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Dear All, Another major F-14 update is about to drop! One of the biggest features we’ve developed since launch for the F-14 is coming with today’s patch; namely expanding and extending our radar simulation to encompass Jamming and associated EW effects and their impact on the AWG-9- but we’re also shipping more features such as new JESTER functionality for mission editors and the in-cockpit VR pilot with this patch. Lets kick things off with a deep-dive into the biggest feature to drop, namely Jamming and Jammer Tracking for the AWG-9 NEW FEATURE: Jammer Effects, Detection & Tracking in the AWG-9 This new feature will now enable accurate effects on the DDD and TID for jamming, tracking jamming targets and guiding missiles on these targets, as well as any associated ancillary effects that we feel make sense to model in the DCS environment. Here’s a breakdown of some of the things you should expect: In summary, noise jammers prevent the AWG-9 radar from ascertaining (and therefore displaying) range or range-rate information on a target, until burn-through is achieved (when the radar return signal is sufficiently strong to overcome the received jamming noise). The AWG-9 has several features which allow the aircraft to still be effective against such threats, which we can detail further below; The DDD will show noise returns over the range axis at the azimuth of a jammer in pulse search mode, which looks something like this: In Pulse Doppler modes, the DDD shows a jamming intensity trace overlaid on the lower one-third of the display. This is essentially a graph of received wideband power vs. azimuth, and thus also shows smaller normal radar returns. Where a noise exceeds a predetermined threshold, a JET (Jam Exceeds Threshold) vertical strobe is also displayed on the DDD at the jammer azimuth. Note that due to what we feel are justifiable DCS limitations in jamming fidelity, the JET (Jam Exceeds Threshold) settable knob is not implemented at present. Here’s what this kind of intensity trace can look like on the DDD: Jammers will show up with a jamming strobe (straight line in the direction of the detected jamming signal) on the TID in TWS and RWS modes, these can be toggled with the Jam Strobe button beneath the TID. If range/range-rate is not available for the jammer (beyond burn through), an angle symbol (<) is displayed on the strobe at 50NM from your aircraft. The jam strobes are also shared over Link-4C fighter-to-fighter datalink, allowing for eyeballed triangulation of actual jammer position, an example of which looks like this: The TID angle symbol is hookable, to allow the RIO to try to get an STT lock via the PD-STT or P-STT buttons. The HCU radar cursor can also be used in the normal fashion on the DDD to try to acquire jamming targets in PD search or P search. We’ve extended JESTER functionality to also allow him to lock jammers ahead. Practically speaking, when a jammer is locked in any of these scenarios, it leads to a special STT submode named Jam Angle Track (JAT). In JAT, the range/range-rate of the jammer is unknown, but the angles are known and can be tracked as such. Instead of the RDROT (Radar On Target) light above the DDD, the JAT light is displayed in this case. On the TID, the angle symbol (<) is displayed along the jam strobe at 1 inch from own aircraft position in STT-JAT modes. When burn-through is achieved, the angle symbol will disappear and be replaced with the normal target symbol at the correct position. Conversely, if an STT target starts jamming (and is beyond burn-through), it will automatically transition to STT-JAT submode. In STT-JAT sub-modes, both AIM-7 and AIM-54 can be employed in Home On Jam (HOJ) modes. Since range is unknown, lofting is disabled, and the missile guidance is similarly limited to only using angle information to intercept the target. HOJ launches are therefore limited compared to normal STT launches, but in the end, better than nothing. With this update, we hope to take another large step forward in our simulation of the AWG-9 radar and associated systems, and bring us far closer to a fully realised picture of what utilising and operating this radar system was like in a live combat environment. The effects described above and the associated functionality in the AWG-9 will have to be accounted for by all RIOs and JESTER, and significant changes in how you approach various situations may be required. We’re proud of our work on simulating this aspect of the AWG-9 and greatly hope you will enjoy flying and fighting not only enemy bandits but also their emissions. New & Expanded Feature: JESTER Custom Commands We love supporting all the wonderful and talented mission and campaign-builders out there in the community. One of the great things about multi-crewed aircraft is that it can bring a sense of immersion that single-seat aircraft can’t- and JESTER is a big part of that for the F-14. Over the past few months, we’ve invested significant time in extending JESTER’s functionality but also giving mission makers deep hooks into JESTER to enable you to control the RIO at a granular level and make this a key part of your narrative toolset. Succinctly, we’ve added a large number of commands which let JESTER perform actions on his own, at the behest of the mission designer, without the player’s input, which can help drive a scripted narrative or create the illusion of him being an autonomous RIO who both thinks and acts on his own in the context of pre-planned situations. These set commands can be triggered in the mission editor as actions, following the entire range of conditions provided to the mission creator in DCS, from unit inside zone, to flags being true, etc. The first major addition to these were the LANTIRN set commands, which we demonstrated in the mission “Training Day” - they let JESTER scan zones, track targets, designate and undesignate whatever is in the crosshairs, and thus help create the impression of the RIO pro-actively searching an area and fulfilling his mission to locate, track and engage a target. Additionally we gave mission creators the ability to make him go silent or talkative again, so that mission-based voice acting does not cross over with the normal JESTER comments that are situation-based and can conflict with scripted dialogue at any given time. We’ve also added the ability to make JESTER change channel presets for the AN/ARC-182, tune TACAN channels on his own, change steerpoints, create steer points from coordinates belonging to a trigger zone, to set the WCS to on, off or standby, manipulate the TID range knob, perform an RWR test and even have him eject on the command of the mission creator. With this latest update, we are introducing even more set commands to further the mission creator’s abilities. He will now be able to select weapon stations, set the weapon selector wheel to a preselect and desired weapon for air to ground missions, set ripple quantity and interval as well as all additional delivery modes, he can set attack modes like computer target, computer pilot and manual. Furthermore he can now manipulate the radar scan zone in elevation and azimuth, he can STT a specified target (and break lock again), and also perform a missile launch if the mission creator so desires. To give you some insight into a “on the ground” usage of these tools; here’s what the wonderful Reflected had to say about using this new functionality in the upcoming “Speed & Angels” campaign! To guide you through using these tools, here’s a tutorial video from Reflected himself running you through how to use these tools in your missions. We greatly hope you’ll enjoy using these new JESTER tools to craft immersive, guided and curated experiences for the Tomcat. Check out the full list of commands here: https://forum.dcs.world/topic/311033-jester-set-commands-full-list/ New Feature: In-Cockpit Pilot Last but not least; we’re finally implementing in-cockpit pilot bodies for both the Pilot and RIO positions. These new pilot models were sculpted for the purpose of not only serving as cockpit bodies, but will eventually replace the current lower detail bodies in exterior view and in the cockpit for the other crewmember. This will however be added at a later date. We’ll be adding more customization functionality as we go. null The non-exhaustive changelog for the F-14 in 2.8 looks as follows: DCS: F-14 Tomcat by Heatblur Simulations NEW: Introduced Pilot and RIO body for front and back cockpit. NEW: Added jammer detection and tracking functionality in the AWG-9, which adds amongst other features: Noise jammers will now prevent AWG-9 from ascertaining range or range-rate from a target. DDD will show noise returns over the range axis at jammer azimuth in pulse search. DDD will show jamming intensity trace overlay in pulse doppler modes. TID will display jamming strobe in TWS and RWS modes. TID jamming strobe can be toggled via Jam Strobe button below TID. Jam strobes can be shared over Link-4C fighter to fighter datalink, allowing for eyeballed triangulation of actual jammer position. TID angle symbol is hookable. PSTT or PDSTT on jamming target leads JAT (Jam Angle Track). STT-ed target transitioning to jamming outside of burnthrough automatically switches to JAT submode. In STT-JAT submodes both AIM-7 and AIM-54 can employed in HOJ (home on jam). Added jamming targets to JESTER STT options. NEW: Added new list of set commands for JESTER to be used in the Mission Editor. 10017 to 10033 are new. For a full list visit this post here. Reverted AIM-54 loft to state before looping hotfix to revert exceptionally poor performance (by ED). Fixed forward rendering for canopy sealant - will now not appear shadowed at odd angles anymore. Screens and other glass surfaces will now reflect sunlight again. Added non-gfx external args to check the status of JESTER tracking air targets (to be used with scripts): 1026: tracked predefined target; 0.01 - 0.99, same as command 10024; 0.0 - no predefined target tracked. 1027: range to predefined target (only when tracking); 0.xxx - three digits of distance to tracked predefined target in NM. Potential fix for mission freeze including F-14 AI. Made LANTIRN available as laser designator for the AI. Fixed ALT HOLD not working >36k AGL. Fixed flashbang-like sun glare on internal canopy glass. Fixed MiG-23s not taking off in PG Flogger Faceoff Mission. Adjusted all Quickstart BVR missions for new AIM-54s. Removed instances of “color” shader in cockpit due to deprecation Minor cockpit optimizations - fixed some visibility arguments not triggering LoD changes Thank you all for your support. We hope you’ll enjoy this update to the F-14 in 2.8; and we look forward to sharing more on the F-4, Eurofighter, Viggen and others very soon! Sincerely, Team Heatblur45 points
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16 points
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Bignewy was so kind to already send me personally, a slightly sanitized version of the new changelog! Here it is guys: null10 points
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10 points
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This is the last one ... I'm taking a break from modding for a wee while. Here is the complete set with all the latest updates to them, minor changes, better soot markings etc etc etc . Delete the previous versions and use these. Depending on how you have this mod set up in your game will depend on how you see the liveries, so you might have to make adjustments to this pack to get it to work in your game. https://www.dropbox.com/s/e4rhbm7q7l2dmge/Crazy Eddies Sea King Liveries.zip?dl=09 points
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8 points
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8 points
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8 points
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7 points
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Nice first patch for the new update! Any news on the ALR-45/50 for the early F-14A-135-GR?7 points
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SET COMMAND WITH VALUE 10009 <value> value = 1 disables Jester LANTIRN auto designate value = 0 enables Jester LANTIRN auto designate (default) SET COMMAND WITH VALUE 10010 <value> value = 1 silences Jester value = 0 Jester will talk again (default) SET COMMAND WITH VALUE 100011 <value> value = 1 disables Jester value = 0 reactivates Jester (default) SET COMMAND WITH VALUE 10012 <value> This is a special command with which you can force Jester to track a specific target using unit name. Since SET COMMAND can only accept numerical values >= -1 and <= 1, we use the following rule: value = 0.01 will track unit named LantirnTarget01 value = 0.02 will track unit named LantirnTarget02 ... value = 0.99 will track unit named LantirnTarget99 value = 1.00 will track unit named LantirnTarget100 value = 0 will resume Jester state to normal operations SET COMMAND WITH VALUE 10013 <value> Another special command but this time Jester will track zones. value = 0.01 will track zone named LantirnZone01 value = 0.02 will track zone named LantirnZone02 ... value = 0.99 will track zone named LantirnZone99 value = 1.00 will track zone named LantirnZone100 value = 0 will resume Jester state to normal operations Commands 10012 and 10013 are exclusive - when Jester is tracking a unit using command 10012, activating command 10013 will force jester to stop tracking that unit and start tracking a zone, and vice versa. Using value = 0 in either of the two will stop tracking both units and zones. 10014: Jester will designate manually what is under the lantirn cross. 10015: - tune AN/ARC-182 to a selected channel. As the value pass: 0.XX where XX is the two-digit channel number 10016 - tune TACAN channel. The value should be constructed using the following guide: s0.XXXY, where s is an optional - sign - use negative values for A/A and positive for T/R XXX is the three-digit channel number (remember about the leading zeroes for channels lower than 100) Y is 0 for using X-mode, and 1 for using Y-mode. so: 0.0630 is channel 63X, T/R -0.0081 is channel 8Y, A/A 10017: DEST knob 0.1 - WP1 0.2 - WP2 0.3 - WP3 0.4 - FP 0.5 - IP 0.6 - ST 0.7 - HB 0.8 - MAN 10018: select waypoint to enter coords from a trigger zone (this command does no action in the cockpit) 0.1 - WP1 0.2 - WP2 0.3 - WP3 0.4 - FP 0.5 - IP 0.6 - ST 0.7 - HB 0.8 - MAN 10019: enter coords from trigger zone for the waypoint selected with 10018 (if no selected, WP1) 0.01 - WaypointZone01 0.02 - WaypointZone02 ... 0.99 - WaypointZone99 10020: WCS switch 0.1 - OFF 0.2 - STBY 0.3 - ON 0.0 - return to automatic 10021: run RWR BIT 10022: TID range knob 0.1 - 25 NM 0.2 - 50 NM 0.3 - 100 NM 0.4 - 200 NM 0.5 - 400 NM 0.0 - return to automatic 10023: Jester Eject 10024: STT target: 0.00 - Stop force STT track 0.01 - AirTarget01 0.02 - AirTarget02 ... 0.99 - AirTarget99 10025: break lock 10026: weapon station state 0.xy x - station number (1-8) y - state: 0 down (safe), 1 up (selected) 10027: weapon wheel option: 0.10 - MK-81H 0.11 - MK-81L 0.12 - MK-82H 0.13 - MK-82L 0.14 - MK-83H 0.15 - MK-83L 0.16 - MK-84 0.17 - LAU-10 0.19 - CBU-59A 0.20 - CBU-59B 0.21 - CBU-59C 0.22 - MK-20A 0.23 - MK-20B 0.24 - MK-20C 0.25 - MK-45 0.26 - GBU-10 0.27 - GBU-12 0.28 - GBU-16 0.29 - GBU-24 0.30 - BDU-33 0.31 - TALD 0.32 - SUU-25 10028: ATTK MODE knob: 0.0 - CMPTR TGT 0.1 - CMPTR IP 0.2 - CMPTR PLT 0.3 - MAN 10029: DLVY MODE switches 0.xy x: 0 - STP, 1 - RPL y: 0 - SGL, 1 - PRS 10030: DLVY INTERVAL 0.xy x: first roller y: second roller 10031: DLVY QTY 0.xy x - first roller y - second roller 10032: MSL Launch 10033: Radar azimuth -1 to 1 10034: Radar elevation -1 to 16 points
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6 points
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In the software business? It's not like this was written, regression tested, alpha tested, closed beta tested, and put in the box last May and they've been playing it at home ever since. The chances of finding an issue with a large release is 102%. The real question is whether it gets found the day before or the day after release. That or the real release date is November 9th, but BigNewy gets so much unnecessary crap from so many people he's decided to return the favor5 points
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Honestly, these new Jester functionalities are AMAZING! I wish ED and all other developers would do the same with their multi crew modules like the Apache and F-15E.5 points
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Dear Heatblur: Love hearing your faithful work at each and every communication. When I chewed through the manual two years ago, I was stuck with the details possible. Thank you for implementing the jamming stones representations and its sub-modes for both DDD and TID.5 points
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This module is the gift that keeps giving. Thank you Heatblur5 points
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2.8 is planned for tomorrow if final checks are good. As for its contents you know from the newsletter we have some weather improvements coming, I would suggest waiting for the full changelog for other details thanks5 points
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That's not how that works, power doesn't translate directly into burnthrough like that and it's not modelled like that in DCS anyway. The numbers should be the same as other aircraft in DCS as it's the same API call afaik. If by that you mean that the AIM-54 is more realistic now and that you're refusing to use jam angle tracking then sure. We could code it however we want, we read the ecm on/off flag on our side and implement the functions in the radar. But could you prove why the AWG-9 should be better or worse than any other aircraft with actual evidence? Home on jam is your friend if your running a mission where the bombers are allowed to jam. Not as long a distance as without jamming but you could also disable ECM in the mission to make it more realistic. Glove vanes might happen eventually as a visual thing only. PTID and F-14D are unlikely as there's no data available on much of the functionality. Just to elaborate on the ECM. The ECM in DCS is not currently really realistic, you could easily argue that it's better to just not use it when you design missions. And that's not a dig at ED, there's just not much data available. What the simulator has (for air to air) is just a simple flag that tells another radar if it has a jammer or not. We then use EDs api to set the burnthrough ranges and afaik that's what everyone else uses for their radars. Is this realistic? Not really, but it's also not realistic to have a radar that completely ignores jamming when it exists in the game. What we've tried to do is to somewhat represent how jamming should look in the AWG-9 and still have it fair to the other modules in the sim. Is this us choosing balance over realism? Not really. The simple fact is that you'll never find enough open data to prove which system would best which and what aircraft would have an advantage over another. Modelling ECM realistically, especially regarding how strong an aircraft is contra another in regards to ECM and ECCM just isn't possible. And like I said above, keeping the AWG-9 as it was, i.e. totally unaffected by jammers would be less realistic than this. It's a compromise but one that we have to do to have ECM in the sim.4 points
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To bad the patch didn't come today. Just imagine all the complaining we could be doing in this thread now. Clouds moving is scary. New dogfight AI is too hard. Why do I have to sign away the rights to my organs to the Swedish King.4 points
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Unfortunately not, we will publish it as soon as it is done for download though as we did with part one, I need a bit more time with it. Thank you for your kind patience.4 points
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Open Beta Public testing build Current version number: DCS 2.7.18.30765 Next update: Planned 27th October 2022 ( subject to change ) Apologies all, we have found an issue and 2.8 patch has been moved to the 27th of October 2022. thank you for your patience.4 points
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4 points
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4 points
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Today: Reverted AIM-54 loft to state before looping hotfix to revert exceptionally poor performance.4 points
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These are the issues currently featured in the next update.4 points
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As always, full information about the F14 but the viggen? What is scheduled? It would be kind and pleasant to know " something" about the Viggen in the future DCS 2.8 update. We already know that "cosmetics" will come but what about damage model? The Viggen till able to fly without wings? I mean real improvements. I really have the bad feeling the Viggen is set aside for the benefit of the F14....I hope i am wrong... Thx for your reply HB3 points
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3 points
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3 points
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3 points
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Hi all, the team have asked if you can try this. It should switch back to the old mode and allow alt + enter add in autoexec.cfg dx11backend = { flipMode = false, } Let us know if it helps with performance3 points
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I will be honestly surprised if this thing ever gets to a state when BD can finish the manual and the training missions. I've owned it for 4 years now and haven't gotten into it because the training missions are broken, the manual non-existent, and things keep changing, now and then. There really isn't a good stated reason why this hasn't been brought up to release standards (to match its release status) except, presumably, a lack of will. I know lots of people love it and consider it a favourite. I don't have the time or desire to relearn modules, so it isn't for me. My perception is that this is a pattern with Razbam and so I've bought my last RB module. If the map ever gets to a universally respected state I might eventually pick that up. I only wish Razbam actually read these forums so they might see how their approach is perceived by some of us. Meh, whatever. There are so many modules out, coming, and promised - far too many to lose any sleep over one.3 points
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3 points
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3 points
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When will we get an update on the cloning of the real Jester voice actor so that mission makers can get their own 100% accurate voice for their missions?3 points
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Nope. Have returned mine. Good: - Light - Pancake lenses, which had a better FOV than the Rift S that I currently have and also a better sweetspot - Running Virtual Desktop, I was getting a better image quality than the Rift S. Initially, that was with Wifi. With the above mentioned workaround I had it running via a USB cable, which was a certified 3.1 gen 2 cable, plugged directly into a 3.1 socket on my motherboard - The controllers were "ok". Can't say that I really cared about them, as I fly using a HOTAS, but it's worth mentioning Bad: - I didn't find it as comfortable as the Rift S. The face interface was just a little hard for my liking - With the use of a USB instead of a DP, it means that instead of giving the unit video data, that you're having your PC "encode" the video signal, then having to decode it within the headset. That adds a little latency. - The most important thing for me was that I found even with a USB cable (though it was better than wifi), that I found the occasional "lag spike" much more apparent, obvious and jarring than with the Rift S. So in summary, it's pretty good for the price, with genuinely good visuals. I've never used a G2, so can't comment on a comparison. However, I just couldn't put up with the lag spikes. Simply too annoying. It's possible that it's my PC that's the cause, but as I find them acceptable on my Rift S, then I'm going to wait. On a positive note, the widescale adopting of eye tracking is starting to happen and the potential for foveated rendering is likely within DCS at some point. Apparently, it can already be done in FS2020! So I'm hoping for a headset with the same pancake lenses, a DP connection and eye tracking.3 points
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да-да, при нажатии и удержании FTR должно оставаться активным демпфирование угловых ускорений (которое сейчас пока что отключается полностью при зажатой FTR), это тоже в стадии доработок3 points
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It seems to validate what I think of this industry, basically, they give us less technology and more Premiums to fund their R&D, it's been going this way since the days Silicon Graphics persuaded the military and top CGI industries to go COTS and started to sell their products to high street consumers, by memory, around 1995. I read an article in Flight International of the time, saying precisely that: Computing, CGI in particular was too expensive and R&D too slow, they needed to cut the cost of both, so the reasoning behind going to the high street market was to sell premium in order to finance R&D, which means that the top rech had to be shared with the military (COTS). 3 years later, a 3D house (Saint Agnes Studios in Britain) would have to pay £35.000 per seat on a SG machine, one license per seat, my ex-boss, Alan Marques, decided to go PC-based 3D Studio max loaded networks, where a network of Pentium II with 128Mb of RAM could do the same rendering job with more seats available for modeling, animation, maping, special effects etc, and this under ONE rendring licence at a fraction of the price. It's a time where manufacturersd started to develop stuff like SLI (Voodoo 2), faster graphic buses, larger capacity and higher frequency RAM and I don't recall the prices going through the roof or parts setting the PC on fire, we were able to bluid our machines ourselves accodring to our requiered specs for CGI. It could have gone well until competition made them cutting corners and sell us (high street clients) more Premiums and less technologie, nobody is gonna make me believe that those successive generations of cards have been putting the emphasis on tech rather than profit and that technology couldn't have made sure they could provide more performances for less volume and weight today. Compare NVIDIA very own NV1 of 1995 to this RTX 4090 and ask yourself why with all the technology developed since 1995, a top graphic card inflated like a ballon filled with Mercury... And can burst into fire. If you want to know what was possible to do with 1997 PCs, watch Lost in Space (1998), it was made at St Agnes Studios and at some point I had every single app and plug-ins for special effects on my home PC, we helped KINETIX develop 3D Studio Max for the cinema industry and ran Intel, then AMD self- built PCs to cut costs, from where I'm standing, the industry created this inflation, and we're paying for it. Lost in Space 19983 points
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Nope. Although someone in the test team reported they might still do that when grossly manually overlofted, but that was general missiles, not aim54 specific. But the fix for the looping stuff remains in place. The "reverted" refers to lofting.3 points
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3 points
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You're welcome, the difference it makes in Cat 1 approaches is amazing. The "crossing the wake" is a real SA boost for me. Keep up your excellent work, looking forward to the RAG3 points
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3 points
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Checksix Endpoint Australia develop update on discord. https://discord.com/channels/974874076977967124/974889495587594321/10336878353934131403 points
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2 points
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