Terje Haakonsen's Powder VR - VYTEO


What's the deal with loading screens in VR games? Why are they non-existent or generally terrible? Non-VR games often have videos and cut scenes or better yet, playable mini-games while you transition scenes, so why are VR games so far behind? Are VR devs just lazy?

Nope. As is usually the case, it's several magnitudes more complicated doing things in VR than in regular pancake games.

I've seen some pretty cool integrations with Unreal Engine but being mostly familiar with Unity, that's what I'm going to talk about. Utilizing native Unity-based scene management tools and functions, what can you do while loading a new scene in the game?

Almost nothing.

What? It turns out that while you're loading a new scene, the load process is so resource intensive, your app is no longer able to render any frames to your VR headset. This means it can't even track your head movement and render your view correctly which can lead to nausea and disorientation. At this point, you get teleported back to your compositor, ie: Steam home while it tries to load the content. Overall, it's a pretty poor experience.

Surely someone has figured it out? Probably. Most of the standard SDKs don't offer anything better and if someone has hacked their way around it, they're not sharing. The only decent solution comes from Steam VR's SDK in the form of the SteamVR_LoadLevel class. It lets you load new scenes while standing within a cubemapped skybox and gives you the option of displaying a loading bar and an image poster.

The loading bar is not great. In my trials the loading bar would not fill up in a regular fashion, instead it would sit empty for a long time and then abruptly appear 90% full before loading the rest as usual. I also had issues with the loading bar and poster textures and had to disable image compression before I was able to get them to work.

Regardless, here we are with a working loading environment so that we may keep players engaged in the game. It's not a video or mini-games, but it's better than nothing.
ZooKeeper - Pyramid Games
Hello ZooKeepers!

While building your dream zoo, you can create various biomes with ecosystems appropriate
for different animal species. Today we would like you to take a look at two different biomes - Polar Biome and Safari.




Polar Biome




Polar Biome is the coldest biome available in ZooKeeper. Cold ecosystem is perfect for polar bears, penguins, mooses and for rare extinct species - mammoths!





Safari Biome




Safari Biome is the hottest biome that can be created in ZooKeeper. Hot climate is appropriate for animals, such as: elephants, zebras, lemures, giraffes, etc.



In upcoming devlogs we will show you more biomes. Stay tuned and keep following the game on Steam! If you have any questions or just want to know more about the game, feel free to join our discord server!

Best Regards,
ZooKeeper Team

https://store.steampowered.com/app/1027810/ZooKeeper/



The Repopulation - Odwerki
Read our full Article HERE.

The month of May has been quite productive. We want to start this month's update out with a big shoutout to all the players new and old for their help, reporting bugs, and suggestions.

Before we dive let’s begin with announcing our next scheduled patch date. Monday, June the 15th we will be launching our next patch push. The server will come down at 10:00 AM EST for approximately four hours. We’ll broadcast our normal warning on the server before bringing it down. Once it is live we’ll post an update to let you know.

We have been able to do a lot over the last month on both the island and the mainland. So let us get started with updating you on the progress for the next game update, the island, and then move onto the current mainland areas.

GAME UPDATE: 15 JUNE, 2020 @ 10AM EST (2PM GMT)

Read our Patch notes for the Build: A.00.02.45 here.

THE ISLE IS EVOLVING!
We have now replaced most of the whiteboxing with actual art models. I want to especially thank those players that met me in-game over the last several weeks and gave ideas, suggestions for art, layouts/placement, styles as well as having the privilege to show off some of the new harvesting trees and plants to come your way later this year. It was a lot of fun and the feedback has been amazing! I hope to be able to continue doing this at least once a month with everyone. It has been a great tradition to have.

ISLAND HARVESTING REGIONS
Reports of missing harvesting regions on the island alerted us to an issue where region sizes had changed to be unusually small. These were addressed and double checked across the entire island in all six areas. All harvestable resources in the area should appear as intended after the patch.

OWON DISTRICT (STRT_01)
New wall sets: OWON finally has their own walls. All whiteboxes that were in place for these walls have been removed and replaced with OWON’s own dark style. You can see the new walls and an observation deck over by the combat training facility. In the future, each nation will have its own style that will reflect that nation.

Training Signs and Banners: We have added new training signs to help guide the players through their combat training. As we progress, the new NPC’s will be placed in these areas for the new systems. We will be adding additional signs and banners as we move forward with the Item, Skill and NPC systems. We have also added in a few new banners.

An Experiment: We are testing out a new asset management technique built into the engine, called “ rooms” in the OWON district. This room we hope will help with some of the NPC load and unload between the areas, especially when you look towards an area heavy with NPC’s in another area.

Example: You are in the REC district and look towards the OWON district and FPS drops (for a moment or as long as you look in that direction. The two spots that we are testing this out is on the Martial training platform and the shooting range.

Additional Water scrounging nodes: We have also added additional scrounging in this area. Players will find one location which they can scrounge for water after the patch. This area is the small water garden in front of the OWON Embassy.



RIN DISTRICT (STRT_02)

Platforms: An update was done to the platforms to reduce the poly and vert count. The textures were also updated and tweaked to fit and match the area better. The current environment had made the platforms too bright at noon, almost blinding. Though we may have some assets that are very bright and refract the light, these are not ones we wanted to be too bright.

Resource spawn Nodes: The resource spawn nodes were adjusted to prevent overgrowth, and try to keep the nodes from spawning on the roads. With the current system and range, you may still see a few spawns yet on the road and path behind the barracks.

Additional Water scrounging nodes: We have updated scrounging in this area. Players will find two locations that they can scrounge for water after the patch. These areas are the small pond behind the RIN Embassy and the small pond under the shopping district bridge.

ISLAND WILDERNESS (STRT_03)

More Detail: the wilderness has changed quite a bit since the Islands debut. Players will soon be able to enjoy a more lively view from the research platforms. The landscape is now populated with various bushes, cactus, trees, and rocks. The nearby swamp has seen the addition of various rocks and cyprus knees.

Players will also discover that the dunes to the northeast have gotten a bit of colour.

Additional Water scrounging nodes: We have also added additional scrounging in this area. Players will find a large area that they can scrounge for water after the patch. This area will include most of the adjacent swamp.



REC DISTRICT (STRT_04)

The Flight Deck and Shuttle port in: When you come back to the Island you might want to check out the new additions to the flight deck and the port if you have not seen the progress over the last several weeks. It has grown from a lonely platform to a full service Shuttle port. It now even houses the Nation Shuttles on the upper level.

New pallet Jacks and other detail: A few bits of clutter were added, sitting alongside an old one near the loading dock on the flight deck. Players will soon notice new assets such as pallet jacks, new towers, and tanks that relate to the Port Repair shops for the nations. These new cylindrical tanks are part of a new group of assets which will be seen commonly throughout our future builds. They will range in color to specify their intended uses such as blue hues for water, and red hues for chemical storage.

Additional Water scrounging nodes: We have also added additional scrounging in this area. Players will find three locations in this area which they can scrounge after the patch. These are the inlet which flows under the shuttleport, and lake adjacent to the adjoining area by the Museum, and the crescent-shaped lagoon on the southwest of the island.

Medical Center: Players find themselves in the medical center as their first stop on the island. Since the islands debut the building has been updated many times. Soon players will notice the medical center now has finished rooms! Yes, those whiteboxes that were once walls and an intake desk are now fully fledged out. Thank you again to our players that helped me work out the room layouts. Hopefully, we will have some REC medical staff start moving in by the end of the summer.



FPR DISTRICT (STRT_05)

Crafting Hall: A new crafting hall has been built. It is still empty yet, however you can now see the basic layout for when we begin placing the new NPC’s and implement the first stage of the new crafting system later on. The new crafting hall for FPR will have a focus on electronics, computers, tech and of course, some of those cool vehicles.

The new building includes four outer rooms, and an outdoor crafting court and of course a place to craft some of those larger items out back.

Additional Water scrounging nodes: We have also added additional scrounging in this area. Players will find two locations in this area which they can scrounge after the patch. These are the small pond behind the shopping block and by the fishing hut and small docks.

New small pub and lounge: If you travel to the shopping block in the FPR District, you may find a new pub and lounge. It is small, quaint but it will have a lot more added in upcoming updates. We plan on adding a lot more to the buildings. Each one will be its own unique shop that may help players explore the island a bit more.

Unnamed FPR Inn: Next to the bar before you enter the shopping block we have added a new inn. At this time, we only have some whiteboxing in place and a few generic furniture pieces that you would expect to see inside. This will be updated later one we have finalized the inn rooms and updated the interior model. Please feel free to check out the upstairs and the small rooms for rent. In Beta, we plan on opening up the rooms for players to “rent” giving each their own door. Other missions are planned to work between the pub and the inn.



AG DISTRICT (STRT_06)

Agriculture Center Farming: We have updated Garage Bays and doors, as well as the maze field. New tanks and other clutter have been added to the farming area to build out the area a bit more and start to add a little life.
These industrial assets will be used in other locations that focus on machinery, robotics, farming and of course genetics.

Additional Water scrounging nodes: We have also added additional scrounging in this area. Players will find six locations which they can scrounge for water after the patch. These include the two areas around the Agricultural Flora Research grounds with glowing runoff water and four areas along the bandit islands.

Agriculture Center: We have added new walls and a platform inside the Agricultural Flora Research grounds. Additional flora and assets were placed to help fill out the area and get some of the most basic assets in place for new content coming later this year.

Some of these new assets and changes are the walls, a platform observation deck and sewer intake/outtake from the glowing runoff water on the sides. You may also see some glowing mushrooms now that fit the corrupted spot on the island.



MAINLAND TUNE-UP

As we have mentioned often, your bug reports are a great help to us. We have spent a good deal of time concentrating on the island as it is our testbed for future changes. However, we understand that content in the existing game areas is still important to you all. While we are not currently creating new content, we have taken time to make corrections to some existing issues. These changes will be included in our next patch. Below you will find some of those changes listed for you.

AREAS

Oasis Valley Watchtowers an area located in the Plymouth region of OWON is now in better working order.
  • The main inhabitants of the outpost will now stay spawned unless killed and respawn on a proper timer.
  • To ensure that the NPC attacking or inhabiting the area no longer able to pass through the platform and wreak havoc or become unusable art assets have been changed.
  • Paths have also been adjusted to ensure the NPCs have a better chance of surviving attacks if players are not present to assist them.
  • The interior has been rearranged to allow for better access to the NPC as well.
  • NPC who shared appearances have been adjusted to make identifying them easier, and reduce the number of repeat appearances.




Plymouth Control Center an area located in the Plymouth region of OWON has also seen a brief pass of work.
  • NPC will no longer stand in huddled groups. They will now be found in areas more suited to their functions.
  • Players will soon be able to view an OWON Shuttle on both platforms.

Banshee’s Hollow an area located in the Wailing Chasm region of FPR.
  • NPC that should have been merchants have been amended with the proper Glom to allow them to sell Armor, and Firearms.
  • Professions have been amended on NPC located in the structure known as the Evening Star Lounge.

Freedomtown an area located in Freedomtown region, FPR
  • Players will soon be able to view an FPR Shuttle at the shuttleport.

Sept Falls an area located in Fal Sept Region, RIN
  • Players will soon be able to view a RIN Shuttle at the shuttleport.

Obsidian Bastille an area located in the Mt Ash Region, of the contested area
  • Now has two working rest areas.
  • The rest area for the bar known as The Macuahuti will now function properly and allow players to use resting associated abilities.

Miscellaneous
  • Blair Ridge located in the region Plymouth of OWON has received terrain changes to remove a large pit on the mountainside. Players should no longer find themselves trapped there in the future.

GENERATED MISSIONS:
There were reports of generated missions that would not complete as intended. Instead, they remained on the player’s mission list with a green checkmark. This left the player unable to interact with the NPC again, and without reward. Our engineer was able to help address a script issue that corrected the root of the problem. Missions that have been identified to have this issue are being addressed and corrected as found. Some missions which have been corrected are:

  • I’ve Been Cheated
  • An urgent Request
  • My Muffin Cravings
  • Cheer up…
  • Running Weapons

Note: If a player has the broken version of these missions they will first have to abandon them to potentially receive the corrected version via mail at some point. The corrected version will be available in our next patch.

KNOWN ISSUES
Listed below are some of the known issues. Please be aware that some issues will not be addressed until their associated system is revamped. However, most issues will be corrected in a timely manner and patched accordingly.

  • Fitting associated issues will be addressed with a system revamp in the future.
  • The Catch a Nacoot! mission on the island can not be completed due to a script issue with the associated prop. A fix is being looked into.
  • Players can still complete a taming mission for the nacoot if they visit the Master Tamer in the Area Strt_05 - FPR District. They will be directed to the forested area near the Genetics Platform to tame one of the wild nacoots.
  • Issues with the Mount taming ability have recently been reported. A fix is being looked into.
  • Mission reward balance - some of the existing missions and engagements give rewards that are very unbalanced at this time. This will be addressed in the future with a revamp to the Mission, and Item systems.
  • Some Generated Missions will not complete as intended and remain on the player’s mission bar with a green checkmark. These should be reported with the mission’s name and will be corrected in a timely manner.
  • Alpha draw order issue: For example, if the player is on the coast of Area Strt_03 you may notice the new bushes in the coming patch seem to be cut in half or load strangely. This issue will be corrected once the hero Engine Version is fully updated in the future.

As always your feedback and reports help us to determine what is in need of correction. Should you find yourself in an area where missions do not complete, or the NPCs do not spawn please make sure to report the issues you find. Some issues may not find resolution until systems are revamped, but those that we can correct beforehand we are happy to address. We look forward to your feedback and appreciate your continued support. Please take care of yourselves in these uncertain times, and be well.


Read our full Article HERE.
Cook, Serve, Delicious! 3?! - chubigans


Finally, we made it to the end...but don't rest just yet! Davidson County has 40 levels of chaos, with a food truck attack for every single one, and we also included two new foodtruck attacks and some bug fixes/improvements!

There is still one more event to go: the Iron Cook Championship, coming in July. As you might imagine, the state of the world right now has impacted our productivity over the last few weeks, and we're doing all we can to help support the #blacklivesmatter movement. If you'd like to be a part of change, I highly urge you to check out this site. Also be sure to check out my twitter as we will be doing some BLM-related promotions soon.

Thanks everyone, stay safe, and we'll see you soon for the crazy finale!

= UPDATE v0.90 NOTES =
= NEW ADDITIONS =

  • DAVIDSON COUNTY added with 40 new levels!
  • Two new foodtruck attacks: Sushi Nest and Pizza That! Sushi Nest will target your upgrade modules, destroying things like the Serving Cloner and Heat Lamps, among others. The Pizza That! truck will hack your cooking timers so that they no longer display. Good luck!
  • Foodtruck attacks will always occur, even if you upgrade to prevent them. However if you do have upgraded components the attack will now fail and Cleaver will have all new quips mocking your rivals!
  • Three new trinkets (a larger trinket update is coming in the next update)
  • Four new achievements


= BUG FIXES & IMPROVEMENTS =
  • Added option to mute police siren sound effects (during a Final Stop) and replace it with a train sound effect.
  • Static effects from a hack attack now fade out properly when an order is served.
  • Changed "Fast Load" description to "Legacy Load" in Gameplay Options.
  • Game now displays customer order numbers over 100,000 correctly in the recipe section.
  • Fixed bug where invisible routes could be selected via mouse in Drydock Harbor.
  • Fixed bug with the Upgrade Truck menu that would sometimes occur when upgrading a module. If you have an upgraded component that doesn't seem to work, try turning it off and on in the Upgrade Truck menu.
Jun 5, 2020
Making it Home - Sean
Balance Changes
  • Reduced speed requirements for star ratings on all legs.
  • Reduced Ellen's top speed.
  • Reduced height of balloon tower challenge.


Overcrowd: A Commute 'Em Up - pH_101
Hi all

Today I have launched the Better balance, Bling & Bogs update. This is a major update that brings a load of interesting looking new items to build in your station, while also overhauling the default world map, and expanding the campaign mode to make it deeper.

This update also has a significant rebalance of the tech tree and updates the way scenarios work. As always there are also some quality of life changes and bug fixes in there too. Lets take a look!

Note: Campaign mode has been renamed Network Sandbox. Existing campaigns are backwards compatible. However, you must start a new network to access the new technology and items in this update.

Prestige
Want to pimp up your station? I got your back. Build a variety of station bling to wow your commuters and generate additional reputation.



Your options now include fish tanks, statues, ponds, buskers and more plants. These items go alongside the clock and other plants in the tech tree.

The way the system works internally has been updated too - you'll need a good distribution of different things to impress your commuters most. I'm looking forward to seeing your creative visions on the steam community hub. Mash f12!



World map
The campaign mode has now been renamed as Network sandbox. This mode operates in a similar way to the campaign mode, but has renamed to make it clear that it is generated each time you start, and now also has more configurable settings when you generate your world.



It also is larger, letting you create a small, medium or large network of metro stations to build. Every time you start a Sandbox network, you can set various parameters to modulate how it is created and define other key settings like difficulty and lose conditions.

Each network will have a selection of increasingly larger stations. They will also be of more varied shapes, with rectangular shapes making the spatial planning more interesting and bringing more variety to the experience.



Existing campaigns will still load through this mode, but I highly recommend you starting a new world and seeing how you get on! Let me know if there are any more settings you would like to see in the generation stage of this. The single station sandbox has been renamed (as Station Sandbox) to make the difference between the modes clear.

New scenarios system
Scenarios have been overhauled too. When enabled, a given map will have some sort event every few days. Eg, busy station, football match, gastric flu - and several others.

You will get some warning in GUI which tells you how many days until the next event, and what it will be so that you have time to prepare. You also get specific goals to meet for each scenario.

I realise scenarios are not to everyone's taste, so you can disable when you generate your network or station.

Miscellaneous
Aside from the new features there have been many more tweaks I have been working on. I've also been rebalancing the tech tree, so that tech becomes available at more appropriate times and with better costs. If you notice any tech that seems gated too long or too pricey/cheap, let me know.

There are also numerous bug fixes and one or two quality of life tweaks.

Toilets
It's been a top request for a while, so I'm happy to finally bring toilets to Overcrowd. Your commuters will occasionally feel the need for a loo, and they can!



Overcrowd is One Year Old!
Is it really a year since we launched? Yup. Almost one year ago to the day, Overcrowd released into early access on Steam.

I wanted to say thanks to everyone who bought the game, wishlisted it, gave us feedback, filed a bug, helped in beta, covered the game in any medium, hung out on reddit, discord, twitter, YouTube, voted when we were in Steam Greenlight back in 2015(!), or really if you just took an interest in anyway whatsoever!

With just me as the sole coder, and one artist (my partner Sarah) drawing it part time, and no publisher, we really appreciate the support. Plus it's been really amazing for me to realise an almost life long ambition of being a game developer.

Overall I think its gone pretty well, right? And I'm looking forward to taking the game even further in the coming months. Hope you can join us as we make our way towards our final stop: full release.*

Finally, if you like the game and do ever have a spare moment, those Steam reviews and tags really make a difference to how the game performs within the steam algorithm.

*disclaimer: might take a little while longer!

Changelog

Build 290:

-added prestige item pond
-added prestige item busker
-added prestige item statue
-added prestige item small, medium, large plant
-added prestige item fish tank
-added toilet
-right click subssation opens power
-all prestige functions and draws AOE when placing
-added prestige tech tree
-change to prestige behaviour. Every prestige will have its on affect on reputation.
-power meter in HUD correctly flashes red and yellow if not enough power
-fixed rat trap title
-added commuter need for toilet, ques for toilet, door audio
-corrected commuter behaviour to wait at platform without having to walk all the way to platform (possible source of nav behaviour issues if they think they are at "at platform" when too far from it?)
-fixed crash with turnstile on day 1 if click on other objects at turnstile cfg stage
-plant death particles 15 larger to prevent slow down
-toilet rep gain/loss
-AOE on CCtv, extractor, bench
-bench AOE increased with higher levels
-Update lift label to sat entry/exit on GUI
-skip to damn will send all trains and calculate time lapse bug to prevent rare issue where lift would stop moving
-signal automater functions on minutes only, right click signal automater opens relevant platform to make changes
-removed erroneous AOE on signal automater and relay
-can queue up call/send trains while paused
-can access platform menu while paused
-corrected wheelie level 3 tech icon
-Fix bug where clicking on build amenity would not correctly cancel building a room if in room build mode, most commonly occurring after building a staff room then clicking amenities
-Renamed campaign as "Network sandbox". This updated mode now has a larger map of 10,15 or 20 stations to unlock. You can choose size in set up.
-Updated network generation algorithm
-Updated Network sandbox start mode to allow configuration of network mode settings, including size of network and difficulty
-Updated network map to show behaviours on each station
-Ability to toggle lose condition on map screen
-Major rewrite of scenario system. One station no longer has one "scenario". Instead every few days you will be visited by a level appropriate scenario which lasts a few hours. Includes scenario specific build goals.
-Updated staff AI label: "Need more tools" now specifies what tool you need. If you keep seeing this, consider building more tools or working on your priorities so that they are distributed between the staff most skilled at this job. Do not give all staff all jobs.
-Lvl 1 and lvl 2 turnstile build icons corrected
-Updated scenario descriptors
-Fuel lvl 1 and 2 have much reduced capacity
-Alarm lvl 1 evacuates local area even if doors are closed. Use alarms! If you are losing rep, you can close your station and evacuate with alarms, allowing you to clean up issues.
-Updated Sandbox mode to be called "Station sandbox". Options marginally less confusing. Removed "zone" option in this mode as it doesn't make sense. I suggest using default settings if you want to do a single station. However I suggest Network Sandbox as the best mode to play.
-Fences correctly detect and corner/merge to turnstile lvl 2.
-Major tech gate rebalance. A reasonably significant update to what items are available when in the tech gate. I'm open to feedback on this! Let me know what you think of pacing, gating and costs.
-Use normal distribution on map dimensions so while maps may be rectangular they are more often towards the square side overall. As you progress in zones, chance of rectangular shape increases
-Fixed possible crash when Hoodlum scenario triggered
-Fixed possible crash when loading a hot dog stand when 1 cell was missing (it is sometimes possible for only half a hot dog stand to save, I'm unsure of the cause, possibly some combination of moving the stand and/or light above it/ad next to it) - this change will prevent this rare occurrence from crashing the game on next load
-Do not draw titles of stations in map view that you cannot yet play, to make the map more readable and less overwhelming
-tweak allows stations generated on prior terrain generator to be loaded correctly with new terrain generator without crashing
-building aircon 2 prompts you to place it in correct rooms
-If you cannot place a power generator level 2, game now shows the correct reason, rather than always saying that it blocks access to something even if it wasn't (usually correct was reason was cannot afford it)
-If you dequip a tool manually (with button), Current tasks are stopped even if on first step of action
-updated all languages for new build
-entirely new Japanese translation. I had some feedback it was lacking so had it redone.
Car Trader Simulator - LMG_Angella
Hello dear Car Trade Simulator fans!

We will have a big announcement next Friday! 🔥🔥🔥

Right now we would like to collect all of your questions, suggestions and ideas.





What are your thoughts about the game? What do you like and dislike the most about Car Trader?
What would you like to change first? What would you like to be added or improved?

🙋‍♂ Leave us a comment with your proposition. 🙋‍♀

Thank you very much for following our work on the game. Soon we will be able to share with you more content implemented in our game.


Best regards
Car Trader Simulator team

https://store.steampowered.com/app/689980/Car_Trader_Simulator/
Bakery Simulator - LMG_Angella
Hello Bakers!

If you don't like to deliver baking yourself, you can always hire a supplier who will do it for you.

Trust me, at least once is worth to go out and see the beauty of the night city! 🌌 🌃



.

The views are breathtaking.

There are lovely small details waiting for you to discover!

.





Afterall, it's good to catch a breath and straight legs.

Would you like to see some new places from the game?


Best regards
Bakery Simulator team


https://store.steampowered.com/app/1031120/Bakery_Simulator/
DCS World Steam Edition - OBWKB
The Channel Release
A DCS World Terrain




DCS: The Channel Map is now available in Early Access. Our map of the South East of England and North Eastern France encompasses historical airfields, urban areas, roads and railways, ports and other features that make it the perfect setting for the World War II air war in Europe between 1940 and 1945.

This highly detailed map also provides a wonderful opportunity to mass deploy ground assets and to re-enact epic air battles and enjoy ground operations not yet seen in DCS World.

Take advantage of Early Access 20% discount on DCS World Map: The Channel



P-47D Thunderbolt
Early Access Release




This week we Introduce the heavyweight Republic P-47D Thunderbolt, which first took to the skies in May, 1941. Nicknamed the Jug, it was a real workhorse of the Allied victory, weighing nearly twice as much as the British Spitfire. Fully loaded, it could deliver about half the payload of a B-17 Flying Fortress.

The P-47D was popular amongst pilots, with an astounding safety record, a roomy cockpit and an enhanced visibility bubble canopy. The Republic Aviation factories in New York, Indiana and Buffalo assembled 15,600 units between 1942 and 1945. The Pratt & Whitney R-2800-59 Double Wasp radial engine enabled the Juggernaut to keep up with the nimble and lightning-fast North American P-51D Mustang. Thunderbolts were sent to Britain, France and even the Soviet Union, where they largely served in interceptor roles.

The new DCS: P-47 Thunderbolt is designed to work on the latest DCS World 2.5.6 and is not compatible with previous versions. It takes advantage of our latest graphics and texture technology, enabling you to push the limits of your system, whilst maintaining good frame rates.

We hope you will enjoy this update to the World War II era product range and look forward to your constructive feedback, which helps us deliver better products.

Make sure you take advantage of the Early Access 20% discount.



AIM-120 AMRAAM
Development Report




As stated in previous news, we have spent a lot of time performing Computational Fluid Dynamics research. Almost 250 different calculations for every missile variant have been made. Our results have enabled us to simulate aerodynamic characteristics with a much higher level of accuracy.

In contrast to the old missile dynamics model, the new one includes stability and control characteristics. We have calculated missile mechanical properties such as center of gravity and moment of inertia before ignition and after burnout. More major updates include; revised data for rocket motor performance, ballistics and range. Development of a velocity-altitude adaptive autopilot. Frequency response with the addition of deflection acceleration feedback. The construction of the electromechanical fin actuator assembly and Step response reaction control system. Autopilot and lofted trajectory for long-range shots.

Please read the full air-to-air missile development report



F/A-18C Hornet
SLAM, AG Radar




We would like to thank everyone who participated in the F/A-18C Hornet roadmap poll. It has helped us plan the next list of deliverables for 2020. Read the full list of features here.

This week we introduce the first iteration of the air-to-ground radar for the F/A-18C Hornet. This first version models MAP mode and allows you to search for and designate target locations. Later, we will be adding other modes like the EXPAND levels, Ground Moving Target, SEA, and Terrain.

In the next update, we have both air-to-ground and air-to-air updates for the Hornet targeting pod. This includes more realistic AG tracking modes and FLIR tracking of aerial targets in cooperation with the radar.

In this week's update, we explore the inclusion of the IN ZONE LAUNCH ACCEPTABLE REGION (IZLAR) for the JDAM. This provides additional delivery information and will be tied to the later inclusion of pre-planned IZLARs and multiple attack points. Watch the video here.

We hope that these videos help you learn the new features of the F/A-18C and look forward to your feedback.


Thank you for your passion and support and as always, fly safe.

The Eagle Dynamics Team
Jun 5, 2020
Zula Global - GM ZULA Latino


►INGRESA HOY y aprovecha el evento de MATERIALES +5 en cada partida 🤩
► No olvides ingresar por la tarde para aprovechar el evento de MATERIALES +77 EN TODAS TUS PARTIDAS 😍😍
►Todos los regalos del mes de JUNIO en: https://goo.gl/AatYAD

►💀Descarga ZULA desde: {LINK REMOVED}
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