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  1. Time stamps for the video, this will include every single question I can catch. Maybe even some of the more personal ones. Let me know if I missed anything. 2:33 : How many people are there? The whole team? 3:25 : Tell us a little bit about yourself 4:28 : You are well known in Heatblur for very good movies or trailers your aircraft, that is also part of your love for movie or cinematography? 5:49 : So on that note are you gonna be be doing anymore trailers for the near future? 7:08 : Are there going to be anymore Swedish aircraft? Like a full fidelity Draken? 8:30 : Speaking of other modules there is a few aircraft that are always coming up as a kind of dream for players and one of them is Panavia Tornado, anything about that as a possibility? 9:42 : What the status was for the venerable A-6E and KA-6 tanker as part of the F-14 wrap up? 11:24 : And just to confirm we are looking at the A-6E model or the KA-6 or you talking about a Prowler? 12:26 : Supercarrier version of Forrestal? 14:03 : What other famous cold war jets, i guess either gen 3 or gen 4 that are missing. We know that quite a few of them are being done. Are there any that Heatblur has been thinking about? 15:16 : Is ther a chance or willingness to do a full fidelity Su-27? 16:08 : Which one would be your dream aircraft to develop and bring to DCS? 17:09 : (About module development) What would be the most challenging area? Model, graphics, systems integration, what is the most difficult part of it all? 19:40: You would ever consider dipping your toes into creating maps and especially the South East Asia map which is linked with the F-4? Viggen 21:08: Question about Viggen skins and some issues it currently has according to people, fuel regines, flight models tend to overperform, possible problems with damage model. What's your take on that? 22:53 : Does it also include more skins for it? 23:56 : I wonder how the Viggen pre-order drew award of getting one's name on a F-14 skin is going? Eurofighter: 24:41 : What's the division of responsibilities between Heablur and Truegrit for Eurofighter, who is doing what and how did it come to being a cooperation? 26:09 : What variant are we going to get? Which Tranche? 30:06 : is that primarily going to be A-A or A-G as well and if A-G, what are we looking at for munitions? 31:09 : Will the Eurofighter have a music album like the Tomcat's defender of the fleet? Tomcat: 32:57 : How you did the sound for the F-14? Is it from archives? Get an actual F-14? 36:12 : What would you say would be the timeframe for some of the other F-14 items? Like IRIAF version? TARPS Pod? 39:36 : Is there a chance to change the lights on the Tomcat? 41:04 : Make the refueling door on or off clickable? 41:57 : AIM-54, are there any change in general that are coming? Or is it an ED thing? 44:20 : Could you tell us more about this 2 free campaigns coming up for the F-14. 46:23 : What kind of updates are we looking at for our absolute favourite RIO (Jester) and of course his counterpart our absolute favorite AI pilot (Iceman)? 50:42 : Iceman will be one day able to fly the whole mission from start to end, so the player can focus on just focus on the RIO seat for the whole duration of the mission? 52:33 : What is the estimated man hours put on the development of the F-14 thusfar Phantom: 53:59 : We'd love to hear some overall insight on the F-4 development, like what can we expect as far as capability of it, or what versions when it launches. 56:19 : when it comes to the actual F-4 early access, are we looking at getting both variants? or are we getting one and how long can we expect the 2nd? 57:57 : Would you say a lot of the lessons learned from the Tomcat are greatly fueling what you are doing with the F-4? 59:14 : How have they (SMEs) reacted so far to what's been done? or have they been involved? 1:00:44 : Somebody who I guess is interested in doing a home cockpit, they wanna know if HeatBlur is going to release the 3D scans and or dimensions for the F-4? 1:01:57 : What's your build, I mean you have a home cockpit? What do you use as HOTAS? 1:03:51 : So you will start with the F-4E which is not the navy one, any plans to move to navy one? 1:04:37 : What about things like early TPODs? Or some of the weapons made famous in Vietnam? 1:06:38 : What about the possibility of branching to other variants like the RF-4, Wild Weasel? 1:09:34 : You know with the Phantom out, you will need to do a Vietnam map right? 1:10:48 : How did the F-4 migrate from being something that way back in the day Belsimtek was supposedly working to something that Heatblur is working on? 1:12:25 : I'm assuming we are gonna get some awesome campaigns to go along with it like some previous modules? 1:14:05 : Would you rather fight a horse sized duck or 50 duck sized horses? 1:14:31 : When are you going to make him a helicopter?
    15 points
  2. @SUBS17please if you are going to make outlandish claims in the reality section at least have some evidence to back it up, people will always call it out otherwise.
    7 points
  3. Hey folks! I have spent some time studying the basics of the INS mounted on the F-14. It's definitely not brand-new technology, and it suffers from a few quirks but, generally speaking, is an outstanding piece of kit. One of the issues affecting the avionics is related to the Naval employment of the Tomcat (and not only the F-14, definitely the A-6, probably the F-4 too). A recent bugfix was recently released that sorted out the primary method of addressing this problem. Thus, I took the occasion and put some stuff together, something that I hope you can find interesting. Rather than go too much into the technical details of the problem, I'll keep this short and straight to the point. At the end of the posts, there are a bunch of links to a more in-depth look at the issue, and a study of the AN/ASN-92 INS. So, where do we start? Carrier. Big carrier. A lot of metal. The carrier causes some parts of the avionics to go nuts, namely the ones that should indicate the aircraft's direction. Let's call it "compass". This causes issues to the relatively rarely used non-INS navigation (DR & pilotage, Aerodrome charts, specific instructions, etc) and, especially, Air-to-Air. As mentioned, until recently, the only reliable fix was flying straight and unaccelerated (even non-continuously) until the AHRS re-synchronised. The ratio was ~9°/minute. This is why many never noticed the problem, but sometimes this is not a sufficient solution (especially if you YOLO from the catapult). The dedicated function to address the de-sync of the "compass" is located in the front seat, in the Compass Control Panel: the HDG Pushbutton. Now that the HB devs sorted it out, it can sort out the "compass" in a matter of a few seconds, rather than minutes. A lengthier article is available here; it provides a few more details. A more in-depth short study about the INS is here. This article contains the tests I made and a few other observations. I hope you can find this stuff interesting. Feedback is always welcomed. PS: fun fact, this is probably my first post in this subforum
    6 points
  4. The F-14 M61 in DCS matches the stated specifications for the gun as mounted on the F-14. A newly well-calibrated gun would likely be even more accurate. It also matches SME feedback.
    6 points
  5. SimApp Pro + Export lua Write Up Disclaimer: this was written at midnight so there might be some errors. Please comment with any questions and I will gladly help in any way I can! Goal What the heck is SimApp Pro doing? And why are there so many reports of bad FPS, de-synced lights, and disconnects? This write up aims to explore those questions and more to better understand how this piece of software works and how we can optimize it. Why does all of this matter? As a flight simmer, I enjoy innovation of new products which improve my experience. I want Winwing to succeed and make a great product. In the end, that means I can get my F18 UFC/MFDs and other new products being developed. So the main take away: 1. Help others enjoy their Winwing products, 2. Shed some light on performance issues and fixes so Winwing can add for all to enjoy. Purpose of Export lua scripts by Winwing? To send game state to SimApp Pro to power vibration and lights on HOTAS + Combat/Landing Panels. Attached Files: Python lua network viewer Snippet of network traffic between DCS and SimApp Pro Table of Contents: Existing fixes New fixes/tweaks Overview of SimApp Pro + export scripts DCS Export lua traffic viewer (See Winwing messages and watch the data change as your fly) Network writeup on how SimApp Pro works Existing facts/fixes Comment out the `Export.lua` in Saved Games/<DCS>/Scripts` Yes, this does work and fixes all FPS issues, but you lose one of the best features of Winwing products, lights and vibration Turn on VSYNC Yes, this does work but it only masks the issue. By locking your FPS at 60 most computers can achieve this, yet if you look with a benchmark or profilers, you will notice there stutters and the CPU is not achieving steady frame times. Easy wins to fix FPS and other issues: settimeout Fix Video tutorial here: https://www.youtube.com/watch?v=3TzNOnOYDbg Saved Games/Scripts/wwt/wwtNetwork.lua Change `_winwing.net.settimeout(.001)` to `_winwing.net.settimeout(0)` This will prevent a timeout when sending a UDP message which blocks the main thread. This fix alone can help resolve most if not all CPU Frame Time issues Documentation about LuaSocket Library: https://w3.impa.br/~diego/software/luasocket/tcp.html#settimeout Winwing Customer Service has responded and said they will explore this fix in a few weeks time. Test to validate this: Load up a mission with the fix, watch CPU Frame times (RCTRL+Pause), generally, frame times should not vary wildy. You should see smooth and high numbers. CapFrameX for deeper analysis: https://www.capframex.com/download Note: I have sent this original small fix to Winwing but they stated they will look at in a few weeks. Hope more traction and noise is created so some fixes can come sooner. Expect FPS to increase dramatically if you have been using the Export.lua scripts by Winwing. I went from 117 to 180 FPS. Others had similar results. Please share yours as this is by far the biggest point of improvement and the simplest. Lua Interval Rate Saved Games/Scripts/wwt/wwtExport.lua Change `_winwing.interval=0.03` to `_winwing.interval=0.10` This will change the frequency at which data is exported to Winwing from every 30ms to every 100ms. Note: From my testing on i12-12700K and RTX3080, I was unable to send more than 13 message a second and given the human reaction time is between 80-250 milliseconds, having a 100ms update rate is sufficient for flight simulator purposes. Want to see your game run at 1 FPS? Change the interval to something crazy fast like .0001 and change the `settimeouts Fix to be the original .001. This will make DCS run at 1 Frame even thought CPU usage is only at 1-10%. The reason is 1000 times a second there will be a sleep for 10 milliseconds blocking DCS from running. This helps prove that the FPS hog is the way Winwing sends UDP messages and is fixable. Test to validate this: Load up a mission with the `setimeout` Fix added and this interval rate fix added. Toggle landing gear light or apu light or AA/AG lights rapidly and notice the response time. This should feel fluid and fast and never de-sync. Why did the Winwing developers ever set this interval so fast? There is no need to send game state so fast especially for non-critical uses like showing a landing gear light. Orion HDG/CRS/HMD Rotary Knobs are slow This issue has cropped up in these forums prior as seems to be impact many users. From what I can tell, there is no obvious easy fix aside from SimApp Pro changing how the USB device transmits these rotary events. The main issue, is when turning these knobs, an event of True is sent immediately followed by False. This is equivalent of using your mouse and tapping for 1-10ms on the CRS/HDG knob. You will see the switch move but it wont be registered as it is not held long enough for a change in course to take place. I am exploring a possible hack where a lua script acts as a middle man to control these rotary knobs, not ideal but if Winwing does not address it may be a good workaround. I will update this post if I do find a fix for this. Light Desyncing From my testing, I found it is easy to get in a state of desync when restarting a mission. Try yourself, load up the Hornet and if you have the Orion Throttle Base, turn on AA mode which should light up. End the mission, and reload the mission. Now AA light should be on, cockpit AA light is off, and if you press AG button on HOTAS, then both AA and AG are on and cockpit state does not match HOTAS state. The fix: Go to SimApp Pro settings (top right icon) -> DCS World Configuration -> "When starting a mission, do you reset the lights on all devices?". CHECK THIS BOX. I know, it sounds like a question and most people do not reset lights, but when this is checked, SimApp Pro WILL reset the lights for you to ensure a fresh state for each mission. Possible English translation issue for this setting, it tripped me up. For those other users who are seeing lights desync mid flight, I believe this to be a result of the following items: `settimeout(.001)` which just blocks the main thread and causes CPU spikes (Fix above) `_winwing.interval(.03)` which sends ATTEMPTS to send an unreasonable amount of UDP messages to SimApp Pro (Fix above) These two issues cause increased CPU load and the possibility of a dropped UDP message which results in SimApp Pro missing light/game events. Why might a UDP message not make it? That is one of the rules of UDP, there is no guarantee a message will arrive to the destination, 99% of the time it does, but if the sending logic is bad it can easily miss messages depending on the implementation. Again just a theory, I do not have solid proof for this fix but after looking at the code, with these fixes everything should be working fine. USB Device disconnects?? I have only experienced this once during my time of making this writeup, unsure what caused it and I was unable to reproduce. A simple unplug HOTAS + restart SimApp Pro fixed the issue. Not much else to add to this topic, if it crops up it could be hardware related (loose connection) or some other obscure reason. How does SimApp Pro work? SimApp Pro works as a server in terms of socket programming. SimApp Pro waits for a message to start the mission, when that message is received, it gets the plane type, and sends over a list of "arguments" which are DCS lua variables for a plane in which the export lua scripts should export. SimApp Pro does not appear to be a CPU hog and simply processes incoming UDP packets and tells the HOTAS/Panels how to act in terms of lights and vibration. Assuming most of the code in SimApp Pro works I see no obvious issues originating from SimApp Pro. Where does SimApp Pro go when HOTAS unplugged or window minimized? It seems that SimApp Pro is made to run in the background so it can listen for mission start and the desired network messages to DCS. This way, even with SimApp Pro closed the panel lights+vibration still work. You can verify this by checking Task Manager and seeing SimApp Pro processes running after the window closes. Seeing the lights + vibration work also re-enforce this observation. If you are still seeing general issues, then Force Stopping any SimApp Pro processes in Task Manager or restarting your PC might help remedy issues. How does the export lua scripts work from Winwing? Every DCS export lua script has a few hooks into the game, Start, Before Next Frame, Next Activity, Stop Winwing Export is no different, these export scripts send UDP messages on localhost:16536 (SimApp Pro) containing the state of all the lights, switches, flight data. The code in here is very ugly, but after diving into it it really does not do anything too exciting. Listen for SimApp Pro to tell what DCS variables to export, export those at a regular interval to SimApp Pro, send any mission starts/stops. The Technical Stuff Why include this? Again, the better understanding there is about Winwing software the easier others can fix or extended. This is by no means official but serves as a good 101 on how this black box works. This was all deduced by viewing network traffic to and from the Export lua scripts. I do not have access to SimApp Pro and can not comment how that does work for sure. I can only see the lua scripts. DCS Export Interceptor Python Script Attached to this post I have included a zip file which has a updated lua script files for Saved Games/<DCS_FOLDER>/Scripts which allows SimApp Pro messages to be intercepted and viewed for your viewing pleasure. There is a readme.txt attached with more info on how to run if you want to see light/game state that Winwing is reading. Here you can view message by message what SimApp Pro is doing! Most people probably wont care about this or the following info, but it is here if you want to learn more! Overview: Install python3 if you do not have Unzip the attached zip Navigate to the unzipped folder Open the `wwt_files` and copy the Export.lua + wwt folder into `Saved Games/<DCS>/Scripts` and overwrite This step added the updated lua files which send data to our python program on port 17001 Open terminal Navigate to unzipped folder `python3 dcs_export_intercepter.py` At anytime open SimApp Pro + DCS Load into a mission, you will start seeing network traffic in the console of the python program. What do the UDP messages from SimApp Pro look like? - There are 2 messages I have found that SimApp Pro sends to DCS export scripts - Add Common: {"func": "addCommon", "args": { angleOfAttack: return LoGetAngleOfAttack() cannonShellsCount: return LoGetPayloadInfo().Cannon.shells gearLeftRod: return LoGetMechInfo().gear.main.left.rod gearNoseRod: return LoGetMechInfo().gear.main.nose.rod gearRightRod: return LoGetMechInfo().gear.main.right.rod gearValue: return LoGetMechInfo().gear.value speedbrakesValue: return LoGetMechInfo().speedbrakes.value trueAirSpeed: return LoGetTrueAirSpeed() } This message is determined by SimApp Pro and sent over at the start of the mission to populate the export script with the needed DCS Export methods and what fields to get. This is how Winwing DCS Export script knows what fields to read and send back. I found updating my vibration profile in SimApp pro to include new fields such as thrust/acceleration made new entries into this message: 'accelerationX: return LoGetAccelerationUnits().x'. It is safe to assume that as more devices are released and more features needed, SimApp Pro has the ability to configure the data being exported to its liking. - Add Output: {"func": "addOutput", "args": { 152: 0, 154: 0, 156: 0, 158: 0, 160: 0, 227: 0, 3116: 0, 376: 0, 440: 0, 460: 0, 47: 0, 48: 0, } This message from SimApp Pro populates DCS Winwing Export lua with a clean slate of in game variables state. Think of making the bed in the morning, you always want to start with a fresh state (gear handle light, aa/ag mode light, etc are all set to 0) This message is sent when the mission is started. The values in this message correlate to the lights/switches in: `DCS\ World\ OpenBeta/Mods/aircraft/FA-18C/Cockpit\Scripts/Cockpit\Scripts\MainPanel\lamps.lua` I have yet to identify some of these values, but some of these are AA/AG light, APU Ready Light, Gear Handle Light, Stores Selected Lights, etc. What do the UDP messages from DCS Export lua look like? - There consist 4 message types and they all follow a similar structure - Network ready: {"func": "net", "msg": "ready"} - This message is set to SimApp Pro when DCS finishes loading the export lua scripts - Mission ready: {"func": "mission", "msg": "ready"} - This message is sent when the misson is ready to start to SimApp Pro - Mission start: {"func": "mission", "msg": "start"} - This message is sent when the mission has started to SimApp Pro - Mission stop: {"func": "mission": "msg": "stop"} - This message is sent when the mission has stopped to SimApp Pro - Add Common: {"func": "addCommon": "args": {"angleOfAttack": 1.4, "gearValue": 0.6", ...}} - This message is sent EVERY '_winwing.interval' to SimApp Pro and contains basic aircraft data used for vibration feedback and lights. - Add Output: {"func": "addOutput": "args": {0: {152: 1, 154: 0: 47: 1, 46: 0, ...}}} Why does args have a 0: {fields}? I do not have a solid answer, my hunch was so multiple devices but this code is so crazy I did not spend much time on this portion. All I know is this message contains the APERIODIC messages that are sent whenever a change occurs, which is kind of an issue and possible reason for lights de-syncing mid flight. All it takes is one missed message. This message is sent anytime there is a DIFFERENCE in light values/switches. The numbers here in args are mostly found in `DCS\ World\ OpenBeta/Mods/aircraft/FA-18C/Cockpit\Scripts/Cockpit\Scripts\MainPanel\lamps.lua` If no values in here change, then this message is not sent to SimApp Pro. This could explain the light de-sync issue others reported, as one single missed UDP packed means that light/game event goes undetected by SimApp Pro meanwhile DCS did get the update. So you are now in state where gear handle light is flashing in game, but not on your panel. Possible fixes for winging, either include these states every time like those in `addCommon` message, or add a feedback check where SimApp Pro asks for these values every 5 seconds or something to correct any de-sync issues. I would prefer the first fix, just include this state and treat it the same as `addCommon` message. Mapping of args to light/switch name. Some are missing as I could not locate all. F18_ARG_TO_LABEL = { "47": "Master Arm AA", "48": "Master Arm AG", "152": "Stores Center", "154": "Stores LI", "156": "Stores LO", "158": "Stores RI", "160": "Stores RO", "227": "Landing Gear Handle", "276": "RWR Lower Lt", "376": "APU Light", "440": "Radar Switch", "460": "Console Light", "3116": "Unknown 3116" } Winwing_Intercepter.zip example_message_traffic.txt
    4 points
  6. Yes, I am aware of the MOD. I'd like to request that this variant of the Foxbat be implemented in Core DCS and a full PFM module. It is my favorite modernish Soviet aircraft of anything they have ever made. I had a model of this plane when I was 12 in 1:24 scale.
    4 points
  7. The post is still being tagged as correct as is. So any plan for ED to look into it?
    4 points
  8. Hi, IndiaFoxTechEco have officially introduced this common bomb (like BAT-120 and BAP-100) to the database, not Aerges: the bomb is platform independent, we have tested them with our MB-339, but the Mirage F1 is not different. So, the Durandal we have in DCS is based on BLU-107B (Durandal II) data: optimum profile is straight levelled at 250fts and fast (maximum 630kts). The braking force of the first chute (deceleration chute) is very strong and it will decelerate the bomb to 25m/s. At that speed it will detach and trigger the deployment of the 2nd chute (main chute) that will stay in position until the optimal angle to avoid ricochet is reached (almost 40°). After that, the jettison of the chute will automatically ignite the rocket that will boost the bomb to 250m/s, a sufficient speed to penetrate In the eighties, a lot of testing were performed by USAF at Eglin to improve the original Durandal: the latest tests included dropping at 1000ft with F-16A, and others between 300 to 500ft with F-4D. Even if Durandal have an internal altimeter to delay the rocket motor ignition (the boost will last only half of a second), the test for profile different from 250fts were 1 miss to 2 hits(66% reliability), significantly worse then the 96% performed with lower profile. Considering that flight were performed levelled and straight over the runway, the miss occurred mainly for ricocheting (more height expose bombs to wind factor that can alter the optimal angle and/or due to not enough energy to penetrate the concrete in case of a premature rocket initiation) than for overshooting. Actually the Durandal altimeter and fuzing delay is not emulated in DCS, and other effects should be adjusted later. BTW, we hope you are enjoing this weapon, along the beautiful Mirage F1 introduced by our friends of Aerges. Cheers.
    4 points
  9. Come join us over at the Wolf Pack. we have both a channel and Normandy map up. we fly a lot on the Normandy map. its a dynamic base capture map with secondary targets and bomber escort/intercept. Our discord is : https://discord.gg/gMzW5A3n SRS is also running on the severs. (WP) Red23
    3 points
  10. Wenn man das echte Leben mit DCS vergleicht und Bedenken wegen der Kriegssimulation bekommt, sollte man keine Bomben mehr auf Panzer mit Besatzung werfen. Ich verstehe die Linien nicht, die in einer Kriegssimulation von manchen gezogen werden. Ne Bf-109 in einer historisch korrekten Kampagne zu steuern ist moralisch völlig okay aber ne Kampagne auf der Seite des Westens im aktuellen Kontext ist böse? Überprüf mal deinen moralischen Kompass. Jeder Tag an dem irgendjemand im echten Leben Krieg führen muss, ist ein schlechter Tag. Egal, ob das Supermächte oder Dirtteweltländer sind. Unter der Bedingung, wäre ich einig. Ich find's unglaublich verwirrend, die historischen Schlachten im zweiten Weltkrieg da so auszuklammern und als weniger bedenklich hier hinzustellen. Als könne man das Leid damals und jetzt in der aktuellen Lage gegeneinander aufwiegen. Objektiv lässt sich das nicht begründen. Nur Subjektiv, weil durch den zeitlichen Abstand mehr Distanz geschaffen wird. Das ist aber für die moralische Betrachtung für unser Hobby völlig unerheblich. Entweder ist es moralisch verwerflich Pixel und Polygone in andere Pixel und Polygone zu verwandeln oder nicht. Nach meiner Meinung ist so eine Diskussion in Spielen wie DCS, CMO und den ganzen anderen Kriegssimulationen (egal welches Subgenre) völlig überflüssig. Wenn man da jetzt einen Konflikt als "untragbar" oder "bedenklich" oder sonst wie bewertet, ist das schon irgendwo ein bisschen Doppelmoral. Ich finde es nicht gerade schön, jetzt so eine moralische Ansprache rauszuhauen, dass man DCS nicht mehr spielen kann, dass aber während des ganzen Irakkriegs, den Konflikten in Afghanistan, Nordafrika, Lybien oder insbesondere Syrien nicht solche Bedenken hier zu lesen waren. Das klingt alles nach "ist weit weg, interessiert mich nicht". Wie genau soll man das verstehen?
    3 points
  11. Da gehts mir genau andersrum. Ich finde es höchst spannend auch aktuelle Konflikte simulieren zu können, wobei ich die Map in erster Linie in einem 80er-Jahre NATO vs Sowjetunion Setting sehe. Aber mit der aktuellen politischen Lage wird die Map natürlich auch für moderne Settings sehr interessant
    3 points
  12. Die werden ihren Markt erkannt haben, nachdem bei MSFS ja quasi nix mehr geht mit Maps bzw. Landschaftsaddons. Mich freut das tierisch, je mehr Bewegung da bei DCS im Markt ist um so besser für uns Flieger.
    3 points
  13. It is pretty slow, but it is surprisingly capable within shorter range engagements. Slow but long burn time.
    3 points
  14. Indicator "LUCH" (required for the use of anti-radar missiles) http://scalemodels.ru/modules/forum/viewtopic_t_7920_start_2600.html
    3 points
  15. 3 points
  16. The bug is already reported. The cause of the error has been found. And this bug is already being worked on. I hope this will be fixed soon. Please be patient
    3 points
  17. They have both J-10A and J-10B/C 3D models. They've had them for years now but as of yet, they haven't done anything more than tease their existence. Hopefully if all goes well and the JF-17 leaves EA by the end of the year as planned, we might see what they'll be used for.
    3 points
  18. May be more than one navy variant, but at least one, and yes, they will be offered separately, not included in the F-4E package.
    3 points
  19. This button should have a number of functions. One is as you say to switch sight sensitivity back and forth from 600 to 300m. Only of any use when firing without a radar lock. It also can be used together with the R550 (not yet coded) to Break an R550 lock and set the R550 into boresight mode and or return the R550 back to its default Scan and auto lock mode.
    3 points
  20. I'll even offer a detailed explanation: This App Launched w/ the First Build in Jan 2016, 8 Years ago, Over the last 8 Years, it has expanded from this: To This: (And even then, there was builds after that remained privately tested, before I decided to re-write the core). The Problem, is the Core Code I initially wrote remained the same throughout that 8 years. So Imagine a Core Written for the Simple App, Being Constantly expanded, with functions on top of functions, and Variables on top of variables. It was clear last year when I wanted to add a few things that the core simply needed to be re-written from the ground up. There were dozens of Text boxes, and over 3,000 text box calls to go with them, There were duplicate functions one handled the new items, one handled the old ones. there were duplicate variables, one formatted for one function, one formatted for another, heck I had hidden labels and controls on the app just to convert values from one function to another. A Simple 1 Pass Scan, evolved into 7 Pass Scan, 1 Pass for each function, as they were added on over the course of 8 years. With many of them doing the same processes multiple times, but not able to be a single function due to the nature of the functions that came before it and how they were written at the time. Memory usage slowly crept up, as well as lag/delay in functions as one function waited for the previous to finish before starting. I was spending more time coding links between new functions and old functions and then re-writing functions, instead of simply being able to have them all as a single function. And Merely Update content with new releases. not to even mention the conflicts between some functions (ie Presets), constantly had problems working properly with other functions. With the new core, multiple functions are merged into one, there's vastly wider use of user.settings and Stored Functions vs TextBoxes and the 1000's of Calls to retrieve textbox data. The Core code is futureproofed to allow me to add items to functions as needed, without having to script entirely new functions and links between them. With the new UI, a lot of functions that took dozens if not 100's of lines are reduced to a Simple few lines. The New UI also allows me to have Multiple Themes. The Longest Delay was the Core being Rewritten 5x as of this month, I am on the Fifth From Scratch re-write, because the core had issues with Windows Core functions being removed or changed with Windows Updates or with Visual Studio Changes. Instead of trying to make workarounds and daisy chain the new core, I scrapped them and started over with new methods. The graphics have also vastly changed, as with the old app each update it was simply change the image and title, add it to the app code it, Since I've re-done the UI from Scratch with an entirely new render style core, everything visual had to be redone as well, we are talking Hundreds of graphics for each button/module. So the new Version when released, will be entirely new, as Core UI and graphics have changed, but the heritage will be the same. So The Reason for over a year since the last build?, the Core had outlived it's original Design, and needed to be re-written. -Entire Core Rewrite. -New Graphical UI and New Graphical Assets -More Powerful/Expanded Functions. -New Unannounced Functions.
    3 points
  21. Since this is entirely a support unit — it presents no threat and cannot really protect against anything, the Sborka may seem like a completely harmless thing. It still creates issues, however. For one, when attached to any of the units it is supposed to support, it lets enemy units detect the player earlier and lets them be ready sooner. In some cases, this may seem like a disadvantage since IR-based systems like the Strelas or Iglas would otherwise not show up on the player's RWR. But on the other hand, given the breadth of units that it is supposedly attached to, this creates a problem: you have no idea what is hiding behind that RWR blip. It may just be some low-level AAA, but it might also suddenly flip over into showing an SA-15 site, or it might show nothing and out of nowhere you are yet another Tunguska victim. It also creates problem for SEAD/DEAD aircraft since it creates another emitter that the ARM:s might go after and which needs to be resolved, filtered out, and separated from more worth-while targets. From: https://www.airgoons.com/w/DCS_Reference/Air_Defences/Eastern#9S80M1_Sborka-M1_.28PPRU-M1.29_.2F_.E2.80.9CDog_Ear.E2.80.9D
    3 points
  22. Yes there is boresight and Computer automatic acquisition (similar to vertical scan): radar sweeps in the vertical between -21 degrees to +57 degrees, but can only lockon between 45 degrees and -9 degrees in pitch due to computer limitations. The width of the scan depends on the version but it's either 7.5 degrees or 5 degrees including beam width, numbers are off the top of my head so take it with a grain of salt. The range is dynamically reduced as the antenna dips below the horizon to reduce main lobe clutter returns. Later versions of CAA also let you offset the scan pattern by 15 degrees left, right or centre.
    3 points
  23. No it was not upgraded. F-1CG was acquired by HAF in 1975. Concerning my aforementioned post for autopilot, I have just called a colleague that you had been in 334 for 11 years and he confirmed what I said. The manual due to the fact that it was translated in english by french people had several mistakes. It should be one of those. We have to ask other pilots to hear their opinion. We are sure that depressing the stick disengage pallet was not needed. It was very simple. Just pushing the button.
    3 points
  24. Aim-120B is an older AMRAAM. C has longer range, a better warhead, and less draggy “clipped” fins. Our Aim-120c is a C5 AIM-9l and AIM-9M as all aspect sidewinders. M is just a slight overall improvement to L. X is a high off boresight missile that can be fired with a helmet mounted sight and has a much more advanced seeker. Our aim-9x is a block 1
    3 points
  25. Hey guys! Thanks for your interest in the mod. Sorry for the lack of updates, I've been working hard with improvements all around. Stuff like: Added the correct specifications per vehicle, engine rpms, gears, engine sounds etc. Added working tracks for the tracked vehicles (Bv 410, Bv 410/RBS 90, Bv 410/RBS 70, Strf 9040 and Lvkv 9040) Updated the Swedish soldier textures (more accurate M/90 pattern, face paint etc) Added the Swedish soldier in vehicles (with movement when turning etc) Added animation for the Swedish soldier with the RBS 70 Updated all models for optimization, removing millions of polygons to spare your GPUs (the models are still very heavy though, be warned!) Added destroyed-models per asset Added specific size and placement of explosion och fire when an asset is destroyed Added realistic deployment animations where applicable Added correct dependencies for RBS 70 (need UndE 23 to operate) and RBS 90 (will operate at best with UndE 23, but will operate stand-alone with PS-91) Updated the mobile versions of the RBS 70 and RBS 90 to deploy their respective weapon system in steps (and not instantaneous). Still work to do, but I'm getting closer to a first release version.
    3 points
  26. https://twitter.com/RAZBAM/status/1556800804706713604 PS: I can't embed the tweet... must be dumb or something
    3 points
  27. 1) it is not officially dropped, its not officially active. 2) Wrong Typhoon 3) Please be nice to each other.
    3 points
  28. Hi all, I don't have the commitment or the mood to play multiplayer in most of the games, and DCS is not an excepcion. So I play exclusively single player missions in DCS and, with a few exceptions, I found a little poor the content for this kind of missions or campaigns in general. Luckily DCS is a wonderful sandbag if you have some IT knowledge and, from time to time, I found myself wondering "what if...". So, taking the knowledge I adquired scripting my campaigns (A.R.E.A. 18 and The Abkhazian War), I developed M.E.P. (Mission Enhancer Package). It allows single players to recall support flights during the mission, as if it was a multiplayer environment, (where other players help you cleaning the path to the target or just the opposite, you clean the path to the target to the other flights) and can be added to any existing mission, making it highly replayable. Lately, as we have now a lot of two seater mods, I miss a couple of extra eyes helping me to find targets. So last month I have developed HIPSTER, a script that simulates a RIO/WSO that can be added to any aircraft (usually a two seater) in any single player mission. Of course it is not at the same level as the studio AIs for the two seater modules, but it is very helpful and inmersive. HIPSTER WSO/RIO v1.0 Hipster is a script that simulates a WSO/RIO AI that will give you information about possible contacts in the "radar" or inside visual range. Hipster uses a simple algorithm that simulates an IA WSO/RIO using a virtual "radar", his own field of view and his hability to search for other aircrafts in range. This algorithm has into acount factors as distance and size of the target, altitude difference, azimuth position, notching, etc. It can be added to any aircraft configured as Client or Player in the mission (usually a two seater aircraft mod) Will work only on missions with only one human player at the same time, so forget about use it in multiplayer missions/servers) You can configure Hipster independly for any aircraft and, once in mission you, can give commands to Hipster using F10 radio menu. IN NO CASE HIPSTER IS ABLE TO PILOT THE AIRCRAFT OR MANAGE THE WEAPONS/SENSOR SYSTEMS OF A MOD OR MODULE AIRCRAFT. It is imposible for this type of scripting to manage ED or 3rd parties source code as such. HIPSTER UNIQUE VERSION (v1): https://www.patreon.com/DummyPilot (only for subscribers) You can subscribe Dummy Pilot Patreon (choose "RIO" tier), get HIPSTER v1 UNIQUE VERSION link for its final price, and then unsubscribe. This way you will be charged only once. You can also find some useful videos about this mod in Dummy Pilot Youtube channel (consider subscribing, please. I will be very grateful ) M.E.P. v2 FINAL VERSION Mission Enhancer Package (M.E.P) allows you to enhance an existing mission giving you the hability to request support assets in a inmersive way during the mission. It allows you to use F10 radio calls when you want, to increase re-playability of any mission. i.e you may do a TARCAP for a requested Ground Attack package instead of raiding the target by yourself. Maybe a SA-15 is giving you problems? request a SEAD package to wipe them out! Or maybe you are building a mission. Include the MEP and do not waste time planning the support packages. Leave the player to request them when and where he wants to! Just "install" it in any mission you want, and you will be able to request SEAD missions, Buddy lase, Respawn, Recon target area, etc easily through the F10 radio menu. MEPv2.0 : https://www.digitalcombatsimulator.com/es/files/3320007/ (free) M.E.Pv2 FINAL VERSION (v2.4): https://www.patreon.com/DummyPilot (only for subscribers) (You can subscribe Dummy Pilot Patreon (choose "PILOT" tier), get the M.E.P v2 FINAL VERSION link for its final price, and then unsubscribe. This way you will be charged only once) For more information, check the old M.E.P. v1 thread (now deprecated) Thanks for your support!!! LIST OF M.E.P. V2 FINAL VERSION FUNCTIONALITIES: REQUEST RESPAWN --> Will inmediatelly respawn the player's group * The whole player group can respawn at your starting point * The whole player group can respawn at ANY PLACE IN THE MAP (directly in air with full payload) * Very useful to avoid long flights to the mission area or continue the mission if you have been killed. * Not usable in multiplayer REQUEST REPAIR/REFUEL/REARM --> allows the player AND THE WINGMEN to "repair, refuel and rearm" at allied AND NEUTRAL air bases. * Currently it is the only way to get the wingmen to "repair, rearm and refuel". * Works on helicopters too * It is more of a respawn at the base where the player is currently landed (with the starting payload and fuel), than a repair/refuel/rearm. But you can "repair/refuel/rearm" the wingmen using this functionality, and then use the "DCS ground crew menu" to change your own payload (provided you are not in a neutral air base) * Not usable in multiplayer FC3 NAVIGATION --> Can be used to load dinamically a WP into Flaming Cliff navigation system * Load one WP taken from "DO_WPNAVX" mark position in the map * This way you can "load" in flight (for FC3 planes only) "user" Waypoints directly from the F10 map. REQUEST LASE --> Request a DRONE to "budy lase" enemy targets. * Laser code can be customized. (Can be used with FC3 aircrafts also) * Drone is able to lase moving targets REQUEST RECON --> A surveillance satellite will show targets in the Operation area * Tacan unit will show the position of targets and can be used for navigation to the targets REQUEST STRIKE--> The target marked area will be obliterated. * LAT LONG coordinates can be used to mark the area for better inmersion REQUEST SUPPORT PACKAGES: SEAD SUPPORT --> A SEAD support package will be created, and will attack any target you want at your command * You can choose the aircraft type among a handful options * It can spawn directly in air (after a few minutes), on a runway or on a carrier * You can give it aditional orders (attack other targets, cancel attack, dismiss...) GROUND ATTACK SUPPORT --> A support package for attacking ground targets will be created, and will attack any target you want at your command * You can choose the aircraft type and Payload among a handful options * It can spawn directly in air (after a few minutes), on a runway or on a carrier * You can give it aditional orders (attack other targets, cancel attack, dismiss...) FIGHTER SWEEP SUPPORT --> A support package for attacking aerial targets will be created, and will attack any target you want at your command * You can choose the aircraft type and Payload among a handful options * It can spawn directly in air (after a few minutes), on a runway or on a carrier * You can give it aditional orders (attack other targets, cancel attack, dismiss...) ANTI-SHIP SUPPORT --> A support package for attacking naval targets will be created, and will attack any target you want at your command * You can choose the aircraft type and Payload among a handful options * It can spawn directly in air (after a few minutes), on a runway or on a carrier * You can give it aditional orders (attack other targets, cancel attack, dismiss...) ESCORT HELO --> create a escort helo that will follow a route and kill any target found. * you can configure up to 10 waypoints for the escort route in the F10 map * You can choose the aircraft type and Payload among a handful options * It can spawn directly in air (after a few minutes), on a runway or on a ship * You can give it aditional orders (set speed, stop, follow route, dismiss...) SCOUT HELO --> create a scout helo that will follow a route and look for any target. * you can configure up to 10 waypoints for the scout route in the F10 map * It can spawn directly in air (after a few minutes), on a runway or on a ship * You can give it aditional orders (set speed, stop, follow route, dismiss...) * The scout can Buddy lase for you the targets found (For example, you can launch hellfires with the AH-64 Apache without exposing yourself) TANKER --> Create a tanker that will follow a race-track orbit. * You can choose the tanker type among a handful options (Boom or Basket) * You can configure the race-track orbit in the F10 map You can also find some useful videos about this mod in Dummy Pilot Youtube channel (consider subscribing, please. I will be very grateful )
    2 points
  29. Спрошу здесь т.к. в профильной ветке (F/A 18) вопрос остался без ответа. На западной ветке форума читал, что на Хорнете в TWS AUTO/BIAS при захвате двух целей, обе должны удерживаться в конусе радара. Сейчас радар держит только одну, главную цель(L&S). Вторая цель (DT2) выпадает, как только конус с главной целью(L&S) смещается по азимуту или высоте. Внимание, вопрос: в TWS AUTO/BIAS радар должен держать одну (L&S) или все же две цели (L&S, DT2) ?
    2 points
  30. I love the approach you guys are taking on this one. One story, two different perspectives (Hornet and Viper). Also makes sense from a level of effort standpoint as well, I suspect. Pretty neat that you're setting this in the near future (Dec 2022, if I remember correctly). I don't want to read too much into that setting ... I can't imagine you're considering to a Holiday 2022 delivery, are you? I know you can't answer that Regardless of "when", these campaigns releasing alongside the map might set the standard for how new maps are released. I congratulate both Reflected and BD on selection/recommendation from ED to produce stand along campaigns to this new exciting region.
    2 points
  31. Yes, I would say the same reading the weapon scheme, but well... documentation of latest Durandal is frammented and sometime discordant (even from reliable sources...), so some assumptions were made. As a prologue, the Red Flag ‘88 that involved runway denial missions with F-111 and Durandal, while performed well in flat desert with surprise effect, showed limitations in case the strike would occurs in areas not viable for low approach and high speed, like an airport with surrounding mountains or placed in a valley depression. So USAF ordered further testing on F-111 and Durandal II to achieve an alternative solution of employment. The test flights occurred between 1988 and 1989 and since mentioned higher altitude profiles of up to 3000ft, we assumed a radar altitude device or a ground proximity sensor would be necessary to control the delay of the rocket motor to do the right job, like the design of BetAB-500ShP (russian Durandal with steroyds...) that when bomb reaches 150m AGL the rocket motor is fired. But we can only speculate about this, unless we have a reference of a USAF's weapon system specialist that manipulated them over 30 years ago. By the way, the test were unsuccesful, with a lot of mishaps, ricocheting, half penetration and the reccomandation of 250ft and a maximum height below 1000ft was retained.
    2 points
  32. It is a terrible place in general with everyone and their dog having their own discord and you need to join a gajillion of servers to stay updated while there's not even the simplest ever possible way of organizing the server list anyhow in that POS (piece of software) even after over half a decade of literally everyone asking for it and the whole thing becoming laggy as hell as you add more to your list... how could anyone possibly even like that? Totally don't get the vibe... I'm always glad when such information gets dropped here where it should be first anyway Didn't know about the exact differences between the Kfir models though, thanks for clearing that up Not wanting to start a discussion about other sims, but SF2/WoV had the C2 and it has a HUD there while the Nesher and Mirages don't. They got the different HUDs and radar scopes quite well in that series; I was amazed of how good their Tomcat avionics and symbology was after seeing Heatblur's in DCS, I was honestly expecting massive differences because SF just is a "lightweight" sim compared to DCS. So I'd expect the C2 to have a HUD at least in DCS, but to be fair, I don't know much about its specifications beyond from what I learned though my flight simming years.
    2 points
  33. Может кому будет интересно. Индикатор "ЛУЧ" http://scalemodels.ru/modules/forum/viewtopic_t_7920_start_2600.html
    2 points
  34. Yes, it's not available in MP. It's SP only. You can totally use TacView for that. Unlike the debriefing screen it doesn't just show you statistics, but it shows you exactly what happened in 3D.
    2 points
  35. Doing some research and found the following picture;
    2 points
  36. As mentioned: DCS offers 2 Types of KC 135s: KC135 (boom only) KC135MPRS (both) Although the MPRS Type usually has both, unfortunately in DCS only the baskets will work (yet). Also do not confuse both with the KC130 which has a basket system only. So: For a basket system, like the F18 or F14, you WILL need either a KC130 or a KC135MPRS tanker. Make sure you have the correct freq. set and that you are contacting the correct callsign on your comms menu. The tanker will answer.
    2 points
  37. In addition to what IvanK wrote: The button not seeming to change the range for the gun reticle irritated me as well at first, but to switch between 300m and 600m gun range you simply need to press and and hold it for a bit longer, maybe a second or so. If you just click (assuming HOTAS or Joystick now) and immediately release it, it doesn’t work.Just keep it pressed a bit longer and you can see the gun reticle jump , up or down, showing the range has changed. Unless they fixed it with the last patch, unfortunately the scale above the gunsight, indicating gun range(only in weapons mode, normally its the compass display) , doesn’t change and stays stuck at 300m.Think that’s a bug. Hope this helps a bit. Kind regards, Snappy
    2 points
  38. Guys, please try not to reference other games please. Thanks
    2 points
  39. Im sorry. I did not realize I signed a contract with Apple. I thought I was developing and distributing by my own means, an app that runs on VB Windows and not Apple. As for updates, the updates for new modules stopped because of the Aforementioned rewrite.
    2 points
  40. 2 points
  41. I think for a lot of devs this is less a job you get paid for and more a hobby that you make money off from time to time
    2 points
  42. We've got a Krivak II, it's just named in a way that doesn't make it obvious to people unfamiliar with Soviet/Russian designations/classfications and names. It's called "Frigate 1135M Resky". Though personally, it should be called SKR Pr. 1135M 'Burevestnik-M' [Krivak II FF], which makes it obvious to people familiar with either the NATO reporting name/classification or the native name/designation/classification, while allowing you to learn the other. Plus its model is probably getting on for being 2 decades old, the SS-N-14 system also isn't implemented (while this was more intended as an ASW weapon system, in the mid 80s it was upgraded to fire the 85RU missile, which both carries a lightweight aerial torpedo (the UMGT-1) and has its own 185 kg unitary warhead with an IR seeker for use against surface ships).
    2 points
  43. 11 03 page 11 paragraph 88 This response will contain directions to paragraphs, but no extracts from said paragraphs, from a document that cannot be posted under the forums rules. I shall PM the extracts in accompaniment. Please refer to: A1-F18AC-742-100 011 03 page 3 paragraph 18 - For description of what an MSI trackfile is A1-F18AC-742-100 011 03 page 11 paragraph 88 - For description of what happens when you use the cursor on one of these MSI trackfiles. The handling of MSI trackfiles as Harker describes is explicitly laid out in these paragraphs, thankfully leaving no room for confusion on this matter. It can be said confidently that all trackfiles can be designated as L&S, DT2 or be the target of an STT command, using all normally available means (acquisition cursor, undesignate, etc).
    2 points
  44. Yes, all 3 of them; F-15A from 1975, F-15C from 1979 and F-15C MSIP II from 1985 are pure Cold War machines. Su-27S entered service 1985 exactly like F-15C MSIP II. After the Cold War F-15C still received modernisation far later on, but it was slow due to lack of priority and lack of need for specialized air superiority fighter at all in a world of US military dominance. But yes, F-15A from mid 1970s would be great, it had the best low speed maneuverability and nose authority and awesome acceleration with lighter airframe, but tempremental engines to tame. In 1970s, just like F-14A, it was considered superfighter. It had much simpler radar avionics and it relied more on a classic air combat, being great for mid Cold War 1970s scenarios. It would be fantastic if someone would make F-15 like DCS F-14 equivalent - with A, C and C MSIP II versions.
    2 points
  45. We already have modules with multiple versions. DCS Eagle could cover A and C at the same time. I really think DCS needs both, one to fill in the heart of the Cold War and one to complete the modern teen series line up.
    2 points
  46. Just to note we are taking another look at the VR IHADSS issues some are experiencing. thanks
    2 points
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