issues to help me iron out. :P
So looking forward for your feedback in the Discord server or the discussion boards!
Have fun!
Patch Notes - v1.032
Bugfixes
Playing cards on Allies was displaying twice in the Combat log.
Card Changes
'Familiar' is now a Unique Type. Cat Familiar, Cat Familiar (S) , Sylph Familiar, Raven Familiar & Dolphin Familiar are all Unique, of type Familiar and will count as your 'Familiar' when come into play. Witch Cards like Gather Components & Empower Me, will work with all 'Familiars'.
Modding Additions
Resistance Groups
Added the following shortcut notations for Resist[Damage Type] as Action Effects:
ResistPhysical (translates to Resist Slashing, Piercing & Bludgeoning)
ie. UnravelDefend:3, if the card is unused player gains +3 Defend. UnravelMomentum:-3, if the card is unused player loses 3 Momentum (or goes down to -3 Momentum)
There can only be one Unravel effect in a Card
Unravel[Resource] value can also be 0. In this case the Card will just get discarded.
New Choice Wildcard
ChooseOne, PlayOne & Gambit can use "Deck Top" as option, in this case the first card of the Deck is Drawn & if not picked is Discarded
i.e ChooseOneDeck Top#Deck Top#Deck Top:1, Player looks the top 3 cards of their deck and pick one. Then discards the rest.
You can have mixed choices or more than 4 choices, but only 4 random choices among them will display.
i.e ChooseOneDeck Top#Deck Top#Deck Top#Random Card#PickFromMercenary:1, will display 4 random choices among the seeded cards
A better alternative however is to use the new Clairvoyance effect instead.
New Action Effect: Clairvoyance
Clairvoyance x: Look at the top x Card(s) of your Deck. Then Choose & Draw one. Discard the rest.
Clairvoyance won't work well along with ChooseOne, PlayOne and other effects that open a Choice dialog. Only one Choice dialog can be open per card.
Clairvoyance will work & display in a card if its value is (or becomes) positive.
Clairvoyance value can never exceed 4 regardless bonuses.
New Perk Reward: AddStash
AddStash[Card Name], can be used as a Perk reward to add a Card to the Player's Stash
Blood Coven Rise Progress
New Playable Class: Summoner
The Summoner is an expert-difficulty class that relies heavily on Summons, their abilities and resource-management.
The minimum Deck size for the Summoner is 24 Cards.
The Summoner starts with a +1 in their Summon Limit (4 Allies without any Perks / 6 Allies with Perk Upgrades)
The Summoner has few initial Skills. Additional Skills can be acquired through Perks.
Most of the Summoner's perks are mutually exclusive and there are many ways you can go about building your Summoner.
New Cards
Added +26 Loot, Consumable & Faction Allied Cards
Added +154 Summoner Cards (80 Class Cards + 74 Support Cards i.e Ally Abilities, Options, Secrets etc.)